• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 19:17
CEST 01:17
KST 08:17
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Classic wins Code S Season 2 (2025)10Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy4Code S RO8 Preview: herO, Zoun, Bunny, Classic7Code S RO8 Preview: Rogue, GuMiho, Solar, Maru3
Community News
Weekly Cups (June 9-15): herO doubles on GSL week2Firefly suspended by EWC, replaced by Lancer12Classic & herO RO8 Interviews: "I think it’s time to teach [Rogue] a lesson."2Rogue & GuMiho RO8 interviews: "Lifting that trophy would be a testament to all I’ve had to overcome over the years and how far I’ve come on this journey.8Code S RO8 Results + RO4 Bracket (2025 Season 2)14
StarCraft 2
General
HOW TO HIRE A HACKER TO RECOVER STOLEN BITCOIN. Weekly Cups (June 9-15): herO doubles on GSL week The Memories We Share - Facing the Final(?) GSL The SCII GOAT: A statistical Evaluation Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game
Tourneys
RSL: Revival, a new crowdfunded tournament series $5,100+ SEL Season 2 Championship (SC: Evo) SOOPer7s Showmatches 2025 SOOP Starcraft Global #22 $3,500 WardiTV European League 2025
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers [G] Darkgrid Layout
Custom Maps
[UMS] Zillion Zerglings
External Content
HOW TO FIND A LEGITIMATE CRYPTO RECOVERY EXPERT. Mutation # 478 Instant Karma Mutation # 477 Slow and Steady Mutation # 476 Charnel House
Brood War
General
ASL20 Preliminary Maps BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Recent recommended BW games FlaSh Witnesses SCV Pull Off the Impossible vs Shu
Tourneys
Small VOD Thread 2.0 [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET [BSL20] ProLeague Bracket Stage - WB Finals & LBR3 [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Beyond All Reason What do you want from future RTS games?
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread UK Politics Mega-thread Russo-Ukrainian War Thread Echoes of Revolution and Separation
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Korean Music Discussion [Manga] One Piece
Sports
TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024 2024 - 2025 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
A Better Routine For Progame…
TrAiDoS
StarCraft improvement
iopq
Heero Yuy & the Tax…
KrillinFromwales
I was completely wrong ab…
jameswatts
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4057 users

Starcraft II Patch 2.0.8

Forum Index > SC2 General
Post a Reply
Normal
digmouse
Profile Blog Joined November 2010
China6328 Posts
Last Edited: 2013-05-07 10:45:06
May 06 2013 22:33 GMT
#1
http://sea.battle.net/sc2/en/blog/566305/StarCraft_II_Patch_208_Notes_-5_6_2013
http://us.battle.net/sc2/en/blog/9096527/StarCraft_II_Patch_208_Notes-5_7_2013
http://sc2.163.com/articles/1007/69753 (Notice: no HotS related changes are included in the Chinese patch-notes.)

STARCRAFT II PATCH 2.0.8

GENERAL

  • 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.
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
dAPhREAk
Profile Blog Joined July 2010
Nauru12397 Posts
May 06 2013 22:35 GMT
#2
no more scv glitch, lol.
Kaoriyu
Profile Blog Joined February 2010
Canada276 Posts
May 06 2013 22:41 GMT
#3
What's up with blizz and consistently trying to change how APM is calculated? =/
OkStyX
Profile Blog Joined October 2011
Canada1199 Posts
May 06 2013 22:42 GMT
#4
Cool beans nice little fixes
Team Overklocked Gaming! That man is the noblest creature may be inferred from the fact that no other creature has contested this claim. - G.C. Lichtenberg
Xulatis
Profile Joined July 2011
Germany34 Posts
May 06 2013 22:59 GMT
#5
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?
digmouse
Profile Blog Joined November 2010
China6328 Posts
May 06 2013 23:08 GMT
#6
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.
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
Proof.
Profile Joined August 2011
535 Posts
May 06 2013 23:12 GMT
#7
wewt idle worker button fixed finally!
also...another patch incoming for apm calculation wtf?
He who has a why to live can bear almost any how
Traceback
Profile Joined October 2010
United States469 Posts
May 06 2013 23:15 GMT
#8
On May 07 2013 07:41 Kaoriyu wrote:
What's up with blizz and consistently trying to change how APM is calculated? =/


Current APM shown in game was far from accurate.
synd
Profile Joined July 2011
Bulgaria586 Posts
May 06 2013 23:17 GMT
#9
No balance changes? So dumb.
HelloSon
Profile Joined April 2010
United States456 Posts
May 06 2013 23:19 GMT
#10
The Idle Worker button now plays a subtle glow animation while active.


FUCK YES
yo
Gescom
Profile Joined February 2010
Canada3364 Posts
May 06 2013 23:23 GMT
#11
On May 07 2013 08:17 synd wrote:
No balance changes? So dumb.

Not really.
Jaedong Hyuk || Bisu Jangbi || Fantasy Flash
Hoon
Profile Joined December 2010
Brazil891 Posts
May 06 2013 23:26 GMT
#12
On May 07 2013 08:17 synd wrote:
No balance changes? So dumb.

SCV fix is a huge nerf for terrans.
SEn Fanclub: http://www.teamliquid.net/forum/viewmessage.php?topic_id=170834
phodacbiet
Profile Joined August 2010
United States1740 Posts
May 06 2013 23:26 GMT
#13
On May 07 2013 08:17 synd wrote:
No balance changes? So dumb.


What's wrong with that? Game just came out, or would you rather have what happened to WoL
Ichabod
Profile Joined May 2010
United States1659 Posts
Last Edited: 2013-05-06 23:29:19
May 06 2013 23:27 GMT
#14
On May 07 2013 07:33 digmouse wrote:

[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?
A Wild Sosd
Profile Joined September 2012
Australia421 Posts
May 06 2013 23:28 GMT
#15
Damn I never even got to try the SCV glitch
Bomber | TaeJa | Life | Scarlett I Twitter: @SosdSC2
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
May 06 2013 23:29 GMT
#16
On May 07 2013 08:26 Hoon wrote:
Show nested quote +
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
ㅇㅅㅌㅅ
FeyFey
Profile Joined September 2010
Germany10114 Posts
May 06 2013 23:31 GMT
#17
awwww I always found it funny when an impact animation rotated lol. Well optimization update, pretty neat.
digmouse
Profile Blog Joined November 2010
China6328 Posts
Last Edited: 2013-05-06 23:38:34
May 06 2013 23:37 GMT
#18
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.
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
ZenithM
Profile Joined February 2011
France15952 Posts
May 06 2013 23:40 GMT
#19
On May 07 2013 08:19 HelloSon wrote:
The Idle Worker button now plays a subtle glow animation while active.


