Hero Attack version 2.0 has been released! It is available on the North American server. Here is a video of version 2.0:
What is Hero Attack?
Hero attack is an MOBA or AOS style game similar to dota. Players work in teams, control heroes and their goal is to destroy the enemy team's main building. Heroes can gain experience, buy items and learn special abilities.
However, this is not a dota clone and there are a number of features that make Hero Attack unique from other games of this genre. Most noticeably each team chooses a race (Terran, Protoss or Zerg), and each race has a unique set of items, heroes and units. There are also 4 playable maps that players can choose from by voting at the start of the game and each map is very different. Some of the maps have special types of terrain such as mud (which reduces the movement speed of ground units by 50%), ice (which is slippery and prevents ground units from turning or slowing down) and lava (which damages ground units periodically). All heroes and items are based on sc2 units and abilities so it should be fairly strait forward how to use each hero. Each team has computer player that harvests minerals and vespene gas from its base and gives it to the allied players on its team. The computer player builds workers and constructs buildings throughout the game and as the game progresses additional unit producing structures will be constructed that will bring additional units and unit types to the lanes. There are also neutral hostile critters that you can kill for additional minerals and experience.
Currently Hero Attack has:
3 playable races.
4 playable maps.
36 playable heroes.
90 items.
Over 140 different abilities.
That is a ridiculously large amount of content and far more than other SC2 custom games of this genre.
If you want to play Hero Attack, but have difficulty finding players, please join the chat channel “Hero Attack”.
In your video, you showed us 4 unique terrains that have a different playground(mud,icy ground, etc) which makes it interesting, but what
you should have also shown us are the abilities that the 36 heroes have, explaining the purpose of their creation. If you can do that, it will draw more attention to the dota players.
"In your video, you showed us 4 unique terrains that have a different playground(mud,icy ground, etc) which makes it interesting, but what you should have also shown us are the abilities that the 36 heroes have, explaining the purpose of their creation. If you can do that, it will draw more attention to the dota players."
Check the other videos on my account. I go over the heroes and the items thoroughly.
I would like to get this on EU too. I'm looking for someone on the EU server who is willing to publish Hero Attack. If anyone is interested please let me know.
"Many are not going to want to watch a 'documentary' video of you explaining the stuff. Make it brief, explaining parts of everything in 3-4 minutes."
Yeah, this is true. If I make another video I'll definately include that.
After version 2.0 pretty much completely failed to attract enough players to gain enough popularity for Hero Attack to be playable (i.e. it is still impossible to get enough players to get a game going at any given time), I have taken a short break from map making. I needed a break because it is extremely frustrating to continuously work on a map and to continuously fail to get results despite attempt after attempt. Anyway, I'm going to continue developing Hero Attack and will try to update Hero Attack every week (starting next weekend). I'll also try to buy a new computer this month as well as start a website for Hero Attack.
As for the 8 texture set limitation, I think that I am going to keep the current 4 maps (as bland as they are) and wait/hope that blizzard makes changes that allows me to either increase the number of textures or change the texture set with triggers.
"I would like to get this on EU too. I'm looking for someone on the EU server who is willing to publish Hero Attack. If anyone is interested please let me know."
Again, if anyone on the European server wants to play this and is willing to publish it please message me and I will be happy to send you the map file so that Europeans can play it.
Hello everyone,
Sorry that I have not updated hero attack in nearly a month, I promise I will be much more frequent with my updates from now on. Version 2.1 has been released on the North American server. It includes a number of changes that hopefully makes things better. Here is a changelog:
The lighting has been changed and each of the 4 maps has a different lighting setting. A few people suggested that I change the lighting a bit, so hopefully things look better.
The sizes of some dialogs such as the in game timer and the periodic message that have been reduced so that they take up less space. This was done because some people complained that the dialogs objects were too large.
Removed a large number of triggers that were made obsolete by patch 1.2. As a result the file size for hero attack is significantly smaller.
The ‘leaver bonus’ or bonus that a team with less players receives when someone leavers the game has been significantly increased. Hopefully the result is that a team with less players still has a very good chance to win the game.
Units spawned by the computer now deal 50% less damage to heroes. This was done partly because the units did a bit too much damage to heroes and partly because I want to make melee heroes like the zealot hero or the zergling heroes more viable.
Players now have push priority over the computer player, so you can now push aside computer controlled units with your hero.
The vitalities of the main buildings (command center, nexus, hatchery) have been increased to 2000 so that it is harder to sneak into the enemy team’s base and kill it.
Changed the victory conditions slightly so that if the enemy team has 0 human players left (i.e. they all left) then your team wins and you don’t have to kill the enemy team’s main building.
Made it so that your screen moves to the location of your hero whenever your hero respawns. However, I have intentionally made it so that this does not work if you have either the zergling heroes or the baneling heroes (since you may be busy controlling your one hero when the other respawns).
