Hi Guys! I have edited my first post, and got around to editing the changelist.. Here it is!
Here's the changelist.. I have removed changes from v1.4 to v1.4M
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 1.5dSPAWN 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
* Buildings don't automatically become computer's. It must be done building first (may be implemented later)
* 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.
* Increased Killscore required to gain experience due to the new spawn leader mechanism
* Most importantly, every spawn group will consist of 6 normal and 1 spawn leader, which is the spawn that is 2 levels above the current one. This is very game changing, but important in adding more gameplay elements and balancing different units. Because of this, every hero must be replayed and probably rebalanced. This is partly why this is still in the Beta stage.TERRAIN/PATHING* New Terrain by Mneox and xYoshixARCHER* 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 ASSASSIN- No changes.
ASSAULT ENGINEER* Renamed to engineer, with the Old Special Ops Spells.
* Switched Summon Military Intelligence (Now L2) with Summon Defense Engineer (now L3).
* Building an Academy 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)
* Building a Supply Depot will yeild a disabled tank (tank mode) Tanks can be controlled by any teamates. * HP = 900 with 15 armor, Dmg = 90+5 (subject to change) .. Cost has been doubled (60 gas), and build time is x1.5 longer
* 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 7050 armor. Same gathering speed as assimilator.
- Paralyzing spells will destroy Mounted Guns
- Fixed unclickable tanks/bunker during day.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% HPLIGHT 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.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)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 (it will full heal the medic)... Allies will heal to their HP level +20%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)
SPECIAL OPS ASSAULT* 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)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.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 littleWARRIOR* 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 playersPHANTOMThe 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).
PSIONA 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 drain 2 gas per 15 DC, 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. Spell 2 - Negative Field - Turns the Void into a Negative Field. 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 3 - Vortex - Turns the Void into a Vortex. The vortex will draw in any units into it and deletes spawns, spells and summoned units. Lasts 6 seconds, 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 (50 E).
EARTH DEMONA 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)
*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 2 - SandTrap (subject to change) - Creates a trap. When foes walk over it, they will be stunned for 5 seconds. It will also spawn 1 infested terran to attack them.
Spell 3 - Ground Fissure - Comboable with L1, this creates an observer (or uses the observer from L1) and will create 2 hydras (unburrowing and are not removed for the duration of the spell) every second for 7 seconds. Can only be casted while burrowed.
Spell 4 - Shatter Earth - (basically the old L3 and L4 combined) - 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.
* NO rhynadons will be created.
* Foes under the Shatter Earth will be triggered to the earthquake effect if they were near. Lasts for the duration of the spell.