OVERWATCH-PATCHNOTES – 17.11.2020

SYMMETRA’S REBUILDING CHALLENGE

Celebrate the release of Christie Golden’s new .
Short Story “Stone by Stone” with Symmetra’s Rebuilding Challenge! Secure limited-time rewards like the Marammat skin for Symmetra by winning matches and watching Overwatch on Twitch until November 30.

For more information on Symmetra’s Rebuild Challenge, visit the Overwatch website.

GENERAL UPDATES

Feature update: Minimum latency support.

Competition is most fun when it’s also fair. We have previously hosted tournaments such as the Overwatch League and Overwatch World Cup where teams were present in person and competed against each other via local servers to ensure the lowest possible latency for the best possible experience.

Due to current circumstances, many events and tournaments are held online and teams are spread around the world. Therefore, we want to provide a mechanism for our players and ensure that their gaming experience is as fair as possible, no matter how far away the teams are from the tournament servers.

The minimum latency option sets a threshold for latency in custom games, providing a level playing field for all players, whether the server is 50 or 500 kilometers away. For players with latency lower than the minimum setting, data transfer is delayed to match the minimum value. Players with higher latency will not be charged with any additional delay.

This feature is designed to work with a wide variety of network conditions, and will ensure that player latency is no more than 8 milliseconds different from the selected setting.

We hope that this feature will be especially useful for community tournaments, allowing you to compete against each other according to the motto “Be friendly and play fair”.

UPDATES FOR CUSTOM GAMES

New maps for custom games

  • Workshop green screen

UPDATES FOR MATCHES

Competitive – No Restrictions

Experience for the time (- Season 1) the Ranked Matches “No Restrictions” mode with placement matches, level of play, leaderboards and the ability to earn Ranked Points. There are no restrictions on hero selection in this mode.

HELDUPDATES

OVERWATCH-PATCHNOTES – 17.11.2020

BAPTISTE

OVERWATCH-PATCHNOTES – 17.11.2020

Reinforcement matrix

  • The width was increased from 5 to 9 meters.
OVERWATCH-PATCHNOTES – 17.11.2020

LÚCIO

Wallride

  • By default, Lúcio now performs his wallride immediately when the jump button is released. So you don’t have to press the jump button again after leaving the wall.
  • This new setting is displayed in Lúcio’s settings as “Wall jump on release”.
  • When using the new setting, Lúcio can interrupt his wallrides by pressing the duck button, which will not trigger an automatic jump.
  • With the Wall Jump On Release option, Lúcio gets a jump boost if he releases the jump button within 0.2 sec of ducking (the timing of the jump on release is the same as the timing of pressing the jump button again).

 

UPDATES FOR THE WORKSHOP

General

  • The upper limit for workshop elements has been increased to 32,768.
  • The [Type] field has been added to [Start Forcing Player Outlines].
  • Spray options have been added for [Communicate], [Is Communicating] and [Is Communicating Any].
  • Added the [Sort Order] field to the Workshop Settings values and increased the upper limit for Workshop Settings to 128.
  • [Allow Button], [Disallow Button], [Press Button], [Start Holding Button], [Stop Holding Button], and [Is Holding Button] now accept button values.
  • [Create Beam Effect], [Create Effect], [Create HUD Text], [Create Icon], [Create In-World Text], [Play Effect], and [Start Forcing Player Outlines] now accept color values and support options for re-evaluating color values.
  • Black, Gray, Rose, and Violet color options have been added.
  • Added a new option to the [Apply Impulse] action that allows horizontal and vertical speed to be modified together rather than separately when opposing motion is cancelled.

New actions for the workshop

  • Register for inspector
  • Wait until
  • Set received rebounds
  • Set Received Setbacks
  • Set environmental credits player
  • Start Assist
  • Stop assist
  • Stop all assists
  • Create progress bar HUD text
  • Destroy progress bars HUD text
  • Destroy all progress bars HUD text
  • Create progress bar In-World-Text
  • Destroy progress bar In-World-Text
  • Destroy all progress bars In-World-Text

New values for the workshop

  • Color
  • Custom Color
  • Workshop Setting Combo
  • Workshop Setting Hero
  • Evaluate Once
  • Update Every Frame
  • Magnitude Of
  • Number of Slots
  • Spawn Points
  • String Contains
  • String Length
  • Last Assist ID
  • Is Communicating Any Spray
  • Player Stat (limited to stat values of the current match)
  • Player Hero Stat (limited to stat values of the current match)

[Evaluate Once] can be used to isolate a part of a parameter that is being re-evaluated and “freeze” its initial value. This can be useful, for example, when a parameter that is being reevaluated (such as the position of an effect) uses the control variable of a [For] loop. For example, if you wanted to create a vertical stack of effects that moved with a player, you could create a loop with a [Create Effect] action using [Global.Y] as the control variable and [Position Of(Event Player)] + [Vector(0, Evaluate Once(Global.Y), 0)] as your position (if [Reevaluation] is enabled). This would make the position of each effect move with the player, but thanks to [Evaluate Once], the vertical deviation of each effect would be tied to the value of Global.Y at the time that particular effect was created (instead of the last value of Global.Y when the loop ends).

