The “Damaged Units Only” status bar option now applies only to life, shields, and energy. All other status bars behave as if “Always” is selected.
Custom observer interface files are now read from the “My Documents/StarCraft II/Interfaces” location rather than account specific locations.
The Idle Worker button now plays a subtle glow animation while active.
The Regions button on the Login Screen is now visible at the password entry step. Upon selecting a region, players will be logged out to account entry with the proper region selected.
A confirmation dialog now displays for players attempting to login to regions running a newer version of StarCraft II than their current version, rather than automatically closing the game client and patching up to the newest version.
Replay files now contain additional game information and statistics for data analysis. (Stay tuned for further instructions on how to utilize this data in an upcoming blog post on the StarCraft II Community Site.)
BATTLE.NET
Recover Game UI no longer shows any events after the “Game Ended” event. For 1v1 matches, it is no longer possible to accidentally recover the game after one of the players has already been defeated.
“Internet Cafe” has been added to the list of Group categories.
Lobby countdown timers have been reduced from 10 seconds to 3 seconds for “Recover Game” and “Watch with Others” game lobbies.
The order for “Most Recent” and “Highest Rank” in the “Sort by” dropdown menu on the Profile > Ladder > Career Summary page has been switched.
The “Career” heading on the Profile Summary page has been renamed to “Statistics”, and “Total Career Games” has been renamed to “Games Played This Season” to more accurately reflect the data being displayed.
EDITOR
A new “Show Game Start Countdown” option has been added to the Game Options window in the Map>Map Options menu. Enabling this option will display the 3-2-1 countdown timer that was added in Patch 2.0.4 for the Take Command and
Recover Game features. This option is disabled by default.
BUG FIXES
General
Fixed many text and sound localization issues throughout the game for all languages.
Fixed many keyboard layout and hotkey issues across all languages.
Fixed multiple crashes that could occur when utilizing the Take Command feature.
Fixed an issue in which multiplayer replays could not be re-paused if a player left the game while it was paused.
The Watch Replay Solo button is now properly disabled upon completing a game of StarCraft Master.
Replays no longer always play Terran music. Music for observers will now always match the race of the last player in the lobby. (In a future patch, this will be further addressed to play a random selection of music from all races for observers.)
Fixed an issue that affected the accuracy of APM calculation. Additional changes to APM calculations will be coming in a future patch.
Cloud saves are now properly created when exiting completely out of the client from Wings of Liberty and Heart of the Swarm campaigns.
Fixed a rare crash that could occur when launching a Challenge mission after playing an Arcade game with an unusual dependency configuration.
Fixed a rare crash that could occur when closing StarCraft II.
Fixed an issue in which the “Waiting for Players” dialog could occasionally appear on the loading screen and drop players from the game.
The “Pauses Remaining” counter is now consistent with how many Pauses are available.
Fixed a number of streaming failures that could occur when streaming and repairing certain game archives.
Video subtitles use the locale found in the Text Language field rather than the Speech and Movie Language field in the Options > Language
Training Mode maps are now properly categorized in the Match History page as Versus AI games rather than 1v1.
Stage 1 Training Mode Help Menu now properly states that Reapers can be trained from the Barracks.
Fixed multiple issues which caused Reduced Violence mode to display red blood.
Fixed an issue which caused text glow to display improperly.
Fixed a number of outdated loading screen tips.
Lighting now behaves consistently for the Razer Marauder keyboard, Spectre mouse, and Banshee headset.
Fixed a rare crash that could occur with particles made using the StarCraft II Art Tools Beta.
Heart of the Swarm Campaign
The following achievements no longer restart their tracking progress when playing across multiple missions: Smoking
Corpses, Leaping Death, Get a Grip, Unchained, Shifted Priorities, Where the Wild Things Are, So Many Banelings!, Worker Rush, and Surprise!, FFA Gladiator, and Free-for-All Crusher.
The Monster Smash achievement progress bar is no longer set to zero when loading a save or checkpoint.
Fixed a graphical issue that could occur during the control room cutscene for the “Back in the Saddle” mission.
Fixed a graphical issue that could occur when alt-tabbing out of StarCraft II from the Travel screen.
Fixed a number of animation issues for Kerrigan and Raynor “Lab Rat” mission debriefing scene.
Fixed a number of streaming failures that could occur when traveling to Skygeirr Station before the “Infested” mission.
Fixed a number of icon image display issues on the Kerrigan upgrades screen.
The correct campaign progress is now displayed on the Heart of the Swarm campaign select screen after beating the campaign and logging in from a different machine.
Battle.net
Fixed and clarified multiple unfriendly strings, error messages, and text input bugs that could occur when performing various operations on Battle.net.
Fixed many display and navigation issues that could occur when performing various operations on Battle.net.
The “Watch with Others” and “Recover Game” features are now properly disabled for Offline Mode.
Fixed an issue which occasionally caused players to enter a locked state if they were dropped from a match and selected “Watch Replay as Party”.
Fixed an issue in which the Save Replay button appeared active but was non-functional after navigating back to the Score Screen from the Map Info page.
Fixed a number of sound issues that could occur when repeatedly interacting with a replay timeline.
Clan entries are now properly removed from the Groups list when a player is removed from a clan while in-game.
The Create, Edit, and Delete buttons now display properly when navigating directly to a clan’s News tab.
It is now possible to invite non-friends from the "Players Near You” list to a Group or Clan.
Spam clicking the Leave Clan button no longer opens multiple confirmation windows.
Fixed a display issue that could occur when banning and unbanning a player from a Group.
A scrollbar is now created in the Edit Info window for a Group or Clan populated with enough text that scrolling is required.
Maximized Group windows are now properly unmaximized upon double-clicking on the window header.
The Groups list is now sorted alphabetically rather than by online member count.
Fixed a rare crash that could occur when the maximum number of player slots were filled for certain Arcade games.
Fixed an issue in which review text for Arcade games could become distorted.
The review screen for Arcade games now properly displays character portraits rather than the default SC2 logo.
Closing the Game Info screen for Arcade games can no longer cause closed chat windows to reopen.
Fixed an issue in which the dropdown menu on the Profile > Ladder > Friends page always defaulted to 4v4 Arranged.
Bonus pools no longer display negative values if the system clock is set to a time in the past.
Chat window sizes are now preserved when closed and reopened.
Fixed a display issue that could occur for players who are ranked in 15 or more teams.
