@rickmary: Go That's ok, we may not decide it now, but one day we will have something for our beloved Vulture ;-)
New update today. Here are the changes:
GENERAL
Agria Valley map removed from NA pool.
TERRAN
A.R.E.S.: Weapons are now upgraded.
Infested Faction: All units gain life regeneration by default.
Dominon Holoboard: Structure model fixed so it will be hidden during construction.
Hellion Mecenary: Now benefits from Infernal Pre-Igniter. Static portrait added.
Infested Banshee: Speed increased to 2.25.
Infested Marine: Speed increased to 2.25.
Merc Compound: Uniuts are queued now, and no longer have a cooldown or charge limit.
Nomad: Portrait camera fixed.
Nova: Domination can target neutral units.
Rebel: Removed the long delay on the weapon.
Wraith: AtG weapon cooldown reduced to 1.25.
ZERG
Breeding Mound: Units are queued now, and no longer have a cooldown or charge limit.
Structure model fixed so it will be hidden during construction.
Brutalisk: Weapon cooldown increased to 1.28.
Choker: This unit was removed from the Tiamat Brood.
Defiler: Dark Swarm area reduced to 3.5. SC1 sounds added.
Devourer: Speed increased to 2.5. SC1 sounds added.
Hunterling: Leap range reduced to 7. Leap autocasts on enemy units.
PROTOSS
Corsair: Disruption Web area reduced to 1.5.
Dragoon: Base weapon range reduced to 5. Upgraded range reduced to 7.
Reaver: Will not attack units across a chasm. New unit model (tell me what you think about it).
That's it. I also found and fixed some bugs brought by the last game patch. If you spot anything new please report it.
Reaver seems to do more damage to itself (pass 100 when it supose to be 85ish, i know beacuse attack a building at point blank the reaver dies and it's shields is 100, so from full health down to 35 in one attack)
I like the old one better for the reaver. older one looks more like it came straight from sc1 into a 3d world, this one in the game looks too tall and long.
Disruption Web looks bigger than it is
Infestor speed upgrade should it be switched for the abilitie to use abilities when burrowed? the green ball projectile is important so that the enemy knows where the infestor is and where the slim is coming from. this would help the players manage the location of where infestors are on the battle field and make mind control a bit more feasable.
as for the BattleVulture could the moddler who did the battlehellion redo the battlehellion so that it look more like the vulture. seeing how the hellbat has flame thrower, mabey BattleVulture could lunch multiable grandes at a time that do extra damage to amoured units.
theres a new sexy tank model that got released on assets, is there room? mabey have a terran faction or split option for a new kind of siege tank that has no transformation but instead has range 9 and does heavy damage to a singular amoured target. mabey smart ai that only targets other enemy siege units first? like siege tanks, cols, and ultralisk
(updated)
Zergling and roach seem to be misssing attack animation. there are times when i do miss zerglings wings for regular zerglings
We aren't really, but we want the vulture to be a fair trade-off vs the Hellbat.
The Hellion has speed and a long thin flame, allowing it to cut through bioballs.
The Hellbat mode drops the speed and range for more health and a wider flame, allowing it to tank against zealots or zerglings, and making it more combat effective.
The Vulture however lacks in power, perhaps we allow it to rebuild the spider-mines, give it splash damage, and a speed increase?
I am attempting to use the mod on preferred maps to play with friends, published as private (as I believe you have given permission to do?). I load the most recent SC Expanded dependency off bnet but when I attempt to publish I receive an error that reads I have two versions of the Left 2 Die in the mod chain versions 1.1 and 1.2.
@Malzen333: Go Yes you are free to use the mod in other maps, you can even publish them as public as long as the mod's stats are untouched. That is weird, I didn't even know there was a Left 2 Die 1.2. So I checked it, and there is only Left 2 Die 1.1 in the dependency list.
@FreezingAcidRain: Go Good to now they're op, I was afraid I'd never be able to make them good starting units. Now I can tone them down if needed. The damage isn't applied twice, but it ignores enemy armor, that's why you think they deal more damage than they should. It will be fixed in the next update.