Increased the energy cost and cooldown of the mutalisks hero’s summon mutalisks ability by 33%. This was done because the ability was too strong.
Fixed a really annoying actor bug that was caused by patch 1.2 and prevented the zergling hero from playing his cliff jumping animation properly. Also fixed actor bugs for the spine crawler and the spore crawler that were caused by patch 1.2.
You can no longer use a teleport item (Nydus worm, drop pod, warp out) if you have taken damage in the past 2 seconds. This was added to prevent abuse of teleport items.
The computer controlled marauders that are in the computer controlled bunkers no longer attack the enemy base when the bunker dies and instead they hold their position.
The Nydus canal item now costs 25% less minerals and can be casted with a range of 12. This item wasn’t used very much so it needed a buff.
Fixed an Issue where ursadak sounds would play from half way across the map if someone is killing an ursadak.
The siege tank hero now takes 20% less time to siege and unsiege and has 1 more range in siege mode. This was done because the siege tank hero was a bit weak.
The spore crawler hero now has less life but more armor (so has the same amount as the spine crawler hero), to compensate the spore crawler always has detection.
Added range actors to the spore crawler hero and the spine crawler hero similar to how the siege tank hero has range actors to indicate its attack range.
Hopefully fixed an issue where tomes sometimes do not work.
Tinted the defiler hero buttons because someone requested that I tint them. If you prefer them un tinted or would like me to tint other buttons imported from SC1 please let me know.
Several other minor changes that are not worth mentioning.
Version 2.2 has been released. It includes mostly balance changes and a few bug fixes. I would like to thank those who have played games with me over the past week because their advice definitely influenced the content of this patch. Here is a changelog:
Reaper Hero no longer has the Stimpack ability. Instead the Reaper Hero has a new ability called Berserk. Berserk is a spell that causes the Reaper Hero’s attack speed to drastically increase for a short period of time. Also, while the Reaper Hero goes berserk you lose control over the reaper hero and the reaper hero attacks any nearby enemies so be careful with this ability.
Reaper Hero’s Jet Pack ability has been improved. In addition to providing passive cliff jumping you can now actively use this ability (hotkey T) to jump to a nearby point within a radius of 5. You can use this ability to jump over units, buildings or cliffs so it is very useful if you get surrounded.
Similar to the Reaper Hero, the Zergling Hero’s wings ability can also be used to jump to a nearby location in addition to providing passive cliff jumping.
The Colossus Hero’s cliff walk ability now provides a small movement speed increase (10%) in addition to providing cliff walking.
Hopefully fixed an issue where the reaper hero’s actor would sometimes disappear when the reaper hero jumps over a cliff leaving the reaper invisible. (this was caused by patch 1.2)
Fixed an issue where the medic hero would sometimes heal at a rate of over 100 life per second with her heal ability.
The medic hero’s heal ability and the scv hero’s repair ability now cost slightly more energy.
The medic hero now deals 20% more damage had has a slightly increased movement speed.
Fixed an issue where the medic hero would sometimes not play her attack animation. (this was caused by patch 1.2)
The rate at which the team’s beacon heals nearby heroes has been doubled.
The high templar hero’s psionic storm ability no longer affects allied units and its AOE has been increased significantly.
The defiler hero’s dark swarm ability only provides a 95% damage reduction from ranged damage rather than a 100% damage reduction from ranged damage because it was a bit over powered.
Fixed an issue where the queen hero could not unburrow.
Fixed an actor issue where the Thor Hero’s actor would not be created if the Thor Hero uses immortality protocol. (again, caused by patch 1.2)
The Baneling Hero’s quick death ability has been decreased to a 75% reduction in respawn time rather than a 100% reduction.
The energy cost of the probe hero’s photon cannon ability has been increased by 33% for balance purposes.
The SCV hero’s missile turrets now provide detection at levels 1 and 2.
Fixed an issue where the Ursadak Critters would get stuck on the fire map.
Critters now provide 25% more experience and minerals so hopefully killing critters is more worth while.
Fixed an issue where the Nydus Worm’s Leap ability would damage units before impact. The Nydus Worm Hero now has a slightly increased movement speed to make this hero stronger.
The detection range of sensor towers have been increased significantly from 12 to 20. Hopefully this makes it easier to detect enemies as terran.
The cost of the overseer has been decreased to 35 minerals from 50. This is to make it easier for the zerg team to detect enemies.
Reduced the ‘Leaver Bonus’ to a value halfway between version 2.0 and version 2.1. In the last version the team with less players generally had a slight advantage so hopefully things are more balanced now.
Added text messages that indicate that when a player leaves the game and the teams become even then no team benefits from the leaver bonus.
Increased the amount of time players have to vote on the game settings.
