scouts and tempest upgrades double bug.
remaining protoss upgrade bugs:
scouts; double all
tempest; double shield
shield batteries; double shield
no shield upgrades for rip field
no shield upgrades for new photon cannon
destroyer hybrid double shield and attack, and make attack range 6 singular damage.
should there be a difference between the two ultralisk hero's and for the factions that have the hero, what about the regular ultralisks?
ultralisk torrasque should have revive ability? not limited to just one?
if 2 heroes, give stank burrow charge cause its got that undead zombie theme going on but mainly because its hard to move around with its great size and give torrasque the revive ability,
else if as a replacement for the regular ultralisk, Stank would have burrow charge, more than 1 ultralisk torrasque with revive, brood that's themes "sneaky/stealth" burrow charge, brood labeled "scary/cannabis" would have ultralisk noxious with the +2 amrour upgrade replaced with the noxious upgrade and maybe l2d regular ultralisk with stank as hero.
Skibi's Angel: no Infantry Armor upgrades, Graphics glitch when healing biologic units, does not share medic abilities, only Heal
Death Hand: no Infantry Weapons upgrades, no Infantry Armor upgrades
Block B: no Vehicle Weapons upgrades, no Vehicle Plating and Ship Plating upgrades
Infested Banshee: no Vehicle Plating and Ship Plating upgrades
Outback Hunter: no Vehicle Weapons upgrades, no Vehicle Plating and Ship Plating upgrades
Ragnarocker: no Vehicle Weapons upgrades, no Vehicle Plating and Ship Plating upgrades
Dirty Girl: no Vehicle Plating and Ship Plating upgrades
White Star: no Ship Weapons upgrades, no Vehicle Plating and Ship Plating upgrades
Spectre: Double All
Shadowguard: no Infantry Armor upgrades, Double Infantry Weapons
Scientist: no Infantry Armor upgrades
Rebel: can't loot dead units
When Umojan Protectorate is selected as your Faction, the Armory was bugged and it shows Vehicle Plating and Ship Plating, and when you select Vehicle Weapons upgrade or Ship Weapons upgrades, both of them will grey out as they were selected both of them.
Also when Umojan Protectorate is selected as your Faction, the Terran Vehicles and Ships would not benefit Ultra Capacitors or Vanadium Plating from the Armory.
@nolanstar: Go My duplicated bugs occur because I added those upgrades when the units didn't benefit from them, but now with HotS dependency they do, so they benefit from HotS data and my data, forcing me to remove my additions. That's why you won't face similar bugs.
I've watched games with Swarm Hosts, and Locusts usually die in combat, even more if the other player is trying to kill the Hosts. Whenever locusts die of age (lol what a young age) it only means the zerg player positioned the locusts too far away and is being over protective. Replacing enduring locusts with an upgrade ot make them spawn faster is a huge buff to Swarm Hosts, and I don't feel like adding it.
@Miles07: Go No air attack for Immortals. You guys go wild when making suggestions ;-)
@FreezingAcidRain: Go The Ultralisk changes are in my list, and now with HotS upgrades they will be easier to plan. Torrasque will be able to revive, but this ability will be limited to the hero unit. The other upgrades are still undecided, and Stank stays as a hero.
@dat88: Go Welcome aboard, and thanks for taking the time to report these bugs.
Thanks all you guys for the bug reports. I'll be able to fix several bugs for the next update, specially those nasty upgrade bugs. They are very boring to fix, I have to say, but I'll work on them.
New update today. Lost Temple was replaced by Graystone Ravine on NA (Graystone Ravine also added to EU pool). If anyone is interested in publishing maps I removed from the pool, or any other map, please contact me and I can send the files.
Here is the full list of changes:
Dominion faction returned to the game. Alpha, Nova, and Omega squadrons are nested options. Archangel hero added to the Omega Squadron.
Armory: Ultra-capacitors upgrades fixed.
