Capture buildings to build spawn army. (Killing opp team +1min Dying -1)
Killing opposing teams buildings grants wealth and additional units.
10/1/06Collapse Box
+ No longer 3v3, try getting 6 people in a lobby, not gonna happen.
~ Play sessions have always been the best as 2v2's anyway.
+ 8 Buildings now randomize their positions.
+ The first quarter is now the shortest quarter.
+ Overlords cost 35 from 40.
+ You now get rewarded for capturing most buildings.
~ Some were accidentally left out before.
+ You now receive a unit every time you kill an opposing teams building
~ (won't recieve units for killing multiples of the same building)
! I may change this later but for now the function works as intended.
+ Income for killing buildings is slightly higher.
~ Overall you are receiving an income buff.
+ With the slight income buff I slashed most upgrade prices as well.
~ People think money is scarce, money isn't CRAZY now, but there is MORE of it.
(added on) fixed issue where a player couldn't create overlords. Players could see eachothers spawn locations, I thought this update would fix it, but there was still an exploit, hopefully the new positions at the start for hives will fix that.
10/7/2016 taking another stab at spawn in glitches. This version has been complicated but I've been working through it. Please let me know if you play sessions are halted at the beginning do to spawn in issues. It will help in eliminating the issue.
10/11/06(Micro, Terrain, info, and Balance.)Collapse Box
+ Balanced Zerg and Terran starting groups.
~ They should be more on par with groups containing Protoss units. This has been a major complaint.
+ Major terrain overhaul.
~ Spawn bases are now more designed for attack AND defense.
~ Most buildings have been moved for better gameplay.
~ Fog of war has been fixed for all buildings.
~ Death line should be more noticeable.
~ Terrain around buildings now follow a different set of rules
~ Most buildings can be traveled to with ground units. The map splits up these areas with different rules.
! Most buildings now have land connections to other buildings, aside from these kinds; (Following list contains land locked buildings)
Any Terran Barracks, Any Air unit producing building, any low level building that randomizes.
! Randomized building locals are more easily seen from the ground level then most other positions.
+ Different price changes, most notably zerg zergling upgrades, and Valkary's are now cheaper.
+ Players can now produce drones, which can build defensive positions, as well as Spires for a price, which adds Mutalisks to your spawn
+ Added a probe to mid like the scv. Probe can build Pylons, Cannons, and Stargates.
+ Terran defense buildings are now cheaper, Scv can now build starport.
~ Spire, Stargate, and Starport are all relatively expensive buildings. (95 - 110 - 145)
+ Greater constraints on Ai behavior have been placed for some randomized buildings units.
+ Mid has received some terrain and building location tweaks as well.
! Terrain and building positions have been modified to encourage attack and defense, and lower the amount of time it takes to transport units.
More competitively designed spawn locations, less annoying AI encounters, more competitive combat spaces. Almost all terrain has been touched.
+ An info panel has been added at the beginning to better inform the player on certain less explained gameplay mechanics.
+ Ground units overall will have an easier time traversing some areas of the map. But it's split up in multiple areas to need air transport.
10/19/2016OFFICIAL PUBLIC RELEASE!Collapse Box
+ Fixed buildings built by player not adding to their spawn.
+ This includes starport, stargate, spire, and greater spire.
+ Added new triggers for spawn in to prevent spawn in glitches.Hopefully it works this time.
~ This moves players civilians of the same team back to the middle of the starting zone.
! This is to prevent a glitch caused by players simultaneously picking starting groups. Causing a bad spawn
+ Completely fixed the economic output of captured protoss buildings.
~ Zealots, Dragoons, Reavers, and Scouts all give substantially more income per round.
+ Players can now build hatcheries for 70 minerals.
+ Hatcheries give an additional 4 minerals per round.
+ Touched up terrain yet again to be less annoying and better play wise.
+ Drones now cost less 20 from 26 minerals.
+ Greater Spires can now be built for 140. Greater Spires spread the endgame goodness.
~ Air buildings have a max of 1 to 3 depending on the building. These maxes are displayed in their name.
+ Nydus canals construction time has been cut significantly to be a more viable tool against the enemy.
+ Threw in multiple changes to NPC behavior, and it's working SMOOTHER but not perfectly.
