Staredit Network > Forums > SC2 Custom Maps > Topic: HERO ATTACK version 2.29 has been released
HERO ATTACK version 2.29 has been released
Dec 10 2010, 9:32 pm
By: iiequalsexpipi
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Mar 2 2011, 7:29 am iiequalsexpipi Post #81



Version 2.3 has been released! It includes balance changes, bug fixes and some new features. I tried to release this version sooner but I was busy with midterms and assignments. Here is the changelog:

- Readded some triggers that I removed in version 2.1 that prevent the energy, shields and life of heroes from being reset when morph abilities are used. I originally removed it because I thought blizzard fixed this issue in patch 1.2 since they claimed they did. But apparently they didn’t fix it properly because vitals were being reset when morph abilities where used when multiple players were playing the game.
- Fixed a large number of issues that were caused because the game was applying too many behaviours to a single unit. Apparently there is a maximum number of behaviours that a single unit may have (max is somewhere between 128 and 256) and if you try to apply a behaviour and you have reached this maximum it does not get applied. I solved this problem by significantly reducing the maximum number of behaviours that should be applied to a single unit at any given them. This problem caused a number of bugs including (but not limited to) the bug where tomes and items would sometimes not work on your hero and the bug where the siege tank hero would sometimes not use artillery barrage.
- Fixed an issue where the leveling bonuses of some items such as weapon items, energy items and the personal shields item were not removed when I player lost the item.
- Fixed an issue where a player would not respawn if they died to a critical strike hit.
- (Hopefully) Fixed a bug where the actor of the dark templar hero’s void prison ability doesn’t get destroyed if the unit dies or the behaviour ends. I fixed this issue before but patch 1.2 likes to screw up actors and remake old bugs. :(
- Fixed a bug where the stalker hero’s actor would freeze if the stalker hero used evasion too many times in a short period of time.
- The number of tomes that your hero has bought is now shown on the command card of your hero. This was added because a player requested it.
- The cooldown of the thor hero’s immortality protocol has been increased to 60 seconds from 30 for balance reasons.
- The mothership’s planet cracker no longer works on air units and now does double damage to buildings (down from 475% damage to buildings) since planet cracker was too powerful, especially against buildings. The damage per second of the planet cracker has been added to the tooltip on the command card.
- The timed life of mutalisks summoned by the mutalisks hero has been decreased from 60 seconds to 50 seconds and the energy cost and cooldown of the summon mutalisks ability has been increased by 33% (or rather I forgot to do this in version 2.1).
- The infestor hero’s peristalsis ability now allows the infestor hero to cast spells while underground.
- The ghost hero can now cancel his nuclear strike ability.
- The razor swarm item and the grenade item no longer deal damage to friendly units.
- Sensor tower’s radar radius has been decreased to 20 (which is the same as the detection radius).
- The zergling hero’s devour ability and the defiler hero’s consume ability now start with autocast on when you learn them.
- The roach hero’s corrosive acid ability now works on buildings.
- Buildings constructed by the probe hero and scv hero now have an ability that you can use to destroy them. This was added to prevent players from accidently trapping themselves in a corner while using these heroes.
- The siege tank hero’s siege mode ability as well as the spine crawler and spore crawler abilities of the drone hero have been changed slightly. Instead of these being an instant abilities where you click the morph ability and morph at your location, these abilities are now target abilities where you click the location you want to morph at and then your hero will move to that location and then morph. Furthermore, range and placement actors have been added to these abilities such that you can see the attack range of the hero when you are deciding where to morph the hero. This means that you no longer have the issue where you siege up, realise that you are slightly out of range, unsiege, adjust your position slightly and then have to siege up again. Note: when you are deciding the morph location 3 range actors are shown, one for each level of your ability, so if you have siege mode level 1 then use the smallest radius range actor and if you have siege mode level 3 use the largest radius range actor. Unfortunately unit validators do not work with placement actors so I cannot show only the range actor that corresponds to the current level of the ability. I’ll try to find a work around to this issue however.
- Added a tooltip to the loading screen that explains how to sell items (right click on item them left click on shop) since many players did not know how to do this.
- Various other changes that aren’t worth mentioning.



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Mar 2 2011, 6:58 pm iiequalsexpipi Post #82



"Incidentally, if you need any help with website creation the tech forum here can help a lot, and plenty of people here know a fair bit about website creation."

I'll consider that since I do not have any experience with website creation.

"I think its funny that you mention being limited with 8 terrain textures when it seems like you don't even use more than 3."

Actually I do use all 8 terrain textures. The problem is that I have 4 different maps which means I have an average of 2 textures per map (though I use some textures on multiple maps). I have tried my best to make up for lack of textures by using things like roads, water, lava and doodads.

"For the river map, you can put a darker grass in patches with some rocks"

There are some darker grass patches on the river map, though I can make them darker if you want. For rocks, if I add more doodads then the game will not load so I have a bit of a problem there.

"The forest map is by far the best, but it is also still very bland, unfortunately."

Yeah I have to agree. Hopefully blizzard allows me to use more textures (or change the texture set with triggers) so I can make things better. Unfortunately there isn't too much I can do about the terrain at the moment.



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Mar 2 2011, 8:52 pm Jack Post #83

>be faceless void >mfw I have no face

Quote
Actually I do use all 8 terrain textures. The problem is that I have 4 different maps which means I have an average of 2 textures per map (though I use some textures on multiple maps). I have tried my best to make up for lack of textures by using things like roads, water, lava and doodads.
Ah, that's what I thought you did. Wasn't sure though. I suppose if blizz never lets us have more textures, it'd be better to have 4 different actual maps, called Hero Attack Forest, Hero Attack Ice, etc. Then the problem is getting people to play all the versions.

You could maybe focus on one particular map at a time till it's popular, say the forest map.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Mar 2 2011, 8:55 pm DevliN Post #84

OVERWATCH STATUS GO

Oh, I thought they were separate maps. In that case, I would get 4 distinct tiles (or less) like grass, snow, dirt, and then 4 general ones that can enhance those (i.e. darker grass, darker dirt, asphalt, etc.). Then use them all in all the maps to enhance certain sections. If you have some trees in your snow area, maybe add a light patch of some grass around it. Stuff like that.

