************************** **** ****** ***** *** **** *** TEMPLE SIEGE M8T *** **** ****** ***** *** **** ************************** :: 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.) :: ASSAULT - Made some attempt at fixing invincible Dropship bug by playing with locations. Hopefully, it worked. :: MECH - Fixed bug that gave player Vulture speed for free by dying. :: SPECIAL OPS - Sniper Rifle (L3) damage is now 100 + 10. :: VOLT - Fixed a problem with South Team's L3 centering on the wrong unit. ************************* **** ****** ***** ** **** *** TEMPLE SIEGE M8 *** **** ****** ***** ** **** ************************* :: GENERAL - Renamed from "1.4M8" to simply "M8". - Simplified URL of change list to http://www.staredit.net/ts-changes/ - Added a single player test mode. It's buggy because TS is not intended to run with two players and the triggers do not compensate for this. - Added a two player test mode. Run the game with players in slots 3 and 5 to use it. You get unlimited civilians in both test modes. - Corrected Player 4's elimination message trigger. - Made level-up triggers more efficent, removing 255 lines of triggers. - 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. - 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 - 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. - Removed a couple superfluous Probe and Pylon triggers. - 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. - Spawns are created every 240 DCs (~12 sec) instead of 270 DCs. (~13.5 sec) - Leveling up spawn number adds 1 spawn to each lane instead of 3 to one lane. - 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) - Added a message to tell players when they block an outpost capture. (M8c) - Standardized locations for capture blocking to a 7x6 location. (2 tiles all directions from the beacon) (M8c) - Player-owned scourge off the arena are ordered back towards the arena. (affects Assault and Special Ops) (M8c) :: ARCHER - L2 is now Summon Archer Ally, max of 5. - L3 is now Rapid Shot, a Guardian-chaingun type spell. Seven shots at 45 + 5 damage. - 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. :: ASSASSIN - Fixed a bug that may have resulted in hallucinated obs sticking around after L1, L3, or L4. :: ASSAULT - L3 is now Carpet Bomber. It also actually stuns both teams now. - 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. - L2 and L3 no longer blows up your own and your team's Probes and summons. (M8c) - L2 Grenade now kills Probes. (M8c) - L1 now stops mana regeneration of affected players. (M8c) :: DARK MAGE - Trigger reorganization and consolidation. 336 lines of triggers saved. - Added message telling players they are no longer cursed for L2. (the other curses are obvious.) - Decreased channeling time and duration of L3. - L4 curse now stops spawning at 15 Broodlings around a player, not 5. :: LIGHT MAGE - Trigger reorganization and consolidation. Just a note if anything breaks. - Removed 19 lines of superfluous triggers. - L2 now places Reavers at the four corners of LM's position (or the closest approximation) for a less bottom-biased spread. - Fixed bug that allowed L4 to be extended by casting L1. :: MECH - Death-handling triggers now run before spell triggers, which should fix Mech's full heal on death and other such bugs. - Trigger reorganization and consolidation. Just a note if anything breaks. - Increased damage for Tank Mode from 45 + 6 to 45 + 7. - 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. :: MEDIC - 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. :: MUTANT - Trigger reorganization and consolidation. Just a note if anything breaks. - P12 Torrasque is removed if player leaves during L4. - Added a charge-up between casting L3 and Lurkers deploying. :: SPECIAL OPS - Anti-minecapping triggers no longer activate if enemies are within blocking range. - Attack changed from 15 + 2 to 7 + 3. - HP decreased from 4200 to 4000. - Sniper Rifle damage increased from 85 + 9 to 100 + 15. - Fixed problem with casting L1 or L2 during Sniper Rifle. (now holds until the spell is done) - L4 is now Mine Drone. HALF the mines are invincible. (every