oh yeah for the purifier buildings... how do i say it... aesthetically i prefer the original buildings over the ones with the matrixy texture o top, it kinda looks messy, is this how they look in the campaign plus when i choose the purifier faction it doesn't change all my current units and structures to the purifier version like the drones. oh and the vanguard immortal variant seems to be dealing a lot of damage (too much) per hit? is this a bug? so far it seems the protoss factions are complete, are there any missing stuff still not added? you prolly know that the zerg broods haven't been updated yet even on the test version, just wanna know when it can be expected?
@ExoticcC: Go Probably, but it isn't in my priorities list so don't expect them to be added anytime soon.
@emsez51: Go I'll repeat myself: I did not add the "matrix" texture, blizzard did for their "purifier protoss" upgrade, which I decided to use the same way I used the "dark protoss" upgrade before, but I didn't know that was going to happen. Now if I want to get rid of the effect I need to edit every actor.
The Vanguard works exactly like it does in the campaign, and yes, it deals a lot of damage.
Protoss factions are far from complete. Several units still need adjustments to be considered complete, others still need to be decided. What do you mean by zerg broods not being updated?
Oh, sorry didn't read the previous posts, its just too many to sift through, my bad. Apologies if my comment sounded pushy, I didn't really know how to break my opinion to you, i know your busy and all plus its not that you get paid doing this either, so i thank you for that, I see, do you plan to reduce the damage of the vanguard based on your comment on adjustments? It seems all the campaign units were already added, unless im missing something, well you can prolly add the units on the factions with the least new units. Whats your thoughts on disabling for example: adepts on factions with stalkers or dragoons similar to the campaign to make each faction more unique? For the update on zerg, i played on americas with the test mode on but it still had more than 5 factions and the swarm host changes arent there too, i hope i dont sound as demanding, its just that good of a mod that i cant wait to play it with my froends & siblings on dec 25 since i don't have work :)
@emsez51: Go I will reduce the vanguard damage, but it is not the kind of adjustments I was talking about. What I meant was unfinished things like the Skytalon ability vs ground, Skylord's release interceptor ability, adding an upgrade for Corsairs in place of the Phoenix range upgrade and so on. The list is still very long. People are demanding the Avenger and Blood Hunter, and of course I will have to rework that stupid Avenger ability to balance it.
Adepts are disabled for Tal'darim right now, I don't think any other tribe will disable it. For Nerazim I'm planning a replacement to bring back the old Soul Hunter/Vindicator unit somehow. Disabling them for factions with Stalkers or Dragoons would mean disabling them for all factions. My division of unit roles is not like the one used in the campaign.
It still had more broods because I haven't finished those changes yet.
EDIT: Today's update removed 2 zerg broods, moved a few upgrades around, and added the Creeper. It also fixed Dragoon's Singularity Charge upgrade and a few other things.
Nice! just tried the new stuff! Its awesome! just some minor stuff i discovered: I'm not too sure how the deep tunnel ability should work exactly but the current one needs you to target a unit to use it rather than creep itself. The creep tower on the other hand can be placed anywhere even without vision, is this intended? also the nydus worm can be attacked before it pops out of the ground. happy holidays!
I explored the zerg broods again and tried out the swarm queens, i like the fact that they can move out of the creep and be used offensively but the absence of spawn larva means they are best used in out of base operations, I hope these observations can help improve the unit and make it a viable pick as opposed to just using normal queens. :)
I feel that the swarm queens in the mod does not have enough to offer to be picked up with its higher cost and skills not really synergizing well enough with her role. But maybe with some tweaks it would be a nice unit to use alongside the normal queens in a game.
Losing spawn larva and having the ability to move normally outside creep means her strength lies in outside-creep operations, she would be a great support healing unit for one, and a tanky anti-air but being built on the base itself means we cannot mass them as fast as normal troops would and having lower health makes her easier to kill. The armored characteristics can be a double edged sword against the many anti armor units in game. i have to have your opinion on this, i feel that giving her back the 25 health and removing the armored characteristic similar to a normal queen would be better for her role.