Back in SC1 you had to touch them to recover shields, that's why I didn't want to give them a longer range. Do you think they are not that useful right now? I wonder how good Shield Battery + Immortal is for defense...
Dragoons / Stalkers were a unit split, but I decided it was better for them to be Khalai / Nerazim and not an active choice.
Those units are there but not permanently, I really want to find a better tech tree position for them in the future. HoTS is just around the corner, I don't want to try major changes to these units right now.
What do you mean by having connection with Zergling and Roach? What's wrong?
zergling king of sit near enemy units and enemy unit take damage; they don't attack (missing attack animation). roach is missing the "move" attack animation, its like they sit there and green stuff pops out.
@FreezingAcidRain: Go These bus were probably caused by the recent patch. It always happens, blizzard releases a new patch and I have to go find new bugs. I'll fix them for the next update.
No, I didn't remove the Kaboomer, another bug maybe? I'll check it.
Honestly I'm not sure why it is referring to the 1.1 it let me finally upload on a new map but after I changed some of the unit button keys from the editor it gave me the error again and I'm unable to update.
Basically what I had in mind was to alter hotkeys in editor that I can't change in-game (like defiler spells and lurker burrow).
Then I wanted to add a few maps for variation and had this idea to alter the starting locations to gold and triple their capacity. Gives like a better main base feel, as you'll still be able to mine from it most of the game you know. And good fall back if you lose an expansion.
Off-Topic Feedback* Zerg player
Overseer Parasite - higher risk than changeling, I feel should last way longer or even indefinitely.
Hero Units - perhaps they should be like Mothership, and you can have only one at a time but can remake them.
@Malzen333: Go All that trouble for changed hotkeys? We can talk about that and amybe add those changes to my version, which is easier for everyone, since you would have to keep up with updates. I don't even know how you got a 1.2 Left 2 Die dependency there, the latest version is 1.1.
Ohh thanks for the feedback. I have considered making Ocular Parasite last longer, but I decided to wait for players' opinions. Yes, many players ask me to remove the hero limitation. I think I'll have to make it happen eventually.
Well when I do a search for Left 2 it shows the Left 2 Die mod by blizzard is 1.2.
You would be able to add the missing unit hotkeys to the ingame keybinding options you think?
And yea I wouldn't mind attempting to give some feedback regarding Zerg, I have some ideas and am pretty conservative towards balance. Your mod is my favorite out of all the expanded melees I've found, so I can play around a bit more and see what I come up with.
Like for instance, this could be impossible in editor, but I had this idea of queen injects on breeding mounds that stack and for each inject allows two units to be trained simultaneously like a reactor.
Alright I have more extensively messed around with the mod and I've had many and... Extemporaneous thoughts regarding Zerg. Ha don't get overwhelmed or anything, just some ideas.
SC Expanded - Broods
Baelrog:
- Egg Pop: The Broodlings spawned from Egg Pop need to last indefinately because it costs both energy and resources for the ability to function. (Will likely have to create a new unit in editor based on the Broodlings I believe?)
Garm:
- Peristalsis: Needs to disable Defilers /Re-enable Infestors
Grendel:
- Feederlings: Need a speed boost modifier while on Creep. (A pretty cool upgrade could be they do not die with their host and leap /spawn from them after they die; so there would be a slight chance of retaining them with a little micro during battles) Supply cap comes real easy
- Ensnare: Should cost 50 energy, down from 75e. Increased Range.
- Posthumous Mitosis: The broodlings that spawn when the queen dies need to last indefinetely until killed. (No timer)
Hybrid Slaves:
- Infested Zealot: Lifespan inscreased to 45 or 60 seconds. No research. And Defilers should also gain the ability.
- Hybrid: Range 1 instead of melee. Make Constricting Slime bring down air units so they can be attacked by ground attacks? Perhaps the Ultralisk Evolution choice could also affect Hybrids.
