:: GENERAL
- Fixed the actual final step of capture triggers to use the new capblocking locations.- Increased respawn time for Warp Gates, so they will be dead another 20 seconds. (One more spawn wave.)- Improved and streamlined Defiler handling, removing 93 lines of triggers.- Added triggers that (should) improve accuracy and hit detection of spells using it.- Death cancels out pre-built spells.- Increased HP of Zealots from 200 to 250, damage from 40 to 48.- Decreased cost of Nexus from 80 to 60 minerals, decreased build time. Still pretty much unused, but it's a nice concept
- The countdown timer is reset after everyone picks a hero. The first wave of spawns is sent out at that time. Waiting at the start won't change anything anymore.- Changed stats of Cannons from 2000 HP, 400 shields, 10 armor to 3000 HP, 100 shields, 5 armor.- Shields on cannons are maintained at level determined by the HIGHEST spawn level of the two computers. >> Broodlings = 0, Zerglings = 3, Marines = 10, Zealots = 15, Hydras = 20 Very useful, allows low level spawns to push slightly.
- Computer Players now have 0 base shield upgrades.- Destroying a Warp Gate now splits the XP for units created there. XP output of one dead Warp Gate is equivalent to that of controlling three outposts. (A gate spawns 3x as many units) Warp Gates reappear in approximately two real-time minutes. Enormous change, do this for sure.
- Redid the spawn-ordering system. One or two players can now command all three lanes. Spawns choose paths independent of the player ordering them.- Shortened day from 10 minutes to 9 minutes, night from 7 minutes to 6 minutes. I still think it's too high, but that's just me. Also, the game should start with a minute or so left in nighttime. (Too little time and people choose lanes based on opponents, too much and Assassin is too powerful.)
- Spawns are created every 240 DCs (~12 sec) instead of 270 DCs. (~13.5 sec) Didn't notice, doesn't really matter to me.
- Leveling up spawn number adds 1 spawn to each lane instead of 3 to one lane. Spawn number shouldn't even be in the game.
- When leveling up HP, the correct percentage now displays on the fifth upgrade. (+6%)- South team now deploys heroes on the upper-left (closer to all outposts) of the Temple when starting the game/after death. (M8c)- Implemented semi-randomized Civilian placement in hero selection. Not true random due to there being 6! = 720 possible placements, but "random enough" for what it needs to do. (M8c) Very important for competitive play. I still think a banning/alternating pick mode should be added and haven't see a valid argument against it.
- Added a message to tell players when they block an outpost capture. (M8c) This should have been in from the start, yes please.
- Standardized locations for capture blocking to a 7x6 location. (2 tiles all directions from the beacon) (M8c) I really like this change, some people don't but I think they usually just didn't realize it was changed.
- Player-owned scourge off the arena are ordered back towards the arena. (affects Assault and Special Ops) (M8c) Whatever.
- Decreased Temple HP from 50,000 to 40,000. Seems just about right, to me.
- Moved Cybernetics Core and Hive from the upgrade area to the stacked buildings area.
- Instead of having six Spires up top, there is one which is given to the player who picks Archer. (net save of 5 buildings)
- Instead of having six Hydralisk Dens up top, there is one which is given to the player who picks Archer. (net save of 5 buildings)
- Instead of having six Robotics Support Bays up top, there is one which is given to the player who picks Light Mage. (with a Pylon, so net save of 4 buildings) This is still a stupid solution. Just give each player only the 2 or 3 buildings that he needs. It saves confusion, saves units, and saves space.
- Assimilator rates for the two teams are now equal. (was 13/14 and 16/17 before) Duh.
- Gave Command Center, Supply Depot, Barracks, Engineering Bay, Science Facility, Evolution Chamber, Hive, Hydralisk Den, Spire, and Templar Archives generic names of "Structure".- Forced Random Hero after one game minute for AFKers. Yes, gamebreaking fix.
- Both teams have a Map Revealer at the top right outpost instead of two for south. Duh.
- Reduced HP/shields on Dragoon, Goliath, Vulture, and Firebat spawns. Only the Dragoon was even remotely useful.
- Widened 2 spots on the north path.Changes on spells to improve hit detection, particularily when multiple spells relying on hit detection are cast simultaneously. Need some details on this, for sure, Moose.
- Assimilators now have 600 shields and 600 HP. Uh, is this an increase or decrease? I'd rather see these made almost all shields, but whatever.
- Day/Night cycles now continue indefinitely. A trigger error previously limited to the number of human players in the game +2.- Decreased the amount of Razings necessary for XP/cash gain. This has been a long time coming, yes please.
