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Update: it's live in SEA
http://sea.battle.net/sc2/en/blog/10580510/starcraft-ii-2011-patch-notes-8-19-2013
StarCraft II 2.0.11 Patch Notes StarCraft II Patch 2.0.11 is being distributed to all regions throughout the week, and may not be live in your region yet. Please read on to check out the full patch notes. STARCRAFT II PATCH 2.0.11
BUG FIXES
General- Fixed an issue that caused in-game Victory screens to display incorrect fonts.
- English strings are now properly displayed in the enGB version of the Split 1v1 and Streamlined custom observer UIs.
Battle.net- 4v4 matches no longer result in losses for both teams.
- Fixed an issue that could sometimes cause players to encounter an “Input Limit Reached” error when loading map lists on the Custom Games page.
- Army Value is now the default graph displayed in the Graphs tab on the Score Screen.
Gameplay and Races- General
- Hovering the mouse over double wide Collapsible Towers now properly displays two Destructible Debris preview images.
- Terran
- Thors now display the correct control group icon while in Explosive Payload mode.
- The Thor’s High Impact Payload and Explosive Payload abilities are now properly suppressed while under the effect of Fungal Growth.
- Wireframe tooltips are now properly displayed for Thors in High Impact Payload.
- Protoss
- The Void Ray attack icon now updates appropriately when Protoss Air Weapon upgrades are researched.
- Zerg
- Baneling, Brood Lord, Infested Terran, and Overseer cocoons are now properly selected when using the Select Army Units button.
- Burrowed Queens are no longer selected when using the Select Army Units button.
Graphics- Fixed a crash that could occur when loading a saved game created from a session in which the player changed graphic settings.
- Fixed a rare crash that could occur with Phoenix-style paired attacks.
- Fixed an issue in which transparent models with different colored halos could cause the halos to flicker and display incorrect colors.
Editor- Fixed an issue where users were encountering long load times when loading into a map from the editor.
Format credit goes to juicyjames
http://www.teamliquid.net/forum/viewmessage.php?topic_id=424633¤tpage=2#25
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Yay for the fix to the editor issue!
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Glad about the army selection bug fix for Zerg. That was always really annoying.
Was the 4v4 bug only under certain conditions? The way it's worded, it sounds like it happened every time, which is hard to believe
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On August 09 2013 10:43 fdsdfg wrote: Glad about the army selection bug fix for Zerg. That was always really annoying.
Was the 4v4 bug only under certain conditions? The way it's worded, it sounds like it happened every time, which is hard to believe
It happens every time with the last patch. It happens sometimes before that.
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Please patch WCS next : (
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On August 09 2013 10:43 fdsdfg wrote: Glad about the army selection bug fix for Zerg. That was always really annoying.
In ZvZ, I'd morph banelings and hit the 'select army' button to purely select the lings, leaving the morphed blings out. I would then put the lings on a control group, and then shift-click the cocoons onto a different control group.
So for me, i'ts annoying that is has changed now.
Another annoying part is that overseers are selected as army units. A lot of zergs hover one overseer at every base (One at your main, natural, 3rd, 4th, 5th), just for safer detection.
Once you do that, you can no longer use the "Select army" button, since you would effectively be removing your static detection. It's really bugging me, I am not sure why they added overseers as army.
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juicyjames
United States3815 Posts
Do we know when this is slated to hit? Next week during maintenance like usual?
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On August 09 2013 10:57 kaluro wrote:Show nested quote +On August 09 2013 10:43 fdsdfg wrote: Glad about the army selection bug fix for Zerg. That was always really annoying. Another annoying part is that overseers are selected as army units. A lot of zergs hover one overseer at every base (One at your main, natural, 3rd, 4th, 5th), just for safer detection. Once you do that, you can no longer use the "Select army" button, since you would effectively be removing your static detection. It's really bugging me, I am not sure why they added overseers as army. Cocoons
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Caldeum1976 Posts
Hopefully they actually fixed the 4v4 issue, cause the last time they 'fixed' it made it much worse.
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goodgood always good to see this kinda stuff
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On August 09 2013 10:57 kaluro wrote:Show nested quote +On August 09 2013 10:43 fdsdfg wrote: Glad about the army selection bug fix for Zerg. That was always really annoying. In ZvZ, I'd morph banelings and hit the 'select army' button to purely select the lings, leaving the morphed blings out. I would then put the lings on a control group, and then shift-click the cocoons onto a different control group. So for me, i'ts annoying that is has changed now. Another annoying part is that overseers are selected as army units. A lot of zergs hover one overseer at every base (One at your main, natural, 3rd, 4th, 5th), just for safer detection. Once you do that, you can no longer use the "Select army" button, since you would effectively be removing your static detection. It's really bugging me, I am not sure why they added overseers as army.
