cosmonarchy-bw-prerelease/patchnotes.md

20 KiB

XX October 2023

Designer's Notes

Patch goals include:

  • Revise or remove 2.5 and 3.5 tech for Terran
  • Continue to address overdetermined role overlaps
  • Shuffle costs of tier 2 and 3 units to properly incentivize gas capping
  • Complete tileset updates to use extra height levels and improve available varieties

Latest content

General

  • Vision update timer has been sped up significantly (c. Veeq7 and DF)
  • Painting missile launches with Eidolons and Seraphs can now be queued (c. DF)
  • Terran cloaked units now use the new Proximity Cloaking, and are only decloaked if hostiles are within 3 range
  • Burrowed units are now revealed slightly more generously by nearby ground units
  • Worker wandering searches for better mineral nodes within 5 range, from 8, reducing unintentional inefficiences

Tilesets

  • The following tiles now provide a height difference:
    • Jungle: Swamp, sunken jungle
  • The following tiles were added:
    • Ashworld:
      • Magma cliff to crushed rock, jungle (level 1)
      • Cooled magma cliff (level 1)
      • Magma cliff to jungle (level 1)
      • Active lava to jungle (level 1)
      • Mud to jungle (level 1)
    • Desert:
      • Cooled lava to dirt (all levels)
      • Compound to cooled lava (level 1)
  • The following tiles were deprecated and are now removed:
    • Jungle:
      • Sunken jungle cliffs for temple and dirt

UI

  • Scrolling with middle-mouse button is now buttery-smooth, complete with a config option for inverting the direction (c. Veeq7)
    • This sometimes creates pixel artifacts, which will be addressed in time
  • Joining a lobby now plays a sound (with help from DF)

Game modes:

  • Briefings are now skipped in Competitive, Debug, and Omnipresence modes
  • In Competitive, Debug, and Omnipresence modes, unit stats are no longer loaded from map info, making this exclusively a Scenario feature

AI:

  • On competitive maps (class 1 and 2), AI can no longer roll greed builds
  • Improved worker resource assignment when at low worker counts
  • Improved pre-5 minute attack handling
  • Further increased priority of refinery structures
  • Boosted priority of tech tier structures
  • Made adjustments to how frequently Zerg request multiple tech nodes
  • Removed worker transfer calls to improve early-game worker efficiency

Audiovisuals:

  • Provided a new sound read for Terran proximity cloak, to contrast with Protoss passive cloak (c. lolrsk8s)
  • New sprite for:
    • Lanifect (c. Baelethal)
  • Upgraded Hippogriff sprite with new materials, animations, and thrusters (with lots of help from Solstice)
  • Upgraded Wyvern sprite with new materials
  • Diadems now leave behind large rubble, instead of small rubble