Jormugand:
- Virophage: Sight radius needs to be increased. I'm not sure if the AoE should hit friendly units. Very expensive and immobile, maybe it can also serve as a radar like the terrain tower and could track nearby bio units? (Bug: Cannot destroy Refineries)
- Structure Carapace: Could also effect Drones? (Name change of course)
- I feel this Brood is lacking. If it is all about defense maybe there can be an upgrade so creep tumors spawn 1-2 temporary broodlings upon death like buildings do.
Leviathan:
- Leviathan: could use faster energy regen. I am unable to manually select targets for the Leviathan to attack (Does not seem to prioritize targets correctly; for instance remains attacking supply depots while there are repairing SCVs).
- Lesser Adrenal Gland reseach: I could not find this upgrade at the Spawning Pool, or anywhere.
Surtur:
- Brutalisk: Should cost more than Ultralisk, like 350/250. Maybe need a seperate ground and air attack, ground being melee air remaining same. Ultralisk Evolution selection should apply to Brutalisk as well. Maybe Brutalisk should replace Ultralisk entirely.
Tiamat:
- Breeding Mounds:
- Yggdrasill: Not affected by Zerg Flyer Carapace upgrades. Should have Generate Creep ability.
- Devouring One:
- Prowler:
- Hunter Killer: Currently costs nothing but supply. intended?
- Kukulza:
- Torrasque: Timer Respawn @ Death? (Like in BW, not the ability to make again but a literal respawn)
-
General:
- Burrow Charge: I'm not sure if this is working as intended. Usually it fails and nothing is pushed back or harmed. The Ultralisk seems to burrow and then just immediately unburrow.
-
Evolution Options:
I think roach +4 to light may need to gain +2 each missile upgrade, or else it does not really kill anything massed with less roach hits.
-
Evolution Strains:
Raptor: quite gas intensive?
Defiler:
- Metasynaptic Node: Should increase the maximum energy of the Defiler by 25-50. Starting energy is a bit redundant because of consume.
This is just an outline and perspective incase it gives you any ideas. I know a complete overhaul like this would be quite time consuming and practically change the way you designed the mod for Zerg.
SC Expanded - Overhaul Opinion
Have you thought of increaseing the Supply Cap to 250 or even 300 for any maps?
I feel obligated to go Tiamat because of the breeding mounds, but because in SC lore the Tiamat aided the other broods as needed with their specialized units I had the idea that the units made from the Tiamat breeding mound should be allocated throughout the other Broods dependant on their specialization, except the Yggdrasill and Hunter Killer, which should remain in the Tiamat Brood.So the Broods with Tiamat specialized units will each be able to make breeding mounds and their unique Tiamat unit.
Also based on SC Lore I would change around some of the Brood's specializations (Enables, Replaces, Disables)
Baelrog: Command Wing. Terror squad
Enables
- Breeding Mounds from Drones
- Devouring Ones from Breeding Mounds
- Consume ability from Queens
- Frenzy ability from Overseers
Replaces
Defilers with Unclean Ones
Disables
Infestor
Garm: Attack Wing. Hit and Run
Enables
- Breeding Mounds from Drones
- Kukulza from Breeding Mounds
- Rapid Genesis research at the Spawning Pool (Zerglings will hatch 33% faster)
- Peristalsis research at the Infestation Pit (Faster Infestor movement speed while burrowed)
Replaces
- Nydus Network with Zerg Sac (Drop Pod)
Disables
Grendel: Core Defenses
Enables
- Breeding Mounds from Drones
- Prowlers from Breeding Mounds
- Virophages from Drones (Defensive structures)
- Zerg Structure Carapace upgrade at the Evolution Chamber
- Ensnare ability from Queens
Replaces
Disables
Hybrid Slaves:
Enables
Replaces
Disables
Jormugand: Attack Wing. Massive numbers and brute force
Enables
- Feederlings from Larvae
- Torrasque at the Hive (Requires Ultralisk Cavern)
- Embryonic Splits research at the Spawning Pool (Zerglings hatch in groups of 4 from each egg. Increases the cost for spawn Zergling to 75 Minerals.)
