Here's the link to the Old versions.. Cheers! http://www.staredit.net/topic/3709/
Temple Siege Change List - v1.6
So I've done a lot of work to TS to get it from v1.5 to 1.6. It has changed quite a lot (as my testers have said)
I have listened to you, and I've made a lot of changes that'll hopefully get rid of issues that earlier versions had w/o introducing more.
I am still not ready to do open testing yet, and there are a WHole New batch of Balancing Problems!!
If you wish to help me test, Please PM Me
~Unholy
NOTE: Changes listed are from UnholyUrine's 1.4M to v1.5d
NOT from one version of 1.4M to another !!!
* - are changes from 1.4M to 1.5
* - are changes from 1.5 to 1.5d
* - are changes from 1.5 to 1.6 .. underlined changes are quite important and new changes
* - are changes that may be happening!~
Things To Do
* General Balancing of all the new spells and stuff
HERO SELECTION AND GAME SETTINGS
* Added Sandbox Mode that can be activated before choosing the options on how to choose heroes.
* Added Alternating Choice, which allows players to choose in an Alternating manner.
P1 gets to go first, followed by P4, then p5, then p2, p6, and finally, p3.
This will be the mode implemented in later Tourny versions
* Game Now starts AT NIGHT with 2 minutes left. This gives players more of an encounter in the beginning of the game, and avoids people going into lanes in order to specifically counter certain heroes.
SPAWN AND BUILDING RELATED
* All Spawning Temples have been moved to the Advanced Building section
* Added Chaos Temple, which spawns 3 infested terrans (Fleet Beacon)
* Infested Terrans now do 175 dmg (with 175 armor)
* Dragoons (Mystic Fighters) and Alan (hero goliath, Golems) have switched roles, Dragoons are now the next level of spawns after Hydras, and Golems are after Mystic fighters (To compensate for the fact that dragoons give 500 killscore, and alans give 600 (600 cap ks))
* Dragoons now have 250 shields n 200 HP with 10 armor, damage is the same.
* Hero Goliaths now have 650 hp, 15 armor, damage is now 42+4 (total 50 dmg), and 25+2 for air (total 58 dmg).
* Golem's Tribunal now costs 150. Mystic Temple costs 120.
* Fire Temple (Spawns firebats) now costs only 60. Archer's Temple (Spawns hydras) now costs 80.
* Battle Tanks now have 700 hp and 450 shields. Same Cost, and Same Dmg.
* Removed Nature Temple (medic spawner)
* Removed Robotic smth (Vulture spawner)
* Added Healing Ward. It will spawn one medic (full E) when you're near it. There is a time limit of 20 seconds (720 DC's, subtract 3 per trigger). When you're not near this building, you will gain 1 DC per trigger, meaning it takes 3x the time to "recharge" the Healing Ward"...
* Added Mana Pool. It will make you gain Mana twice as fast as your level. It has the same timer as Healing Ward.
* The above two buildings both cost 60 bucks. U may only control one building at a time, and Building multiple buildings does not extend/speed up the timer. Rather, you have more places to heal. But you must "recharge" the same amount of time
* Moving probe onto the buy probe beacon will give you a list of the current building - temple.
* assims are now 2/3 the speed (1/3 slower)
* Decreased price of Healing and Mana buildings to 45... Decreased price of Fire temple to 50, Archer to 80, Mystic and Chaos temple to 100, Golem's tribunal to 120, and War factory to 160.
* Easter Egg Added! Try and find it =P
* Cannon cost 40 bucks
* Assim cost 25 bucks
* The Spawn Leader has now changed to be only 1 level above the reg. spawn (Broodlings with Zling, Zlings with Marine, Marines with zlot, and etc)
* The Level up Spawn Unit for 4 civs/team option has been REMOVED! It is now replaced with a brand new system...
* The Morale System is a system that affects the spawns' HP, and the amount of money you get from assimilators.
