Hello Everyone,
Hero Attack version 2.11 has been published on the North American server. This version includes significant changes and improvements to the heroes such as the addition of 5th abilities, the increase of the level ceiling and changes to the level requirements. Sorry the version took a while and I apologize for telling a few people that this version was going to be completed sooner. I significantly underestimated how much time it would take me to complete. This version is a fairly large update, so here is the changelog:
GENERAL- Added 5th abilities to all the heroes, so all heroes have new abilities. Heroes now have 4 regular abilities and 1 ultimate ability. Many heroes either lacked anti-air, lacked a passive, lacked a spell or were somewhat boring. The 5th abilities were added to address these problems as well as make the heroes more interesting and make the game have a higher skill ceiling. The majority of heroes received a new spell since they needed a new spell due to the fact that energy is more abundant as the maximum level has increased. Many of the abilities added were suggestions made by players. The abilities may change in the future depending on feedback.
- The ability hotkeys have been standardized to QWERT. Abilities that used to use Q (such as burrow) have been moved to Z. In some rare cases X is used. The hotkey used to learn abilities has been moved to L for learn.
- Various abilities have been changed, improved or moved around.
- Ultimate abilities now have two levels. The level requirements for ultimate abilities have been changed from level 6 to level 7 and level 14. This was done because the timings of some ultimate abilities were too early and also to reflect the fact that the maximum level has been increased.
- Changed the maximum level to 20.
- The stat bonus ability now requires level 15 and you can learn 6 levels of it.
- There is now a warning that tells you when your team’s base is under attack. This warning will only go off if either production buildings or the main building are under attack. Defensive buildings do not give this warning.
- Fixed a bug where the kills/deaths for baneling heroes/zergling heroes did not display properly on the leaver board. Zergling hero and baneling hero deaths count for half a kill/death on the leaver board.
- You can now zoom out slightly using the mouse wheel.
- You can no longer build on the mud in the forest map.
- Various heroes are easier to see. Banshee hero, firebat hero and roach hero have slightly different models while hydralisk hero, mutalisk hero, immortal hero and stalker hero are slightly darker. This was done to help people distinguish between heroes and units.
- The health bars for critters are now displayed properly.
- Various minor changes. Actually there are quite a few that I haven’t mentioned.
TERRAN- The marine hero has a new spell called grenade, which deals AOE damage at the cost of energy.
- The marine hero’s combat shield ability is now percent based and scales with the hero’s level. This change was done to make the ability stronger in the late game without making the ability too powerful in the early game.
- The marine hero’s ultimate ability now gives your marines combat shields when you get it to level 2.
- The marauder hero’s explosive barrel ability is now a regular ability rather than an ultimate ability. The marauder hero has a new ultimate ability called enhanced battlesuit. Enhanced battlesuit temporarily increases the marauder’s range and damage, and allows the marauder hero to attack air units.
- The vulture hero has a new spell called vulture jump. Vulture jump allows the vulture to jump to a target location and the vulture may attack air units while using vulture jump.
- The medic hero’s optical flare ability has been changed slightly. Optical flare now hits all enemy units in an area of radius 1.5, stunning and blinding the units hit. The animation for the optical flare ability has been improved.
- The medic hero has a new spell called sedate. Sedate fires a projectile at target unit, putting it to sleep for a short period of time. Hopefully this ability makes the medic hero a more popular hero choice.
- The reaper hero has a new passive ability called gas mask. Gas mask increases the attack speed and life regeneration of the reaper hero.
- Fixed a bug where the reaper hero would lose its ability to learn stat booster if the reaper hero learned jet packs. Also made changes to the jet pack ability that should make it more efficient/bug free.
- The reaper hero’s ultimate has been changed slightly. At level 1 it allows the hero to jump over cliffs. At level 2 the hero gains an active ability that can be used to jump to a target location. If the active ability is used on an air unit, the reaper hero will jump in the air and begin to attack the air unit. Using jump again will cause the reaper hero to stop attacking the air unit.
- The hellion hero has a new spell called fire bolt. Fire bolt stuns and deals damage to target unit. The hellion hero lacked both a stun ability and a damage spell so hopefully this spell will make the hellion hero feel more complete.
