To hold us over until Unholy's next version or something more extensive by myself:
1.4M2 <--- OMFG NEW FILE NAME STOP THE PRESSES
1. Kerrigans, Light Mage, and Summoner respawn with 0 energy.
2. Gathering rates of Assimilators modified: 100% slower for a team of 3, 50% slower for a team of 2.
3. Nexus builds faster and costs 100 minerals.
4. Cannon stats: 2000 HP, 10 Armor, 400 shields, 60 dmg. (500 less HP, 100 less shields)
5. Battle Tank got a shield cut of 200 and armor cut of 5.
6. Decaptitate (L4) upgrade changed from +20 to +30. (Assassin)
7. Fixed invincible Ghost bug. (Assault)
8. Cannot spawn multiple Ghosts by flying off the Arena location. (Assault)
9. Bug of no energy Corsair "should" be fixed. (Assault)
10. Feedback now costs 65 energy like Maelstrom. (Dark Mage)
11. Psionic Storm cost increased from 40 to 60 energy. (Dark and Light Mages)
12. Reavers now upgrade +7 damage instead of +10. (Light Mage, Battle Tanks)
13. Made Hyper Claw use 16 Lurkers again. Damage and upgrade is halved to 25 + 2. (overall less armor piercing)
14. HP of Special Ops went to 4400. (since compensation for the damage change is not implemented) Attack is now 15 + 2.
15. Increased cost of Adrenal Glands and Metabolic Boost to 75 minerals. (Summoner, Mutant L2)
16. Raised cost of Dark Swarm from 75 to 100 energy. (Summoner)
17. Decreased duration of Magnetic Channel (L2) from 80 to 60 counts. (Volt)
If we're lucky, that's all the changes. As a side note to Unholy, since you're working on your version simultaneously, I urge you to adopt the changes where applicable.
Now for my Quick and Dirty Reply =)
1. I feel this is unecessary
2. May be implemented. I want more feedback on this before I put it in
3. Already done.. Costs 60-80, less hp tho.
4. Already done
5. Battle tank stats = 750 hp, same shields, same armor, 150 dmg instead of 160. Scarab damage stays at +10.
6. May be implemented.. Probably +25 instead
7. Already done
8. I think I did that already =o
9. ?? Never seen that happen.. Maybe ju got EMP'ed?
10. Why?.. Feedback is not OP
11. I don't know. Is it really necessary?.. Some feedback from others would be greatly appreciated.
12. read above (5.)
13. May be implemented. Need feedback.
14. 4800 hp with 15+2. (and diff spell set
)
15.
Will be implemented. Done.
16. Done.
17. No. I have already made it "less OP" by making Heroes move into it every 3 DC. However, all summoned + spell units will be sucked into Volt every DC. Heroes will have the chance of running away if they can outrun Volt and no other units are blocking their way.
To Faz- and TassadarZeratul.
I already finished 2 spanking new heroes (One Overly Overpowered XD) But I need sm ideas for 2 more hereos.. Units left: Vulture, Aldaris, Critters (Ursadon + Kakaru). All ghosts have been used
. No Air units. No Buildings >< (too hard to trigger).
Any ideas will be greatly appreciated... TY Very much =D
Now if you'll excuse me, I have some Bug squishing to do on the new heroes... Please give feedback to the ones I asked for =D thanks!
EDIT: oh and.. I like the fact that Reavers > Summoner. At least everyone can counter summoner in some way now.... O.o.. right now, you guys played the game more than me.. So i trust your suggestions.
None.