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On May 07 2015 17:57 GGzerG wrote: Aren't most people in LOTV beta by now? How long is this project expected to last? Until everyone gets into the LOTV beta? JW If by most you mean that 80% of people aren't, then yeah most of them are in the beta... :D
Well from looking at it so far, Beta seems really interesting and more fun than the current HOTS(at least for me) which is why I guess people still want to try these new units and strategies.
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On May 07 2015 06:55 Rukis wrote: @ Templar if you talk to Starbow Developers you could ask them. I beleive the have a similar Reaper ability but it doesnt push them away. The Erupter does for zerg though
On May 07 2015 17:50 Xiphias wrote: @Templar. Use the ability from the hybrid reaver from the WoL campaign. He would push units away from him. You can modify that one for the reaper. Looks very similar.
Will do, I was thinking something on Hybrid Maar or the Reaver from the secret mission would work for the knockback.
On May 07 2015 17:57 GGzerG wrote: Aren't most people in LOTV beta by now? How long is this project expected to last? Until everyone gets into the LOTV beta? JW
No, I doubt there's more then like 500 people in the beta right now. MAYBE there's about 500, but I suspect less then that.
On May 07 2015 21:06 Hider wrote: Stasis Mine also bugged. It works instantly (no build time).
Yeah, I'm not quite sure what to do with that. We'll see what we can do.
Also, as I said, everything from the most recent patch except the Reaper ability is in. This includes the mineral count on the far mineral patches.
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I forgot to mention a last little thing, but Shades dying also shows up on unit lost tab thing. You can just change Shade cost to 0/0 to adress this.
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On May 08 2015 03:40 Hider wrote: I forgot to mention a last little thing, but Shades dying also shows up on unit lost tab thing. You can just change Shade cost to 0/0 to adress this.
That's really weird. Will fix.
The strange part about that, is Soul copy/pasted the units directly from the LotV Beta.
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On May 07 2015 17:57 GGzerG wrote: Aren't most people in LOTV beta by now? How long is this project expected to last? Until everyone gets into the LOTV beta? JW
Firstly, most implies over 50% of players, where only 20% were added recently (with a tiny number before that of personalities, pros, and blizzcon folk). So I would say most people do NOT have the beta.
This project will last likely until open beta or another reliable way to get beta (like pre-ordering) is introduced.
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Other changes that I do not think is included in the mod:
- Disruptors have no visual timer when "activated". - Widow Mines doesn't show which unit they will target.
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We're 99% up to date to the most-recent patch and it should go up soon. The only thing not done is you can still turn off Stasis Ward autocast.
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Russian Federation4295 Posts
Weren't ravagers got nerf?
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could there be a link to the mod for future released patches? I ask because my editor is bugged for downloading
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On May 13 2015 14:04 FreezingAcidRain wrote: could there be a link to the mod for future released patches? I ask because my editor is bugged for downloading You mean something like this?
EU - LOTV Custom Mod: battlenet://starcraft/map/2/172465
EU - Arcade - "Burnt Ice": battlenet://starcraft/map/2/172835
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I saw the updated patch notes on the mod but using it still gives me all the older settings. Should I be doing something different to force the updated mod?
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Thanks for Update. It's very fun even play with AI.
Here are some bugs I've encountered:
- Half of Adept in one control group will fail to teleport. - Mother ship/Core: Mass Recall still cost 100 energy. - Carriers in a control group release all intercepters at one time. - Intercepters should swich to other target after kill current target when carrier in 8-14 range.(Before Lotv, they return if carrier not in 8 range.) - Swarm host still cost 100/200/4. Fly locust is enabled but still can be researched. - Flying locust cannot use Swoop to land manualy.
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Yeah this adept bug is really killing me. Sometimes they teleport and sometimes they don't... no idea why, but it's driving me nuts.
Thanks for you work!
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This is an editor question, how do you add a unit so it shows up under hotkeys?
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On May 24 2015 13:34 FreezingAcidRain wrote: This is an editor question, how do you add a unit so it shows up under hotkeys?
You need to add the unit to abilities for the production facility, and then add the button along with the ability to the command card (of the production facility).
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On May 24 2015 16:10 Hider wrote:Show nested quote +On May 24 2015 13:34 FreezingAcidRain wrote: This is an editor question, how do you add a unit so it shows up under hotkeys? You need to add the unit to abilities for the production facility, and then add the button along with the ability to the command (of the production facility).
This sounds confusing, and sounds like adding a unit to be build from a building? I mean adding a unit to options(ingame) => hotkeys and changing hotkeys to preference in game. using ravagers as an example, how was it added? what are the paths in the editor?
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Russian Federation4295 Posts
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