There is one other bug that I found after posting that list, though you might have already fixed it.
Miners are unable to attack buildings.
I do have one more question about the nomad, what does the scrap do when it is taken to the command center?
I was also curious about the mechanics of the rebel's "loot" ability. So far I have seen the upgrade they get from Protoss (5+ Shields) and I was wondering, how do they get the buff? Do they have to land the killing blow on a Protoss unit or do they use the loot near a Recently killed Protoss? Can the same buff stack multiple times or can buffs from different races stack? What are the Terran and Zerg buffs?
@TheAntking: GoOhh I didn't know about the Miner's weapon, added it to my list.
Scraps give you 50 minerals.
Rebels loot a dead unit nearby them and dont need to be deal the killer blow, but only one can loot a dead unit. The buffs for a race can't stack but you can have one for each race. I don't remember if I added the effects for Terran and Zerg, this ability is still experimental and some players said that +5 shields is almost useless considering how fast they die anyway.
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
Found several bugs with Raynor's raiders and mercenaries faction:
Raynor's raiders do not get medics
not sure if this is a bug, but flaming bettys are available with auto turrets instead of replacing them
Patch notes say the AI will no longer select the colonist faction, but both terran AI in my game did just that (and died easily because they didn't build any military till like 20 min mark, cause they have no AI for colonist units)
With mercenaries have access to reaper building bombs upgrade, but it is not listed as unlocked in faction description
War pigs unaffected by combat shield upgrade
Mercenaries also unable to build medics, including mercenary version
Death hand D-8 charge attacks does not receive weapon upgrades, but P-45 Gauss pistol does
Reaper can manually jump distances, Death hand cannot
Jackson's Revenge receives no weapon upgrades, and comes with maxed armor upgrades(armor maxed intentional?)
Spartan company goliath unaffected by weapon or upgrades
Ragnarocker also unaffected by weapon upgrades.
Spartan Company goliath has weapon placement on ui switched; on golaith it is armor-Hellfire missiles-auto cannon, on spartan company it is armor-Gatling cannon-Lazar torpedoes
Ragnarocker has same problem as Spartan company; air and ground weapons have place on ui switched from thor.
Seige Breaker gets no weapon upgrades
Griffons not listed as unlocked in faction description
Hel's angels and Dusk Wings do not get weapon upgrades
Dirty girl lacks boost ability
cost and supply of Hammer security, Devil Dog, Death Hand, Skibi Angel, Seige Breaker, Ragnarocker, Spartan Company, Hel's Angel, Dirty Girl, and Dusk Wing are not diplayed on mercenary compound
Hammer security weapon description dislpays Attacks:1 while Marauder weapon description displays no such thing
Devil Dogs lack stim, Firebats have it.
I also have three suggestions after having played the mercenary faction:
The Hammer Security's upgrades over the maruader are very minor; equivalent to 2+ weapon upgrade, compared to other mercenary who atleast that +hp upgrade. I would suggest a buff, or is there a balance reason hammer security's has no hp buff over marauder?
Same deal with the Devil Dogs, the only upgrade over firebats is +2 to base damage, no effect on +light damage I would definitely recommend some kind of buff.
Have you considered making a mercenary equivalent to hellbat? It's just that the hellion gets a utility with being able to morph to hellbat that outback rider lacks. though I see how getting a model and transformation sequence for mercenary equivalent could be problamic.
@TheAntking: Go Ok, Added everything to my list. Guess I'll have a busy weekend.
@FreezingAcidRain: Go I think I'll stay away from balance issues right now, too many bugs to fix, but I'll add your suggestions to the list. Wasn't the Phoenix upgrade removed from ladder? I rarely play protoss and I never build them.
Damn what's wrong with this thing? I'm positive I changed Overlord speed. And yes, I saw the position of Hydralisk upgrades, but in the editor they appear in their correct places and I didn't find why.
@TheAntking: Go Ohhh man, I tested the AI and it picked Dominion every time. Ok, I'll add everything to the list and will try to fix that again this weekend.
So far I haven't found a reason for buttons not showing the cost or supply. Everything is ok in the editor. I won't burn more neurons on it, I'll just focus on the other things.
Well, you already have the answer for merc Hellbat. There isn't a model for it, so I won't make it.