other mine) :: SUMMONER - Trigger reorganization and consolidation. - L2 is now a new spell that craetes a Queen above the Summoner just long enough for it to cast Ensnare. :: WARRIOR - Trigger reorganization and consolidation. - Removed 18 lines of superfluous triggers. - 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. :: VOLT - P12 Archon is removed if player leaves during L4. - Resized location for L1 hit detection from .5x.5 to 1x1. - L3 now kills the same spawns for both teams. - Fixed some pathing issues with outposts and Volt's L1. - Removed some 40+ lines of superfluous triggers. **************************** **** ****** ***** ***** **** *** TEMPLE SIEGE 1.4M7 *** **** ****** ***** ***** **** **************************** :: GENERAL - Fixed a bug that caused a death message for a player to appear upon his leaving the game. - P12 spider mines are now removed. (Spec. Ops and Mech) - Decreased Temple HP from 50,000 to 40,000. - 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) - Assimilator rates for the two teams are now equal. (was 13/14 and 16/17 before) - 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. :: ARCHER - Fixed a bug where players got the Hydralisk speed upgrade for free by casting L3 a second time. :: ASSASSIN - Trigger reorganization and consolidation. No other changes, just a note if anything breaks. :: ASSAULT - L1 is now Corsair with Disruption Web. Enemy heroes under it are slowed. - 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) - Increased upgrade damage on Firebomb (L3) from +2 to +4. - Longer fuse on Firebomb (L3). - Removed mineral cost for Nuclear Missiles. (L4) - Can summon two Ghosts with L4. :: MEDIC - Fixed starting energy of Healing Spirits. (L1) :: SPECIAL OPS - Increased damage of Sniper Rifle (L3) from 75 + 8 to 85 + 9. - Increased HP from 4000 to 4200. - Carpet Bomber (L4) actually stuns now. (yes.) :: SUMMONER - Decreased max Zerglings (L1) to 10. :: VOLT - Cleaned up L3, reduced triggers by 14 lines. No changes, just a note if anything breaks. - Fixed the bug that caused Volt L2 to transfer to the leftmost unit owned by the player. - Fixed the never-ending L1 bug. (seriously!) - Redid L1 hit-detection to work off a .5x.5 location centered on the hero instead of the relatively large 2x2 previously used which resulted in a lot of BS hits. :: WARRIOR - Increased max shields from 100 from 150. L1 still gives 10 and L4 still gives full. - Decreased HP from 6000 to 5500. **************************** **** ****** ***** ********** *** TEMPLE SIEGE 1.4M6 *** **** ****** ***** ********** **************************** :: GENERAL - Polished up some strings. - Both teams have a Map Revealer at the top right outpost instead of two for south. (is it bad that I was able to notice this?) - Cleaned up and reorganized respawns, reduced triggers by 270 lines. - Reduced HP/shields on Dragoon, Goliath, Vulture, and Firebat spawns. - Reduced build time of Teleport Destination, cost from 100 to 80, HP from 1500 to 1200. - Widened 2 spots on the north path. - * Changes denoted with an asterisk should also improve hit detection, particularily when multiple spells relying on hit detection are cast simultaneously. :: ASSAULT - Cleaned up L1, reduced triggers by 5 lines. No changes, just a note if anything breaks.* :: ASSASSIN - Cleaned up L1, reduced triggers by 40 lines. No changes, just a note if anything breaks.* :: DARK MAGE - P12 Dark Archons are now removed. :: 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!) :: MEDIC - Heavy trigger reorganization and consolidation. No other changes, just a note if anything breaks. - Removed L1 energy abuse bug. (Note: This ended up as "spawn with 60-something energy" somehow. Fix next version.) - 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. - Cleaned up L2, reduced triggers by 6 lines. No changes, just a note if anything breaks.* - Cleaned up L3, reduced triggers by 28 lines. No changes, just a note if anything breaks.* :: SPECIAL OPS - Comsat removed, L1 mines added back. Minecapping is not allowed and mines placed on outpost beacons will be REMOVED. - P12 Science Vessels are now removed. - Cleaned up L4 to remove 5 lines of triggers. No changes, just a note if anything breaks.