The General is one of the choosable heroes, and is very unique form the others. Rather than being a traditional hero, he has the ability to directly take control of the zerg spawns (they gain a timed life when this happens so as not to make too many zerg on the map). He can also call down some terran units via drop pods. He is also the only one who can upgrade the zerg spawns armor/attack values (the traditional melee armor/attack upgrades).
There are also some special units in the game which can see up cliffs. For instance if you spare a certain civilian village, you gain access to a dog unit with this ability. Also if you destroy all but like 2 of the villages, you gain an uberlisk which can see up cliffs :) and is very tanky. I'm also thinking about creating a siege tank hero which can spawn a spotter unit which if fully upgraded, could see up cliffs.
There is currently a spawn limit for the terran units, but not for the zerg units. Feels kinda mean to deny players their units, but perhaps if I had it so it denied the small units first (or only), then maybe it wouldn't be as bad. This will be something to try if the shorter routes don't accomplish enough lag reduction. Which units would you want to be spawned the most if others couldn't be (due to a spawn limit)? Currently I'm thinking brutalisk, ultralisk, hunter killer, and maybe queen. Banelings are great vs groups of enemies, but bad vs siege tanks on high ground, so not sure where I'd put them on the pecking order. Zerglings would obviously be the last unit allowed.
Also another random teamwork thought, I haven't actually played all the way to the end with him, but tookus has a "nearly invulnerable" buff which makes all damage to him take no more than 1 point while activated. So he should be a great tanker vs tanks and the boss. Have all the demons waste their shots on him.
Anyways, I appreciate the feedback, and got some good ideas for additional lag reduction now. I got a big test on the 20th, so won't be making too many changes for awhile. Hopefully these types of problems won't be as prevalent in 20 years when starcraft 3 comes out, lol.
The fallen rocks can now be blown up using a banana bomb stolen from Psy's base. This will shorten the distance the right lane has to travel (friend and foe), and therefore go a way towards reducing some of the lag. Forward nydus's not implemented yet, however.
I added an extra option to the starting difficulty menus. You can now choose between normal spawn rates, reduced, and minimal.
Reduced - Spawn rates are set to 1.5x the normal rate.
Minimal - 2x the normal rate.
This should help those who are having significant lag problems.
Some additional thoughts on it:
- Will result in less action :(
- Game times might be longer or shorter. There's both less friendlies and enemies as a result.
- Mineral income will be lower since less enemy units will be dying
- Defences will be harder to push past for both sides.
First unlockable hero is out: The Baneling Wrangler. This hero is completely OP as he is a hybrid who has mastered the power of banelings. With the power to summon banelings from below, or rain them down form the sky for massive damage over a large area. To unlock him, you have to beat the game on very hard (and destroy the science facility (and the wrangler inside) on that same game).
But if I were you, I wouldn't trust that guy too much. ;)
Started work on a siege tank hero. His first ability is mostly done, which is to spawn a spotter unit (an automaton bot). It's very fast (5 speed) and at lvl 2 of the upgrade will have an ability called Bunker down. This gives it a 500 point shield and makes it immobile and farther sight range. It will then die within 30 seconds, or when its shield goes to 0. At lvl 3, it will gain the ability so that attacks will only be able to deal a maximum of 10 damage to them. At level 4 it will gain the ability to see up 1 cliff level. You will be able to have up to three spotters on the map at a time (this could change).
Haven't quite decided what the other two abilities should be yet. I'm thinking one of the upgrade paths should upgrade both an ability for the sieged version, and tank mode of the hero. The tank mode one would likely be an ability to move faster for a short period. For a tank mode ability I'm thinking about something that gives a huge damage buff/attack speed buff but for a very short time and with a long cooldown and high energy cost. PErhaps also a range increase ability. I thought about adding a sentry force field ability, but that seems kinda lame.
The tank mode now has an ability to increase movement speed for a short duration and an ability to cloak for a short duration (but it also suppresses attack). The siege mode has an ability that drastically increases attack efficiency for a short duration but has a long cooldown and high energy cost. It also has a sustained ability that increases attack range, but continuously drains energy. I think at lvl 4, I'll have the range increase ability also give increased damage towards hero units.
Siege tank hero is now available for testing/feedback. At the hero selection screen, press shift+Q to choose him. Like other heroes, only one player may play as him per game. He's pretty strong but obviously has the crutch of being stationary when sieged. He'll be added in later to the regular selection menu as an unlockable hero.
I recently added a new option to the difficulty settings that greatly allows you to decrease the terran defensive strength. It gets rid of all forever sieged tanks (the powerful tanks just before the boss) and then gets rid of 75% of remaining tanks. It also gets rid of half the missile turrets (making stealth stronger). However, you currently will not be able to unlock rewards when using this option. There's also some smaller stuff you can see in the patch notes to the map in the arcade.
Hello, played your map on very hard and won first try, pretty fun from the humour of things (Ted... just ROFL) and some solid gameplay mechanics with a easy to understand ui/system. My only question is what is the music in the hero selection menu when you click on Zeek.
The lair now spawns green eggs instead of larva. Additionally you can buy an egg nest from a defensive beacon that will also spawn eggs. Currently Eggs restore 250 health and 50 energy. The lair can hold up to 3 eggs at once and will spawn a new one every 20 game time seconds. Egg nests can hold 2 eggs and spawn a new one every 60 gametime seconds. Egg nests cost 500 minerals.
And no, no ham to go with your green eggs.
This should be a great boon to the low amount of healing the game had until now :). Oh and eggs shouldn't be able to affect wave units, let me know if you find an instance where they do help them.
Also note that the egg nests don't start with eggs as soon as you buy them. You'll still have to wait the 60 seconds for the first egg. So don't buy and egg nest when there's a ton of enemies surrounding the beacon!
I update more often in the battle.net forum cuz it's more active. So there's several other new changes that have happened since my last post on here. Most of them should be on the arcade patch notes too.
Jayborino's Stukov and Pal's video is now out. As a celebration, you can now type "Jayborino" into chat at the character selection screen to try out the Baneling Wrangler if you haven't already unlocked him! This is currently NA only, cuz upload issues n whatnot. Though like all heroes he is first come first serve! So only one player can play him per game.