FUCK YES

LOL :D
darkscream
Profile Blog Joined December 2010
Canada2310 Posts
May 06 2013 23:45 GMT
#20
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.
digmouse
Profile Blog Joined November 2010
China6328 Posts
Last Edited: 2013-05-06 23:47:49
May 06 2013 23:47 GMT
#21
On May 07 2013 08:45 darkscream wrote:
Show nested quote +
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
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
WolfintheSheep
Profile Joined June 2011
Canada14127 Posts
May 06 2013 23:47 GMT
#22
On May 07 2013 08:47 digmouse wrote:
Show nested quote +
On May 07 2013 08:45 darkscream wrote:
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.

SSD is still slower than RAM.
Average means I'm better than half of you.
mrRoflpwn
Profile Blog Joined February 2011
United States2618 Posts
May 06 2013 23:48 GMT
#23
On May 07 2013 08:29 eviltomahawk wrote:
Show nested quote +
On May 07 2013 08:26 Hoon wrote:
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:
Show nested quote +
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. =(
Long live the Boss Toss!
HelloSon
Profile Joined April 2010
United States456 Posts
May 06 2013 23:48 GMT
#24
On May 07 2013 08:27 Ichabod wrote:
Show nested quote +
On May 07 2013 07:33 digmouse wrote:

[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?

Hopefully. In HotS, you can see an animation as it travels to a new tumor, don't think it was attackable but if you could, could've been a bug?
yo
tuho12345
Profile Blog Joined July 2011
4482 Posts
May 06 2013 23:49 GMT
#25
On May 07 2013 08:17 synd wrote:
No balance changes? So dumb.

The game is fine, wtf are you talking about?
vult
Profile Blog Joined February 2012
United States9400 Posts
May 06 2013 23:49 GMT
#26
nice hotfixes. idle worker button change is good.
I used to play random, but for you I play very specifically.
Paljas
Profile Joined October 2011
Germany6926 Posts
May 06 2013 23:52 GMT
#27
no, the scv glitch was pretty cool.
TL+ Member
wongfeihung
Profile Blog Joined May 2010
United States763 Posts
May 06 2013 23:52 GMT
#28
On May 07 2013 08:27 Ichabod wrote:
Show nested quote +
On May 07 2013 07:33 digmouse wrote:

[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.
TarLaPaN
Profile Joined June 2012
United States113 Posts
May 07 2013 00:05 GMT
#29
When is this patch going live?
mnck
Profile Joined April 2010
Denmark1518 Posts
May 07 2013 00:06 GMT
#30
On May 07 2013 08:52 wongfeihung wrote:
Show nested quote +
On May 07 2013 08:27 Ichabod wrote:
On May 07 2013 07:33 digmouse wrote:

[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!
@Munck
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
May 07 2013 00:07 GMT
#31
I prefer patches where I can get angry at stuff but I guess the idle worker button thing is nice.
@RealHeyoka | ESL / DreamHack StarCraft Lead
Thrillz
Profile Joined May 2012
4313 Posts
Last Edited: 2013-05-07 00:12:20
May 07 2013 00:12 GMT
#32
On May 07 2013 08:29 eviltomahawk wrote:
Show nested quote +
On May 07 2013 08:26 Hoon wrote:
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:
Show nested quote +
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.
BlackPanther
Profile Blog Joined April 2011
United States872 Posts
May 07 2013 00:18 GMT
#33
On May 07 2013 09:07 heyoka wrote:
I prefer patches where I can get angry at stuff but I guess the idle worker button thing is nice.

You can't get angry about the SCV change? I know I am. Glitches like these were what made BW so cool. Terran finally had a way to gas steal.
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
May 07 2013 00:19 GMT
#34
On May 07 2013 09:18 BlackPanther wrote:
Show nested quote +
On May 07 2013 09:07 heyoka wrote:
I prefer patches where I can get angry at stuff but I guess the idle worker button thing is nice.

You can't get angry about the SCV change? I know I am. Glitches like these were what made BW so cool. Terran finally had a way to gas steal.


I guess we can still gas steal, you just have to hope they don't attack your worker. :p
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
BaaL`
Profile Joined May 2010
297 Posts
May 07 2013 00:21 GMT
#35
Nice, no balance patch ^_^
Archas
Profile Blog Joined July 2010
United States6531 Posts
May 07 2013 00:23 GMT
#36
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.
The room is ripe with the stench of bitches!
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2013-05-07 02:09:45
May 07 2013 00:24 GMT
#37
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.
ModeratorBlame yourself or God
DenTenker
Profile Blog Joined March 2013
United States606 Posts
May 07 2013 00:28 GMT
#38
Nothing too crazy from Blizzard in this one. I'm sad about the SCV glitch thing. That was cool.
If your all in didn't work, you didn't pull the workers.
synd
Profile Joined July 2011
Bulgaria586 Posts
May 07 2013 00:34 GMT
#39
On May 07 2013 08:49 tuho12345 wrote:
Show nested quote +
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 ?
LimeNade
Profile Blog Joined February 2010
United States2125 Posts
May 07 2013 00:35 GMT
#40
"Zerg eggs no longer play extraneous sound effects when units hatch" thank god this was annoying
JD, need I say more? :D
AwesomeFossum
Profile Joined February 2013
United States312 Posts
May 07 2013 00:36 GMT
#41
Good bug fix patch! Big fan of the glowing Idle worker button. Hooray!
"The greatest athletes of all time... Michael Jordan, Roger Federer, and SlayerSBoxer." - Artosis
poorcloud
Profile Joined April 2011
Singapore2748 Posts
May 07 2013 00:38 GMT
#42
On May 07 2013 09:34 synd wrote:
Show nested quote +
On May 07 2013 08:49 tuho12345 wrote:
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?
digmouse
Profile Blog Joined November 2010
China6328 Posts
May 07 2013 00:40 GMT
#43
On May 07 2013 09:18 BlackPanther wrote:
Show nested quote +
On May 07 2013 09:07 heyoka wrote:
I prefer patches where I can get angry at stuff but I guess the idle worker button thing is nice.