* :: VOLT - You can now be affected by Volt's L1 while disabled by Medic's L2. - Fixed the problem with Scourge not dying at the end of L1. :: WARRIOR - Cleaned up L3, reduced triggers by 22 lines. No changes, just a note if anything breaks.* **************************** **** ****** ***** ********** *** TEMPLE SIEGE 1.4M5 *** **** ****** ***** ********** **************************** :: GENERAL - Assimilators now have 600 shields and 600 HP. - 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. - Moving to the Probe purchase beacon while you have a Probe now displays the list of buildings. - Fixed some post-spell effect units that didn't die. :: ARCHER - L2 (Camp Builders) now summons two drones. Some building costs have been increased to compensate. An L2/L3 swap might be in order for future versions, so you are warned. :: ASSASSIN - Fixed string that said Decapitation's (L4) upgrade damage was +30 and not +40. :: ASSAULT - Renamed "Tear Gas" (L2) to "Flashbang". - Flashbang (L2) is now a one-hit Disruption Web spell that drains 25 mana and SLOWS enemy heroes for 100 counts. (hint: combo) - Firebomb (L3) now spawns two Infested Terrans. They are created BEFORE the firebats, so they will spawn in the center. - Cost of Nuclear Missile reduced from 10m/100g to 10m/60g. - Nuclear Ghost (L4) starting energy increased from 50% to 60%. :: LIGHT MAGE - Light of Binding (L3) Dragoons now have the range upgrade. :: SPECIAL OPS - Comsat Station is removed upon elimination. So is the Silo for Assault. That one isn't quite as important. - Cost of Scanner Sweep reduced from 70 to 65. - Moved Sniper Rifle to L3. The effect is the same, damage increased to 85 + 8. - Moved Carpet Bomber to L4. Removed Mine Drone. - 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) - L3 stuns are now centered on the Dropship rather than the Vulture when a Vulture is deployed. This should fix some "accuracy" problems caused by ground unit displacement. - Colorization of strings for different spells are now consistent. - Fixed Bug with Sniper Rifle where you would be stuck outside the arena and not moved back. "NO MAN GETS LEFT BEHIND". :: WARRIOR - Charge of Courage (L3) now destroys player summons of the other team. :: VOLT - P12 Scourge resulting from Volt's L1 in combination with other spells are now removed. - Heavy trigger reorganization and consolidation. If we're lucky, nothing got broken. - Fixed (well, maybe) bug(s) that could result in Scourges living far beyond the duration of L1's ending. **************************** **** ****** ***** ********** *** TEMPLE SIEGE 1.4M4 *** **** ****** ***** ********** **************************** :: GENERAL - 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) - Briefing is changed and a bit shorter. - Removed Nature Temple. (Shield Battery, Medic Spawner) - Fixed the double hero pick of Warrior and Assassin. (resized location) - Miscellaneous polishing of strings. :: ASSASSIN - Increased upgrade damage of Decapitation (L4) to +40. - 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) :: ASSAULT - Renamed "Cluster Grenade" to a simple "Grenade". - Grenade moved to L1. Has a shorter fuse. Added effects so you know when it's about to go off. - Tear Gas (Disruption Web) moved to L2. Corsair is now invincible. - Old L3 removed. L3 now creates a scourge that functions as a "firebomb". When it explodes, 24 Firebats (20 + 2 dmg) are created on the scourge to deal damage for a short time. (20 DCs, < 2 seconds) - L4 is the same. You don't get the silo until you unlock level 4. Each player doesn't start with a Silo for no particular reason anymore. :: SPECIAL OPS - Now starts the game with a Comsat Station in the bottom right corner. - Old L1 removed. L1 now recharges the Comsat to full energy. - Old L2 removed. L2 now transforms you into a Sniper rifle for three shots that deal 50 + 6 damage. Also functions as a "dodge" move, because the Ghost rifle is invincible and not affected by paralysis or curses. - Old L3 removed. L3 uses the old Bomber from the Assault class. Note that you