Really no one seems to read this thread, but it's useful having a complete changelog somewhere I think.
So I published 2.10 last weekend, rather quickly followed up by 2.11, 2.12 to fix various stupid bugs. But I wasn't terribly happy with 2.12, and the Sentry hero was broken anyway, so I did some more work and released 2.13, which had a stupid scoreboard bug, so released 2.14. So the changelogs are below:
2.10 -> 2.12
New features- Added new Hybrid Prison Cell Mechanic: 2 prison cells are created at the start of the game in the center of the map, 1 for each team, 2500 HP and 7 armor. The team that kills the enemy prison cell first unleashes a Hybrid unit (Fenix Zealot or hero Archon) that goes directly to the enemy silo and does 34 damage per hit to it. They have 200/200 hp/shields, so are fairly hefty to take out, but not impossible. The winning team also gets $200 bonus cash each and the next players unit's spawn as reinforcements (similar to night defense going down). The losing team's prison cell is destroyed. Triggers exist so if both cells are destroyed simultaneously, each team should get the benefits, however I've never actually tested it.
- Removed the crystals/power generator blocking buildings, as they served no real gameplay purpose. In older versions of DS, the gas cooldown was so extreme that you delayed building them as long as possible, so space was at a premium. That was never really a concern in this version, so there was no need for them. This also reduces the number of units on the map, helping to reduce map-max problems.
- Removed 4 of the "this player spawns next" beacons, to help alleviate map-max. However I also created 2 new map revealers where they were missing, so net gain was only 2 units.
- Improved behaviour when Map Max occurs: previously the bottom team always spawned first, so sometimes top team units would not spawn. Now the team that goes first alternates, so in really bad games it should 'swap' which team gets penalised. This is a very basic system, but still took 2 hours to implement and bug fix. There are more elaborate systems that would be more fair (guaranteeing each team spawned 1/2 or 2/3 or whatever), but these would take significantly more time to implement and test.
- Protoss unit revamps: Pylon now gives 2 probes, Cyber core now gives 1.25 Stalkers (dragoon base), Forge gives 1.75 immortals (tassadar base), Cannon gives new protoss hero, Sentry.
- Sentry hero is Fenix Dragoon that does 38 damage per hit, 7 armor, 350 hp/350 shields, every few seconds it will create hallucinated units that have max 150hp or shields. Note that the hallucination effect was actually broken in all 2.10-2.12, so this never works in any released maps.
Bug fixes:- Using Boom would remove the enemy units that had just spawned in their spawning pen. Fixed this. Also made Boom reduce enemy units in the center of the map down to 20% hp/shields, as well as still destroying all units on your side. This means it covers about 55-60% of the map in total, so you don't have to wait until all units are past the chrysalis in the center to use it.
- Possible bug: 1/6 of all siege tanks are supposed to spawn pre-sieged, it looks like there may have been a bug where sometimes you wouldn't get the proper number siegeing. Unsure if it was a real bug or not, found via trigger inspection & remedied.
- When both teams used nuke, the team the nukes last should clean up all enemy nukes in their territory, but that wasn't happening, so fixed it.
- Nuke spawned an archon to deal damage to the temple. However an unlucky placement of a disruption web would result in the archon failing to fire, which was unfair. Replaced with Norad II hero BC which is a flying unit and therefore not affected by dweb. The BC fires almost instantly after being created, so no practical to use a boom after enemy nukes in order to destroy the archon before it fired.
- Nuke mine placement logic was not great, so often mines would not be placed at enemy start point, due to map max. Sometimes the nuke Archon wouldn't spawn either. Tidied up the spawn logic considerably so Norad II unit spawns first, followed by mines at the starting spot and silo spot, then by the remainder of the mines.
- Nuke now damages enemy units on your side of the field to 15% HP / 5% shields, instead of previous 10%/0% (so it is slightly weaker now).
Balance and misc changes:- You start with $360 instead of $400
- Gas build timeouts increased from 15/30/45 to 20/35/50, but remaining 3 at 60/70/80 unchanged.
- Silo Torrasque renamed to Brutalisk to better fit SC2 theme
- Pylon $70, 2 probes, 60 hp/20 shields, 2 armor, 9 dmg.