Removed parts of my triggers on items that become obsolete since patch 1.2 fixed a bug where heroes would drop items on death. Items are no longer randomly permutated when a Hero respawns as a result!
Ran into several bugs in my latest game, where I played as a dark Templar vs My friends archon,
- When I killed him(her? them?) under the effect of void prision, the special effect was leaked.
- They failed to repawn after I killed them the third time, not sure what the conditions were leading up to this.
slight note
- Cloaked units with an intercepter will have their location be obvious, though they are still not targetable.
Edit: Played a second game with 4 people. with a marine and a siege tank vs a dark templar and an archon.
The dark templar and marine had to leave early, but we finished the game anyway.
The game started smoothly, and I think it was only when I bought the shield generator for the seige tank that i ran into trouble. The shield charge reset to full when i morphed, and after selling it to avoid the continous abuse it would result in, the leveling bonus (+5 shield per level) remained, and kept increasing with levels (I think, though at level 10 it was at 25, so maybe not) Also at some point the siege mode range was reduced to 10 and I lost my range indecator. The barrage ultimate ability also stopped working
Comments: I think that all alternate form's with attacks when in their main form should show the range of their attacks before morphing, so that I can position a siege tank or drone just in range to shell/stab towers hopefully without being attacked back. Perhaps if possible make the ranges color coded and the info be in the tooltip.
These dont all necessarily make the game unplayable, at least not all of them, but They do make it slightly less attractive as an option. Having said that, And being on the NA Bnet, I would be happy to help you test this map (or join a private group of people playing this map seeing as that is necessary for any low popularity maps)
Edit: Played anouther few games. The shield generator for Terran seems to be completely bugged atm, it seems that about 1 half of the level bonus to shields is staying when the item is removed. Also, some items are not registered as being equiped when you get them, and they dont work unless you drop them and pick them back up. Also the vulture's spider mines I think should be done like they are in campaign where you have x charges and have to construct new mines to place them, but charging the same amount of energy as the ability does now and using the same cooldown for the build time, and have 3/6/9 charge limit.
Edit: Playing again as dark templar, and again the other player failed to respawn after I killed him. Also, I would request that all cloaking/burrowing units while cloaked/burrowed should be able to see the detect range circle of detectors they can see.
is it only playable online or do you have a repository where you store the map online for public
I'm not quite sure what you mean. Could you reword your question? At the moment you can only play this map on the North American server, though I am looking for someone to publish on the European server.
Wow, thanks for the feedback Ranakastrasz.
With respect to the the bugs involving the vitals being reset due to morphs, I actually fixed that several months ago by creating a massive trigger. However, recently blizzard released patch 1.2 and they supposedly fixed the issue of vitals being reset so I removed this trigger. However, it seems that blizzard's fix did not work properly, so I will reimplement the trigger that I removed this past week. What is interesting is that when you test hero attack in single player, the morph abilities work fine. It is only in multiplayer where things are not working properly. I wonder if somehow my map isn't being published properly and bugs from old versions are showing up.
This could also explain some of the other bugs that are showing up. Recently I've noticed several actor bugs that I fixed months ago (such as the dt bug) but they have started appearing since patch 1.2. Patch 1.2 really messed up my actors and the wierd thing is that there is absolutely nothing wrong with my actor events. It is almost like there are some hidden actor events that occur in the game. Anyway, I will try to resolve these issues as fast as possible.
"Cloaked units with an intercepter will have their location be obvious"
Do you think I should make it so that the interceptor is cloaked if the hero is cloaked?
"I think that all alternate form's with attacks when in their main form should show the range of their attacks before morphing"
So are you suggesting that I make these heroes always have this range actor? Or should I make the morph ability be an effect target ability rather than an instant ability (and have the range actor appear when you are choosing the location to morph)?
"Also, I would request that all cloaking/burrowing units while cloaked/burrowed should be able to see the detect range circle of detectors they can see."
I can add this, though I hope it won't make invisible characters too strong.
Oh, and thanks for the replay. I will definately watch them. :)
It seems that the archon hero not respawning has something to do with the critical strike item since when the hero did not revive he died to a critical hit. I'll have to check my critical strike trigger so see why this is occuring.
Also, lol @ the archon toilet comment in the replay.
I'll fix the issues with the vitals and morphing as mentioned in my previous post.
As for the artillery barrage not working, this has me a bit puzzled. It is too bad you did not die after it stopped working because it would have been nice to know if you could use the ability again after dying. I'll try to figure this one out.
Okay, I looked at the morph vital issue. Apparently if you play the map alone, the morphs work fine and the vitals are not reset. But for some reason, the moment you add another player and play 1v1 or something, vitals are reset when you morph. This is a serious bug on blizzards part and I will inform them about it, I will also reimplement the old trigger I had in previous versions to deal with morphs.