Post has been edited 1 time(s), last time on Mar 2 2011, 9:10 pm by DevliN.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Mar 2 2011, 10:14 pm iiequalsexpipi Post #85



Quote
Then the problem is getting people to play all the versions.

It is hard enough getting people to play one version of hero attack, let alone 4 (not to mention that would split the popularity), so it is best to keep them all in one version.

Quote
In that case, I would get 4 distinct tiles (or less) like grass, snow, dirt, and then 4 general ones that can enhance those (i.e. darker grass, darker dirt, asphalt, etc.).

Currently I am using 2 grass textures, a dirt texture, a mud texture, a snow texture, an ice texture, a tile texture and an ash texture. I put quite a bit of thought in choosing the 8 best textures that would make the maps seem the least bland, but the 8 texture limitation is still really restrictive. :(

Quote
If you have some trees in your snow area, maybe add a light patch of some grass around it.

I could add some grass patches to the snow map in version 2.4. Though ideally I wish I could add some more snow textures (since if you mix multiple snow textures the effect can look really nice).



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Mar 6 2011, 7:24 pm iiequalsexpipi Post #86



Version 2.4 has been released. It includes balance changes, bug fixes and a few minor changes. I would like to thank everyone who helped me play test things yesterday because it helped me find the causes of some bugs. Here is the changelog:

- Fixed a bug where heroes would sometimes not respawn. This was actually caused by the interaction between changes I made to item triggers in version 2.2 and some features I added in version 1.2 which prevented players from gaining life by dropping and picking up certain items life enhanced cellular life.
- Fixed a bug where two respawn timers would occasionally appear instead of one.
- Fixed a bug where the Dark Templar Hero’s void prison actor would not disappear. This one is fixed for real this time.
- Fixed a bug where the Stalker Hero actor would freeze if the stalker hero used evasion too many times in a short period of time.
- Fixed a bug where team 2 would receive 100 times the leaver bonus if team 2 had less players.
- Fixed a bug where the thor hero’s life would be reset when it used immortality protocol.
- Fixed a bug where the spore crawler hero could morph into the spine crawler hero without learning the spine crawler ability and visa versa.
- Added slightly more terrain variation to the snow map, though it isn’t that noticeable. I know that the terrain isn’t the best but unfortunately I cannot do much until blizzard lets me use more textures or change the texture set with triggers.
- Made the ice sliding animation (when ground units are on ice) look smoother.
- Heroes (other than baneling and zergling heroes) are now automatically selected when they respawn.
- The mutalisk hero’s actor now pauses when the mutalisk burrows so it no longer looks like the mutalisk is flapping its wings while underground.
- The morph range of the siege tank’s siege mode ability and the spine crawler and spore crawler abilities of the drone hero have been changed from 0.5 to 0.
- The siege tank’s siege mode ability and the spine crawler and spore crawler abilities of the drone hero now only show 1 placement range actor instead of 3 and the placement range actor shown corresponds to the range of the hero.
- The hydralisk hero’s lurker aspect has been changed slightly. Instead of the lurker hero’s burrow being an instant ability it is a target ability where you choose where to burrow. Placement range actors corresponding to the range of the lurker hero’s attack range are now shown when you are deciding where to burrow the lurker hero.
- The zergling heroes now have 1 life armor (up from 0) for balance reasons.
- The defiler hero’s plague now reveals cloaked units.
- The stalker hero’s wormhole transit now requires vision of the target location because it was too powerful when a player would teleport instantly to the enemy team’s main building.
- The movement speed of battlecruisers has been increased to 1.75, hopefully more people use the scv hero now.
- Reaver capacity has been nerfed slightly. Stored scarabs now deal 80% damage rather than 100% damage.
- Timed life of scourge that are created by the spawn scourge item has been increased from 20 seconds to 50 seconds.
- The plasma surge item now restores 75 shields instead of 50.
- The protoss energy crystal item now restores 25 energy instead of 15.
- The terran med pack item now restores 40 life instead of 25.
- Various minor changes that aren’t worth mentioning.



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Mar 6 2011, 11:33 pm payne Post #87

:payne:

Quote
- Fixed a bug where the Dark Templar Hero’s void prison actor would not disappear. This one is fixed for real this time.
Haha, what was the problem?
Actor Death problem?



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Mar 7 2011, 1:37 am iiequalsexpipi Post #88



Quote from payne
Quote
- Fixed a bug where the Dark Templar Hero�s void prison actor would not disappear. This one is fixed for real this time.
Haha, what was the problem?
Actor Death problem?

Yeah, actor wasn't dying despite the actor destruction action clearly in actor events. I think patch 1.2 bugged up this actor like it did for a few others. Anyway, things are fixed now.



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Mar 10 2011, 11:50 pm iiequalsexpipi Post #89



Okay, the Hero Attack website has been added. Check out www.heroattack.net



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Mar 22 2011, 7:35 pm iiequalsexpipi Post #90



Version 2.5 has been released. It includes a large number of changes. Here is the change log:

GENERAL
- Added website name to the loading screen. Please visit www.heroattack.net.
- Added names of some individuals who have helped me playtest Hero Attack to the loading screen. If I missed anyone I am very sorry, so please tell me if I missed you.
- There is now a tip on the loading screen that indicates most items have a limit of 1 per hero.
- The main building (hatchery/nexus/command center) is now invulnerable unit the team loses 4 production buildings. This was done for balance reasons and because killing the main building was too powerful of a strategy.
- The beacon no longer has an attack. This should make harassing enemy workers easier.
- Increased income from the computer player by 33%.
- The river in the river map now has a special effect. The life regen of all units within the river is increased by 0.5 life per second.
- Doodads and terrain that are outside of the playable map area are now hidden/removed after the map has been chosen. This has been done to hopefully improve the performance of the map (and reduce lag).
- You can no longer build on the lava in the lava map.
- Fixed an issue where a photon cannon would not spawn properly on the lava map.
- When a team wins the game the camera is moved to the losing team’s main building and large text will appear which will indicate that a team has won the game.
- When players are voting for the map and for their team’s race, stars will appear next to either Team 1 or Team 2 which will indicate which team you are on.
- Players now have 5 more seconds to pick their hero.
- The damage type (melee, ranged or splash) that a weapon deals is now indicated for all of the heroes in the weapon tooltip.
- Food is no longer displayed in the game.
- Armor items now give 40% less armor (so 0.3 per level rather than 0.5 per level). This change was done because armor items were too powerful now that creeps do less damage to heroes.
- Tomes now cost 200 minerals instead of 250.
- Items that increase life regeneration (regenerative biosteel, life crystal, organic carapace) now increase life regeneration by 2 life per second rather than 3 life per second.
- Various other changes that are not worth mentioning.