- Moving to the Probe purchase beacon while you have a Probe now displays the list of buildings. Yep, seems obvious.
- Gathering rates of Assimilators modified: takes 60% longer for a team of 3, and 30% longer for a team of 2. (relative to pre-M3 rates) Haven't heard a complain about the Assim rate since, seems pretty solid.
- Briefing is changed and a bit shorter. If you make it longer I'll kill a kitten.
- Removed Nature Temple. (Shield Battery, Medic Spawner) What the fuck?! I liked feeding the other team 24 experience every spawn.
- Fixed the double hero pick of Warrior and Assassin. (resized location):: ARCHER
- L2 is now Summon Archer Ally, max of 5. Some people are saying this needs to be nerfed, some people are saying it's too weak. That probably means it's skill-intensive = good.
- L3 is now Rapid Shot, a Guardian-chaingun type spell. Seven shots at 45 + 5 damage. Obvious change.
- Reduced HP on Companions from 350 to 310, damage from 28 + 3 to 19 + 3.- Reduced upgrade cost of Grooved Spines (Hydralisk Range) from 60 to 45 minerals.- (My personal input) Make L4 not useless by letting you select the first mutalisks that spawn and use them.- Fixed a bug where players got the Hydralisk speed upgrade for free by casting L3 a second time.- Increased base armor from 0 to 1. Whatever.
- Increased upgrade damage from +4 to +5. Yep, explosive damage sucks.
- Mutalisks cannot be rushed off the Arena and remain permanent.- Reduced upgrade damage for Mutalisks from +4 to +3. Thank you.
:: ASSASSIN
- Fixed a bug that may have resulted in hallucinated obs sticking around after L1, L3, or L4. This bug is annoying as hell and pretty gamebreaking if the player is a dick.
- Increased upgrade damage of Decapitation (L4) to +40. Yep, makes it still useful lategame without a double cast.
- Renamed Skewer to Scythe. It's rather difficult to decapitate with a skewer because it's designed to Skewer things. Skewers don't slice, they impale. (http://en.wikipedia.org/wiki/Skewer) I'd like to think Skewering someone in the neck with a sword works to Decapitate. =D
- HP increased from 3500 to 4100. Huge buff, but makes him actually useful during the day. Yes.
- Added a small effects portion to L1. (No more instant teleport.) Absolutely necessary. I still think it should be longer or not castable during stuns, but I'm outvoted here.
:: ASSAULT
- L3 is now Carpet Bomber. It also actually stuns both teams now. Yep.
- L4 is now the Berserker Bomb. You transform into a regular Firebat. It explodes into the old firebomb spell after being killed or in 10 seconds, whichever comes first. I haven't even seen anyone cast this spell yet. Just don't re-add nukes.
- L2 and L3 no longer blows up your own and your team's Probes and summons. (M8c)- L2 Grenade now kills Probes. (M8c)- L1 is now Corsair with Disruption Web. Enemy heroes under it are slowed.- L1 now stops mana regeneration of affected players. (M8c) Good enough. I'd rather see it drain mana and just have it affect the LM differently, that's the only reason it was OP with drain.
- L2 is now Grenade with a longer fuse and longer stun duration.
- Increased by half a tile (quarter tile in each direction) the effect area of Grenade. (L2) Not a huge change, whatever. need details on the fuse and stun duration, though, Moose.
- Decreased Bomber HP from 550 to 450.
- The projectile for the Grenade is now invincible.
- Renamed Corsair. :: DARK MAGE
- P12 Dark Archons are now removed. Getting kind of sick of copying these P12 triggers. Why not just remove everything from P12? That fixes Volt's spawn wall abuse, too.
- Added message telling players they are no longer cursed for L2. (the other curses are obvious.)- Decreased channeling time and duration of L3. Was kind of ridiculous how long it lasted.
- L4 curse now stops spawning at 15 Broodlings around a player, not 5. Pretty much all DM has lategame, yep.
- Decreased base armor from 2 to 1.
- Dark Archon now has 300 shields that regenerate on recast. It starts with and recharges to 56 energy.
- Maelstrom cost changed to 65 energy.- Increased cost of Feedback from 30 to 65 energy. 55 energy, please. Should be instant castable for a lot of reasons.
- Psionic Storm cost increased from 40 to 60 energy. Desperately needed.
:: LIGHT MAGE
- P12 Aldaris are now removed. (L1 + leave game = WALL OF LIGHT!)