Baneling: Now plays a walking animation while burrow-moving.
Block B: Upgrades added.
Death Head: Upgrades added. Speed reduced to match reaper but now benefits from Nitro Packs. D-8 Charge weapon requires upgrade. Weapon damage reduced to 6 vs everything.
Destroyer (Hybrid): Upgrades fixed.
Dirty Girl: Armor upgrades added.
Dusk Wing: Cloak requires research.
Engineering Bay: Titanium Housing upgrade fixed.
Factory: Widow Mine hotkey fixed.
Goliath: Weapon upgrades fixed.
Griffon: Added to the Mercenary faction.
Hunter Killer: Base armor reduced to 0; Weapon range reduced to 5; Upgrades fixed.
Infestation Pit: Evolve Plague hotkey changed to E.
Mothership Core: Now selected by the Army Select button.
New Folsom Cannon: Invulnerable.
Prisoner (Spectre): Weapon changed, still unfinished. Sorry for this I had to change it because of the Reaper upgrade.
Reaper: Can be upgraded to use the old anti-building weapon (mercenary faction).
Replicant: Added to the Robotics Facility.
Scientist: Armor upgrades added.
Scout: Upgrades fixed.
Shadowguard: Upgrades fixed.
Shield Battery: Upgrades fixed.
Skibi's Angel: Restoration and Flare abilities added. Armor upgrades added. Heal beam fixed.
Spider Mine: No longer a structure while burrowed.
Spectre: Upgrades fixed.
Spore Crawler: Damage increased to match ladder changes.
Tempest: Upgrades fixed.
Ultralisk Cavern: Monarch Blades upgrade added.
Warp Prism: Speed and acceleration changed to match last patch.
Wraith: Sight range increased to 10; life reduced to 135.
Outback Hunter: no Vehicle Weapons upgrades, no Vehicle Plating and Ship Plating upgrades
Ragnarocker: no Vehicle Weapons upgrades, no Vehicle Plating and Ship Plating upgrades
Block B: no Vehicle Weapons upgrades
Death Hand: D-8 Charge disabled bug even after D-8 Charge was researched
When Umojan Protectorate is selected as your Faction, Shadowguards are still not benefiting Vanadium Plating from Engineering Bay
White Star: no Ship Weapons upgrades, no Vehicle Plating and Ship Plating upgrades
Diamondbacks: Double Vehicle Weapons
When Umojan Protectorate is selected as your Faction, the Armory was still showing Vehicle Plating and Ship Plating upgrade, if there is a solution to this issue?
for the pirate ship that replaces BC (Cerberus ship?) attack rate should really be decreased. I mean its op at 8range, 0.65s attack rate, 10 targets. attack should be rasied from 4 to 10, attack should be raised from 4 to 10, increase attack rate to 3seconds. now unlike the tempest it will focus fire dealing 100 or take on 10 targets and deal 10 damage.
dominion faction, I think war hounds and ghost range should be extended to all sub races. archangel could be more of a regular unit rather than a hero, unless you are planning on adding some abilities to it.
@DEFILERRULEZ: Go Will Defilerrulez ask for it each time I update the mod? Yes he will. Is it a priority? No, it isn't. ;-)
@dat88: Go I wanted to update the mod last night and I didn't have time to fix all upgrades. Don't worry, I do that often. I'd rather give you guys some improvements than delaying an update forever because I can't fix all the bugs. I can't for the life of me figure out why the Death Head's D-8 Charge is still disabled after the upgrade. I guess I'll have to work on cheesy solution.
The Armory is still showing Vehicle and Ship plating as separate upgrades because I haven't removed this upgrade from the list. There is a solution, but it means I have to create the Vehicle + Ship version, which is very time consuming, and that's why I decided to leave it for later.
@FreezingAcidRain: Go I will replace the Cerberus' attack. Sorry for leaving an op attack in the unit for now, I should have nerfed it until I replace the attack.
