Sorry I have failed to continue posting patch notes here on mapster, but here are all the ones I missed:
Patch Version 1.9
- Bug fixes
- Sunken Colony
- Death animations size was to large
- Could not attack moving targets
- Xeyed
- Kraken now requires bio-stasis to be mutated at the sunken warren
- Spore Colony now does +5 biological damage down from +30
Patch Version 2.0
- Bug Fixes
- Changed icons to have normal background rather than black(Quality will be refined latter)
- Kraken death size fixed(For real)
- Adjusted the other races to match melee better
- Fixed Bio-Stasis upgrade
- Balance
- Casnosalisk
- Consumption Effenciancy upgrade has been removed
- Now has a new ability called Covering Spray
- Energy Cost: 75
- Covers the target unit in a special saliva, which hides the target from enemies without
detection or effects
- Crushing Grip energy cost increased to 100
- Constricting Slime now suppresses cloak, and has duration doubled, damage halfed and goes through armor
- Can no longer use Consume on Psionic units
- Spitter
- Range decreased to 9 from 11
- Now has an upgrade to increase range by 3
- Ferrion (Feylisk)
- Renamed to Ferrion
- No longer needs upgrade to transport
- Upgrade changed to add detection
- NEW UNIT: Xeyepalythoan
- Aerial xeyed specialist(agent) and detector
- Primarily damage based abilities
- Unlocked by the Evolution Pit
Patch Version 2.2
- TONS of bug fixes(Thanks to Fenix)
- Balance
- Casnosalisk and Kraken energy upgrades also now add +25 energy max
- Xeyepalythoa Palyspine ability now deals 6 damage rather than 1.2 per second
Patch Version 2.3
- Bug Fixes
- Tooltips for ferrion and Hyper Organisms have been fixed to portray the ferrion correctly(Turns out it wasn't?)
- Larvae/Wasps now spawn below the host unit properly instead of spawning above it
- Lightly touched up subgroup priorities for the units
- Building a Casnosalisk no longer unlocks upgrades normally unlocked by the Biomass Cavern
- Balance
- Splitter no longer deals additional damage vs armored, splash area reduced from to 1 and splash damage changed from 75 to 50%
- Crushing Grip ability has been removed from Casnosalisk
- Scorpalisk, Mendling, Impalisk and Aerialisk mineral costs increased modified
- Xeyedlings cost reduced to 50 EACH (50+50 = 100)
- Level 2 and 3 Xeyed Flyer upgrades require a Sunken Warren to research
- Scavenger Nest can no longer train more than 1 unit at a time
- Scavenger birth time slightly reduced
- Cosmetics
- Scourge now has it's own unique wireframe and group icon
Any patch version not mentioned were minor bug fixes and/or minor changes.
I have come out with a new version of the xeyed race!
Patch Version 3.0
- Gameplay
- Impalisk
- Renamed to the Raptorlisk
- Balance
- Xeyedling
- Life increased by 10
- Damage increased by 2
- Cost increased to 75 each xeyedling
- Attack speed from 0.7 to 0.86
- Xeyedlings hatch individualy instead of pairs
- Impalisk (Now Raptorlisk)
- Speed increased to 2.81
- Spitter
- Speed increased to 2.81
- Damage reduced by 4
- Attack speed from 2.25 to 2.5
- Aerialisk
- Health increased by 20
- Scourge
- Gas cost increased to 75 to make 2 scourge
- Feeding Pool
- Health decreased to 400
- Biomass Cavern
- Cost reduced to 200 minerals and 150 gas
- Bugs
- Ferrion
- Tooltips changed to portray it properly (Finally!)
- Art
- New models for the Xeyedling, Spitter and Aerialisk (All made by AlleyViper)
- Impalisk (Now Raptorlisk) returns with attachments made to look badbutt (Without causing
problems with transports)
Hey guys, with the recent starting of my modelling project, I will now be updating most of the xeyed models! I will give a preview of what will be the new Exterminator model!
ATTACHMENTS
Cutscene_Editor_094.jpg
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Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
Patch Version 3.3
Added 3 buttons to Scavenger nest: Xeyed Units, Xeyed Tech Tree and Xeyed Tips. On each buttons tooltip is some useful info.