Bugfixes

  • Stability:
    • Fixed a common crash with Nydus Cesiants (r. Boris)
    • Fixed instability related to the Mortothrokor death animation (r. TheBeaver99)
    • Fixed a rare crash related to bouncing attackers (r. Enozlliks)
    • Fixed a rare crash related to Solarions and Stewards (r. GreenEggs'NSpam, c. DF)
    • Fixed an AI-only nullsprite crash (r. Myrian) and a selection-related nullsprite crash (r. 3crow)
    • Fixed a rare image function crash (r. GreenEggs'NSpam, c. DF)
    • Fixed a rare missile launch crash (r. GreenEggs'NSpam)
  • Gameplay:
    • Fixed Zerg regression failing if the attacker is killed or otherwise unavailable before their projectile deals fatal damage to the Zerg target (r. Mystery Meat & DF)
    • Partially-resolved an issue with Zerg regression on burrowed units (r. lolrsk8s)
    • Sentinel and Sevenstep no longer deal double damage in some cases (r. Mystery Meat)
    • Queueing Lay Mine orders can no longer provide infinite mines (r. TheBeaver99)
    • Lardfix: Irradiate (from Seraph and Morningstar) now sends under attack notification (r. The Shambler)
    • Prevented advanced workers from displacing each other during harvesting or construction (r. The Shambler, c. DF)
    • Fixed Optecton target acquisition misbehaving when both ground and air targets were within range (r. The Shambler, c. DF)
    • Gladius Binding Plasma no longer seeks out invisible targets (r. Mystery Meat)
    • Didacts cloaking warping structures no longer causes them to be untargetable until completion
    • Alkajelisks can now be mutated from Ocsal Larvae by players (r. GreenEggs'NSpam)
    • Azazel Defensive Matrix: no longer cleanse debuffs (r. GreenEggs'NSpam)
    • Lobotomy Mine Dazing Detonation: clear slow for flingy units
    • Mind Tyrant Maelstrom: apply debuff to flingy units
    • Claymore Kelvin Munitions: clear debuff for flingy units (r. TheBeaver99)
    • Fixed failed Magnetar attacks when turning or at max range (r. Mystery Meat)
    • Fixed many interactions between Akistrokor Blissful Embrace and transports (r. Mystery Meat)
    • Removed Salvage, for real this time (r. lucifirius & GreenEggs'NSpam)
    • Savant Power Siphon: Correctly reduce attack rate of turreted units (e.g. Goliaths) (r. GreenEggs'NSpam)
    • Standardized behaviors for landing on deployed Terran units, and fixed an issue where unsieging Phalanxes became unresponsive when landed on (r. Mystery Meat)
    • Factories with queued units now cancel their queues when mind controlled (r. Mystery Meat)
    • Fixed a rare case where Aion Reclamation Fields could be permanent (r. GreenEggs'NSpam)
    • Kalkalisks no longer deal double damage to their primary target
    • Mortothrokor: properly leave behind corpses (r. TheBeaver99)
    • Properly inherit facing angles when transforming between unit types (i.e. Zerg regression, Vagrant, Axitrilisk) (r. TheBeaver99)
    • Resolve hotkey conflicts between Analogue and Architect (r. DF), Apostle and Tinkerer's Tower, Return Resources and Supreme Construction (r. GreenEggs'NSpam)
    • Lodestones undergoing Emergency Detonation now kill their cargo (r. Mystery Meat)
    • Stopped Optectons from attacking transports when right-clicking to enter them
    • Fixed cancelling Morningstars refunding without interrupting the train order (r. GreenEggs'NSpam)
    • Fixed random race rolling not working properly in your first singleplayer match (c. DF)
      • Caveat: Currently doesn't hide witness slots, but setting them to computer does nothing
    • Sevenstep no longer has energy (r. GreenEggs'NSpam)
  • Audiovisuals:
    • Standardize missile strike dot to always be sorted above air units (r. Mystery Meat, c. DF)
    • Correctly redraw unit names when selecting Anchors and Lodestones
    • Hide decaying overlays on reclaimed units while they're cloaked (r. GreenEggs'NSpam)
    • Ban light blue tints on iceworld maps
    • Removed the Attack button on garrisons, since it currently does nothing (r. neblime)
    • Reset animations correctly for Protoss structures that re-gain power while in the middle of training a unit (r. The Shambler, c. DF)
    • Stop counting Morningstars as military units in unit counter
    • Correctly show cast range for Eidolon Missile Strike (r. GreenEggs'NSpam)
    • Improved sync between Golem attack animation and actual damage (r. TheBeaver99)
    • Added placeholder liftoff and landing dust overlays for Mantle and Starpad (r. TheBeaver99)
    • Siren weapon tooltip now displays the full potential damage of its attack
    • Fixed Mind Tyrant Tyranny cast range preview (r. GreenEggs'NSpam)
    • Corrected ability tooltips for Cuirass Stonewall Protocol (r. GreenEggs'NSpam), Mind Tyrant Maelstrom, and Akistrokor Blissful Embrace (r. GreenEggs'NSpam)
    • Fixed tooltip handling for Savant Breathing Battery (r. GreenEggs'NSpam) and Lanifect Disruption Field
    • Clear rally point display when canceling Hachirosks (r. Mystery Meat)
    • Fixed Cohort command card (r. 3crow)
    • Corrected Vagrant Nihilism tooltip (r. GreenEggs'NSpam)
    • Cleaned up tooltips that referenced 'weapon range' without involving weapons
    • Talos: use the Shaman portrait, instead of Data Disc
    • Vagrant Shade: use the same portrait as the Vagrant (r. TheBeaver99)
    • Cleaned up some silent missing frame errors (r. beriso)

