I decided to start posting some WIP videos of stuff like this test drive of the monster allied AI. Can't balance this thing against the enemies yet because it's just very good at defending.
Also some background info of the QOL and visual/audial changes. Many are courtesy of Neiv's MTL and AICE plugins, of course.
- Weapon tooltips now indicate cooldown and damage type;
- Armor tooltips now indicate unit size;
- Firebats leave a corpse on death (same sprite as a dead Marine) in addition to exploding;
- Protoss Shield hit overlay is now directional;
- Civilian portrait has the talking animation reinstated;
- Civilian, Goliath, Arbiter and Archon unused death sounds reinstated;
- Death explosion sounds added to floor and wall turrets;
- Lockdown cast sound now occurs on impact, not on launch (it was tied to the Ghost/SK sprite which interfered with them using any other spells without getting the same telltale sound). Increased missile speed to partly offset that;
- EMP Shockwave unused casting sound reinstated;
- Zerg Queen unused casting sound reinstated;
- Stargate has a selection sound from an unused Protoss structure (pnawht00.wav);
- Broodling attack name changed to “Toxic Bite” which makes more sense;
- Changed rank values for many units of all races to have more balanced priority in mixed race parties (Zerg units no longer have very high rank values in comparison to the Terrans and Protoss);
- Added burn overlays for most Special Buildings;
- Mature Chrysalis has a selection sound from StarCraft II;
- Font size changed from large to normal for the Mission Objective screen. Now fits 12 lines, and each line can hold more characters.
- Idle workers (SCV, Probe, Drone) are now highlighted if they’re not doing anything meaningful (like moving, attacking, harvesting, returning goods, repairing...)
- Human player's SCVs autorepair damaged mechanical units and buildings within the range of 256 pixels (384 for heroes); which is 8/12 squares. Added to all missions in the campaign where the player controls Terrans but default algorithm / targeting is still a little wonky and the results are not 100% guaranteed; you may need to nudge your SCVs at times as they may get stuck on STOP order. Likewise Medics are told to auto-restore Irradiate (only on organic units), Plague, Lockdown, Maelstrom (in that order), although in practice they tend to prioritize trying to heal the irradiated / plagued unit, which is not great.
- Protoss units may auto-attempt to recharge shields when near a shield battery.
- Setting a rally point onto a unit/building now causes the constructed unit to perform the smart “right-click” action: say, Terran infantry units will enter bunkers if the rally point is set on one, and setting a town hall’s rally point on resource containers will cause the workers thus trained to start mining. Even works with transports and nydus canals: trained units will automatically enter the target if you set a rally point on one.
- Mod uses the Remastered Framework pack by UEDCommander, fixing certain issues with graphics inherent to SCR. More information about the Framework mod can be found here: http://www.staredit.net/topic/17830/
Post has been edited 2 time(s), last time on Oct 24 2021, 1:18 pm by IlyaSnopchenko.
Trial and error... mostly error.