- Egg Pop ability from Queens
Replaces
Disables
Leviathan: Air Focus
Enables
- Leviathan at the Hive (Requires Greater Spire)
- Guardians from Mutalisks (Requires Greater Spire)
- Devourers from Mutalisks (Requires Greater Spire)
Replaces
- Corruptors with Scourge
Disables
- Brood Lords
"By the Second Great War, scourges could be spawned from leviathans."
Surtur: Attack Wing. Furious rampages
Enables
- Omegalisk at the Hive (Requires Ultralisk Cavern)
- Posthumous Mitosis research at the Hatchery (Queens spawn 2 Broodlings upon death)
- Frenzy ability from Overseers
Replaces
- Ultralisk with Brutalisks (Requires Ultralisk Cavern)
Disables
Tiamat: Command Wing. Command
Enables
- Breeding Mounds from Drones
- Yggdrasill and Hunter Killer from Breeding Mounds
- Antennae research at the Lair (Increases Overlord & Overseer sight)
- Faster Queen Movement
- Deep Tunnel research at the Lair (The queen tunnels deep underground, surfacing at a friendly target zerg building. The queen can effectively "teleport" underground to a friendly base. This ability can be used only while the queen is on the creep.)
Replaces
Disables
-
Arbitrary Ideas:
- Increased Health Regeneration research (Unit specifics possibly dependant on how big the increase is, maybe for the entire race it could be an only on creep modifier /not in combat?)
- Increased Energy Regeneration research
- upgrade so creep tumors spawn 1-2 temporary Broodlings upon death like buildings do.
- Upgrade to increase Broodling life-span to 13 (Including Brood Lord Broodlings)
- Broodling or Spawnling mounds from drones (Basically a Swarm Host inert structure)
@Malzen333: Go Would you explain the hotkey changes you made and what I need to do in order to allow customization in game? Its good that you are conservative about balance, this mod needs it. Ohhh Left 2 Die 1.2 appeared for me, it will be the version used by the next update.
@Malzen333: Go I'll try to answer as many topics as possible
Egg Pop: I made the ability based on the campaign mission. I didn't take the time to check if the killed egg would return the resources spent on the unit inside. The idea here would be to allow for desperate tactics when defending, and also block enemy units from hatching when attacking. But I don't want the resources to be wasted as it makes the spell unbalanced. I'll see what I can do about it.
Peristalsis: I need to think of a good upgrade for Defiler in this case.
Feederlings / Ensnare: Good suggestions, added them to my To Do list.
Post Humous Mitosis: I'm not sure I agree with this one.
Infested Zealot: Defilers won't get it, this is not the Defiler style. I know I need to give them another ability in this case, but not the same given to Infestors. I kept the same lifetime as Infested Marine, I don't feel it needs to be last longer.
Hybrid: I have considered an ability to bring down air units, but wouldn't make an AoE do it. You're right on the weapon range, but the Ultralisk's upgrade should be his alone. I want the Hybrid to have its own role, not be an Ultralisk with another appearance.
Virophage: I have a lot of suggestions for Virophages right now. I'll wait to see if they show up in HoTS to decide what to do.
Building Carapace: No way I'll add Drones to it. Does the Terran version benefit SCVs? Workers with 5 armor after all upgrades?
Leviathan: Yes the attack is a problem, it has been reported before, but it is how it works in the campaign. I still have to take a look and see what I can do.
Lesser Adrenal Glands: I believe the current requirement for this upgrade is wrong, I have to check it.
Brutalisk: This unit is a work in progress. It has been nerfed to be closer to the Ultralisk. It may become an unit option vs Ultras. It used to have separate ground and air attacks but it could never attack ground because it is awfully slow for a melee unit, and zerg has enough melee units already. It won't benefit from Chitinous Plating, but I think I'll remove Anabolic Synthesis from the Ultra and make it affect Brutalisks instead.
Yggdrasill: Suggestions added to the list. The cost for the other strains will be fixed in the next update.
Torrasque: A respawn at no cost as you suggest is totally imbalanced. When I give "respawn" to all heroes Torrasque will be included.