Version 2.3 and the creation of the hero attack website/forums are going to be delayed a bit since some issues came up. However, I'll try to get these two things done as soon as possible.
Version 2.3 has been released! It includes balance changes, bug fixes and some new features. I tried to release this version sooner but I was busy with midterms and assignments. Here is the changelog:
Readded some triggers that I removed in version 2.1 that prevent the energy, shields and life of heroes from being reset when morph abilities are used. I originally removed it because I thought blizzard fixed this issue in patch 1.2 since they claimed they did. But apparently they didn’t fix it properly because vitals were being reset when morph abilities where used when multiple players were playing the game.
Fixed a large number of issues that were caused because the game was applying too many behaviours to a single unit. Apparently there is a maximum number of behaviours that a single unit may have (max is somewhere between 128 and 256) and if you try to apply a behaviour and you have reached this maximum it does not get applied. I solved this problem by significantly reducing the maximum number of behaviours that should be applied to a single unit at any given them. This problem caused a number of bugs including (but not limited to) the bug where tomes and items would sometimes not work on your hero and the bug where the siege tank hero would sometimes not use artillery barrage.
Fixed an issue where the leveling bonuses of some items such as weapon items, energy items and the personal shields item were not removed when I player lost the item.
Fixed an issue where a player would not respawn if they died to a critical strike hit.
(Hopefully) Fixed a bug where the actor of the dark templar hero’s void prison ability doesn’t get destroyed if the unit dies or the behaviour ends. I fixed this issue before but patch 1.2 likes to screw up actors and remake old bugs. :(
Fixed a bug where the stalker hero’s actor would freeze if the stalker hero used evasion too many times in a short period of time.
The number of tomes that your hero has bought is now shown on the command card of your hero. This was added because a player requested it.
The cooldown of the thor hero’s immortality protocol has been increased to 60 seconds from 30 for balance reasons.
The mothership’s planet cracker no longer works on air units and now does double damage to buildings (down from 475% damage to buildings) since planet cracker was too powerful, especially against buildings. The damage per second of the planet cracker has been added to the tooltip on the command card.
The timed life of mutalisks summoned by the mutalisks hero has been decreased from 60 seconds to 50 seconds and the energy cost and cooldown of the summon mutalisks ability has been increased by 33% (or rather I forgot to do this in version 2.1).
The infestor hero’s peristalsis ability now allows the infestor hero to cast spells while underground.
The ghost hero can now cancel his nuclear strike ability.
The razor swarm item and the grenade item no longer deal damage to friendly units.
Sensor tower’s radar radius has been decreased to 20 (which is the same as the detection radius).
The zergling hero’s devour ability and the defiler hero’s consume ability now start with autocast on when you learn them.
The roach hero’s corrosive acid ability now works on buildings.
Buildings constructed by the probe hero and scv hero now have an ability that you can use to destroy them. This was added to prevent players from accidently trapping themselves in a corner while using these heroes.
The siege tank hero’s siege mode ability as well as the spine crawler and spore crawler abilities of the drone hero have been changed slightly. Instead of these being an instant abilities where you click the morph ability and morph at your location, these abilities are now target abilities where you click the location you want to morph at and then your hero will move to that location and then morph. Furthermore, range and placement actors have been added to these abilities such that you can see the attack range of the hero when you are deciding where to morph the hero. This means that you no longer have the issue where you siege up, realise that you are slightly out of range, unsiege, adjust your position slightly and then have to siege up again. Note: when you are deciding the morph location 3 range actors are shown, one for each level of your ability, so if you have siege mode level 1 then use the smallest radius range actor and if you have siege mode level 3 use the largest radius range actor. Unfortunately unit validators do not work with placement actors so I cannot show only the range actor that corresponds to the current level of the ability. I’ll try to find a work around to this issue however.
Added a tooltip to the loading screen that explains how to sell items (right click on item them left click on shop) since many players did not know how to do this.
Various other changes that aren't work mentioning.
The siege tank hero’s siege mode ability as well as the spine crawler and spore crawler abilities of the drone hero have been changed slightly. Instead of these being an instant abilities where you click the morph ability and morph at your location, these abilities are now target abilities where you click the location you want to morph at and then your hero will move to that location and then morph. Furthermore, range and placement actors have been added to these abilities such that you can see the attack range of the hero when you are deciding where to morph the hero. This means that you no longer have the issue where you siege up, realise that you are slightly out of range, unsiege, adjust your position slightly and then have to siege up again. Note: when you are deciding the morph location 3 range actors are shown, one for each level of your ability, so if you have siege mode level 1 then use the smallest radius range actor and if you have siege mode level 3 use the largest radius range actor. Unfortunately unit validators do not work with placement actors so I cannot show only the range actor that corresponds to the current level of the ability. I’ll try to find a work around to this issue however.