Terran

  • Eidolon:
    • Weapon range now 8, from 9
    • Sight range now 8, from 10
    • Now moves ~8% slower
    • Pacifist Cloaking replaced with Proximity Cloaking
  • Siren:
    • Mineral and gas costs now 100/75, from 175/50
    • HP now 100, from 140
    • Armor now 1, from 2
    • Weapon cooldown now 1.17, from 0.83
    • Weapon range now 9, from 4
  • Striga:
    • Mineral cost now 125, from 150
    • Armor now 3, from 4
    • Now applies Apollyoid Adhesive
  • Dilettante:
    • Mineral and gas cost now 150/0, from 125/25
    • Armor now 2, from 1
    • Weapon damage now 3, from 2
  • Sevenstep:
    • Gas cost now 75, from 100
  • Lobotomy Mine:
    • Dazing Detonation:
      • Stun time now 3 seconds, from 2
      • Slow time now 3 seconds, from 4
      • If destroyed, now procs the slow effect
  • Goliath:
    • Time cost now 28, from 25
    • Twin Autocannons (anti-ground) weapon cooldown now 0.75, from 0.83
  • Blackjack:
    • Time cost now 18, from 20
    • Weapon range now 6, from 5
  • Matador:
    • Time cost now 18, from 20
    • Twinstrike Cannons weapon range now 5, from 4
    • Cinder Servos now grants +2 armor, from +1
  • Ramesses:
    • Time cost now 28, from 25
    • Now moves ~10% slower
  • Durendal:
    • Gas and time costs now 75/35, from 50/30
    • Armor now 3, from 4
  • Penumbra:
    • Weapon armor penetration now 4, from 0
    • Now collides with Cataphracts, Paladins, and Architects
    • Standardizing the Penumbra to use the same Kinetic Penetration rules as everyone else.
  • Anticthon:
    • Significantly boosted turn radius to prevent pathing issues
  • Wraith:
    • Time cost now 28, from 25
    • Sight range now 6, from 7
    • Now moves ~10% slower
    • Weapon damage now 2x5, from 1x10
    • Pacifist Cloaking replaced with Proximity Cloaking
    • Since Wraiths can now attack from max range without decloaking, reigning in their offensive power vs armor and their general mobility seemed appropriate.
  • Wyvern:
    • HP now 180, from 200
    • Jackson Cannon:
      • No longer deals splash damage
      • Now benefits from Kinetic Penetration
    • Wyverns emerged as an extremely low-skill method of wiping ground armies. Kinetic Penetration requires more control to accomplish what standard splash did previously.
  • Sundog:
    • Mineral and gas costs now 125/100, from 150/75
    • Sight range now 7, from 8
    • Now moves ~3% slower
    • Pacifist Cloaking replaced with Proximity Cloaking
  • Salamander:
    • HP now 160, from 175
  • Azazel:
    • Gas cost now 150, from 100
    • Sublime Shepherd:
      • No longer provides bonuses to enemy units
  • Tinkerer's Tower:
    • Gas cost now 100, from 50
    • No longer requires Fountainhead
  • Apothecary:
    • Gas cost now 300, from 200
  • Fulcrum:
    • Time cost now 45, from 50
  • Scrapyard
    • Time cost now 20, from 25
  • Mantle:
    • Mineral cost now 250, from 150
    • No longer requires Fountainhead
  • Iron Foundry:
    • Mineral, gas, and time costs now 400/150/60, from 300/100/50
  • Future Station:
    • Mineral, gas, and time costs now 400/200/40, from 200/150/30
    • No longer requires Atelier
  • Biotic Bastion:
    • Time cost now 45, from 30
    • HP now 850, from 800
    • No longer requires Atelier
  • Starpad:
    • Mineral and gas costs now 100/100, from 125/75
  • Starport:
    • Gas cost now 150, from 125
  • Rotary and Commandment:
    • No longer requires Fountainhead
  • Nanite Assembly:
    • Mineral, gas, and time costs now 600/400/75, from 300/250/60
    • HP now 1700, from 1500
    • No longer requires Atelier
  • Fountainhead, Atelier:
    • Removed
  • Wellbore:
    • Time cost now 50, from 60