- The firebat has a new spell called napalm rocket. Napalm rocket fires a projectile that deals damage (both initially and over time) to target unit. Can be used on both air and ground units.
- The firebat hero’s fire blast ability has been removed from the game. Instead, the firebat hero has a new ultimate ability called armageddon. Armageddon is similar to fire blast in that it does AOE damage over time, but it has a much nicer animation and can hit air units. Hopefully armageddon and napalm rocket will make the firebat hero better against air units.
- The ghost hero now has a melee attack (in addition to its ranged attack). If the ghost hero attacks a ground unit within a range of 0.5, it will use a light sabre instead of its sniper rifle. This was added because it looks cool.
- The ghost hero has a new passive called penetrator rounds. Penetrator rounds increases the range of the ghost hero’s attack. The passive was given to the ghost hero because the ghost lacked a passive, because it had too many spells for its starting energy, and because a passive that increases the ghost hero’s range makes the ghost hero feel more like a long range sniper.
- The ghost hero’s nuclear strike now takes 15 seconds to cast rather than 20 seconds. This change was done for balance reasons.
- The siege tank hero has a passive ability called devastator missiles. Devastator missiles automatically attack nearby enemy air units.
- The SCV hero has a passive ability called Hi-Sec Autotracking that increases the range of the auto turrets and missile turrets build by the SCV hero. This was added because the SCV hero lacked a passive and because it has good synergy with the SCV hero’s turrets.
- The banshee hero has a new spell called cluster warheads. Cluster warheads deals damage to enemy ground units in a line of length 4. Hopefully this spell makes the banshee hero better in the early game.
- The thor hero now has a passive called self fix armor. Self fix armor increases the life regeneration of the thor hero.
- Various bugs associated with the thor hero’s immortality protocol have been fixed and the ability has been made much more efficient. In addition the ability has been weakened/standardized with reincarnation and immortality.
- The raven hero now has a maximum of 6 science vessels (down from 8). This was done for balance reasons.
- The raven hero has a new ability called cruise missile. Cruise missile is a long range spell that allows you to fire a missile at any location on the map, dealing AOE damage.
- The predator hero’s pounce ability now deals melee damage upon impact. Also fixed various bugs associated with pounce such as the bug where your hero would begin to pounce before you got in range.
- The predator hero has a new spell called create predator cubs. The spell creates predator cubs, which are weaker versions of the predator hero. The cubs benefit from agility.
- Reduced the AOE area of the ares hero’s flamethrower for balance reasons.
- The ares hero has a new ability called extended cannon range. Extended cannon range increases the range of the ares hero’s regular attack. Hopefully this ability will make the ares hero’s regular attack more appealing and make a good trade-off between the Cannons and the Flame Thrower.
PROTOSS- Fixed a bug where the zealot hero’s charge ability would sometimes occur even when autocast was not turned on. In addition, the charge buff no longer disappears if you move your zealot before it attacks its target, and you can redirect the attack damage for charge to another unit.
- The zealot hero has a new spell called stone form. Stone form transforms the zealot hero into a stone zealot for a short period of time. While in stone form, the zealot hero cannot charge but gains a ranged attack that can be used to hit air or ground units.
- The zealot hero’s ultimate ability now gives your zealots leg enhancements when you get it to level 2.
- The high templar hero now has 2 psionic storms. A second psionic storm ability was added because it fits the hero and because the hero needed another general purpose spell since feedback and phase shift are situational. If I simply reduced the cooldown of the first psionic storm ability then it would make the hero too powerful.
- The archon hero has a new passive ability called plasma shields. Plasma shields increases the shield armor and shield regeneration of the archon’s shields.
- The dark templar hero’s void prison now has a 20% higher energy cost and cooldown for balance reasons. In addition, void prison no longer reduces the sight range of the target.
- The dark templar hero’s energy burn ability has been changed slightly. It burns an amount of energy equal to a percent of the target’s total energy. This was done to make the ability more useful later in the game without making it too powerful in the early game.
- The dark templar hero has a new ability called swap. This ability swaps the positions of the dark templar hero with target non-structure unit.