I feel that her current stalker blink-like deep tunnel does not provide her with a lot of good synergy to the other zerg troops, again i'd love to hear your opinion on this. Not being morphed from larva means it would be slow to produce thus limited in numbers, to maximize her role i feel that having her deep tunnel function like the creeper would give her troop support role more justice. If it deems too strong it could be balanced by lengthening the cooldown.
Having creep tumor is great, it gives her another nice function and compliments her zerg support role but being limited to place them on creep makes the skill a bit of less use to her compared to just using normal queens for the job. I have a few ideas but need your critique on them: one thing we could do is make the swarm queen's tumor different, making it not able to reproduce but be able to place on non creep tiles would better fit her, then again 25 mana for a patch of creep that can easily be destroyed seems a bit too weak compared to the normal creep tumor, so maybe lessening the mana cost or adding the detector role to the tumor would make it cost effective? An easy-to-kill stationary detector creep tumor that can be placed on non-creep ground but cannot reproduce for 25 mana. Or just a non reproducing creep tumor that is placeable at non-creep ground for around 15 mana? dont think these are overpowered but i might be wrong. Theres also a cut ability named toxic creep that makes a patch of creep damage enemies not sure about balance on this if it can be placed on non creep to compliment the swarm queens suggested palystyle. I believe the changes would make the swarm queen shine on its own compared to what it is now. Hope to hear from you soon :)
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.
@emsez51: Go The tunnel issue is probably a consequence of changing Zagara's deep tunnel to work like that. And the creep tower placement was not intentional, I have to check it too.
The swarm queen was not added with a role in mind, and not planned to replace or be used along with standard queens. It needs to be reconsidered, and right now I'd make them replace normal queens. But queens are very cost-effective in terms of HP + healing, the only 2 stats that prevent them from being very powerful army units are the movement out of creep and not morphing from larvae. If swarm queens become a replacement unit they can't be that much more effective without a higher cost. They would need to keep larvae and tumour abilities and they are not supposed to be massed. HP and armored tag can be changed, but probably at the cost of reduced attack damage. I'd never give it a global deep tunnel, the unit is far too useful for how much it costs right now. Imagine if Stalkers had global blink and could heal each other. I am more inclined to make it a replacement with a good healing role and less attack damage (at least vs ground).
You have too many ideas for a unit that should cost 150 minerals and only requires a spawning pool. If the unit stays as an addition and there's no need to keep larvae and tumours we can discuss other abilities, but as a replacement faster movement and auto-cast healing are more than enough.
Well to be honest i wasn't really thinking of it replacing the original queen that would indeed be too powerful of a queen, but i definitely love the idea of having two queens with different roles one functioning within the base and the other outside the base not really one overpowering the other. which what the swarm queen seems to be perfect at. In fact i didn't even know swarm queens had their own model (though they seem to look a little too small for their model details). I wouldn't mind a bit higher cost, and i feel that specializing outise the base she wouldnt have spawn larva ability and maybe a different creep tumor, deep tunnel would really be nice on her, maybe at the expense of moving normally outside creep? i hope you dont replace the current queens with them, theres definitely a fun factor that can be made with the swarm queens
If the soul Hunter is being added, are you thinking about re-editing the model to have attack animation or life movement? (meaning not static floating). It could be a purifyer that is as made at the robotics facility that is anti air.
For a protoss ability, in the lore it was said twilight archons could control gravity or teleport objects. Could you (or someone you know) make an ability that causes any unit to move from point A and slides to point b? kind of like the viper but.
Is grapple for herc complete? If not are there plans?
@emsez51: Go I'll have to think about it, for now they will stay as an addition.
@ExoticcC: Go Changes to Nerazim and purifier buildings are planned, can't say when I'll do that though. All units used by the Tal'darim faction have proper models and textures.
@FreezingAcidRain: Go What model are you talking about? I meant I wanted to have a nerazim Adept variation, so I will probably edit the Adept model and make it come from the Gateway.
