All Maps: After claiming endlessly it couldn’t be done, actually bothered to ask how to make the AI stop rebuilding all of the time and implemented EivindL’s blindingly obvious answer in about fifteen minutes, most of which was spent waiting for maps to load.
1-1: Beating the map now advances to 1-2, rather than the main menu.
1-1: Probes have stopped being unable to stop.
1-7: Enabled victory conditions. Yep. That’s all we did. Sorry about that one.
1-8: The regenerated colony no longer attacks during its cutscene. You’re welcome.
2-1: Moved loader text to a position that makes it possible (though does not guarantee the fact) to read.
2-2: Prevented Mox’s forces from preventing the Roger Wilco cutscene from advancing, which prevented the map itself from advancing, which prevented the player from completing the campaign.
2-5: Enforced the No Swimming rule in the southern pool.
2-6: Reduced ending cutscene’s ability to melt graphics cards.
2-6: Allowed the player to progress to map 2-7 at the end of the map, rather than forcing her to play map 2-6 again.
2-7: Muted the music channel during the opening cutscene, even if the player has assumed control of New Antioch’s defenses.
2-7: You might be able to escape the opening cut scene, but you can no longer escape the dialogue by drowning it in music.
2-8: Mox now properly pursues his grudge against Gurney by sending attack waves.
2-8: Rather than ending the episode on a whimper, significantly increased the difficulty of the final section of the map.
2-8: After a romantic dinner, the opening Vespene geyser has cozied up to the Command Center.
Just wanted to touch bases with the community to let everyone know that we are not in fact dead! Lots of work is still going on behind the scenes. The crew has primarily shifted fully to Episode 3 work and we have beta versions of almost every map done (We have 3 that aren't completable, of which only 1 is in early stages, the other two are about the 50% point for editor work.) We plan to start work on voice acting on the first of next month as well!
Also of note we're going to try and get some bug fixes of episode 1/2 in for another release either this weekend of next week depending on time tables of people and how it goes.
[edit: oh and since I'm sure somebody asks, we will probably be putting out a call for beta testers sometime next month as well. keep an eye out for that when we do, we will be doing a closed beta with hopefully 2-5 testers before launching into an open beta once voice acting is done.]
Mod: did some general clean up of the mod data entries.
Mod: Gurney is now using the special texture/model that Hammer was kind enough to make for us.
Mod: Turmalis' Psionic Chain Lightning now will not chain onto friendly units. (It can still be cast on them and will still chain to enemies if cast on them.)
Mod: Upon discovery that Khrillian loaded a second weapon onto his corsair we have reduced the effectiveness of them.
Mod: Fixed cutscene trigger that rendered many missions unplayable.
Multiple Maps: Fixed Nurohk's briefing portrait.
2-4: The tip about locking down the sentry bots is no longer a lie. Unlike the cake.
2-5: Captured and executed the missile turret atop the Koprulu Sector’s Most Wanted list, making this mission much less confusing. Alas, this likely prevents most players from doing a building drop.
2-5: In further efforts to make this mission less hilarious to watch other people play, we now make our reward of dropships quite clear to the player after the destruction of the fourth pirate base.
2-6: Shuttle can longer be killed in explosions. Well, at least not Vespene-related ones.
2-6: Nurohk, no longer shy, has turned his portrait so that more than his bubbles shows.
2-6: In the interest of letting the level be completed, heroes can no longer enter the shuttle.
2-6: Rather than have the player sit around aimlessly, we’ve added an objective to sit around aimlessly once you arrive at the outpost.
2-7: Taking control during the opening cutscene now makes the camera stop following Moloch.
Mod: A recent mod update broke Khrillian's portrait. This patch remedies that error.
2-7: Put even more safeguards in place to prevent camera locks if the Executor takes control of New Antioch's defenses.
2-7: Put even more safeguards in place to prevent camera locks if the Executor takes control of New Antioch's defenses.
Yea, we've been debating the merits of it. I was also considering adding the mod file to the episode 1 and episode 2 files, but that's 70+ mb's you have to download twice. I also considered some kind of installer, but it seems like a lot of work to get it done right for what might not be much of a gain.
Mod: Updated Nurohk's portrait to Fenix dragoon, since his twin is using Fenix Zealot.
Mod: Mox should stop talking over himself now.
All maps: Hid alliance button.
All Maps: Added decals to all factions.
Episode 2: Removed the other way that missions could auto-start.
Episode 2: Made all briefings play music.
Episode 2: Rather than make you suffer through Judicator Turmaaaaaaalis’s briefings in silence, we’ve re-enabled briefing music.
Episode 2: Corrected missing map version numbers.
1-7 and 1-8: Fixed psi cocoon field to dampen units as well as buildings.
1-8: Paused the regrown colony in the colony regrowth cutscene.
2-0: Rather than staying aloof, Rockwell now graces the captain’s forces with his presence.
2-2: Added a lighthearted cutscene of forgiveness for the first time the player murders a civilian. The second time, they get shot in the face, which has a cutscene, too. Oh, we lied about the “lighthearted” bit.
2-2: Because the player is the center of the universe, the trams now only travel if Mox had forces on the beacon at the end of the countdown.
2-2: Restored Quatto to a science vessel portrait again. We think. Maybe. Also gave him a scientist model.
2-3: As jayborino’s reward for beating this level so handily, we made it much harder.
2-4: Made the map a bit more difficult by adding a Scanner Sweep to the alarm sequence.
2-5: Clearing pirate bases now appropriately removes Charlie Mox, rather than cloning him.
