Overwatch February 13 PTR update fixes Workshop issues – patch notes

Joe O'Brien

The latest update to the Overwatch PTR brings a series of bug fixes for the new Workshop features.

Blizzard have recently introduced some new features to the Overwatch Workshop on the PTR designed to address some of the most common requests from creators, including new Workshop-specific maps and subroutine features.

Players are already making the most of the new features, with modes such as Lucio Boop Battle which utilize the new Island map and some of the new settings to create the ideal mode for perfecting your movement with the hero.

Overwatch Workshop Island map

[ad name=”article1″]

Of course, new features can also mean new bugs, and the latest PTR patch on February 13 addresses many of the problems that have been occurring with the Workshop additions. Hopefully, those experimenting with them on the PTR should now find things working more smoothly.

Blizzard haven’t yet announced when the new Workshop features will be heading to the live servers, but they’re expected to be coming in the same patch as the Hero Pool update, which will see certain heroes removed from active play for periods of time in competitive modes to force more frequent meta changes.

The full patch notes for the February 13 PTR update can be seen below.

[ad name=”article2″]

Overwatch PTR February 13 patch notes

Bug Fixes

Workshop

  • Fixed a bug where disabling certain flow control actions (If, Else If, Else, etc.) could lead to incorrect execution and incorrect editor indention
  • Fixed a bug where an Else If block followed by an End would cause a rule to prematurely abort if the Else If condition were false
  • Fixed a bug where the Loop If Condition and Abort If Condition actions considered the value of the conditions from the beginning of the frame instead of their current value
  • Fixed a bug where the Chase Global Variable actions did not have access to contextual values (such as Event Player, Attacker, Victim, etc.)
  • Fixed a bug where modifying a variable after chasing it would give the variable an incorrect value
  • Fixed a bug where modifying a single player variable after setting or modifying it as part of a multi-player variable change would give the variable an incorrect value
  • Fixed a bug where effects and beam effects that don’t reevaluate would wait until the end of the frame to evaluate their positions and radii rather than evaluating them immediately
  • Fixed a bug where the Total Elapsed Time value would be incorrect if used in a HUD action or in certain reevaluating actions
  • Fixed a bug where the Nearest Walkable Position value would be incorrect if used in a HUD action or in certain reevaluating actions
  • Fixed a bug where the Nearest Walkable Position value stopped working near the statue in Château Guillard
  • Fixed a bug where using the same Set Facing action multiple times in the same frame with different inputs would not work correctly
  • Fixed an editor crash caused by pasting subroutines into a slot outside of the default range
  • Fixed a bug where subroutines would stop executing upon encountering a disabled action

Related Topics

About The Author

Joe O'Brien was a veteran esports and gaming journalist, with a passion and knowledge for almost every esport, ranging from Call of Duty, to League of Legends, to Overwatch. He joined Dexerto in 2015, as the company's first employee, and helped shape the coverage for years to come.