I don't have plans to include Twilight Archons. HERC grapple works, I think it is only missing the hook visual effect right now.
I don't know if you are interested, but in the editor I found data about a Immortal Purifier called "Oppressor", look like Talandar is a Oppressor hero, this mean the Oppressor probably was intended to be a melee variant of the Immortal.
First just wanted to say thank you for re instating the colonists! It's great to play as them again and incredibly fun. AND HEROES!!! Thank you thank you thank you. A few need to be nerfed from their campaign forms(fenix lol) but it's great to have them in there as a lobby option.
Playing through nearly all terran and protoss factions more or less everything seems to be in working order. Noticed one minor bug with the terran starport tech lab, the nomad energy button and one of the raven upgrades appear no matter what under all factions, you can only access irradiate (if you choose science vessle) after paying for one of these upgrades.
Now all we need is some more definition to some of the factions! Thanks as always and keep up the great work.
As much as I hate the fact that this game is balanced around small ramps and 'the wall' it is a fact that is here to stay. That said, I love the idea behind both hunterling and raptors, plus they can be very helpful (yet not overpowered) when dealing with armies on even ground.
Would it be possible to just kill their cliff jump ability? or make it a late game unlock? and let us have a multi-player nerfed version of these units? Masses of zerglings are supposed to counter siege tanks, it would be nice if a couple of them could get close enough to get a hit or two ;) I'm not talking about the ones sitting on high ground protected by a wall. I'm talking about the ones sieged up inside my base! :p
Was referring to the soul hunter, the beta unit with the surfboard that is a nerazim. The vindicator is a unit that walks, has a chain gun, and is khala protoss. There not the same. I was sugusting a retexture soul hunter only beacuse it looks robotic and is missing a face. Gameplay wise it could be a unit that attacks on the move like the diamond back
@RezE11even: Go I haven't tested heroes yet, I am sure that most of them need to be nerfed. Which ones need more attention right now? And what makes them too strong? (abilities, life, attack, cost?).
I will fix the raven/science vessel upgrades. I'd like to remove this unit option and make the Science vessel exclusive to one or more factions, but the upgrades can't stay bugged until I decide. What do you mean by more definition?
@zenerbufen: Go By everything discussed in this thread so far it seems that removing the cliff jump is the best approach for Raptors. I think it could be an upgrade, maybe a replacement for Adrenal Glands? Hunterlings will keep the cliff jump, as they are a kind of zerg reaper. I can tweak their stats and cost if needed.
@FreezingAcidRain: Go ohh I see. I have no real plans for that unit (and the available model is kind of ugly in my opinion), I meant to use the name for a nerazim adept variant, a gateway unit as the soul hunter was meant to be. Purifiers already have their robo units decided, I just need to refine the Megalith to be something interesting. Nerazim could have a replacement for Disruptors though.
@collinmarcum57: Go Hey, you suggested models, so I'd like to know if there is anything specific that you think needs custom models. Changes to nerazim and purifier structures are planned, but I won't work on them right now.
Bug reports are always important, if you find anything that may be a bug let me know.
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.
oh yeah for the purifier buildings... how do i say it... aesthetically i prefer the original buildings over the ones with the matrixy texture o top, it kinda looks messy, is this how they look in the campaign plus when i choose the purifier faction it doesn't change all my current units and structures to the purifier version like the drones. oh and the vanguard immortal variant seems to be dealing a lot of damage (too much) per hit? is this a bug? so far it seems the protoss factions are complete, are there any missing stuff still not added? you prolly know that the zerg broods haven't been updated yet even on the test version, just wanna know when it can be expected?
@ExoticcC: Go Probably, but it isn't in my priorities list so don't expect them to be added anytime soon.
@emsez51: Go I'll repeat myself: I did not add the "matrix" texture, blizzard did for their "purifier protoss" upgrade, which I decided to use the same way I used the "dark protoss" upgrade before, but I didn't know that was going to happen. Now if I want to get rid of the effect I need to edit every actor.
The Vanguard works exactly like it does in the campaign, and yes, it deals a lot of damage.