You can gain Morale by -Killing enemy heroes -Capturing outposts -Gaining map control by Assim'ing. You will LOSE Morale if your opponent does the same
If you kill an enemy's gateway, you will gain 3 Morale levels, while your opponent loses 3.
This Morale system is my attempt to remove the Spawn Rush problem with TS, and introduce more gameplay elements.
Hypothetically, the morale system does not affect the game much until Late game, as early spawns have little HP, so their HP% does not matter as much.
* Changed it so that every 2 assimilators will gain you 1 morale
* Day and Night are now shorter! 6 minutes for night, and 7 minutes for day. This is because of the extra 2 minutes night time in the beginning, and also because I want morale to play more of a role, making spawns more important.
TERRAIN/PATHING
* New Terrain by Mneox and xYoshix.. Some fixes from Dem0nS1ayer
* Repolished some gas and terrain placements
ARCHER
* L2 will now spawn 2 drones at once. Creep, Sunken, and Spore has been decreased from 500 to 400 hp, and decreased 50 to 30 dmg. They still have 10 armor. Nydus Canals will now cost 50 gas.
* L3 will now has a spawn timer. It will spawn 2 hydras if the Archer has no companions, AND have not spawned any hydras for 20 seconds. Otherwise, it will spawn only 1 hydra
* Changed archer dmg to 30+4.
* Will decrease Sunken/Spore/Archer camp's build time.
* I am considering changing Archer's L4 to spawning Guardians and mutalisks. It will have a pre-spell effect similar to what it is now, and mutalisks will spawn but not be able to attack in that time. When the effect's done, mutalisks should all be in the center, and 8 guardians will be created, and everything will be able to attack. This way, it is a lot ezier to land hits, but buildings will still be crushed by mutalisks (Obviously less mutalisks than before due to the added guards)..
Hopefully this'll add incentive to get L4.
ASSASSIN
- No changes.
* I'm reluctant to change the hero that hasn't been changed since v1... But I think I MAY add a delay for his L1 Escape during the Day only (at night, he will tele instantly)
* Renamed to engineer, with the Old Special Ops Spells (firebat)
* Building a Supply will yeild a disabled (cloaked) bunker with 2 marines (18+1)... The Assault can control One of them at a time. 600 HP, 10 Armor (GLITCHY! Subject to change)
* Both bunker and tanks will be owned by p7/p8 if no teamates are near them.
* L4, Mine Drone mines will NOT be invincible after the spell is finished.
* Armored refinery added! it has 1k hp, and
- Paralyzing spells will destroy Mounted Guns
- Fixed unclickable tanks/bunker during day.
* After much consideration, I will be switching L2 and L3 back to their original places. I will make Refineries cost some ores to build. This would make the Engineer stand out a lot more, as it will be able to make stable defenses much earlier in the game (before heroes can crush his defenses XD)
* L3 whave a max summon of 2 sci-ves... Might consider lowering D-matrix E... right now it is 50E.
* Will increase spider mine HP to 7-9. This way, it must take 14-18 hits from enemies and fellow spider mines before they destroy themselves... Consdering that right now the mines are useless because they splash + kill each other.. with the upped HP, they shouldn't destroy each other, as spawn units do not splash and will focus on maybe 1 or 2 spider mines.. So the other mines should make it. Also, Storm kills them instantly.
* Riot Cannon added in replacement to the Mounted Gun. It is an Edmund Duke Siege tank that deals 84 dmg and is Sieged. It costs 60 gas. It can ONLY be built once you have L3.
After some testing, they're AWESOME.. so awesome that it's OP (obviously). I Will be changing it so that it costs 20 ores and 80 gas to build.
DARK MAGE
- Maelstrom cost changed to **62 energy. (it was 65 before)
* Added a new spell one called "SUMMON DISCIPLES", where if the dark mage has summoned a dark orb, she may choose at anytime to use her dark orb to summon four broodlings. Max 8 (to 11) broodlings.