[Update Every Frame] increases the rate at which certain values are updated. For example, [Position Of(…)] is updated only 12.5 times per second, but [Update Every Frame(Position Of(…))] evaluates 62.5 times per second conditions as well as other logical queries and just as fast as your frame rate for visual outputs like effects and camera. This value can be used to create highly sensitive positional triggers and smooth movements of effects and cameras. Depending on how you use it, this value could have a major impact on server load, frame rate, or both. So use it only when absolutely necessary. Still, it’s much more power efficient to run a single condition or action that includes [Update Every Frame] than to repeatedly run an action in a short loop to achieve the same result.

CORRECTED ERRORS

General

  • Fixed a bug where the flag was not displayed as intended in the knockout round of Flag Capture.
  • Fixed a bug where names adjusted for color blindness were not displayed as intended in duel and elimination modes. Fixed a bug that caused players to see the Legendary Lootbox screen by default, even when none was available.

Heroes

Doomfist

  • Fixed a bug where the visual effects were not displaying as intended during the “One Strike” highlight intro.

D.Va

  • Fixed a bug where D.Va’s step sound effects were not playing as intended when the Shin-Ryeong skin was equipped.

Hanzo

  • Fixed a bug where Hanzo’s was not displayed as intended when selecting heroes.

Pharah

  • Fixed a bug that caused Pharah’s eyes to look in the wrong direction in her HUD portrait when the Lifeguard skin was equipped.

Sombra

  • Fixed a bug that caused Sombra’s translocator to be inoperable again in rare cases if it was destroyed directly during use.
  • Fixed a bug where Sombra would not receive a notification when she was spotted by enemies. Conversely, she sometimes received a notification even though she wasn’t detected.
  • Fixed a bug that caused Sombra’s Translocator animation to play when she was killed while using this ability.
  • Fixed a bug where teleportation was not showing up in replays as intended.

Wrecking Ball

  • Fixed a bug where Wrecking Ball’s was protruding into his mech during the Victory Pose Medal.

Workshop

  • Fixed a bug that could cause the game to crash when swapping the Parent/Child ratio of two players with the [Attach Players] action.
  • Fixed a bug where [Disable Messages] also disabled messages sent from the Workshop (e.g. [Small Message] and [Big Message]).
  • Fixed a bug where setting multiple ability cooldowns in the same frame could fail.
  • Fixed a bug where overriding the camera by [Start Camera] could be overridden by other sources (e.g. emote cameras).
  • Fixed a bug where Wrecking Ball could leave its sphere form even though the Ability 1 and Primary Fire Mode buttons were disabled.
  • Fixed a bug that could cause users to lose focus when interacting with the [Array] value in the editor.
  • Fixed a bug that prevented [Set Move Speed] and [Set Jump Vertical Speed] from setting the speed to 0.
  • Fixed a bug where [Declare Team Victory] could fail in Elimination.
  • Fixed a bug where the [Start Camera] and [Chase Variable] actions did not update smoothly at high frame rates or in slow motion.
  • Fixed a bug that allowed D.Va and Echo to break out of the [Attach Players] action using their flight abilities.
  • Fixed a bug where values with unnecessary parentheses were not being inserted from text as intended.
  • Fixed a bug where values with mismatching units (for example, a direction vector instead of a position vector) were not inserted from text as intended.
  • Fixed a bug that could cause the number of elements to be higher than expected when pasted from text.
  • Fixed a bug where multiple 0.016-second [waits] on the same player (or global entity) could cause some [waits] to take 0.016 seconds longer to complete.
  • Fixed a bug where the [Phased Out] state did not behave as intended when applied to a dead player (because [Phased Out] and [Dead] are mutually exclusive).
  • Fixed a bug where a variable’s [Set] action (not a [Modify] action) did not behave as intended when a variable previously obtained via [Chased] was on both the left and right sides (such as Global.A = 1 – Global.A).
  • Fixed a bug where a player’s current hit points were limited to the player’s original maximum hit points between executions of multiple [Set Max Health] actions.
  • Fixed a bug where team points could not be determined in game modes other than control modes.
  • Fixed a bug where Sombra could not be detected as intended when her model was increased to more than twice its original size.

OVERWATCH

Overwatch is a team-based 6vs6 shooter that was released on May 24, 2016. Overwatch stays true to the true style of Blizzard’s previous titles. It was developed by Jeff Kaplan and is considered a “new concept” shooter in the FPS genre. The game was officially unveiled at BlizzCon along with 12 heroes on November 7, 2014.

The story of Overwatch is set on a highly fictionalized future version of Earth. In a time where humans and robots, which are called Omnics, live together (Chris Metzen hinted that the story deals with this very robot race). 30 years before the time when Overwatch takes place, the so-called “Omnic Crisis ” occurred. The robots, once helpers of humans, rebelled against their creators for reasons as yet unknown and triggered a worldwide chaos. Faced with the imminent destruction of human civilization, the best soldiers of all nations came together to form a program called “Overwatch”.

Their job was to protect the world from the Omnics, which they succeeded in doing. For the next 25 years, they were the protectors of the planet, united in an international coalition. Some agents stayed, some were replaced, but at some point something changed: the Overwatch disintegrated. However, 5 years later after this event, incidents with Omnics are again accumulating, a worldwide terrorist organization also seems interested in destabilizing the world order. A new crisis is looming. At this point, your career as an Overwatch agent begins.