Meanwhile at Flashbeer's...
No, I'm not Dead yet...
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With development time in the SC realm equivalent to Duke Nukem Forever or SCII... I'm eager to unleash my next developmental version of Temple Siege 1.7— test phase pre-beta, version 0. There will be GREAT bugs, the road to balancing perfection will be long if not impossible— however, I plan to revolutionize the way people play Temple Siege. My version of TS began its divergent evolution from how most know it today, showing only a glimpse of a pre-mature and highly untested version. Now after having time to assess and reflect on the changes, as well as having one additional YEAR, there are much more refinements. Reorganizing ALL of Unholy's triggers was a complete b!tch, but now future edits will be much quicker. New terrain, new spells, new possibilities for builds and combos, improved aesthetics/text systems, even augmenting some of CAFG's changes. I will need YOUR help to test— search for bugs, tell me what is imbalanced!
NEW CHANGES (vpre-beta)
The spawn choose path system is now like C1f. So you can't cross the paths anymore, and missing player's civs are redistributed.
The spell hit registry system has been fixed for improved hit registration, making the burrowed defilers not show up anymore (where you would also see them sometimes for a split second) and getting rid of some old triggers with that system.
The game selection system has been improved (no more forcing civs to move to the center, you get civs when you get to choose) selected heroes are neatly displayed, an actually functional timer for choosing duration, and an added short "ready" countdown.
Heroes' starting hp is displayed on all characters during selection.
Replaced the "Random Hero" Cerebrate with a "Random Hero" bengalaas
The game starts night time now with 30 seconds on the clock- just enough so that players can reach the outposts.
General map terrain/unit reorganization for asthetics.
Increased buildable terrain.
Added temple heal range terrain around the temples.
Changed Lives from Psi Emitter to Flags for easier player recognition, and added a map revealer to see lives at night.
Changed Yellow computer to Black
Cannon dmg is 60
Leveling spawn number will now also increase morale by 1.
Fixed warp gate capture system. Text shows up nicely. Outpost beacons are given to easily distinguish outposts even if cannons are gone. Slightly less exp for capping. More exp gained for stealing from the enemy team.
When all of your team's warp gates are down, healing at the temple will be triggered every 7 seconds (like in CAFG's ver). However, there is now a explosion above the temple that indicates when it heals your heroes. You will also be notified that the gates are down and temple healing defenses are lowered.
Even with 7 second healing, you are only vulnerable when enemy foes are near so that spawn will target the temple (kind of pointless for spawn to attack heroes at the temple by themselves). Which means that you are still invincible, but have 7 second heal, when enemy heroes are not in your base.
If enemy heroes are in the base, a hallucination death animation runs over the temple, and the defending heroes will no longer be invincible.
Heroes are invincible on the temple when any of your warp gates are still standing. So if you want to kill them at the temple, you have to take down the gates first.
Added a "Restore all Warpgates" to the purchase area. Recreates all lost warpgates and sets hp to full. Regain 3 morale, and opposing team loses 1 morale, for each warpgate regained— which means if you had no warp gates and recovered them all you gain 9 morale, and the enemy loses 3 morale. Costs 3 civs per team.
Since you can recover all destroyed warp gates with this, you can restore your temple's normal healing/invincibility mode. You can even stop enemies from killing a warp gate by healing them all before the gate is killed, so they don't gain morale for killing the gate.
If all warp gates are down and you are killed. You respawn with 7 seconds of invincibility and immunity to spell effects so that you cannot be killed immediately after spawning.
Assault has been returned to 7 +3dmg
Assault's L1 now attempts to place the distruption web around objects it couldn't land on.
Assault's L2 (Grenade Launcher) Now has two shots. Recasting it will cause it to reload, instead of having to wait until the time expires.
Mech Bike mode is now 15 +5dmg, making it weak at the start, but it's L2 is now stronger.
Volt's L2 has been restored to normal strength and duration
Additional scourages from Volt L1 now hits opponents, but have a lesser effect (+1/4sec stun, and -2mana per additional scourage), so getting close and casting will maximize the effectiveness. It it distinguished from a normal L1 stun by hallucination deaths.
Volt's L1b is now Static Field— Upon 2nd casting, all scourages freeze into place for about 8 seconds. On contact, scourages will slow foes (instead of stun) and drain 10mana. The spell may be stacked and/or casted with other spells, including normal L1.
Volt's L4 has an added sound effect.
Archer L1b (Flameshot) now fires more responsively. Triple casting L1 will now fire three guardians, whereas double cast will still fire just one. 70 +7dmg. Added a Warm-up.
