Zelniq Profile Blog Joined August 2005 United States 7141 Posts Last Edited: 2010-07-14 20:35:38 #1

But in Patch 17, as you probably know, Blizz undid some of these Unlisted Changes.



Many of the following bug fixes were intended for internal testing only, and are now being reverted. 250mm Strike Cannons can no longer deal damage to hidden targets.

Barracks build time decreased from 65 to 60 seconds.

Bunker build time decreased from 40 to 30 seconds.

Canceling morphing Banelings now returns 75% of the cost like other morphing Zerg units.

Hellion range reverted from 6 to 5.

Reaper build time decreased from 45 to 40 seconds.

Zealot build time decreased from 38 to 33 seconds.







However there were many, many more Unlisted Balance Changes that were not addressed in the notes, nor within the game. Here they are, I confirmed these myself:



Blue changes seem likely to be intended for internal purposes only, and should probably be reverted

Green changes are likely intended to remain in the game, but have yet to appear in any patch notes

Red changes are changes they DID revert back in this patch, but were not listed in the notes





Unlisted Balance Changes that still were not reverted in the latest Patch 17, and yet seem likely to be intended for internal testing only, and should probably be reverted:



Neural Parasite lasts about 12-ish in-game seconds.

Confirmed to still exist in Patch 17



It's easier to completely trap units in Force Fields. IMO it's pretty stupid to completely take units out of the battle so easily with a 50 energy, low tech spammable spell, especially with roaches being unable to burrow underneath.

All of the units shown in the wireframe panel are completely stuck by Force Fields:



Confirmed to still exist in Patch 17



Creep Tumors take 30 seconds before it can create another Creep Tumor, up from 15.

Confirmed to still exist in Patch 17. Almost certainly not intended, the tooltip says the Cooldown is still 15



If you select a reactor barracks + tech lab barracks, they fit in the same tab, but before it separated them into 2 tabs. Then if u wanted to build from reactor barracks you had to tab and from tech lab tab back etc.

So now since it selects both in the same tab, if you build a marauder, the tech lab builds it; and if you build a marine, reactor builds it. If you build 3 marines, it makes 2 in reactor and 1 in tech lab, if you build marine, marauder, marine it makes 2 in reactor and 1 in tech.



On July 09 2010 04:25 DeMusliM wrote:

the new terran macro is very annoying.

3 rax, 2 with techlabs 1 reactor - if i press AA for marines, my reactor takes up 1, and my techlab also 1... If it worked properly sure - but it's annoying right now, bring back tabs.

To avoid this problem DeMusliM's describing, you'd have to put Reactor structures and Tech Lab structures on different hotkeys.

Confirmed to still exist in Patch 17. intended?



There is now a 1 second cooldown for Transfusion from the Queen. (may not sound significant, but you'd be surprised how rapidly you often want to cast it)

Confirmed to still exist in Patch 17





Unlisted Balance Changes that were not reverted in the latest Patch 17, and also seem likely to be intended to be real patch changes:



Psi storm cooldown decreased from 2.5 seconds to 2 seconds.

Confirmed to still exist in Patch 17, clearly an intentional change. (tooltip is correctly updated)



Infested Terrans lasts 30 seconds (up from 20).

Confirmed to still exist in Patch 17, clearly an intentional change, as the tooltip has also been updated



Infested Terran spell can now be cast while Infestor is Burrowed.

Confirmed to still exist in Patch 17, clearly an intentional change. (ability button appears while burrowed)



Hallucinated Colossi no longer break force fields.

Confirmed to still exist in Patch 17, most likely an intentional change





Ultras get +2 and +2 vs armored per upgrade, instead of +3 vs armored per upgrade.

Confirmed to still exist in Patch 17, clearly an intentional change.



Morphing Warpgate to Gateway now takes 10 seconds, instead of 3. The warp-in cooldown is paused when its not in warpgate form. In other words, that old bug is no longer abuseable, to produce units a little faster.

Confirmed to still exist in Patch 17, most likely an intentional change



Cybernetics Core now has a research animation.

Confirmed to still exist in Patch 17, clearly an intentional change



Stalkers can no longer blink up cliffs blocked by rocks without vision, nor are they able to blink across unpassable terrain (i.e. can no longer blink to islands)

Confirmed to still exist in Patch 17, clearly an intentional change



Bug? Changelings appear red to opponents after morphing to "blend in" with enemy.

untested





Unlisted Balance Changes that were reverted in the latest Patch 17

Roaches and infestors can no longer move under Force Fields while burrowed

Confirmed to have been reverted in Patch 17! clearly intentional





Unlisted, but not balance-related, Changes:



BUG: The 2 Roach Warren upgrades, Glial Reconstitution and Tunneling Claws have had their icons swapped. the bulky heavy claws get you speed; the lighter looking sped up claws get you digging power? makes no sense

+ Show Spoiler [image] +

(thanks figq) (thanks figq)

Confirmed to still exist in Patch 17



If you set a rally point on a unit, and if that unit dies, the rally point is reset.

Confirmed to still exist in Patch 17



Transport units now move towards the unit to Load it, when you Right-Click a Transport with the units you want to load. Previously, only the units would move toward the transport, while the transport would just sit there. NOTE: It QUEUES this action, meaning it will first finish any orders you gave to it, before it moves to pick-up the units.

Confirmed to still exist in Patch 17, clearly an intentional change



You can now view all the units inside the Nydus Network, rather than just the "first page" of units. (This allows you to pick and choose certain units to unload

Confirmed to still exist in Patch 17, clearly an intentional change



If you tell your transports to Unload, only the transports with cargo inside will move, the rest will ignore it

Confirmed to still exist in Patch 17, clearly an intentional change



The Ghost ability where it doesn't attack enemy targets (useful when the Ghost is cloaked and doesn't want to reveal that it is around) is now a toggle-able ability. ie: you don't have to press it every time you give the Ghost another command.

Confirmed to still exist in Patch 17, clearly an intentional change



Replays speeds are now Normal-Fast-Faster-x2-x4-x8 (before it was Slow Normal Fast Faster Fasterx3 Fasterx6.)

untested

Larvae no longer count as a Unit (doesn't show up in the Unit display tab while watching replays or Observing)

untested

Critters now roam the maps. And go poof if they're clicked on too much

untested

Attack Cooldown values listed in tooltips, when mousing over weapons.



Flying units moving/turning, and overlords generating creep, no longer make my ears bleed



Several graphical additions/tweaks/changes. Units unloading from Medivacs got a new, cool animation. Xel'naga towers showing as an eye on a minimap



Bnet bug: Despite it saying there are 2 placement matches to play, there are really 5 before you are placed.



This thread used to list the "Unlisted Patch Balance Changes" from the previous patch 16.But in Patch 17, as you probably know, Blizz undid some of these Unlisted Changes.However there were many, many more Unlisted Balance Changes that wereaddressed in the notes, nor within the game. Here they are, I confirmed these myself:changes seem likely to be intended for internal purposes only, and should probably be revertedchanges are likely intended to remain in the game, but have yet to appear in any patch noteschanges are changes they DID revert back in this patch, but were not listed in the notes Moderator Blame yourself or God