- Cyber core $180, 1.25 Stalker, Max 20, 70/80 hp/s, 3 armor, 20 dmg. Uses dragoon base unit, so does not have Fenix fast firing rate. Dragoon range is now researchable upgrade for $240 (fairly expensive).
- Forge: $240, 1.75 immortal, 150/150 hp/s, 4 armor, 25 dmg, Tassadar base. Damage is concussive. Particularly good against ghost-happy terran as they aren't affected by lockdown.\\
- Cannon, $1200, Sentry hero as above in new features.
- Gateway; $250, 3.5 zealots, from $270/4
- Citadel of Adun: $550 from $570, leg speed +$30, mind control +$20
- Templar archives: $690 from $710, Archon 325 shields/25 hp from 350/25, 40 dmg from 42
- Fleet Beacon: +$10
- Robotics Support Bay (reaver): $900 from $950, upgrades $120/140/160/180 from 125/175/225/275, damage now 30 + 15*4 (90 max), from 40 + 15*4 (100 max). -5 hp and -5 shields.
- Mothership: $1700 from $1800. +10hp, -3 armor (14 from 17), central spot under mothership used to set enemy shields to 0%, no longer does. There was a trigger that reduces the attack time when it is surrounded by many units, however this used [Any unit] check instead of [men], so being near the silo or especially the Night Defense(defense + 4 cannons + temple) would count to speed up attack time - changed this to [Men], so now buildings are ignored.
- Marine range upgrade +$30
- Science vessal: -$50
- Armory: 0.66 valkyrie instead of 1 valkyrie. +2 dmg, -10 hp, banshee -2 armor
- Battlecruisers -$50
- Medivac: -$50
- Thor: +20 hp, -1 armor, spawn tanks every 2.5 seconds instead of 2 - should mean tanks are more spread out, rather than clumped, so hopefully a bit more useful.
- Queen -$20
- Hive (unlocked from queen's nest, needed for lurker + overseer) +$20
- Lurker +10 hp
- Nydus worm: fires baneling every 2 seconds, instead of 1.75. Trigger comment actually said it was 2 seconds, so evidently I changed it in the past without changing the comment.
Right, so the main impetus behind these changes was a big shakeup for the protoss. I found that playing as protoss, it was simply too hard to mass enough HP on the field, unless you focussed on Dragoons as a base for your army. This was boring, and meant that trying to throw in Archons, DA's or reavers was often to expensive to get more than a couple. So the big re-work was to encourage more diverse protoss armies. I now see a lot more zealots, archons and dark archons on the field, so that's good. Probes are also a nice buff as they move much faster than the old Immortal Crusader (tassadars) did, and because they're worker units they are often ignored by the enemy AI and can sneak in and get kills. They also can act as HP sinks for more expensive units, and soak up ghost lockdowns nicely. Immortals, off the forge, solve the problem of having Dragoons (fenix base) + Immortals (dragoon base) that were never really properly balanced because of overlapping function. Immortals now provide a big swag of HP on the field for pretty cheap price, as well as help to counter enemy zealots, zerglings or marines due to concussive damage while not being too strong against other units, and also work well vs ghosts as they cannot be locked-down like stalkers, but still have enough HP to be able to go through tank fire.
The hybrid prison cell is a new mechanic to encourage early aggression. Previously the best strategy was to simply build 1-2 gas right off the bat, and if the enemy team did and you team didn't, you were at a big disadvantage. Now, the team that gets units out early to attack the cell can end up with a an advantage, and puts pressure on the enemy team to also attack back. Reducing starting minerals and lengthening mine shutdown length also helps discourage early mine building.
2.13 / 2.14 changes:
- The Sentry hero triggers were completely broken, so I had to release a new version to fix this anyway. Another problem is that the Sentry was not very visible on the field - it looked just like any other dragoon, except for the puffs of hallucination when new units spawned. The Thor already suffers from this invisibility, and I also figured it was lame that the Infestor stole enemy units, but the sentry only made hallucinated ones. So I replaced it with the Warp Prism, which is the Protoss Shuttle, using a copy of the Medivac AI movement routines, making it much more visible. Every ~7 seconds it spawns gateway units from a random selection: 1-2 zealots, 1-2 stalkers, 1 zealot/1 stalker, 1 dark templar, 1 dark archon, 1 archon or 1 high templar. The more powerful units have lower chances of spawning, and the less powerful units reduce the time until the next spawn by up to 1.25 seconds. The spawn graphic kills the Bengalaas unit for the blue flame + sound effect.