- Balance
- Increased spawn time for larvae/wasp by 2 seconds
- Ferrion
- Health decreased to 200 from 250
- Raptorlisk
- Increased supply usage to 3 up from 2
- Increased gas cost to 75 up from 65
- Decreased health to 105 from 120
- Can now only jump while frenzied
- Spore/Sunken Colony
- Sunken Colony damage reduced by 6 and now does 4 addition damage vs Armored down from 5
- No longer generates creep
- Must be built on creep
- Will slowly degenerate health off of creep
- Kraken
- Increased damage per projectile to 9 from 8
- Exterminator
- Health increased to 165 up from 150
- Bugs
- Queens now require 25 energy to build creep tumors and no longer has a cooldown
- Leviathen Gland typo fixed
- Ferrion no longer drops cargo on death, cargo is terminated along with it
- Load button on Ferrion no longer refers to the Hercules
- Ensnare will no longer affect friendly units
- Sunken Colony radius reduced
- Scorpalisk has lower innder radius (Collision with buildings)
- Raptorlisk's level 0 armor now shows correct icon
Try it out guys and see what you think! If you don't know what the map is go to the first post in the thread, it says what the map name is. Map link : battlenet://starcraft/map/1/254254
One of my largest focuses in this project is getting a xeyed MACRO MECHANIC, like terran has MULE, like protoss has Chrono and Zerg has larvae inject. Ideas! I need them.
Joined to post and say a friend and I have been enjoying this map a lot! We use it to unwind after team or practice games, beating up the AI to de-stress.
I can't give much feedback re: design or game balance at this stage (mostly because I found a 2-rax xeyedling flood off 1 base to be imba v AI, and cheese every game for the lulz)
We did notice a couple of glitches in the map after sc2 was updated to 3.0.
1 - my friend's sunken colony started dying for no apparent reason. It seemed to be on creep.
2 - when starting my 2 production buildings for a xeyedling rush, there was no apparent building model until the buildings completed. I'll attach our replays from today so you can take a look at your leisure.
If we notice other post-patch bugs/weirdness I'll take some screenshots or provide more replays
Thanks for making this map, and it's awesome to see the frequent updates!
Hi, thank you for your feedback! I went through the entire tech tree and did see that a fair amount of the structures has the problem you mentioned with the Xeyed Den, which I am supposing happened due to the recent changes to the editor. The Sunken/Spore Colony dieing while on creep is probably my bad xD
Rollback Post to RevisionRollBack
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
Are you talking about making something like xeyed charecters (Which their aren't any of at the moment) or units similar to Heroes otS or WC3 heroes for a game or something?
Rollback Post to RevisionRollBack
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
Hey guys, I'm back with another update for the Xeyed Custom Race (XCR)!
The changes entail...
Patch Version 3.6
- Balance
- Palyspine ability slow increased to 80% and deals 3 damage per second
- Raptorlisk has been swapped with Casnosalisk
- Raptorlisk is trained from Biomass Hatchery and Frenzy upgrade moved to Biomass Cavern
- Casnosalisk now trained at Xeyed Den
- Casnosalisk Den now unlocked after Mutagen Chamber
- New Upgrade : Piercing Points
- Research at Mutagen Chamber
- Increases Xeyedlings damage vs Armored targets by 2
- Bugs
- "Xeyed Units" button at Scavenger nest tooltip edited to now be seen fully
- Siphoner build model fixed
- Scavenger can use stop now
- Small units can no longer pass between xeyed structures using a 3x3 footprint
- Frenzy upgrade no longer refrences to "Impalisk"
- Casnosalisk can no longer cast Consume while energy is full
EDIT: Turns out Siphoner build is model is not fixed, my editor crashed and forgot to fix again!
I to feel like the Xeyed are pretty much complete at this point, but I will want to thread out the bugs first. I was thinking perhaps instead of Exterminator upgrade just allowing to attack ground, I could make it unlock a active ability to allow ground attack for a duration.
My campaign does technically still have a page, but has no files. I am going to go along a different path than what I was originally planning for the campaign. The entire first chapter will be in a Umojan environment, except perhaps until the last missions. I plan on at least 13 missions.
Jayborino is going to release a Xeyed playthrough on his Youtube Channel possibly later this month, so I'll wait and see what feedback I get from that, but until then, BUGS!
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Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
I'm going to record something Xeyed related very soon, probably for a next Friday upload - two days before the end of the month meets my 'sometime in October' promise, haha. What type of game or map would you recommend I load up for the best/most interesting showcase?
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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!)
Hey, thanks for the reply. There is currently only 1 map released to the arcade with the most recent version of Xeyed, I have another map out there with a version of Xeyed from aeons ago though. If you go against AI, you will need to turn their "Xeyed" (To the right of the player color tab) option to "None" because Xeyed has no AI scripts and will do virtually nothing. You will also want to set the AI to a specific race because they can random Xeyed, and would have the problems I mentioned earlier.