Fixed an issue in which creating an offline custom game occasionally caused players to enter a locked state.
Fixed an issue that could cause dropdown menus to become disabled on the Custom Games, Browse, and Open Games tabs.
Fixed an issue in which 3vAI placement matches could occasionally become stuck at 2 matches remaining.
Active Live Event banners no longer cause the Kerrigan or Planets backgrounds to pop in and out when transitioning to and from the Home Page.
Fixed an issue in which the Rewards screen could occasionally show incorrect information for the selected tab.
The Social bar can no longer overlap UI buttons during the Credits.
Players can no longer become stuck in an infinite loop when launching and quitting out of the Tutorial.
Rank frames now display around non-friend character portraits.
Frame rate performance has been improved when mousing over or scrolling through a populated Match History.
Gameplay and Races
General
Fixed a display issue in which Worker Status UI could cover town hall status bars in very high resolutions.
Fixed a rare crash that could occur when attacking an AI base.
Terran
It is no longer possible for SCVs to be left inside of a vespene geyser after canceling an under-construction Refinery.
The Collector’s Edition Thor wireframe is now displays properly.
Protoss
The Void Ray’s Prismatic Alignment ability now plays a sound effect when activated.
The Mothership’s Time Warp ability now plays a dissipation sound effect.
Zerg
Fixed an issue that caused uprooted Spine Crawlers to occasionally appear rooted.
Creep Tumors being created from an existing Creep Tumor can no longer be attacked before they are visible.
Zerg eggs no longer play extraneous sound effects when units hatch.
Graphics
Impact effects can no longer change location when units are turned quickly.
The Oracle’s Pulsar Beam can no longer extend behind the Oracle when attacking large targets.
Fixed a graphics crash that could occur in a variety of map loading scenarios.
Fixed a rare graphics crash that could occur when playing certain Arcade games.
Editor
General
Fixed many localization issues across all languages.
Publishing a 1-player map with the “Hide Battle.net Lobby” option enabled no longer prevents users from playing that map in the Arcade.
Terrain Module
Fixed a rare crash that could occur when using the Undo/Redo operations while modifying water cells.
Data Module
Simultaneously modifying the cost of multiple units no longer causes a crash.
Switching between Categories (such as Units or Combat) in a Behaviors (Buff type) Modification table now occurs more quickly.
Mac
General
Macs using Nvidia GTX 680MX graphics cards now default to max resolution and Ultra graphic settings rather than low
resolution and Medium graphic settings.
Anti-aliasing now works correctly.
Editor
Changing Language and Text settings in the Mac editor no longer causes a crash.
Was there a change to the nydus worm? It now spawns with full HP when placed (and doesn't gain its max HP over time).... Is this new or was this introduced with another patch before?
On May 07 2013 07:59 Xulatis wrote: Was there a change to the nydus worm? It now spawns with full HP when placed (and doesn't gain its max HP over time).... Is this new or was this introduced with another patch before?
Nydus Worms always spawn with full health when placed, no matter it's emerged or not, you might have mistaken the spawn timer for the health.
On May 07 2013 08:17 synd wrote: No balance changes? So dumb.
SCV fix is a huge nerf for terrans.
Another huge Terran nerf in this patch as well:
Replays no longer always play Terran music. Music for observers will now always match the race of the last player in the lobby. (In a future patch, this will be further addressed to play a random selection of music from all races for observers.)
At this rate, they won't even have to nerf Hellbats
Balance changes don't need a patch to deploy. Also I wonder when will they fix the lag when a Cybernetics Core is finished in the first game of a session.
On May 07 2013 08:37 digmouse wrote: Balance changes don't need a patch to deploy. Also I wonder when will they fix the lag when a Cybernetics Core is finished in the first game of a session.
that happens with every building, unit etc.
Playing the pre-loader map on arcade prevents this.
On May 07 2013 08:37 digmouse wrote: Balance changes don't need a patch to deploy. Also I wonder when will they fix the lag when a Cybernetics Core is finished in the first game of a session.
that happens with every building, unit etc.
Playing the pre-loader map on arcade prevents this.
Only happens on Cyber core for me, nothing else. And I run SCII on a SSD. The original pre-load bug was fixed back in patch 1.5.3
On May 07 2013 08:37 digmouse wrote: Balance changes don't need a patch to deploy. Also I wonder when will they fix the lag when a Cybernetics Core is finished in the first game of a session.
that happens with every building, unit etc.
Playing the pre-loader map on arcade prevents this.
Only happens on Cyber core for me, nothing else. And I run SCII on a SSD.
Replays no longer always play Terran music. Music for observers will now always match the race of the last player in the lobby. (In a future patch, this will be further addressed to play a random selection of music from all races for observers.)
At this rate, they won't even have to nerf Hellbats
The terran music is the best one out of all three. =(
[list][*]Terran [*]It is no longer possible for SCVs to be left inside of a vespene geyser after canceling an under-construction Refinery.
That was quick.
Edit: Does the creep tumor change mean you can't attack them before they're revealed by a detector?
I don't think so. I would imagine they're referring to the animation, rather than detection. The animation causes the creep tumor to appear visible after the tentacle(?) from the previous creep tumor has reached its destination point. However, the health bar for the tumor-in-making would appear before the creep tumor actually popped up from the ground. Thus, this would allow the opponent to snipe the creep tumor before it appears, graphically.
I'm guessing they made it to where the health bar only appears after the new creep tumor actually appears, making the creep tumor attackable only after it has emerged from the tentacle animation.
[list][*]Terran [*]It is no longer possible for SCVs to be left inside of a vespene geyser after canceling an under-construction Refinery.
That was quick.
Edit: Does the creep tumor change mean you can't attack them before they're revealed by a detector?
I don't think so. I would imagine they're referring to the animation, rather than detection. The animation causes the creep tumor to appear visible after the tentacle(?) from the previous creep tumor has reached its destination point. However, the health bar for the tumor-in-making would appear before the creep tumor actually popped up from the ground. Thus, this would allow the opponent to snipe the creep tumor before it appears, graphically.
I'm guessing they made it to where the health bar only appears after the new creep tumor actually appears, making the creep tumor attackable only after it has emerged from the tentacle animation.
Units auto attack the creep tumor before it appears, as in, while the creep tumor is still traveling to the new location. Currently, if you spread a creep tumor units idling near the new location will auto attack the creep tumor before it spawned, even tho the player can't even see the tumor yet, because it had not travelled there yet!
