- Balance
- Mendling
- New Ability/Upgrade : Sacrificial Mutation
- Researched at the Casnosalisk Den
- Mutates the Mendling into a stationary mutation and uses 20
energy per second to fuel a healing aura that heals 8 health
per second to all affected units.
- Self destructs 10 seconds after use
- Removed Transfuse
- Rapid Transfusion cooldown increased to 6 from 3
- Exterminator
- Precisionit Extermination upgrade now allows Exterminators to fire at
ground using energy instead
- You can toggle between allowing and disallowing ground attacks
- Bugs
- Exterminators now properly use attack animations when firing
- Fixed a few typoes
- Raptorlisk Frenzy no longer forces a 270 degree angle
- Art
- Aerialisk has recieved a retexture
I n my next release, I want to have 2 new Xeyed units and LotV dependencies added, I could use some help from you guys the get it released quicker and better. Thanks for you guys support thus far!
Rollback Post to RevisionRollBack
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
I have one new unit and I am replacing Scourge with a differant unit.
New Unit: Prowler, lays buried mines which detonates on contact with enemies for something like 50 damage (30 splash). The mines cost 25 gas and have a sight range of 5, so like two or 3 in a path on a map will alert you to enemy forces passing by. The Prowler is the fastest xeyed land unit. It is made at the Biomass Hatchery, costs 150 mins/100 gas and requires a Casnosalisk Den to mutate.
Replacement unit for Scourge: Assailant, anti-ground flyer with role similar to Banshee. Fires two projectiles dealing 16 damage each, firerate is about 20% less than that of a banshee, has a speed of 2.5 (Slightly slower than normal air units such as vikings/banshees), it is light and has 150 health. Costs 150 mins/125 gas and is made at Aerial Nest.
Still need ideas for a second NEW (Replacements don't count) unit.
BETA version released with the new unit Prowler, and the replacement unit for scourge the Assailant, I really need feedback to iron out bugs/fix balance issues.
Rollback Post to RevisionRollBack
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
I released an update on the NEW map "[LotV Xeyed Version Beta] Xeyed Custom Race" on the arcade.
The changes entail...
Xeyed Version 4.1
- Balance
- Spore Crawler
- Damage increased from 15 to 20
- Health reduced by 50
- Footprint size changed to 2x2 from 3x2
- Scavenger Nest
- Creep spread amount increased
- Assailant
- Damage per projectile reduced to 12 from 16
- 4 additional damage vs Light per projectile
- Cost increased to 175 minerals and 150 vespene
- Xeyepalythoan
- Ensnare removed
- New Ability: Frenzy
- Targets a single friendly unit and increases attack speed
- Cost: 25 energy
- Bugs
- Prowler Explosives no longer detonates on air units
- Sunken Colonys no longer spread creep
- Removed the detection icon from the Sunken Colony
- Spitter can now be loaded into transports
I am currently working on patch 4.4 (Sorry guys, last I posted was when 4.1 was released), and want some help on some decisions I am making.
In the current version, Xeyedlings will beat adepts in a cost equivalent fight (As well as the Stalker), the current changes I have on my plate for the xeyedling is a damage reduction of 2, from 10 to 8 damage, as well as a 5 hit-point buff for their health because they under-performed in a few other fights against small units such a the zergling.
Scorpalisks seemed very strong in some fights, but some a too strong in areas they are not supposed to be designed for (Such as the Stalker), and the changes I am currently looking at are their damage beeing reduced to 10 from 12, but their damage against light targets remains at 15.
The mendling I felt was a little tankier than it should be and is a back lines unit, I am currently reducing it's health to 100 from 125, and am also reducing the range of it's heal ability to 2 from 4, to require more careful initial positioning in enemy engagements.
I released Xeyed on all the current ladder maps in custom games, so you guys can check that out.
I still would like ideas for a new Xeyed Den unit, and I need ideas to nerf the Xeyeds early game as it seems they are able to push out alot of units before small aggressions from the other races, such as reaper scout and double adept, though early ling aggression would possibly still be able to be somewhat affective.
Rollback Post to RevisionRollBack
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
Think it's time to bump now, considering I added a new unit called the "Initimiling" over a month ago, the name is kinda dumb, cause I just wanted to get the unit out the door, and I am looking for a new one.
It costs 75 minerals and 50 gas, takes 40 seconds to hatch from a egg and does not require any tech. It is immediately available after finishing the Xeyed Den. It has the ability "Tunnel Burrow", where with a cast time of 2 seconds, it appears at the target point. Has a range of 6 and can go up/down cliffs using that ability. It does 15 damage with it's basic attack (3 shots all workers) and moves slightly slower than a reaper.