This is a wonderful method, that I think melee games should use for siege tanks and spine/spore crawlers. The only thing I noticed is that the siege tank when i tested it, sieges a little bit away from the middle, either because you have a range higher than 0, or because the tick box include unit radius is used, which means that the unit's radius is added to the ability range. Question, do devastator missile actually have 10 damage with a 2 second cool down? That seems a bit low, and wouldn't be that useful.
Oh, and the lurker form of hydralisks probably should have this as well, since it is the same type of unit.
"This is a wonderful method, that I think melee games should use for siege tanks and spine/spore crawlers."
Yeah, thanks for the idea.
"The only thing I noticed is that the siege tank when i tested it, sieges a little bit away from the middle, either because you have a range higher than 0."
Right now I have the range at 0.5, but I can change it to 0 if you prefer. I did this so that it is still possible to use the morph ability if your hero is completely surrounded by units (imagine the situation where you are the spore crawler hero and are uprooted, it would be annoying if you get surrounded by zerglings and cannot root because you cannot move to the right location).
"Question, do devastator missile actually have 10 damage with a 2 second cool down?"
Devastator missiles do 10 (+1 for each level of your hero) damage with a 2 second cooldown but the damage is modified by damage modifiers that affect your hero (so if you have a level 10 hero with the level 4 weapons item then each missile does 40 damage). Also the 2 second cooldown can be lowered or increased by behaviours that affect timescale.
"Oh, and the lurker form of hydralisks probably should have this as well, since it is the same type of unit."
Right now I have the range at 0.5, but I can change it to 0 if you prefer. I did this so that it is still possible to use the morph ability if your hero is completely surrounded by units (imagine the situation where you are the spore crawler hero and are uprooted, it would be annoying if you get surrounded by zerglings and cannot root because you cannot move to the right location).
Ah, makes sense now, It should say that in the tooltip tho, or possibly try to get as close to the target point as possible before rooting/sieging, so that both situations would work maybe.
oh, and as drone, you can morph from spine to spore if you have spine but not spore researched, which is a problem.
New replay, Played as dark templar vs mutalisks, and managed to permakill them somehow again, also void prision seems to leak on heros still, and I ran into a bit of trouble in that game where they managed to take out two spawning buildings which gave me a severe disatvantage. i probably would have lost due to attrition if not for the permakill bug which caused us to have to end it.
Yeah there was a reason why I put hopefully in brackets in the change log. Guess my fix for the actor bug didn't work. I'll try to fix it as soon as possible.
"you can morph from spine to spore if you have spine but not spore researched, which is a problem."
I must have forgotten to add level requirements when I was changing the spine crawler and spore crawler abilities. I will fix that in version 2.4.
"i probably would have lost due to attrition"
While the game isn't supposed to be balanced around 1v1 I think you weren't aggressive enough in that game. You kept trying to chase your friend's mutalisk hero with a dt hero which isn't going to work, especially if they have burrow. Maybe you should have tried to attack the other teams base and force the mutalisk hero to come to you? That strategy might have been more effective.
"not for the permakill bug which caused us to have to end it."
The bug seems different from the bug which caused the archon to not respawn since in the archon respawn but the respawn timer didn't appear but with the mutalisk bug the respawn timer did appear. Or maybe I'm wrong and both bugs are somehow caused by the void prison actor bug (which would be wierd). I'll try to fix this as soon as possible.
Anyway, I'm busy with school stuff for the next few days so I might not be able to release another version until the weekend. You feedback is very helpful however.
"While the game isn't supposed to be balanced around 1v1 I think you weren't aggressive enough in that game. You kept trying to chase your friend's mutalisk hero with a dt hero which isn't going to work, especially if they have burrow. Maybe you should have tried to attack the other teams base and force the mutalisk hero to come to you? That strategy might have been more effective."
Hmm, Yea, Dark Templar isn't really the class to combat mutalisks, but seeing as you dont know what the will pick until the game already started, i kinda had a disadvantage there. And It probably would have been better to try to attack the base, though I didn't think i would last long enough to kill a spawning building myself. and yea, that burrow skill choice was very good on his part. And Im not surprised that the game isnt balanced around 1v1, but seeing as i rarely have enough people for 2vs2 on and not busy at a time (mainly due to low on popularity list)
Oh, and two questions about mechanics. One, how does income work? It looks like bounty is given to the killer and if the base has minerals every 30 seconds it splits it between the players. Also how does experience credit work, i know it is credited to heroes that are close to dying enemies, but is it split between heroes? I couldn't tell with a 2vs2 game, but it should be reduced in the case of 2 or more heroes to reduce level up rate.
I also think that each time the teams get a new spawning building type, that all lower level creeps should get an upgrade. Though this may be intended, all of the creeps are nearly harmless to a hero with level 4 armor items, more so with health regeneration items. I think that they should be at least something to worry about later in the game as a possible way to die.
