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did anybody else experience a bug with the new larva spawning after the patch? it seems like there is randomly spawning larva which i can't target over the hatchery. I target the hatchery and it says there is 0 larva available... but i can clearly see... there is unused larva spread around the hatchery... while there is in fact further larva spawning normally and over the queen inject larva which i can build zerglings, etc. out of, the larva which i am talking about (the larva i cant use over the hatchery) is still there... as i first experienced this, i thought it was a graphic bug or something like that, but as it kept being like that in another game, i directly targeted this "bugged" larva with my mouse and i could build additional lings, etc.
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i got the feeling autotargeting AI has slightly changed, lings seem to attack workers more likely, even when under fire. I am not sure with that .. seems if they cant reach the attacking target (cause blocked by other lings) they prefer probes or buildings now .. i remind of games were 20+ speedlings tried to attack a blocked cannon ignoring probes to left and right .. anybody had the same oservation (maybe its just i automatically hit the "stop" key multiple times when doing eco harrass ..)
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On October 01 2010 00:31 instance wrote: did anybody else experience a bug with the new larva spawning after the patch? it seems like there is randomly spawning larva which i can't target over the hatchery. I target the hatchery and it says there is 0 larva available... but i can clearly see... there is unused larva spread around the hatchery... while there is in fact further larva spawning normally and over the queen inject larva which i can build zerglings, etc. out of, the larva which i am talking about (the larva i cant use over the hatchery) is still there... as i first experienced this, i thought it was a graphic bug or something like that, but as it kept being like that in another game, i directly targeted this "bugged" larva with my mouse and i could build additional lings, etc. You didnt lose/rebuild a hatchery?
Also, the op says there are no rocks on desert oasis while there are..
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Desert oasis has more changes than the rocks, the ledge (if your top pos) to the bottom left of your base is gone ( no more tank push!)
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- PDD now counts as a building and cannot be feedbacked.
Probably can't be NP'd to? Gay =/
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On October 01 2010 01:49 DarkspearTribe wrote:Probably can't be NP'd to? Gay =/
Does that means PDD can be corrupted by a overseer? (not sure why the hell you would do that but just saying...)
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On September 24 2010 09:56 Mastermind wrote:Show nested quote +On September 24 2010 09:40 Ndugu wrote:On September 24 2010 09:23 heronz wrote: patch 1.1 fixed infinite credits via archive replays on the hyperion. no more free money so campaigns should be planned out now. That's actually pretty huge, wow. That is not huge at all. That is actually completely insignificant. After you upgrade the necessary units you need to easily beat the campaign on brutal you still have credits left over.
Its a huge change to people trying to grab all the achievements. Glad I got my Rory icon
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On October 01 2010 02:02 Ndugu wrote:Show nested quote +On September 24 2010 09:56 Mastermind wrote:On September 24 2010 09:40 Ndugu wrote:On September 24 2010 09:23 heronz wrote: patch 1.1 fixed infinite credits via archive replays on the hyperion. no more free money so campaigns should be planned out now. That's actually pretty huge, wow. That is not huge at all. That is actually completely insignificant. After you upgrade the necessary units you need to easily beat the campaign on brutal you still have credits left over. Its a huge change to people trying to grab all the achievements. Glad I got my Rory icon
If you want to cheat there are easier ways than this anyway.
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"Worker AI has been changed; worker sliding has been removed."
Does this mean that drones will be able to attack a blocking probe/scv that is moving around constantly without the drones sliding around like crazy and almost dealing no damege?
Has anyone tested this?
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I'm pretty much sure they nerfed Graviton Beam. Can anyone confirm this or am I just crazy?
I must have missed something, I never saw it documented anywhere.
Edit: Apparently its a bug, I was a little afraid they nerfed us again. Thanks Barundar for pointin out that thread.
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So I noticed that during the loading screen I can now see my cursor and position it so when the game starts my screen doesnt automatically start panning across the map!
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On October 15 2010 11:03 theshin2007 wrote: So I noticed that during the loading screen I can now see my cursor and position it so when the game starts my screen doesnt automatically start panning across the map! i believe there was another undocumented changes thread for patch 1.1.2 this is for patch 1.1
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Wtf? How come I dont have cursor at the loading screen ??
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On October 15 2010 11:12 awu25 wrote:Show nested quote +On October 15 2010 11:03 theshin2007 wrote: So I noticed that during the loading screen I can now see my cursor and position it so when the game starts my screen doesnt automatically start panning across the map! i believe there was another undocumented changes thread for patch 1.1.2 this is for patch 1.1
A mod decided it made more sense to close that thread and use this thread.
From that thread: Void Ray acceleration seemed different. Mothership cloaking radius seemed larger. Some are saying 250mm cannon is different in some way? No one's been specific (beyond obvious patch notes).
Void Ray change is apparently false.
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I think the 250mm only seems different because people are actually using it unless they tweaked the setup/unsetup time.
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the 250mm feels the same and I confirmed it from map editor that the stats remained untouched:
same for the void rays, nothing besides the official patch notes.
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i noticed the thing about the terran buildings getting completed before animation finishes when i was playing last night. i really like it like that i hope they don't change it back.
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On October 15 2010 11:47 SilentCrono wrote: i noticed the thing about the terran buildings getting completed before animation finishes when i was playing last night. i really like it like that i hope they don't change it back. it's been that way since 1.1.0, i like it too.
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Is it just me or did they change the graphic when your shields are hit? The ripple effect seems WAY bigger/more noticeable?
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