- The dark archon hero’s mind control ability is no longer an ultimate ability and is a regular ability instead. The dark archon hero’s new ultimate is a passive ability called Aura of Darkness. Aura of Darkness significantly decreases the sight radius of all nearby enemy units. If you are fighting the dark archon hero then it might be a good idea to get the sight range item.
- The probe hero has a new spell called scanning beam. Scanning beam reveals all units in an arc of length 9 and arc length of 15 degrees. Up to 3 units in the beam take damage from the probe hero.
- The sentry has a new ability called orb of light. Orb of light sends out a projectile that deals damage to nearby units. At an additional energy cost, the sentry hero may teleport to the orb of light (hotkey Z).
- The colossus hero has a new spell called anti-matter missiles. anti-matter missiles deal AOE damage to enemy air units in an area of radius 3.
- The colossus hero’s ultimate has been changed slightly. At level 1 it allows the colossus hero to walk over cliffs. At level 2 it increases the movement speed of the colossus hero by 30%.
- The stalker hero has a new spell called shadow wave. Shadow wave creates a wave of shadows that deals AOE damage to enemy units in a line of length 9. Hopefully this makes the stalker hero stronger in the early game.
- The stalker hero’s wormhole transit ability now requires sight to teleport to a target location. This was done for balance reasons (teleporting into the enemy team’s base was too powerful).
- The phoenix hero now has a new ability called overload. Overload increases the attack speed of the phoenix hero for 5 seconds, but after overload is used, the attack speed of the phoenix hero is decreased for 5 seconds. This ability is somewhat of a double edged sword.
- The reaver hero has a new ability called disruption web (identical to the item).
- The reaver hero’s ultimate ability now gives your warp prisms additional life, shields and movement speed if you get it to level 2.
- The immortal Hero has a new spell called anti-matter missiles. Anti-matter missiles deal AOE damage to enemy air units in an area of radius 3. (same as colossus hero)
- Immortality has been nerfed and standardized with immortality protocol and reincarnation for balance reasons. It now takes 10 seconds to revive the immortal hero with immortality (up from 5) and the immortal hero can be attacked while reviving.
- The void ray hero has a new ability called energy prism. Energy prism creates an invulnerable structure called an energy prism at target location and the energy prism will attack nearby enemies with a ranged attack. Energy Prisms have a timed life of 10 seconds.
- The preserver hero’s ice prison ability now has a 20% higher energy cost and cooldown for balance reasons. In addition, ice prison no longer reduces the sight range of the target.
- The Preserver Hero has a new ability called ice wall. Ice wall creates a wall of ice of length 9 that deals damage to enemy ground units. Ice wall blocks pathing and lasts 5 seconds.
ZERG- The zergling hero has a new spell called spawn zerglings. Spawn zerglings creates zerglings for your zergling hero, which you can control and can be used to fight. You may devour your zerglings with the devour ability, but autocast will not automatically target zerglings that you control (only zerglings that the enemy controls).
- The zergling hero’s ultimate has been changed slightly. At level 1 it allows the hero to jump over cliffs. At level 2 the hero gains an active ability that can be used to jump to a target location. If the active ability is used on an air unit, the zergling hero will jump on the air unit and begin to attack it. You can use the jump ability to jump off the air unit.
- The baneling hero has a new spell called rolling attack. Rolling attack will cause the baneling hero to start spinning and then launch itself at target enemy unit, dealing impact damage. If rolling attack is used on an air unit and then explode is used immediately after, then the baneling hero will hit air units with explode rather than ground units.
- The infestor hero’s neural parasite ability now has a 25% lower energy cost for balance reasons.
- The infestor hero has a new spell called fissure. Fissure creates a fissure of length 9 that deals damage to enemy ground units. Fissure blocks pathing and lasts 5 seconds. (nearly identical to the ice wall ability)
- The infestor hero’s ultimate ability now allows the infestor hero to move under cliffs while burrowed if you get it to level 2.
- The hydralisk hero has a new passive ability called multiple spines. Multiple spines allow the hydralisk hero to hit multiple enemy units with its ranged attack.
- The hydralisk hero’s slippery skin ability has been removed because it was boring and players requested that I replace it. Instead, the Hydralisk Hero has a new ultimate ability called toxic gas. Toxic gas hits enemy units in an area of radius 3. Units hit by toxic gas lose a percentage of their shields and life each second for 30 seconds.
