edit:
CONFIRMED. The larva now dies when you cancel.
| Forum Index > SC2 General |
|
icki.icki
106 Posts
edit: CONFIRMED. The larva now dies when you cancel. | ||
|
Polar_Nada
United States1548 Posts
| ||
|
hzhao
China75 Posts
| ||
|
Mikilatov
United States3897 Posts
| ||
|
Disarray
United States1164 Posts
edit: Patch Complete! "Battle.net down for maintenance" lol | ||
|
Vbay24
11 Posts
| ||
|
cskalias.pbe
United States293 Posts
| ||
|
keNNabis
Canada159 Posts
| ||
|
WorkersOfTheWorld
United States619 Posts
| ||
|
Feefee
Canada556 Posts
| ||
|
StayFrosty
Canada743 Posts
| ||
|
sikatrix
Canada172 Posts
| ||
|
WorkersOfTheWorld
United States619 Posts
On April 24 2010 15:36 Feefee wrote: Just as a preemptive strike, anyone else getting the patch downloader just immediately disappearing again as if you killed the program? I can't get it to stay alive to download that patch for me Nope, mine updated just fine. =/ | ||
|
Drayne
Canada239 Posts
| ||
|
StayFrosty
Canada743 Posts
| ||
|
hzhao
China75 Posts
| ||
|
Dr.Frost
United States389 Posts
| ||
|
Leoj
United States396 Posts
| ||
|
icki.icki
106 Posts
On April 24 2010 15:39 LUE.Leoj wrote: Does this fix larvae? Yep. They die on cancel. | ||
|
StayFrosty
Canada743 Posts
| ||
|
Saracen
United States5139 Posts
On April 24 2010 15:40 icki.icki wrote: Yep. They die on cancel. yay ![]() | ||
|
StayFrosty
Canada743 Posts
| ||
|
pRo9aMeR
595 Posts
![]() | ||
|
FuryX
Australia495 Posts
| ||
|
sMi.Social
United States79 Posts
| ||
|
FuryX
Australia495 Posts
| ||
|
Brucy
United States51 Posts
| ||
|
Brucy
United States51 Posts
On April 24 2010 15:44 FuryX wrote: Maybe they should change it so that when you cancel a larva it explodes, and a new one is instantly put in. What would that do other than be the same thing as if it didn't explode XD. | ||
|
Zelniq
United States7166 Posts
Select Larvae does NOT select eggs anymore ever ! overseers/banelings/broodlords no longer move to hatch's rally point when morphed either! <3 (cant cast spells on unit wireframes though, that's intended not a bug according to blizz) | ||
|
FuryX
Australia495 Posts
| ||
|
FuryX
Australia495 Posts
On April 24 2010 15:46 Brucy wrote: Show nested quote + On April 24 2010 15:44 FuryX wrote: Maybe they should change it so that when you cancel a larva it explodes, and a new one is instantly put in. What would that do other than be the same thing as if it didn't explode XD. If it exploded, you will still have 3, a check needs to be done before respawning a new larva via the timer in the hatcher (Check to see if already 3 larva, if not, create new larva), this way when you cancel the larva u get a new egg, and hatchery has a check to see if you have 3, if not give one, if yes, dont give larva. | ||
|
spinesheath
Germany8679 Posts
| ||
|
omninmo
2349 Posts
| ||
|
WorkersOfTheWorld
United States619 Posts
On April 24 2010 15:38 hzhao wrote: server up, no reset My account (us) was reset. | ||
|
TheAntZ
Israel6248 Posts
Or well, i hoped, and my hopes were rewarded! | ||
|
e4e5nf3
Canada599 Posts
"Hey man, remember when they implemented a change in the larva mechanic so that you could cancel that sh*t with no penalty." "LOL for like one day then Blizz realized they f*cked up and changed it back. HAHA. Hey, remember that Orb dude? WTF happened to him?" "Well, beta ended and everyone stopped watching his stream." "LOL" | ||
|
WorkersOfTheWorld
United States619 Posts
| ||
|
DrivE
United States2554 Posts
| ||
|
JiYan
United States3668 Posts
| ||
|
Dr.Frost
United States389 Posts
On April 24 2010 15:42 StayFrosty wrote: also fixed the select eggs thing when you have no larva available damn this is not a fix for me.. now it means i accidently get overlord drop all th etime when i have no larva... | ||
|
Ballistixz
United States1269 Posts
or they could have made it to where larva spawns 1 or 2 seconds later. you have to cancel the egg/eggs like at the very last second to get the extra larva. | ||
|
Brucy
United States51 Posts
