m9-
fix: tyrian tries to recall ultramarine units
m10-
fix: tyrian tries to recall ultramarine units
fix: tyrian doesn't use observers
optimize: terran AI upgrade threads
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Pr0nogo
United States312 Posts
m9- fix: tyrian tries to recall ultramarine units m10- fix: tyrian tries to recall ultramarine units fix: tyrian doesn't use observers optimize: terran AI upgrade threads | ||
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Pr0nogo
United States312 Posts
fix: incorrect requirement string for Structure Armor level 2 fix: hotkey conflict on Science Facility - Extra Pepper now uses X, instead of P map 4- fix: devouring ones not getting deleted in singleplayer when rescuing units fix: terminal hacking still possible after zerg here | ||
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Ryzel
United States568 Posts
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Pr0nogo
United States312 Posts
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Pr0nogo
United States312 Posts
SCR version will no longer be updated. If any more issues are found with the 1161 version, let me know. A 2.0 version is in development but still has a good amount of work before it ships. I'll post here when I have some more to show! global fix: Raynor's vulture attack damages allied units fix: Raynor's vulture doesn't visually hover like normal vultures new: AI rebuild and repair while under attack new: single-frame hypertriggers now run in every map m1-Boot Camp A terrible virus destroyed this mission and corrupted all other copies that exist in the entire internet. As such, it will not be in this version. m2-Wasteland Station fix: game sounds still muted after infested command center discovery m3-Desperate Alliance new: chestnut has infested command center; attacks with infested terrans m5-Revolution fix: bad gas pathing in scarlet natural fix: bad town assignments for sienna expo new: sienna builds defensive missile turrets in mineral lines if harassed by wraiths new: sienna builds comsats m6-Norad II fix: purple SCVs suicide into sunkens fix: too many starting resources in singleplayer fix: orange extractor visible from low ground fix: chance for norad to be killed earlier than intended fix: orange doesn't retry expansions new: purple area towns add to main attack strength, provided they have a barracks optimize: much faster player control during intro cutscene optimize: better layout in raynor base optimize: stabilize death times of norad and purple confeds m7-Trump Card fix: confed players build refineries before taking expansions m8-The Big Push fix: players can't research EMP fix: awkward guard rotation in mango territory optimize: much faster player control during intro cutscene optimize: faster early game attacks by alice + mango optimize: better building placement for white outposts new: nuke player can now train wraiths and science vessels new: bridge complex connects mango main, mango expo, and alice town | ||
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