Replays no longer always play Terran music. Music for observers will now always match the race of the last player in the lobby. (In a future patch, this will be further addressed to play a random selection of music from all races for observers.)
At this rate, they won't even have to nerf Hellbats
Oh wow music change, though the Terran music has always been the best anyways. That imba music.
Solid patch. I'm glad that balance patches are being paced much more than they were in Wings of Liberty, and seeing a big list full of bug fixes is always nice.
EDIT: Please note, this has nothing to do with whether or not the game should alert you when you have idle workers. Some people like to respond with things like "maybe you should just make it so the game yells at you whenever you have idle workers!" This is about how when they re-vamped the UI for HotS, they unintentionally affected the gameplay by making the button far far less noticeable (the previous WoL button was incredibly easy to spot as it popped onto your main screen as a small button just above your minimap). Blizzard confirmed this is not what they meant to do. And many people including several pros like naniwa complained about this button back in HotS beta.
So I just patched and went into an offline custom game to test out the new Idle Worker button animation..and they weren't kidding when they said subtle. keeping my focus on the center of the screen, it's very hard to notice the button is active. I have to wait like 3-4 seconds and put effort into trying to notice it (while still keeping focus at the center) in order to actually see it glowing.
However at least when looking closer to the button, like at the minimap, you can notice it, if you're being alert enough. Don't get me wrong, I'm very happy they're listening and trying to fix things like this. I just suspect I still won't notice the button being active, at least in intense games where my concentration on other things is very high. It's nowhere near the Wings of Liberty button that popped up on your main screen, separate from all other UI.
Replays no longer always play Terran music. Music for observers will now always match the race of the last player in the lobby. (In a future patch, this will be further addressed to play a random selection of music from all races for observers.)
I liked to turn background music to 100% back when HOTS just came out, cuz it has great music. And I noticed this very subtle thing when I watch replays or ob others' games. I didn't expect they would notice this.
But they still haven't specify which race the new music belong to. In the current version, all the new music belong to Terran. Yep, Protoss and Zerg got nothing. Hope they put the new music into different races.
Zerg eggs no longer play extraneous sound effects when units hatch.
I just started to get used to the new loud sound...
Replays no longer always play Terran music. Music for observers will now always match the race of the last player in the lobby. (In a future patch, this will be further addressed to play a random selection of music from all races for observers.)
Zerg eggs no longer play extraneous sound effects when units hatch.
So this is false, the annoying sounds when units hatch still happen. Just tested it (patched, then went into custom offline game), units still make the same 'small zerg explosion' sound that they have been ever since HotS launch (same sound that zerglings make when they die), that they confirmed was a bug long ago.
this is quite unfortunate as lots of people felt it was quite annoying.
On May 07 2013 08:17 synd wrote: No balance changes? So dumb.
SCV fix is a huge nerf for terrans.
Another huge Terran nerf in this patch as well:
Replays no longer always play Terran music. Music for observers will now always match the race of the last player in the lobby. (In a future patch, this will be further addressed to play a random selection of music from all races for observers.)
At this rate, they won't even have to nerf Hellbats
The terran music is the best one out of all three. =(
Imagine this.
Maybe Flash 2.0, currently a virgin to Starcraft, will tune into a league that is casting off of a replay. Instead of hearing the excellent Terran music, he'll hear Protoss and Zerg music instead. Consequently, he'll be more inclined to play Protoss and Zerg instead of Terran since his first Starcraft experience will not include the wonderful Terran music.
A decade later, we'll have a Protoss or Zerg bonjwa tearing up all the leagues, winning championships and innovating new strategies that would otherwise belong to Terran had he played that handsome race. Hence, this is a balance change years in the making.
This is a ridiculous move from Blizzard. If they don't undo this "fix", I will cancel my preorder, email sponsors, and boycott something.
On May 07 2013 08:17 synd wrote: No balance changes? So dumb.
The game is fine, wtf are you talking about?
Vrays, muta hp regen, swarm hosts' locusts, widow mines, hellbats. Maybe EVEN one of these things ?
So basically you want to play WOL?
Are you trying to be dumb? Did I say remove these things? No. I said look into them and possible think of balance changes REGARDING them. Things, as they are now, are definitely not perfectly balanced.
It's weird that they even considered buffing the oracle /facepalm.
On May 07 2013 09:24 Zelniq wrote: So I just patched and went into an offline custom game to test out the new Idle Worker button animation..and they weren't kidding when they said subtle. keeping my focus on the center of the screen, it's very hard to notice the button is active. I have to wait like 3-4 seconds and put effort into trying to notice it (while still keeping focus at the center) in order to actually see it glowing.
However at least when looking closer to the button, like at the minimap, you can notice it, if you're being alert enough. Don't get me wrong, I'm very happy they're listening and trying to fix things like this. I just suspect I still won't notice the button being active, at least in intense games where my concentration on other things is very high. It's nowhere near the Wings of Liberty button that popped up on your main screen, separate from all other UI.
I almost always IMMEDIATELY noticed the idle worker button in WoL... never had idle workers almost ever. Now I never see it in HOTS. Kinda sad .
On May 07 2013 08:17 synd wrote: No balance changes? So dumb.
The game is fine, wtf are you talking about?
Vrays, muta hp regen, swarm hosts' locusts, widow mines, hellbats. Maybe EVEN one of these things ?
So basically you want to play WOL?
Are you trying to be dumb? Did I say remove these things? No. I said look into them and possible think of balance changes REGARDING them. Things, as they are now, are definitely not perfectly balanced.
It's weird that they even considered buffing the oracle /facepalm.
Complaints about balance should be directed at the balance test map that has been out for less than a week rather than at this innocent bug fix patch.
I think I found a somewhat significant, unlisted change. Can anyone confirm that this is NOT how it was before this patch? (someone who hasn't patched yet, like people on NA)
Previously (iirc), when queuing zerg buildings (and I assume maybe other races as well?), such as mass spine crawlers by selecting multiple workers, holding shift, and just clicking all over to make mass spines..the game let you make 'illegal' build locations that would overlap with other queued buildings, meaning unless you were very careful in where you clicked, your attempt to make a wall of mass spines would result in several drones saying 'cant build there' when they arrived. Now however it doesn't let you overlap your build commands, so if you already have a drone on its way to build there, you can't tell another drone to build there too.