Protoss factions are far from complete. Several units still need adjustments to be considered complete, others still need to be decided. What do you mean by zerg broods not being updated?
Oh, sorry didn't read the previous posts, its just too many to sift through, my bad. Apologies if my comment sounded pushy, I didn't really know how to break my opinion to you, i know your busy and all plus its not that you get paid doing this either, so i thank you for that, I see, do you plan to reduce the damage of the vanguard based on your comment on adjustments? It seems all the campaign units were already added, unless im missing something, well you can prolly add the units on the factions with the least new units. Whats your thoughts on disabling for example: adepts on factions with stalkers or dragoons similar to the campaign to make each faction more unique? For the update on zerg, i played on americas with the test mode on but it still had more than 5 factions and the swarm host changes arent there too, i hope i dont sound as demanding, its just that good of a mod that i cant wait to play it with my froends & siblings on dec 25 since i don't have work :)
@emsez51: Go I will reduce the vanguard damage, but it is not the kind of adjustments I was talking about. What I meant was unfinished things like the Skytalon ability vs ground, Skylord's release interceptor ability, adding an upgrade for Corsairs in place of the Phoenix range upgrade and so on. The list is still very long. People are demanding the Avenger and Blood Hunter, and of course I will have to rework that stupid Avenger ability to balance it.
Adepts are disabled for Tal'darim right now, I don't think any other tribe will disable it. For Nerazim I'm planning a replacement to bring back the old Soul Hunter/Vindicator unit somehow. Disabling them for factions with Stalkers or Dragoons would mean disabling them for all factions. My division of unit roles is not like the one used in the campaign.
It still had more broods because I haven't finished those changes yet.
EDIT: Today's update removed 2 zerg broods, moved a few upgrades around, and added the Creeper. It also fixed Dragoon's Singularity Charge upgrade and a few other things.
Nice! just tried the new stuff! Its awesome! just some minor stuff i discovered: I'm not too sure how the deep tunnel ability should work exactly but the current one needs you to target a unit to use it rather than creep itself. The creep tower on the other hand can be placed anywhere even without vision, is this intended? also the nydus worm can be attacked before it pops out of the ground. happy holidays!
I explored the zerg broods again and tried out the swarm queens, i like the fact that they can move out of the creep and be used offensively but the absence of spawn larva means they are best used in out of base operations, I hope these observations can help improve the unit and make it a viable pick as opposed to just using normal queens. :)
I feel that the swarm queens in the mod does not have enough to offer to be picked up with its higher cost and skills not really synergizing well enough with her role. But maybe with some tweaks it would be a nice unit to use alongside the normal queens in a game.
Losing spawn larva and having the ability to move normally outside creep means her strength lies in outside-creep operations, she would be a great support healing unit for one, and a tanky anti-air but being built on the base itself means we cannot mass them as fast as normal troops would and having lower health makes her easier to kill. The armored characteristics can be a double edged sword against the many anti armor units in game. i have to have your opinion on this, i feel that giving her back the 25 health and removing the armored characteristic similar to a normal queen would be better for her role.
I feel that her current stalker blink-like deep tunnel does not provide her with a lot of good synergy to the other zerg troops, again i'd love to hear your opinion on this. Not being morphed from larva means it would be slow to produce thus limited in numbers, to maximize her role i feel that having her deep tunnel function like the creeper would give her troop support role more justice. If it deems too strong it could be balanced by lengthening the cooldown.
Having creep tumor is great, it gives her another nice function and compliments her zerg support role but being limited to place them on creep makes the skill a bit of less use to her compared to just using normal queens for the job. I have a few ideas but need your critique on them: one thing we could do is make the swarm queen's tumor different, making it not able to reproduce but be able to place on non creep tiles would better fit her, then again 25 mana for a patch of creep that can easily be destroyed seems a bit too weak compared to the normal creep tumor, so maybe lessening the mana cost or adding the detector role to the tumor would make it cost effective? An easy-to-kill stationary detector creep tumor that can be placed on non-creep ground but cannot reproduce for 25 mana. Or just a non reproducing creep tumor that is placeable at non-creep ground for around 15 mana? dont think these are overpowered but i might be wrong. Theres also a cut ability named toxic creep that makes a patch of creep damage enemies not sure about balance on this if it can be placed on non creep to compliment the swarm queens suggested palystyle. I believe the changes would make the swarm queen shine on its own compared to what it is now. Hope to hear from you soon :)
The Swarm Queen - Noxious Creep ability in the editor would work well as a balance to the swarm queen.