- Roach +$30 - these turned out to be pretty cost effective at destroying the prison very early, and really they're pretty powerful units any way.
- Lurker -1 dmg - with the extra +10 hp, these guys were starting to be a little overpowered. This is just a small nerf for them.
- Silo: 10 armor, up from 7. I had reduced this in 2.08 in order to encourage early aggression, but now it just went down a bit too fast, and several people asked for it to go back up to 10. With the prison cell, there was already an early-game target to take down, and the hybrid itself was unleashed to dish out extra damage to the silo, so having such low armor score of 7 was now no longer required.
- Prison cell: 3500 hp, up from 2500, and 8 armor, from 7. Similar to above, the prison cell was just a bit too easy to take down - I want it to be a bit more of a tug-of-war, and it was dying too soon, especially to hordes of cheap marines.
- Found a small bug with the infestor's movement AI, this really wouldn't be practically noticable by any players, but I fixed it any way. It will now home in on valuable enemy units a bit more readily.
- EMP energy cost changed from 145 energy from 135. This may have actually encouraged the AI to use it a bit more often, hard to say. When you now have 4 max science vessals, the last one only spawns with 60% energy, which isn't enough to cast EMP right away unless you get the energy upgrade (similar system in place for DA, high templar, ghosts and corsairs already), but it means it they cast irradiate (75nrg) or defense matrix (80nrg) then it won't also be able to cast emp.
- Mothership: +$50. The detector units have AI that makes them fly towards cloaked units (instead of suiciding on the enemy defense/temple), including the mothership itself. In turn, the mothership had triggers to make sure it didn't always kill every overseer/observer/science vessal that flew around it, as this would make it far too powerful. However this often appeared a bit strange, and made the cloaking field pretty useless as the detectors would simply follow the mothership around. So I added a system that has a small random chance of destroying a detector around the mothership each time it attacks. There's also an alternative random outcome that sets enemy shields to 0% directly under the mothership, which was originally removed in 2.10 above - now it only happens in 12.5% of all attack rounds, instead of 100% of them. These to changes were worth putting the price up by $50.
Now I think terran air might be a bit overpowered. Protoss air certainly has a hard time competing, but I don't really want to reduce it's price much. I think I'll increase corsair damage from 6 to 7, and possibly reduce valkyrie HP down from 170 to 160 or 165. I might reduce wraith AA damage from 23 to 22, and probably reduce BC HP by 25 down to 350, and maybe damage from 27 to 26. 50% of all battlecruisers actually spawn as Hyperion (to protect them from protoss Mind Control, which used to completely rape terran BC fleets), which has a faster attack rate than usual, so their damage is actually still pretty good - and they have yamato of course.
I've spotted a few spawn bugs related to Thor and Warp Prism that I'll need to fix, as well as the mysterious 'frozen unit' bug I've posted about in mapmaking assistance - hopefully I'll be able to get to the bottom of that, or never ever see the bug again so I can ignore it. I'm tempted to increase immortals armor from 4 to 5, or possibly put it's HP/shields up, or reduce the price to $220. Might also reduce stalker range upgrade cost a little. I'll probably make the Warp Prism movement AI quite a bit more defensive, at the moment it hangs around on the front lines a bit too much and is easily chased away by valkyries; may also increase HP/shields/armor. I may do something about the medivac, it seems like it might just be a bit overpowered now with terran air - at the moment it heals all friendly units within AoE to 100% health every 1.9 seconds, but I might make this a bit more random like the mothership, and split the unit classes into 4 triggers that are then activated by randomised switches: so only a 1/16 chance of healing all units, or 1/16 chance of healing no units, with other ranges in between for healing 'some' units. If I did this, I'd make the AoE a bit bigger. Might increase the prison cell HP to 3750 from 3500, as at the moment in a 3v3 game it is often dead by the time the 1st player has their 2nd spawn.
http://www.staredit.net/files/2203/
Post has been edited 3 time(s), last time on May 20 2011, 12:36 pm by Lanthanide.
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