TERRAN
- The Marauders that are inside the terran bunkers now patrol their location when the bunker dies rather than hold position. This change was done so that the marauders wouldn’t just stand there while a range 7+ hero was attacking them.
- The scv hero’s abilities construct auto turret and construct missile turret abilities now have their build times decrease as the level of these abilities increase. This change was done because the build times for these abilities were too high when the abilities were at level 3.
- The medic hero’s irradiate ability has a 25% shorter duration because the ability was too strong. However, the damage radius of the ability has been increased to 2 (from 1.5).
- Fixed a bug where the medic hero’s irradiate ability’s actor would not display when the ability was used on heroes.
- Stimpack now has a 15 second cooldown and can be autocast.
- The firebat hero has a slightly faster movement speed (2.5 up from 2.25) and deals 5% more damage. This change was done because the hero was a bit weak.
- The siege tank hero now deals 10% more damage and no longer has a minimum range while in siege mode. This change was done because this hero was too weak and too many heroes had abilities to abuse the minimum range.
- The vulture heroes spider mines ability has been changed slightly. Now when you learn the spider mines ability you get two abilities, replenish mines (hotkey W) and deploy mines (hotkey Q). Replenish mines will construct mines for your vulture hero to use and deploy mines will deploy them, the vulture hero can now carry up to 5 spider mines. The vulture hero spider mines ability now works similar to how it works in the campaign and this allows players to store up mines. Replenish mines can be autocast.
- The vulture hero’s Cerberus mines ability now let’s spider mines deal 50% more damage. This change was done because someone requested it.
- The marauder hero’s point defence drones deal 20% less damage because the ability was too strong.
- The cooldown remaining for the thor hero’s immortality protocol ability is now shown on the command card.
- The thor hero can no longer use spell items or consumable items while it is wreckage.
- The hellion hero’s attack cooldown has been decreased to 2 seconds from 2.5 seconds because the hero did not deal enough dps.
- The hellion hero’s flame trail ability now has half the energy cost and half the cooldown.
- The med pack item can now be used on non-biological units. This change was done because someone requested it (even though it doesn’t make sense that a siege tank can use a med pack).
- Fixed an issue where terran players could not buy the level 4 armour item.
- The seeker missile item no longer deals damage to allied units.

PROTOSS
- Void rays can no longer move while they attack for balance reasons.
- The dark templar hero’s energy burn ability now burns 5 energy per level per attack instead of 4 energy per level per attack.
- The high templar hero’s phase shift ability has been changed. It can now be cast on both allies and enemies. It no longer makes the target invulnerable, instead the target is invulnerable to physical damage (ranged, splash or melee) and becomes vulnerable to spell damage. A phased unit takes 25% more damage from spells, has 50% movement speed and cannot attack (but can cast spells). Hopefully the ability is now more versatile since you can use it to disable an enemy unit for a short period of time, you can use it in combination with psi storm to deal more spell damage to the enemy, or you can use it on your high templar hero to prevent it from being attacked by enemies.
- The high templar hero’s temporal rift now longer affects allied units, but is slightly weaker (-65% time scale modifier rather than -75% time scale modifier).
- The high templar hero can now attack air units since someone requested it.
- Fixed an issue where the shadow clones of the dark templar hero were giving minerals and experience on death.
- Fixed an issue where the phoenix hero’s graviton beam ability was lasting 0.25 seconds longer than it was supposed to.
- The phoenix hero now has a maximum speed of 3 when it is using its graviton beam ability (this was done for balance reasons).
- Fixed an issue where graviton beam would move the target unit to the enemy base if the phoenix hero dies or uses warp out.
- The archon hero’s immolation ability has been changed slightly. It now has a larger radius (radius 2 instead of radius 1) but deals 25% less damage. This change was done because the ability was often useless since the archon’s attack range was larger than the immolation range.
- The dark archon hero’s mind control ability has been improved slightly. It’s cooldown has been halved, and mind controlled units are now invulnerable for 10 seconds after they are mind controlled. In addition units that are mind controlled have their life fully replenished.
- The dark archon hero’s attack now has a longer cooldown and does slightly more damage (overall same dps).
- Fixed an issue where the obelisk would not heal air units.
- The obelisk now requires at least 5 energy to restore the shields of another unit. So the animation will no longer be as annoying.
- The damage dealt by the interceptor created by the interceptor item now scales as the hero levels and buys weapons (in addition to other modifiers).
- The power field item has been changed slightly. It no longer doubles shield regeneration, instead all units in its radius gain 1 shield per second (even if they are in combat). This change was done because someone requested it.
- The soul channel item now drains 120 life/shields over 120 seconds and it now damages shields before life. This change was done because the item was too powerful when used on archon heroes and was otherwise weak.

ZERG
- Removed a bug where zerg units spawned by the computer player would sometimes have a higher movement speed than they should have.
- Made some minor changes to zerg that will hopefully make the game run faster when a team is zerg.
- Zerg heroes can no longer use spell items or consumable items while burrowed.
- You can now load into the Nydus network using the team’s beacon (you could already unload from the beacon).
- You can no longer load computer controlled units into the nydus network.
- The zergling heroes now have a slightly longer cooldown for their attack but deal slightly more damage. This change was done to make the zergling heroes better against heroes with large amounts of armour.
- The screen now moves to the beacon and your hero becomes selected when either the baneling or the zergling hero revives and both are dead (this already happens for heroes other than the baneling and zergling heroes).
- The baneling hero’s explode ability now has a 30 second cooldown for balance reasons.
- The roach hero’s rapid regeneration ability now gives 2 life per second per level, down from 3 life per second per level, because the ability was too strong.
- Fixed an issue where the hydralisk hero’s ensnare ability actor would sometimes not be destroyed.
- Hopefully fixed some issues where the drone hero’s vitals would be reset when it used some of its morph abilities.
- Fixed some bugs where the spine crawler hero and spore crawler hero’s actors would sometimes not work properly.
- The spine crawler hero and spore crawler hero can now use morph abilities while uprooted.
- The defiler hero’s dark swarm ability is slightly weaker and has a 75% damage reduction at level 2 and 90% damage reduction at level 3 (down from 80% and 95% respectively).
- The ultralisk hero’s chitinous plating ability now gives 0.75 armor per level instead of 1 armor per level for balance reasons.