Rollback Post to RevisionRollBack
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
Hey guys, I know I am pretty much talking to the air at this point, but I have released another patch a few days ago that is live on all of the Xeyed 1v1 maps in the "Custom Games" section.
The patch includes a fix for the black textures graphics glitch, tweaking of the Roamer (Was Intimiling), increased health of Xeyed Den and Biomass Hatchery, increasing larvae spawn time for the Biomass Hatchery and Aerial Nest, Xeyed Dens take a little longer to make.
Other things such as reducing cost of Aerialisk, increasing Xeyethoans Toxic Cloud duration and Xeyedling's supply cost being increased to 1.5
Rollback Post to RevisionRollBack
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
its not that your talking to air its the website the layout sucks ass. I have been thinking of this idea for this website IMPROVEMENT<sub> i just need people to hear the idea.. and i think they will love it.</sub>
It's been a long time guys, and as such, I have not kept you guys in the loop for ALOT of changes!
Changes include a new upgrade for Aerialisk.
The Roamer has a new ability, and Tunnel Burrow was replaced with a different one as well. (And was SO OP before I nerfed damage, omg...)
Mendling gas/supply cost increased, mineral cost decreased and heal nerfed. (But can now use it's Sacrificial mutation without a research)
Scorpalisk has slightly slower attack speed, deals no bonus damage to light, has increased health, and now only it's movement speed is increased from it's upgrade.
Spitters projectile can now be dodged and has a higher supply cost.
Casnolisk has a ability replacing drag, and constructing slime is now a targeted angled AOE ability.
The Massalisk's damage/armor/supply has been increased.
I also added a new mechanic to the feeding pool. It speeds up the production speed of larva to nearby Xeyed production structures up to 4 stacks. (The production of all Xeyed larva was nerfed by 20% so that when the buff is fully stacked, it is basically the same). Feeding Pool healing rate nerfed. Biomass Hatcheries and Aerial Nests can now only have a max of 2 larva.
It's been a long time since I've posted any updates here, but for those who are unaware, Xeyed is now available to play as an extension mod on the NA server! Search "Xeyed Custom Race", and it should come up if you're on LotV expansion. Also of note is my in-game group called Xeyed Agents, if you're ever looking for people to play with, and a fair amount of tweaks, and a few minor unit redesigns have been made since my last post here lining out the patch notes.
Rollback Post to RevisionRollBack
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
As usual, I've completely forgotten to be posting any updates here, but there has been a TON of new content put out since I released the extension mod version. I've done over a number of unit models, and many structure models, and plenty of gameplay changes, including the casters receiving entirely new ability kits, an ability or 2 for basic units, changed up some of the upgrades (Removing some, adding others)
Overall, lots of stuff. Even if you've already played the race before like a year or 2 ago, I think this is worth checking out again.
And, since there's no reason not to, I'll add some pictures of the structures, and the new unit models as well! :D
Oooh you should make the campaign! And campaigns don't need to be balanced! I know this well! haha
Xeyed Version 3.8 is released, go check it out.
Patch 3.8
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
I n my next release, I want to have 2 new Xeyed units and LotV dependencies added, I could use some help from you guys the get it released quicker and better. Thanks for you guys support thus far!
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
I have one new unit and I am replacing Scourge with a differant unit.
New Unit: Prowler, lays buried mines which detonates on contact with enemies for something like 50 damage (30 splash). The mines cost 25 gas and have a sight range of 5, so like two or 3 in a path on a map will alert you to enemy forces passing by. The Prowler is the fastest xeyed land unit. It is made at the Biomass Hatchery, costs 150 mins/100 gas and requires a Casnosalisk Den to mutate.
Replacement unit for Scourge: Assailant, anti-ground flyer with role similar to Banshee. Fires two projectiles dealing 16 damage each, firerate is about 20% less than that of a banshee, has a speed of 2.5 (Slightly slower than normal air units such as vikings/banshees), it is light and has 150 health. Costs 150 mins/125 gas and is made at Aerial Nest.
Still need ideas for a second NEW (Replacements don't count) unit.
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
BETA version released with the new unit Prowler, and the replacement unit for scourge the Assailant, I really need feedback to iron out bugs/fix balance issues.
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
I released an update on the NEW map "[LotV Xeyed Version Beta] Xeyed Custom Race" on the arcade.
The changes entail...
Xeyed Version 4.1
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
I am currently working on patch 4.4 (Sorry guys, last I posted was when 4.1 was released), and want some help on some decisions I am making.