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.
@emsez51: Go The tunnel issue is probably a consequence of changing Zagara's deep tunnel to work like that. And the creep tower placement was not intentional, I have to check it too.
The swarm queen was not added with a role in mind, and not planned to replace or be used along with standard queens. It needs to be reconsidered, and right now I'd make them replace normal queens. But queens are very cost-effective in terms of HP + healing, the only 2 stats that prevent them from being very powerful army units are the movement out of creep and not morphing from larvae. If swarm queens become a replacement unit they can't be that much more effective without a higher cost. They would need to keep larvae and tumour abilities and they are not supposed to be massed. HP and armored tag can be changed, but probably at the cost of reduced attack damage. I'd never give it a global deep tunnel, the unit is far too useful for how much it costs right now. Imagine if Stalkers had global blink and could heal each other. I am more inclined to make it a replacement with a good healing role and less attack damage (at least vs ground).
You have too many ideas for a unit that should cost 150 minerals and only requires a spawning pool. If the unit stays as an addition and there's no need to keep larvae and tumours we can discuss other abilities, but as a replacement faster movement and auto-cast healing are more than enough.
Well to be honest i wasn't really thinking of it replacing the original queen that would indeed be too powerful of a queen, but i definitely love the idea of having two queens with different roles one functioning within the base and the other outside the base not really one overpowering the other. which what the swarm queen seems to be perfect at. In fact i didn't even know swarm queens had their own model (though they seem to look a little too small for their model details). I wouldn't mind a bit higher cost, and i feel that specializing outise the base she wouldnt have spawn larva ability and maybe a different creep tumor, deep tunnel would really be nice on her, maybe at the expense of moving normally outside creep? i hope you dont replace the current queens with them, theres definitely a fun factor that can be made with the swarm queens
Can you make Nerazim Buildings look like this? http://www.sc2mapster.com/assets/kazors-assets/images/13-nerazim-buildings/
Some Tal'Darim protoss portaits: http://www.sc2mapster.com/assets/kazors-assets/images/15-votary-portrait-taldarim-zealot/ http://www.sc2mapster.com/assets/kazors-assets/images/14-skylord-portrait-taldarim-carrier/
Tal'darim units/buildings: http://www.sc2mapster.com/assets/hammers-assets/images/188-taldarim-arbiter/ http://www.sc2mapster.com/assets/hammers-assets/images/189-taldarim-brood-war-shuttle/ http://www.sc2mapster.com/assets/hammers-assets/images/190-taldarim-brood-war-reaver/ http://www.sc2mapster.com/assets/hammers-assets/images/193-taldarim-brood-war-corsair/ http://www.sc2mapster.com/assets/hammers-assets/images/192-taldarim-brood-war-carrier/ http://www.sc2mapster.com/assets/hammers-assets/images/197-team-colored-taldarim-forge/
Lots of protoss units textures: http://www.sc2mapster.com/assets/protoss-texture-variations/files/
Dark Terrans: http://www.sc2mapster.com/assets/dark-terran-update/
Just want to help :)
If the soul Hunter is being added, are you thinking about re-editing the model to have attack animation or life movement? (meaning not static floating). It could be a purifyer that is as made at the robotics facility that is anti air.
For a protoss ability, in the lore it was said twilight archons could control gravity or teleport objects. Could you (or someone you know) make an ability that causes any unit to move from point A and slides to point b? kind of like the viper but.
Is grapple for herc complete? If not are there plans?
@emsez51: Go I'll have to think about it, for now they will stay as an addition.
