Developer Comment: We’ve always received feedback that modders would like to be able to more freely manipulate units in ways they can already do with doodads. With the 15 level cliff changes, we feel it’s now necessary to allow users to be able to freely control unit heights in the terrain editor. These changes will allow users to place certain destructible units, like bridges, on arbitrary heights instead of having to manually create 100 pieces of bridge data for different heights. This can be vital for Melee maps, as you are not supposed to create custom data in those maps. The rotate flag also allows users to create bridge data more easily. Previously, users would have to create 8 different version of the same bride so that it can be used in different directions. Now users will only need to create a horizontal version and a diagonal version, rotating them to custom directions.
Developer Comment: When we introduced Effect Tree User Data, it was only able to be used inside the same effect tree it belonged to. These changes allow end users to store/load user data across effect trees, as well as give users additional ways to store custom key/value pairs on a unit, and then use them in accumulators. We’ve also provided trigger versions to allow for better communication between the trigger module and data module.
Developer Comment: Player Score includes a lot of player level data, such as Player Resource, Player Food, Player APM, Player Damage Dealt, Player Mastery, etc… We believe this can allow modders to create interesting data formulas. Users may also create customized player score values in data sheets, which can be essentially used as a player level custom key/value pair to be used in Accumulators. We also have existing trigger API support for Player Scores, which allows further trigger to data communications.