U can control +shift them out of the selection. That's what i do with my observers
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On August 10 2013 14:37 ulan-bat wrote:Show nested quote +On August 09 2013 10:57 kaluro wrote:On August 09 2013 10:43 fdsdfg wrote: Glad about the army selection bug fix for Zerg. That was always really annoying. Another annoying part is that overseers are selected as army units. A lot of zergs hover one overseer at every base (One at your main, natural, 3rd, 4th, 5th), just for safer detection. Once you do that, you can no longer use the "Select army" button, since you would effectively be removing your static detection. It's really bugging me, I am not sure why they added overseers as army. Cocoons
Overseers have always been added to your army button, since it's been added. !
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The korean actually translates to the patch has been 'cancelled,' but that may have just been the date they were going to do it which was August 9.
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could you not copy and paste the text instead of a giant image
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It's amazing how many patches does sc2 team develop, meanwhile Diablo 3 didn't have a major patch for months O_o
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Thank god this is being released. This should be released as a hotfix instead of waiting for patch day.
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TLADT24917 Posts
hmm good thing this is released. Heard 4v4 was inaccessible.
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Oh lol... I always thought the victory font was intentional.
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The Thor thing means their transformation is suppressed, not their air attack, I hope (similar to a siege tank being unable to switch modes while fungaled).
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SEA just updated to this version.
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On August 20 2013 12:18 Garnet wrote: SEA just updated to this version.
Well, they don't even release the patchnote? I mean...
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I wanna know how the 4v4 issue happened to start with lol.
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juicyjames
United States3815 Posts
http://sea.battle.net/sc2/en/blog/10580510/starcraft-ii-2011-patch-notes-8-19-2013
StarCraft II 2.0.11 Patch Notes StarCraft II Patch 2.0.11 is being distributed to all regions throughout the week, and may not be live in your region yet. Please read on to check out the full patch notes. STARCRAFT II PATCH 2.0.11BUG FIXESGeneral- Fixed an issue that caused in-game Victory screens to display incorrect fonts.
- English strings are now properly displayed in the enGB version of the Split 1v1 and Streamlined custom observer UIs.
Battle.net- 4v4 matches no longer result in losses for both teams.
- Fixed an issue that could sometimes cause players to encounter an “Input Limit Reached” error when loading map lists on the Custom Games page.
- Army Value is now the default graph displayed in the Graphs tab on the Score Screen.
Gameplay and Races- General
- Hovering the mouse over double wide Collapsible Towers now properly displays two Destructible Debris preview images.
- Terran
- Thors now display the correct control group icon while in Explosive Payload mode.
- The Thor’s High Impact Payload and Explosive Payload abilities are now properly suppressed while under the effect of Fungal Growth.
- Wireframe tooltips are now properly displayed for Thors in High Impact Payload.
- Protoss
- The Void Ray attack icon now updates appropriately when Protoss Air Weapon upgrades are researched.
- Zerg
- Baneling, Brood Lord, Infested Terran, and Overseer cocoons are now properly selected when using the Select Army Units button.
- Burrowed Queens are no longer selected when using the Select Army Units button.
Graphics- Fixed a crash that could occur when loading a saved game created from a session in which the player changed graphic settings.
- Fixed a rare crash that could occur with Phoenix-style paired attacks.
- Fixed an issue in which transparent models with different colored halos could cause the halos to flicker and display incorrect colors.
Editor- Fixed an issue where users were encountering long load times when loading into a map from the editor.
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On August 09 2013 10:57 kaluro wrote:Show nested quote +On August 09 2013 10:43 fdsdfg wrote: Glad about the army selection bug fix for Zerg. That was always really annoying. Once you do that, you can no longer use the "Select army" button, since you would effectively be removing your static detection. It's really bugging me, I am not sure why they added overseers as army. Observers are part of the select army hotkey too. Can be useful if you lose track of them. Just use select army hotkey and quickly de-select them if you need to.
