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    Changelog for version 10.2

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    Nagnazul
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    Posts : 98
    Join date : 2010-12-08

    Changelog for version 10.2

    Post  Nagnazul on Tue Jan 11, 2011 5:33 pm

    Just a small hotfix patch to fix a bug with bunkers.

    v10.2

    -Fixed a bug introduced by the last patch; bunkers could not load survivors since they were no longer biological. bunkers can now load survivors as normal.
    -As a bonus, bunkers can now load most Terran ground units - predators, healbots, mules.
    -As another bonus, healbots can now heal from within a bunker
    -Survivors can now repair a bunker from the inside
    -Changed the rank of Slave Drones to "Mindless" (was "Predator")
    -Changed the barricade tooltip to indicate that barricades can be built on ramps

    Also, be sure to join chat channel "SoK"!
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    Starke

    Posts : 201
    Join date : 2010-12-12
    Location : San Diego, California, United States

    Re: Changelog for version 10.2

    Post  Starke on Tue Jan 11, 2011 5:49 pm

    Are the oversized mineral patches (roughly 120 apiece) here to stay?

    Brodyaga

    Posts : 148
    Join date : 2010-12-09

    Re: Changelog for version 10.2

    Post  Brodyaga on Tue Jan 11, 2011 6:49 pm

    Nagnazul wrote:Just a small hotfix patch to fix a bug with bunkers.

    v10.2

    -Fixed a bug introduced by the last patch; bunkers could not load survivors since they were no longer biological. bunkers can now load survivors as normal.
    -As a bonus, bunkers can now load most Terran ground units - predators, healbots, mules.
    -As another bonus, healbots can now heal from within a bunker
    -Survivors can now repair a bunker from the inside
    -Changed the rank of Slave Drones to "Mindless" (was "Predator")
    -Changed the barricade tooltip to indicate that barricades can be built on ramps

    Also, be sure to join chat channel "SoK"!

    I love the new Bunkers with Heal Bots inside and repairs from inside!
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    Starke

    Posts : 201
    Join date : 2010-12-12
    Location : San Diego, California, United States

    Re: Changelog for version 10.2

    Post  Starke on Tue Jan 11, 2011 6:52 pm

    Can Mules repair a Bunker from inside? That would be GODLY.
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    Nagnazul
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    Posts : 98
    Join date : 2010-12-08

    Re: Changelog for version 10.2

    Post  Nagnazul on Tue Jan 11, 2011 7:00 pm

    Starke wrote:Are the oversized mineral patches (roughly 120 apiece) here to stay?

    Try comparing the current mineral sizes with the ones in your earlier replays. They should be the same.
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    dra6o0n

    Posts : 62
    Join date : 2010-12-15

    Re: Changelog for version 10.2

    Post  dra6o0n on Tue Jan 11, 2011 9:16 pm

    How do you repair from the inside, without using auto-cast repair?
    Without exiting too. Maybe you should add a "buff" effect for bunkers when a survivor enters.

    It gives the bunker a auto-castable "repair" ability when the survivor/mule is being held in it.

    Once the SCV/Mule is gone from the cargo, the ability disappears...

    But this can be a bit OP when you can horde tons of minerals and put mules inside bunkers as powerful repairing barriers, without wasting restorer's energy.

    I'll try joining SoK channel ingame then.

    ... You know what? Nagnazul should promote the channel by putting it in his map description so people will use it officially.

    Brodyaga

    Posts : 148
    Join date : 2010-12-09

    Re: Changelog for version 10.2

    Post  Brodyaga on Tue Jan 11, 2011 9:42 pm

    dra6o0n wrote:But this can be a bit OP when you can horde tons of minerals and put mules inside bunkers as powerful repairing barriers, without wasting restorer's energy.

    I tried to put Mule inside the Bunker for repair... well, in the really tough conditions even this doesn't help.

    I should probably try to put 4 Mules in one Bunker)
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    Starke

    Posts : 201
    Join date : 2010-12-12
    Location : San Diego, California, United States

    Re: Changelog for version 10.2

    Post  Starke on Tue Jan 11, 2011 10:35 pm

    I'm sorry to be so stuck on this two issues, but I think that are important.

    Mineral are now undoubtably larger. I looked through three older replays, and only found ONE mineral patch that was over 100. I spent over an hour searching. In my two recent games, about 80% of the mineral patches are over 100. That's a huge difference. I also saw a patch that contained 245 minerals. The only time they used to go so high was when you would find a glitched/aberrant one, and they averaged around 600. I talked to several other players online and they also said patches were larger now. Could the algorithm that is used to determine their size have been altered by the introduction of purple minerals and their regeneration effect?

    Lag is still massive. I was playing solo and encountered extreme lag by the Queen wave. It was almost unplayable. Purple minerals are constantly resizing themselves and the glow effect changing. I'm pretty sure this has something to do with it, assuming you are not hitting the unit cap. I have not asked other players about the lag, so I will edit this post once I have.

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