Also, if say you had 8 drones selected and tried to make mass spines, if you clicked more than 8 times, it would keep letting you try to place new buildings forever, by just overriding the previous command given to one of the drones. Now if all 8 drones have been given build commands, it will stop letting you place new build commands.
Can anyone confirm that the current (pre 2.08) patch had these bugs? and can anyone confirm that terrans/protosses also were previously able to overlap queued building locations, so that the worker would move to that spot only to realize that it's now blocked?
TL;DR : Workers are no longer able to overlap building placement commands (likely occurs when selecting multiple workers to build several buildings near each other, like mass spine crawlers/turrets)
On May 07 2013 08:17 synd wrote: No balance changes? So dumb.
SCV fix is a huge nerf for terrans.
Another huge Terran nerf in this patch as well:
Replays no longer always play Terran music. Music for observers will now always match the race of the last player in the lobby. (In a future patch, this will be further addressed to play a random selection of music from all races for observers.)
At this rate, they won't even have to nerf Hellbats
Oh wow music change, though the Terran music has always been the best anyways. That imba music.
I wish it would be possible to change music on the fly for observers for dramatic effect. When the music started kicking in right when Mvp was doing a drop was simply too perfect.
Already stopping the SCV glitch, I guess they already were worried about the 9/10 SCV gas block into 5-rax (vs. Protoss) I need to quickly do one of those rushes before this goes live!
On May 07 2013 10:07 Zelniq wrote: TL;DR : Workers are no longer able to overlap building placement commands (likely occurs when selecting multiple workers to build several buildings near each other, like mass spine crawlers/turrets)
I think this was actually a revert. I used to not be able to que on top of things, and then before this patch I could. Guess now we can't again.
Zerg eggs no longer play extraneous sound effects when units hatch.
So this is false, the annoying sounds when units hatch still happen. Just tested it (patched, then went into custom offline game), units still make the same 'small zerg explosion' sound that they have been ever since HotS launch (same sound that zerglings make when they die), that they confirmed was a bug long ago.
this is quite unfortunate as lots of people felt it was quite annoying.
Oh well, this sucks big time. The loud hatching sound is annoying as hell.
On May 07 2013 10:07 Zelniq wrote: I think I found a somewhat significant, unlisted change. Can anyone confirm that this is NOT how it was before this patch? (someone who hasn't patched yet, like people on NA)
Previously (iirc), when queuing zerg buildings (and I assume maybe other races as well?), such as mass spine crawlers by selecting multiple workers, holding shift, and just clicking all over to make mass spines..the game let you make 'illegal' build locations that would overlap with other queued buildings, meaning unless you were very careful in where you clicked, your attempt to make a wall of mass spines would result in several drones saying 'cant build there' when they arrived. Now however it doesn't let you overlap your build commands, so if you already have a drone on its way to build there, you can't tell another drone to build there too.
Also, if say you had 8 drones selected and tried to make mass spines, if you clicked more than 8 times, it would keep letting you try to place new buildings forever, by just overriding the previous command given to one of the drones. Now if all 8 drones have been given build commands, it will stop letting you place new build commands.
Can anyone confirm that the current (pre 2.08) patch had these bugs? and can anyone confirm that terrans/protosses also were previously able to overlap queued building locations, so that the worker would move to that spot only to realize that it's now blocked?
TL;DR : Workers are no longer able to overlap building placement commands (likely occurs when selecting multiple workers to build several buildings near each other, like mass spine crawlers/turrets)
This is a good change to me at least. I feel overlapping is not convenient.
On May 07 2013 10:07 Zelniq wrote: I think I found a somewhat significant, unlisted change. Can anyone confirm that this is NOT how it was before this patch? (someone who hasn't patched yet, like people on NA)
Previously (iirc), when queuing zerg buildings (and I assume maybe other races as well?), such as mass spine crawlers by selecting multiple workers, holding shift, and just clicking all over to make mass spines..the game let you make 'illegal' build locations that would overlap with other queued buildings, meaning unless you were very careful in where you clicked, your attempt to make a wall of mass spines would result in several drones saying 'cant build there' when they arrived. Now however it doesn't let you overlap your build commands, so if you already have a drone on its way to build there, you can't tell another drone to build there too.
Also, if say you had 8 drones selected and tried to make mass spines, if you clicked more than 8 times, it would keep letting you try to place new buildings forever, by just overriding the previous command given to one of the drones. Now if all 8 drones have been given build commands, it will stop letting you place new build commands.
Can anyone confirm that the current (pre 2.08) patch had these bugs? and can anyone confirm that terrans/protosses also were previously able to overlap queued building locations, so that the worker would move to that spot only to realize that it's now blocked?
TL;DR : Workers are no longer able to overlap building placement commands (likely occurs when selecting multiple workers to build several buildings near each other, like mass spine crawlers/turrets)
I can confirm you are not crazy. I like this change, makes things simpler.
On May 07 2013 09:24 Zelniq wrote: So I just patched and went into an offline custom game to test out the new Idle Worker button animation..and they weren't kidding when they said subtle. keeping my focus on the center of the screen, it's very hard to notice the button is active. I have to wait like 3-4 seconds and put effort into trying to notice it (while still keeping focus at the center) in order to actually see it glowing.
However at least when looking closer to the button, like at the minimap, you can notice it, if you're being alert enough. Don't get me wrong, I'm very happy they're listening and trying to fix things like this. I just suspect I still won't notice the button being active, at least in intense games where my concentration on other things is very high. It's nowhere near the Wings of Liberty button that popped up on your main screen, separate from all other UI.
Totally agree, they should make it more obvious like a voice saying urgently, "Your workers are unemployed/slacking off!"
On May 07 2013 08:17 synd wrote: No balance changes? So dumb.
The game is fine, wtf are you talking about?
Vrays, muta hp regen, swarm hosts' locusts, widow mines, hellbats. Maybe EVEN one of these things ?
So basically you want to play WOL?
Are you trying to be dumb? Did I say remove these things? No. I said look into them and possible think of balance changes REGARDING them. Things, as they are now, are definitely not perfectly balanced.
It's weird that they even considered buffing the oracle /facepalm.
