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StarCraft II 2.1.1 Patch Notes

Forum Index > SC2 General
Post a Reply
1 2 Next All
juicyjames *
Profile Joined August 2011
United States3815 Posts
March 05 2014 00:39 GMT
#1
http://us.battle.net/sc2/en/blog/13117929/starcraft-ii-211-patch-notes-3-4-2014

[image loading]

StarCraft II Patch 2.1.1 is being distributed to all regions throughout the week, and may not be live in your region yet. Please read on to check out the full patch notes.

StarCraft II 2.1.1 Patch Notes

Bug Fixes
  • The Follow Unit shortcut (CTRL + SHIFT + F) is now working properly.
  • The game should no longer return an error when you create a lobby with Extension Mods under certain conditions.
  • Games created with private Extension Mods can no longer be opened to the public.
  • A Viper can no longer be prevented from Abducting a unit by another Viper queuing Abduct on the target unit.
  • Custom icons for Groups and Clans should now update properly after they are changed.
  • Fixed a bug that caused a discrepancy in the displayed number of members in a Group.
  • Fixed a bug preventing player and map attributes from publishing properly in multiple regions.
  • Fixed a bug causing the game to crash when Take Command was activated on a replay.
  • The UI overlay can no longer be activated while a new or saved campaign mission is being loaded.
  • Fixed a bug preventing some achievements from correctly counting certain actions.
  • Achievements are now being properly awarded on StarCraft Master.
This Week in SC2Find out what happened 'This Week in Starcraft 2': http://www.teamliquid.net/forum/viewmessage.php?topic_id=278126
DreamOen
Profile Joined March 2010
Spain1400 Posts
March 05 2014 00:59 GMT
#2
Not that these changes matter too much, but they fix errors here and there
Tester | MC | Crank | Flash | Jaedong | MVP
seak99
Profile Joined November 2013
Canada69 Posts
March 05 2014 01:11 GMT
#3
they shoulda fixed the hellion / hell bat grouping
Waise
Profile Joined June 2013
3165 Posts
March 05 2014 01:11 GMT
#4
On March 05 2014 09:59 DreamOen wrote:
Not that these changes matter too much, but they fix errors here and there

are you for real? i've wanted the follow unit command to work forever!
ElhayM
Profile Joined February 2013
Canada134 Posts
March 05 2014 01:22 GMT
#5
On March 05 2014 10:11 seak99 wrote:
they shoulda fixed the hellion / hell bat grouping

I agree with this. It makes organizing between combat / harassing units very annoying.
Team Captain Flipsid3 Tactics | @F3ElhayM
EJK
Profile Blog Joined September 2013
United States1302 Posts
March 05 2014 01:23 GMT
#6
On March 05 2014 10:22 ElhayM wrote:
Show nested quote +
On March 05 2014 10:11 seak99 wrote:
they shoulda fixed the hellion / hell bat grouping

I agree with this. It makes organizing between combat / harassing units very annoying.

I agree. BUt didn't blizzard do this on purpose? That was my understanding anyways that it was intentional
Sc2 Terran Coach, top 16GM NA - interested in coaching? Message me on teamliquid!
Kon-Tiki
Profile Joined February 2011
United States402 Posts
March 05 2014 01:23 GMT
#7
Bug fixes! I was worried about another mid-season ninja patch. Relief
I am a leaf on the wind. Watch how I soar.
Liquid`Snute
Profile Blog Joined July 2010
Norway839 Posts
March 05 2014 01:24 GMT
#8
The Viper Lock is gone...

It was one of the only ways to utilize Brood Lords by making them immune to enemy abducts... So that you could actually break SH/spore/viper turtle in ZvZ ...

Instead we get the siege tank bug and the brood lord sucking even more. Buff Brood Lords vs Swarm Host plz, or nerf spores vs broods? I guess there's no place for the brood lord T_T

Besides that, great to see bug fixes. Hoping for a fix to the Fullscreen alt-tab crash bug soon, it's been around for months
Team Liquid
Daimai
Profile Blog Joined July 2010
Sweden762 Posts
March 05 2014 14:51 GMT
#9
Does this mean Alt-Tab bug is fixed? I have lost like 10 games to that >_>.
To pray is to accept defeat.
NeThZOR
Profile Blog Joined November 2010
South Africa7387 Posts
Last Edited: 2014-03-05 15:03:24
March 05 2014 14:59 GMT
#10
Where are the huge balance changes so we can cry more?