- The roach hero has a new spell called roach rage. Roach rage temporarily increases the attack speed and range of the roach hero and allows the roach hero to attack air units.
- The roach hero’s ultimate ability now allows the roach hero to move under cliffs while burrowed if you get it to level 2.
- The autocast of the defiler hero’s consume ability no longer occurs if the defiler hero has maximum energy.
- The energy cost and cooldown of the defiler hero’s plague ability has been decreased by 33% for balance reasons.
- The defiler hero has a new spell called scorpion sting. Scorpion sting deals damage to enemy units in a line of length 6 and suppresses their regeneration for 5 seconds. The defiler hero was really weak in the early game, especially since plague doesn’t kill anything; hopefully, this ability will make the hero stronger in the early game. This ability should also have good synergy with plague.
- The Drone Hero has a new passive ability called drone metabolism. Drone metabolism increases the movement speed and regeneration of the drone hero while in drone form. Hopefully this ability makes the drone form more appealing over the spine crawler form.
- The spine crawler hero’s attack period has been increased from 1.6 to 1.8 for balance reasons.
- The queen hero’s transfusion ability heals 12.5% less life than in previous versions. This change was done for balance reasons.
- The queen hero has a new ability called spawn creep tumor, which allows the queen hero to create creep tumors. This ability was added because it is fitting for the Queen Hero and because the Queen Hero needed something that would help her increase her movement speed.
- The nydus worm hero’s leap ability is now a regular ability rather than an ultimate ability. The nydus worm hero’s new ultimate ability is called underground movement. Underground movement allows the nydus worm hero to move while underground (level 1) and move under cliffs while underground (level 2). It is identical to the roach hero’s tunneling claws ability.
- The overlord ability has a new spell called spawn changeling. Spawn changeling creates a changeling with a timed life. You may order the changeling to suicide, dealing AOE damage to nearby enemy units.
- The mutalisk hero’s glaive wurm ability has been buffed for balance reasons. Bounced attacks now deal 33% the damage of the mutalisk hero’s main attack (up from 20%).
- The mutalisk hero has a new passive called echolocation. Echolocation allows the mutalisk hero to see the location of enemy units in the fog of war.
- Fixed a bug where the mutalisk hero’s vitals would be reset when the mutalisk hero uses fly.
- The ultralisk hero’s cleave ability is no longer an ultimate ability and is now a regular ability. The ultralisk hero has a new ultimate called reincarnation, which allows the ultralisk hero to reincarnate shortly after dying. This ability is identical to immortality protocol and immortality.
- The corruptor hero has a new regular ability called cocoon. Cocoon has 2 effects. It gives your hero a small damage reduction bonus (5% per level). In addition it allows your hero to transform into a cocoon at no energy cost. While your hero is inside a cocoon the hero cannot move, attack or use abilities, but takes less damage. This ability can be used by a skilled player to block damage.
- The lurker hero has a new spell called silk thread. The ability attaches a silk thread to target enemy unit and pulls the target towards the lurker hero. The target is then immobilized and if the target is an air unit then the unit is grounded for a short period of time.
- The lurker hero no longer has the lurker carapace ability. The ability was removed because players found it boring or unfitting. Instead the lurker hero has a new ability called lurker cocoon. Lurker cocoon is identical to the cocoon ability of the corruptor hero. Hopefully the ability makes the lurker hero more interesting and more microable.
- The brutalisk hero’s pounce ability now deals melee damage upon impact. Also fixed various bugs associated with pounce such as the bug where your hero would begin to pounce before you got in range.
- The brutalisk hero’s roar ability now decreases the attack speed of nearby enemy units rather than attack damage.
- The brutalisk hero has a new passive ability called spiky carapace. Spiky carapace increases the armor of the brutalisk hero and returns a percent of damage taken to melee attackers.
- The brutalisk hero no longer has reincarnation (this ability was moved to the ultralisk hero). Instead, the brutalisk hero has a new ultimate called rampage. Rampage teleports the hero to a nearby enemy unit and causes the brutalisk hero to hit the target unit multiple times in a short period of time.
- The razor swarm item now deals 120 damage rather than 100 damage. This change was done for balance reasons and because people requested it.
None.