Burrow Charge: Fixing it isn't my priority because I'll use the data in HoTS.
Bile Ducts: If the upgrade isn't good enough I can buff it a little. The HoTS campaign version was buffed from +4 to +8 if the info I read is right, but I think +8 is too much.
Raptor: The cost has always been a problem, as withall ideas from HoTS I will wait to decide what to do with this unit.
Metasynaptic Node: I think I should remove it entirely. I want the Defiler to have the same number of upgrades the Infestor has, at the same costs so selecting one isn't cheaper as the other.
And I'll answer the rest in another post.
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@rickmary: Go That's ok, we may not decide it now, but one day we will have something for our beloved Vulture ;-)
New update today. Here are the changes:
GENERAL
Agria Valley map removed from NA pool.
TERRAN
A.R.E.S.: Weapons are now upgraded.
Infested Faction: All units gain life regeneration by default.
Dominon Holoboard: Structure model fixed so it will be hidden during construction.
Hellion Mecenary: Now benefits from Infernal Pre-Igniter. Static portrait added.
Infested Banshee: Speed increased to 2.25.
Infested Marine: Speed increased to 2.25.
Merc Compound: Uniuts are queued now, and no longer have a cooldown or charge limit.
Nomad: Portrait camera fixed.
Nova: Domination can target neutral units.
Rebel: Removed the long delay on the weapon.
Wraith: AtG weapon cooldown reduced to 1.25.
ZERG
Breeding Mound: Units are queued now, and no longer have a cooldown or charge limit.
Structure model fixed so it will be hidden during construction.
Brutalisk: Weapon cooldown increased to 1.28.
Choker: This unit was removed from the Tiamat Brood.
Defiler: Dark Swarm area reduced to 3.5. SC1 sounds added.
Devourer: Speed increased to 2.5. SC1 sounds added.
Hunterling: Leap range reduced to 7. Leap autocasts on enemy units.
PROTOSS
Corsair: Disruption Web area reduced to 1.5.
Dragoon: Base weapon range reduced to 5. Upgraded range reduced to 7.
Reaver: Will not attack units across a chasm. New unit model (tell me what you think about it).
That's it. I also found and fixed some bugs brought by the last game patch. If you spot anything new please report it.
can you post a image of thenew reaver model??is the one of ghostnova?
@DEFILERRULEZ: Go Yes, it's GN's model.
I think that the height on the Reaver needs to be toned down a bit, and the width fleshed out a bit more. Otherwise it looks really good.
Hehe ^_^
I find it kind of funny people are taking my Battle Vulture suggestion seriously x).
@Kanitala: Go
We aren't really, but we want the vulture to be a fair trade-off vs the Hellbat.
The Hellion has speed and a long thin flame, allowing it to cut through bioballs. The Hellbat mode drops the speed and range for more health and a wider flame, allowing it to tank against zealots or zerglings, and making it more combat effective.
The Vulture however lacks in power, perhaps we allow it to rebuild the spider-mines, give it splash damage, and a speed increase?
I am attempting to use the mod on preferred maps to play with friends, published as private (as I believe you have given permission to do?). I load the most recent SC Expanded dependency off bnet but when I attempt to publish I receive an error that reads I have two versions of the Left 2 Die in the mod chain versions 1.1 and 1.2.
@Kanitala: Go Its Vulturauder ;-)
@Malzen333: Go Yes you are free to use the mod in other maps, you can even publish them as public as long as the mod's stats are untouched. That is weird, I didn't even know there was a Left 2 Die 1.2. So I checked it, and there is only Left 2 Die 1.1 in the dependency list.
Can you explain better your steps?
@SoulFilcher: Go
@FreezingAcidRain: Go Good to now they're op, I was afraid I'd never be able to make them good starting units. Now I can tone them down if needed. The damage isn't applied twice, but it ignores enemy armor, that's why you think they deal more damage than they should. It will be fixed in the next update.
Back in SC1 you had to touch them to recover shields, that's why I didn't want to give them a longer range. Do you think they are not that useful right now? I wonder how good Shield Battery + Immortal is for defense...