None.

Apr 11 2011, 1:49 am iiequalsexpipi Post #91



Hello everyone, version 2.6 was released earlier today. Sorry that it has been a while since the last update. Anyway, here is the changelog:

GENERAL
- Added leaderboards to the game. Leaderboards display the hero level, number of hero kills and number of deaths for each player.
- Added tooltips for the heroes when you are selecting a hero. The tooltips give a brief description of the hero, indicate the hero’s base stats (movement speed, armor, life, shields, energy, range, DPS), and list the hero’s 4 abilities.
- Locked the game speed to faster. This was done to prevent popularity splitting since the popularity was split between normal and faster.
- (Hopefully) fixed a bug where users with Macintosh computers would drop from the game when a player leaves the game. To do this I had to significantly change how the leaver system works. Also, leaver bonuses are now displayed on your hero, so you know if your hero is benefiting from a leaver bonus.
- (Hopefully) fixed a bug where players could receive multiple heroes by clicking fast.
- When players choose random heroes they receive a free ultracapacitor/microprocessor/chrystalsis.
- Submenus (such as the submenu that appears when you are learning a new ability) are now ‘sticky’. This means that the sub menues are no longer closed when you learn an ability (so you no longer have to click the learn button multiple times to learn multiple abilities at once). Please tell me if you prefer the current ‘sticky’ sub-menus or if you prefer the old ‘non-sticky’ submenus.
- The life and shields of production buildings has been increased by 20%.
- The lava terrain effect and the river terrain effect are now percent based (so lava deals damage equal to 2% of the unit’s life+shields each second and river heals 0.5% of the unit’s life and shields each second). This was done because someone requested it.
- Fixed an issue where some units (such as the immortal, colossus, spine crawler or spore crawler) would always slide downwards when on ice.
- Fixed an issue where the ‘turrets’ of the colossus hero and the siege tank hero would not work properly after these heroes respawned.
- Fixed an issue where players could control enemy bunkers or nydus canals. Apparently target filters do not work properly for interact abilities (hopefully blizzard fixes this) so I had to do an elaborate work around to fix this issue.
-Various other minor changes.

TERRAN
- Bunkers and nydus canals can no longer be used to load workers or air units.
- Banshees spawned by the computer player no longer have energy (so they cannot be feedbacked).
- The Banshee hero has 25% less energy but deals 16.7% more damage. This was done because the banshee had difficulty using all its mana since its only spells are suppression drones and cloak (which becomes free at level 3).
- The hellion hero’s fire boost ability can now be autocast.
- The hellion hero’s fire trail ability has been modified slightly. It is no longer a spell that you cast and lasts 15 seconds. Instead fire trail is a spell that you can turn on or off any time you like and has an energy cost of 1 energy per second.
- The vulture hero’s cerberus mines no longer makes spider mines deal 50% more damage. In addition the vulture hero can only carry up to 3 mines at once instead of 5. These changes were done to balance spider mines.
- Fixed a bug where the vulture hero’s spider mines would not work on cloaked units.
- Fixed a bug where the siege tank hero’s attack animation wasn’t working properly.
- The thor hero’s strike cannons ability is no longer cancelled when a target moves out of vision and the ability has a better range so that it is harder to dodge this ability.
- Fixed a bug where the reaper hero could use jetpack on the lava map to teleport instantly to any location on the map.
- Sensor towers now have 300 life (up from 200) and 1 armor. This was done because they were too easy to kill.

PROTOSS
- Fixed a bug where the phoenix hero’s graviton beam was not working properly and would only work for a fraction of a second.
- The mothership’s planet cracker ability no longer deals double damage to buildings. However, this ability now lasts 50% longer (15 seconds instead of 10 seconds). This was done because using planet cracker on buildings was slightly too powerful.
- Fixed a bug where the soul channel item would damage life before shields.

ZERG
- The drone hero no longer has acid spine. Instead the drone hero has a new ability called drone swarm. Drone swarm summons a swarm of drones which deal damage to nearby enemies. It is basically an AOE spell. The reason this was done was because the acid spine ability didn’t fit the drone hero’s role very well.
- Fixed a bug where the drone hero would not finish morphing into a spine or spore crawler if it becomes stunned during the morph.
- Fixed a bug where the life, energy and shields of units would be reset when they used morph to spine crawler hero, morph to spore crawler hero or morph to lurker hero.
- Mind control and neural parasite can no longer be used on overseers or observers. This was done because using neural parasite on overseers was an incredibly abusive strategy as the infestor hero.
- The zergling hero’s wings ability now works on all units currently selected (so you only have to click once to make both zergling heroes jump to a target location).
- The baneling hero’s searing acid ability can now hit air units if you aim it properly.
- The nydus worm item only uses half a charge when used on a baneling or zergling hero. This change was done to make the item better for these heroes.
- Consumable items no longer work while a hero is burrowed.
- Reduced the range at which you can place a Nydus canal from 12 to 2.
- Fixed a bug where the timed life of aberrations created by spawn aberration did not work properly.



None.

Apr 11 2011, 3:14 am Jack Post #92

>be faceless void >mfw I have no face

Looks good except the reward for randoming.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jun 6 2011, 6:25 am iiequalsexpipi Post #93



Version 2.7 has been released. It includes new heroes and other changes. Sorry its been so long since the last update. The delay is due to a combination of exams, classes, completing my degree, various real life stuff, laziness and laddering (I'm top 10 masters now). Here is the change log:

GENERAL
- Added 3 new heroes, 1 for each race. The heroes are the raven hero, the corruptor hero and the immortal hero. [video coming soon]
- The number of levels has been increased by 5 to 15. This was done because the level cap was too low. In addition, all heroes gain a 5th ability called stat bonus. Stat bonus can only be learned after level 11 and increases damage, life, shields, energy and energy regeneration by 2% per level. You can learn stat bonus 5 times and stat bonus is a temporary ability until more suitable 5th abilities are created for all the heroes (though it can become permanent if people prefer).
- Significantly changed and simplified various behaviours and triggers related to level bonuses of items. The result is that there are far less hidden behaviours on a hero at any given time so the game should run faster.
- Submenus are no longer sticky. This is a reversal of a change made in 2.6. The reason this was done was because many individuals complained about the new system and found sticky sub menus to be annoying.
- Fixed an issue where the hero portraits where not visible when the race of a player was zerg (this issue was caused by patch 1.3 and many other map makers had this problem).
- Fixed an issue where players would sometimes be unable to unload their hero from a nydus network or a bunker. This issue was accidently caused in 2.6 when I fixed the bug where players could control enemy bunkers and nydus networks.
- Fixed an issue where heroes would lose their leaver bonus when they respawn.
- The exact percentage bonus of the leaver bonus is now indicated in the hero’s behaviour area (next to the minimap).
- Various other minor changes.