You can't get angry about the SCV change? I know I am. Glitches like these were what made BW so cool. Terran finally had a way to gas steal.

Game-breaking glitches like that is no longer a "cool" factor in modern day competitive games.
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
larse
Profile Blog Joined March 2012
1611 Posts
Last Edited: 2013-05-07 00:44:10
May 07 2013 00:42 GMT
#44
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...
bduddy
Profile Joined May 2012
United States1326 Posts
May 07 2013 00:44 GMT
#45
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.)

brb unsubscribing from all streams
>Liquid'Nazgul: Of course you are completely right
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2013-05-07 00:55:08
May 07 2013 00:46 GMT
#46
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.
ModeratorBlame yourself or God
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
May 07 2013 00:47 GMT
#47
On May 07 2013 08:48 mrRoflpwn wrote:
Show nested quote +
On May 07 2013 08:29 eviltomahawk wrote:
On May 07 2013 08:26 Hoon wrote:
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.
ㅇㅅㅌㅅ
synd
Profile Joined July 2011
Bulgaria586 Posts
May 07 2013 00:53 GMT
#48
On May 07 2013 09:38 poorcloud wrote:
Show nested quote +
On May 07 2013 09:34 synd wrote:
On May 07 2013 08:49 tuho12345 wrote:
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.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
May 07 2013 01:01 GMT
#49
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 .
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
May 07 2013 01:01 GMT
#50
On May 07 2013 09:53 synd wrote:
Show nested quote +
On May 07 2013 09:38 poorcloud wrote:
On May 07 2013 09:34 synd wrote:
On May 07 2013 08:49 tuho12345 wrote:
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.
ㅇㅅㅌㅅ
digmouse
Profile Blog Joined November 2010
China6328 Posts
Last Edited: 2013-05-07 01:06:10
May 07 2013 01:05 GMT
#51
After over a year people are still ignoring or not aware of the fact that balance changes no longer require a client patch.
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2013-05-07 01:11:54
May 07 2013 01:07 GMT
#52
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)
ModeratorBlame yourself or God
Assirra
Profile Joined August 2010
Belgium4169 Posts
May 07 2013 01:12 GMT
#53
On May 07 2013 09:12 Thrillz wrote:
Show nested quote +
On May 07 2013 08:29 eviltomahawk wrote:
On May 07 2013 08:26 Hoon wrote:
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.
LTY
Profile Joined November 2012
United States223 Posts
May 07 2013 01:12 GMT
#54
GIVE US NAME CHANGE PLEASE
Known as Miso or LTY
isaachukfan
Profile Blog Joined October 2011
Canada785 Posts
May 07 2013 01:13 GMT
#55
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!
I'm a mennonite, yes I'm allowed to use a computer
RiceAgainst
Profile Blog Joined November 2011
United States1849 Posts
May 07 2013 01:17 GMT
#56
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.
larse
Profile Blog Joined March 2012
1611 Posts
May 07 2013 01:18 GMT
#57
On May 07 2013 09:46 Zelniq wrote:
Show nested quote +
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.
larse
Profile Blog Joined March 2012
1611 Posts
May 07 2013 01:18 GMT
#58
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.
Barbiero
Profile Blog Joined September 2010
Brazil5259 Posts
May 07 2013 01:19 GMT
#59
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.
♥ The world needs more hearts! ♥
Dontkillme
Profile Joined November 2011
Korea (South)806 Posts
May 07 2013 01:23 GMT
#60
On May 07 2013 07:41 Kaoriyu wrote:
What's up with blizz and consistently trying to change how APM is calculated? =/


Bruh you obviously don't realize how important APM is.
Bomber & Jaedong & FlaSh & SNSD <3
digmouse
Profile Blog Joined November 2010
China6328 Posts
May 07 2013 01:32 GMT
#61
On May 07 2013 10:12 LTY wrote:
GIVE US NAME CHANGE PLEASE

If I remember correct there has been 3 free name changes, I don't know who needs so many name changes except maybe Naniwa.
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
May 07 2013 01:33 GMT
#62
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!"
Cauterize the area
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
May 07 2013 01:34 GMT
#63
On May 07 2013 10:32 digmouse wrote:
Show nested quote +
On May 07 2013 10:12 LTY wrote:
GIVE US NAME CHANGE PLEASE

If I remember correct there has been 3 free name changes, I don't know who needs so many name changes except maybe Naniwa.

MajOr too.
ㅇㅅㅌㅅ
Deleted User 135096
Profile Blog Joined December 2010
3624 Posts
May 07 2013 01:39 GMT
#64
On May 07 2013 07:35 dAPhREAk wrote:
no more scv glitch, lol.
I'm surprised it even lasted this long tbh considering the mineral boost trick and how fast that was patched.
Administrator
wongfeihung
Profile Blog Joined May 2010
United States763 Posts
May 07 2013 01:47 GMT
#65
On May 07 2013 09:53 synd wrote:
Show nested quote +
On May 07 2013 09:38 poorcloud wrote:
On May 07 2013 09:34 synd wrote:
On May 07 2013 08:49 tuho12345 wrote:
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.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2013-05-07 02:02:31
May 07 2013 01:52 GMT
#66
On May 07 2013 10:33 Hattori_Hanzo wrote:
Show nested quote +
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.
ModeratorBlame yourself or God
Malpractice.248
Profile Blog Joined November 2010
United States734 Posts
May 07 2013 01:57 GMT
#67
On May 07 2013 10:52 Zelniq wrote:
Show nested quote +
On May 07 2013 10:33 Hattori_Hanzo wrote:
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.
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
May 07 2013 01:58 GMT
#68
Nice little fixes, good to see this

I was going to say this is really preemptive after having the balance test map out for such a short period of time, but then I saw no balance changes.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
May 07 2013 02:06 GMT
#69
On May 07 2013 10:57 Malpractice.248 wrote:
Show nested quote +
On May 07 2013 10:52 Zelniq wrote:
On May 07 2013 10:33 Hattori_Hanzo wrote:
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).
ModeratorBlame yourself or God
HeeroFX
Profile Blog Joined November 2010
United States2704 Posts
May 07 2013 02:20 GMT
#70
aww no balance changes. Like the fixes they did which is cool
ETisME
Profile Blog Joined April 2011
12362 Posts
May 07 2013 02:35 GMT
#71
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? @@
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
larse
Profile Blog Joined March 2012
1611 Posts
May 07 2013 02:41 GMT
#72
Maybe you need to log in to play online to hear the correct hatching sound?
Garnet
Profile Blog Joined February 2006
Vietnam9015 Posts
May 07 2013 02:45 GMT
#73
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.