Dragoons / Stalkers were a unit split, but I decided it was better for them to be Khalai / Nerazim and not an active choice.
Those units are there but not permanently, I really want to find a better tech tree position for them in the future. HoTS is just around the corner, I don't want to try major changes to these units right now.
What do you mean by having connection with Zergling and Roach? What's wrong?
@SoulFilcher: Go
@FreezingAcidRain: Go These bus were probably caused by the recent patch. It always happens, blizzard releases a new patch and I have to go find new bugs. I'll fix them for the next update.
No, I didn't remove the Kaboomer, another bug maybe? I'll check it.
Honestly I'm not sure why it is referring to the 1.1 it let me finally upload on a new map but after I changed some of the unit button keys from the editor it gave me the error again and I'm unable to update. Basically what I had in mind was to alter hotkeys in editor that I can't change in-game (like defiler spells and lurker burrow). Then I wanted to add a few maps for variation and had this idea to alter the starting locations to gold and triple their capacity. Gives like a better main base feel, as you'll still be able to mine from it most of the game you know. And good fall back if you lose an expansion.
Off-Topic Feedback* Zerg player Overseer Parasite - higher risk than changeling, I feel should last way longer or even indefinitely. Hero Units - perhaps they should be like Mothership, and you can have only one at a time but can remake them.
@Malzen333: Go All that trouble for changed hotkeys? We can talk about that and amybe add those changes to my version, which is easier for everyone, since you would have to keep up with updates. I don't even know how you got a 1.2 Left 2 Die dependency there, the latest version is 1.1.
Ohh thanks for the feedback. I have considered making Ocular Parasite last longer, but I decided to wait for players' opinions. Yes, many players ask me to remove the hero limitation. I think I'll have to make it happen eventually.
Well when I do a search for Left 2 it shows the Left 2 Die mod by blizzard is 1.2. You would be able to add the missing unit hotkeys to the ingame keybinding options you think? And yea I wouldn't mind attempting to give some feedback regarding Zerg, I have some ideas and am pretty conservative towards balance. Your mod is my favorite out of all the expanded melees I've found, so I can play around a bit more and see what I come up with.
Like for instance, this could be impossible in editor, but I had this idea of queen injects on breeding mounds that stack and for each inject allows two units to be trained simultaneously like a reactor.
Alright I have more extensively messed around with the mod and I've had many and... Extemporaneous thoughts regarding Zerg. Ha don't get overwhelmed or anything, just some ideas.
SC Expanded - Broods
Baelrog: - Egg Pop: The Broodlings spawned from Egg Pop need to last indefinately because it costs both energy and resources for the ability to function. (Will likely have to create a new unit in editor based on the Broodlings I believe?)
Garm: - Peristalsis: Needs to disable Defilers /Re-enable Infestors
Grendel: - Feederlings: Need a speed boost modifier while on Creep. (A pretty cool upgrade could be they do not die with their host and leap /spawn from them after they die; so there would be a slight chance of retaining them with a little micro during battles) Supply cap comes real easy - Ensnare: Should cost 50 energy, down from 75e. Increased Range. - Posthumous Mitosis: The broodlings that spawn when the queen dies need to last indefinetely until killed. (No timer)
Hybrid Slaves: - Infested Zealot: Lifespan inscreased to 45 or 60 seconds. No research. And Defilers should also gain the ability. - Hybrid: Range 1 instead of melee. Make Constricting Slime bring down air units so they can be attacked by ground attacks? Perhaps the Ultralisk Evolution choice could also affect Hybrids.
Jormugand: - Virophage: Sight radius needs to be increased. I'm not sure if the AoE should hit friendly units. Very expensive and immobile, maybe it can also serve as a radar like the terrain tower and could track nearby bio units? (Bug: Cannot destroy Refineries) - Structure Carapace: Could also effect Drones? (Name change of course) - I feel this Brood is lacking. If it is all about defense maybe there can be an upgrade so creep tumors spawn 1-2 temporary broodlings upon death like buildings do.