On March 05 2014 23:51 Daimai wrote:
Does this mean Alt-Tab bug is fixed? I have lost like 10 games to that >_>.

Doesn't sound like it?
On March 05 2014 10:24 Liquid`Snute wrote:
Besides that, great to see bug fixes. Hoping for a fix to the Fullscreen alt-tab crash bug soon, it's been around for months
SuperNova - 2015 | SKT1 fan for years | Dear, FlaSh, PartinG, Soulkey, Naniwa
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
March 05 2014 14:59 GMT
#11
On March 05 2014 10:24 Liquid`Snute wrote:
The Viper Lock is gone...

It was one of the only ways to utilize Brood Lords by making them immune to enemy abducts... So that you could actually break SH/spore/viper turtle in ZvZ ...

Instead we get the siege tank bug and the brood lord sucking even more. Buff Brood Lords vs Swarm Host plz, or nerf spores vs broods? I guess there's no place for the brood lord T_T

Besides that, great to see bug fixes. Hoping for a fix to the Fullscreen alt-tab crash bug soon, it's been around for months


It's okay Snute, just make Swarm Hosts

We Protoss still have random Widow Mines detonating on Stalkers. I know it's "deceleration" related, but it's just so inconsistent. And it only happens when it's really important like you're getting cheesed or widow mine dropped -___-;
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
neptunusfisk
Profile Blog Joined July 2012
2286 Posts
March 05 2014 15:00 GMT
#12
On March 05 2014 10:24 Liquid`Snute wrote:
The Viper Lock is gone...

It was one of the only ways to utilize Brood Lords by making them immune to enemy abducts... So that you could actually break SH/spore/viper turtle in ZvZ ...

Instead we get the siege tank bug and the brood lord sucking even more. Buff Brood Lords vs Swarm Host plz, or nerf spores vs broods? I guess there's no place for the brood lord T_T

Besides that, great to see bug fixes. Hoping for a fix to the Fullscreen alt-tab crash bug soon, it's been around for months


Remove both sh and bl?
maru G5L pls
Deleted User 137586
Profile Joined January 2011
7859 Posts
March 05 2014 15:00 GMT
#13

Fixed a bug that caused a discrepancy in the displayed number of members in a Group.


This was so annoying, I'm glad it's gone.
Cry 'havoc' and let slip the dogs of war
BlackCompany
Profile Joined August 2012
Germany8388 Posts
March 05 2014 15:18 GMT
#14
I'm surprised it took such a long time to fix the viper abduct bug, but seeing as almost nobody utilized it, it isnt to surprising.
jakethesnake
Profile Blog Joined May 2011
Canada4948 Posts
March 05 2014 15:23 GMT
#15
On March 05 2014 10:11 Waise wrote:
Show nested quote +
On March 05 2014 09:59 DreamOen wrote:
Not that these changes matter too much, but they fix errors here and there

are you for real? i've wanted the follow unit command to work forever!


Yeah, very glad this one will be fixed!
Community Newsjjakji || jjakji || jjakji || jjakji || jjakji || jjakji || jjakji nshoseo.jpg
Nachtwind
Profile Joined June 2011
Germany1130 Posts
March 05 2014 15:29 GMT
#16
Kinda confused.. Does this

Games created with private Extension Mods can no longer be opened to the public.


has anything to do with starbow?
invisible tetris level master
FeyFey
Profile Joined September 2010
Germany10114 Posts
March 05 2014 15:33 GMT
#17
just means you can now abduct vipers too and the free wins against those who had no idea about the bug will stop, had a few games were people really banked on me not knowing about this, so I guess there were alot Blizzard abduct is not working properly reports. Will be interesting to see if they just removed the check if a unit is already being targeted by an abduct, or if they only excluded abducts by other players.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
March 05 2014 15:37 GMT
#18
typical of blizz to remove stuff like abduct-locking because it's not "working as intended"
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2014-03-05 17:50:52
March 05 2014 16:49 GMT
#19
On March 06 2014 00:37 Grumbels wrote:
typical of blizz to remove stuff like abduct-locking because it's not "working as intended"


Really??

[image loading]

It's a bug... quit hating on Blizzard for apparently no reason at all.

It's important for all spells to work reliably and for the game mechanics to be consistent. You shouldn't be able to cancel an abduct because of some programming glitch.

Maybe if all spells worked that way it would be fine. But as an e-sport SC2 needs to react predictably.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
r1flEx
Profile Joined October 2012
Belgium256 Posts
March 05 2014 16:56 GMT
#20
still no LAN though
1 2 Next All
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