Overwatch PTR Patch Notes – July 15, 2020

Overwatch PTR Patch Notes – July 15, 2020

A new Overwatch patch is in development and now available for testing! To share your feedback or report any issues, please post in the PTR Feedback or PTR Bug Report forums.

Please note that the below patch notes only include changes currently available for testing on the PTR. While many of these changes may also be available on PlayStation 4 and Xbox One in a future patch, the PTR is PC-only and only reflects changes coming specifically to that platform.



GENERAL UPDATES

New Feature: Priority Requeue for Backfilled Games

If you join a game after it has started to replace a player who has previously left, you are considered to have "backfilled" into that game. After finishing a game where you backfill, you are now granted a priority requeue the next time you queue to play. You will see a small icon on the interface to denote this status. When you queue for a game with priority requeue status, the matchmaker tries to prioritize finding an appropriate game for you. This normally results in significantly lower times waiting in queue.



Custom Games Updates

New Features

  • Lopsided Teams
  • Added Hero Scale Option to Custom Game Settings
  • Added Barrier Scale Option to Custom Game Settings

Developer Comments: Lopsided Teams allows you to further customize how many players can be on each team in a custom game. While you are still limited to 12 players in total, you are now free to choose any number of slots on Team 1 and Team 2. For Workshop users, this affects how many dummy bots can spawn on each team. If the total number of player slots is 12, that defines how many dummy bots can spawn on each team (e.g. a 4v8 mode would allow for 4 dummy bots on one team and 8 on the other). If the total number of player slots is less than 12, additional dummy bots may be added to either team as long as the total number of players is within 12 (e.g. a 4v0 mode would allow up to 8 additional dummy bots on either team). We're excited to see what asymmetrical game modes you all come up with.



WORKSHOP UPDATES

New Actions

  • Set Ammo
  • Set Max Ammo
  • Set Weapon
  • Set Reload Enabled
  • Disable Game Mode HUD
  • Enable Game Mode HUD
  • Disable Game Mode In-World UI
  • Enable Game Mode In-World UI
  • Disable Hero HUD
  • Enable Hero HUD
  • Disable Kill Feed
  • Enabled Kill Feed
  • Disable Messages
  • Enable Messages
  • Disable Scoreboard
  • Enable Scoreboard
  • Set Ability Charge
  • Set Ability Resource
  • Set Jump Vertical Speed
  • Disable Nameplates
  • Enable Nameplates
  • Start Forcing Player Outlines
  • Stop Forcing Player Outlines
  • Start Scaling Players
  • Stop Scaling Players
  • Start Scaling Barriers
  • Stop Scaling Barriers
  • Enable Movement Collision With Environment
  • Disable Movement Collision With Environment
  • Enable Movement Collision With Players
  • Disable Movement Collision With Players
  • Start Modifying Hero Voice Lines
  • Stop Modifying Hero Voice Lines
  • Add Health Pool To Player
  • Remove Health Pool From Player
  • Remove All Health Pools From Player
  • Set Player Health

Developer Comments: We're pleased to bring you the ability to scale players to very small and very large sizes, but it comes with one notable caveat: Scaling players to very large sizes and moving them into spaces where they don't easily fit can impact server load and potentially cause your instance to shut down. There are two ways to mitigate this: First, you can choose one of the Workshop maps. These are designed for experimentation and can accommodate very large players. Second, you can use the "Disable Movement Collision With Environment" action. This will cause the player to pass through walls and ceilings, though the player can still stand on floors if the "Include Floors" option is set to False. (Collision with floors does not have the same server load implications.) When in doubt, you can display the Server Load values in the HUD in order to determine how scaling is affecting server load.



New Values

  • Ammo
  • Max Ammo
  • Weapon
  • Is Reloading
  • Event Was Environment
  • Current Array Index
  • Input Binding String
  • Ability Charge
  • Ability Resource
  • Mapped Array
  • Workshop Setting Toggle
  • Workshop Setting Integer
  • Workshop Setting Real
  • Last Created Health Pool
  • Health of Type
  • Max Health of Type

Developer Comments: The Workshop Setting values allow you to expose tunable values of your script to their own special section in the Custom Game Settings. With these settings, you can specify the min, max, default, and types of data (Integer, Real, Toggle) you'd like to expose to users. If one or more of these values are used in your script, a new autogenerated Workshop Settings card will appear in the settings menu, allowing you to tweak these value overrides prior to launching the game mode.



BUG FIXES

Heroes

Brigitte

  • Fixed a bug with the hero information description for Repair Pack



Moira

  • Fixed a bug that caused additional Biotic Orb impact VFX to become delayed if bouncing multiple times



Orisa

  • Fixed a bug that caused some of the VFX for Orisa's "Oh!" highlight intro to not appear properly



Pharah

  • Fixed a bug that caused the rocket launcher weapon to disappear in 3P if her Rocket Guitar emote is interrupted



Reinhardt

  • Fixed a bug that allowed two Reinhardt's to collide during Charge and not knock each other down



Symmetra

  • Fixed a bug that allowed turrets to be placed within map geometry in Junkertown



Zenyatta

  • Fixed a bug that caused an animation pop after casting Orb of Harmony or Orb of Discord



Workshop

  • Fixed a bug causing Disable Built-In Game Mode Completion to fail in Elimination
  • Fixed a bug causing Set Max Health to apply the percentage change to your current health unnecessarily
  • Fixed a bug causing pasted Conditions to count extra towards the total element count
  • Fixed a bug preventing Ashe's self-knockback from Coach Gun from triggering Dealt/Received Knockback Events
  • If the Last Of value is given an input value that is not an array, it now returns the value given to it instead of 0 (matching the behavior of First Of)