Balance takes a lot more time and consideration to address, whereas bugs can be fixed relatively quickly once the source of the problem is found. Blizzard is attempting to address potential balance issues, but they want to take their time with balance changes this time around in order to see if some issues to solve themselves through the meta game. Take some time to think before you go off with your ignorant Blizzard-can-do-no-right attitude.
On May 07 2013 09:24 Zelniq wrote: So I just patched and went into an offline custom game to test out the new Idle Worker button animation..and they weren't kidding when they said subtle. keeping my focus on the center of the screen, it's very hard to notice the button is active. I have to wait like 3-4 seconds and put effort into trying to notice it (while still keeping focus at the center) in order to actually see it glowing.
However at least when looking closer to the button, like at the minimap, you can notice it, if you're being alert enough. Don't get me wrong, I'm very happy they're listening and trying to fix things like this. I just suspect I still won't notice the button being active, at least in intense games where my concentration on other things is very high. It's nowhere near the Wings of Liberty button that popped up on your main screen, separate from all other UI.
Totally agree, they should make it more obvious like a voice saying urgently, "Your workers are unemployed/slacking off!"
not this again. this isn't about whether or not they should alert you to having idle workers. this is about how they unintentionally changed a part of gameplay when re-vamping their UI for HotS. the previous button they had for all of Wings of Liberty was extremely noticeable as it was separated from the UI and popped onto your main screen.
if you want to talk about easy UI changes that shouldn't have happened, I still miss having to click on every building separately to build from it like in BW, or having units that bumped into each other and didn't auto-surround (like zerglings so easily do now), or having to have many control groups/box selections to mobilize a large army.
On May 07 2013 09:24 Zelniq wrote: So I just patched and went into an offline custom game to test out the new Idle Worker button animation..and they weren't kidding when they said subtle. keeping my focus on the center of the screen, it's very hard to notice the button is active. I have to wait like 3-4 seconds and put effort into trying to notice it (while still keeping focus at the center) in order to actually see it glowing.
However at least when looking closer to the button, like at the minimap, you can notice it, if you're being alert enough. Don't get me wrong, I'm very happy they're listening and trying to fix things like this. I just suspect I still won't notice the button being active, at least in intense games where my concentration on other things is very high. It's nowhere near the Wings of Liberty button that popped up on your main screen, separate from all other UI.
Totally agree, they should make it more obvious like a voice saying urgently, "Your workers are unemployed/slacking off!"
not this again. this isn't about whether or not they should alert you to having idle workers. this is about how they unintentionally changed a part of gameplay when re-vamping their UI for HotS. the previous button they had for all of Wings of Liberty was extremely noticeable as it was separated from the UI and popped onto your main screen.
While i do respect what youre saying, Zelniq, Ive never personally had an issue with it. I dont have an issue seeing the "idle Worker" button, Nor do I have an issue just tapping my hotkey for it once in a while. Not to say youre wrong, but i Think there are more pressing needs. Colorblind/Stronger colors, for one.
On May 07 2013 09:24 Zelniq wrote: So I just patched and went into an offline custom game to test out the new Idle Worker button animation..and they weren't kidding when they said subtle. keeping my focus on the center of the screen, it's very hard to notice the button is active. I have to wait like 3-4 seconds and put effort into trying to notice it (while still keeping focus at the center) in order to actually see it glowing.
However at least when looking closer to the button, like at the minimap, you can notice it, if you're being alert enough. Don't get me wrong, I'm very happy they're listening and trying to fix things like this. I just suspect I still won't notice the button being active, at least in intense games where my concentration on other things is very high. It's nowhere near the Wings of Liberty button that popped up on your main screen, separate from all other UI.
Totally agree, they should make it more obvious like a voice saying urgently, "Your workers are unemployed/slacking off!"
not this again. this isn't about whether or not they should alert you to having idle workers. this is about how they unintentionally changed a part of gameplay when re-vamping their UI for HotS. the previous button they had for all of Wings of Liberty was extremely noticeable as it was separated from the UI and popped onto your main screen.
While i do respect what youre saying, Zelniq, Ive never personally had an issue with it. I dont have an issue seeing the "idle Worker" button, Nor do I have an issue just tapping my hotkey for it once in a while. Not to say youre wrong, but i Think there are more pressing needs. Colorblind/Stronger colors, for one.
I envy you, and wonder what the fuck I'm doing wrong. I NEVER notice the button and will often have many idle workers for long periods of time because of it, mostly when i've depleted my minerals. I think I just need to somehow get back into a BW-like mindset where I just constantly check for idle workers, but I've totally abandoned that habit in SC2 as I became so accustomed to relying on the idle worker button (the old one that was noticeable).
that egg sound thing makes me think it's not that unit spawning sound but something else? I am pretty sure they aren't gonna remove that egg spawn sound effect, right? @@
The Regions button on the Login Screen is now visible at the password entry step. Upon selecting a region, players will be logged out to account entry with the proper region selected.
[*]The Regions button on the Login Screen is now visible at the password entry step. Upon selecting a region, players will be logged out to account entry with the proper region selected.
Ahhhhh not too soon. Right now I'm constantly switching between NA and KR, and it's a pain to have to go to modify your login to have the "region" button popping up...
[*]The Void Ray’s Prismatic Alignment ability now plays a sound effect when activated. [*]The Mothership’s Time Warp ability now plays a dissipation sound effect.
Because protoss wasn't shiny enough :D I guess right now protoss will no longer forget to activate their primatic alignement when fighting hydra/queen...
Still no fix to the game not loading properly and causing stuttering unless you run through preloader and replays before playing?
Or the issue locking game at 20, 30, 60, 120fps etc and causing weird lag if you alt tab too much, forcing you to restart, making the first issue much worse (because you have to do it all again)
The Void Ray’s Prismatic Alignment ability now plays a sound effect when activated. The Mothership’s Time Warp ability now plays a dissipation sound effect.
The Void Ray’s Prismatic Alignment ability now plays a sound effect when activated. The Mothership’s Time Warp ability now plays a dissipation sound effect.
The Void Ray’s Prismatic Alignment ability now plays a sound effect when activated. The Mothership’s Time Warp ability now plays a dissipation sound effect.
These are fake. Just tested, no sound.
It's still 2.0.7 right now. Wait a bit
Nope. Sea is already 2.0.8, and server is online 3 hours ago.
The Void Ray’s Prismatic Alignment ability now plays a sound effect when activated. The Mothership’s Time Warp ability now plays a dissipation sound effect.