On April 24 2010 15:53 WorkersOfTheWorld wrote: My account (us) was reset. My account (us) was reset too. Mine got reset when the servers first went down. Right before the patch. | ||
|
Zelniq
United States7166 Posts
plus you can change hotkey for ventral sacks | ||
|
Haathen
Hungary40 Posts
On April 24 2010 15:50 FuryX wrote: Show nested quote + On April 24 2010 15:46 Brucy wrote: On April 24 2010 15:44 FuryX wrote: Maybe they should change it so that when you cancel a larva it explodes, and a new one is instantly put in. What would that do other than be the same thing as if it didn't explode XD. If it exploded, you will still have 3, a check needs to be done before respawning a new larva via the timer in the hatcher (Check to see if already 3 larva, if not, create new larva), this way when you cancel the larva u get a new egg, and hatchery has a check to see if you have 3, if not give one, if yes, dont give larva. The 10ling 6pool rush could still be done the same way. Play with drone construction so that at the time the pool is ready you have 2 drones hatching, then make 3 lings, cancel the drones, make 2 additional lings. | ||
|
spinesheath
Germany8679 Posts
On April 24 2010 15:57 Ballistixz wrote: thats kinda lame. all they had to do was maybe make probes/scvs/drones spawn 1 or 2 seconds faster and it would have solved the problem. they didnt have to completely revert it back to where u loose larva when egg is canceled. or they could have made it to where larva spawns 1 or 2 seconds later. you have to cancel the egg/eggs like at the very last second to get the extra larva. Read this. Losing the larva is fair. | ||
|
s2pid_loser
United States699 Posts
even though it didnt matter if i didnt or did previously since there was jus that reset and server problems going on today | ||
|
0x64
Finland4601 Posts
On April 24 2010 15:50 spinesheath wrote: I'm relieved. This was the only reasonable way to fix it. I never understood why they broke it in the first place. Because it's a beta test. Braking it allowed also to find other issues in the code which doesn't appear to the gamer but still have to be corrected. The real question is how this passed their internal test process before publishing. | ||
|
Phranklin
United States7 Posts
| ||
|
Phranklin
United States7 Posts
http://maged.lordaeron.org/sc2/fetchpatch.php | ||
|
Bibdy
United States3481 Posts
Bug Fixes Fixed an issue where Larva were not dying after being cancelled. Fixed an issue with Banelings, Brood Lords, and Overseers obeying their original Hatchery's rally point. | ||
|
ScienceRob
United States382 Posts
| ||
|
Zelniq
United States7166 Posts
let me ADD a note that i can confirm: Fixed an issue where Select Larvae would select eggs when there were no larvae. | ||
|
Bibdy
United States3481 Posts
On April 24 2010 16:17 ScienceRob wrote: My patch is stuck at 65%! Assistance Sil vous plait? Do you have the editor open? I had to close it to get it to update. | ||
|
PhiliBiRD
United States2643 Posts
when u get placed you get 627 bonus points off the bat. | ||
|
ScienceRob
United States382 Posts
| ||
|
Art_of_Kill
Zaire1232 Posts
The latest patch notes can always be found on the StarCraft II Beta General Discussion forum. Bug Fixes Fixed an issue where Larva were not dying after being cancelled. Fixed an issue with Banelings, Brood Lords, and Overseers obeying their original Hatchery's rally point. so afterall it was just a bug | ||
|
Dragonman777
United States17 Posts
On April 24 2010 15:36 Feefee wrote: Just as a preemptive strike, anyone else getting the patch downloader just immediately disappearing again as if you killed the program? I can't get it to stay alive to download that patch for me I'm getting that too...anyone know of a fix? =/ | ||
|
Daniri
387 Posts
| ||
|
G4MR
United States371 Posts
| ||
|
fiGGedyFliP
Germany21 Posts