Anyway, I'm busy with school stuff for the next few days so I might not be able to release another version until the weekend. You feedback is very helpful however.
I try to give feedback on any games I enjoy to improve them, because bugs dont get fixed until the creator knows about them, and it generally has the bonus effect of saying that I care about the work you do making this game, and to please continue when you have the free time required to do so.
Edit: New info, Played a solo game with a Thor, immortality protocol is kinda broken, as when you take fatal damage, you keep the same hp in the wreckage form, and the same hp when you revive, though I got my shield back to full immediately.
In your video, you showed us 4 unique terrains that have a different playground(mud,icy ground, etc) which makes it interesting, but what you should have also shown us are the abilities that the 36 heroes have, explaining the purpose of their creation. If you can do that, it will draw more attention to the dota players.
"In your video, you showed us 4 unique terrains that have a different playground(mud,icy ground, etc) which makes it interesting, but what you should have also shown us are the abilities that the 36 heroes have, explaining the purpose of their creation. If you can do that, it will draw more attention to the dota players."
Check the other videos on my account. I go over the heroes and the items thoroughly.
I want to play this but i am on EU :(
@iiequalsexpipi: Go
Many are not going to want to watch a 'documentary' video of you explaining the stuff. Make it brief, explaining parts of everything in 3-4 minutes.
"I want to play this but i am on EU"
I would like to get this on EU too. I'm looking for someone on the EU server who is willing to publish Hero Attack. If anyone is interested please let me know.
"Many are not going to want to watch a 'documentary' video of you explaining the stuff. Make it brief, explaining parts of everything in 3-4 minutes."
Yeah, this is true. If I make another video I'll definately include that.
Hello everyone,
After version 2.0 pretty much completely failed to attract enough players to gain enough popularity for Hero Attack to be playable (i.e. it is still impossible to get enough players to get a game going at any given time), I have taken a short break from map making. I needed a break because it is extremely frustrating to continuously work on a map and to continuously fail to get results despite attempt after attempt. Anyway, I'm going to continue developing Hero Attack and will try to update Hero Attack every week (starting next weekend). I'll also try to buy a new computer this month as well as start a website for Hero Attack.
As for the 8 texture set limitation, I think that I am going to keep the current 4 maps (as bland as they are) and wait/hope that blizzard makes changes that allows me to either increase the number of textures or change the texture set with triggers.
"I would like to get this on EU too. I'm looking for someone on the EU server who is willing to publish Hero Attack. If anyone is interested please let me know."
Again, if anyone on the European server wants to play this and is willing to publish it please message me and I will be happy to send you the map file so that Europeans can play it.
Hello everyone, Sorry that I have not updated hero attack in nearly a month, I promise I will be much more frequent with my updates from now on. Version 2.1 has been released on the North American server. It includes a number of changes that hopefully makes things better. Here is a changelog:
Version 2.2 has been released. It includes mostly balance changes and a few bug fixes. I would like to thank those who have played games with me over the past week because their advice definitely influenced the content of this patch. Here is a changelog:
is it only playable online or do you have a repository where you store the map online for public
Ran into several bugs in my latest game, where I played as a dark Templar vs My friends archon,
- When I killed him(her? them?) under the effect of void prision, the special effect was leaked. - They failed to repawn after I killed them the third time, not sure what the conditions were leading up to this.
slight note - Cloaked units with an intercepter will have their location be obvious, though they are still not targetable.
Edit: Played a second game with 4 people. with a marine and a siege tank vs a dark templar and an archon. The dark templar and marine had to leave early, but we finished the game anyway. The game started smoothly, and I think it was only when I bought the shield generator for the seige tank that i ran into trouble. The shield charge reset to full when i morphed, and after selling it to avoid the continous abuse it would result in, the leveling bonus (+5 shield per level) remained, and kept increasing with levels (I think, though at level 10 it was at 25, so maybe not) Also at some point the siege mode range was reduced to 10 and I lost my range indecator. The barrage ultimate ability also stopped working
Comments: I think that all alternate form's with attacks when in their main form should show the range of their attacks before morphing, so that I can position a siege tank or drone just in range to shell/stab towers hopefully without being attacked back. Perhaps if possible make the ranges color coded and the info be in the tooltip.
These dont all necessarily make the game unplayable, at least not all of them, but They do make it slightly less attractive as an option. Having said that, And being on the NA Bnet, I would be happy to help you test this map (or join a private group of people playing this map seeing as that is necessary for any low popularity maps)
Edit: Played anouther few games. The shield generator for Terran seems to be completely bugged atm, it seems that about 1 half of the level bonus to shields is staying when the item is removed. Also, some items are not registered as being equiped when you get them, and they dont work unless you drop them and pick them back up. Also the vulture's spider mines I think should be done like they are in campaign where you have x charges and have to construct new mines to place them, but charging the same amount of energy as the ability does now and using the same cooldown for the build time, and have 3/6/9 charge limit.
