{"id":699876,"date":"2026-05-28T18:41:08","date_gmt":"2026-05-28T18:41:08","guid":{"rendered":"https:\/\/www.newsbeep.com\/ca\/699876\/"},"modified":"2026-05-28T18:41:08","modified_gmt":"2026-05-28T18:41:08","slug":"starcraft-ii-5-0-16-ptr-patch-notes-starcraft-ii-blizzard-news","status":"publish","type":"post","link":"https:\/\/www.newsbeep.com\/ca\/699876\/","title":{"rendered":"StarCraft II 5.0.16 PTR Patch Notes \u2014 StarCraft II \u2014 Blizzard News"},"content":{"rendered":"<p>We&#8217;ve tried to make this PTR focus on extending the early and mid-game experience, allowing players to remain competitive on one to three bases for longer periods. We\u2019ve introduced changes to make non-warped Gateway play a more viable path, while also increasing overall strategic diversity across all three races.<\/p>\n<p>&#13;<br \/>\n&#13;<\/p>\n<p>In addition, a range of quality-of-life improvements has been implemented to enhance the overall player experience.<\/p>\n<p>&#13;<br \/>\n&#13;<br \/>\nEconomy&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tStarting workers reduced from 12 to 8.&#13;<br \/>\n\tDefault Large Mineral patch resource count reduced from 1,800 to 1,600.&#13;<br \/>\n\tDefault Small Mineral patch resource count increased from 900 to 1,200.&#13;<br \/>\n\tTotal Default Minerals per base increased from 10,800 to 11,200.&#13;<br \/>\n\tDefault Vespene Geysers&#8217; resource count increased from 2,250 to 2,500.&#13;<br \/>\n\tTotal Default Gas per base increased from 4,500 to 5,000.&#13;<br \/>\n\tRich Vespene Gas Geyser harvest return value decreased from 8 to 6.&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\nZerg&#13;<br \/>\n&#13;<br \/>\nHatchery, Lair and Hive&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tSupplies provided reduced from 6 to 4.&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\nCreep&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tSpread\/Recede rate slowed from 0.45 to 0.55.&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\nSpore Crawler&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tDamage against Biological increased from 20 (+10 Biological) to 20 (+15 Biological).&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\nCarapace Upgrades&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tLevel 1 cost decreased from 150\/150 to 100\/100.&#13;<br \/>\n\tLevel 2 cost decreased from 200\/200 to 150\/150.&#13;<br \/>\n\tLevel 3 cost decreased from 250\/250 to 200\/200.&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\nInfestor&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tMicrobial Shroud range increased from 9 to 12.&#13;<br \/>\n\tMicrobial Shroud can now be cast without requiring an upgrade from the Infestation Pit.&#13;<br \/>\n\tNeural Parasite on builder SCVs will only expire at structure completion.&#13;<br \/>\n\tNow has an auto-attack weapon.&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\nViper&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tAbduct now considers Sieged Tanks a valid target.&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\nOverlord&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tSpeed without Pneumatized Carapace decreased from 0.9 to 0.7.&#13;<br \/>\n\tCan now issue &#8216;Load Nearby Units&#8217; commands.&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\nOverseer&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tChangelings automatically inherit the current order queue of the casting Overseer.&#13;<br \/>\n\tChangelings\u2019 deaths are contagious to other nearby Changelings.&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\nMutalisk&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tMutalisk Glaives now prioritize targets.&#13;<br \/>\n\tArc slop increased to 180.&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\nTerran&#13;<br \/>\n&#13;<br \/>\nCommand Center&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tSupplies provided reduced from 15 to 13.&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\nGhost&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tSupply increased from 2 to 3.&#13;<br \/>\n\tHealth reduced from 125 to 100.&#13;<br \/>\n\tAttack damage changed from 10 + 10 vs Light to 20.&#13;<br \/>\n\tAttack range increased from 6 to 7.&#13;<br \/>\n\tSteady Targeting:&#13;<br \/>\n\t&#13;<br \/>\n\t\tDamage increased from 130 + 40 vs Psionic to 170.&#13;<br \/>\n\t\tEnergy cost increased from 50 to 75.&#13;<br \/>\n\t\tNo longer cancels upon taking damage.&#13;<br \/>\n\t&#13;<br \/>\n\t&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\nMedivac&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tCan now issue &#8216;Load Nearby Units&#8217; commands.&#13;<br \/>\n\tSubgroup Priority:&#13;<br \/>\n\t&#13;<br \/>\n\t\tPriority order updated from (Raven, Ghost, Battlecruiser, Marine, Marauder, SiegeTank) to (Ghost, Marine+Marauder, Raven, Battlecruiser, Siegetank).