Leviathan: - Leviathan: could use faster energy regen. I am unable to manually select targets for the Leviathan to attack (Does not seem to prioritize targets correctly; for instance remains attacking supply depots while there are repairing SCVs). - Lesser Adrenal Gland reseach: I could not find this upgrade at the Spawning Pool, or anywhere.
Surtur: - Brutalisk: Should cost more than Ultralisk, like 350/250. Maybe need a seperate ground and air attack, ground being melee air remaining same. Ultralisk Evolution selection should apply to Brutalisk as well. Maybe Brutalisk should replace Ultralisk entirely.
Tiamat: - Breeding Mounds: - Yggdrasill: Not affected by Zerg Flyer Carapace upgrades. Should have Generate Creep ability. - Devouring One: - Prowler: - Hunter Killer: Currently costs nothing but supply. intended? - Kukulza: - Torrasque: Timer Respawn @ Death? (Like in BW, not the ability to make again but a literal respawn)
-General: - Burrow Charge: I'm not sure if this is working as intended. Usually it fails and nothing is pushed back or harmed. The Ultralisk seems to burrow and then just immediately unburrow.
-Evolution Options: I think roach +4 to light may need to gain +2 each missile upgrade, or else it does not really kill anything massed with less roach hits.
-Evolution Strains: Raptor: quite gas intensive? Defiler: - Metasynaptic Node: Should increase the maximum energy of the Defiler by 25-50. Starting energy is a bit redundant because of consume.
This is just an outline and perspective incase it gives you any ideas. I know a complete overhaul like this would be quite time consuming and practically change the way you designed the mod for Zerg.
SC Expanded - Overhaul Opinion
Have you thought of increaseing the Supply Cap to 250 or even 300 for any maps?
I feel obligated to go Tiamat because of the breeding mounds, but because in SC lore the Tiamat aided the other broods as needed with their specialized units I had the idea that the units made from the Tiamat breeding mound should be allocated throughout the other Broods dependant on their specialization, except the Yggdrasill and Hunter Killer, which should remain in the Tiamat Brood.So the Broods with Tiamat specialized units will each be able to make breeding mounds and their unique Tiamat unit.
Also based on SC Lore I would change around some of the Brood's specializations (Enables, Replaces, Disables)
Baelrog: Command Wing. Terror squad Enables - Breeding Mounds from Drones - Devouring Ones from Breeding Mounds - Consume ability from Queens - Frenzy ability from Overseers Replaces Defilers with Unclean Ones Disables Infestor
Garm: Attack Wing. Hit and Run Enables - Breeding Mounds from Drones - Kukulza from Breeding Mounds - Rapid Genesis research at the Spawning Pool (Zerglings will hatch 33% faster) - Peristalsis research at the Infestation Pit (Faster Infestor movement speed while burrowed) Replaces - Nydus Network with Zerg Sac (Drop Pod) Disables
Grendel: Core Defenses Enables - Breeding Mounds from Drones - Prowlers from Breeding Mounds - Virophages from Drones (Defensive structures) - Zerg Structure Carapace upgrade at the Evolution Chamber - Ensnare ability from Queens Replaces Disables
Hybrid Slaves: Enables Replaces Disables
Jormugand: Attack Wing. Massive numbers and brute force Enables - Feederlings from Larvae - Torrasque at the Hive (Requires Ultralisk Cavern) - Embryonic Splits research at the Spawning Pool (Zerglings hatch in groups of 4 from each egg. Increases the cost for spawn Zergling to 75 Minerals.) - Egg Pop ability from Queens Replaces Disables
Leviathan: Air Focus Enables - Leviathan at the Hive (Requires Greater Spire) - Guardians from Mutalisks (Requires Greater Spire) - Devourers from Mutalisks (Requires Greater Spire) Replaces - Corruptors with Scourge Disables - Brood Lords
"By the Second Great War, scourges could be spawned from leviathans."
