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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
Desert Strike II is a custom map for StarCraft II: Wings of Liberty. Please post bug reports on Dredlock's forums: dstourney.com.
Showing posts with label Patch Notes. Show all posts
Showing posts with label Patch Notes. Show all posts
Saturday, September 22, 2012
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
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
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
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
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
Desert Strike II v0.36
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General
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- Pathing fixes
General
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- Pathing fixes
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
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
General
----------------
- 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
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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
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.
----------------
General
----------------
- 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
----------------
Terran
----------------
- 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)
----------------
Protoss
----------------
- Reduced fade initiate's ground attack range to 8 (down from 10)
----------------
Zerg
----------------
- 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
General
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- Players should no longer see the ending screen multiple times when players leave
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Terran
----------------
- 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
----------------
Terran
----------------
- Ghosts will now EMP targets with 95 or more Energy/Shields (Up from 50)
General
----------------
- 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
----------------
Terran
----------------
- 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
----------------
- Slugalisk creep spread has been slightly lowered
General
----------------
- Fixed some issues with teleporting within a player's base
----------------
Terran
----------------
- 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
----------------
- Increased amount of energy consumed by Medic's heal ability
- Fixed the tooltip for the Barracks
Terran
----------------
- 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
----------------
Zerg
----------------
- Slugalisks should spread creep a little more
General
----------------
- Added a new loading screen (Thanks Jafar!)
- Bases have been slightly modified
- You still haven't found the mascot?
----------------
Terran
----------------
- 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
----------------
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
General
----------------
- 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?
----------------
Terran
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- Ghost Academy (Ghost) is now 850
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Protoss
----------------
- 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)
General
----------------
- 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
----------------
- Protoss structures are once again powered
General
----------------
- Fixed a couple of bugs introduced in 0.22
----------------
Protoss
----------------
- Protoss structures are once again powered
Desert Strike II v0.22
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General
---------------
- 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
General
---------------
- 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
General
---------------
- 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
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