- P12 Dragoons are now removed. (L3 + leave game = REALLY BIG WALL OF LIGHT!)- L2 now places Reavers at the four corners of LM's position (or the closest approximation) for a less bottom-biased spread. Yes please.
- Fixed bug that allowed L4 to be extended by casting L1.- Light of Binding (L3) Dragoons now have the range upgrade. Yep, this is underused, but mostly because Reaver splash spam is bullshit, which hasn't changed.
- Increased HP from 2800 to 3000.
- Fixed multicast bug from Light of Binding/Light Barrier Combo.
- Reavers from spells level 2 and level 4 are now invincible.
- Psionic Storm cost increased from 40 to 60 energy.
- Reavers now do 100 + 7 damage instead of 110 + 10.:: MECH
- Is now regular Goliath for increased range.
- Decreased base armor of Bike Mode from 2 to 1. Decreased HP of Bike Mode from 3800 to 2800. Decreased attack of Bike Mode from 30 to 25.
- Increased tank spell damage from 55 + 5 to 70 + 7.
- Increased damage of Bike Mode's Rail Gun from 30 + 2 to 30 + 3.
- Increased damage of Assault Mode from 40 + 5 to 45 + 7, Assault Mode (sieged) from 75 + 7 to 90 + 10. More damage when in Siege Mode probably wouldn't hurt either since most players don't use the Tank form except to L3+L3.
- All forms are affected by Medic's L4.- Changed Mech's L4 to be a temporary attack spawn of 3 Goliaths, 2 Vultures, and 2 Sieged Tanks. ("WEAPON BARRAGE") This can be used in all forms and does not transform you. Yep.
- Death-handling triggers now run before spell triggers, which should fix Mech's full heal on death and other such bugs. - Bike Mode no longer starts with speed. It may be researched for 60 minerals.
- Normal Mode no longer starts with the air range upgrade. It may be researched for 30 minerals.
- Changed trigger action order so that Mech is not displaced when transforming. It may still relocate if surrounded to a point where other ground units are occupying the same space.- (Personal input) Change the tanks and vulture so that they spawn in a rotation around the Mech. He's 10 times better at chasing people up, and 10 times better at tanking down.:: MEDIC
- Attack damage changed from 22 + 4 to 19 + 5.- HP decreased from 5000 to 4800.- L4 now heals affected heroes to HP + 5 Levels, not 100%. Everything else is the same, insofar as non-hero units are still fully healed, energies are set to 100%, etc.- Fixed starting energy of Healing Spirits. (L1) Yes, the bug was that spawning a medic with another next to you sometimes set the wrong one to full.
- You can now level up while disabled.
- Death messages for disabled players are no longer delayed.
- Disable is now removed upon death.
- A message now informs disabled players when disable ends.
- Disable doesn't last 60 counts shorter for the south team. (!)
- Eliminating disabled players actually eliminates them.
- If a player leaves while disabled you can actually win.
- Disable now cancels out pre-built spells.- (Personal input) Did anyone pick this hero in the last tournament and did it contribute? I expected it wouldn't without another buff of some sort, but haven't seen any replays.- (Personal Input) MAKE IT POSSIBLE TO ATTACK YOUR OWN UNITS. This is so incredibly obvious and it's been promised a half dozen times.
:: MUTANT
- P12 Torrasque is removed if player leaves during L4. Duh.
- Added a charge-up between casting L3 and Lurkers deploying. Definitely needed, this also prevents spamming it slightly because it lengthens the cast time.
- Made Hyper Claw use 16 Lurkers again. Damage and upgrade is halved to 25 + 2. (overall less armor piercing)
- The Lurker spawn for L3 is invincible.
- Mutant's L2 is back to +2 upgrades as with Summoner's lings.
- Assassin's L2 won't break Mutant's L2 Lings causing them to hang out forever.
- Volt's L3 won't break Mutant's L2 Lings causing them to hang out forever.
- Cannot manual attack units after hero selection for instakills.
- Added 15 second cooldown for Chaos Mutation (L4).
- Fixed instant death when casting Chaos Mutation (L4) near doodads.
- No mana regeneration during Chaos Mutation (L4).:: SPECIAL OPS
- Sniper Rifle (L3) damage is now 100 + 10. This is a really good spell because it's spammable, not because it's too much damage.
- Anti-minecapping triggers no longer activate if enemies are within blocking range. Kind of pointless now. If they're within range the mines probably popped.
- Attack changed from 15 + 2 to 7 + 3. No opinion. I still think this is broken but no one cares because his L3 is so good chained at the moment.