Took them more than 2 years for this.
kubiks
Profile Blog Joined March 2011
France1328 Posts
Last Edited: 2013-05-07 02:50:26
May 07 2013 02:50 GMT
#74

[*]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...
Juanald you're my hero I miss you -> best troll ever on TL <3
larse
Profile Blog Joined March 2012
1611 Posts
Last Edited: 2013-05-07 03:00:24
May 07 2013 02:58 GMT
#75
Yep, just tested, the hatching sound is the same.

EDIT: Maybe not as loud as it was but it's not the same as WOL.
Epishade
Profile Blog Joined November 2011
United States2267 Posts
May 07 2013 03:01 GMT
#76
Man was hoping for some balance changes to think about while I slept.

They could have at least snuck in a change to bunker build time.
Pinhead Larry in the streets, Dirty Dan in the sheets.
RogerChillingworth
Profile Joined March 2010
2830 Posts
May 07 2013 03:04 GMT
#77
On May 07 2013 10:32 digmouse wrote:
Show nested quote +
On May 07 2013 10:12 LTY wrote:
GIVE US NAME CHANGE PLEASE

If I remember correct there has been 3 free name changes, I don't know who needs so many name changes except maybe Naniwa.


What about unlimited name changes because it doesn't fucking matter and shouldn't be controlled as if it does?

Ahh, yes, that sounds good.
aka wilted_kale
EvanC
Profile Joined January 2012
Canada130 Posts
May 07 2013 03:22 GMT
#78
"Creep Tumors being created from an existing Creep Tumor can no longer be attacked before they are visible."

I don't quite understand this change...? It can't be as big a change that I think it is... what am I missing?
Mahanaim
Profile Joined December 2012
Korea (South)1002 Posts
May 07 2013 03:23 GMT
#79
Thanks Blizz, awesome patch!
Celebrating Starcraft since... a long time ago.
Cyro
Profile Blog Joined June 2011
United Kingdom20284 Posts
May 07 2013 03:25 GMT
#80
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)
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Raithed
Profile Blog Joined May 2007
China7078 Posts
May 07 2013 03:30 GMT
#81
Hmmm.... they didn't fix the issue in which during 2s or 3s at the beginning of the game day, it defaults to Terran?
larse
Profile Blog Joined March 2012
1611 Posts
Last Edited: 2013-05-07 03:49:23
May 07 2013 03:30 GMT
#82
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.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
May 07 2013 05:25 GMT
#83
On May 07 2013 12:30 larse wrote:
Show nested quote +
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
larse
Profile Blog Joined March 2012
1611 Posts
May 07 2013 05:27 GMT
#84
On May 07 2013 14:25 Existor wrote:
Show nested quote +
On May 07 2013 12:30 larse wrote:
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.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
May 07 2013 05:31 GMT
#85
On May 07 2013 14:27 larse wrote:
Show nested quote +
On May 07 2013 14:25 Existor wrote:
On May 07 2013 12:30 larse wrote:
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
QuackPocketDuck
Profile Joined January 2011
410 Posts
May 07 2013 05:35 GMT
#86
On May 07 2013 07:33 digmouse wrote:
Creep Tumors being created from an existing Creep Tumor can no longer be attacked before they are visible.

Why this?
I bought a pack of cigarettes for $20, What have you done for your country today?
Existor
Profile Joined July 2010
Russian Federation4295 Posts
May 07 2013 05:36 GMT
#87
On May 07 2013 14:35 QuackPocketDuck wrote:
Show nested quote +
On May 07 2013 07:33 digmouse wrote:
Creep Tumors being created from an existing Creep Tumor can no longer be attacked before they are visible.

Why this?

Because of snake animation. During this snake animation creep tumor isn't really placed
virpi
Profile Blog Joined August 2009
Germany3598 Posts
May 07 2013 05:45 GMT
#88
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.)
first we make expand, then we defense it.
thezanursic
Profile Blog Joined July 2011
5478 Posts
May 07 2013 05:46 GMT
#89
It is no longer possible for SCVs to be left inside of a vespene geyser after canceling an under-construction Refinery.

TT Imagine what would happen to BW if they fixed all the bugs...
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
Yorke
Profile Joined November 2010
England881 Posts
May 07 2013 05:56 GMT
#90
I just wish they'd work on optimisation so that you don't get FPS drops to 30 in 1vs1 with a great PC.
@YorkeSC - RIP MIT Police Officer Sean Collier, BW fan
rename
Profile Joined February 2012
Estonia329 Posts
May 07 2013 06:16 GMT
#91
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.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2013-05-07 06:38:09
May 07 2013 06:37 GMT
#92
Anyone can post screenshots of new things like new worker button or health/grey bars visiblity or new parts of UI in Battle.Net?
Millet
Profile Joined April 2012
Sweden143 Posts
Last Edited: 2013-05-07 09:27:49
May 07 2013 07:01 GMT
#93
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.
purakushi
Profile Joined August 2012
United States3300 Posts
May 07 2013 07:05 GMT
#94
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.
T P Z sagi
Cereb
Profile Joined November 2011
Denmark3388 Posts
May 07 2013 07:08 GMT
#95
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 !!!!!
"Until the very very top in almost anything, all that matters is how much work you put in. The only problem is most people can't work hard even at things they do enjoy, much less things they don't have a real passion for. -Greg "IdrA" Fields
JacobShock
Profile Blog Joined April 2012
Denmark2485 Posts
May 07 2013 07:13 GMT
#96
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.
"Right on" - Morrow
Belha
Profile Joined December 2010
Italy2850 Posts
Last Edited: 2013-05-07 07:16:52
May 07 2013 07:16 GMT
#97
On May 07 2013 11:06 Zelniq wrote:
Show nested quote +
On May 07 2013 10:57 Malpractice.248 wrote:
On May 07 2013 10:52 Zelniq wrote:
On May 07 2013 10:33 Hattori_Hanzo wrote:
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.
Chicken gank op
THAmarx
Profile Joined December 2010
65 Posts
May 07 2013 07:29 GMT
#98
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.
ETisME
Profile Blog Joined April 2011
12362 Posts
May 07 2013 07:35 GMT
#99
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
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Prugelhugel
Profile Joined February 2012
Austria637 Posts
May 07 2013 07:42 GMT
#100
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.