TERRAN
- The marauder hero no longer has the point defence drone ability (that ability was given to the raven). Instead the marauder hero has a new ability called explosive barrels, where the marauder hero can place invisible barrels and explode them remotely to deal damage.
- Spider mines now deal 50 damage (instead of 70) but no longer deal damage to allied units.
- The SCV hero can no longer field more than 4 battlecruisers at any given time for balance reasons (since the massing of battlecruisers was shown to be too powerful in game).
- The seeker missile item no longer exists. It has been replaced by a yamato gun item.
- The duration of the lockdown item has been reduced by 25% for balance reasons.

PROTOSS
- The rate at which the obelisk restores shields with its ability has been reduced by 12.5% for balance reasons.
- Disruption Web no longer has an effect on ground units. This change was done because the ability was being abused too much against ground units even though it is intended to be an anti-air item.

ZERG
- Zerglings and roaches no longer have an ability that causes their movement speed to increase by 50% when there are nearby enemies. This ability was originally implemented to make zerg units balanced with terran units, but the ability made the game run slower. Instead, zerglings have +0.5 armor and zealots deal +0.5 damage. Hopefully the result is better performance and better balance.
- Zergling hero and baneling hero deaths now only count for 0.5 when calculating kills and deaths on the leaderboard.
- The baneling hero’s explode has been weakened at higher levels for balance purposes. It does the same damage at level 1, 12.5% less damage at level 2 and 25% less damage at level 3.
- The drone hero can no longer field more than 6 broodlords at any given time for balance reasons (since the massing of broodlords was shown to be too powerful in game).
- The energy cost and cooldown of drone swarm has been increased by 50% for balance reasons.
- The infestor hero’s fungal growth ability now lasts 4 seconds instead of 8 seconds and roots both heroic and non-heroic enemy units.
- The queen hero now has 50 more starting energy since the queen hero was a bit weak. Furthermore, the queen hero now has +2 range for her air attack.
- The mutalisk hero’s flying ability has been changed slightly. The mutalisk can now morph between air mode and ground mode, but the mutalisk’s air mode now costs energy to maintain. This was done to standardize the flying abilities of the heroes.

Post has been edited 1 time(s), last time on Jun 6 2011, 6:38 am by iiequalsexpipi.



None.

Jun 23 2011, 10:29 pm iiequalsexpipi Post #94



Version 2.8 has been released. It includes 3 new heroes and some changes. Here is a changelog:

GENERAL
- Added 3 new heroes, 1 for each race. The new heroes are the predator hero, the void ray hero and the lurker hero.
- The game speed is now always set to fastest, even if you accidently join a lobby with normal speed.
- Tooltips to all the behaviours have been added and/or improved.
- The hero attack load screen now indicates the hero attack chat channel.
- Various other minor changes.

TERRAN
- The ghost hero’s EMP round no longer affects friendly units. You no longer have to worry about draining your own energy.
- The raven hero’s power defence drones now have a 180 second timed life for balance purposes.
- The siege tank hero no longer deals friendly splash damage when in siege mode. This was done because players were abusing the splash damage to kill their team’s workers and also because all other friendly splash has been removed over several patches.
- The battlecruiser’s yamato cannon and the yamato gun item now deal 200 damage (down from 300) but the damage is now AOE (with radius 1). This was done because the item was too good at sniping individual heroes.

PROTOSS
- The shield armor of protoss heroes is now equal to the life armor in all circumstances.
- The dark zealot hero’s soul drain ability has been buffed slightly, but it can no longer reduce an opponent’s life below zero. This change was done because the ability was a bit too weak, but it was too powerful when used on an archon or dark archon hero.
- The immortal hero has been weakened for balance purposes. The immortal hero’s attack period has been increased from 0.75 to 0.95, the phase disruptor ability only gives a 10% probability per level of stunning an opponent (down from 15%) and the cooldown on immortality has been increased from 120 seconds to 150 seconds.
- The power field item no longer gives shield regeneration to units with 0 shields. This was done because the item was too powerful when used in combination with hardened shields.
- Flux vanes item has been renamed gravitic boosters (since void ray hero has an ability called flux vanes).

ZERG
- The hydralisk hero no longer has ensnare or lurker aspect (ensnare was transferred to the lurker hero). Instead the hydralisk hero has poison spine (this is the old drone hero ability) and slippery skin (a passive ability that gives the hydralisk a small chance of avoiding damage).

Post has been edited 1 time(s), last time on Jun 24 2011, 7:41 pm by iiequalsexpipi.



None.

Jun 25 2011, 11:24 pm iiequalsexpipi Post #95



Version 2.9 has been released. Here is a changelog:

GENERAL
- Brutalisk Hero added for Zerg. I will add a hero for Terran (either viking, goliath or ares) and a hero for Protoss (either preserver or stone zealot) in the next patch.
- Fixed a minor bug where players could sometimes obtain minerals by buying and selling consumable items.
- The lava on the lava map now suppresses shield and life regeneration. This was done since someone requested it.

TERRAN
- Fixed a bug where the siege tank hero would sometimes revive in the middle of the air.
- The raven hero’s power defence drones now have 6 range instead of 8 for balance reasons.
- The predator hero’s pounce ability has been changed slightly. Pounce no longer follows unit pathing (so you can pounce over units or over cliffs). Furthermore, you can now use pounce on allied units, but you will not stun your allies if you use pounce on them. These changes were made due to requests by various individuals.