I'm still deciding which units the Dominion subfactions will unlock. Dominion itself may unlock units as well. Ghost range will remain exclusive to Nova Squadron, because there aren't many upgrades I can give it and I want each subfaction to unlock an upgrade for a mid to high tier unit. The Archangel will remain as a hero, I see no reason to make it a unit when it's basically a buffed Viking. Mant heroes are nothing more than buffed versions of their units.
the Hyperion/nuke drop for raiders, I want it removed for next patch. it kills a planetary fortress in like 3 seconds, kills everything and can be lunched from a distance and moved slowly into place. its op, special on the new 1vs1 winter map where the time you go around its too late. Hyperion should be a hero unit, like the leviathan.
It seems the thread slowed down after the latest patch. I wonder how much you guys have been playing it.
@FreezingAcidRain: Go I'll nerf it, but I won't remove it. I think it was a very original idea to replace Nukes, and I think it should stay that way. We already have Raynor as a hero.
I'm playing duels on the Neo Planet exclusively (dont think theres anything else for 1.6 on Europe), and atm one major issue seems to be standing out: build times for Zerg buildings are way off. Spawning Pool completed in 30 sec instead of 65, Spire takes 40 instead of 100, Hatchery is 60 instead of 100 - those are game-breaking, in my opinion: I've played like 20 games as Zerg against my usual duel partner, and it was never even close.
The minor tidbits would be as follows:
Posthumous Mitosis - upgrade that requires Lair and spawns broodlings when a Queen dies sounds seriously underpowered;
the 200m, 75g Photon Cannon variety with more hp / more shield is kind of boring, prolly doesnt deserve its own building slot; it also gets selected if you mouse-drag-select a bunch of units and its there with them, and no other units wiill get selected along with it - this is quite inconvenient
Dark Herald core spell range seems to be equal to its attack range; might wanna consider lowering mana cost, lowering damage and increasing range for usability - its immobile as it is, and pretty much acts as a turret
havent checked lately, but Stone Zealots used to have air attack prio > ground attack prio, and given how pathetic said attack is, and how they possess no range upgrade, they were quite useless, I'm afraid; if they are to keep air attack, it would seem responsible to both give it lower prio and a damage buff
Mothership Core limit doesnt not seem to be enforced; is this intentional?
The following ideas have crossed my mind:
some kind of regular Archon-related racial upgrade would be nice to see, imo; -range +splash aoe / -shield +ms seem dull but appropriate
creative Archon stuff would be some kind of damage reduction passive around archon - say, +1 shield armor for everyone in a 300aoe, 200m/200g/120sec @council?
some kind of shield regen delay reducing passive would fit with the Purifier/no-DT faction or some1 else I guess
I would look at improving Anyon Pulse Crystals so it extends Graviton Beam range aswell
interceptor shield upgrade does not seem to be good enough vs the fast-launch one; if +1 carrier range were baked into it, there would probably be room to maneuver imo
That said, except for the Zerg buildtimes, I'm having a blast with the map. Thank you for your efforts, SoulFilcher.
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.
@acolight: Go Hi, thanks for taking the time to report these bugs. Build times are wrong because they are using HotS campaign stats. Funny how nobody noticed those until now, I guess not many players are testing Zerg. They will be fixed in the next update. Now I'm wondering if other build/morph times could be wrong, I'll have to check.
Posthumous Mitosis was simply an idea I borrowed from HotS development. I didn't know how to use it so I gave it to the Queen. I agree it isn't an awesome upgrade, so I'll keep in mind I have to do something about it.
That new Photon Cannon was added simply to let players know we have a new tower model to use, I didn't know what to do with. I hope we get a good idea for it later.
Dark Herald Core is, in my opinion, a lame attempt to replace Mothership Core for the Hybrid tribe. Its still immobile because it was created when the Mothership Core was an immobile unit, and I never took the time to change that. This is another unit I have to rethink.