FINALLY!
Time to party!
"This map definitly needs more rocks" - No SC2 player ever
ZenithM
Profile Joined February 2011
France15952 Posts
May 07 2013 07:52 GMT
#101
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
purakushi
Profile Joined August 2012
United States3300 Posts
Last Edited: 2013-05-07 08:00:36
May 07 2013 08:00 GMT
#102
On May 07 2013 16:52 ZenithM wrote:
Show nested quote +
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?
T P Z sagi
ZenithM
Profile Joined February 2011
France15952 Posts
May 07 2013 08:17 GMT
#103
On May 07 2013 17:00 purakushi wrote:
Show nested quote +
On May 07 2013 16:52 ZenithM 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.

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.
Tuczniak
Profile Joined September 2010
1561 Posts
May 07 2013 09:09 GMT
#104
Good stuff.
Embir
Profile Joined January 2011
Poland567 Posts
May 07 2013 09:15 GMT
#105
Idle Worker Glowing Button, finally!
Fuzer
Profile Blog Joined April 2009
Finland266 Posts
May 07 2013 09:17 GMT
#106
Did this fix the bug where you could hear same thing on repeat 100 times row?
Gladiator6
Profile Joined June 2010
Sweden7024 Posts
May 07 2013 10:13 GMT
#107
Love this change

"The order for “Most Recent” and “Highest Rank” in the “Sort by” dropdown menu on the Profile > Ladder > Career Summary page has been switched."
Flying, sOs, free, Light, Soulkey & ZerO
Cokefreak
Profile Joined June 2011
Finland8095 Posts
May 07 2013 10:15 GMT
#108
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!,

Finally I can get my achievements done~
Miss_Foxy
Profile Joined March 2012
Singapore109 Posts
May 07 2013 10:34 GMT
#109
Awesome patch, thanks Blizzard !
I love Blizzard's stuff and Korea ~ <3
digmouse
Profile Blog Joined November 2010
China6328 Posts
Last Edited: 2013-05-07 10:42:24
May 07 2013 10:34 GMT
#110
OMG I broke it brb fixing.

EDIT: Fixed and reformat it a bit.
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
JustPassingBy
Profile Blog Joined January 2011
10776 Posts
May 07 2013 10:44 GMT
#111
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?
zimms
Profile Joined November 2009
Austria561 Posts
May 07 2013 10:48 GMT
#112
You can do that by pressing Ctrl+F1.
althaz
Profile Joined May 2010
Australia1001 Posts
May 07 2013 10:54 GMT
#113
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 .
The first rule we don't talk about race conditions. of race conditions is
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
May 07 2013 11:00 GMT
#114
On May 07 2013 10:01 FabledIntegral wrote:
Show nested quote +
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.
sage_francis
Profile Joined December 2006
France1823 Posts
May 07 2013 11:04 GMT
#115
On May 07 2013 19:48 zimms wrote:
You can do that by pressing Ctrl+F1.


or control + click on the icon
Naphal
Profile Joined December 2010
Germany2099 Posts
May 07 2013 11:20 GMT
#116
nice improvement to the "show damaged unitbars" only, was not as good when you could not see production / cooldowns.
Greendotz
Profile Joined October 2011
United Kingdom2053 Posts
May 07 2013 11:21 GMT
#117

STARCRAFT II PATCH 2.0.8

[*]Gameplay and Races

[*]Terran
  • It is no longer possible for SCVs to be left inside of a vespene geyser after canceling an under-construction Refinery.

[*]Zerg
  • Zerg eggs no longer play extraneous sound effects when units hatch.



I'm glad these have been fixed. Hopefully the swamhost death sound effect has also been turned down.
Liquid`Ret
Profile Blog Joined October 2002
Netherlands4511 Posts
May 07 2013 12:25 GMT
#118
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 ?!?!?!
Team Liquid
MrMatt
Profile Joined August 2010
Canada225 Posts
May 07 2013 12:33 GMT
#119
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 ?!?!?!


Ya you will have to wait for EU to update now. =/
graNite
Profile Blog Joined December 2010
Germany4434 Posts
May 07 2013 12:46 GMT
#120
I dont get why it can ptach down for replays but not for laddering :/
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
dani`
Profile Joined January 2011
Netherlands2402 Posts
Last Edited: 2013-05-07 12:56:34
May 07 2013 12:53 GMT
#121
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.
KingOfCows
Profile Joined September 2012
Austria5 Posts
Last Edited: 2013-05-07 12:56:23
May 07 2013 12:56 GMT
#122
I've got the same problem. Can't log in to EU due to version mismatch. When I try NA it tells me that battle.net is unavailable
InfusedTT.DaZe
Profile Joined August 2010
Romania693 Posts
May 07 2013 12:57 GMT
#123
"Creep Tumors being created from an existing Creep Tumor can no longer be attacked before they are visible."

what???? that is a buff...
"Echoes of past events nudge the tiller on my present course, I await its reflection in the future"
Zorgaz
Profile Joined June 2010
Sweden2951 Posts
May 07 2013 12:57 GMT
#124
Man i never got to try out the scv refinery bugg =/. Seemed like a okay bugg to me.
Furthermore, I think the Collosi should be removed! (Zorgaz -Terran/AbrA-Random/Zorg-Dota2) Guineapigs <3
GaNgStaRR.ElV
Profile Blog Joined May 2010
Canada535 Posts
May 07 2013 12:59 GMT
#125
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.
goswser
Profile Blog Joined May 2009
United States3519 Posts
May 07 2013 13:02 GMT
#126
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 ?!?!?!