Sunken colonies (Spike Towers) now have 300 hp, 3 armor, and 35 attack. They don't hold up well by themselves, but they provide good cover if you protect them.
Archer's spore colonies (Archer's Tower) no longer fires lurkers freely. 600hp, 15 armor.
Guardians from Archer Towers now nows 51 dmg.
Archer now has L2b (Arrow Trap). While standing next to any Archer Tower, all towers will fire lurkers twice.
Archer can now build 1 Extractor (Supply Cache), which now gives +1 morale (you lose 1 morale if it is destroyed)
Medic's L4 now only heals herself to +2 levels
Undone Medic's L4 cooldown
Medic's L1 can now lvl up it's hp and energy when buying hp (can go up to 1000hp for max lvl; starts at 100hp; increases every 2 lvls)
Medic L1b (healing rain) now gives 10 mana to all allies, and 5 for every additional cast (5 mana per L1 casted).
Medic L2 causes affected players to only gain mana at half speed.
Disable now gives away the plyon instead of the gateway so people won't have the chance to lose their hotkey.
Disable now causes affected players to have half mana regen rate.
Medic L4 will now de-cloak herself before refilling the energy
LM now starts the match with 75 energy.
LM has slightly faster mana regen for the first few upgrades and start of the game.
LM L2 reavers disappear a bit faster so that scarabs flow easier.
LM teleport has more effective teleportation- and will lose the observer when teleporting. Where the previous teleport would not allow any teleportation onto unwalkable terrain/doodads (e.g. trees), the spell will now check the nearby surrounding area to teleport to. A failed teleport will now leave your LM in the same spot and keep your observer alive.
LM L4 now creates a sqaure barrier of 24 dragoons. It still reveals cloaked units as well as your position. Cooldown is 10 seconds, and you gain half-mana during that time.
DM's Orb now has lvling hp, depending on her hp lvl. (200 shields) Starts at 50 hp, then goes up every 3 civs to 500 hp.
Mael now costs 71 energy, which gives you 2 maels and a short wait before the 3rd mael.
At 6 and 12hp upgrades, Dark Orb now recieves +1% (2 more energy), which allows the DM to go for a stun-lock support/hp build.
DM L4 is slightly shorter, but now has more consistent spawning. Previously, you only spawn a few broods around an enemy, besides when they against a wall or something that causes them to keep spawning broods. You also now spawn broods much quicker when you have very few around a foe, which decreases in respawn rate after you have more. This allows for capturing quicker foes that can outrun the swarm, as well as better swarming of those that fight them off. You may still also pull broods away to maintain a faster spawning rate. Broodlings from L4 now spawn with a life-timer on them, and not all broodlings die when l4 is cast (only some near the cast area)
Psi storm now costs 80e, but does 154 dmg (was 114).
Mutant L1 is a bit slower, but pings enemy foes.
Mutant L2 has an added visual/auditory effect of lurker deaths
Mutant L3 now has a shorter warmup, and now fires 3 rapid waves of lurkers centering closer to the mutant. This was to distinguish this a bit more from the bombing nature or L2 and make it more about the range and mobility by slightly controlling it's path.
Mutant L4 has a short warmup transformation effect
Mutant's L4 is now affected by stuns and curses. Instead, however, stuns only slow Mutant down instead of immobilization. Mutant also recieves less than half the stun time during L4. Curses will last the full length if it strikes the mutant before L4, but will only be 1/6 (approx. 3 seconds) if struck during L4. DM's L3 is the only spell that can drain Chaos Mutant's mana. Slight L4 dmg up.
Assassin's base unit has been replaced with normal DT (faster movement speed, slower attack rate)
and has been given 55 +8dmg (was +6), and 3600hp (was 3500)
Stun time has been reduced to 4.5sec (was 6.6), due to increased dmg, hp, and movement speed
Assassin's L1b (evade) now has a cooldown between multiple casts, and will now give half-mana rate to prevent spamming.
Assassin's L2 now reduces all stunned spawn/minion units to 1% hp.
Assassin's L4 will now be stunned if the assassin was stunned beforehand, and would have to be manualled to attack.
The speed boost and evasion spell should give Assassin better odds at day, and upgrading hp may help tank between evasion cooldowns for a battle-sin build.
Remember, cybernetics core is a scanner sweeper to help detect Assassin and other cloaked heroes. It can be continuously used, but requires a hero near it to function.
Warrior's L1 is now set to 10 sheilds, 12 shields at 6 hp upgrades, 15 shields at 12 hp upgrades
Warrior's L1b (Assassin DTs) have been changed to L1c (zealots) which is distinguished from stationary l2 by a weaker, more rapid, and mobile attack.