These are fake. Just tested, no sound.
It's still 2.0.7 right now. Wait a bit
Nope. Sea is already 2.0.8, and server is online 3 hours ago.
CHanged to SEA, it says about patch but not downloads anything in launcher. Strange
I'm really looking forward to the announced replay data features. Maybe it will finally be possible to calculate stuff like the spending quotient from replays. (fixed apm would also be nice.)
I guess balance changes are going to be scheduled after WCS now, so any changes will be done either after regional finals, or global finals of each season.
This is great, I love it how they fix small things too.
However, there are some issues that have yet to be fixed, some more pressing than others:
Unit selection sound can be caused to loop over and over. This issue can be annoying at times and is confirmed to be a common bug across the board.
An somewhat common bug that, on game start, causes Zerg's creep to become low resolution, blocky and dark. Setting your graphics setting in game fixes this however.
The Viper's Consume animation can be caused to extend beyond the Viper, if it is too close to the building it's consuming.
Switching game mode, such as 1v1, 2v2 etc., causes the UI to always pick Terran as the default race, whether you have ever played them or not.
The game still gets into extremely low FPS in some team games. This was not an issue before patch 1.5 [WoL] where the game ran smooth through all game modes and stages. FPS have been recorded to go below 2 FPS at certain stages, whereas the same condition in pre 1.5 patch would have ~20 FPS.
On a site note, it would also be preferable to separate the "Transformation Servors"- upgrade icon, from the hellbat production icon. On the production tab, you can't tell which one is which.
What is the egg sound it refers to? I know that HotS introduced the popping sound when units spawn from eggs when WoL did not have that (until a post-HotS patch), but I was actually waiting for Blizzard to put that in. Missed it from BW.
Replay files now contain additional game information and statistics for data analysis. (Stay tuned for further instructions on how to utilize this data in an upcoming blog post on the StarCraft II Community Site.)
Pleeease let it be resources gathered / min !!! I want to be able to calculate my SQ again !!!!!
I wonder if they fixed the hotkey issues that bugged the campaign. I use the core hotkey setup and it was pretty much impossible to get it to work with the campaign. Especially once you upgraded your units via the evolution missions.
On May 07 2013 09:24 Zelniq wrote: So I just patched and went into an offline custom game to test out the new Idle Worker button animation..and they weren't kidding when they said subtle. keeping my focus on the center of the screen, it's very hard to notice the button is active. I have to wait like 3-4 seconds and put effort into trying to notice it (while still keeping focus at the center) in order to actually see it glowing.
However at least when looking closer to the button, like at the minimap, you can notice it, if you're being alert enough. Don't get me wrong, I'm very happy they're listening and trying to fix things like this. I just suspect I still won't notice the button being active, at least in intense games where my concentration on other things is very high. It's nowhere near the Wings of Liberty button that popped up on your main screen, separate from all other UI.
Totally agree, they should make it more obvious like a voice saying urgently, "Your workers are unemployed/slacking off!"
not this again. this isn't about whether or not they should alert you to having idle workers. this is about how they unintentionally changed a part of gameplay when re-vamping their UI for HotS. the previous button they had for all of Wings of Liberty was extremely noticeable as it was separated from the UI and popped onto your main screen.
While i do respect what youre saying, Zelniq, Ive never personally had an issue with it. I dont have an issue seeing the "idle Worker" button, Nor do I have an issue just tapping my hotkey for it once in a while. Not to say youre wrong, but i Think there are more pressing needs. Colorblind/Stronger colors, for one.
I envy you, and wonder what the fuck I'm doing wrong. I NEVER notice the button and will often have many idle workers for long periods of time because of it, mostly when i've depleted my minerals. I think I just need to somehow get back into a BW-like mindset where I just constantly check for idle workers, but I've totally abandoned that habit in SC2 as I became so accustomed to relying on the idle worker button (the old one that was noticeable).
Same here. I got the habbit to look the pop up icon from WoL. The new button in Hots is like 5% of how noticeable the old icon was. Now I'm just getting the mindset of pressing ctrl+f1 from time to time in game.
On May 07 2013 16:01 Millet wrote: This is great, I love it how they fix small things too.
However, there are some issues that have yet to be fixed, some more pressing than others:
Unit selection sound can be caused to loop over and over. This issue can be annoying at times and is confirmed to be a common bug across the board.
An somewhat common bug that, on game start, causes Zerg's creep to become low resolution, blocky and dark. Setting your graphics setting in game fixes this however.
The Viper's Consume animation can be caused to extend beyond the Viper, if it is too close to the building it's consuming.
Switching game mode, such as 1v1, 2v2 etc., causes the UI to always pick Terran as the default race, whether you have ever played them or not.
The game still gets into extremely low FPS in some team games. This was not an issue before patch 1.5 [WoL] where the game ran smooth through all game modes and stages. FPS have been recorded to go below 2 FPS at certain stages, whereas the same condition in pre 1.5 patch would have ~20 FPS.
I agree with your list and i want 2 add one more thing. After reaching lvl 30 i dont want to see how much xp i earned in the score screen. I would like to see one of the other screen like my performance. I really dont care about the xp thing at all. I would prefer they made an option where i could choose in which tab of the screen auto turn up after the game. It's no biggy but it enoys me everytime when i finnished a game.
there are 5 grey bars that will consistently show up on your CCs (I think it's for how much workers it can fit in) I tried the show damaged unit healthy bar option, it feels kinda weird but I think it's generally better? need more experience with it to say
On May 07 2013 07:33 digmouse wrote: The “Damaged Units Only” status bar option now applies only to life, shields, and energy. All other status bars behave as if “Always” is selected.
The “Damaged Units Only” status bar option now applies only to life, shields, and energy. All other status bars behave as if “Always” is selected.
I think I'm going to try out this mode. It seems like a really good deal now, macro and micro wise :D
Hm, what other status bars are there in a normal game? Is it referring to duration status bars?
Stuff like elapsed time on production buildings, upgrades etc, which I like when I want to macro :p Also Cargo slots, cooldown and duration status bars as you said. And actually "energy" is in Always mode too so that's good
The only thing that I find more difficult with this mode is to spot units hidden by buildings or map features like trees or something.