PROTOSS
- Fixed a bug where the void ray hero’s vitals were reset when the void ray hero used flight.
- The void ray hero’s prismatic beam now charges up properly when you are attacking low health units like zerglings or marines.
- The void ray hero can no longer move and attack. This was done for balance reasons.
- Fixed a bug where the void ray hero’s beam would continue to attack even if the void ray hero dies.
- The void ray hero’s prismatic charge ability has been changed. Damage no longer scales with upgrades and increasing the level of the ability no longer increases how much energy you can store. Instead, damage dealt per energy charged increases with the level of the ability. Also, the cooldown of the ability has been reduced from 5 seconds to 1 second and you can now fire the prismatic charge while moving. This was done to make the ability more balanced and more microable.
- The turret turn speeds of the immortal hero and the siege tank hero have been increased slightly. This was done to make it easier to micro their attacks.
- Disruption web now only works on air units (last patch I accidently made it only work on ground units).

ZERG
- The damage of the lurker hero’s impale ability no longer scales with upgrades.
- Creep tumors are no longer considered structures. This makes them vulnerable to a greater number of abilities.



None.

Jun 27 2011, 11:01 pm iiequalsexpipi Post #96



Version 2.10 has been published. Its a very small update. Here is a change log:

GENERAL
- 2 new heroes added. The new hero for Terran is the Ares Hero and the new hero for Protoss is the Preserver Hero.
- Various minor changes that are not worth mentioning.



None.

Jul 10 2011, 10:29 pm iiequalsexpipi Post #97



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.

Jul 17 2011, 11:24 pm iiequalsexpipi Post #98



Version 2.12 has been published on the North American Server. The new version includes new items, team upgrades, balance changes, bug fixes and various improvements to the game. Here is the changelog:

GENERAL
- A third shop has been added for all 3 races and new items have been added. The shops have been renamed slightly to indicate the types of items that they sell (consumables and upgrades, passives and spell items, or energy, weapon and armour items). Items have been moved around a bit to make them easier to find.
- There are now 5 levels of energy items (up from 3) and the energy items have been renamed to generic names such as Protoss Energy Item Level 3 rather than Khaydarin Amulet. This change was done so that you can obtain energy items earlier in the game and to make the game easier to understand. Also, weapon and armour items have been renamed to go from Level 1 to Level 5, rather Level 0 to Level 4. This change was made because people requested it.
- Stat tomes are now sold at the third shop rather than the beacon. In addition, ‘stat tomes’ have been renamed ‘stat upgrades’ because it is a more fitting name.
- Team upgrades have been added. You can buy upgrades at the third shop. There are 3 types of team upgrades. Weapon upgrades increase the damage of computer spawned units by 1. Armour upgrades increase the armour of computer spawned units by 1. Defence upgrades increase the range, life and shields of defensive structures. These upgrades cannot be bought right away and have time requirements (such as 5, 10 or 15 minutes of game time). There are 3 levels of weapon upgrades, 3 levels of armour upgrades and 2 levels of defence upgrades. Upgrades were added because computer spawned units and defensive structures were too weak in the late game and because the upgrades add more depth to the game.
- You can now activate an ability called spawn units at the third shop. Spawn units costs minerals and causes all production facilities to produce a round of units. The ability is best used as a defensive measure to prevent the enemy team from killing your production facilities. This ability was added due to requests.
- There are still 5 empty buttons on the third shop. These buttons will probably be filled up in future versions with new items, upgrades or abilities based upon suggestions and player feedback.
- The inventory has been moved to the bottom center of the screen and has been enlarged for convenience.
- Item costs have been changed to better reflect their value.
- The minerals and experience that you gain for killing a hero now increases with the hero’s level (by 10% per level). This change was done because people requested it.
- Fixed a bug where heroes would not respawn if they die while in transport (i.e. in a bunker, warp prism, etc.). In addition, if a player kills someone while they are in a transport then they will be properly allocated the kill.
- Fixed some bugs where cliff jumpers such as the zergling hero or the reaper hero would sometimes teleport to random locations on the map if the heroes have leaver bonuses. To fix this bug, the reaper hero and zergling hero now have a slightly different leaver bonus from all other heroes. Instead of a time scale bonus, the heroes gain an attack speed bonus, an energy regeneration bonus and a life regeneration bonus. Their leaver bonus is slightly weaker (since they don’t benefit from lower ability cooldowns), but it is better than having your hero teleport off the map.
- In general, linear AOE damage abilities (Ice wall, Shadow Wave, Fissure, etc.) have been buffed slightly and stun abilities (Ice Prison, Sedate, Graviton Beam) have been nerfed at higher levels.
- Flight abilities now cost 0.5 less energy per second (this reverses a change made in the 2.11). In addition, flight abilities now have a cooldown of 2. The cooldown was added because it was too easy to abuse heroes like the ares hero or the drone hero that had to switch between an anti-air mode and an anti-ground mode.
- The bases in the lava map have been modified slightly so that they are slightly easier to defend and you have slightly more room to make defences.
- You can longer place buildings in the mineral lines such that the buildings block mining.
- Increased hero selection time by 5 seconds.
- Fixed a bug where some heroes (hydralisk, mutalisk, stalker, immortal) would not appear darker in game. This bug fix should make it easier to tell these heroes apart from units.
- Various Icons have been improved. In particular, alpha channels have been added to icons imported from Starcraft 1 so that the icons look nicer.
- Changed to tooltips of production buildings so that the tooltips indicate how many units the production buildings produce every 30 seconds.
- The computer players have been renamed Team 1 and Team 2 due to requests.
- Various minor changes that I either forgot to write down or are not very important.

