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    posted a message on [Revived!] Map Night

    If you guys change the day to Saturday then I might be able to join you since I live in North America and Friday mornings/afternoons don't work out for me very well.

    Posted in: General Chat
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    posted a message on HERO ATTACK version 2.29 has been released

    Hero Attack version 2.29 has been release. It includes bug fixes, balance changes and some new features. Here is the changelog:

    GENERAL
    - Reversed a change made in 2.27 where the respawn time was reduced by 25% for all heroes. This was done due to requests to increase it.
    - Added an anti-hero upgrade for all races. The anti-hero upgrade causes computer spawned units to deal 20% more damage to enemy heroes and allows them to take 20% more damage from enemy heroes per level. This upgrade has 2 levels. This upgrade was added due to requests. Depending on feedback, I may remove this upgrade if people do not like it.
    - Fixed a bug where the damage scaling for mind controlled / dominated / neural parasited units was not correct.
    - Fixed a bug where the cooldowns for immortality and immortality protocol did not display if these abilities were learned to level 2.
    - The weapons free ability (i.e. the ability that removes hold fire) can now be autocast. This can be useful if you occasionally use the hold fire ability unintentionally.
    - Hopefully fixed a bug where cliff jumping heroes (zerglings and reapers) would not respawn at the correct location if they died while cliff jumping.
    - Hopefully fixed a bug where sometimes an expansion would not rebuild workers on Desert Canyon.
    - A few minor changes.

    TERRAN
    - Decreased the damage of the vulture hero by 5% for balance reasons.
    - The marauder hero’s explosive barrel ability is now charged based (i.e. the hero gains charges over time). Similar to the vulture hero’s spider mines, the marauder hero can carry up to 3 explosive barrel charges at any given time.
    - The raven hero’s point defence drone ability is now charged based (i.e. the hero gains charges over time). Similar to the vulture hero’s spider mines, the raven hero can carry up to 3 point defence drone charges at any given time.
    - Increased the movement speed of the banshee hero to 2.5 (from 2.25) for balance reasons.
    - Increased the life and damage of the predator hero`s predator cubs by 10% for balance reasons.
    - Reduced the damage dealt by the ares hero`s napalm flame thrower by 9% for balance reasons.
    - The ares hero`s extended cannon range ability now gives +5% cannon damage per level in addition to +1 cannon range per level. This change was done to make the cannons slightly more appealing relative to the napalm flame thrower. The extended cannon range ability has been renamed enhanced cannons.
    - The ghost hero’s EMP ability can now deal damage to a unit’s life at half the amount that an EMP does to a unit’s shields. This change was done to make EMP more useful against terran and zerg.
    - Fixed a bug where the energy cost and cooldown of the firebat hero’s armageddon ability were much lower than they were supposed to be.
    - The siege tank hero’s scanner sweep ability is now transient. This was added due to a request.
    - The siege tank hero no longer has its devastator missiles ability. Instead the siege tank has a new ability called anti-air mode. Anti-air mode is similar to siege mode in that the tank becomes immobile when in anti-air mode. However, in anti-air mode, the siege tank hero can directly attack air units but cannot attack ground units. Once sieged, it only takes about 1 game second to change between siege mode and anti-air mode. There is a visual indicator that tells other players whether or not the siege tank is in siege mode or anti-air mode.
    - The sieged tank item now costs 150 minerals (up from 125) and sieged tanks are no longer considered structures. This was done for balance reasons.
    - Bunkers created by the bunker item have a new ability called Request Marines. If you request marines, the computer player will send newly spawned marines directly to the bunker instead of sending those marines towards the enemy.

    PROTOSS
    - Increased the starting energy of the reaver hero to 125 (from 100) for balance reasons.
    - The sentry hero now has a rally ability that allows it to set the rally point of hallucinations created by the sentry hero. Hallucinations attack move towards the rally point.
    - Fixed a bug where the mothership would continue to use planet cracker while vortexed.
    - Energy crystals now restore 20 energy each (up from 15). This change was done because not many players have been using energy crystals.
    - Obelisks now have an ability called restore life in addition to their recharge shields ability. The restore life ability can restore the life of a target, but it is only half as effective as recharge shields. This was added due to various requests.
    - Fixed a bug where energy prisms would not appear in the fog of war.
    - Fixed a bug where scouts were not doing half damage to heroes.

