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#Post#: 914--------------------------------------------------
Patch Notes 4.2
DIR By: WMaster
Date: November 26, 2020, 10:40 am
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Patch 4.2 went live on 26.11.2020
- Fix
[li]Fixed Infused Roach Spawners having the same selection group
as Roach Spawners.
[/li]
- New Fruit Farm System
[li]Fruit Farm now displays the amount of animals eating from
the farm.
- Animals can now be assigned to farms and will not shift
around.
- Animals not eating fruit will now have an indicator.
- Cows now have a higher priority for farms and will
automatically push off Sheep.
- Cows and Sheep no longer select together with other units.
[/li]
#Post#: 917--------------------------------------------------
Re: Patch Notes 4.2
DIR By: Speed
Date: November 26, 2020, 2:23 pm
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Amazing QoL changes. Really makes it a bit easier, finally I
don't have to box select my pocket animals to count x)
#Post#: 919--------------------------------------------------
Re: Patch Notes 4.2
DIR By: deorai037
Date: November 26, 2020, 2:42 pm
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The number of times I've accidentally blown up my infused roach
spawners when removing normal roach spawners late game....
#Post#: 924--------------------------------------------------
Re: Patch Notes 4.2
DIR By: baZzZ
Date: November 27, 2020, 1:14 am
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Thank you for adding really cool feature, making it way cleaner
as terrain. Always impressed by the realy cool stuff.
Anyway I might be annoying but again I'm begging in the name of
many’s ( ofc all mid to low tier players concerning to speed’s
diary ) - I will now ask for the opinion of the new patch and
post screens in here so speed can't deny the fact, even reviews
telling this - give terran again a second way to have an impact
or at least a kind of chance, esp. for the perma focused ones.
#Post#: 928--------------------------------------------------
Re: Patch Notes 4.2
DIR By: RickSanchez
Date: November 27, 2020, 4:32 am
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--- Quote from: WMaster link ---
> [...]
>
- Fruit Farm now displays the amount of animals eating from the
farm.
>
[...]
>
--- End Quote ---
That is a super useful quality of life feature while saturating
the lowground. Atleast in my builds that happens from ~6-7th
minute to 15th minute. In the rest of the time all the 0/3 or
later on 3/3 indicators are atleast not annoying.
As improvement you could extend that by only showing the
indicator if a related building or unit is selected (Fruitfarm,
Animal Farm, Animal) or if a fruitfarm is oversaturated. That
would make it look cleaner imo but I am not complaining. Just a
suggestion to further improve this great QoL feature. :)
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