As a reminder, the map name on the arcade is "Xeyed Custom Race (4) Cyclone Jungle". (I made the map myself, the aesthetics are very weak, and the terrain balancing between the races is also a problem)
Rollback Post to RevisionRollBack
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
I have to say, this race feels very much finished. I noticed selecting the leaping hydras has them called 'Raptorlisks', but they are marked as 'Raptolisks' in the Biomass Hatchery.
A few gameplay mechanics I want to share my opinion on:
Xeyepalythoan Ensnare ability overlaps a lot with Casnosilisk AOE slow. I understand Cas slow isn't targetable, but it still is sort of the same ability. Maybe just straight up removing the palythoan Ensnare without even replacing it is a possibility as the other two abilities are very good
BioStasis along with Toxic Cloud seems too good for late game unless I misunderstood Toxic Cloud (as in, does it have any restrictions? does it work against air?). Since SC2 units clump very heavily, this combo seems like a game-ender in any late game engagement
Exterminator vs ground seems a bit too good and I really like your idea you mentioned earlier about making it a usable, timed ability instead
Early game feels very balanced and that is going to be the majority of games, well done! Originally I thought Mendlings were too good, especially early on but the cost is prohibitive to spam with a large amount of other units. Mid-game though, they might become pretty frustrating with the sustain. Making the 125 Transfuse only usable on when on creep (is that even possible? Maybe with an upgrade to use off creep.) may be a good option as the over time heal is manageable for a defending opponent, but also still a very good ability.
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!)
I do agree Ensnare is sorta a lame ability, I'll want some ideas from other people to get started on replacing with a more unique ability.
Bio-Stasis, I'm not very sure about it's balance for the time being, I want to change it in some way, but I am just not sure how to go about doing it. More ideas will be needed before I make a decision.
Exterminator idea will likely be implemented by the next update.
The mendling has been something I knew is sorta wonky a long time now, I just haven't quite known how to deal with it. A recent idea I had was a ability called "Sacrificial Mutation" as a replacement to Transfuse where the Mendling will morph into a stationary something, and heal in a aura and expend it's energy rapidly until it is out (So a mendling with 150 energy will heal more then one with 50 energy), after which, it would destroy itself. I will likely make it a researched ability. I have also been thinking about increasing rapid transfusion cost. The next thing is deciding whether or not the upgrade would be in mutagen chamber or perhaps rename Casonsalisk Den and put it there. The mutagen chamber atm already has 2 upgrades on it besides the general ground unit upgrades.
The addition of more people giving feedback is really pushing my race foward to completion, which will lead to a eventual Xeyed campaign! Keep it up!
Rollback Post to RevisionRollBack
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
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Sorry I have failed to continue posting patch notes here on mapster, but here are all the ones I missed:
Patch Version 1.9
- Bug fixes
- Sunken Colony
- Death animations size was to large
- Could not attack moving targets
- Xeyed
- Kraken now requires bio-stasis to be mutated at the sunken warren
- Spore Colony now does +5 biological damage down from +30
Patch Version 2.0
- Bug Fixes
- Changed icons to have normal background rather than black(Quality will be refined latter)
- Kraken death size fixed(For real)
- Adjusted the other races to match melee better
- Fixed Bio-Stasis upgrade
- Balance
- Casnosalisk
- Consumption Effenciancy upgrade has been removed
- Now has a new ability called Covering Spray
- Energy Cost: 75
- Covers the target unit in a special saliva, which hides the target from enemies without
detection or effects
- Crushing Grip energy cost increased to 100
- Constricting Slime now suppresses cloak, and has duration doubled, damage halfed and goes through armor
- Can no longer use Consume on Psionic units
- Spitter
- Range decreased to 9 from 11
- Now has an upgrade to increase range by 3
- Ferrion (Feylisk)
- Renamed to Ferrion
- No longer needs upgrade to transport
- Upgrade changed to add detection
- NEW UNIT: Xeyepalythoan
- Aerial xeyed specialist(agent) and detector
- Primarily damage based abilities
- Unlocked by the Evolution Pit
Patch Version 2.2
- TONS of bug fixes(Thanks to Fenix)
- Balance
- Casnosalisk and Kraken energy upgrades also now add +25 energy max
- Xeyepalythoa Palyspine ability now deals 6 damage rather than 1.2 per second
Patch Version 2.3
- Bug Fixes
- Tooltips for ferrion and Hyper Organisms have been fixed to portray the ferrion correctly(Turns out it wasn't?)