In the current version, Xeyedlings will beat adepts in a cost equivalent fight (As well as the Stalker), the current changes I have on my plate for the xeyedling is a damage reduction of 2, from 10 to 8 damage, as well as a 5 hit-point buff for their health because they under-performed in a few other fights against small units such a the zergling.
Scorpalisks seemed very strong in some fights, but some a too strong in areas they are not supposed to be designed for (Such as the Stalker), and the changes I am currently looking at are their damage beeing reduced to 10 from 12, but their damage against light targets remains at 15.
The mendling I felt was a little tankier than it should be and is a back lines unit, I am currently reducing it's health to 100 from 125, and am also reducing the range of it's heal ability to 2 from 4, to require more careful initial positioning in enemy engagements.
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
I released Xeyed on all the current ladder maps in custom games, so you guys can check that out.
I still would like ideas for a new Xeyed Den unit, and I need ideas to nerf the Xeyeds early game as it seems they are able to push out alot of units before small aggressions from the other races, such as reaper scout and double adept, though early ling aggression would possibly still be able to be somewhat affective.
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
Think it's time to bump now, considering I added a new unit called the "Initimiling" over a month ago, the name is kinda dumb, cause I just wanted to get the unit out the door, and I am looking for a new one.
It costs 75 minerals and 50 gas, takes 40 seconds to hatch from a egg and does not require any tech. It is immediately available after finishing the Xeyed Den. It has the ability "Tunnel Burrow", where with a cast time of 2 seconds, it appears at the target point. Has a range of 6 and can go up/down cliffs using that ability. It does 15 damage with it's basic attack (3 shots all workers) and moves slightly slower than a reaper.
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
Hey guys, I know I am pretty much talking to the air at this point, but I have released another patch a few days ago that is live on all of the Xeyed 1v1 maps in the "Custom Games" section.
The patch includes a fix for the black textures graphics glitch, tweaking of the Roamer (Was Intimiling), increased health of Xeyed Den and Biomass Hatchery, increasing larvae spawn time for the Biomass Hatchery and Aerial Nest, Xeyed Dens take a little longer to make.
Other things such as reducing cost of Aerialisk, increasing Xeyethoans Toxic Cloud duration and Xeyedling's supply cost being increased to 1.5
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
@Supernova134: Go
I like it and would love for you to help me with some of those on my map bro!
@banewon: Go
its not that your talking to air its the website the layout sucks ass. I have been thinking of this idea for this website IMPROVEMENT<sub> i just need people to hear the idea.. and i think they will love it.</sub>
It's been a long time guys, and as such, I have not kept you guys in the loop for ALOT of changes!
Changes include a new upgrade for Aerialisk.
The Roamer has a new ability, and Tunnel Burrow was replaced with a different one as well. (And was SO OP before I nerfed damage, omg...)
Mendling gas/supply cost increased, mineral cost decreased and heal nerfed. (But can now use it's Sacrificial mutation without a research)
Scorpalisk has slightly slower attack speed, deals no bonus damage to light, has increased health, and now only it's movement speed is increased from it's upgrade.
Spitters projectile can now be dodged and has a higher supply cost.
Casnolisk has a ability replacing drag, and constructing slime is now a targeted angled AOE ability.
The Massalisk's damage/armor/supply has been increased.
I also added a new mechanic to the feeding pool. It speeds up the production speed of larva to nearby Xeyed production structures up to 4 stacks. (The production of all Xeyed larva was nerfed by 20% so that when the buff is fully stacked, it is basically the same). Feeding Pool healing rate nerfed. Biomass Hatcheries and Aerial Nests can now only have a max of 2 larva.
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
It's been a long time since I've posted any updates here, but for those who are unaware, Xeyed is now available to play as an extension mod on the NA server! Search "Xeyed Custom Race", and it should come up if you're on LotV expansion. Also of note is my in-game group called Xeyed Agents, if you're ever looking for people to play with, and a fair amount of tweaks, and a few minor unit redesigns have been made since my last post here lining out the patch notes.
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"
As usual, I've completely forgotten to be posting any updates here, but there has been a TON of new content put out since I released the extension mod version. I've done over a number of unit models, and many structure models, and plenty of gameplay changes, including the casters receiving entirely new ability kits, an ability or 2 for basic units, changed up some of the upgrades (Removing some, adding others)
Overall, lots of stuff. Even if you've already played the race before like a year or 2 ago, I think this is worth checking out again.
And, since there's no reason not to, I'll add some pictures of the structures, and the new unit models as well! :D
Looking for feedback on my custom races extension mod called "Scion Custom Races (Mod)"