On April 24 2010 15:36 Feefee wrote: Just as a preemptive strike, anyone else getting the patch downloader just immediately disappearing again as if you killed the program? I can't get it to stay alive to download that patch for me im having the same problem! ![]() + in my sc2 folder 4 files magically appeared, called : sc2-0.11.0.15097-0.11.0.15133-x86-Win-deDE-locale.torrent sc2-0.11.0.15097-0.11.0.15133-x86-Win-deDE-locale-component-dl sc2-0.11.0.15097-0.11.0.15133-x86-Win-enUS-game.torrent sc2-0.11.0.15097-0.11.0.15133-x86-Win-enUS-game-component-dl anyone having the same issue or a solution? | ||
|
NoxFr
France13 Posts
| ||
|
Lazarus Jack
13 Posts
| ||
|
Zzoram
Canada7115 Posts
did that happen to anyone else? | ||
|
segfix
United States32 Posts
| ||
|
NoxFr
France13 Posts
| ||
|
IdrA
United States11541 Posts
| ||
|
Art_of_Kill
Zaire1232 Posts
On April 24 2010 16:37 NoxFr wrote: I think reset would be fair if some abused of zerg exploit.... yep, thats what i thought too | ||
|
Zzoram
Canada7115 Posts
| ||
|
onmach
United States1241 Posts
| ||
|
Art_of_Kill
Zaire1232 Posts
On April 24 2010 16:41 Zzoram wrote: i think this should still be called patch 10, calling it anything else will only confuse people actualy this is patch 10 ![]() | ||
|
hoovehand
United Kingdom542 Posts
don't know what everyone is so worried about, the 9 pool 12 ling rush has been removed like half a day after coming in... they realized it would totally botch the game up, and when you're releasing updates frequently with experimental things like this - bad stuff often slips through. | ||
|
NicolBolas
United States1388 Posts
On April 24 2010 15:59 spinesheath wrote: Show nested quote + On April 24 2010 15:57 Ballistixz wrote: thats kinda lame. all they had to do was maybe make probes/scvs/drones spawn 1 or 2 seconds faster and it would have solved the problem. they didnt have to completely revert it back to where u loose larva when egg is canceled. or they could have made it to where larva spawns 1 or 2 seconds later. you have to cancel the egg/eggs like at the very last second to get the extra larva. Read this. Losing the larva is fair. The problem isn't that canceling an egg gets you larva back; that alone is not abuseable. The problem is that doing so allows you to stockpile larva beyond what you would normally be able to that early in the game. Thus, you can build up 5-6 larva, rather than 2-3. Blizzard could easily have removed the abuseable part. Simply check the Hatchery when an egg is unmorphed; if the Hatch has less than 3 larva, then they get a larva back. If not, then no larva is returned. It allows a Zerg player to at least partially undo mistakes the way Terrans and Protoss can. | ||
|
DeCoup
Australia1933 Posts
| ||
|
MorroW
Sweden3522 Posts
StarCraft II Beta - Patch 10 (version 0.12.0.15133) -------------------------------------------------------------------------------- StarCraft II Beta – Patch 10 (version 0.12.0.15133) The latest patch notes can always be found on the StarCraft II Beta General Discussion forum. Bug Fixes Fixed an issue where Larva were not dying after being cancelled. Fixed an issue with Banelings, Brood Lords, and Overseers obeying their original Hatchery's rally point. good news ![]() | ||
|
Mecha71
United States59 Posts
| ||
|
spinesheath
Germany8679 Posts
I find it extremely annoying. | ||
|
chocoed
United States398 Posts
On April 24 2010 18:18 spinesheath wrote: Now, was it intentional that you can't cast on wireframe anymore? And if so, what's the reasoning behind it? I find it extremely annoying. Yep that's intentional. From Blizzard: "The fix to wireframe casting is intentional and will not be reverted in the foreseeable future. The designers really like the idea of having the player need to get back to their base and take care of these special abilities instead of being able to control them remotely while looking elsewhere. Hopefully, this will give the player a better feeling of actually managing their base, rather than just clicking pictures on your hotkey bar or selection frames. " Discussion on it: http://www.teamliquid.net/forum/viewmessage.php?topic_id=121230 | ||
|
Chillz
Canada100 Posts
| ||
|
Tyrran
France777 Posts
