Showing posts with label Patch Notes. Show all posts
Showing posts with label Patch Notes. Show all posts

Saturday, September 22, 2012

Desert Strike II v0.41

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General
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- Pathing fixes

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Zerg
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- Units affected by Fungle Growth will move move once Fungle Growth wears off
- Units affected by Neural Parasite no longer wander

Sunday, September 16, 2012

Desert Strike II v0.40

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General
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- Fixed an issue where units would stop moving during Sudden Death

Desert Strike II v0.39

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General
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- Pathing fixes

Desert Strike II v0.38

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General
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- Removed full battlefiled view left on from testing

Friday, September 14, 2012

Desert Strike II v0.37

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General
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- Pathing fixes

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Terran
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- Ravens will now only deploy Point Defense Drones as needed

Thursday, September 13, 2012

Saturday, September 8, 2012

Desert Strike II v0.35

Just a quick note:
Pathing is being completely reworked. It's taking longer than anticipated, so here's a quick fix to make the game more playable.

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General
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- A few more quick fixes to pathing

Friday, September 7, 2012

Desert Strike II v0.33

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General
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- Units should no longer run back and forth in Sudden Death

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Terran
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- Diamondbacks should now spawn near the back

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Protoss
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- Sentries should once again cast Guardian Shield near enemies

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Zerg
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- Roaches can once again attack colossi

Thursday, September 6, 2012

Desert Strike II v0.32

This is just a small patch for a bug in v0.31.   The main thing I'd like to know from this patch is: Do you notice a reduction in lag?  Please leave a comment to let me know.

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General
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- Units attacking the enemy's Desert Fortress should no longer run back to the center

Wednesday, September 5, 2012

Desert Strike II v0.31

Quick note:
I've been working on re-doing pathing, but it's not done yet.  I put in some temporary quick fix triggers while I finish up.  The next patch should have the new pathing system in place.


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General
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- Reduced lag by removing many things that were not doing anything
- Increased start time to 15 seconds to give players time to choose races
- Added delays between unit spawns in Sudden Death to reduce lag
- Pygalisks should now be killed when a player booms
- Fixed some issues with pathing
- Added new blog URL to information panel

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Terran
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- Medivacs now fly to their team's spawn position when no biological units are present
- Barracks (marines) have been reduced to 280 (down from 290)
- Science Facilities (medic) can no longer be built
- Slightly reduced energy cost for medic's heal ability
- Diamondbacks now have a range of 7 (up from 6)

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Protoss
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- Reduced fade initiate's ground attack range to 8 (down from 10)

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Zerg
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- Slightly adjusted creep spread from slugalisks

Desert Strike II v0.30

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General
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- Players should no longer see the ending screen multiple times when players leave

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Terran
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- Tanks should once again spawn towards the rear

Desert Strike II v0.29

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General
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- Made some adjustments to help decrease lag
- Fixed an issue where a player was able to use an extra Special when a teammate left the team
- Removed the Warping Prism in the middle of the map
- Moved Desert Fortress health bars that appear at the start of Sudden Death to the bottom

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Terran
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- Ghosts will now EMP targets with 95 or more Energy/Shields (Up from 50)

Desert Strike II v0.28

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General
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- Fixed some issues with teleporting within a player's base

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Terran
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- Updated tooltip on Barracks
- Fixed an issue where ghosts were using Snipe on incorrect units
- Changed energy cost of medic's Heal ability
- Medic's Attack Priority has been decreased by 1

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Zerg
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- Slugalisk creep spread has been slightly lowered

Desert Strike II v0.27

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Terran
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- Increased amount of energy consumed by Medic's heal ability
- Fixed the tooltip for the Barracks

Desert Strike II v0.26

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General
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- Added a new loading screen (Thanks Jafar!)
- Bases have been slightly modified
- You still haven't found the mascot?

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Terran
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- Command Center and Orbital Command no longer appear to be flying once they've landed
- Tanks will now siege at range 12 (down from 13) and improved their AI
- Barracks cost increased to 290 minerals
- Barracks will now spawn 2 marines and 1 medic
- The cost of the Barracks Tech Reactor (Firebats) addon has been increased to 300 (up from 270)
- Predator damage has been increased to 11.5 (up from 8)
- The cost of the Starport Tech Lab (Ravens) addon has been increased to 800 (up from 600)
- Vikings (Fighter Mode) should now spawn closer to the rear

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Zerg
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- Slugalisks should spread creep a little more

Desert Strike II v0.25

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General
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- Build range for workers has been slightly increased
- Fixed an issue with the Silo Monster having HP values of Brief Mode
- The Desert Fortress HP Bars for Brief Mode should now display the correct maximum HP
- Voting for Game Modes has been implemented again (Still experimenting with the Modes)
- Have you found the Desert Strike II Mascot yet?

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Terran
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- Ghost Academy (Ghost) is now 850

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Protoss
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- Templar Archive (High Templar) is now 800
- Protoss Defensive Photon Cannon is now powered

Desert Strike II v0.24

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General
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- Players should once again not be able to boom when a teammate booms
- Players should no longer lose minerals when a teammate leaves
- Voting options for Game Modes (Epic, Brief, Expert, Tournament) have been removed
- Players will now be able to select Game Modes prior to joining a game
  (Please view the screenshot on the How to Play tab to see how)

Desert Strike II v0.23

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General
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- Fixed a couple of bugs introduced in 0.22

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Protoss
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- Protoss structures are once again powered

Desert Strike II v0.22

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General
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- Players should not be able to boom when a teammate booms
- Units should no longer scatter near the enemy Silo or Fortress
- Desert Strike II now has a mascot.  See if you can find it!

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Protoss
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- High Templars should no longer PsiStorm the same units multiple times

Desert Strike II v0.19

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General
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- Fixed a bug that allowed players using macros to claim booms and specials at the start of the game
- Fixed Protoss structures that were unpowered
- Added options for 1v1 and 2v2