I’m releasing version 1.7 today. It contains the following changes:
- Added a voting system. The host can no longer choose the map and the race of each team, instead players can vote for the map and their team’s race at the beginning of the game. The map/race with the most votes gets picked. In the event of a tie, one of the maps/races with the highest number of votes is chosen at random.
- Added terrain features to the forest, snow and lava maps. These maps now have a special type of terrain that affects ground units that walk over it. The forest map has mud, which causes ground units to move at 50% speed. The snow map has ice, which is slippery and prevents ground units from stopping or turning while on the ice. The lava map has lava, which causes 2 damage per second to ground units.
- Added a custom loading screen.
- Added a heal animation to the beacon so that players know when their hero is being healed.
- There is now a tip on the loading screen that tells players to get anti-air items if their hero cannot attack air.
- Immortals have been made significantly weaker but the robotics facility spawns 2 immortals every 30 seconds instead of 1 immortal every 30 seconds. This was done purely because a few people complained that the immortal was too strong. Personally, I don’t really see how this will make much of a difference (imo, people just have an irrational fear of the immortal because they see 1 big scary immortal instead of 2 less intimidating siege tanks or 3 hydralisks, if anything it will just make the protoss units slightly less unique). The immortal no longer has hardened shields (hardened shields actually worked differently than in melee and had a % damage reduction bonus rather than a maximum damage cap), has 100 life instead of 200 life and deals half of the damage that it used to do.
- You can now use the defiler hero’s consume ability and the zergling hero’s devour ability on hydralisks, roaches and mutalisks in addition to zerglings. However, the autocast only works on zerglings.
- Critters now spawn every 30 seconds instead of every 60 seconds. Hopefully this encourages players to kill critters.
- Players now receive income every 30 seconds instead of every 60 seconds.
- Critter spawn locations have been added to the minimap.
- Fixed a bug where the cooldown of a unit’s ability would not decrease while a unit is dead. For example, if you have a hero that dies while it has 60 seconds left on the cooldown of an ability and the hero takes 20 seconds to revive, then the hero would revive with 60 seconds left on the cooldown of that ability rather than 60 – 20 = 40 seconds. Thanks to payne for finding this bug.
- Fixed a bug that caused fog of war to be disabled.
- Fixed an issue where a player’s hero would not be deselected if it died while at level 0.
- Fixed an issue where the baneling hero’s ultimate, quick death, would sometimes not work.
- Fixed an issue where spawned units would sometimes not attack enemy units near their spawn location.
- Fixed an issue where the computer players would not spread workers evenly across the mineral patches on some maps.
- Fixed an issue where critters would not respawn at a location if one of the critters is mind controlled or neural parasited.
- Fixed a number of bugs that were created as a result of patch 1.2.
- There are probably a few changes that I have forgotten to add here.
None.