1.49 is Out-Minerals are now slightly restricted in how randomly they appear. The map is split into "two halves" by proximity to either team's HQ.
Minerals may not land on one side continously, there is a maximum "lead" of 16 minerals during which full randomness is still there. If one side gets ahead by 24 minerals, the next meteor must land on the opposite half of the map. Ofcourse, if you venture into enemy territory and get away with mining, that is still your reward.
-Minerals now spawn more "smoothly" and a bit faster overall, since in good games there alot of cheesy fighting over 1 mineral spot.
The old death count for mineral spawn subtraction chart:
Mineral Fields --------- DC Subtraction
0 or 1 -------------------- 8
2 or 3 -------------------- 4
4 to 7 -------------------- 2
8 to 15 ------------------- 1
The new death count for mineral spawn subtraction chart:
Mineral Fields --------- DC Subtraction
0 --------------------------- 8
1 --------------------------- 7
2 --------------------------- 6
3 --------------------------- 5
4 or 5 --------------------- 4
6 or 7 --------------------- 3
8 to 11 ------------------- 2
12 to 15 ------------------ 1
-Carrier's interceptors will no longer trigger the heal, interfering with the carrier's healing due to the cooldown.
-Fixed the Neutronium Bomb Bay (Terran Armory) refund for building outside of ship. (thanks, killer_sss)
-The stacked "display" buildings will no longer become targetable when a player leaves (thanks, azala)
-Added a protoss shuttle named "Turbolift (for stuck men)" for those who have been frustrated by stuck SCV's and troops.
It will spawn only after you pick a ship, and explode if you die.
-Added zerg cocoons in player's ship equipment areas labelled "Do NOT Lift Buildings"
-Added neutral arbiters to the unit buffer area. Bombs and troops now "fade in". This is trivial right now but is a sort of pre-experiment for potential changes in 1.50
-Changed build times for terran structures. They are now all proportional to cost, at a rate of 1 mineral = 1 second.
-Updated values in old error messages if over 5 Extra Fuel Tanks or over 5 Compression Fuel Tanks were built.
Your Input Needed...-There is now an issue of the shuttle potentially providing extra troop storage if you kind of.. micro it.
Load ship, load shuttle, load ship, unload ship, unload shuttle, unload ship.
The location I use for troop capacity can't include air because of the shuttle and zerg cocoons I've added in. The cocoons were terrible, They semi-count as units! I would stop loading but not get the "full" message. fail.
-With the arbiters fading in units, I now feel more prepared to create new items. There are two "ways" I see. I can do both.
The first way is to turn the fuel refinery into a robotics facility. Control is given when a ship touches it, and you build a unit for fuel at the same price of 1 mineral to 1000 fuel. This frees up the Zerg Drone from "Covert Ore To Fuel" to a new item. These could be missile turrets and could be say, the hero corsair shooting once for each fire.
The second way is to eradicate the photon torpedo rapid reload upgrade. Instead, make photon torpedoes a more expensive engineering bay. The current shield generators would be the starport+control tower. The science facility, covert ops, and physics labs could then be 3 types of 'Cannons' with a single "Fire Cannons" command for them in the dropship. They could be any air unit and would fade in from the buffer. For example a basic cannon could be hero corsair, while ops/lab add-ons make devourers and BC's. The cooldowns or damages would be changed for the fact you would now be able to fit less Devourers on a ship.
Post has been edited 8 time(s), last time on Aug 22 2009, 9:50 pm by Tank_7.
None.