![]() My account got reseted too, but as I dont know if it is due to patch 9 or 10. ( I didnt got the 'chance' to play between patch 9 and 10 =p ) | ||
|
MorroW
Sweden3522 Posts
On April 24 2010 18:42 Chillz wrote: My account got reset again with Patch 10. Can anyone here post that their account didn't get reset for confirmation (unless I already missed it). i also got reset, i think everyone did for fairness xd | ||
|
4Servy
Netherlands1542 Posts
| ||
|
Funchucks
Canada2113 Posts
On April 24 2010 16:17 Bibdy wrote: Fixed an issue with Banelings, Brood Lords, and Overseers obeying their original Hatchery's rally point. Hah! That's a crazy bug. I wish they'd extend it to overlords while they were at it. Or maybe send the overlords to the worker rally. I don't think anyone wants their overlords to rally to the same place as their combat units. | ||
|
Funchucks
Canada2113 Posts
On April 24 2010 16:34 G4MR wrote: Wtf this aint a fix, this is a complete revert lazy fucks. What do you expect for such a quick fix? If you want to release a new patch in one day, you have to keep it simple. They should of just fixed the exploit that gave extra larva after canceling. That's a non-trivial design challenge. | ||
|
shankems2000
United States103 Posts
| ||
|
OptimoPeach
United States137 Posts
On April 24 2010 19:53 shankems2000 wrote: Is anyone still experiencing the infinite loop problem with this patch too? It was infinite looping when I was installing patch 9, so when I saw that patch 10 was out, I figured the problem would be fixed. Any help would be appreciated as I recently pre ordered the CE and received my beta key and really want to play. I experienced it when I installed patch 9, but after closing out the patcher and starting up SC2 again from the desktop icon it worked fine | ||
|
StewKer
United States301 Posts
| ||
|
BEARDiaguz
Australia2362 Posts
| ||
|
Rigid
United States79 Posts
| ||
|
MorroW
Sweden3522 Posts
On April 24 2010 22:17 Rigid wrote: Did Anyone else get a total reset form this patch? Sigh im so damn sick of placement matches i cant even express it in words. everyone got reset the reset bug is fixed now so id bet its at least 2 months before they will consider resetting again^^ | ||
|
7
Canada1218 Posts
| ||
|
Hush
United States24 Posts
F'ing Blizzard making this game into warcraft 2 mod. How many of the original team is working on the game? | ||
|
Jsingles
United States66 Posts
On April 24 2010 22:35 Hush wrote: I think they should have kept it. I mean really just lower the health on zerglings or increase their psi limit or something. One thing I hate about SC2 is Queens stupidiest unit. Every other race can have multiple rax or what not but you have to wait for larva to spawn. YaaY Queens lets make it feel like a hero unit from warcraft you need to dick around with. Kill the Queen and your opponant is now limited to what their larva can produce. Last time I checked zerg was based on using a lot of units. THE SWARM!!!! F'ing Blizzard making this game into warcraft 2 mod. How many of the original team is working on the game? you clearly werent getting hit by 12 lings by the time you had your first zealot halfway done like the rest of us.... it was OP as hell | ||
|
kencheeto
United States54 Posts
On April 24 2010 22:35 Hush wrote: I think they should have kept it. I mean really just lower the health on zerglings or increase their psi limit or something. One thing I hate about SC2 is Queens stupidiest unit. Every other race can have multiple rax or what not but you have to wait for larva to spawn. YaaY Queens lets make it feel like a hero unit from warcraft you need to dick around with. Kill the Queen and your opponant is now limited to what their larva can produce. Last time I checked zerg was based on using a lot of units. THE SWARM!!!! F'ing Blizzard making this game into warcraft 2 mod. How many of the original team is working on the game? what a silly thing to say. Neither toss nor terran can produce so many units simultaneously like zerg can, if you're careful with queen macro. For instance if you attack with a pop capped army and still macro larvae at a couple bases, you can recover very quickly after/during the attack with 10+ larva morphing immediately. also.. increase psi limit? seriously? | ||