&#13;<br \/>\n\t&#13;<br \/>\n\t&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\nProtoss&#13;<br \/>\n&#13;<br \/>\nNexus&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tSupplies provided reduced from 15 to 13.&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\nWarpgate&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tWarpgate Research moved to the Gateway from the Cybernetics Core.&#13;<br \/>\n\tWarpgate Research speeds up Gateway unit production time by 35%.&#13;<br \/>\n\t&#8216;Transform to Warpgate&#8217; cost increased from 0\/(0) to 50\/(50).&#13;<br \/>\n\tWarp-in Time is no longer determined by &#8216;slow power fields&#8217;.&#13;<br \/>\n\tWarp-in Time decreased to 3s (from 3.6s and 11.4s).&#13;<br \/>\n\tWarpgate Cooldown Values:&#13;<br \/>\n\t&#13;<br \/>\n\t\tZealot: from 20 to 22.&#13;<br \/>\n\t\tAdept: from 20 to 22.&#13;<br \/>\n\t\tStalker: from 23 to 22.&#13;<br \/>\n\t\tSentry: from 23 to 22.&#13;<br \/>\n\t\tHigh Templar: from 32 to 35.&#13;<br \/>\n\t\tDark Templar: from 32 to 35.&#13;<br \/>\n\t&#13;<br \/>\n\t&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\nGateway&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tPre-Warpgate Production Time Values:&#13;<br \/>\n\t&#13;<br \/>\n\t\tZealot: from 27 to 28.&#13;<br \/>\n\t\tAdept: from 30 to 28.&#13;<br \/>\n\t\tStalker: from 27 to 28.&#13;<br \/>\n\t\tSentry: from 23 to 24.&#13;<br \/>\n\t\tHigh Templar: from 32 to 40.&#13;<br \/>\n\t\tDark Templar: from 32 to 40.&#13;<br \/>\n\t&#13;<br \/>\n\t&#13;<br \/>\n\tPost-Warpgate Production Time Values:&#13;<br \/>\n\t&#13;<br \/>\n\t\tZealot: 18.&#13;<br \/>\n\t\tAdept: 18.&#13;<br \/>\n\t\tStalker: 18.&#13;<br \/>\n\t\tSentry: 16.&#13;<br \/>\n\t\tHigh Templar: 26.&#13;<br \/>\n\t\tDark Templar: 2.&#13;<br \/>\n\t&#13;<br \/>\n\t&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\nSentry&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tHallucinations automatically inherit the current order queue of the casting Sentry.&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\nHigh Templar&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tPsi Storm total damage reduced from 110 to 100.&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\nDisruptor&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tNow has a &#8216;phantom attack&#8217; weapon.&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\nWarp Prism&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tCan now issue &#8216;Load Nearby Units&#8217; commands.&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\nBug Fixes &amp; Quality of Life Updates&#13;<br \/>\n&#13;<br \/>\n&#13;<br \/>\n\tFixed an issue where Carrier Interceptors owned due to a player casting Neural Parasite would not inherit the opponent&#8217;s upgrades.&#13;<br \/>\n\tFixed an issue where EMP visuals did not provide clear visual indication of effect radius\/affected units.&#13;<br \/>\n\tFixed an issue where Motherships would warp in adjacent to the Nexus rather than overtop.&#13;<br \/>\n\tFixed an issue where Guardian Shield visuals would persist even after loaded into a transport.&#13;<br \/>\n\tFixed an issue where melee units targeting builder SCVs would lose their attack order when the SCV moved through the structure.&#13;<br \/>\n\tFixed an issue where SCVs could not have build orders queued sequentially onto structures already being constructed by another SCV.&#13;<br \/>\n\tFixed an issue where Guardian Shield visuals would not update player color post-initialization.&#13;<br \/>\n\tFixed an issue where the KD8 Charge could knock back immobile targets during Recall.&#13;<br \/>\n\tFixed an issue where the KD8 Charge lacked a placement model and AOE effect radius cursor indicator.&#13;<br \/>\n\tFixed an issue where the KD8 Charge would be thrown in front of a target unit rather than at the targeted cast point.&#13;<br \/>\n\tFixed an issue where some units&#8217; spells would not trigger Protoss shield-damage graphics (Purification Nova, Corrosive Bile, KD8 Charge).&#13;<br \/>\n\tFixed an issue where units with burrow move would lose their current orders when told to burrow.&#13;<br \/>\n\tFixed an issue where &#8216;Zerg Rocks&#8217; were lacking polish. (Now uses correct wireframe, has a Zerg building armour icon, and uses animation state to communicate health level).&#13;<br \/>\n\tFixed an issue where a variation of large diagonal rocks still did not receive an attack command if certain portions of the rock were within vision but not others.&#13;<br \/>\n\tFixed an issue where attack commands with Adept Shades in the selection behaved erratically (Example: finishing a shade caused the attack target to be lost if the command was not issued by smart command\/right click, units could unexpectedly move command etc.)