Air units are always a priority, this is not limited to the Stone Zealot. I dont now if I can change that, and I don't think the anti-air should be stronger, considering its the only unit from Robotics that can attack air, this is a strong change.
I don't change unit stats like you suggested for Archons. Such changes make the game harder for players to track, so I keep unit changes in upgrades and replacements. Right now any spell ideas I get will be added to the Preserver, specially defensive ones, because this is suppsoed to be a new spellcaster for Protoss and I'm not satisfied with its abilities right now.
Anyon Pulse Crystals is Blizzard's update. I try not to touch those.
The shield bonus actually goes to the Carrier, not Interceptors. The idea is to turn the Carrier into a tanking unit. Some players said it works well in some situations, but I'll keep an eye on it.
@nolanstar: Go HotS doesn't use the Hyperion you see in the mod, but its still possible they made changes to it. What's wrong with it?
@DEFILERRULEZ: Go Is it a good candidate to replace Chitinous Plating for a brood? Or even Anabolic Synthesis as the option to Chitinous Plating?
Virophage cannot hit moving units at all, damages both own and friendly units with splash, cannot uproot, 3x3 footprint, 10dps - looks quite lackluster even with 10 range; 150gas definitely cost a factor aswell. Hotkey could definitely afford to be changed; 'N' and 'J' sound like best options if you dont wanna affect the 'Q' / 'W' / 'Z' / 'X'.
Overall Jormungand feels somewhat lackluster unless I've missed some option not mentioned in the tooltip; I'd say if they've got this static-defense-theme working for them, they would likely benefit from some kind of Nydus Worm enhancement, an early game static defense upgrade (say, reduce the +2 armor from 150/150 to 100/75 or 150/50 or so and cut research time down somewhat) and some kind of lategame option justifying their isolationist approach; could be Mutalisks (not that lategame overall, but only goes beyond harassment once upgraded alot and in sufficient quantities) - could put a special upgrade in Greater Spire for +25hp, +2 damage, 200/200/150 cost?. If you're pondering some kind of Ultralisk enhancement, these would fit here well too;
The Ultralisk cannot move Defilers around; prolly could use a fix. Plague research cost is 0/0 atm; unlikely intentional?
Defiler and Ancient Queen share the 'E' hotkey
Spine Crawlers take 5 seconds to root instead of 12
Replicants are ground units that cannot load into transports, cannot be properly clicked to attack or select (mouse square drag has to be used)
Sorry for making this abit of a mess; its quite hard to recall ideas between games, and really inconvenient to takes notes while getting ripped to shreds! :)
Concerning your response to what I proposed earlier: thanks for considering it; it obviously is up to you to weigh the pros and cons of implementing ideas, and your prerogative to reject them if you feel like you have to, but I would respectfully disagree with you on the Stone Zealot point. The Colossus has a niche of a heavy aoe damage provider, which is supplemented by the great range and ability to take up space above own units; the Stone Zealot replaced the Colossus but does not have that same range and in most crucial scenarios - like facing terran bio + medivac - will be almost useless as it focuses down those Medivacs, doing the measly <not sure how much, 15?> damage per shot while the army he's supposed to support vaporizes around him. Same thing happens vs roach hydra when they bring overseers or even just overlords. I'm not overstressing it when I say it no longer fits the niche at all in those use cases, and a High Templar has to be chosen to replace it.
By the way, as I was trying to refresh the Stone Zealot stats, I found out it has disappeared from the robo. Checked twice, and yes, it was the right faction and all, unless it no longer is with the preservers (those preservers have a hotkey conflict! E for both abilities! :)).
Now, thats alot of suggestions on my part, and given how much I've said about things that arent quite right, I feel like I should comment on what I do like and there's alot of that!
The Warp Shuttles are awesome. Sure, slow and cant project a warp field, but the Warp is a great concept, and overall it feels like a nice addition!