* Changed Curse of Agony so that Spawns and Summons will become stunned and set to 10% HP
* DM's L1b will not kill the DA. Instead, if the Dm's next to her dark orb, it'll spawn 2 broods w/o killing the orb. If the orb's away from the DM, it'll bring the DA back to the DM, refreshing its shields and energy.
* A Mobile Grid is used for people that are afflicted by DM's L4 Curse of the Swarm and are from the North team... If they're from the North, the broods will spawn at the top left corner.
LIGHT MAGE
* L3 (Light of Binding) is now an AoE spell, where heroes near the light mage will spawn 8 Dragoon Hallucinations, "binding" him in place. the LM itself will spawn 8 real dragoons.
* L2 reavers spawn at the 4 corners of the LM, instead of below it
* L1 is now comboable at ANYtime, with ANY spells.
* L2 reavers will spawn below the LM if it was unplacable at the 4 corners.
* I have been listening to the complaints and decided to change the LM... Its L3 will now be L4, but instead of Hallu dragoons, it will be REAL dragoons that bind the heroes. (A little OP at the moment, subject to change)
* The New Lm's L3 is "Light Essence": It summons a High Templar. Whenever LM casts a spell, the HT will ALSO cast the spell (but with 1/2 the power).. so for e.g... if I cast L2.. My Light mage spawns 4 Reavers... if I have an HT, he'll also spawn 2 reavers...
* If your Light Essence is Killed, You will lose mana and be stunned for 4 seconds!
* New L1b called Light Transmission. If L1 is casted twice, and you have your Light Essence out... your LM and HT will switch places...
* LM will now be 32+4 dmg. Its L1 will spawn 8 aldarises, but only 6 of them can attack (2 of them will remain as P11's unit) (do the math, with 10 ups, the new L1 will do 420 dmg, while the old does 400) .. This would give the LM more of an edge in Exp'ing... Also, with the current set up, Upping Protoss grd dmg is more viable.
* Reavers now do 90+8 dmg
* L4 now has a 10 second cooldown. Remember that L1 is comboable with any spells.
MECH
* Changed Mech's L2 under bike mode to spawn wraiths (30+4 dmg)
* Changed Mech's L4 to spawn 10 wraiths 3 times, and then 8 tanks in quick sucession. This is subject to change.
* Changed Mech's L2 under bike mode to spawn 2 wraiths (30+4 dmg) to attack once, 6 times. (before it is 1 wraith, 10 times)
* Swapped Edmund Duke to normal Siege tank due to Riot Cannons... not really a big change.. unless you like hearing "Looks like you need some Good ol' Fashioned DISCIPLINE!"
MEDIC
* L3 now takes out any spell effects (paralyzing/curses) from medic and nearby allies
* L3 will now give allies a 2x mana regain speed for 20 seconds. They will, however, only get an initial 50 mana boost.
* L4 will NOT full heal allies... Allies will heal to their HP level +20%
* Medic's stats are now 4800 hp, 27+5 dmg. Her L4 will NOT full heal her, and heal her only to +20% of her hp lvl. This is to make Medic less linear and OP.
MUTANT
* added pre-spell effects for Hyper Claw (L3). Heroes will now have a short warning before the claws hit. (This also makes it harder for the mutant to evade and use this spell at the same time)
*lurkers are now 33+3 dmg, spawning 12 instead of 8 lurkers (to add in new hero.. it was originally 43+4)
* Renamed to Assault, with old Assault spells. Hp increased back to 4800. Damage is now 22 + 2. (subject to change)
* Tear gas (L1) Corsair is now invincible
* Tear gas now subtracts mana + Slows units per 2 DC (instead of per trigger)
* Ghosts now canNOT cloak. But you may spawn 3 ghosts. Nukes have a faster build time, and cost 80 gas and 10 minerals. (Subject to change)
* HP is 4000, with 11+3 damage.