cannot use Sniper Rifle while inside the Dropship. Also, if you try to load the Sniper Rifle inside the dropship, it will be removed and you will transform back to Special Ops immediately. Last thing, no more instant teleport to home if you move your Dropship off the arena. - Cut HP to 4000. It was only up there because the spells were not yet revamped. ____________ NOTE: Changes listed BELOW take you from UnholyUrine's 1.4 to 1.4M !!! They do NOT take you from one version of 1.4M to the next !!! [b]GENERAL[/b] - Made text related to the green player say green. - Fixed text problems, spelling, grammar, and inconsistencies. Before you say there are still some problems, it's pretty terrible and I gave up on going through ALL the strings. - Removed free Civilian for tutorial completion. - Made HP upgrade percentage amounts consistent and truthful. - Gave each player a Map Revealer in the skill point purchase area. - Got rid of the 160-200-240-280-320-360-400-450 max mana jumps and actually made them all +20, except the 450 jump. - The final mana upgrade tells you that it's +50 mana and that it's maxed. - Civilians for eliminated players (level up area only) and players who leave (all) are removed. - Removed ability for players to upgrade Terran Ship Weapons and Protoss Air Weapons/Plating. - Reset Paralysis upon death. - Reset Mana upon death. - Remove curses upon death. - Fixed post-spell lingering of effects units: Queens, Devourers, Valkyries, Scouts, Dropships. - Consolidated XP/level-up triggers into one area. Removed the double level at 850 xp. - Consolidated various other triggers, did some organizing. - Adjusted locations on hero selection to prevent multiselection of heroes. - Made civilian balance more efficent and work independently of which slots are filled. - Improved anti-hack. - The display unit Probe for the south team is now invincible. - The Temples have 50000 HP and 25 armor. - The Gates now have 9000 HP and 20 armor. - Fixed Kill Score to XP disparities between the teams. - Changed the max XP cap to apply to units giving over 600 kill score. This means all heroes and upper spawns and such giving a ton of kill score will be worth a max of 16 per kill. - Slightly enlarged South team's base. (fixed some pathing AI problems... and because it was way smaller than North team's.) - Kerrigans, Light Mage, and Summoner respawn with 0 energy. - Gathering rates of Assimilators modified: takes 70% longer for a team of 3, and 40% longer for a team of 2. - Renamed Vespene Geysers and Assimilators. [b]OUTPOST RELATED[/b] - Outpost captures and spawns fixed. I think. - Capturing a base gives an XP bonus. (12 to you, 3 to team) - Captured bases spawn less units. - Captured bases now give xp bonuses. (Broods = 1 xp/2 spawns, Lings = 1 xp/spawn, Rines = 2 xp/spawn, Zealots = 4 xp/spawn, Hydralisk = 7 xp/spawn.) - Teleports disable when non-spawn (P7/P8) ground unit enemies are near them. - Air Units cannot capture Warp Gates. - Made Outpost Gates invincible. [b]SPAWN AND BUILDING RELATED[/b] - Decreased purchase cost of spawn level up from 5 to 4. - Medic spawn building creates 3 Medics. - Doubled build time of Assimilators, increased cost from 20 to 25. - Killing an Assimilator gives a 4 xp and 5 mineral bonus to you and your team. - P7/P8 Hydralisks have speed upgrade. - Changed Probe cost from 30 to 25. - Spawns don't shut off after level passes hydra. It just stays at Hydra. - General beefing up of advanced (Marine and above) spawned units. - Spawning buildings now spawn 4 instead of 6 units. (to compensate for increased toughness of spawns and to improve xp/difficulty ratio) - Cheaper buildings all around. - Removed Zealot Spawner (Ice Temple) to add War Factory, Cybernetics Core costing 200 minerals. It spawns 1 Reaver (BATTLE TANK) with 250 shields, 1000 hp, 15 armor, and 135 damage. - Removed Marine Spawner (Water Temple) to add a Teleport Destination. It costs 100 minerals, and each team may only have one at a time. A fourth beacon with a Nexus has been added to the base... you may teleport to the Nexus from there. - Broodlings have 60 HP and do 7 dmg. - Pylon stats: 1500 HP, 10 