TERRAN
- Terran have a new consumable item called orbital command. The item constructs an orbital command. The orbital command is smaller than a regular orbital command (3x3), can lift off, and has 3 abilities. The first ability is calldown mule. The mule cannot mine minerals, only repair; repair costs no minerals. This ability should be useful if you want to repair a damaged building or want to repair your mechanical hero. The second ability is scanner sweep. Scanner sweep does not detect and has a smaller radius than the regular scanner sweep ability. This ability can be useful if you need sight of a certain location. The third ability is calldown supply depo. Calldown supply depo creates a permanent supply depo at target visible location on the map. You can use this ability to block off the retreat of your opponents, create a depo wall, or use supply depos for passive scouting. Hopefully the orbital command will be a very interesting item with many different uses.
- Terran have a new spell item called domination. Domination takes control of target enemy unit until either the caster dies or the target dies. Like mind control or neural parasite, the energy cost and cooldown are proportional to the mineral bounty of the target.
- Terran have a new passive item called psi disruptor. Psi disruptor is an aura item that slows the movement speed of nearby enemy units by 20%.
- Med packs now heal 30 life (down from 40), for balance reasons.
- You can now destroy your own sensor towers by clicking a button on the command card. This change was done to prevent a situation where your hero would become stuck by sensor towers.
- The lockdown has a 37.5% lower duration. This change was added for balance reasons.
- The repair ability of the SCV hero and the heal ability of the medic hero now scale with the hero’s level. This change was done to make these abilities more useful in the late game.
- The build auto turret and build missile turret abilities of the SCV hero now have 1 second lower build times. This change was done for balance reasons.
- The SCV hero can now build up to 6 battlecruisers if you get the build battle cruiser ability to level 2. At level 1 the limit is still 4 battlecruisers.
- The medic hero’s sedate ability has a lower duration at level 2 and level 3 for balance reasons.
- The firebat hero now deals 5% less damage for balance reasons.
- The energy cost and cooldown of the firebat hero’s napalm rocket ability has been increased by 33% for balance reasons. Napalm rocket can now be used on buildings.
- The energy cost, damage and cooldown of armageddon have been increased by 25%.
- The marauders inside bunkers now attack 1 at a time rather than all 3 at once. This change was done due to requests.
- Fixed a bug where the marauder hero would sometimes be unable to attack ground units.
- Fixed a bug where the marauder hero’s explosive barrels ability could only be learned up till level 1.
- The siege tank hero’s scanner sweep ability now detects at all levels.
- Fixed a bug where the ares hero’s hellfire missiles ability would incorrectly display the level requirements as 1, 3, 5 rather than 7, 14.
- The hotkey for the reaper hero’s berserk ability has been fixed.
- Fixed a bug where the banshee hero would not regenerate shields if the hero had the personal shields item.
- The banshee hero’s suppression drones ability now has twice the duration for balance reasons.
- The banshee hero’s cross-spectrum dampeners ability now gives a 12.5% chance to evade per level (down from 15%).
- The raven hero’s cruise missile ability has been changed slightly. It deals more damage and has a smaller AOE. In addition, you can now target units as well as points with the ability. If you target an enemy unit then the missile will lock on to the target and hit the target. This change was done so that the ability could be used to snipe low health heroes from a far away distance, rather than deal AOE damage to low health targets.
- The pounce ability of the predator hero and brutalisk hero has been changed slightly. Increasing the level of this ability will decrease energy cost and cooldown, rather than increase the duration of the immobilization. This change was done because at higher levels the immobilization was too strong and a lower energy cost makes the ability more versatile.

PROTOSS
- Protoss have a new consumable item, called warp gate. The item constructs a warp gate. Warp gates work as follows: You can load units into warp gates similar to how you can load units into bunkers or nydus canals. Warp gates are shareable, so you can even load allied units into your warp gates or load your hero into allied warp gates. Warp gates have an ability called teleport cargo. Teleport cargo instantly teleports all units inside the warp gate to target friendly building. Warp gates also have a cooldown on the teleport ability for balance reasons and also to encourage people to construct multiple warp gates. Basically, warp gates allow you to teleport your hero to a friendly structure; however they differ from nydus canals in that they are one-way and have a cooldown. Hopefully we will see some interesting uses of warp gates in games.
- Protoss have a new spell item called stasis field. Stasis field puts enemy units in an area of radius 2 in a stasis field for a short period of time. Units in stasis are invulnerable, but cannot attack, move or use abilities. This is basically the arbiter’s ability from Starcraft 1 (even has the same sounds and icon).
- Protoss have a new passive item called distortion field. Distortion field gives your hero a small chance to avoid damage. Like evasion and cross-spectrum dampeners, there is a visual indication of when your hero avoids damage.
- Energy crystals now restore 20 energy (down from 25), for balance reasons.
- Obelisks are now 20% more expensive and require sight to teleport. This change was done for balance reasons.
- Fixed a bug where the Power Field item wasn’t providing power properly to allied photon cannons.
- The hardened shields item only give a 20% bonus to the immortal hero rather than a 40% bonus. This change was done for balance reasons. In addition, the archon hero and dark archon hero also receive a 20% bonus (changed from 15% and 25%) for simplicity.
- Plasma surge now restores 65 shields (down from 75).
- Soul Channel now drains 80 life (down from 120).
- The duration of the dark templar hero’s void prison ability has been decreased at level 2 and level 3, for balance reasons.
- Hopefully fixed a bug where a hero would sometimes appear to be flying if they died while under the affect of the phoenix hero’s graviton beam.
- Overload gives a 20% smaller attack speed bonus than in the last version. This was done for balance reasons.
- The duration of graviton beam has been decreased at level 2 and level 3, for balance reasons.
- The probe hero’s scanning beam has been renamed repulsion beam. Repulsion beam is similar to scanning beam except it repels enemies (i.e. pushes back enemies). The beam can now hit an unlimited number of units (up from 3).
- Fixed a bug where a player would not get a kill for killing a reaver hero if the reaver hero is in a warp prism and the player kills the warp prism.
- The scarabs stored by the reaver hero’s reaver capacity ability now deal 75% damage (down from 80%). This change was done for balance reasons.
- The stalker hero’s shadow wave ability deals 25% more damage.
- The stalker hero’s evasion ability now gives a 12.5% chance to evade per level (down from 15%).
- The high templar hero’s psionic storm ability now has a radius of 1.75 (down from 2), for balance reasons.
- The archon hero’s forked lightning ability now deals more damage for balance reasons.
- The duration of the preserver hero’s void prison ability has been decreased at level 2 and level 3, for balance reasons.
- The preserver hero’s frost bolt ability now reveals cloaked units.
- The preserver hero’s ice wall ability now deals 25% more damage.
- The sentry hero can now hallucinate sentries. This change was done because someone requested it. In addition, the hotkeys for hallucination abilities have been changed to correspond to their position relative to the keyboard and in some cases the hallucination ability spawns more units than in the past (3 zealots instead of 2, 6 probes instead of 4).
- The energy cost and cooldown of the sentry hero’s orb of light and chain lightning abilities have been decreased slightly.