Same for me .
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
May 07 2013 13:05 GMT
#127
On May 07 2013 21:59 GaNgStaRR.ElV wrote:
Show nested quote +
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.
Shade_FR
Profile Joined June 2010
France378 Posts
Last Edited: 2013-05-07 13:18:06
May 07 2013 13:17 GMT
#128
Did they fix the Transfuse bug ?
I posted on BNet forums about this : http://us.battle.net/sc2/en/forum/topic/8415171751
EU Zerg player - Streaming @ http://twitch.tv/shade_cst
wUndertUnge
Profile Blog Joined September 2010
United States1125 Posts
May 07 2013 13:26 GMT
#129
They also didn't fix the clan news bug...

http://us.battle.net/sc2/en/forum/topic/8728853254
Clan: QQGC - wundertunge#1850
TL+ Member
MagnuMizer
Profile Blog Joined February 2012
Denmark384 Posts
May 07 2013 13:37 GMT
#130
good they are fixing things, nice patch
Traceback
Profile Joined October 2010
United States469 Posts
May 07 2013 13:38 GMT
#131
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.
Qntc.YuMe
Profile Joined January 2011
United States792 Posts
May 07 2013 13:58 GMT
#132
finally that annoying looping unit sound is fixed
CarlosOmse
Profile Joined October 2011
Germany507 Posts
May 07 2013 14:05 GMT
#133
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
a book is like a mirror if a monkey looks into it no philosopher will look back
phodacbiet
Profile Joined August 2010
United States1740 Posts
May 07 2013 14:05 GMT
#134
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.
InfusedTT.DaZe
Profile Joined August 2010
Romania693 Posts
May 07 2013 14:06 GMT
#135
ah i see, it wasn't really as i understood it ...
"Echoes of past events nudge the tiller on my present course, I await its reflection in the future"
ZenithM
Profile Joined February 2011
France15952 Posts
May 07 2013 14:09 GMT
#136
On May 07 2013 22:58 OpTiKDream wrote:
finally that annoying looping unit sound is fixed

That's pretty cool indeed.
Xor.
Profile Joined September 2012
24 Posts
May 07 2013 14:11 GMT
#137
finally fixed the idle worker button, great patch for that alone!
"Louis Armstrong, Charlie Parker." -- Miles Davis summarizing the history of jazz
dani`
Profile Joined January 2011
Netherlands2402 Posts
May 07 2013 14:11 GMT
#138
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

From here:
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)
yoigen
Profile Joined September 2010
Germany369 Posts
May 07 2013 14:13 GMT
#139
Is there no way to somehow uninstall the patch? Damnit
Today I didn't even have to use my AK, I gotta say it was a good day.
dani`
Profile Joined January 2011
Netherlands2402 Posts
May 07 2013 14:18 GMT
#140
On May 07 2013 23:13 yoigen wrote:
Is there no way to somehow uninstall the patch? Damnit

Yes, reinstall SC2 and connect to EU xD
vol_
Profile Joined May 2010
Australia1608 Posts
May 07 2013 14:22 GMT
#141
Finally! That sound loop was driving me insane..
Jaedong gives me a deep resonance.
CarlosOmse
Profile Joined October 2011
Germany507 Posts
May 07 2013 14:29 GMT
#142
On May 07 2013 23:18 dani` wrote:
Show nested quote +
On May 07 2013 23:13 yoigen wrote:
Is there no way to somehow uninstall the patch? Damnit

Yes, reinstall SC2 and connect to EU xD


if u got 50Mbit/s why not? i also guess the NA servers might get on a ltittle earlier than 11am pdt
a book is like a mirror if a monkey looks into it no philosopher will look back
PresenceSc2
Profile Joined February 2011
Australia4032 Posts
Last Edited: 2013-05-07 14:43:38
May 07 2013 14:43 GMT
#143
patching now

but is still down tt
Stephano//HerO//TaeJa//Squirtle//Bomber
Butterednuts
Profile Blog Joined September 2010
United States859 Posts
May 07 2013 14:44 GMT
#144
Terran
It is no longer possible for SCVs to be left inside of a vespene geyser after canceling an under-construction Refinery.


This was hilarious as hell to watch
Chameleons Cast No Shadows
Weavel
Profile Joined January 2010
Finland9221 Posts
May 07 2013 14:51 GMT
#145
Really amazing patch. I'm glad that they don't rush possible balance changes.
Life/Seed//Mvp/NaNiwa fighting! ZeNEX forever!
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
May 07 2013 15:34 GMT
#146
The Idle Worker button now plays a subtle glow animation while active.


Navi: "HEY!!! LISTEN!!!!!!" "HEY! LISTENNN!!"""
~ ~ <°)))><~ ~ ~
dani`
Profile Joined January 2011
Netherlands2402 Posts
May 07 2013 15:38 GMT
#147
On May 08 2013 00:34 TheFish7 wrote:
Show nested quote +
The Idle Worker button now plays a subtle glow animation while active.


Navi: "HEY!!! LISTEN!!!!!!" "HEY! LISTENNN!!"""

Oh god, the flashbacks
Ettick
Profile Blog Joined June 2011
United States2434 Posts
May 07 2013 16:49 GMT
#148
The Idle Worker button now plays a subtle glow animation while active.

That's actually a really nice touch, it was sort of lacking now that I think about it
Existor
Profile Joined July 2010
Russian Federation4295 Posts
May 07 2013 17:00 GMT
#149
On May 08 2013 01:49 Ettick wrote:
Show nested quote +
The Idle Worker button now plays a subtle glow animation while active.

That's actually a really nice touch, it was sort of lacking now that I think about it

Can anyone post screenshot of it?
Deleted User 261926
Profile Joined April 2012
960 Posts
May 07 2013 17:03 GMT
#150
I am in the EU server but still in 2.0.7......?
Shade_FR
Profile Joined June 2010
France378 Posts
Last Edited: 2013-05-07 17:05:02
May 07 2013 17:03 GMT
#151
A video of it would be awesome.

The SEA server is running, right ?
Could a SEA/NA players with a patched game could log to SEA and record a video ?

@Karpfen : the patch hits tonight and the servers will become available tomorrow morning (wednesday) after maintenance, like always !
EU Zerg player - Streaming @ http://twitch.tv/shade_cst
Lorch
Profile Joined June 2011
Germany3674 Posts
May 07 2013 17:06 GMT
#152
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.
c0sm0naut
Profile Joined April 2011
United States1229 Posts
May 07 2013 17:27 GMT
#153
On May 08 2013 02:00 Existor wrote:
Show nested quote +
On May 08 2013 01:49 Ettick wrote:
The Idle Worker button now plays a subtle glow animation while active.

