Oh, yea it might still be ... at this point we're a pretty insular group over there, but honestly we have like 1 new post every week or so, so it's not like anyone is missing anything.
Yeah. You are missing exactly nothing. That forum has very little to do with Antioch; it's just super-insular crowd of about ten people making inside jokes.
Just a heads up for anyone planning to do any playing tomorrow I will be dropping the next release sometime before 1 pm PST. (Takes me about an hour to get a release ready so I don't want to give an exact time.)
Big update today. Please make sure you download the mod file if you're going to download the maps. We separated them as requested by people but we are seeing a bad trend starting that the map packs have a lot more downloads than the mod file and a lot of the map changes may actually occur in the mod file, as we use certain triggers and things over multiple maps and thus they are modified directly in the mod.
0.4.519
Campaign Launcher: Added a new loading screen and introduction to the launcher.
Mod: As per lore Gurney is now a blonde alcoholic instead of a brunette one.
Mod: Added unit ranks and changed color of biography text. Thrilling stuff, really.
Mod: Should you fail to defend it, the Temple of Jepok no longer transforms into the Protoss Radio Tower when it dies.
Mod: Changed how N/T's ability works, now it can be a quick 25 dmg large aoe, or if you let it charge up first it will cause dmg over the entire time of the channel while restoring his shields, and then explode doing the 25 dmg.
Mod: Fixed N/T's attack animation again, perhaps this time for good.
Mod: The Emitter Scout was feeling left out on the abilities front so now he has the ability to create specialized emitter cannon's that use the psi dampener technology to buff the shields of nearby protoss while slowing nearby zerg, and also attacking any nearby enemy units.
1-4: Made some creepy adjustments, moved some bases around, added vespene to expansion, did a tango.
1-6: Removed a terrain object glitch. Yep; we’re having a great time over here.
1-8: Nurohk’s other twin no longer supplants Turmalis during the briefing.
2-1: The two Vespene geysers in the opening cutscene are self-actuated and perfectly capable of taking care of themselves. Therefore, the player no longer rescues them along with Nurohk’s forces.
2-3: Fixed the tech tree some more.
2-3: Decided that Turmalis’s crew were feeling far too secure, so they get in on the random waves of Zerg attacking them. First person to say it’s too hard gets ignored for 24 hours.
2-4: Restored yet another cutscene that Lucid Iguana disabled.
2-4: Added a hint about robots. If we told you what it was, it wouldn’t be a hint.
2-6: In yet another disappointing concession to playability, units may now enter the mining base, allowing the mission to be completed.
2-8: Made significant improvements to the terrain.
2-8: Losing all of your forces during the Protoss segment of the map no longer results in being trapped in purgatory. Instead, you lose the game.
If you have been hesitant to download this is likely going to be our last beta release. There shouldn't be any game breaking bugs, and all features are in, so if we could get some serious testing this week we would appreciate it :)
Mod: Updated Nurohk's portrait to Fenix dragoon, since his twin is using Fenix Zealot.
Mod: Mox should stop talking over himself now.
All maps: Hid alliance button.
All Maps: Added decals to all factions.
Episode 2: Removed the other way that missions could auto-start.
Episode 2: Made all briefings play music.
Episode 2: Rather than make you suffer through Judicator Turmaaaaaaalis’s briefings in silence, we’ve re-enabled briefing music.
Episode 2: Corrected missing map version numbers.
1-7 and 1-8: Fixed psi cocoon field to dampen units as well as buildings.
1-8: Paused the regrown colony in the colony regrowth cutscene.
2-0: Rather than staying aloof, Rockwell now graces the captain’s forces with his presence.
2-2: Added a lighthearted cutscene of forgiveness for the first time the player murders a civilian. The second time, they get shot in the face, which has a cutscene, too. Oh, we lied about the “lighthearted” bit.
2-2: Because the player is the center of the universe, the trams now only travel if Mox had forces on the beacon at the end of the countdown.
2-2: Restored Quatto to a science vessel portrait again. We think. Maybe. Also gave him a scientist model.
2-3: As jayborino’s reward for beating this level so handily, we made it much harder.
2-4: Made the map a bit more difficult by adding a Scanner Sweep to the alarm sequence.
2-5: Clearing pirate bases now appropriately removes Charlie Mox, rather than cloning him.
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Let's be honest, floating buildings was PROBABLY what Moreno really wanted us to do in 2-5, but programmed Charlie to drop in automatically because floating over the ravine, then across 4 bases, at a snails pace is way too pro of a strategy.