    ZERG
    - Decreased the life (by 11%) and damage (by 7%) of mutalisks created by the mutalisk hero for balance reasons.
    - The duration of the lurker hero’s ensnare ability has been decreased to 15 seconds (down from 20 seconds) for balance reasons.
    - The reduction in respawn time due to the baneling hero’s quick death ability has been decreased to -85% respawn time (down from -90% respawn time) for balance reasons.
    - Reduced the maximum number of broodlords that the drone hero can have by 1 at both level 1 and level 2. This was done for balance reasons.
    - The overlord hero’s generate creep ability can now be autocast (you can use this to instantly reapply the behaviour if you get stunned).
    - The nydus worm hero now has a rally ability that allows it to set the rally point of wormlings spawned by the nydus worm hero. Wormlings attack move towards the rally point.
    - Reduced the size of the wormling’s life bar as well as the distance between the life bar and the unit.

    Posted in: Project Workplace
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    posted a message on [Revived!] Map Night

    You guys should play Hero Attack for EU map nights. I constantly update it and have worked on it for over a year. It's constantly being balanced and I keep adding new features. It's one of the few custom games that broke the popularity barrier in North America (it's the #2 most popular map in North America), but unfortunately it has not broken, or come close to, the popularity barrier in Europe. I understand why map nights are neccessary to get exposure to unpopular maps.

    To the original poster: Star Striker's author is called Chirus.

    Posted in: General Chat
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    posted a message on Stagnation of popularity system!

    Yeah, the popularity system is awful. It basically preserves the status quo and discourages new maps from being developed (not to mention it's difficult to develop new maps when you don't get enough feedback to develop them).

    I say this despite having the #2 map in North America.

    Posted in: General Chat
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    posted a message on HERO ATTACK version 2.29 has been released

    @ascentu: Go

    I published the mod as public.

    What language would you like to translate this to?

    Posted in: Project Workplace
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    posted a message on HERO ATTACK version 2.29 has been released

    Hero Attack version 2.28 has been released. It includes balance changes, bug fixes and a new feature that allows others to create their own Hero Attack maps. Here is the changelog:

    GENERAL
    - You can now use the Hero Attack (mod) (which has been published as public) to create your own Hero Attack maps. To learn how to make Hero Attack maps please visit this thread: http://www.heroattack.net/viewtopic.php?f=18&t=1137
    - Energy no longer scales with the hero’s level. This was removed due to various requests. Instead, energy regeneration scales with the hero’s level at a rate of 4% per level. Base energy regeneration is 0.5% of maximum energy per second. This means that at level 20, energy regeneration is 0.9% of maximum energy per second.
    - Increased the cooldown to energy ratio for most spells to approximately 0.25 for regular spells / spell items and 0.6 for ultimates. There are exceptions of course. This means that the energy costs and cooldowns of various spells have been modified (mostly cooldowns have been increased).
    - Fixed an issue on Sacred Forest where you could build in team 1’s mineral line.
    - The teams on the lobby should no longer become messed up (i.e. 7v5 should be impossible).
    - Removed some useless features from the lobby, such as the computer’s difficulty and the handicap.
    - Reduced the collision radius of ursadaks.
    - Increased the sight radius of critters to 9 (from 8).
    - Several minor changes.

    TERRAN
    - Reduced the collision radius of siege tanks spawned by the computer player.
    - Reduced the cast time of yamato cannon from 3 seconds to 2.5 seconds.
    - Reduced the effectiveness and energy cost of the marine hero’s grenade ability by 20%.
    - Reduced the effectiveness and energy cost of the marauder hero’s explosive barrel ability by 20%.
    - Reduced the build time of battlecruisers by 20%.
    - Increase the radius of the predator hero’s paramagnetic attraction ability from 6 to 7.
    - Reduced the damage of the ares hero’s hellfire missiles ability by 12.5% for balance reasons.
    - Reduced the damage of the hellion hero’s fire bolt spell by 20% for balance reasons.
    - Reduced the damage of the vulture hero’s spider mines by 10%.
    - Reduced the damage and energy cost of seeker missiles by 20%.

    PROTOSS
    - Fixed a bug where the immortal hero’s wrath of the ancients ability could stun enemies if the immortal hero had the phase disruptor ability.
    - Up to 3 obelisks may recharge the shields of a single target (up from 1). This was done for balance reasons.
    - Fixed a bug where the dark zealot hero wasn’t gaining the full life from its soul channel spell.
    - Increased the damage of the preserver hero’s frost bolt by 10%.
    - Reduced the damage of the preserver hero’s blizzard by 10%.