Warrior's L2 was replaced by Hero Dark Templars (faster attack rate), and thus the spell is about .6sec quicker.
Warrior's L3 looks a bit different, showing right away if you hit the enemy. Also, warps to the enemy afterward.
Fixed Summoner spawning lings when choosing heros (lol.)
Summoner's L1 and auto-spawn no longer cause "jumping"
Summoner now starts the match with 75 energy.
Summoner's L3 now evades for 2 seconds.
Summoner's Abyssal Demons must now stay close by the Summoner, but now have 20armor, and 60 +6dmg
Summoner gains adrenaline with L2 and metabolic boost with L4
Summoner now only gains half mana under dark swarm. Foes will be slightly slowed under dark swarm.
Psion's base attack is 40 +5dmg
Psion's L1b (void rift) stacks much less in time.
Psion's L2 is now Void Construct (Arbiter was L3). 400shields, 3hp, 48 armor (air armor cost 30 & 50 minerals), with a constantly centered dragoon underneath it.
The dragoon underneath the arbiter is invincible and has a life-timer of 1 minute until it disappears (but the arbiter will still stay), which is indicated by the dragoon's hp/shield amount
The Void Construct can now constantly cast recall whenever Psion is within cloaking range. The arbiter cannot cast recall when out of range, or if over the 1-minute timer.
Psion's L3 is now Gravity Flux (was L2) attacks foes in range with DTs, slows mana regeneration, drains some mana, and slightly slows foes. If they are very close, it rapidly drains mana and slows foes a lot.
Phantom's L1 will now not cause the phantom to "drift away" during L1 phantom random swapping. He now stays within the vicinity of where you cast it.
Phantom L2 is now Phantom Shot (previous L3). It is a bit weaker than before, but still increasingly powerful with more phantoms.
L2 is now unable to be casted without any phantoms present so no mana can be wasted.
Phantom's L3 is now Focus Shot (previous L2). It now resets your cloak energy to ~6 seconds- therefore, you can now disappear by cloaking after using L3.
Cloaking now costs 235 energy for all heroes. (previous was 225)
The New List of Buildables:
Nexus - <04>Buildable Teleport Destination
Cybernetics Core - A comstat scanner for revealing enemies
Shield Battery - Mana Pool, allows you to gain mana x3 faster
Citadel of Adun - Spawns Fire Gremlins (Firebats x4)
Templar Archives - Spawns Demon Bombers (Infested Terrans x3)
Robotics Facility - Spawns Archer Companions (Hydras x4)
Robotics Support Bay - Spawns Mystic Fighters (Dragoons x4)
Observatory - Spawns Golems (Goliaths x3)
Arbiter Tribunal - Spawns Battle Tank (Reaver x1)
Some other player stats have been tweaked here and there, and are subject to change.
The spell hit registry system has been fixed for improved hit registration, making the burrowed defilers not show up anymore (where you would also see them sometimes for a split second) and getting rid of some old triggers with that system.
The game selection system has been improved (no more forcing civs to move to the center, you get civs when you get to choose) selected heroes are neatly displayed, an actually functional timer for choosing duration, and an added short "ready" countdown.
Heroes' starting hp is displayed on all characters during selection.
Replaced the "Random Hero" Cerebrate with a "Random Hero" bengalaas
The game starts night time now with 30 seconds on the clock- just enough so that players can reach the outposts.
General map terrain/unit reorganization for asthetics.
Increased buildable terrain.
Added temple heal range terrain around the temples.
Changed Lives from Psi Emitter to Flags for easier player recognition, and added a map revealer to see lives at night.
Changed Yellow computer to Black
Cannon dmg is 60
Leveling spawn number will now also increase morale by 1.
Fixed warp gate capture system. Text shows up nicely. Outpost beacons are given to easily distinguish outposts even if cannons are gone. Slightly less exp for capping. More exp gained for stealing from the enemy team.
When all of your team's warp gates are down, healing at the temple will be triggered every 7 seconds (like in CAFG's ver). However, there is now a explosion above the temple that indicates when it heals your heroes. You will also be notified that the gates are down and temple healing defenses are lowered.
Even with 7 second healing, you are only vulnerable when enemy foes are near so that spawn will target the temple (kind of pointless for spawn to attack heroes at the temple by themselves). Which means that you are still invincible, but have 7 second heal, when enemy heroes are not in your base.
If enemy heroes are in the base, a hallucination death animation runs over the temple, and the defending heroes will no longer be invincible.
Heroes are invincible on the temple when any of your warp gates are still standing. So if you want to kill them at the temple, you have to take down the gates first.