Armor, 400 shields. - Cannon stats: 2000 HP, 10 Armor, 400 shields, 60 dmg. [b]TERRAIN/PATHING[/b] - Made some connections between paths and areas. - Fixed two clog spots of "stormgaying". - Prettied up the skill point area. Good luck spending your skill points on things you don't want unintentionally! ;) [b]ARCHER[/b] - Increased base armor from 0 to 1. - Increased build time of Sunken and Spore colonies. Added gas costs. - Archer's buildings are removed when he is eliminated. - Increased upgrade damage from +4 to +5. - Increased Archer Companions HP from 220 to 350, damage from 23 + 2 to 28 + 3. This also affects the P7/P8 spawns. - Mutalisks cannot be rushed off the Arena and remain permanent. - Reduced upgrade damage for Mutalisks from +4 to +3. [b]ASSASSIN[/b] - Decaptitate (L4) upgrade changed from +20 to +30. - HP increased from 3500 to 4100. - Added a small effects portion to L1. (No more instant teleport.) [b]ASSAULT[/b] - Decreased Bomber HP from 550 to 450. - Increased cost of Nuclear Missile from 0m/50g to 10m/100g. - The Nuclear Ghost spawns with 50% energy instead of 70%. - The projectile for the Grenade is now invincible. - Fixed invincible Ghost bug. - Cannot spawn multiple Ghosts by flying off the Arena location. - Bug of no energy Corsair should be fixed. - Renamed Corsair. [b]DARK MAGE[/b] - 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. - Psionic Storm cost increased from 40 to 60 energy. [b]LIGHT MAGE[/b] - 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. [b]MECH[/b] - 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 + 6, Assault Mode (sieged) from 75 + 7 to 90 + 10. - 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. [b]MEDIC[/b] - Disable doesn't last 60 counts shorter for the south team. (!) - L4 now affects all forms of Mech. - Eliminating disabled players actually eliminates them. - If a player leaves while disabled you can actually win. - Disable now cancels out pre-built spells. - Attack damage changed from 22 + 4 to 19 + 5. - HP decreased from 5000 to 4800. [b]MUTANT[/b] - Lurker damage changed from 32 + 3 to 50 + 4. Only 8 Lurkers spawn instead of 16. - 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). - Made Hyper Claw use 16 Lurkers again. Damage and upgrade is halved to 25 + 2. (overall less armor piercing) [b]SPECIAL OPS[/b] - Increased Bunker HP by 50. - Final burst of mines from Mine Drone (final spell) is now invincible. - Place maximum limit on summoning SCVs. - Repairing Science Vessels doesn't drain all your minerals or take forever anymore. - Repairing Assault's Bomber won't drain all your minerals anymore. (did anyone think of this? :D) - Repairing SCVs doesn't drain all your minerals anymore. - Increased damage of Bunker Ghosts from 18 to 25. - Changed L4 to lay 1 mine at a time at a greater speed. - Changed HP of mines from 5 to 3. - Decreased HP from 4800 to 4400. - Base attack damage increased from 11 to 15. - Upgrade damage decreased from +3 to +2. [b]SUMMONER[/b] - L1 now summons one ling with +2 upgrades instead of two lings with +1. This also affect's Mutant's L2. - Added a cost of 15 energy to Consume. - Corrected Food For Thought description for 2x Ultras for 100% HP. - Consolidated and changed Food For Thought triggers such that 2x Ultras will work without lings present. - Decreased Base armor from 2 to 1. - Gave speed upgrade to Abyssal Demons, which also have HP increased from 600 to 666. - Increased cost of Adrenal Glands and Metabolic Boost to 75 minerals. - Raised cost of Dark Swarm from 75 to 100 energy. [b]VOLT[/b] - Volt L1 spell subtracts 10 mana for both teams instead of 15 for one and 10 for the other. - Increased damage when Supercharged (L4) from 80 + 8 to 90 + 9. - No mana regeneration during Supercharge (L4). - L1 Scourges disappear when Volt dies. - Decreased duration of Magnetic Channel (L2) from 80 to 60 counts. [b]WARRIOR[/b] - Changed damage for L2 from 12 + 2 to 10 + 3. - Decreased duration of Heroic Strike (L2) from 50 counts to 40. - Decreased HP from 6500 to 6000. - Decreased effects duration (AKA. self-paralysis) of Charge of Courage by 5 pulses. Increased paralysis by 5 pulses.