ZERG
- Zerg have a new consumable item, called spore cannon. The item constructs a spore cannon. Spore cannons are immobile defensive structures that can attack air or ground units. This item was added because many people complained that Zerg did not have a defensive item like Protoss (obelisks) or Terran (bunkers), and as a result it was more difficult for Zerg to defend against base harassment.
- Zerg have a new spell item, called spawn broodlings. Spawn broodlings throws a pair of broodlings at target enemy unit, dealing damage and stunning the target unit upon inpact. This item was added because there were several requests for a broodling-based item and Zerg lacked a stunning item.
- Zerg have a new spell item, called transfusion. Transfusion restores the life of target biological unit or structure. This item was added because many players complained that Zerg did not have a way to restore the life of damaged buildings unless their team had a queen hero.
- Zerg have a new spell item, called zerg drop pod. Zerg drop pod causes a zerg drop pod to drop from the sky and crash into target location, dealing damage upon impact and spawning 3 infested terrans. The item has unlimited range. This item was added because it looks cool and because it is a good competitor with razor swarm as a late game spell item.
- The spawn aberration item has been removed because it was boring (replaced with zerg drop pod).
- Frenzy is no longer a spell item. Instead, frenzy is a passive aura item that increases the attack speed and movement speed of nearby friendly units. This change was done because frenzy as a spell item was somewhat annoying to use (having to click on your hero every 15 seconds) and also because I wanted to give Zerg an aura item (since protoss and terran already have one).
- Razor swarm now deals slightly less damage but slows enemies by 20%. This change was done because someone requested it.
- The venom item now gives a 15% attack speed reduction in addition to the movement speed reduction.
- Fixed a bug where the roach hero would sometimes be unable to attack ground units.
- Fixed a bug where the defiler could only consume when at full energy rather than consume while not at full energy.
- Fixed a bug where the overlord hero had 0 energy cost for the changeling ability.
- The drone hero can now build up to 9 brood lords if you get brood lord ability to level 2. At level 1 the limit is still 6 brood lords.
- The infestor hero’s fissure ability now deals 25% more damage.
- The defiler hero’s scorpion sting ability now has 3 more range for balance reasons.
- The cocoon abilities of the lurker hero and the corruptor hero have been changed slightly. These abilities no longer give a passive damage reduction. Instead, the abilities now give a life regeneration bonus, in addition to the damage reduction bonus, while the hero is in a cocoon. This change was done because someone requested it and because the ability should make the cocoon more useful/interesting.
- The lurker hero’s silk thread ability has 1 more range and the lurker hero’s impale ability has 3 more range for balance reasons.
- The lurker hero can now use ensnare while underground (in addition to the other abilities).
- The lurker hero’s ensnare ability now uses a different model to show if a unit is under the affect of ensnare. This change was done because there have been many requests to change the ensnare animation.



None.

Jul 19 2011, 9:17 pm iiequalsexpipi Post #99



Version 2.13 has been released. 2.13 is a small update with minor bug fixes and balance changes. Here is the changelog:

GENERAL
- Resource trading has been disabled for balance reasons and due to various requests. I may reimplement resource trading in the future, but if I do it will have restrictions.
- You can no longer pick up the items of your allies.
- The income that you receive from the computer player no longer depends on the number of players on your team (i.e. a team with 1 player will no longer receive 6 times the income as a player on a team with 6 players). The current income rate is such that a team of 4 players will get the same income as they did in the last version.
- The leaver bonus has been reduced by one ninth. Hopefully this change in combination with the above three changes should make uneven teams more balanced.
- Fixed some bugs where a hero’s height would be too high if they use an ability such as pounce, jump or rolling attack and the target dies before they reach the target.
- The cooldown for flight abilities has been increased to 3 seconds (from 2).
- You can now only purchase upgrades from the shop if your hero is near the shop.
- Upgrades are now 25% cheaper.
- Stat Upgrades now have a time requirement of 15 game seconds.
- Added a feature that allows you to suicide your hero.

TERRAN
- Infernal Pre-Igniter icon has been changed.
- The SCV hero’s repair ability now has an impact animation which indicates the target being repaired. This was added due to a request.
- The maximum number of science vessels that the raven hero can have at any given time now increases with the ability level.
- The maximum number of predator cubs that the predator hero can have at any given time now increases with the ability level.
- Fixed a bug where EMP would not decloak ground units.
- Sensor towers are now salvageable, so you receive minerals when you destroy them.
- The orbital command now costs 250 minerals (up from 150) but all the spells cost half as much energy. This was done so that orbital commands don’t take up as much space.
- The orbital command’s calldown mule ability can now target units and if you target a unit and the unit is a damaged mechanical unit then the mule will repair the target unit.

PROTOSS
- Fixed a bug where obelisks could not heal air units.
- Fixed a bug where the tooltip for the relic item would not be displayed.
- Fixed a bug where the ground below a stalker would become unbuildable after the stalker dies.
- Fixed a bug where the clones created by the zealot hero would give minerals when killed.

ZERG
- Hopefully fixed an issue where you would sometimes be unable to control a nydus canal on your team.
- The overseer now has 25% more life for balance reasons.
- Lurker hero can no longer use ensnare, silk thread or cocoon while burrowed. This was done for balance reasons.
- The overlord hero’s changeling ability has a 25% lower cooldown and energy cost, and the changelings now have a timed life of 120 (up from 60). This was done for balance reasons.



None.

Jul 22 2011, 3:22 am iiequalsexpipi Post #100



Version 2.14 has been published. It is a small update that includes a new hero selection screen. The update was slightly delayed because I have been having issues with my computer crashing. Here is the changelog:

- Added a new hero selection screen has been added (with some music). The new screen somewhat resembles the character selection screen from super smash bros. You can see what characters your allies have chosen and your currently selected hero, along with the currently selected allied heroes are displayed by models at the bottom of the screen.
- Removed the -repick and -random commands. They have been made obsolete by the new hero selection screen.
- Fixed a bug where the mutalisk hero would spawn ground mutalisks instead of air mutalisks if the mutalisk hero learned wings level 2.
- Fixed a bug where the leaver bonus was incorrectly displayed to be one hundredth of its actual value.



None.

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