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Undocumented Changes? - Page 26

Forum Index > SC2 General
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instance
Profile Blog Joined April 2010
11 Posts
September 30 2010 15:31 GMT
#501
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.
what ?
Schnullerbacke13
Profile Joined August 2010
Germany1199 Posts
September 30 2010 15:43 GMT
#502
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 ..)
21 is half the truth
TheFinalWord
Profile Joined May 2010
Australia790 Posts
September 30 2010 15:46 GMT
#503
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..
theBullFrog
Profile Blog Joined April 2010
United States515 Posts
September 30 2010 16:45 GMT
#504
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!)
thebullfrog
DarkspearTribe
Profile Joined August 2010
568 Posts
September 30 2010 16:49 GMT
#505
- PDD now counts as a building and cannot be feedbacked.


Probably can't be NP'd to? Gay =/
crazeman
Profile Blog Joined July 2010
664 Posts
September 30 2010 17:00 GMT
#506
On October 01 2010 01:49 DarkspearTribe wrote:
Show nested quote +
- PDD now counts as a building and cannot be feedbacked.


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...)
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
September 30 2010 17:02 GMT
#507
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
lololol
Profile Joined February 2006
5198 Posts
September 30 2010 17:20 GMT
#508
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.
I'll call Nada.
Ovi
Profile Joined April 2010
164 Posts
Last Edited: 2010-09-30 17:32:20
September 30 2010 17:30 GMT
#509
"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?
UnderWorld_Dream
Profile Joined September 2009
Canada219 Posts
Last Edited: 2010-10-01 19:02:16
October 01 2010 09:42 GMT
#510
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.
Barundar
Profile Joined May 2010
Denmark1582 Posts
October 01 2010 10:40 GMT
#511
On October 01 2010 18:42 UnderWorld_Dream wrote:
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.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=156542
Bartundar
theshin2007
Profile Blog Joined March 2010
United States133 Posts
October 15 2010 02:03 GMT
#512
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!
awu25
Profile Joined April 2010
United States2003 Posts
October 15 2010 02:12 GMT
#513
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
ToEiGht
Profile Joined October 2010
38 Posts
October 15 2010 02:26 GMT
#514
Wtf? How come I dont have cursor at the loading screen ??
i got a ABS M1 mech keyboard for sale! PM me![US buyers only]
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
Last Edited: 2010-10-15 02:32:35
October 15 2010 02:31 GMT
#515
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.
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
Last Edited: 2010-10-15 02:34:26
October 15 2010 02:34 GMT
#516
I think the 250mm only seems different because people are actually using it unless they tweaked the setup/unsetup time.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
ToEiGht
Profile Joined October 2010
38 Posts
October 15 2010 02:45 GMT
#517
the 250mm feels the same and I confirmed it from map editor that the stats remained untouched:

[image loading]


same for the void rays, nothing besides the official patch notes.
i got a ABS M1 mech keyboard for sale! PM me![US buyers only]
SilentCrono
Profile Blog Joined March 2010
United States1420 Posts
October 15 2010 02:47 GMT
#518
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.
♞ Your soul will forever be lost in the void of a horse. ♞
ToEiGht
Profile Joined October 2010
38 Posts
October 15 2010 02:48 GMT
#519
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.
i got a ABS M1 mech keyboard for sale! PM me![US buyers only]
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
Last Edited: 2010-10-15 03:44:00
October 15 2010 03:43 GMT
#520
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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