Cooking Rage is very very fun against zerglings; not so much against most other units, but situationally hilarious in PvZ!
Phase Cannon upgrade incurs so much wtf from opponents seeing its effect, its worth it everytime
Blink DTs are extraordinary - so versatile, they might just survive a scan!
Corsairs can wreak quite some havoc on Overlords and occasional Mutalisk swarm, and also quite wtf-worthy
Mohandar Rapes
Rip-Field generators, even with their high price, are awesome awesome
Raptors are very fun on Ice Planet S, oh yes
and the overall diversity pretty much prevents me from playing ladder. I love what you are doing, and hope these reports / suggestions of mine may help you make it even better.
@acolight: Go All build times will be fixed in the next update. I'll try to fix everything that can be fixed fast, like hotkeys, upgrade costs and such.
I wanted the Virophage's attack to have an additional effect, not just damage, so it would somehow support other defenses. I'm not sure what it should be though, maybe make units take extra % damage from all attacks? I'll check the unit and see if I can fix it. And I think I'll reduce the gas cost.
Broods are under a review, Jormungand still has to be changed into a new brood, and the new concept will direct its changes. I think Rokarr brood is the best, so it will keep a certain "infestation" theme to it. I still have to add the campaign mutations for mutalisks and a few for ultralisks so its possible it give one for each brood. The problem with buffing Mutalisks is that they are very hard to deal with once they get to sufficient numbers. Blizzard had buffed them a lot in HotS already.
The collision and push issues with defiler will be fixed in the next update, plague cost too.
The click and select issues with Replicant are due to its custom model. I'll have to check how to fix those. I'll make it fit in transports.
You have your point, any suggestion on how I should fix this role problem? The Stone Zealot button is bugged, will be fixed in the next update.
Thanks, I can see you're a dedicated protoss player ;-) Too bad we don't have the Protoss expansion yet, so they are the race with least additions.
@DEFILERRULEZ: Go Yeah, I have to keep an eye on that, and decide where its supposed to fit in the tech tree, so keep me informed.
You're right about the muta. Looking forward to the remake!
Concerning Stone Zealot, easiest solution looks to be goliath-style simultaneous air/ground atack. If thats too much, can move AA attack to separate upgrade in robo bay.
Virophage could spawn broodlings from its target if it said target is killed within, say, 1sec after the hit lands; could have a bouncy attack with a positive bounce dmg coefficient for anti-mass-cheap-unit capacity. Could prevent ability usage for 1-2sec, could burn some mana on hit (poor medivac).
Concerning buildtimes: widow mines take 20sec to build. Very lethal.
Please check the cost on terran mercenary units when you get the chance; around 50% of them are free to build. I quite enjoy the no-cooldown, high-cost high-buildtime approach you went with, wd imo.
Colonists TaurenMarines have stim, but gain nothing from it; this actually forces Colonists to go for APC or vikings for anti-air (or mines, but that isnt all that reliable), making them wide open to oracle harassment unless turret, or voidrays in quantities of 2+. Considering how vulnerable their mule-less mineral lines are (and how painful Miners are to setup), this is quite the major issue.
I came to really enjoy the small faction-exclusive upgrades like reaper bombs that you introduced. Spices up the game just right, imo.
Keep up the good work!
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scouts and tempest upgrades double bug. remaining protoss upgrade bugs:
There are remaining Terran bugs:
@nolanstar: Go My duplicated bugs occur because I added those upgrades when the units didn't benefit from them, but now with HotS dependency they do, so they benefit from HotS data and my data, forcing me to remove my additions. That's why you won't face similar bugs.
I've watched games with Swarm Hosts, and Locusts usually die in combat, even more if the other player is trying to kill the Hosts. Whenever locusts die of age (lol what a young age) it only means the zerg player positioned the locusts too far away and is being over protective. Replacing enduring locusts with an upgrade ot make them spawn faster is a huge buff to Swarm Hosts, and I don't feel like adding it.