- Larvae/Wasps now spawn below the host unit properly instead of spawning above it
- Lightly touched up subgroup priorities for the units
- Building a Casnosalisk no longer unlocks upgrades normally unlocked by the Biomass Cavern
- Balance
- Splitter no longer deals additional damage vs armored, splash area reduced from to 1 and splash damage changed from 75 to 50%
- Crushing Grip ability has been removed from Casnosalisk
- Scorpalisk, Mendling, Impalisk and Aerialisk mineral costs increased modified
- Xeyedlings cost reduced to 50 EACH (50+50 = 100)
- Level 2 and 3 Xeyed Flyer upgrades require a Sunken Warren to research
- Scavenger Nest can no longer train more than 1 unit at a time
- Scavenger birth time slightly reduced
- Cosmetics
- Scourge now has it's own unique wireframe and group icon
Any patch version not mentioned were minor bug fixes and/or minor changes.
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
I have come out with a new version of the xeyed race!
Patch Version 3.0
- Gameplay
- Impalisk
- Renamed to the Raptorlisk
- Balance
- Xeyedling
- Life increased by 10
- Damage increased by 2
- Cost increased to 75 each xeyedling
- Attack speed from 0.7 to 0.86
- Xeyedlings hatch individualy instead of pairs
- Impalisk (Now Raptorlisk)
- Speed increased to 2.81
- Spitter
- Speed increased to 2.81
- Damage reduced by 4
- Attack speed from 2.25 to 2.5
- Aerialisk
- Health increased by 20
- Scourge
- Gas cost increased to 75 to make 2 scourge
- Feeding Pool
- Health decreased to 400
- Biomass Cavern
- Cost reduced to 200 minerals and 150 gas
- Bugs
- Ferrion
- Tooltips changed to portray it properly (Finally!)
- Art
- New models for the Xeyedling, Spitter and Aerialisk (All made by AlleyViper)
- Impalisk (Now Raptorlisk) returns with attachments made to look badbutt (Without causing
problems with transports)
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
Screenies!
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
Hey guys, with the recent starting of my modelling project, I will now be updating most of the xeyed models! I will give a preview of what will be the new Exterminator model!
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
Patch Version 3.3
Added 3 buttons to Scavenger nest: Xeyed Units, Xeyed Tech Tree and Xeyed Tips. On each buttons tooltip is some useful info.
- Balance
- Increased spawn time for larvae/wasp by 2 seconds
- Ferrion
- Health decreased to 200 from 250
- Raptorlisk
- Increased supply usage to 3 up from 2
- Increased gas cost to 75 up from 65
- Decreased health to 105 from 120
- Can now only jump while frenzied
- Spore/Sunken Colony
- Sunken Colony damage reduced by 6 and now does 4 addition damage vs Armored down from 5
- No longer generates creep
- Must be built on creep
- Will slowly degenerate health off of creep
- Kraken
- Increased damage per projectile to 9 from 8
- Exterminator
- Health increased to 165 up from 150
- Bugs
- Queens now require 25 energy to build creep tumors and no longer has a cooldown
- Leviathen Gland typo fixed
- Ferrion no longer drops cargo on death, cargo is terminated along with it
- Load button on Ferrion no longer refers to the Hercules
- Ensnare will no longer affect friendly units
- Sunken Colony radius reduced
- Scorpalisk has lower innder radius (Collision with buildings)
- Raptorlisk's level 0 armor now shows correct icon
Try it out guys and see what you think! If you don't know what the map is go to the first post in the thread, it says what the map name is. Map link : battlenet://starcraft/map/1/254254
One of my largest focuses in this project is getting a xeyed MACRO MECHANIC, like terran has MULE, like protoss has Chrono and Zerg has larvae inject. Ideas! I need them.
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
Joined to post and say a friend and I have been enjoying this map a lot! We use it to unwind after team or practice games, beating up the AI to de-stress.
I can't give much feedback re: design or game balance at this stage (mostly because I found a 2-rax xeyedling flood off 1 base to be imba v AI, and cheese every game for the lulz)
We did notice a couple of glitches in the map after sc2 was updated to 3.0. 1 - my friend's sunken colony started dying for no apparent reason. It seemed to be on creep. 2 - when starting my 2 production buildings for a xeyedling rush, there was no apparent building model until the buildings completed. I'll attach our replays from today so you can take a look at your leisure.
If we notice other post-patch bugs/weirdness I'll take some screenshots or provide more replays
Thanks for making this map, and it's awesome to see the frequent updates!
Keep them coming :)
@OzCrescendo:
Hi, thank you for your feedback! I went through the entire tech tree and did see that a fair amount of the structures has the problem you mentioned with the Xeyed Den, which I am supposing happened due to the recent changes to the editor. The Sunken/Spore Colony dieing while on creep is probably my bad xD
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
I have nearly complete race of Colonial Forces. If you are interested.