Added a "Restore all Warpgates" to the purchase area. Recreates all lost warpgates and sets hp to full. Regain 3 morale, and opposing team loses 1 morale, for each warpgate regained— which means if you had no warp gates and recovered them all you gain 9 morale, and the enemy loses 3 morale. Costs 3 civs per team.
Since you can recover all destroyed warp gates with this, you can restore your temple's normal healing/invincibility mode. You can even stop enemies from killing a warp gate by healing them all before the gate is killed, so they don't gain morale for killing the gate.
If all warp gates are down and you are killed. You respawn with 7 seconds of invincibility and immunity to spell effects so that you cannot be killed immediately after spawning.
Assault has been returned to 7 +3dmg
Assault's L1 now attempts to place the distruption web around objects it couldn't land on.
Assault's L2 (Grenade Launcher) Now has two shots. Recasting it will cause it to reload, instead of having to wait until the time expires.
Mech Bike mode is now 15 +5dmg, making it weak at the start, but it's L2 is now stronger.
Volt's L2 has been restored to normal strength and duration
Additional scourages from Volt L1 now hits opponents, but have a lesser effect (+1/4sec stun, and -2mana per additional scourage), so getting close and casting will maximize the effectiveness. It it distinguished from a normal L1 stun by hallucination deaths.
Volt's L1b is now Static Field— Upon 2nd casting, all scourages freeze into place for about 8 seconds. On contact, scourages will slow foes (instead of stun) and drain 10mana. The spell may be stacked and/or casted with other spells, including normal L1.
Volt's L4 has an added sound effect.
Archer L1b (Flameshot) now fires more responsively. Triple casting L1 will now fire three guardians, whereas double cast will still fire just one. 70 +7dmg. Added a Warm-up.
Sunken colonies (Spike Towers) now have 300 hp, 3 armor, and 35 attack. They don't hold up well by themselves, but they provide good cover if you protect them.
Archer's spore colonies (Archer's Tower) no longer fires lurkers freely. 600hp, 15 armor.
Guardians from Archer Towers now nows 51 dmg.
Archer now has L2b (Arrow Trap). While standing next to any Archer Tower, all towers will fire lurkers twice.
Archer can now build 1 Extractor (Supply Cache), which now gives +1 morale (you lose 1 morale if it is destroyed)
Medic's L4 now only heals herself to +2 levels
Undone Medic's L4 cooldown
Medic's L1 can now lvl up it's hp and energy when buying hp (can go up to 1000hp for max lvl; starts at 100hp; increases every 2 lvls)
Medic L1b (healing rain) now gives 10 mana to all allies, and 5 for every additional cast (5 mana per L1 casted).
Medic L2 causes affected players to only gain mana at half speed.
Disable now gives away the plyon instead of the gateway so people won't have the chance to lose their hotkey.
Disable now causes affected players to have half mana regen rate.
Medic L4 will now de-cloak herself before refilling the energy
LM now starts the match with 75 energy.
LM has slightly faster mana regen for the first few upgrades and start of the game.
LM L2 reavers disappear a bit faster so that scarabs flow easier.
LM teleport has more effective teleportation- and will lose the observer when teleporting. Where the previous teleport would not allow any teleportation onto unwalkable terrain/doodads (e.g. trees), the spell will now check the nearby surrounding area to teleport to. A failed teleport will now leave your LM in the same spot and keep your observer alive.
LM L4 now creates a sqaure barrier of 24 dragoons. It still reveals cloaked units as well as your position. Cooldown is 10 seconds, and you gain half-mana during that time.
DM's Orb now has lvling hp, depending on her hp lvl. (200 shields) Starts at 50 hp, then goes up every 3 civs to 500 hp.
Mael now costs 71 energy, which gives you 2 maels and a short wait before the 3rd mael.
At 6 and 12hp upgrades, Dark Orb now recieves +1% (2 more energy), which allows the DM to go for a stun-lock support/hp build.
DM L4 is slightly shorter, but now has more consistent spawning. Previously, you only spawn a few broods around an enemy, besides when they against a wall or something that causes them to keep spawning broods. You also now spawn broods much quicker when you have very few around a foe, which decreases in respawn rate after you have more. This allows for capturing quicker foes that can outrun the swarm, as well as better swarming of those that fight them off. You may still also pull broods away to maintain a faster spawning rate. Broodlings from L4 now spawn with a life-timer on them, and not all broodlings die when l4 is cast (only some near the cast area)
Psi storm now costs 80e, but does 154 dmg (was 114).
Mutant L1 is a bit slower, but pings enemy foes.