* L1 and L2 is switched. L1 is now the "Sensor Grenade". Its fuse is still 6 seconds, but if it is over any enemies for 2 seconds (subject to change to 1.5), it will explode. It will also spawn 3 wraiths (30+4) to attack once. However, foes will only be stunned for 2 seconds.
* Tear gas, now L2, will subtract 2x mana.
* May only spawn 2 ghosts now (due to their dmg being 50+7)
* L1 Will now stop mana gain, and drain mana per 5 DC. It will still show the same slowing effects.
* As bad as this may sound, I've given the cloak back to the L4 ghost, and limiting its max summon to 1, and making the nuke cost like hell... Basically, I'm going back to the original. Why? because it currently doesn't feel right without cloak... Note that cannon cost has changed to 40 mins.
* L3 is still carpet bomber, But instead of an explosion, it spawns 10 firebats... if you can land a good "Fire bomb" (lols copy from M vers). Firebats will be spawned under the Dropship, not the Vulture that's been dropped.
SUMMONER
* Summoner's l2 will spawn 2 infested terrans per zling...
*Summoner's zling is now capped at 9. Subject to change
* Summoner's L1 will have a summon counter. The summoner will be able to spawn multiple zerglings when he controls zero at the moment he casts the spell. ALSO, he must have NOT summoned ANY zerglings for 15 seconds for 2 zlings, and 30 seconds for 3 zlings.
* New L2... Adopted from (I think) Flashbeer's Blister Grounds: "Demon Chant". Any Zerglings near the Summoner will be changed into Hydras for ~8 seconds. Note that the zling must be NEAR the summoner.
* New L3: "Abyssal Hymn": First, All Dark Swarms will be removed. For 10 secs, the Summoner will have his energy set to 100 (enough for Dark Swarm but not for plague). Each Dark Swarm he casts will spawn an Infested terran...[/u].
The last dark swarm casted will also set a waypoint for where the summoner's next summon will appear during the 10 seconds. Meaning that if you do L3 then L1, zlings will be summoner at where you last placed the dark swarm.
* The multiple zling summon is limited at 2
* The Zling cap Now depends on your Spell Level - You start off with 5 lings max, and with each spell level up, you get +1 in the ling cap.
These changes will hopefully decrease the linearity of the current summoner, and to Draw the Summoner out of the base.
VOLT
* Magnetic Channel will now only suck in heroes per 3 DC's. All other units will be sucked in per trigger, including spell units.
* Volt has been changed back to 30+5 dmg.
* Increased duration (spreading of scourges) of L1 by a little
WARRIOR
* L2 will now have a after-spell effect to stop the trapping of heroes by using L2 consequtively.
* Decreased HP to 5800, increased shields to 150, with L1 being 10%, and L4 being 100%.
* L3 will now kill spawns/summons owned by enemy players
* Same HP, Sheilds at 120
* Gave his L2 a bit more time.
PHANTOM
The Phantom was once a prized ghost of the Stergyk Nation, infamous for his sleuthing abilities and his skills in taking down targets. A reknowned hitman. He dissapeared during the Mission to find the Power of the Temples.
Presumably, he has emerged from the temples with the power to seep into another's mind and create hallucinations. His decoys and sniping abilities makes him even more potent, and now is rarely even seen when he executes his target.
Whether he sides with the North or the South, he is one hero to be wary of.
Stats:
Unit = Duran
4200 HP, 0 armor, 33 + 5 dmg.
Spell 1 - Phantasm - Creates two hallucinations of himself. HP of hallu's starts at 10% and goes up as his HP level goes up.
Spell 2 - Focus Shot - Spawns a ghost with 180+12 dmg as it decloaks. Can only do one shot.
Spell 3 - Needle Hook - Spawns a scourge for 10 seconds. If it comes into contact with enemy heroes, it will "hook" onto the hero, and you can control the hero's movement with the scourge (Inspired by Kyuubi.'s Hydra Arena)
Spell 4 - Phantom Shot - Changes up to 10 (subject to change) of your hallucinations into ghosts that will shoot twice (50+7 dmg).