@alleyviper85:
Sounds cool, it's terran-ish in unit models I am supposing?
As a side note, I will probably have a new version out with some bug fixes today.
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
Version 3.5 uploaded, so the bugs OzCrescendo mentioned should be fixed as well as a few more. Keep the feedback coming!
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
@Supernova134: Go
Peon :
Colonial Marine:
Fighter
Warmachine
Wasp
Tech-priest
This model has an update
And use other original vehicles Sc2.
You've thought about doing your mod but War3 Heroes mode. Army and Heroes It could be interesting.
@alleyviper85:
Are you talking about making something like xeyed charecters (Which their aren't any of at the moment) or units similar to Heroes otS or WC3 heroes for a game or something?
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
Hey guys, I'm back with another update for the Xeyed Custom Race (XCR)!
The changes entail...
Patch Version 3.6
- Balance
- Palyspine ability slow increased to 80% and deals 3 damage per second
- Raptorlisk has been swapped with Casnosalisk
- Raptorlisk is trained from Biomass Hatchery and Frenzy upgrade moved to Biomass Cavern
- Casnosalisk now trained at Xeyed Den
- Casnosalisk Den now unlocked after Mutagen Chamber
- New Upgrade : Piercing Points
- Research at Mutagen Chamber
- Increases Xeyedlings damage vs Armored targets by 2
- Bugs
- "Xeyed Units" button at Scavenger nest tooltip edited to now be seen fully
- Siphoner build model fixed
- Scavenger can use stop now
- Small units can no longer pass between xeyed structures using a 3x3 footprint
- Frenzy upgrade no longer refrences to "Impalisk"
- Casnosalisk can no longer cast Consume while energy is full
EDIT: Turns out Siphoner build is model is not fixed, my editor crashed and forgot to fix again!
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
@ksnumedia:
Thanks, glad you enjoyed it!
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
@ksnumedia:
I to feel like the Xeyed are pretty much complete at this point, but I will want to thread out the bugs first. I was thinking perhaps instead of Exterminator upgrade just allowing to attack ground, I could make it unlock a active ability to allow ground attack for a duration.
My campaign does technically still have a page, but has no files. I am going to go along a different path than what I was originally planning for the campaign. The entire first chapter will be in a Umojan environment, except perhaps until the last missions. I plan on at least 13 missions.
Jayborino is going to release a Xeyed playthrough on his Youtube Channel possibly later this month, so I'll wait and see what feedback I get from that, but until then, BUGS!
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
I'm going to record something Xeyed related very soon, probably for a next Friday upload - two days before the end of the month meets my 'sometime in October' promise, haha. What type of game or map would you recommend I load up for the best/most interesting showcase?
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
Hey, thanks for the reply. There is currently only 1 map released to the arcade with the most recent version of Xeyed, I have another map out there with a version of Xeyed from aeons ago though. If you go against AI, you will need to turn their "Xeyed" (To the right of the player color tab) option to "None" because Xeyed has no AI scripts and will do virtually nothing. You will also want to set the AI to a specific race because they can random Xeyed, and would have the problems I mentioned earlier.
As a reminder, the map name on the arcade is "Xeyed Custom Race (4) Cyclone Jungle". (I made the map myself, the aesthetics are very weak, and the terrain balancing between the races is also a problem)
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
I have to say, this race feels very much finished. I noticed selecting the leaping hydras has them called 'Raptorlisks', but they are marked as 'Raptolisks' in the Biomass Hatchery.
A few gameplay mechanics I want to share my opinion on:
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!)
Hey, thanks for your feedback!
I do agree Ensnare is sorta a lame ability, I'll want some ideas from other people to get started on replacing with a more unique ability.
Bio-Stasis, I'm not very sure about it's balance for the time being, I want to change it in some way, but I am just not sure how to go about doing it. More ideas will be needed before I make a decision.
Exterminator idea will likely be implemented by the next update.
The mendling has been something I knew is sorta wonky a long time now, I just haven't quite known how to deal with it. A recent idea I had was a ability called "Sacrificial Mutation" as a replacement to Transfuse where the Mendling will morph into a stationary something, and heal in a aura and expend it's energy rapidly until it is out (So a mendling with 150 energy will heal more then one with 50 energy), after which, it would destroy itself. I will likely make it a researched ability. I have also been thinking about increasing rapid transfusion cost. The next thing is deciding whether or not the upgrade would be in mutagen chamber or perhaps rename Casonsalisk Den and put it there. The mutagen chamber atm already has 2 upgrades on it besides the general ground unit upgrades.
The addition of more people giving feedback is really pushing my race foward to completion, which will lead to a eventual Xeyed campaign! Keep it up!
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"