The following achievements no longer restart their tracking progress when playing across multiple missions: Smoking Corpses, Leaping Death, Get a Grip, Unchained, Shifted Priorities, Where the Wild Things Are, So Many Banelings!, Worker Rush, and Surprise!,
Now I am aware that this is complaining at a very high level, so do not take my tone all too seriously, but am I the only one, who would love to see the idle worker button selecting all idle workers instead of one at a time?
STARCRAFT II PATCH 2.0.8 The Regions button on the Login Screen is now visible at the password entry step. Upon selecting a region, players will be logged out to account entry with the proper region selected.
THANK FUCKING GOD! This is literally the best patch ever. Well, except for the never-released "bunker-bank" patch .
On May 07 2013 09:24 Zelniq wrote: So I just patched and went into an offline custom game to test out the new Idle Worker button animation..and they weren't kidding when they said subtle. keeping my focus on the center of the screen, it's very hard to notice the button is active. I have to wait like 3-4 seconds and put effort into trying to notice it (while still keeping focus at the center) in order to actually see it glowing.
However at least when looking closer to the button, like at the minimap, you can notice it, if you're being alert enough. Don't get me wrong, I'm very happy they're listening and trying to fix things like this. I just suspect I still won't notice the button being active, at least in intense games where my concentration on other things is very high. It's nowhere near the Wings of Liberty button that popped up on your main screen, separate from all other UI.
I almost always IMMEDIATELY noticed the idle worker button in WoL... never had idle workers almost ever. Now I never see it in HOTS. Kinda sad .
Was actually so sad for me, as terran I never used to shift the scvs back to the mineral line after making depos, rather just continually made depos with 2-3 workers. After I started playing HotS I had no idea why I kept getting supply blocked, until I realized just how slow I was noticing the idle worker button. In WoL I would spot it almost immediatly, in HotS it took so long I just started shifting the workers and focusing on just making depos every 30-40 sec. Hopefully I can go back to my old ways again, was imo way better.
On May 07 2013 21:25 Liquid`Ret wrote: so my region was set to NA, and the game updated itself. Now I can't login to EU because it says 'client mismatch with region'. :S ?!?!?!
On May 07 2013 21:25 Liquid`Ret wrote: so my region was set to NA, and the game updated itself. Now I can't login to EU because it says 'client mismatch with region'. :S ?!?!?!
That problem should be fixed with this patch as well, which includes a confirmation button when it wants to update instead of automatically doing so. This should be the last time this happens ^_^
A confirmation dialog now displays for players attempting to login to regions running a newer version of StarCraft II than their current version, rather than automatically closing the game client and patching up to the newest version.
-- edit: Actually I got the dialog as well when updating from 2.0.7 and connecting to NA. I guess it would be nice if it actually displays the region you are connecting to and some additional information like client versions of each region so you know if you should update or hit Cancel instead.
On May 07 2013 21:57 InfusedTT.DaZe wrote: "Creep Tumors being created from an existing Creep Tumor can no longer be attacked before they are visible."
what???? that is a buff...
true creep spread would be much easier if you could just spread without worrying about getting attacked.
On May 07 2013 21:25 Liquid`Ret wrote: so my region was set to NA, and the game updated itself. Now I can't login to EU because it says 'client mismatch with region'. :S ?!?!?!
On May 07 2013 21:57 InfusedTT.DaZe wrote: "Creep Tumors being created from an existing Creep Tumor can no longer be attacked before they are visible."
what???? that is a buff...
true creep spread would be much easier if you could just spread without worrying about getting attacked.
It's not a buff really, atleast it's a very minor one. This only happened when you had units in range of where the zerg would place the creep tumor(I think even in the way of the tenticle), so when a zerg would try to tumor ontop of you. It was pretty funny when it happened, but it rarely did, and if it did, you'd now just kill it 0.5 sec later.
On May 07 2013 21:57 InfusedTT.DaZe wrote: "Creep Tumors being created from an existing Creep Tumor can no longer be attacked before they are visible."
what???? that is a buff...
I think this might just have to do with the fact that you used to be able to attack creep tumors before the snake animation completed so it looked like you were killing an invisible tumor.
On May 07 2013 21:57 InfusedTT.DaZe wrote: "Creep Tumors being created from an existing Creep Tumor can no longer be attacked before they are visible."
what???? that is a buff...
No, before you could snipe the tumor before it even went down (this was done automatically), now the tumor actually has to be building before you can attack it. Basically still worse than WoL creep.
On May 07 2013 23:05 CarlosOmse wrote: does anyone knows how long NA servers are goin to be down? cant find it anywhere and now my game is allready patched and i cant play on EU now
We will be performing scheduled maintenance beginning on Tuesday, May 7th, at 3:00 a.m. PDT and we expect the service to be available again at approximately 11:00 a.m. PDT. During this time the game will be unavailable for play.
So expect it to be online around Tuesday, May 07 6:00pm GMT (GMT+00:00)
On May 08 2013 02:03 Karpfen wrote: I am in the EU server but still in 2.0.7......?
As with any other patch starcraft 2 has ever seen: Monday = SEA Tuesday = NA Wednesday = EU Thursday = KR
OT: I really wish they would just remove the idle worker buttom, what a terrible noob friendly feature. Other than that changing apm for like the 50th times seems really wierd, oh well I guess ingame apm will never ever have anything to do with actual apm.
A lot of nice subtle changes. I'm glad they got rid of the new egg hatch sound (that sounded just like canceling a unit), and I'm interested to hear what the Void Ray and Momma Core spells sound like.
Did they ever fix the bug where your game crashes if a zerg fungals your mothership core while phasing in from recalling? after seeing naniwa complain about it on twitter i never thought it would happen to me, but i actually lost a game where i had 150 supply vs 60. he just sat all his units in a corner and when i pushed to kill his last base he counter attacked mine. I thought I would recall and handle it easily but he just fungaled my mothership core with one infestor and my game crashsed lolol.. really annoying.
I really hate the fact that patching and server updating is still staggered across nearly the entire week. Why create global play if patching for one server is going to lock you out of any server that hasn't updated yet?
On May 07 2013 08:17 synd wrote: No balance changes? So dumb.
Balance changes are really unnecessary, because the game is already mostly balanced, they are just waiting for players to change play styles and learn how to beat these new things, as a zerg I still have higher than a 60% win rate. BUT I had to change things I do and play differently. I.E. using nydus worms for mobility, taking more vision for drops, using new ideas for surrounds, ect. Despite for only a few units and changes to be added to the game, the strategy and playstyle change.
