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StarCraft II: Wings of Liberty – Patch 1.1.2
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Moose
post Oct 15 2010, 09:04 AM
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Moussaka
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StarCraft II: Wings of Liberty – Patch 1.1.2

General

•Players will no longer receive achievement toasts while their status is set to "Busy."
•The messaging when attempting to load a saved game or replay from a previous version has been clarified
•Adjusted the amount of points earned and lost by random team participants to properly reflect the strength of a player's teammates.

Balance

•PROTOSS
◦Buildings
Nexus life and shields increased from 750/750 to 1000/1000.
◦Void Ray
Damage level 1 increased from 5 to 6 (+4 armored).
Damage level 2 decreased from 10 (+15 armored) to 8 (+8 armored).
Flux Vanes speed upgrade bonus decreased from 1.125 to 0.703.

•TERRAN
◦Buildings
Barracks requirement changed from Command Center to Supply Depot.
Supply Depot life increased from 350 to 400.
◦Medivac
Acceleration reduced from 2.315 to 2.25.
Speed reduced from 2.75 to 2.5.
◦Reaper
Nitro Packs speed upgrade now has a Factory Requirement.
◦Thor
Energy bar removed.
250mm Strike Cannons is now cooldown-based on a 50-second cooldown. Ability starts with cooldown available (useable immediately after upgrade is researched).

•ZERG
◦Buildings
Hatchery life increased from 1250 to 1500.
Lair life increased from 1800 to 2000.
Spawning Pool life increased from 750 to 1000.
Spire life increased from 600 to 850.
Ultralisk Cavern life increased from 600 to 850.
◦Corruptor
Energy bar removed.
Corruption is now cooldown-based on a 45-second cooldown. Ability starts with cooldown expired (must wait for full 45-second cycle before usable).
◦Infestor
Fungal Growth now prevents Blink.
◦Roach
Range increased from 3 to 4.

Bug Fixes

•Fixed an issue where players could not cast the Feedback spell on Point Defense Drones.
•Fixed an issue where the Phoenix would continue to channel Graviton Beam after the target died.
•Fixed an issue that would cause Larvae to spawn and be hidden behind Zerg eggs.
•Fixed an issue where players were unable to navigate to the Single Player page or watch replays after canceling map downloads from the queue.
•Fixed a desync that could occur on user-created maps with custom mod dependencies.


This post has been edited by Moose: Oct 15 2010, 09:06 AM

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DIZ
post Oct 15 2010, 11:27 AM
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in general really good changes cause i dont think toss need nerf like many say and boost zerg a bit is ok but i dont think reapers needed another nerf they seem kinda useless now.

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Narcotic
post Oct 15 2010, 12:31 PM
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I can't wait to see T players complain, I'll be one of them for sure. :baby:

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DIZ
post Oct 15 2010, 02:10 PM
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imo they should nerf the the marine marurader combo and not reavers they will be so up and i guess no one will use them but the marine maurader combo rapes anything u dont need much tech just pump out of rax and win is pretty gay this combo should not be that strong in mid-lategame

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Bouarim
post Oct 16 2010, 03:11 AM
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slower medvacs do affect MMM quite a bit, though. Considering marines/marauders are now faster than medivacs, so the medivacs will slug behind the marine/marauder army. The medivacs will also get sniped down more easily and drops are less effective

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Moose
post Oct 16 2010, 05:42 AM
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Moussaka
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It's nice that it will be harder for a terran to snipe all my important zerg buildings with 4 marauders and a medivac as soon as I move out of my base now.

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TrueTheReaper
post Oct 16 2010, 12:51 PM
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I still dislike the marauder ground domination, and the medivac healrate being so high, but overall decent changes.

I hate the Supply -> Rax requirement, anything that takes viable builds away from the game is baaaaaad.

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Sergiooliveira
post Oct 17 2010, 03:58 PM
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I love protoss ! they're soo strong wether in a short length game or a long one.. gateway / robotics units with forge upgrades are AWESOME.
zealots speed and stalkers blink is just making the race the strongest.



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