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On August 20 2013 12:26 juicyjames wrote:http://sea.battle.net/sc2/en/blog/10580510/starcraft-ii-2011-patch-notes-8-19-2013Show nested quote +StarCraft II 2.0.11 Patch Notes StarCraft II Patch 2.0.11 is being distributed to all regions throughout the week, and may not be live in your region yet. Please read on to check out the full patch notes. STARCRAFT II PATCH 2.0.11BUG FIXESGeneral- Fixed an issue that caused in-game Victory screens to display incorrect fonts.
- English strings are now properly displayed in the enGB version of the Split 1v1 and Streamlined custom observer UIs.
Battle.net- 4v4 matches no longer result in losses for both teams.
- Fixed an issue that could sometimes cause players to encounter an “Input Limit Reached” error when loading map lists on the Custom Games page.
- Army Value is now the default graph displayed in the Graphs tab on the Score Screen.
Gameplay and Races- General
- Hovering the mouse over double wide Collapsible Towers now properly displays two Destructible Debris preview images.
- Terran
- Thors now display the correct control group icon while in Explosive Payload mode.
- The Thor’s High Impact Payload and Explosive Payload abilities are now properly suppressed while under the effect of Fungal Growth.
- Wireframe tooltips are now properly displayed for Thors in High Impact Payload.
- Protoss
- The Void Ray attack icon now updates appropriately when Protoss Air Weapon upgrades are researched.
- Zerg
- Baneling, Brood Lord, Infested Terran, and Overseer cocoons are now properly selected when using the Select Army Units button.
- Burrowed Queens are no longer selected when using the Select Army Units button.
Graphics- Fixed a crash that could occur when loading a saved game created from a session in which the player changed graphic settings.
- Fixed a rare crash that could occur with Phoenix-style paired attacks.
- Fixed an issue in which transparent models with different colored halos could cause the halos to flicker and display incorrect colors.
Editor- Fixed an issue where users were encountering long load times when loading into a map from the editor.
Update the original post with your formatting. Thank you. I hope you don't think this as stealing your work.
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Finally can play 4v4 again
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juicyjames
United States3815 Posts
On August 20 2013 12:58 larse wrote:Show nested quote +On August 20 2013 12:26 juicyjames wrote:http://sea.battle.net/sc2/en/blog/10580510/starcraft-ii-2011-patch-notes-8-19-2013StarCraft II 2.0.11 Patch Notes StarCraft II Patch 2.0.11 is being distributed to all regions throughout the week, and may not be live in your region yet. Please read on to check out the full patch notes. STARCRAFT II PATCH 2.0.11BUG FIXESGeneral- Fixed an issue that caused in-game Victory screens to display incorrect fonts.
- English strings are now properly displayed in the enGB version of the Split 1v1 and Streamlined custom observer UIs.
Battle.net- 4v4 matches no longer result in losses for both teams.
- Fixed an issue that could sometimes cause players to encounter an “Input Limit Reached” error when loading map lists on the Custom Games page.
- Army Value is now the default graph displayed in the Graphs tab on the Score Screen.
Gameplay and Races- General
- Hovering the mouse over double wide Collapsible Towers now properly displays two Destructible Debris preview images.
- Terran
- Thors now display the correct control group icon while in Explosive Payload mode.
- The Thor’s High Impact Payload and Explosive Payload abilities are now properly suppressed while under the effect of Fungal Growth.
- Wireframe tooltips are now properly displayed for Thors in High Impact Payload.
- Protoss
- The Void Ray attack icon now updates appropriately when Protoss Air Weapon upgrades are researched.
- Zerg
- Baneling, Brood Lord, Infested Terran, and Overseer cocoons are now properly selected when using the Select Army Units button.
- Burrowed Queens are no longer selected when using the Select Army Units button.
Graphics- Fixed a crash that could occur when loading a saved game created from a session in which the player changed graphic settings.
- Fixed a rare crash that could occur with Phoenix-style paired attacks.
- Fixed an issue in which transparent models with different colored halos could cause the halos to flicker and display incorrect colors.
Editor- Fixed an issue where users were encountering long load times when loading into a map from the editor.
Update the original post with your formatting. Thank you. I hope you don't think this as stealing your work. It's why I do it!
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Not in the patch note but actually in game: marau and reaper have switched places in the rax, screwing up everything for grid users. The retard fucker who decided that at blizz better die painfully.
User was temp banned for this post.
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All 4v4's resulting in losses for both teams, that's funny - surprised things like that don't get fixed earlier.