* His L1 Will now randomly move Phantom and his hallucinations when L1 is casted.. (1/2 time just spawn hallu, 1/2 will move phantom out of arena, spawn hallu, and then move phantom back, displacing him)
* Phantom's L4 now requires only 6 hallu ghosts. (each hallu ghosts spawn 2 real ghosts)
* I have noticed that people are quite good at dodging the scourge for the Needle Hook. I may be making the needle hook a bit more effective (larger area, and maybe move to trigger?)
PSION
A mythical machine that has been created by the Protectors of the Temple. Its interior is covered with what is known as "Psionine", a liquid element which contains properties that nullifies the Powers of the Temples.
This machine can willfully deploy this element, and create mass areas of Void, where much of the energies are absorbed and deleted by this potent chemical.
Stats:
Unit = Fenix Dragoon
5000 HP, 300 Shields, 3 armor, 42 + 5 dmg. (subject to change)
Spell 1 - Void - Creates a Void, an area where enemies will not gain mana, and lose mana slowly. Lasts for 30 seconds.
* The void will now drain 2 gas per 15 DC's, and the gas will be given to Psion.
Spell 1B - Void Rift - when a Void has been activated, Psion summons max 1 Mystic Fighter for 10 seconds. It is immobile and invincible.
NEW Spell 2 - Mana Flux - Spawns an Obs. If the obs touches an enemy hero, it will drain the hero 50 mana, and spawn 8 DT's for 1 hit.
Spell 3 - Negative Field - Creates a Negative Field around the Psion. The psion and its allied heroes will become invincible in this field. Lasts 10 seconds, with a cooldown of 8, and removes the void.
Spell 4 - Void Shifter - Summons a Void Shifter (Arbiter). Any Void created next to it will become centered under the Void Shifter. The Void Shifter can recall (80 E).
Special Hero: EARTH DEMON
A Demon that has been said to be the cause of earthquakes, and the destruction of many architectures. It's burrow attack is strong, and while it may seem vulnerable, it's ability to tunnel throw the ground allows it to escape easily.
As infamous as the demon is in causing havoc, it's purpose at the Temples is unknown. Whether it is there to simply cause reckless damage, or there to control the powers of the temple, it must be stopped!
Stats:
Unit = Lurker
4300 HP, 1 armor, 33 + 3 dmg. (subject to change)
Cannot be picked. Must be randomized.
Spell 1 - Burrow Drive - Creates an Observer, where the lurker is moved under it every second for 10 seconds. If observer is killed, lurker will be stunned. Can only be casted when Burrowed
Spell 1b - SandSlash - Cast spell 1 twice to activate this spell. Slashes the area in which the lurker has burrowed through. Stuns foes.
Spell 2 - Ground Fissure - Comboable with L1, this creates an observer (or uses the observer from L1) and will create 1 hydras (unburrowing and are not removed for the duration of the spell) every second for 7 seconds. Can only be casted while burrowed.
Spell 3 - Sand Pit - After a long pre-spell effect, any foes near the Earth Demon will be swallowed by a pit(moved to another area) and attacked by 4 sunkens for about 8 seconds. Spell has a long 20 second cooldown.
Spell 4 - Shatter Earth - - The Earth Demon Slams the earth, creating an Earthquake and Landslides that will paralyze players for the duration of the spell + 8 seconds, and kill all non-game-ending buildings.
* Foes under the Shatter Earth will be triggered to the earthquake effect if they were near. Lasts for the duration of the spell.
Please posts comments/suggestions.. and even complaints :C...
Every hero should be retested ... cause there's enough changes for all to be affected. Feel free to play public! Any ideas are appreciated.
TY!
~Unholy
IMAGE:
DOWNLOAD V1.6 BETA VERSION BELOW (attachment/link)
http://www.staredit.net/files/1945/
Post has been edited 44 time(s), last time on Feb 21 2010, 2:25 am by UnholyUrine.
None.