@Miles07: Go No air attack for Immortals. You guys go wild when making suggestions ;-)
@FreezingAcidRain: Go The Ultralisk changes are in my list, and now with HotS upgrades they will be easier to plan. Torrasque will be able to revive, but this ability will be limited to the hero unit. The other upgrades are still undecided, and Stank stays as a hero.
@dat88: Go Welcome aboard, and thanks for taking the time to report these bugs.
Thanks all you guys for the bug reports. I'll be able to fix several bugs for the next update, specially those nasty upgrade bugs. They are very boring to fix, I have to say, but I'll work on them.
New update today. Lost Temple was replaced by Graystone Ravine on NA (Graystone Ravine also added to EU pool). If anyone is interested in publishing maps I removed from the pool, or any other map, please contact me and I can send the files.
Here is the full list of changes:
Dominion faction returned to the game. Alpha, Nova, and Omega squadrons are nested options. Archangel hero added to the Omega Squadron.
Armory: Ultra-capacitors upgrades fixed.
Baneling: Now plays a walking animation while burrow-moving.
Block B: Upgrades added.
Death Head: Upgrades added. Speed reduced to match reaper but now benefits from Nitro Packs. D-8 Charge weapon requires upgrade. Weapon damage reduced to 6 vs everything.
Destroyer (Hybrid): Upgrades fixed.
Dirty Girl: Armor upgrades added.
Dusk Wing: Cloak requires research.
Engineering Bay: Titanium Housing upgrade fixed.
Factory: Widow Mine hotkey fixed.
Goliath: Weapon upgrades fixed.
Griffon: Added to the Mercenary faction.
Hunter Killer: Base armor reduced to 0; Weapon range reduced to 5; Upgrades fixed.
Infestation Pit: Evolve Plague hotkey changed to E.
Mothership Core: Now selected by the Army Select button.
New Folsom Cannon: Invulnerable.
Prisoner (Spectre): Weapon changed, still unfinished. Sorry for this I had to change it because of the Reaper upgrade.
Reaper: Can be upgraded to use the old anti-building weapon (mercenary faction).
Replicant: Added to the Robotics Facility.
Scientist: Armor upgrades added.
Scout: Upgrades fixed.
Shadowguard: Upgrades fixed.
Shield Battery: Upgrades fixed.
Skibi's Angel: Restoration and Flare abilities added. Armor upgrades added. Heal beam fixed.
Spider Mine: No longer a structure while burrowed.
Spectre: Upgrades fixed.
Spore Crawler: Damage increased to match ladder changes.
Tempest: Upgrades fixed.
Ultralisk Cavern: Monarch Blades upgrade added.
Warp Prism: Speed and acceleration changed to match last patch.
Wraith: Sight range increased to 10; life reduced to 135.
will you add dark tempest/oracle/mothership core for hybrid tribe?
Looks like there are still Terran Bugs:
@DEFILERRULEZ: Go Will Defilerrulez ask for it each time I update the mod? Yes he will. Is it a priority? No, it isn't. ;-)
@dat88: Go I wanted to update the mod last night and I didn't have time to fix all upgrades. Don't worry, I do that often. I'd rather give you guys some improvements than delaying an update forever because I can't fix all the bugs. I can't for the life of me figure out why the Death Head's D-8 Charge is still disabled after the upgrade. I guess I'll have to work on cheesy solution.
The Armory is still showing Vehicle and Ship plating as separate upgrades because I haven't removed this upgrade from the list. There is a solution, but it means I have to create the Vehicle + Ship version, which is very time consuming, and that's why I decided to leave it for later.
@FreezingAcidRain: Go I will replace the Cerberus' attack. Sorry for leaving an op attack in the unit for now, I should have nerfed it until I replace the attack.