Rollback Post to RevisionRollBack
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When you started floating those buildings, I was laughing so hard that I nearly cried. I did love some of your ideas, though, like commandeering that dropship. Soooo glad that you found that missile turret (which, btw, we've removed from the map).
Edit P.S.: We give you the dropships after clearing the last base. Panning camera to make that clear.
I don't want to cause any sort of debate here, but I wanted to suggest maybe re-combining all the downloads into one pack. I just made a new custom campaign installation tutorial and if there's anything I've learned from being on this site, and also getting tons of comments on all sorts of previous videos, it's that a lot of people don't have the slightest idea of how file structuring works and how delicate it is in order to play these campaigns, let alone understand they need to replace certain maps with the hotfixed ones, for example. Sure, it will be a big download and take longer to pull down, but it will increase accessibility for many players who currently try installing it, fail, and just give up.
I'm understanding of the reasons to not do this and don't have a personal stake in this. I just wanted to throw it out there and it certainly wouldn't bother me or anything if you didn't do it.
EDIT: Alternatively, you could keep updated links on your overview page to the latest files people need to get.
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
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@3yks: Go
iirc their forum was invite only or something. Been a while since I looked, though.
Oh, yea it might still be ... at this point we're a pretty insular group over there, but honestly we have like 1 new post every week or so, so it's not like anyone is missing anything.
@3yks: Go
Yeah. You are missing exactly nothing. That forum has very little to do with Antioch; it's just super-insular crowd of about ten people making inside jokes.
Yeah, nothing of interest there. There is barely a topic about games anymore
suckers!
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
That sounds like... CC. And SEN. And probably every other pre-wc3 community except phrozen keep that still exists at all, haha.
Just a heads up for anyone planning to do any playing tomorrow I will be dropping the next release sometime before 1 pm PST. (Takes me about an hour to get a release ready so I don't want to give an exact time.)
Big update today. Please make sure you download the mod file if you're going to download the maps. We separated them as requested by people but we are seeing a bad trend starting that the map packs have a lot more downloads than the mod file and a lot of the map changes may actually occur in the mod file, as we use certain triggers and things over multiple maps and thus they are modified directly in the mod.
0.4.519
If you have been hesitant to download this is likely going to be our last beta release. There shouldn't be any game breaking bugs, and all features are in, so if we could get some serious testing this week we would appreciate it :)
Not sure if you have posted on Battle.net, but if not I would put in the Story Forum and Arcade/Mod Forums. I;m sure people remember this from SC1
@Hockleberry: Go
We have a thread over there. When we do the first release version We'll probably post something new over there as well.
@3yks: Go
And then we immediately patched all of Episode 2! Whoooooops.
0.4.535
Jay has started his playthrough of episode 2! Check it out at .
0.3.597
Did the version # go backwards from 0.4 to 0.3? Just double checking here before I update.
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
Yea, well sort of, I had already finished adjusting to 3.597 before I realized it should have been 4.597 ... didn't feel like fixing it all again :P
We've pushed hotfixes for 2-6:
0.4.613
Let's be honest, floating buildings was PROBABLY what Moreno really wanted us to do in 2-5, but programmed Charlie to drop in automatically because floating over the ravine, then across 4 bases, at a snails pace is way too pro of a strategy.
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)
@JayborinoPlays: Go
When you started floating those buildings, I was laughing so hard that I nearly cried. I did love some of your ideas, though, like commandeering that dropship. Soooo glad that you found that missile turret (which, btw, we've removed from the map).
Edit P.S.: We give you the dropships after clearing the last base. Panning camera to make that clear.
@LucidIguana: Go
Embarrassing:
0.4.619 (2-7 Hotfix)
I don't want to cause any sort of debate here, but I wanted to suggest maybe re-combining all the downloads into one pack. I just made a new custom campaign installation tutorial and if there's anything I've learned from being on this site, and also getting tons of comments on all sorts of previous videos, it's that a lot of people don't have the slightest idea of how file structuring works and how delicate it is in order to play these campaigns, let alone understand they need to replace certain maps with the hotfixed ones, for example. Sure, it will be a big download and take longer to pull down, but it will increase accessibility for many players who currently try installing it, fail, and just give up.
I'm understanding of the reasons to not do this and don't have a personal stake in this. I just wanted to throw it out there and it certainly wouldn't bother me or anything if you didn't do it.
EDIT: Alternatively, you could keep updated links on your overview page to the latest files people need to get.
Visit my channel where I showcase custom content! Send me a PM or respond to my YouTube thread if you'd like to see your map/s on my channel (eventually!)