~ These controls on units were made cheaply as possible to conserve locations,
some bugs will persist with NPC behavior, but will ultimately happen less frequently.
+ Alot of building names display more valuable information in general.
~ Players should have many more options and abilities to play with these changes.
This concludes the changes that are to be made on the 2v2 version of OVERLORDS.
11/08/16
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+ Rounds in general take less time.
~ -25 seconds to first round
+ Contestable units have been added.
~ If you kill the opposing teams arbitor, Infested Kerrigan, or Infested Duran;
you gain their unit specific benefits.
+ There now is an achievement system based on kills.
~ You will be rewarded increasingly through killing units through achievements.
+ Added infested Duran to the randomized hatchery.
~ Depending on the building randomization, you might see one to 3 benefits regarding these
contested units.
+ Kerrigan now adds +1 hydra to your spawn, Duran now adds +1 ghost to your spawn.
! In an effort to increase the arbitors abilities to mix up the game, Arbitors can now
change hands quite frequently.
+ You can now build machine shops for a cost.
~ Machine shops add tanks to your spawn.
+ You can now construct multiple zerg units based on the buildings you have captured.
~ Example: If you are running low on units for defense or attacking the enemy, there is a greater chance
you can fill that gap by building units at your starting hive.
+ Players can now produce nukes by building a nuclear silo on one of the rare command centers.
+ If you have infested duran, using nukes is now a potential option to you basically.
+ Yet again, some minor terrain edits to better the maps flow.
This mostly concludes the changelog for this patch.
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1/2/2017
+ You can now switch your main spawn to any hatchery you own by moving a civilian near the new hatchery.
- Civilians are free, are invincible, and everybody will eventually get one.
~ You receive the civilian when capturing or building a hatchery.
+ A multitude of cells have been made ever so slightly larger.
+ All weapon upgrades associated with cheese units can now be maxed at 5.
+ All defensive buildings now have a small but very stack able income output.
~ Sunken and spore colonies provide 2 minerals each round for example.
+ You can now build firebats.
+ Some action dialogue given to the player throughout the game has been fixed or re written.
3/1/2017Collapse Box
+ Created a force fix for spawn in glitches, the glitch is now fixed, this will change some gameplay in the very beginning, but oh well.
+ The "mixed starting group" now has 1 hydralisk, instead of 2 zerglings.
+ Some upgrades have a scaling wait time, but it is mostly for show.
+ - 6 seconds to every round after the first round.
~ some people leave because of wait times, or they had a glitched start, this update addresses both.
+ You can now build wraiths from captured starports.
+ Valkaries, Corsairs, scourge, and overlords are now substantially cheaper. (-10 minerals averg.)
~ Overlords now cost 25 from 35.
+ drones now cost less.
+Nydus Canals take less time and money to build.
+You can now research and transform your hydralisks into lurkers.
+ Every player now receives +3 minerals per round base.
~ This plus the -6 seconds per round, and the spawn in fix, should all encourage players to play until the end.
~ Creating your own base should be rewarded more.
~ All basic functions should ensure the most balanced play sessions possible.
+ Terrain and locations around capture points have yet again been made slightly more optimal.
10/29/2017+ Added 3 new heros that randomize their position.~ This adds a third layer of randomization to the map.
+ Heros added have unique unit spawns and rewards for each spawn cycle.
! Reminder, if your hero dies the other player gains the hero and its benefits.
~ This effect extends to some older units with similar systems.
+ Added a gas reward system within certain gameplay milestones.+ Chose certain upgrades units and buildings from each race to cost gas.~ Overall this adds more time for other players to counter a great opponent.
It adds a wall of time and accomplishment that is much needed to make this map balanced and fun.
~ This was due to some upgrades being extremely valuable in comparison to others, this gives players
time to investigate and make rational decisions.
+ You can now create transport units for all races at different costs.~ Overlords are no longer the only thing that can be built to transport units, they are just the start.
~ Terran and protoss transports have more health and capacity but cost more to build.
+ Each beginning spawn group chosen by the player in the first round will now spawn builders for their respective race.~ Zerg groups come with drones, terran groups come with scvs, etc etc.
+ Slight terrain modifications have been made to optimize dropping units in certain spaces.
+ Overlords now cost less and take less time to build.
^ Read This Panel for Latest Change Log ^