- HP decreased from 4200 to 4000. This is needed if his damage is +3, might need even more of a nerf.
- L4 is now Mine Drone. HALF the mines are invincible. (every other mine) This is a stupid fix. The spell in general is just stupid when it's spammed, which is how everyone played before +3 tank Rine got popular. I think we need a new spell for him.
- Changed L4 to lay 1 mine at a time at a greater speed. This spell is not good for gameplay because it's boring and auto-pilots.
- Changed HP of mines from 5 to 3. 2 HP wouldn't hurt, either.
- Comsat removed, L1 mines added back. Minecapping is not allowed and mines placed on outpost beacons will be REMOVED. I think CAFG's solution is a bit better, but still less than ideal.
- P12 Science Vessels are now removed.- L2 now summons (or recharges) a Science Vessel. It works like the Dark Mage's L1. Science Vessels have 200 max energy, but you can research to 250 for 30 minerals. (for EMP to rape Volt):: SUMMONER
- L2 is now a new spell that creates a Queen above the Summoner just long enough for it to cast Ensnare. Did anyone use this during the tournament?
- Decreased max Zerglings (L1) to 10. 3, 6, 9 depending on 1v1, 2v2, 3v3. Thus way less OP for smaller games. (9 because that gives him a full control group.)
- L1 now summons one ling with +2 upgrades instead of two lings with +1. This also affect's Mutant's L2. Yes, two lings is just stupid.
- Gave speed upgrade to Abyssal Demons, which also have HP increased from 600 to 666. Yes, they need it.
- Increased cost of Adrenal Glands and Metabolic Boost to 75 minerals. Yep.
- Added a cost of 15 energy to Consume. Why?
- Decreased Base armor from 2 to 1. Why?
- Raised cost of Dark Swarm from 75 to 100 energy. Why?
- Consolidated and changed Food For Thought triggers such that 2x Ultras will work without lings present. This spell is still confusing enough that I think it's half the reason people don't take it. 6 lings or 1 ultra = 100%. Tada, incentive to come out of base. I don't think an L3 should weaken the summoner so much. If he goes spells instead of mana so he can leave base, he can't afford this+consume+dark swarm. So, people turtle.
(Personal Input) The hero needs impetus for coming out of base so he's actually interesting to play before 20 minutes in. Perhaps removing the "Whys?" would help with that.:: WARRIOR
- Decreased HP from 6000 to 5500. Yep. He was essentially unkillable unless quadruple stunned.
- Shields decreased from 150 to 120. L1 still gives 10, L4 gives full. Fixed the string to indicate this. - Warrior no longer teleports during L3. That was more annoying than it was helpful in 99% of scenarios.
- Charge of Courage (L3) now destroys player summons of the other team.- Changed damage for L2 from 12 + 2 to 10 + 3.- Decreased duration of Heroic Strike (L2) from 50 counts to 40. The spamming of this spell by a good player is what's powerful, not the length. I'd favor a simple 1 second cooldown.
- Decreased effects duration (AKA. self-paralysis) of Charge of Courage by 5 pulses. Increased paralysis by 5 pulses. Yes, it was almost useless before.
:: VOLT
- P12 Archon is removed if player leaves during L4.- Re-sized location for L1 hit detection from .5x.5 to 1x1. I have no idea why this is such an issue. The scourge is 24x24 pixels, the location should be that big. Tada.
- L3 now kills the same spawns for both teams. Duh. But there shouldn't be any created spawns, so this shouldn't be an issue.
- Fixed some pathing issues with outposts and Volt's L1. Probably needs some more detail, Moose?
- You can now be affected by Volt's L1 while disabled by Medic's L2.- P12 Scourge resulting from Volt's L1 in combination with other spells are now removed.- Volt L1 spell subtracts 10 mana for both teams instead of 15 for one and 10 for the other. Duh.
- Increased damage when Supercharged (L4) from 80 + 8 to 90 + 9. Why? Overpowered already.
- No mana regeneration during Supercharge (L4). Any nerf to this can't hurt.
- L1 Scourges disappear when Volt dies. Why?
- Decreased duration of Magnetic Channel (L2) from 80 to 60 counts. I think this was changed again after the fact, but I couldn't find anything on it.
(Personal Input) This hero is overpowered if the game lasts for a while. There is literally nothing he cannot stop with farm due to his huge AoE on L3, and L3->L4 combo will destroy anyone pretty easily. As has been said: he's similar to but better than Warrior in almost every way, lategame.More to follow....