Edit: Playing again as dark templar, and again the other player failed to respawn after I killed him. Also, I would request that all cloaking/burrowing units while cloaked/burrowed should be able to see the detect range circle of detectors they can see.
I'm not quite sure what you mean. Could you reword your question? At the moment you can only play this map on the North American server, though I am looking for someone to publish on the European server.
Wow, thanks for the feedback Ranakastrasz.
With respect to the the bugs involving the vitals being reset due to morphs, I actually fixed that several months ago by creating a massive trigger. However, recently blizzard released patch 1.2 and they supposedly fixed the issue of vitals being reset so I removed this trigger. However, it seems that blizzard's fix did not work properly, so I will reimplement the trigger that I removed this past week. What is interesting is that when you test hero attack in single player, the morph abilities work fine. It is only in multiplayer where things are not working properly. I wonder if somehow my map isn't being published properly and bugs from old versions are showing up.
This could also explain some of the other bugs that are showing up. Recently I've noticed several actor bugs that I fixed months ago (such as the dt bug) but they have started appearing since patch 1.2. Patch 1.2 really messed up my actors and the wierd thing is that there is absolutely nothing wrong with my actor events. It is almost like there are some hidden actor events that occur in the game. Anyway, I will try to resolve these issues as fast as possible.
"Cloaked units with an intercepter will have their location be obvious"
Do you think I should make it so that the interceptor is cloaked if the hero is cloaked?
"I think that all alternate form's with attacks when in their main form should show the range of their attacks before morphing"
So are you suggesting that I make these heroes always have this range actor? Or should I make the morph ability be an effect target ability rather than an instant ability (and have the range actor appear when you are choosing the location to morph)?
"Also, I would request that all cloaking/burrowing units while cloaked/burrowed should be able to see the detect range circle of detectors they can see."
I can add this, though I hope it won't make invisible characters too strong.
Oh, and thanks for the replay. I will definately watch them. :)
Alright, I just watched both replays.
It seems that the archon hero not respawning has something to do with the critical strike item since when the hero did not revive he died to a critical hit. I'll have to check my critical strike trigger so see why this is occuring.
Also, lol @ the archon toilet comment in the replay.
I'll fix the issues with the vitals and morphing as mentioned in my previous post.
As for the artillery barrage not working, this has me a bit puzzled. It is too bad you did not die after it stopped working because it would have been nice to know if you could use the ability again after dying. I'll try to figure this one out.
Okay, I looked at the morph vital issue. Apparently if you play the map alone, the morphs work fine and the vitals are not reset. But for some reason, the moment you add another player and play 1v1 or something, vitals are reset when you morph. This is a serious bug on blizzards part and I will inform them about it, I will also reimplement the old trigger I had in previous versions to deal with morphs.
Version 2.3 and the creation of the hero attack website/forums are going to be delayed a bit since some issues came up. However, I'll try to get these two things done as soon as possible.
Version 2.3 has been released! It includes balance changes, bug fixes and some new features. I tried to release this version sooner but I was busy with midterms and assignments. Here is the changelog:
The siege tank hero’s siege mode ability as well as the spine crawler and spore crawler abilities of the drone hero have been changed slightly. Instead of these being an instant abilities where you click the morph ability and morph at your location, these abilities are now target abilities where you click the location you want to morph at and then your hero will move to that location and then morph. Furthermore, range and placement actors have been added to these abilities such that you can see the attack range of the hero when you are deciding where to morph the hero. This means that you no longer have the issue where you siege up, realise that you are slightly out of range, unsiege, adjust your position slightly and then have to siege up again. Note: when you are deciding the morph location 3 range actors are shown, one for each level of your ability, so if you have siege mode level 1 then use the smallest radius range actor and if you have siege mode level 3 use the largest radius range actor. Unfortunately unit validators do not work with placement actors so I cannot show only the range actor that corresponds to the current level of the ability. I’ll try to find a work around to this issue however.
This is a wonderful method, that I think melee games should use for siege tanks and spine/spore crawlers. The only thing I noticed is that the siege tank when i tested it, sieges a little bit away from the middle, either because you have a range higher than 0, or because the tick box include unit radius is used, which means that the unit's radius is added to the ability range. Question, do devastator missile actually have 10 damage with a 2 second cool down? That seems a bit low, and wouldn't be that useful. Oh, and the lurker form of hydralisks probably should have this as well, since it is the same type of unit.
"This is a wonderful method, that I think melee games should use for siege tanks and spine/spore crawlers."
Yeah, thanks for the idea.
"The only thing I noticed is that the siege tank when i tested it, sieges a little bit away from the middle, either because you have a range higher than 0."