I'm still deciding which units the Dominion subfactions will unlock. Dominion itself may unlock units as well. Ghost range will remain exclusive to Nova Squadron, because there aren't many upgrades I can give it and I want each subfaction to unlock an upgrade for a mid to high tier unit. The Archangel will remain as a hero, I see no reason to make it a unit when it's basically a buffed Viking. Mant heroes are nothing more than buffed versions of their units.
No i will not
the Hyperion/nuke drop for raiders, I want it removed for next patch. it kills a planetary fortress in like 3 seconds, kills everything and can be lunched from a distance and moved slowly into place. its op, special on the new 1vs1 winter map where the time you go around its too late. Hyperion should be a hero unit, like the leviathan.
It seems the thread slowed down after the latest patch. I wonder how much you guys have been playing it.
@FreezingAcidRain: Go I'll nerf it, but I won't remove it. I think it was a very original idea to replace Nukes, and I think it should stay that way. We already have Raynor as a hero.
I'm playing duels on the Neo Planet exclusively (dont think theres anything else for 1.6 on Europe), and atm one major issue seems to be standing out: build times for Zerg buildings are way off. Spawning Pool completed in 30 sec instead of 65, Spire takes 40 instead of 100, Hatchery is 60 instead of 100 - those are game-breaking, in my opinion: I've played like 20 games as Zerg against my usual duel partner, and it was never even close.
The minor tidbits would be as follows:
The following ideas have crossed my mind:
That said, except for the Zerg buildtimes, I'm having a blast with the map. Thank you for your efforts, SoulFilcher.
well im back after CJ ,
just to keep umojans fair make it so the upgrades are separate
I think hots messed up hyperion, and you can only have 1 at a time anyway,
@FreezingAcidRain: Go
could just set the search to air only, just nerf attack rate
@acolight: Go
more campaign bugs, going to test new version now
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 played it some days ago and... Dat monarch blades!!!
@acolight: Go Hi, thanks for taking the time to report these bugs. Build times are wrong because they are using HotS campaign stats. Funny how nobody noticed those until now, I guess not many players are testing Zerg. They will be fixed in the next update. Now I'm wondering if other build/morph times could be wrong, I'll have to check.
Posthumous Mitosis was simply an idea I borrowed from HotS development. I didn't know how to use it so I gave it to the Queen. I agree it isn't an awesome upgrade, so I'll keep in mind I have to do something about it.
That new Photon Cannon was added simply to let players know we have a new tower model to use, I didn't know what to do with. I hope we get a good idea for it later.
Dark Herald Core is, in my opinion, a lame attempt to replace Mothership Core for the Hybrid tribe. Its still immobile because it was created when the Mothership Core was an immobile unit, and I never took the time to change that. This is another unit I have to rethink.
Air units are always a priority, this is not limited to the Stone Zealot. I dont now if I can change that, and I don't think the anti-air should be stronger, considering its the only unit from Robotics that can attack air, this is a strong change.
I don't change unit stats like you suggested for Archons. Such changes make the game harder for players to track, so I keep unit changes in upgrades and replacements. Right now any spell ideas I get will be added to the Preserver, specially defensive ones, because this is suppsoed to be a new spellcaster for Protoss and I'm not satisfied with its abilities right now.
Anyon Pulse Crystals is Blizzard's update. I try not to touch those.
The shield bonus actually goes to the Carrier, not Interceptors. The idea is to turn the Carrier into a tanking unit. Some players said it works well in some situations, but I'll keep an eye on it.
@nolanstar: Go HotS doesn't use the Hyperion you see in the mod, but its still possible they made changes to it. What's wrong with it?
@DEFILERRULEZ: Go Is it a good candidate to replace Chitinous Plating for a brood? Or even Anabolic Synthesis as the option to Chitinous Plating?