@ExoticcC: Go Changes to Nerazim and purifier buildings are planned, can't say when I'll do that though. All units used by the Tal'darim faction have proper models and textures.
@FreezingAcidRain: Go What model are you talking about? I meant I wanted to have a nerazim Adept variation, so I will probably edit the Adept model and make it come from the Gateway.
I don't have plans to include Twilight Archons. HERC grapple works, I think it is only missing the hook visual effect right now.
I don't know if you are interested, but in the editor I found data about a Immortal Purifier called "Oppressor", look like Talandar is a Oppressor hero, this mean the Oppressor probably was intended to be a melee variant of the Immortal.
First just wanted to say thank you for re instating the colonists! It's great to play as them again and incredibly fun. AND HEROES!!! Thank you thank you thank you. A few need to be nerfed from their campaign forms(fenix lol) but it's great to have them in there as a lobby option.
Playing through nearly all terran and protoss factions more or less everything seems to be in working order. Noticed one minor bug with the terran starport tech lab, the nomad energy button and one of the raven upgrades appear no matter what under all factions, you can only access irradiate (if you choose science vessle) after paying for one of these upgrades.
Now all we need is some more definition to some of the factions! Thanks as always and keep up the great work.
As much as I hate the fact that this game is balanced around small ramps and 'the wall' it is a fact that is here to stay. That said, I love the idea behind both hunterling and raptors, plus they can be very helpful (yet not overpowered) when dealing with armies on even ground.
Would it be possible to just kill their cliff jump ability? or make it a late game unlock? and let us have a multi-player nerfed version of these units? Masses of zerglings are supposed to counter siege tanks, it would be nice if a couple of them could get close enough to get a hit or two ;) I'm not talking about the ones sitting on high ground protected by a wall. I'm talking about the ones sieged up inside my base! :p
Was referring to the soul hunter, the beta unit with the surfboard that is a nerazim. The vindicator is a unit that walks, has a chain gun, and is khala protoss. There not the same. I was sugusting a retexture soul hunter only beacuse it looks robotic and is missing a face. Gameplay wise it could be a unit that attacks on the move like the diamond back
hello again soulfilcher seeing is this is youre thread i was wondering what i could do to help the mode move forward thanks again :)
@RezE11even: Go I haven't tested heroes yet, I am sure that most of them need to be nerfed. Which ones need more attention right now? And what makes them too strong? (abilities, life, attack, cost?).
I will fix the raven/science vessel upgrades. I'd like to remove this unit option and make the Science vessel exclusive to one or more factions, but the upgrades can't stay bugged until I decide. What do you mean by more definition?
@zenerbufen: Go By everything discussed in this thread so far it seems that removing the cliff jump is the best approach for Raptors. I think it could be an upgrade, maybe a replacement for Adrenal Glands? Hunterlings will keep the cliff jump, as they are a kind of zerg reaper. I can tweak their stats and cost if needed.
@FreezingAcidRain: Go ohh I see. I have no real plans for that unit (and the available model is kind of ugly in my opinion), I meant to use the name for a nerazim adept variant, a gateway unit as the soul hunter was meant to be. Purifiers already have their robo units decided, I just need to refine the Megalith to be something interesting. Nerazim could have a replacement for Disruptors though.
@collinmarcum57: Go Hey, you suggested models, so I'd like to know if there is anything specific that you think needs custom models. Changes to nerazim and purifier structures are planned, but I won't work on them right now.
Bug reports are always important, if you find anything that may be a bug let me know.
I did some nerazim textures for buildings if you want them?
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.
I have found a few models that will finish the taldarim for you http://www.sc2mapster.com/assets/protoss-texture-variations/files/50-taldarim-mothership-core/ http://www.sc2mapster.com/assets/protoss-texture-variations/files/46-taldarim-adept/ http://www.sc2mapster.com/assets/kazors-assets/files/18-taldarim-build-effect/
update: test mode report I love the additions to the factions I think they should stay bug report: no phasing mode for narazim warp prism