Patch 1.04 Live.
I think for the race I play (Protoss) that the Immortal attack range increase and the Warp Prism shields increase are going to be significant in changing how some people play as protoss. I really like Immortals (they eat Thors for breakfast lol) and I've always been wanting to play with some drop type play but haven't really that much given how squishy the Warp Prisms were.
Well 1.04 is Live - and here are your changes!
Unit vision up ramps has been reduced by 1.
Attack range increased from 5 to 6.
Acceleration increased from 0.3 to 1.375.
The Mothership's Cloaking Field no longer cloaks all units instantaneously, but rather adds units to the cloak field over time (maximum of 25 per second). This should alleviate "Mothership Lag" issue when a Mothership comes online.
Blink research time increased from 110 to 140.
Shields increased from 40 to 100.
Build time increased from 60 to 65.
Infernal Pre-Igniter damage upgrade decreased from 10 to 5.
Seeker missile movement speed increased from 2.5 to 2.953.
Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).
Neural Parasite range decreased from 9 to 7.
Morph cost decreased from 50/100 to 50/50.
Contaminate energy cost increased from 75 to 125.
Build time decreased from 70 to 55.
Other Gameplay Changes
-Sentry Guardian Shield now correctly reduces damage from Hellion, Void ray, and Colossus attacks as well as the Siege Tank's sieged attack.
-Fixed an issue where Colossus thermal lance beams would track a unit much further than the range of the weapon.
-Fixed an issue where workers would not path around Force Field while harvesting.
-The Command Center Load SCV command will now only ask to load as many SCVs as it can contain.
-SCVs will now always face the building when resuming construction.
-SCVs can no longer repair themselves while inside a Bunker or Medivac.
-Fixed an issue where the Reaper could get stuck in some cases.
Overseer & Brood Lord cocoons can now display waypoint lines when issuing queued patrol orders.
-Baneling's Attack Structure ability is now a toggle to Enable/Disable Attack Structure. The toggle will determine whether structures are valid targets for auto-attack. This change fixes an issue which caused Banelings to prioritize buildings over hostile units.
-Burrowed units are no longer cloaked by the Mothership, as this is redundant.
-Attack upgrades are now retained by units controlled by Neural Parasite.
-If a unit provides power, that power is temporarily transferred to a player using Neural Parasite.
-Canceling more than one of the same structure at the same time as Zerg will add all Drones to the selection.
-Improved Larva placement when the bottom edge of a hatchery is on a cliff edge to prevent Larva from getting killed.
-Spore Crawlers and Spine Crawlers now disable their Stop button when rooting.
-Fixed an issue where Drone attacks could be more easily dodged than SCV or Probes.
-Fixed an issue where Broodlords on the high ground were not revealed when attacking enemy units on the low ground.
Ok here is a video....lol This killed me when I first saw it. I have a friend who plays Terran and he's always ALWAYS bitching about Voidrays. So much so that he has decided to quit playing Terran and play Protoss and just build a ton of Void Rays lol Enjoy :)