&#13;<br \/>\n\tFixed an issue where the Nexus had no indication Nexus Recall nor Energy Recharge abilities&#8217; cooldowns were global. Command card now displays charge counters and minimap displays all Nexus range radius.&#13;<br \/>\n\tFixed an issue where the Nexus Energy Recharge ability range radius actor would display permanently rather than when the ability was being targeted.&#13;<br \/>\n\tFixed an issue where Lurker Attack Spike sounds could be heard through the Fog of War.&#13;<br \/>\n\tFixed an issue where Lurker eggs lacked polish during creation\/destruction. Eggs now take less time to appear due to faster birth animation and play a death cry to communicate when destroyed early.&#13;<br \/>\n\tFixed an issue where the Warp Prism would not display an unload visual model indicator.&#13;<br \/>\n\tFixed an issue where the Warp Prism would not display a load range radius actor when the ability was being targeted.&#13;<br \/>\n\tFixed an issue where the Warp Prism movement was highly variant\/ sluggish if ordered to queue pickup orders or pick up units slightly out of immediate range.&#13;<br \/>\n\tFixed an issue where Banelings in splash range of enemy units but killed by enemy units would not spawn an audio cue indicating splash damage had been dealt.&#13;<br \/>\n\tFixed an issue where non-disguised Changelings would not play their full birth animation.&#13;<br \/>\n\tFixed an issue where commanding Oracles to build Stasis Wards in areas inside their range could result in slower execution than being commanded to build outside their range.&#13;<br \/>\n\tFixed an issue where Oracles would teleport short distances if told to build a Stasis Ward while overlapping with other air units (such as other friendly oracles).&#13;<br \/>\n\tFixed an issue where Stasis Wards lacked a distinct audio cue for their death.&#13;<br \/>\n\tFixed an issue where players attempting to attack a Stasis Ward could easily accidentally move command underneath it instead.&#13;<br \/>\n\tFixed an issue where Colossus could not be created\/unloaded in space an air unit already was (this mostly affects the predictability of colossus drop positioning due to collision with the warp prism).&#13;<br \/>\n\tFixed an issue where Voidray Prismatic Alignment lacked a termination audio cue.&#13;<br \/>\n\tFixed an issue where Immortal Barrier lacked a termination audio cue.&#13;<br \/>\n\tFixed an issue where beam attack visuals would not terminate if targets were picked up by transports or teleported away (Sentry, Void Ray).&#13;<br \/>\n\tFixed an issue where the Sentry&#8217;s beam attack visuals were misleading due to being significantly delayed during creation and termination. They should now feel much more responsive to control.&#13;<br \/>\n\tFixed an issue where the Cyclone basic weapon was unable to damage friendly cloaked\/buried units.&#13;<br \/>\n\tFixed an issue where the High Templar&#8217;s basic weapon&#8217;s visuals and sounds were not proportionate in size\/volume to its impact.&#13;<br \/>\n\tFixed an issue where Vespene Geysers did not update their model to tolerate shaders if players&#8217; shader graphics settings changed mid-match, allowing for re-enabling of the higher graphics option.&#13;<br \/>\n\tFixed an issue where Phoenix would not face their channeled Graviton target.&#13;<br \/>\n\tFixed an issue where killing a Viper prior to its Abduct tongue connecting with a target would not cancel the abduct.&#13;<br \/>\n\tFixed an issue where Nexus would still play Blinding Cloud visuals (despite no longer having Photon Overcharge).&#13;<br \/>\n\tFixed an issue where Planetaries lacked or had misleading visual and audio indicators (splash damage impact visuals, sound).&#13;<br \/>\n\tFixed an issue where Archons lacked several visual and audio indicators (birth sound, splash damage impact visuals, movement sound, attack physics).&#13;<br \/>\n\tFixed an issue where Disruptor Purification Nova cooldown\/firing status was difficult to discern. Ability status should now be much more obvious due to increased colour states.&#13;<br \/>\n\tFixed an issue where friendly Disruptor Purification Nova range radius actors were displayed permanently, even if the unit was on cooldown, causing unnecessary clutter as unit count increased.&#13;<br \/>\n\tFixed an issue where Swarm Host range radius actors were displayed permanently, even if the unit was on cooldown, causing unnecessary clutter as unit count increased.&#13;<br \/>\n\tFixed an issue where Swarm Hosts lacked an equipment (weapon) display indicator for the Locust.&#13;<br \/>\n\tFixed an issue where Microbial Shroud&#8217;s appearance happened gradually and unnoticeably due to lacking a sufficient impact model for the cloud.&#13;<br \/>\n\tFixed an issue where Hellbat walk animation speed was faster than expected.&#13;<br \/>\n\tFixed an issue where casting Generate Creep would only affect a subselection of Overlords or Transport Overlords rather than both variations.