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Russian Federation40169 Posts
On August 20 2013 20:35 sAsImre wrote: Not in the patch note but actually in game: marau and reaper have switched places in the rax, screwing up everything for grid users. The retard fucker who decided that at blizz better die painfully. Agreed, that guy, who created grid layout better die painfully /really_heavy_sarcasm
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On August 20 2013 20:35 sAsImre wrote: Not in the patch note but actually in game: marau and reaper have switched places in the rax, screwing up everything for grid users. The retard fucker who decided that at blizz better die painfully. just manually put the keys you need to for marauder and reaper, you cannot be this dumb.
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On August 20 2013 20:43 Karpfen wrote:Show nested quote +On August 20 2013 20:35 sAsImre wrote: Not in the patch note but actually in game: marau and reaper have switched places in the rax, screwing up everything for grid users. The retard fucker who decided that at blizz better die painfully. just manually put the keys you need to for marauder and reaper, you cannot be this dumb.
you can't do it /w grid
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I just got the update in EU as well, going to play a 4v4 to celebrate :D
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Rocks on the minimap take a while to get used to
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On August 20 2013 20:43 Karpfen wrote:Show nested quote +On August 20 2013 20:35 sAsImre wrote: Not in the patch note but actually in game: marau and reaper have switched places in the rax, screwing up everything for grid users. The retard fucker who decided that at blizz better die painfully. just manually put the keys you need to for marauder and reaper, you cannot be this dumb.
Playing my first PvT of the day and i was "hmm why the fuck do i have 30 reaper".
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On August 20 2013 20:35 sAsImre wrote: Not in the patch note but actually in game: marau and reaper have switched places in the rax, screwing up everything for grid users. The retard fucker who decided that at blizz better die painfully.
This has to be a mistake from Blizzard. All terran hotkeys are arranged so reactor units are placed left of tech lab units. It made sense to change hotkey positions when the reaper became a reactor unit, but this makes no sense.
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On August 20 2013 21:03 USvBleakill wrote:Show nested quote +On August 20 2013 20:43 Karpfen wrote:On August 20 2013 20:35 sAsImre wrote: Not in the patch note but actually in game: marau and reaper have switched places in the rax, screwing up everything for grid users. The retard fucker who decided that at blizz better die painfully. just manually put the keys you need to for marauder and reaper, you cannot be this dumb. Playing my first PvT of the day and i was "hmm why the fuck do i have 30 reaper". Made me laugh out loud.
Phew, thank goodness I use standard hotkeys.
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On August 21 2013 02:04 c0ldfusion wrote:Show nested quote +On August 20 2013 21:03 USvBleakill wrote:On August 20 2013 20:43 Karpfen wrote:On August 20 2013 20:35 sAsImre wrote: Not in the patch note but actually in game: marau and reaper have switched places in the rax, screwing up everything for grid users. The retard fucker who decided that at blizz better die painfully. just manually put the keys you need to for marauder and reaper, you cannot be this dumb. Playing my first PvT of the day and i was "hmm why the fuck do i have 30 reaper". Made me laugh out loud. Phew, thank goodness I use standard hotkeys.
I have to really focus now to build Marauders T.T Always having 2-4 Reapers in my army every single game now. I just don't understand at all why they switched it around again. That was kinda stupid
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On August 21 2013 02:07 Yello wrote:Show nested quote +On August 21 2013 02:04 c0ldfusion wrote:On August 20 2013 21:03 USvBleakill wrote:On August 20 2013 20:43 Karpfen wrote:On August 20 2013 20:35 sAsImre wrote: Not in the patch note but actually in game: marau and reaper have switched places in the rax, screwing up everything for grid users. The retard fucker who decided that at blizz better die painfully. just manually put the keys you need to for marauder and reaper, you cannot be this dumb. Playing my first PvT of the day and i was "hmm why the fuck do i have 30 reaper". Made me laugh out loud. Phew, thank goodness I use standard hotkeys. I have to really focus now to build Marauders T.T Always having 2-4 Reapers in my army every single game now. I just don't understand at all why they switched it around again. That was kinda stupid
Did you proceed to win with said 30 reapers though?
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PLS fix scvs getting right clicked into bunkers. its ridiculous why cant they just surround the bunker without going into them
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On August 21 2013 02:32 Race is Terran wrote: PLS fix scvs getting right clicked into bunkers. its ridiculous why cant they just surround the bunker without going into them
But what if you want scvs inside the bunkers??