@FreezingAcidRain: Go I decided to make another emmergency update today as I have already fixed a lot of the bugs posted here, specially the few game breaking ones. I will work on it during this weekend so post everything you find.
Have fun.
EDIT: It looks like players are still trying to play arcade maps. Today a pre-HotS version reached page 10. I wonder if they will find the extension mod version eventually.
Alright, I found a rather confusing bug with the Umojan Protectorate faction. (the ones that gives the hp/attack speed buffing versions of mech and ship weapon/armor upgrades.)
What I think happened is that the merged vehicle/ship armor and weapon upgrades rewrote themselves over top of the hp/attack speed buffing version of mech upgrades. This left the ship weapons alone, however, for some reason ship weapons effected ships normally while ship armor effected mech units but not ships. The problem here was that the ship weapon and armor upgrades stacked on top of the merged upgrades which left me with 6/3 ships and 3/6 mech units, except for hellbats and widow mines, which were 3/3, I guess because they were introduced in HOTS. the merged weapon/armor upgrades did not give hp/speed buffs, but ship weapon/armor did which meant ships got attack speed and mech got hp buffs. in addition, after getting level three merged weapons, mech weapons were revaled, allowing mt to get 6/6 mech units(hellbats and widow mines still unaffected). strangely, after getting level three merged armor i did nit reveal mech armor upgrades.
Infantry weapon and armor upgrades functioned just fine, giving hp/speed buffs, except that the shadow guard does not get armor upgrades.
In short, Umojan's hp/attack speed boosting upgrades on the armory are very broken right now and need to be looked at.
I noted one other bug: getting the Titanium housing reserach for missile turrets removed their tooltip in the build menu.
hots Raynor model be used to replace the current model for raiders and replace the snipe ability with a raynor's grenade that deals 15 damage area of emp or 30 damage half the radius of emp.
replace raynor with the custom sniper model with colour and replace grenade with the snipe ability. raise health from 100 to 200
remove Hyperion nuke ability and replace with nuke. re-add ghost and nuke.
second hero available: hyperon. hyperon comes down from the sky, dies by flying back up because it took too much damage. Maybe like mother core its replaces Raynor
@TheAntking: Go Yes, I knew the umojan upgrades were bugged, but I decided to wait for Blizzard to decide the new upgrades first. Today I published a new version that fixed all that.
@FreezingAcidRain: Go Bugs fixed. I can't see why HotS Raynor's model would fit a unit and not himself. And I also don't see why the Raider model would fit Raynor. I understand the Raider unit isn't in a good spot right now, but I wanted the faction to replace the Ghost. I don't feel like changing Hyperion right now. The game is already full of late game heroes and another BC hero wouldn't add much flavor to it.
Today's patch fixes most of the missing upgrades and wrong tooltips. I think it fixes most of the bugs reported here and also some I found. There are some things that are hard to fix because if the extension mod dependency structure, it makes things different from my offline tests and so far I haven't found a reliable way to test them. Things like Overlord speed and the morph to Lurker Den work normally offline. I guess I'll have to try Blizzard forums for an official answer on that.
may not have worded it right, I mean ditch the regular marine with a sniper rifle and replace with "Merc Sniper v2" as it looks better and less like a marine with a sniper rifle. the "Merc Sniper v2" is based on raynor but with different team colour and sniper rifle.
@alfx01: Go There are a few upgrades that still have to be "moved" to a certain brood, like Monarch Blades. I will do that eventually.
It seems the bulk of bugs has been fixed. I think we can resume discussion on other changes. I'm thinking about adding Kerrigan's Brood and throw in a few things have haven't been included yet, like Impalers.
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
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Thanks for the reply SoulFilcher
There is one other bug that I found after posting that list, though you might have already fixed it.
Miners are unable to attack buildings.
I do have one more question about the nomad, what does the scrap do when it is taken to the command center?
I was also curious about the mechanics of the rebel's "loot" ability. So far I have seen the upgrade they get from Protoss (5+ Shields) and I was wondering, how do they get the buff? Do they have to land the killing blow on a Protoss unit or do they use the loot near a Recently killed Protoss? Can the same buff stack multiple times or can buffs from different races stack? What are the Terran and Zerg buffs?
@TheAntking: GoOhh I didn't know about the Miner's weapon, added it to my list.
Scraps give you 50 minerals.