&#13;<br \/>\n\tFixed an issue where Creep Tumors lacked placement and placeholder models when spreading themselves.&#13;<br \/>\n\tFixed an issue where it could be difficult to distinguish if a research structure was active (Twilight Council, Fleet Beacon, Armory, Evolution Chamber).&#13;<br \/>\n\tImproved an issue where injecting Queens &#8216;shuffle&#8217;. Allowed re-issuing inject during ongoing cast so orders are not offloaded to others queen. Long-range orders are invalid if another queen is nearby the target hatchery.&#13;<br \/>\n\tImproved an issue where units with their primary attack order on a changeling would lose their order if the Changeling subsequently disguised itself.&#13;<br \/>\n\tImproved an issue where gather orders were clunky for workers. Workers adjacent and move commanding to a geyser now update their command to a gather order if a refinement structure gets built.&#13;<br \/>\n\tXel&#8217;naga towers can now be selected through the Fog of War. Xel&#8217;naga Towers now show their vision range radius when selected.&#13;<br \/>\n\tActive Creep Tumors will now take selection precedence over Inactive Tumors.&#13;<br \/>\n\tActive Creep Tumors in a control group at the time of exhausting their charge will now transfer control group membership to the spread tumor.&#13;<br \/>\n\tCritters and destructible neutral objects have been standardized to share similar targeting\/selection\/collision values. They will no longer collide with\/block player structures or units.&#13;<br \/>\n\tLarva\/Eggs will no longer collide with\/block player structures or units.&#13;<br \/>\n\tLocusts that were previously uncommandable during their swoop animation are now also unselectable (if already selected they will stay selected).&#13;<br \/>\n\tNeural Parasite will now add the target unit to the current selection if the selection only contains one infestor.&#13;<br \/>\n\tProtoss structures now generate additional &#8216;damaged&#8217; graphical models.&#13;<br \/>\n\tAs larva increases, they will now spread further upwards around the sides of the hatchery. Larva will still start from the bottom of the hatchery.&#13;<br \/>\n\tMusic selection for spectator players has been adjusted to feature a greater pool of suitable tracks for spectating. Duplicate entries have also been removed.&#13;<br \/>\n\tSlightly polished Oracles&#8217; Revelation and Build animation transitions.&#13;<br \/>\n\tHigh Templar and Ravagers are now less likely to aggro towards faraway targets.&#13;<br \/>\n\tAdjusted Warp Prism and Raven visual fly height to minimize clipping inside other models and reduced Warp Prism shadow size on low graphics to minimize shadow-casting on unloaded units.&#13;<br \/>\n\tCommands to unsiege Warp Prisms will now be issued to all Warp Prisms in the selection.&#13;<br \/>\n\tHealing Shrine visuals\/sounds have received a minor polish pass.&#13;<br \/>\n\tThe Warp Prism will now attempt to immediately siege when instructed rather than prioritizing deceleration.&#13;<br \/>\n\tMapmaker support tools now include proper Worker-Only-Path indicators, No-Resource footprints, air unit height modifier doodads, and variable rock reduction units.&#13;<br \/>\n\tMule Repair is now set to auto-cast by default (Mules with a harvest order still do not attempt to repair units).&#13;<br \/>\n&#13;<\/p>\n","protected":false},"excerpt":{"rendered":"We&#8217;ve tried to make this PTR focus on extending the early and mid-game experience, allowing players to remain&hellip;\n","protected":false},"author":2,"featured_media":181267,"comment_status":"","ping_status":"","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[6],"tags":[49,48,61],"class_list":["post-699876","post","type-post","status-publish","format-standard","has-post-thumbnail","category-technology","tag-ca","tag-canada","tag-technology"],"_links":{"self":[{"href":"https:\/\/www.newsbeep.com\/ca\/wp-json\/wp\/v2\/posts\/699876","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.newsbeep.com\/ca\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.newsbeep.com\/ca\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.newsbeep.com\/ca\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.newsbeep.com\/ca\/wp-json\/wp\/v2\/comments?post=699876"}],"version-history":[{"count":0,"href":"https:\/\/www.newsbeep.com\/ca\/wp-json\/wp\/v2\/posts\/699876\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.newsbeep.com\/ca\/wp-json\/wp\/v2\/media\/181267"}],"wp:attachment":[{"href":"https:\/\/www.newsbeep.com\/ca\/wp-json\/wp\/v2\/media?parent=699876"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.newsbeep.com\/ca\/wp-json\/wp\/v2\/categories?post=699876"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.newsbeep.com\/ca\/wp-json\/wp\/v2\/tags?post=699876"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}