http://www.ygosu.com/community/st/710549It is the final version 1.6 version to be used for the 24th round of finals, which was completed on Monday (3 days) with 1.4 version which was first released, Tuesday (4 days) 1.5 version patch and game and feedback of several players during the week.
There will be no further fixes unless there are bugs that have not been identified that have a major impact on the game.
Unlike the 1.5 patch, which has made a big difference to the game aspect, this patch is focused on fine balance adjustment, so you can think that there is no big change.
- At 1 o'clock and 7 o'clock, the entrance to the Multi is expanded, and a neutral building (2000 stamina, 3 ply, 6 per multi) has been added.
[Before the destruction of a neutral building, you can block the entrance with 3 pylons, the width of the entrance is the same as the width of the entrance.]
This is the most important part of this patch. By reducing the entryway of neutral multi at 1 o'clock at 7 o'clock in the middle of the day, we can secure / defend more safely.
Before the neutral building is destroyed, the entrance is about the size of the staring entrance of the four-person map, that is, the width that can defend the bionic unit by two to three rucks, and the six-fold neutral building is destroyed without splash unit like tank It's not easy. In addition, multiple attack routes from this multi will be an attractive 3-gas base choice for the hive zerg with the Nydus kernels.
However, defense-oriented game situations that benefit from a narrow entrance that is too easy to defend in the mid to late 'neutral' multi are not very attractive. Therefore, we have resized the ramp using neutral buildings so that the attacker can extend the ramp to some extent.
P.s. The reason why the neutral building is divided into 2 x 3 layers is because of Protoss's pillar SimCity (...)
- The location and resource allocation of the center mineral multi has been readjusted.
Originally, it was not planned, but this time, the existing 5-o'clock center minerals are turning like crazy, so I fixed the terrain. I hope this revision will give more exposure to the attacking units coming from the near center center ramp.
- The hill terrain wall at the center side ramp to 3 o'clock, 9 o'clock to the multi was removed.
Refer to Lee Young Ho vs Kim Myung Woon. Because of the unnecessary terrain, the tank had a distinctive role as a barricade. The aisle is expanded and the moving units receive less checks from the Siege Tank opposite.
- 6 o'clock, 12 o'clock The overhead search hill has been added to the exterior wall of the center with the multi-wall.
I recycled the terrain that was unnecessary by removing the multi-entry of the 1.5 patch. In addition, the moving distance moved to 1 o'clock at 11 o'clock as a starting point. I hope that the Zerg that takes 1 o'clock neutral to 3 gas bases at 5 o'clock starting time will be able to defend his multi-moving Terran unit more efficiently.
In addition, the toss carrier can also get some strength.
- It is no longer possible to build buildings near the entrance to the large multi-faced minerals.
We have weakened the lines of Terran and Zerg that secure Mineral Multi. Because it is impossible to construct a passage leading to a multi-channel at 3 o'clock and 9 o'clock along with a large driveway, it is hard to completely turret the main event.
- Fixed a bug that allowed units to roll over behind multi-minerals at 6 o'clock and 12 o'clock.
Sorry JD ...
- The 6 o'clock Multi Zug SimCity has been improved to 12 o'clock with Multi.
Thank you, The Learned. If a zerg is hacked at 6 o'clock in a multi-hitch, the rihs chamber (hydra den) ㅡ hatchery is attached to the end of the hill at the end of the hill, the zeolite can not pass between the hatchery and the wall at 12 o'clock, Has been corrected.
- Low platform retrograde terrain compatibility has been fixed.
(That's what) Square tiles have been modified to look less broken.
- Miscellaneous terrain, decorations and some multi-resource placement have been fixed.
Good luck and bug fixes.