Note 1: This change list refers to version 1.4.
Note 2: Items denoted with an *asterik still remain from my post detailing changes/bugs in version 1.2
GENERAL* Remove free Civilian for tutorial completion.
* Remove Civilians on player elimination, in addition to removing P12 civs when people drop or leave.
* Replace all text about the BROWN player to reflect the new GREEN color.
* Make sure spell effect units that die always die. IE, no Archers flying about in Dropships or random Devourers. Or Defilers. Or Queens.
* Fix placement of location on the Spell Level upgrade for easier purchasing.
* Fix grammar and spelling errors, text inconsistencies.
* Make HP upgrade percentage amounts consistent and truthful.
* Decrease cost of Pylon from 20 to 15.
* Increase Pylon's HP from 300 to 500.
* Reset Mana to 0 upon death. (I just died, but fortunately I have mana from BEYOND THE GRAVE.) In addition, you may or may not want to have death remove Summoner's Ultra/Lings, Dark Archons, Companion Archers, and/or Nuclear Ghosts, etc.
* Reset all Paralysis upon death. (I died and revived but apparently cannot move.)
* Get rid of our ability to upgrade Protoss Air Armor and Weapons... also Terran Ship Weapons (keep the Ship Armor for Dropships and Vessels though).
* Give players a Map Revealer in the center of the skill point are for vision at all times.
- Advanced spawns need to be improved just a little more. Also, lower the cost of upgrading spawn level to four civs instead of five.
- Give pylons controlled by players who drop/leave/get eliminated back to the appropriate base.
- 160 to 180 mana upgrade does nothing, next one goes to 200.
- 400 to 450 mana final upgrade is not documented in the strings.
- Put in a cap of 20 xp per trigger cycle. (which will translate to per kill most of the time)
- Have text related to green player say green.
- Somewhere in the 300-600 range of experience, there's a place where you just level twice. I'm sure an XP "at least" wasn't changed somewhere.
TERRAIN/PATHING* There are minor building placement changes I would make in the bases that I am too lazy to detail. Generally, the bases and capturable outposts (and their geysers) need to be more defensible.
* There is also a lot of unused terrain on the borders of the map. Whether or not you want to get this involved is your choice.
- Recently, it's become popular to block your own team's spawn when playing Light Mage or Dark Mage. You level off the other team's spawn coming at you and psi storm your team behind you when there's enough of them there. Something needs to be done to counteract or prevent this "stormgaying".
- Sometimes the spawn breaks and forces everything down the middle path regardless of civilians.
- To be honest, this map would be better as a left/right map than corner to corner.
ARCHER* Remove his buildings when he is eliminated.
* Increase build time of Spore/Sunken colonies, possibly add gas cost. Possibly add gas cost to Hatchery.
- Still difficult to attack hit things with the fourth spell, it charges up for so long. How about a Guardian power arrow that does around 250 + 15 for three shots?
- Give Archer a base armor of 1.
ASSASSIN- No changes.
ASSAULT* Decrease HP on Bomber from 550 to 400. IMO, he just really shouldn't be able to hide in the Bomber all the time. Classes without air attacks can really get cheesed by the Assault class, and it's frustrating. I'm ready to say make the Bomber disappear after awhile. Or just not give it bombs at all and call it a Transport.
* Remove Nuclear Silos after hero selection for non-Assault players.
- Is there a way to prevent pre-building of Nuke before he purchaes the L4?
- Increase cost of Nuclear Missile from 0m/50g to 10m/100g.
- Increase paralyze duration for Grenade.
DARK MAGE* Decrease base armor from 2 to 1.
- Increase cost of Feedback from 30 to 50.
LIGHT MAGE- Increase HP from 2800 to 3000.
- Spread out reaver spawning for balanced casting not dependent on direction. (or make the map left-right instead of corner to corner. Lul.
MECH- Decrease base armor of Bike Mode from 2 to 1. Decrease HP of Bike Mike from 3200 to 3000. (the speed and micro potential more than makes up for it.)
- Increase tank spell damage from 55 + 5 to 70 + 7. Possibly more.
- See note for Light Mage about balanced casting not dependent on direction.
MEDIC- No changes.
MUTANT- Have the L3 only spawn 1 Lurker on each location (9 instead of 18). Change the upgrade damage back to +4.
- Decrease attack upgrades for Chaos Mutation from +15 to +12.
- Make sure the Lurker spawn for L3 is invincible.
- The Mutant's L2 is the
other reason that lings needed +2 upgrades. While not as important, it still deserves that consideration.
SPECIAL OPS- Final burst of mines from Mine Drone (final spell) is not invincible.
- Place maximum limit on summoning SCVs.
SUMMONER- Summon 1 ling with +2 upgrades instead of 2 with +1.
- If you're going to keep the ling summon at two lings, put the Infested Terran damage back down.
- Increase cost of Dark Swarm. Or perhaps put a cost of like 10 on Consume.
VOLT- No changes.
WARRIOR- Increase damage or upgrade damage for L2. It's rather weak now.
Post has been edited 2 time(s), last time on Sep 22 2008, 4:34 pm by Mini Moose 2707.