Mutant L2 has an added visual/auditory effect of lurker deaths
Mutant L3 now has a shorter warmup, and now fires 3 rapid waves of lurkers centering closer to the mutant. This was to distinguish this a bit more from the bombing nature or L2 and make it more about the range and mobility by slightly controlling it's path.
Mutant L4 has a short warmup transformation effect
Mutant's L4 is now affected by stuns and curses. Instead, however, stuns only slow Mutant down instead of immobilization. Mutant also recieves less than half the stun time during L4. Curses will last the full length if it strikes the mutant before L4, but will only be 1/6 (approx. 3 seconds) if struck during L4. DM's L3 is the only spell that can drain Chaos Mutant's mana. Slight L4 dmg up.
Assassin's base unit has been replaced with normal DT (faster movement speed, slower attack rate)
and has been given 55 +8dmg (was +6), and 3600hp (was 3500)
Stun time has been reduced to 4.5sec (was 6.6), due to increased dmg, hp, and movement speed
Assassin's L1b (evade) now has a cooldown between multiple casts, and will now give half-mana rate to prevent spamming.
Assassin's L2 now reduces all stunned spawn/minion units to 1% hp.
Assassin's L4 will now be stunned if the assassin was stunned beforehand, and would have to be manualled to attack.
The speed boost and evasion spell should give Assassin better odds at day, and upgrading hp may help tank between evasion cooldowns for a battle-sin build.
Remember, cybernetics core is a scanner sweeper to help detect Assassin and other cloaked heroes. It can be continuously used, but requires a hero near it to function.
Warrior's L1 is now set to 10 sheilds, 12 shields at 6 hp upgrades, 15 shields at 12 hp upgrades
Warrior's L1b (Assassin DTs) have been changed to L1c (zealots) which is distinguished from stationary l2 by a weaker, more rapid, and mobile attack.
Warrior's L2 was replaced by Hero Dark Templars (faster attack rate), and thus the spell is about .6sec quicker.
Warrior's L3 looks a bit different, showing right away if you hit the enemy. Also, warps to the enemy afterward.
Fixed Summoner spawning lings when choosing heros (lol.)
Summoner's L1 and auto-spawn no longer cause "jumping"
Summoner now starts the match with 75 energy.
Summoner's L3 now evades for 2 seconds.
Summoner's Abyssal Demons must now stay close by the Summoner, but now have 20armor, and 60 +6dmg
Summoner gains adrenaline with L2 and metabolic boost with L4
Summoner now only gains half mana under dark swarm. Foes will be slightly slowed under dark swarm.
Psion's base attack is 40 +5dmg
Psion's L1b (void rift) stacks much less in time.
Psion's L2 is now Void Construct (Arbiter was L3). 400shields, 3hp, 48 armor (air armor cost 30 & 50 minerals), with a constantly centered dragoon underneath it.
The dragoon underneath the arbiter is invincible and has a life-timer of 1 minute until it disappears (but the arbiter will still stay), which is indicated by the dragoon's hp/shield amount
The Void Construct can now constantly cast recall whenever Psion is within cloaking range. The arbiter cannot cast recall when out of range, or if over the 1-minute timer.
Psion's L3 is now Gravity Flux (was L2) attacks foes in range with DTs, slows mana regeneration, drains some mana, and slightly slows foes. If they are very close, it rapidly drains mana and slows foes a lot.
Phantom's L1 will now not cause the phantom to "drift away" during L1 phantom random swapping. He now stays within the vicinity of where you cast it.
Phantom L2 is now Phantom Shot (previous L3). It is a bit weaker than before, but still increasingly powerful with more phantoms.
L2 is now unable to be casted without any phantoms present so no mana can be wasted.
Phantom's L3 is now Focus Shot (previous L2). It now resets your cloak energy to ~6 seconds- therefore, you can now disappear by cloaking after using L3.
Cloaking now costs 235 energy for all heroes. (previous was 225)
The New List of Buildables:
Nexus - <04>Buildable Teleport Destination
Cybernetics Core - A comstat scanner for revealing enemies
Shield Battery - Mana Pool, allows you to gain mana x3 faster
Citadel of Adun - Spawns Fire Gremlins (Firebats x4)
Templar Archives - Spawns Demon Bombers (Infested Terrans x3)
Robotics Facility - Spawns Archer Companions (Hydras x4)
Robotics Support Bay - Spawns Mystic Fighters (Dragoons x4)
Observatory - Spawns Golems (Goliaths x3)
Arbiter Tribunal - Spawns Battle Tank (Reaver x1)
Some other player stats have been tweaked here and there, and are subject to change.
None.