Surtur: Attack Wing. Furious rampages Enables - Omegalisk at the Hive (Requires Ultralisk Cavern) - Posthumous Mitosis research at the Hatchery (Queens spawn 2 Broodlings upon death) - Frenzy ability from Overseers Replaces - Ultralisk with Brutalisks (Requires Ultralisk Cavern) Disables
Tiamat: Command Wing. Command Enables - Breeding Mounds from Drones - Yggdrasill and Hunter Killer from Breeding Mounds - Antennae research at the Lair (Increases Overlord & Overseer sight) - Faster Queen Movement - Deep Tunnel research at the Lair (The queen tunnels deep underground, surfacing at a friendly target zerg building. The queen can effectively "teleport" underground to a friendly base. This ability can be used only while the queen is on the creep.) Replaces Disables
-Arbitrary Ideas: - Increased Health Regeneration research (Unit specifics possibly dependant on how big the increase is, maybe for the entire race it could be an only on creep modifier /not in combat?) - Increased Energy Regeneration research - upgrade so creep tumors spawn 1-2 temporary Broodlings upon death like buildings do. - Upgrade to increase Broodling life-span to 13 (Including Brood Lord Broodlings) - Broodling or Spawnling mounds from drones (Basically a Swarm Host inert structure)
@Malzen333: Go Would you explain the hotkey changes you made and what I need to do in order to allow customization in game? Its good that you are conservative about balance, this mod needs it. Ohhh Left 2 Die 1.2 appeared for me, it will be the version used by the next update.
I will go through all your text in another post.
@Malzen333: Go I'll try to answer as many topics as possible
Egg Pop: I made the ability based on the campaign mission. I didn't take the time to check if the killed egg would return the resources spent on the unit inside. The idea here would be to allow for desperate tactics when defending, and also block enemy units from hatching when attacking. But I don't want the resources to be wasted as it makes the spell unbalanced. I'll see what I can do about it.
Peristalsis: I need to think of a good upgrade for Defiler in this case.
Feederlings / Ensnare: Good suggestions, added them to my To Do list.
Post Humous Mitosis: I'm not sure I agree with this one.
Infested Zealot: Defilers won't get it, this is not the Defiler style. I know I need to give them another ability in this case, but not the same given to Infestors. I kept the same lifetime as Infested Marine, I don't feel it needs to be last longer.
Hybrid: I have considered an ability to bring down air units, but wouldn't make an AoE do it. You're right on the weapon range, but the Ultralisk's upgrade should be his alone. I want the Hybrid to have its own role, not be an Ultralisk with another appearance.
Virophage: I have a lot of suggestions for Virophages right now. I'll wait to see if they show up in HoTS to decide what to do.
Building Carapace: No way I'll add Drones to it. Does the Terran version benefit SCVs? Workers with 5 armor after all upgrades?
Leviathan: Yes the attack is a problem, it has been reported before, but it is how it works in the campaign. I still have to take a look and see what I can do.
Lesser Adrenal Glands: I believe the current requirement for this upgrade is wrong, I have to check it.
Brutalisk: This unit is a work in progress. It has been nerfed to be closer to the Ultralisk. It may become an unit option vs Ultras. It used to have separate ground and air attacks but it could never attack ground because it is awfully slow for a melee unit, and zerg has enough melee units already. It won't benefit from Chitinous Plating, but I think I'll remove Anabolic Synthesis from the Ultra and make it affect Brutalisks instead.
Yggdrasill: Suggestions added to the list. The cost for the other strains will be fixed in the next update.
Torrasque: A respawn at no cost as you suggest is totally imbalanced. When I give "respawn" to all heroes Torrasque will be included.
Burrow Charge: Fixing it isn't my priority because I'll use the data in HoTS.
Bile Ducts: If the upgrade isn't good enough I can buff it a little. The HoTS campaign version was buffed from +4 to +8 if the info I read is right, but I think +8 is too much.
Raptor: The cost has always been a problem, as withall ideas from HoTS I will wait to decide what to do with this unit.
Metasynaptic Node: I think I should remove it entirely. I want the Defiler to have the same number of upgrades the Infestor has, at the same costs so selecting one isn't cheaper as the other.
And I'll answer the rest in another post.