Balance patches are always separate from client-patches. 2.0.8 is a client-patch, which updates media stuff like UI icons or just new options/things, fixes bugs, adds new features, etc
When client-patches are smaller and are only about unit stats, so they are always are installed without downloading something and without maintenance
On May 08 2013 03:46 Mortal wrote: Just bug fixes, nothing really interesting other than the scv gas fix and them finally fixing sound looping/increase.
Nothing interesting?
Now you clearly can see flashing idle worker button and also see grey bars of Injections and Locusts while using "Damaged HP bars" mode
Protoss The Void Ray’s Prismatic Alignment ability now plays a sound effect when activated. The Mothership’s Time Warp ability now plays a dissipation sound effect.
Zerg Zerg eggs no longer play extraneous sound effects when units hatch.
Fake patchnotes. There are no changes after patching. Can anyone confirm this changes?
Protoss The Void Ray’s Prismatic Alignment ability now plays a sound effect when activated. The Mothership’s Time Warp ability now plays a dissipation sound effect.
Zerg Zerg eggs no longer play extraneous sound effects when units hatch.
Fake patchnotes. There are no changes after patching. Can anyone confirm this changes?
Yeah I don't see those changes either (custom game vs A.I. online @ NA and SEA)
On May 08 2013 04:48 Spectreman wrote: Anyone having the 1v1 button disabled bug?
Edit: working now.
Yup. Nearly every time I log in and go to matchmaking, the 2v2 button is highlighted, and I have to switch to a different mode (e.g. vs ai) and back to be able to switch to 1v1.
On May 08 2013 07:08 wo1fwood wrote: just so's everyone can see (if you haven't already), I made a gif of the new idle worker pulsing. It essentially looks like this now:
I still won't notice it (good thing I almost always shit-queue workers)
On May 08 2013 07:08 wo1fwood wrote: just so's everyone can see (if you haven't already), I made a gif of the new idle worker pulsing. It essentially looks like this now:
On May 08 2013 07:08 wo1fwood wrote: just so's everyone can see (if you haven't already), I made a gif of the new idle worker pulsing. It essentially looks like this now:
On May 08 2013 11:36 KingofGods wrote: APM calculation fixed about a year after error was identified lol.
TT I like the old APM.. at least they should change to gameAPM or someting else because right now it is calculated based on game time so it's like actions per 60/1.4 seconds instead of actions per minute
On May 08 2013 11:49 SohcranA wrote: I don't understand why APM is so complicated. It must be some eccentricity of programming of which I am not aware.
Take the total number of actions made in the game. Divide it by the total number of minutes in the game. That is your Actions/Minute.
The flashing idle worker button is a nice touch, but I still prefer the WoL button. It is still pretty hard to see unless you specifically look for it.
Hm, The ZvZ change they had planed sounded nice actually, didn't play PTR though, anyone who played and can give some insight why they did not follow through?
Overall I am happy that they did not change the bunker buildtime + Show Spoiler +
and take their time before tweaking balance, good job blizz
On May 07 2013 10:07 Zelniq wrote: TL;DR : Workers are no longer able to overlap building placement commands (likely occurs when selecting multiple workers to build several buildings near each other, like mass spine crawlers/turrets)
Yessss
No more failed panic wall in attempts
Also, league border on portraits show in game lobbies again.
On May 07 2013 08:37 digmouse wrote: Balance changes don't need a patch to deploy. Also I wonder when will they fix the lag when a Cybernetics Core is finished in the first game of a session.
that happens with every building, unit etc.
Playing the pre-loader map on arcade prevents this.
Why is there more lag in hots than wol?!? Did they change some kind of grace period so that you not lagging would give you less of an advantage? I mean even if you preload there is still some kind of hickup lag through out the game. Am not talking about to many units for you cpu/graphics card or forgetting to preload effects.
I find that lag to screw up my worker catching a lot =(
On May 08 2013 11:49 SohcranA wrote: I don't understand why APM is so complicated. It must be some eccentricity of programming of which I am not aware.
Take the total number of actions made in the game. Divide it by the total number of minutes in the game. That is your Actions/Minute.
That is your Actions/Game Minute **.
I did not say you had to use the game timer to record the minutes, but you could do that too if you like. Either calculation should be really easy, it seems to me.
I still don't understand the communities obsession with APM. I've read countless arguments on why it's supposedly important and why it shows skill but it just doesn't. Never seen such a useless stat be blown up to a large scale like this. They should just take it out of the game forever.
On May 09 2013 08:30 Infernal_dream wrote: I still don't understand the communities obsession with APM. I've read countless arguments on why it's supposedly important and why it shows skill but it just doesn't. Never seen such a useless stat be blown up to a large scale like this. They should just take it out of the game forever.
I think I'm in love with the new Damaged health bar display mode. Very useful. The only downside for me is that sometimes I don't notice a marine or an SCV behind a building, but that's ok, I only need to get better at remembering where I put my shit :D
On May 09 2013 10:21 ZenithM wrote: I think I'm in love with the new Damaged health bar display mode. Very useful. The only downside for me is that sometimes I don't notice a marine or an SCV behind a building, but that's ok, I only need to get better at remembering where I put my shit :D
I don't like that full energy bars are hidden, I foresee problems spotting and Feedbacking Ghosts (among other things) because of it so I don't think I'll be using it.
I do find it weird they mention having fixed the Egg hatch sound and added sounds to Prismatic Alignment initiation / Time Warp expiration but all those things seem to not have been done ;/
Also got the bug where your screen freezes but everything is still going on in the background. Blizzard doing a great job at fixing the most important things first as always, they might have added one bug or two as they always did with WoW..
On May 09 2013 23:52 Nimix wrote: Also got the bug where your screen freezes but everything is still going on in the background. Blizzard doing a great job at fixing the most important things first as always, they might have added one bug or two as they always did with WoW..
Yes, this one bothers me too. Do you use fullscreen or windowed fullscreen mode?
windowed fullscreen, but as far as I know it doesn't matter, there was a thread about this issue some time ago and nobody found a solution so far I think.. Know that I think about it, when I tried to stream using OBS the other day, game capture did the same thing (the stream was stuck on the first image but the sound and cursor were fine). I guess it has to do with the video output of the game, but I don't know anything about how it works so.. Hope they'll fix it, I couldn't finally try a swarm host ZvP because of it