If you have been hesitant to download this is likely going to be our last beta release. There shouldn't be any game breaking bugs, and all features are in, so if we could get some serious testing this week we would appreciate it :)
Big update today. Please make sure you download the mod file if you're going to download the maps. We separated them as requested by people but we are seeing a bad trend starting that the map packs have a lot more downloads than the mod file and a lot of the map changes may actually occur in the mod file, as we use certain triggers and things over multiple maps and thus they are modified directly in the mod.
0.4.519
Campaign Launcher: Added a new loading screen and introduction to the launcher.
Mod: As per lore Gurney is now a blonde alcoholic instead of a brunette one.
Mod: Added unit ranks and changed color of biography text. Thrilling stuff, really.
Mod: Should you fail to defend it, the Temple of Jepok no longer transforms into the Protoss Radio Tower when it dies.
Mod: Changed how N/T's ability works, now it can be a quick 25 dmg large aoe, or if you let it charge up first it will cause dmg over the entire time of the channel while restoring his shields, and then explode doing the 25 dmg.
Mod: Fixed N/T's attack animation again, perhaps this time for good.
Mod: The Emitter Scout was feeling left out on the abilities front so now he has the ability to create specialized emitter cannon's that use the psi dampener technology to buff the shields of nearby protoss while slowing nearby zerg, and also attacking any nearby enemy units.
1-4: Made some creepy adjustments, moved some bases around, added vespene to expansion, did a tango.
1-6: Removed a terrain object glitch. Yep; we’re having a great time over here.
1-8: Nurohk’s other twin no longer supplants Turmalis during the briefing.
2-1: The two Vespene geysers in the opening cutscene are self-actuated and perfectly capable of taking care of themselves. Therefore, the player no longer rescues them along with Nurohk’s forces.
2-3: Fixed the tech tree some more.
2-3: Decided that Turmalis’s crew were feeling far too secure, so they get in on the random waves of Zerg attacking them. First person to say it’s too hard gets ignored for 24 hours.
2-4: Restored yet another cutscene that Lucid Iguana disabled.
2-4: Added a hint about robots. If we told you what it was, it wouldn’t be a hint.
2-6: In yet another disappointing concession to playability, units may now enter the mining base, allowing the mission to be completed.
2-8: Made significant improvements to the terrain.
2-8: Losing all of your forces during the Protoss segment of the map no longer results in being trapped in purgatory. Instead, you lose the game.
Just a heads up for anyone planning to do any playing tomorrow I will be dropping the next release sometime before 1 pm PST. (Takes me about an hour to get a release ready so I don't want to give an exact time.)
Oh, yea it might still be ... at this point we're a pretty insular group over there, but honestly we have like 1 new post every week or so, so it's not like anyone is missing anything.
1-8: Your starting Siege Tanks can now return to siege mode if you unsiege them before researching siege mode. We expect a visit from the Department of Redundancy Department any time now.
1-8: Oh, we took your Battlecruisers away, too. Have fun!
2-2: Rolled back some bad juju that came in the last release. Our bad. You didn’t like…want to play this level or anything…right?
2-5: Defeating the pirates no longer results in all of your units mysteriously disappearing. It just results in certain of your units mysteriously disappearing.
0.9.862
Just wanted to touch bases with the community to let everyone know that we are not in fact dead! Lots of work is still going on behind the scenes. The crew has primarily shifted fully to Episode 3 work and we have beta versions of almost every map done (We have 3 that aren't completable, of which only 1 is in early stages, the other two are about the 50% point for editor work.) We plan to start work on voice acting on the first of next month as well!
Also of note we're going to try and get some bug fixes of episode 1/2 in for another release either this weekend of next week depending on time tables of people and how it goes.
[edit: oh and since I'm sure somebody asks, we will probably be putting out a call for beta testers sometime next month as well. keep an eye out for that when we do, we will be doing a closed beta with hopefully 2-5 testers before launching into an open beta once voice acting is done.]
Created a quick video explaining how to install:
0.9.661
@JayborinoPlays: Go
Yea, we've been debating the merits of it. I was also considering adding the mod file to the episode 1 and episode 2 files, but that's 70+ mb's you have to download twice. I also considered some kind of installer, but it seems like a lot of work to get it done right for what might not be much of a gain.
Yea, well sort of, I had already finished adjusting to 3.597 before I realized it should have been 4.597 ... didn't feel like fixing it all again :P
0.3.597
@Hockleberry: Go
We have a thread over there. When we do the first release version We'll probably post something new over there as well.
If you have been hesitant to download this is likely going to be our last beta release. There shouldn't be any game breaking bugs, and all features are in, so if we could get some serious testing this week we would appreciate it :)
Big update today. Please make sure you download the mod file if you're going to download the maps. We separated them as requested by people but we are seeing a bad trend starting that the map packs have a lot more downloads than the mod file and a lot of the map changes may actually occur in the mod file, as we use certain triggers and things over multiple maps and thus they are modified directly in the mod.
0.4.519
Just a heads up for anyone planning to do any playing tomorrow I will be dropping the next release sometime before 1 pm PST. (Takes me about an hour to get a release ready so I don't want to give an exact time.)
Oh, yea it might still be ... at this point we're a pretty insular group over there, but honestly we have like 1 new post every week or so, so it's not like anyone is missing anything.
How do you mean?
0.4.483
@wargirlwargirl: Go
well it's good you're a strong swimmer.
that's 1-9 and 2-0 though not 2-7 :P