That's actually a really nice touch, it was sort of lacking now that I think about it

Can anyone post screenshot of it?


[image loading]

it flashes when you have idle workers ^ above is dark

[image loading]

here is it illuminated (dont think i took the ss at the peak of illumination though, but it's some idea for u)
Chronos.
Profile Joined February 2012
United States805 Posts
May 07 2013 17:33 GMT
#154
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.
LeafBlower
Profile Joined April 2010
United States115 Posts
May 07 2013 17:53 GMT
#155
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.
oGsTrueSmug
Profile Joined September 2012
England141 Posts
May 07 2013 18:02 GMT
#156
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?
Shade_FR
Profile Joined June 2010
France378 Posts
May 07 2013 18:04 GMT
#157
On May 08 2013 02:03 Shade_FR wrote:
A video of it would be awesome.

The SEA server is running, right ?
Could a SEA/NA players with a patched game could log to SEA and record a video ?

@Karpfen : the patch hits tonight and the servers will become available tomorrow morning (wednesday) after maintenance, like always !

Well, I won't be able to play this evening, so I patched my game just to see it myself, here is the video :

EU Zerg player - Streaming @ http://twitch.tv/shade_cst
DemigodcelpH
Profile Joined August 2011
1138 Posts
Last Edited: 2013-05-07 18:24:11
May 07 2013 18:23 GMT
#158
I really don't understand why people are complaining about the APM change.

It was completely and utterly off, and was basically basically giving gold players 150 APM and diamond players around 200-250 for no reason.
EliteEFive
Profile Joined June 2012
United States21 Posts
May 07 2013 18:30 GMT
#159
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.
Team E5B
Existor
Profile Joined July 2010
Russian Federation4295 Posts
May 07 2013 18:43 GMT
#160
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
Mortal
Profile Blog Joined November 2010
2943 Posts
May 07 2013 18:46 GMT
#161
Just bug fixes, nothing really interesting other than the scv gas fix and them finally fixing sound looping/increase.
The universe created an audience for itself.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
May 07 2013 19:00 GMT
#162
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
larse
Profile Blog Joined March 2012
1611 Posts
May 07 2013 19:05 GMT
#163
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?
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2013-05-07 19:11:54
May 07 2013 19:11 GMT
#164
This is a week of eighth patches

Diablo 3 - patch 1.0.8
POE - patch 0.10.8
SC2 - patch 2.0.8
Polygamy
Profile Joined January 2010
Austria1114 Posts
May 07 2013 19:30 GMT
#165
On May 07 2013 08:49 tuho12345 wrote:
Show nested quote +
On May 07 2013 08:17 synd wrote:
No balance changes? So dumb.

The game is fine, wtf are you talking about?

From a Terrans point of view
Spectreman
Profile Joined February 2012
Brazil52 Posts
Last Edited: 2013-05-07 19:49:26
May 07 2013 19:48 GMT
#166
Anyone having the 1v1 button disabled bug?

Edit: working now.
r1flEx
Profile Joined October 2012
Belgium256 Posts
May 07 2013 19:52 GMT
#167
still eu not working for me
dani`
Profile Joined January 2011
Netherlands2402 Posts
Last Edited: 2013-05-07 20:02:20
May 07 2013 19:54 GMT
#168
On May 08 2013 04:05 larse wrote:
Show nested quote +
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)
Existor
Profile Joined July 2010
Russian Federation4295 Posts
May 07 2013 19:56 GMT
#169
On May 08 2013 04:52 r1flEx wrote:
still eu not working for me

Wait 4 more hours and then 8 hours of offline
cocosoft
Profile Joined May 2010
Sweden1068 Posts
May 07 2013 20:15 GMT
#170
Haha rushing to get the scv fix live.

But overall great patch!
¯\_(ツ)_/¯
netherh
Profile Blog Joined November 2011
United Kingdom333 Posts
May 07 2013 20:23 GMT
#171
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.
Deleted User 135096
Profile Blog Joined December 2010
3624 Posts
May 07 2013 22:08 GMT
#172
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:

[image loading]
Administrator
hitpoint
Profile Joined October 2010
United States1511 Posts
Last Edited: 2013-05-07 22:15:10
May 07 2013 22:14 GMT
#173
On May 08 2013 04:48 Spectreman wrote:
Anyone having the 1v1 button disabled bug?

Edit: working now.


Yes, how did you get it to work?
Changing mode does not work for me.
It's spelled LOSE not LOOSE.
DusTerr
Profile Blog Joined January 2011
2520 Posts
May 07 2013 22:18 GMT
#174
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:

[image loading]

I still won't notice it (good thing I almost always shit-queue workers)
heartagram
Profile Joined May 2013
178 Posts
May 07 2013 22:28 GMT
#175
On May 08 2013 04:30 Polygamy wrote:
Show nested quote +
On May 07 2013 08:49 tuho12345 wrote:
On May 07 2013 08:17 synd wrote:
No balance changes? So dumb.

The game is fine, wtf are you talking about?

From a Terrans point of view


yea because Terran is just dominating everything
Existor
Profile Joined July 2010
Russian Federation4295 Posts
May 07 2013 22:49 GMT
#176
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:

[image loading]

Really in game it flashes a bit quicker.
Shade_FR
Profile Joined June 2010
France378 Posts
May 07 2013 23:04 GMT
#177
On May 08 2013 07:49 Existor wrote:
Show nested quote +
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:

[image loading]

Really in game it flashes a bit quicker.