Checked build times:
Other minor stuff I've noticed:
Sorry for making this abit of a mess; its quite hard to recall ideas between games, and really inconvenient to takes notes while getting ripped to shreds! :)
Concerning your response to what I proposed earlier: thanks for considering it; it obviously is up to you to weigh the pros and cons of implementing ideas, and your prerogative to reject them if you feel like you have to, but I would respectfully disagree with you on the Stone Zealot point. The Colossus has a niche of a heavy aoe damage provider, which is supplemented by the great range and ability to take up space above own units; the Stone Zealot replaced the Colossus but does not have that same range and in most crucial scenarios - like facing terran bio + medivac - will be almost useless as it focuses down those Medivacs, doing the measly <not sure how much, 15?> damage per shot while the army he's supposed to support vaporizes around him. Same thing happens vs roach hydra when they bring overseers or even just overlords. I'm not overstressing it when I say it no longer fits the niche at all in those use cases, and a High Templar has to be chosen to replace it.
By the way, as I was trying to refresh the Stone Zealot stats, I found out it has disappeared from the robo. Checked twice, and yes, it was the right faction and all, unless it no longer is with the preservers (those preservers have a hotkey conflict! E for both abilities! :)).
Now, thats alot of suggestions on my part, and given how much I've said about things that arent quite right, I feel like I should comment on what I do like and there's alot of that!
Yeah it is i prefer 100% flat damage instead of 2 additional plating,with the speed upgrade is incredible!!!
@acolight: Go All build times will be fixed in the next update. I'll try to fix everything that can be fixed fast, like hotkeys, upgrade costs and such.
I wanted the Virophage's attack to have an additional effect, not just damage, so it would somehow support other defenses. I'm not sure what it should be though, maybe make units take extra % damage from all attacks? I'll check the unit and see if I can fix it. And I think I'll reduce the gas cost.
Broods are under a review, Jormungand still has to be changed into a new brood, and the new concept will direct its changes. I think Rokarr brood is the best, so it will keep a certain "infestation" theme to it. I still have to add the campaign mutations for mutalisks and a few for ultralisks so its possible it give one for each brood. The problem with buffing Mutalisks is that they are very hard to deal with once they get to sufficient numbers. Blizzard had buffed them a lot in HotS already.
The collision and push issues with defiler will be fixed in the next update, plague cost too.
The click and select issues with Replicant are due to its custom model. I'll have to check how to fix those. I'll make it fit in transports.
You have your point, any suggestion on how I should fix this role problem? The Stone Zealot button is bugged, will be fixed in the next update.
Thanks, I can see you're a dedicated protoss player ;-) Too bad we don't have the Protoss expansion yet, so they are the race with least additions.
@DEFILERRULEZ: Go Yeah, I have to keep an eye on that, and decide where its supposed to fit in the tech tree, so keep me informed.
i think that monarch blades andabletinous plating should be the 2 tech researchable options
@SoulFilcher: Go
You're right about the muta. Looking forward to the remake!
Concerning Stone Zealot, easiest solution looks to be goliath-style simultaneous air/ground atack. If thats too much, can move AA attack to separate upgrade in robo bay.
Virophage could spawn broodlings from its target if it said target is killed within, say, 1sec after the hit lands; could have a bouncy attack with a positive bounce dmg coefficient for anti-mass-cheap-unit capacity. Could prevent ability usage for 1-2sec, could burn some mana on hit (poor medivac).
Concerning buildtimes: widow mines take 20sec to build. Very lethal. Please check the cost on terran mercenary units when you get the chance; around 50% of them are free to build. I quite enjoy the no-cooldown, high-cost high-buildtime approach you went with, wd imo.
Colonists TaurenMarines have stim, but gain nothing from it; this actually forces Colonists to go for APC or vikings for anti-air (or mines, but that isnt all that reliable), making them wide open to oracle harassment unless turret, or voidrays in quantities of 2+. Considering how vulnerable their mule-less mineral lines are (and how painful Miners are to setup), this is quite the major issue.
I came to really enjoy the small faction-exclusive upgrades like reaper bombs that you introduced. Spices up the game just right, imo.
Keep up the good work!