Confirmed bugs:- Unit freezing by issuing move command during an attack frame. --
Fixed- Reavers refusing to shoot at certain angles, even though it's in range. --
Not applicable,
unit was reworked- Probes doing ring around the rosie between gateways while maynarding --
Fixed as far as I could tell
- Various limits --
Fixed- Saving the game bugs out the replay most of the time. --
Fixed- Keyboard commands don't register as long as a mousebutton is pressed down. --
Fixed- Filename length limit in map and replay names, when hosting the game. --
Unchanged, low priority to fix
- Bug which allows units to be permanently stacked. --
Needs testing- Interceptor infinite loop return -- Not applicable (
Stewards no longer have shields; now return only when below an HP threshold)
- Certain tiles in the BroodWar Terrains are bugged, so you can't actually use them for maps. --
Fixed- Pathfinding not searching all the alternative paths in certain conditions. --
Unchanged, probably quite hard to fix
- Setting a rally point with a pylon disables it --
Needs testing, but seems impossible now
- Terrain level bugs --
Fixed (there are many more that weren't in that link)
Not a bug, but annoying nonetheless:- Pathfinding on ramps. --
Unchanged, same as the previous pathfinding case
- Diagonal movement of units can sometimes be weird. --
Unchanged, though we fixed all variable unit movement, so this might seem fixed/better/etc.
- The control-group-adding-when-full "bug". --
Not applicable, selection limit was increased to 252
- If the building is surrounded by all sides, it can't produce units prompting the message "Building exit is blocked". --
Fixed by making units spawn in the direction of rally points
- Setting a worker to mine on a mineral patch that's under the fog of war is a bit finicky. --
Unchanged, but should be looked into!
- Lifting a terran building deletes its current rally point, even after the building is landed back again. --
Unchanged, but should be looked into!
- Loading/unloading units from shuttles/overlords/dropships messes up their hotkeys. --
Unchanged, but should be looked into!
- Siege Tanks detonate when colliding with buildings --
Fixed, we just force-unsiege them if they are in siege mode
- Gas harvesting can be tismic --
Not applicable, because workers no longer disappear into the refinery
- When workers are returning their cargo, they take air distance to calculate nearest nexus/cc/hatchery instead of ground distance. --
FixedNo words, just insane bugs:- Ramp vortex --
Unchanged, but because we improved the pathing of all the ramps, I don't think this happens anymore!
- Terran workers bugging out after finishing a building --
Improved because the workers follow a consistent RNG-free pattern during construction
- Units hanging up on an out-of-range attack target --
Fixed- Lifted Terran structures spin when trying to land --
Fixed- 1/256 miss chance --
Removed- Infinite range on hold position --
FixedNew features:- Allow key rebinding. --
Unchanged, though we allow optional grid hotkeys in config
- Rework unit selection logic in BW when you're trying to select more than 12 units --
Done- Setting a rally point should change the spawn location of units after they finish building. --
Done- Gaps between building should depend on building types being put together and not on which side you put each. --
Unchanged, it's actually much harder to wall in CMBW because buildings have more standardized and reduced collision sizes
- Change the F1 key binding from Help screen to another location hotkey. --
Done, and you can also use F5 through F8!
- Give workers a Hold Position command. --
Unchanged, because of the button limit on command cards (we will eventually raise this)
- Subtract resources when you issue a command to build a building --
Unchanged, but we are actually working on this!
- Show all unexplored parts of a map under a fog of war, instead of pitch plack. --
Done (mappers can disable it for campaigns and etc. if they so desire)
- Show a line between a production building and its rally-point. --
Done- Workers should lose the collision when ordered to build buildings --
Unchanged, I just disagree with this, but we made it easier to build anyway (you can build over own/allied units, and workers don't provide any collision while harvesting resources