Indeed :

http://www.youtube.com/watch?v=373S6Rvst2w
EU Zerg player - Streaming @ http://twitch.tv/shade_cst
Deleted User 135096
Profile Blog Joined December 2010
3624 Posts
May 08 2013 01:12 GMT
#178
^^ hence the 'essentially' part.
Administrator
KingofGods
Profile Joined July 2010
Canada1218 Posts
May 08 2013 02:36 GMT
#179
APM calculation fixed about a year after error was identified lol.
Dudasc
Profile Joined October 2012
Brazil286 Posts
May 08 2013 02:44 GMT
#180
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
SohcranA
Profile Joined November 2010
United States36 Posts
May 08 2013 02:49 GMT
#181
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.
Dudasc
Profile Joined October 2012
Brazil286 Posts
May 08 2013 02:52 GMT
#182
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 **.
Saintmek
Profile Joined April 2010
China61 Posts
May 08 2013 03:01 GMT
#183
China got this patch a bit earlier, but the patch note without the HOTS parts.
En Taro Tassadar!!
affect
Profile Joined June 2010
United States60 Posts
May 08 2013 03:01 GMT
#184
Where are the z nerfs they keep winning everything... Cmon no balance crying. This game is near perfect
im cool
KingofGods
Profile Joined July 2010
Canada1218 Posts
May 08 2013 03:43 GMT
#185
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.
kubiks
Profile Blog Joined March 2011
France1328 Posts
May 08 2013 03:51 GMT
#186
On May 08 2013 12:01 affect wrote:
Where are the z nerfs they keep winning everything... Cmon no balance crying. This game is near perfect


Zerg nerf aren't coming soon. Blame Innvoation .
Juanald you're my hero I miss you -> best troll ever on TL <3
HaRuHi
Profile Blog Joined November 2010
1220 Posts
May 08 2013 08:24 GMT
#187
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
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2013-05-08 08:42:51
May 08 2013 08:35 GMT
#188
New indication of bars while using Damaged mode

[image loading]

[image loading]
Genome852
Profile Blog Joined August 2010
United States979 Posts
Last Edited: 2013-05-08 09:03:43
May 08 2013 08:43 GMT
#189
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.
Blacklizard
Profile Joined May 2007
United States1194 Posts
May 08 2013 17:31 GMT
#190
On May 08 2013 17:35 Existor wrote:
New indication of bars while using Damaged mode


I love this feature, but I wish you still had yet more control over which bars you see or don't. So far this is still the better of the options.
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
May 08 2013 17:48 GMT
#191
APM is so messed up, I'm pretty sure i don't have 200 APM, but that's apparently what I'm averaging xD
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
oZe
Profile Joined January 2011
Sweden492 Posts
May 08 2013 18:34 GMT
#192
On May 07 2013 08:45 darkscream wrote:
Show nested quote +
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 =(
The worst kinds of organized crime are religion & government.
SohcranA
Profile Joined November 2010
United States36 Posts
May 08 2013 23:25 GMT
#193
On May 08 2013 11:52 Dudasc wrote:
Show nested quote +
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.
snively
Profile Blog Joined August 2011
United States1159 Posts
May 08 2013 23:28 GMT
#194
glowing idle worker button yayy
My religion is Starcraft
Infernal_dream
Profile Joined September 2011
United States2359 Posts
May 08 2013 23:30 GMT
#195
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.
jj33
Profile Joined April 2011
802 Posts
May 09 2013 00:34 GMT
#196
what does the zerg fix for no longer extraneous sounds for eggs hatching mean?

I just know the eggs hatching sound was fine, then they changed it to sound like an explosion.

after the patch it still sounds the same.
dsjoerg
Profile Joined January 2012
United States384 Posts
Last Edited: 2013-05-09 01:17:43
May 09 2013 01:16 GMT
#197
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.


The science is not on your side: http://www.teamliquid.net/forum/viewmessage.php?topic_id=401425

EDIT: wrong link at first
card-carrying grubby fan. developer of GGTracker.
ZenithM
Profile Joined February 2011
France15952 Posts
May 09 2013 01:21 GMT
#198
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
dani`
Profile Joined January 2011
Netherlands2402 Posts
Last Edited: 2013-05-09 07:52:40
May 09 2013 07:52 GMT
#199
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 ;/
Nimix
Profile Joined October 2011
France1809 Posts
May 09 2013 12:41 GMT
#200
Still got the damn sound loop bug, fuuuuuu
wUndertUnge
Profile Blog Joined September 2010
United States1125 Posts
May 09 2013 13:37 GMT
#201
On May 09 2013 21:41 Nimix wrote:
Still got the damn sound loop bug, fuuuuuu


Same. Only now it's with overlords.
Clan: QQGC - wundertunge#1850
TL+ Member
Nimix
Profile Joined October 2011
France1809 Posts
May 09 2013 14:52 GMT
#202
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..
Mendelfist
Profile Joined September 2010
Sweden356 Posts
May 09 2013 14:58 GMT
#203
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?
Nimix
Profile Joined October 2011
France1809 Posts
Last Edited: 2013-05-09 15:18:46
May 09 2013 15:14 GMT
#204
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
SpikeStarcraft
Profile Joined October 2011
Germany2095 Posts
May 10 2013 14:46 GMT
#205
my fps kinda halfed since this patch from 60 to 30. Did it mess with some options or what happened there?
Normal
Please log in or register to reply.
Live Events Refresh
Next event in 43m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 229
Livibee 157
RuFF_SC2 101
StarCraft: Brood War
Horang2 546
Artosis 467
NaDa 13
Terrorterran 2
Counter-Strike
fl0m5124
sgares527
Skadoodle253
zeus147
rGuardiaN90
Other Games
summit1g5507
C9.Mang0631
ViBE304
Trikslyr55
PPMD51
ProTech19
Organizations
Other Games
gamesdonequick688
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• RyuSc2 83
• musti20045 39
• davetesta26
• IndyKCrew
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• Azhi_Dahaki19
• RayReign 19
• Diggity7
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21273
• Ler83
League of Legends
• Doublelift4523
Other Games
• imaqtpie1139
Upcoming Events
Replay Cast
43m
OSC
43m
RSL Revival
10h 43m
Reynor vs Scarlett
ShoWTimE vs Classic
uThermal 2v2 Circuit
15h 43m
Replay Cast
1d 2h
SOOP
1d 9h
Cure vs Zoun
SC Evo League
1d 12h
Road to EWC
1d 14h
SOOP Global
1d 15h
Future vs MaNa
Harstem vs Cham
BSL: ProLeague
1d 18h
Sziky vs JDConan
Cross vs MadiNho
Hawk vs Bonyth
[ Show More ]
Circuito Brasileiro de…
1d 20h
Sparkling Tuna Cup
2 days
Road to EWC
2 days
BSL: ProLeague
2 days
UltrA vs TBD
Dewalt vs TBD
Replay Cast
4 days
Replay Cast
6 days
The PondCast
6 days
Liquipedia Results

Completed

Acropolis #3 - GSC
2025 GSL S2
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
NPSL S3
Rose Open S1
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025

Upcoming

NPSL Lushan
CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.