Rebels loot a dead unit nearby them and dont need to be deal the killer blow, but only one can loot a dead unit. The buffs for a race can't stack but you can have one for each race. I don't remember if I added the effects for Terran and Zerg, this ability is still experimental and some players said that +5 shields is almost useless considering how fast they die anyway.
@SoulFilcher: Go
zerg buff makes them regen life
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.
@SoulFilcher: Go
I agree that 5+ shields is a very small buff, I think increasing it to about 10+ would be decent, but no higher then 15+.
Edit: I decided to play a match with the infested Terran faction and found quite a few bugs:
Infested marine is not trainable from barracks
Abominations, infested terrans(from cocoons), and broodlings receive armor upgrades from engineering bay but not weapon upgrades
Fattys receive no armor upgrades
Fatty has the description of the swarmhost, and no "exclusive to Infested" tag.
predators receive no weapon upgrade from armory
vulltures weapon upgrade is odd; it upgrades the damage vs light by 1 per upgrade, but does not effect base damage.
Vultures spider mine upgrade does not give the cost in description
Hercules has a infested ground texture under it wherever it flies, same as flying infested buildings.
infested supply depots can not lower
Infested Banshees receive neither armor nor weapon upgrades
Alexei Stukov receives no weapon upgrades
infested terrans summoned by Alexie Stukov receine armor but not weapon upgrades
I also found two bugs with Nova in a different match
Nova has 6 levels of armor and weapon upgrades
Nova takes up one slot in a transport, while ghosts take up two slots.
Found several bugs with Raynor's raiders and mercenaries faction:
Raynor's raiders do not get medics
not sure if this is a bug, but flaming bettys are available with auto turrets instead of replacing them
Patch notes say the AI will no longer select the colonist faction, but both terran AI in my game did just that (and died easily because they didn't build any military till like 20 min mark, cause they have no AI for colonist units)
With mercenaries have access to reaper building bombs upgrade, but it is not listed as unlocked in faction description
War pigs unaffected by combat shield upgrade
Mercenaries also unable to build medics, including mercenary version
Death hand D-8 charge attacks does not receive weapon upgrades, but P-45 Gauss pistol does
Reaper can manually jump distances, Death hand cannot
Jackson's Revenge receives no weapon upgrades, and comes with maxed armor upgrades(armor maxed intentional?)
Spartan company goliath unaffected by weapon or upgrades
Ragnarocker also unaffected by weapon upgrades.
Spartan Company goliath has weapon placement on ui switched; on golaith it is armor-Hellfire missiles-auto cannon, on spartan company it is armor-Gatling cannon-Lazar torpedoes
Ragnarocker has same problem as Spartan company; air and ground weapons have place on ui switched from thor.
Seige Breaker gets no weapon upgrades
Griffons not listed as unlocked in faction description
Hel's angels and Dusk Wings do not get weapon upgrades
Dirty girl lacks boost ability
cost and supply of Hammer security, Devil Dog, Death Hand, Skibi Angel, Seige Breaker, Ragnarocker, Spartan Company, Hel's Angel, Dirty Girl, and Dusk Wing are not diplayed on mercenary compound
Hammer security weapon description dislpays Attacks:1 while Marauder weapon description displays no such thing
Devil Dogs lack stim, Firebats have it.
I also have three suggestions after having played the mercenary faction:
The Hammer Security's upgrades over the maruader are very minor; equivalent to 2+ weapon upgrade, compared to other mercenary who atleast that +hp upgrade. I would suggest a buff, or is there a balance reason hammer security's has no hp buff over marauder?
Same deal with the Devil Dogs, the only upgrade over firebats is +2 to base damage, no effect on +light damage I would definitely recommend some kind of buff.
Have you considered making a mercenary equivalent to hellbat? It's just that the hellion gets a utility with being able to morph to hellbat that outback rider lacks. though I see how getting a model and transformation sequence for mercenary equivalent could be problamic.
@TheAntking: Go Ok, Added everything to my list. Guess I'll have a busy weekend.
@FreezingAcidRain: Go I think I'll stay away from balance issues right now, too many bugs to fix, but I'll add your suggestions to the list. Wasn't the Phoenix upgrade removed from ladder? I rarely play protoss and I never build them.