|
Hush
United States24 Posts
On April 25 2010 00:01 kencheeto wrote: what a silly thing to say. Neither toss nor terran can produce so many units simultaneously like zerg can, if you're careful with queen macro. For instance if you attack with a pop capped army and still macro larvae at a couple bases, you can recover very quickly after/during the attack with 10+ larva morphing immediately. also.. increase psi limit? seriously? I see what you mean I actually though about it on my way to work I wrote that still in bed, but along the lines that I was thinking is that it would get people from bitching about zerling rushes if the player is forced to build more Overlords early. Also this helps in smaller maps when your opponant or opponants are chronoing in proxy zealots. You would be able to at least build enough forces to do some surrounds. But toss with a warpgate bam bam bam you have 3 zealots in a few seconds. You can't tell me that isn't huge. I've seen this save Orbs ass a ton of times or at least keep his push going. Either way I still hate the Queen. | ||
|
TheYango
United States47024 Posts
On April 24 2010 17:08 NicolBolas wrote: The problem isn't that canceling an egg gets you larva back; that alone is not abuseable. The problem is that doing so allows you to stockpile larva beyond what you would normally be able to that early in the game. Thus, you can build up 5-6 larva, rather than 2-3. Blizzard could easily have removed the abuseable part. Simply check the Hatchery when an egg is unmorphed; if the Hatch has less than 3 larva, then they get a larva back. If not, then no larva is returned. It allows a Zerg player to at least partially undo mistakes the way Terrans and Protoss can. Did you even read the link? Being able to cancel back to larva gives zerg a ridiculous amount of production flexibility. It has nothing to do with being able to stockpile larvae, because so long as you never go over 3 larvae, you lose no production time in the long run by canceling drones and turning them into units, not to even mention the fact that starting units off saved larvae before cancelling old eggs still lets you cheat any limit you put on larva count. As the article suggests, this could be abused in such a way that makes larva management trivial--always build drones, and cancel for units when needed. As far as "undoing mistakes", the pre-patch 9 way of doing things is actually closer to parity than being able to get larvae back. Here's an example with the patch 9 setup: A zerg player builds 5 hydralisks in X amount of time. If he started 2 mutalisks, then decided he needed hydras, he could cancel and still get 5 hydralisks in X time, so long as he never let 3 larvae sit at any one hatchery. Even if he did have 3 larvae, he could start those on units first before canceling the hydralisks, in order to "cheat" the larva limit. A Terran player builds 5 marauders in X amount of time. If he started 2 marines, canceling them would forever lose that production time. It is now impossible to get the marauders in that same amount of time. | ||
|
Hush
United States24 Posts
| ||
|
kencheeto
United States54 Posts
On April 25 2010 20:59 Hush wrote: So does anyone else when creating a game to play a comp no longer see the options to play easy hard ect only very easy? this is the way the beta has been the entire time iirc. Blizzard wants to test balance by having players play each other, not the AI ![]() | ||
|
Hot_Bid
Braavos36388 Posts
| ||
| ||
StarCraft 2 StarCraft: Brood War Britney Dota 2Sea Mini Shuttle EffOrt GuemChi Stork Light Hyuk firebathero [ Show more ] Heroes of the Storm Other Games Organizations |
|
OSC
BSL 21
Cross vs Dewalt
Replay Cast
Wardi Open
OSC
Solar vs MaxPax
ByuN vs Krystianer
Spirit vs TBD
OSC
Korean StarCraft League
OSC
OSC
OSC
[ Show More ] uThermal 2v2 Circuit
|
|
|