Right now I have the range at 0.5, but I can change it to 0 if you prefer. I did this so that it is still possible to use the morph ability if your hero is completely surrounded by units (imagine the situation where you are the spore crawler hero and are uprooted, it would be annoying if you get surrounded by zerglings and cannot root because you cannot move to the right location).
"Question, do devastator missile actually have 10 damage with a 2 second cool down?"
Devastator missiles do 10 (+1 for each level of your hero) damage with a 2 second cooldown but the damage is modified by damage modifiers that affect your hero (so if you have a level 10 hero with the level 4 weapons item then each missile does 40 damage). Also the 2 second cooldown can be lowered or increased by behaviours that affect timescale.
"Oh, and the lurker form of hydralisks probably should have this as well, since it is the same type of unit."
Good idea. I'll add that in version 2.4.
Right now I have the range at 0.5, but I can change it to 0 if you prefer. I did this so that it is still possible to use the morph ability if your hero is completely surrounded by units (imagine the situation where you are the spore crawler hero and are uprooted, it would be annoying if you get surrounded by zerglings and cannot root because you cannot move to the right location).
Ah, makes sense now, It should say that in the tooltip tho, or possibly try to get as close to the target point as possible before rooting/sieging, so that both situations would work maybe.
oh, and as drone, you can morph from spine to spore if you have spine but not spore researched, which is a problem.
New replay, Played as dark templar vs mutalisks, and managed to permakill them somehow again, also void prision seems to leak on heros still, and I ran into a bit of trouble in that game where they managed to take out two spawning buildings which gave me a severe disatvantage. i probably would have lost due to attrition if not for the permakill bug which caused us to have to end it.
Okay, I watched the replay.
Yeah there was a reason why I put hopefully in brackets in the change log. Guess my fix for the actor bug didn't work. I'll try to fix it as soon as possible.
"you can morph from spine to spore if you have spine but not spore researched, which is a problem."
I must have forgotten to add level requirements when I was changing the spine crawler and spore crawler abilities. I will fix that in version 2.4.
"i probably would have lost due to attrition"
While the game isn't supposed to be balanced around 1v1 I think you weren't aggressive enough in that game. You kept trying to chase your friend's mutalisk hero with a dt hero which isn't going to work, especially if they have burrow. Maybe you should have tried to attack the other teams base and force the mutalisk hero to come to you? That strategy might have been more effective.
"not for the permakill bug which caused us to have to end it."
The bug seems different from the bug which caused the archon to not respawn since in the archon respawn but the respawn timer didn't appear but with the mutalisk bug the respawn timer did appear. Or maybe I'm wrong and both bugs are somehow caused by the void prison actor bug (which would be wierd). I'll try to fix this as soon as possible.
Anyway, I'm busy with school stuff for the next few days so I might not be able to release another version until the weekend. You feedback is very helpful however.
"While the game isn't supposed to be balanced around 1v1 I think you weren't aggressive enough in that game. You kept trying to chase your friend's mutalisk hero with a dt hero which isn't going to work, especially if they have burrow. Maybe you should have tried to attack the other teams base and force the mutalisk hero to come to you? That strategy might have been more effective."
Hmm, Yea, Dark Templar isn't really the class to combat mutalisks, but seeing as you dont know what the will pick until the game already started, i kinda had a disadvantage there. And It probably would have been better to try to attack the base, though I didn't think i would last long enough to kill a spawning building myself. and yea, that burrow skill choice was very good on his part. And Im not surprised that the game isnt balanced around 1v1, but seeing as i rarely have enough people for 2vs2 on and not busy at a time (mainly due to low on popularity list)
Oh, and two questions about mechanics. One, how does income work? It looks like bounty is given to the killer and if the base has minerals every 30 seconds it splits it between the players. Also how does experience credit work, i know it is credited to heroes that are close to dying enemies, but is it split between heroes? I couldn't tell with a 2vs2 game, but it should be reduced in the case of 2 or more heroes to reduce level up rate.
I also think that each time the teams get a new spawning building type, that all lower level creeps should get an upgrade. Though this may be intended, all of the creeps are nearly harmless to a hero with level 4 armor items, more so with health regeneration items. I think that they should be at least something to worry about later in the game as a possible way to die.
Anyway, I'm busy with school stuff for the next few days so I might not be able to release another version until the weekend. You feedback is very helpful however.
I try to give feedback on any games I enjoy to improve them, because bugs dont get fixed until the creator knows about them, and it generally has the bonus effect of saying that I care about the work you do making this game, and to please continue when you have the free time required to do so.
Edit: New info, Played a solo game with a Thor, immortality protocol is kinda broken, as when you take fatal damage, you keep the same hp in the wreckage form, and the same hp when you revive, though I got my shield back to full immediately.