Protoss

  • Envoy:
    • Now moves ~5% slower
  • Amaranth:
    • Time cost now 22, from 25
  • Atreus:
    • Shields now 70, from 80
    • Weapon now homes in on target
    • Improving the Atreus's consistency should provide Protoss with a more "core" response to throngs of hostiles.
  • Herald:
    • Mineral and gas costs now 100/100, from 150/50
  • Cantavis:
    • Gas cost now 150, from 125
    • HP now 50, from 40
    • Shields now 50, from 40
  • Vassal:
    • HP now 40, from 35
    • Shields now 30, from 35
    • Now moves 5% slower
  • Golem:
    • Time cost now 28, from 25
    • Shields now 60, from 80
    • Armor now 3, from 2
    • New passive: Tranquility Array
      • Upon taking shield damage, restore 2 shields for all allies within 3 range.
    • Helping the Golem live up to its intended combat role.
  • Positron:
    • Armor now 2, from 3
    • Transport size now 4, from 2
    • No longer has Interception
    • Providing missile interception to the Positron was an experiment that wound up failing. Reverting that change and dropping its armor will keep the unit reliant on a proper backline and good target selection.
  • Accantor:
    • Mineral cost now 250, from 200
    • Shields now 60, from 70
    • Transport space now 6, from 4
    • Requiring more of an investment to make more than one Accantor drop seems appropriate in a world without the "Shuttle Speed" upgrade.
  • Aurora:
    • Last Orders damage now 25, from 20
  • Lanifect:
    • HP now 100, from 90
    • Now moves ~10% slower
    • This gives Disruption Field more time to be active in skirmishes, while making repositioning a bit more feasible. The Lanifect should also be a bit more reliable in sorties.
  • Pylon:
    • Mineral cost now 75, from 50
    • Protoss players should think a bit more about when and where to add Pylons. This also reduces manner Pylon frequency, without removing it entirely.
  • Crucible:
    • No longer a resource depot

Zerg

  • Ovileth:
    • Sight range now 10, from 9
    • Cautious change to allow Zerg to combat Eidolons from a range, in the wake of Proximity Cloak.
  • Quazilisk:
    • Now moves ~16% slower
    • Weapon armor penetration now 1, from 0
    • In an attempt to diversify the Quazeth Pool, the Quazilisk should fall off later in the game now, while not being able to react to enemy movement as swiftly as its counterparts.
  • Nathrokor:
    • Mineral cost now 75, from 50
    • Now moves ~5% slower
  • Kalkalisk:
    • Weapon damage now 5, from 4
    • After fixing a bug where the Kalkalisk was dealing double damage to its primary target, this change keeps their damage relatively similar.
  • Mutalisk:
    • Gas cost now 75, from 50
    • Armor penetration now 0, from 2
    • Now moves ~5% slower
    • Keeping an eye on mass Muta...
  • Tosgrilisk:
    • Mineral, gas, and time costs now 100/150/28, from 150/100/25
    • Weapon cooldown now 1, from 1.25
    • ...and providing them better scaling once tier 3 is achieved.
  • Skithrokor:
    • Skittering Spores:
      • Damage now 5, from 8
      • Cooldown now 0.791, from 0.708
      • Range now 3, from 2
    • New passive: Ablative Whiplash
      • Projectiles deal damage to all targets, reducing by 1 for every target pierced, and return to the attacker after reaching their target
    • Riffing on the passives of the Kalkalisk and the Lakizilisk, this change lets the Skithrokor compete with stacked air units - without erasing worker lines in the process, we hope!
  • Bactalisk:
    • Weapon range now 7, from 8
    • Reducing the Bactalisk's weapon range should encourage other options if you need to siege someone at tier 2.
  • Evigrilisk:
    • Mineral and gas costs now 200/100, from 250/50
  • Keskathalor:
    • Mineral and gas costs now 300/250, from 400/150
  • Geszithalor:
    • Mineral and gas costs now 250/175, from 300/125
  • Alkajelisk:
    • Gas cost now 250, from 200
  • Gorgrokor:
    • Serrated Cleavers (vs. ground) weapon cooldown now 0.583, from 0.5
  • Ultrokor:
    • Mineral and gas costs now 250/150, from 325/75
  • Zarcavrokor:
    • Mineral and gas costs now 175/150, from 225/100
  • Spraith Cesiant:
    • Weapon range now 9, from 8
    • Part of the recent push to increase security against early air.
  • Quazeth Pool:
    • Time cost now 45, from 40
  • Ezigrisant:
    • Time cost now 45, from 50