Damn what's wrong with this thing? I'm positive I changed Overlord speed. And yes, I saw the position of Hydralisk upgrades, but in the editor they appear in their correct places and I didn't find why.
@TheAntking: Go Ohhh man, I tested the AI and it picked Dominion every time. Ok, I'll add everything to the list and will try to fix that again this weekend.
So far I haven't found a reason for buttons not showing the cost or supply. Everything is ok in the editor. I won't burn more neurons on it, I'll just focus on the other things.
Well, you already have the answer for merc Hellbat. There isn't a model for it, so I won't make it.
@FreezingAcidRain: Go I decided to make another emmergency update today as I have already fixed a lot of the bugs posted here, specially the few game breaking ones. I will work on it during this weekend so post everything you find.
Have fun.
EDIT: It looks like players are still trying to play arcade maps. Today a pre-HotS version reached page 10. I wonder if they will find the extension mod version eventually.
Alright, I found a rather confusing bug with the Umojan Protectorate faction. (the ones that gives the hp/attack speed buffing versions of mech and ship weapon/armor upgrades.)
What I think happened is that the merged vehicle/ship armor and weapon upgrades rewrote themselves over top of the hp/attack speed buffing version of mech upgrades. This left the ship weapons alone, however, for some reason ship weapons effected ships normally while ship armor effected mech units but not ships. The problem here was that the ship weapon and armor upgrades stacked on top of the merged upgrades which left me with 6/3 ships and 3/6 mech units, except for hellbats and widow mines, which were 3/3, I guess because they were introduced in HOTS. the merged weapon/armor upgrades did not give hp/speed buffs, but ship weapon/armor did which meant ships got attack speed and mech got hp buffs. in addition, after getting level three merged weapons, mech weapons were revaled, allowing mt to get 6/6 mech units(hellbats and widow mines still unaffected). strangely, after getting level three merged armor i did nit reveal mech armor upgrades.
Infantry weapon and armor upgrades functioned just fine, giving hp/speed buffs, except that the shadow guard does not get armor upgrades.
In short, Umojan's hp/attack speed boosting upgrades on the armory are very broken right now and need to be looked at.
I noted one other bug: getting the Titanium housing reserach for missile turrets removed their tooltip in the build menu.
For the Radnor's raiders, can;
now for bugs!
@TheAntking: Go Yes, I knew the umojan upgrades were bugged, but I decided to wait for Blizzard to decide the new upgrades first. Today I published a new version that fixed all that.
@FreezingAcidRain: Go Bugs fixed. I can't see why HotS Raynor's model would fit a unit and not himself. And I also don't see why the Raider model would fit Raynor. I understand the Raider unit isn't in a good spot right now, but I wanted the faction to replace the Ghost. I don't feel like changing Hyperion right now. The game is already full of late game heroes and another BC hero wouldn't add much flavor to it.
Today's patch fixes most of the missing upgrades and wrong tooltips. I think it fixes most of the bugs reported here and also some I found. There are some things that are hard to fix because if the extension mod dependency structure, it makes things different from my offline tests and so far I haven't found a reliable way to test them. Things like Overlord speed and the morph to Lurker Den work normally offline. I guess I'll have to try Blizzard forums for an official answer on that.
A suggestion, i think the infested zealot is a bit lore-unfriendly, i believe it isnt a credible unit
@FreezingAcidRain: Go Ohhh, I'll check it then.
@alfx01: Go I agree, but the hybrid brood changes are minimal right now, I think I'll keep it until I have other interesting changes to add.
A small bug found today playing SC Expanded HotS extension:
@alfx01: Go There are a few upgrades that still have to be "moved" to a certain brood, like Monarch Blades. I will do that eventually.
It seems the bulk of bugs has been fixed. I think we can resume discussion on other changes. I'm thinking about adding Kerrigan's Brood and throw in a few things have haven't been included yet, like Impalers.
@SoulFilcher: Go
Hey, Soul, I don't think you have the time or patience to do this at all. But what do you think of the idea of SC Expanded merged with StarBow?
@rickmary: Go What do you mean by that? I certainly don't have the time right now.
@rickmary: Go
starbow never should of got its popularity
http://www.sc2mapster.com/assets/nolanstars-textures/
Be sure to check out the extension mod: Hots Custom Map support on NA and EU, Despite the name it greatly expands the roster of options for the default 3 races and is updated all the way to NCO.