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On August 21 2013 02:40 neptunusfisk wrote:Show nested quote +On August 21 2013 02:32 Race is Terran wrote: PLS fix scvs getting right clicked into bunkers. its ridiculous why cant they just surround the bunker without going into them But what if you want scvs inside the bunkers??
why would you want your scvs inside the bunkers?! they have no use.
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On August 21 2013 03:02 TXRaunchy wrote:Show nested quote +On August 21 2013 02:40 neptunusfisk wrote:On August 21 2013 02:32 Race is Terran wrote: PLS fix scvs getting right clicked into bunkers. its ridiculous why cant they just surround the bunker without going into them But what if you want scvs inside the bunkers?? why would you want your scvs inside the bunkers?! they have no use.
To protect them from Zerglings when executing an 11/11, I use this pretty often. Easy trick is to use the move command instead of right clicking if you dont want the scvs to go inside the bunker.
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I can finally go back to playing 4v4s
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Download is stuckkkkkkkkkkkk... Anyone else have this problem?
Edit: Ah, nvm... It finally went after about 5 minutes of being stuck
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Pretty retarded from Blizzard that they switched marodeur and reaper hotkeys once again without putting it in the patchnotes. Turns out marine reaper is not good vs collossi...
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There seems to be an issue with rocks displaying really bright on the minimap...
Pretty obnoxious if you ask me - they're just part of the map and not units or buildings, I'd be very pleased if their presence on the minimap gets back to where it was. Late in the game there's clutter enough, no need to have bloody rocks everywhere.
Changing the GRID layout is pretty silly too - they already did this in HOTS for zerg (I still sometimes make an evolution chamber instead of a roach warren, no I don't play much) - can imagine how annoying that is. I guess you can re-make your own hotkey set-up, but why change it in the first place and not tell people?
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Probably not the proper place to report this but did anyone else get an error when the loading screen pops up for a match the other players race is not the race they selected? Like for example The guy I was playing, was zerg on the loading screen. But when I scouted him out he was protoss? Could be a hack or a bug. I reported him just for blizzard to see it. They can determine if it is a hack I suppose.
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On August 21 2013 21:34 HeeroFX wrote: Probably not the proper place to report this but did anyone else get an error when the loading screen pops up for a match the other players race is not the race they selected? Like for example The guy I was playing, was zerg on the loading screen. But when I scouted him out he was protoss? Could be a hack or a bug. I reported him just for blizzard to see it. They can determine if it is a hack I suppose. Are you 100% sure he was Zerg?
I mean, some time ago I played against a guy named "Terran", who played Protoss with a Zerg portrait...
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On August 21 2013 21:43 Big G wrote:Show nested quote +On August 21 2013 21:34 HeeroFX wrote: Probably not the proper place to report this but did anyone else get an error when the loading screen pops up for a match the other players race is not the race they selected? Like for example The guy I was playing, was zerg on the loading screen. But when I scouted him out he was protoss? Could be a hack or a bug. I reported him just for blizzard to see it. They can determine if it is a hack I suppose. Are you 100% sure he was Zerg? I mean, some time ago I played against a guy named "Terran", who played Protoss with a Zerg portrait... lol the mind games
but yea, like some posters above said, the damn big block on minimap is really distracting, I hope they can remove it or let me choose if i want it to be there or not.
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Anyone here having problems with arcade maps? Just installed the patch, went to play some desert strike and my hole team got a simultaneous crash 10 minutes into the game, we were forced to ctrl+alt+supr and close the game from there.
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On August 21 2013 02:09 c0ldfusion wrote:Show nested quote +On August 21 2013 02:07 Yello wrote:On August 21 2013 02:04 c0ldfusion wrote:On August 20 2013 21:03 USvBleakill wrote:On August 20 2013 20:43 Karpfen wrote:On August 20 2013 20:35 sAsImre wrote: Not in the patch note but actually in game: marau and reaper have switched places in the rax, screwing up everything for grid users. The retard fucker who decided that at blizz better die painfully. just manually put the keys you need to for marauder and reaper, you cannot be this dumb. Playing my first PvT of the day and i was "hmm why the fuck do i have 30 reaper". Made me laugh out loud. Phew, thank goodness I use standard hotkeys. I have to really focus now to build Marauders T.T Always having 2-4 Reapers in my army every single game now. I just don't understand at all why they switched it around again. That was kinda stupid Did you proceed to win with said 30 reapers though?
I also want the answer to this, haha. :D
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