    ZERG
    - The number of bugs created by a bug nest has been reduced to 8 (from 12) to reduce the effectiveness of bug nests and to reduce the how much bug nests slow down the game for people with poor computers.
    - Hopefully fixed a bug where the baneling hero would sometimes play its rolling attack animation after the spell is used.
    - The baneling hero’s quick death ability now gives a 90% reduction in respawn time (down from 100%) at level 2 for balance reasons.
    - Reduced the attack delay of the defiler hero’s attack from 0.5 game seconds to 0.4 game seconds.
    - Reduced damage and energy cost of drone swarm.
    - Structures are no longer affected by the brutalisk hero’s roar ability for balance reasons. In addition, the damage and energy cost of roar has been reduced by 20%.
    - Reduced the energy cost of the overlord hero’s disease cloud.

    Posted in: Project Workplace
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    posted a message on HERO ATTACK version 2.29 has been released

    Version 2.27 has been published. It is a small update that includes balance changes and bug fixes. Here is the changelog:

    GENERAL
    - Energy now only scales at 5% per level for the first 10 levels, rather than all 20. This change was done due to feedback. How/if energy scales with level may change in future versions.
    - Respawn time reduced by 25%. This is an indirect nerf to the baneling heroes.
    - Fixed a bug where you couldn’t kick players on your own team, instead of players on the enemy team.
    - Fixed a bug where volume the intro music could not be controlled by controlling the volume of music.
    - Fixed a minor bug where neural parasite / mind controlled / dominated units did not scaling properly as the hero leveled.
    - Heroes now gain minerals and experience when they neural parasite / mind control / dominate a unit. This was added due to a request.
    - Fixed a bug where units didn’t have proper vision when on the bridges for Desert Canyon. This bug was caused by 2.26.
    - Fixed some issues where the scale of a unit’s death animation did not correctly match the scale of the unit.
    - A few minor changes.

    TERRAN
    - The raven hero’s science vessels are no longer invulnerable. The raven has to make science vessels using its ability like in earlier versions. However, the energy cost remains zero and the maximum number of science vessels remains at its current level.
    - The SCV hero cannot have more than 120 auto turrets (down from 150) for balance reasons.
    - Sieged Tanks how have the destroy structure ability.
    - Hopefully fixed a bug where the siege tank would occasionally not spawn.

    PROTOSS
    - Fixed a bug to the sentry hero’s guardian shield animation caused by 2.26.
    - Fixed a bug where energy prisms were not considered ground units.
    - Energy Prisms now have the destroy structure ability.
    - The probe hero cannot have more than 80 photon cannons (down from 100) for balance reasons.
    - Increased the acceleration of the warp prism for balance reasons.
    - Fixed a rounding error which sometimes caused the reaver hero to fire mini-scarabs instead of regular scarabs.
    - Fixed a bug where the range actor for the dark zealot hero’s blink ability did not scale properly with the level of the ability.
    - Hopefully fixed a bug where the void ray hero would sometimes continue attacking while stunned.

    ZERG
    - Halved the effectiveness of the bug nest item for balance reasons.
    - Increased the price of the bug nest item from 100 minerals to 125 minerals.
    - Bug nests now have the destroy structure ability.
    - The queen hero cannot have more than 80 spore cannons (down from 100) for balance reasons.
    - If the infestor hero uses the nydus worm item then all of the neural parasite units of the infestor hero are teleported to the team’s beacon.
    - Reversed a change in 2.26 where the energy cost of neural parasite was halved.
    - Increased the cooldown and energy cost of spawn infested terrans by 33% and decreased the life of infested terrans by 20%. This was done for balance reasons.

    Posted in: Project Workplace
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    posted a message on HERO ATTACK version 2.29 has been released

    Hero Attack version 2.26 has been uploaded. It includes balance changes, bug fixes and some new features. Here is the changelog:

    GENERAL
    - Energy now scales at a rate of 5% per level. In addition, base energy regeneration has been decreased from E/160 to E/200 energy per second where E is the hero’s total energy. Spells still scale at a rate of 10% per level. This change was done to address the fact that there was slightly too much energy in the early game and not enough energy later in the game. Depending on feedback, this change may be reversed in a future version.
    - Energy, armor and weapon items now scale quadratically instead of exponentially with item level. This change was done to make the intermediate levels of these items (levels 2, 3 and 4) slightly more appealing and for reasons related to the marginal benefit of these items.
    - reversed a change in 2.24 where heroes would respawn in their 'normal' form. This was done to prevent a bug where air heroes would sometimes be considered air units even when they are ground units.
    - All dominated / mind controlled / neural parasited now benefit from level scaling and an issue was fixed where the stats of already dominated / mind controlled / neural parasited units did not increase if the controlling hero leveled.
    - Learn hotkey has been changed to g from l due to a request.
    - When a hero dies, the colours of the names of the owner of the dying hero and the killing player that are displayed to tell the players that “player X killed player Y’s hero” reflect the colours of those players in game. This change was done due to a request and to make it easier to know who killed who.
    - Players can no longer use the -kick command to initiate kicks against players on the opposing team. This change was done because people requested it.
    - Players can now vote for the race of the enemy team if the number of players on the other team is zero. This change was done due to a request to allow players to choose the race of the enemy team when playing single player.
    - Reduced the mineral cost of the defence upgrades by 20% to make them more appealing.
    - Fixed a bug where the protoss relic item would ignore abilities such as immortality, immortality protocol and reincarnation.
    - Fixed a minor issue on Desert Canyon where some buildings were not placed in the correct location.
    - Improved the mechanics (specifically vision) of the bridges on Desert Canyon.
    - Fixed a bug where the bridges on Desert Canyon would show up on radar.
    - Fixed a bug where the hellion hero’s flame trail would be created under the bridges on Desert Canyon if the hellion hero moved over a bridge.
    - Fixed a bug on Desert Canyon where the build animations for the hatchery and command center would not appear if a player purchases an expansion for the team.
    - Fixed a bug on Desert Canyon where sometimes the worker would not build an expansion when a player purchases an expansion.
    - Fixed a tooltip bug that said you can only use a teleportation item if you haven't taken damage in the past 2 seconds (changed to 3 seconds).
    - Various minor changes.

    TERRAN
    - Terran have a new consumable item called sieged tank. This item creates a siege tank in siege mode at the target location. The sieged tank is unable to unsiege. Hopefully, players will find interesting uses for this item, such as helping them with pushes or trying to gain control of a specific section of the map.
    - Fixed a bug caused by patch 1.4 where command centers would sometimes display their planetary fortress attack animation even if they have not been upgraded to planetary fortresses.
    - The medic hero's restoration ability now heals 100% of life at both level 1 and level 2. Increasing the ability to level 2 will decrease the energy cost of the spell.
    - The flame turrets of the hellion hero can now be placed on creep.
    - Flame turrets now have a timed life of 600 seconds for balance reasons.
    - Increased the thor hero's movement speed to 1.875 from 1.75 for balance reasons.
    - The ghost hero’s nuclear strike no longer deals double damage to buildings.
    - The SCV hero now has a limit of 150 autoturrets for balance reasons.
    - Auto Turrets and missile turrets created by the SCV hero are now 20% weaker.
    - Reduced the life and damage of battlecruisers slightly.
    - Marines spawned by the marine hero have been made 20% weaker for balance reasons.
    - The raven hero's point defence drones have been made weaker since they were overpowered.
    - The raven hero's science vessels now heal at a 33% lower rate. This was done for balance reasons.
    - Changed the raven hero's science vessel ability slightly. It is no longer a spell and is instead a passive ability. Science vessels are now invulnerable and the raven hero receives 2 science vessels per level. This change was done to reduce the energy requirements of the raven hero and also to make science vessel pushes by the raven hero slightly weaker (since the maximum number of science vessels has been reduced by 2).

    PROTOSS
    - Protoss have a new consumable item called energy prism. This item creates an energy prism, which is a defensive building that can attack air and ground units, at the target location. Unlike other structures, energy prisms have an energy pool and require 5 energy per attack, meaning that they are unable to attack for an extended period of time. Hopefully, this item will make it easier for Protoss players to defend their base from backdooring attempts.
    - Stargates now produce 2 scouts every 30 seconds instead of 2 void rays. This change was done due to requests. If you would like me to reverse this change, please tell me.
    - The micro processor item has been renamed quantum processor since micro processors would be ancient technology for Protoss.
    - Decreased the cost of the obelisk from 150 minerals to 125 minerals because obelisks are weaker than they were in the past since multiple obelisks can no longer restore the shields of the same unit.
    - Reduced the energy cost, damage and cooldown of the energy nova item. The is NOT a buff to energy nova.
    - Increased the casting range of the colossus hero's time pyramid from 9 to 10 due to a request.
    - The range and cooldown of blink now scale with the hero's level.
    - Increased the dark templar hero’s base energy from 100 to 150 but decreased the dark templar hero’s melee damage by 9%. This was done due to some concerns that the dark templar hero did not have enough energy.
    - Increased the base damage of the reaver hero from 35 to 36 for balance reasons.
    - Excess scarabs stored using the reaver hero's reaver capacity ability now deal 55% damage (up from 50% damage).
    - Increased the casting range for the void ray hero’s energy prism ability from 1 to 4 to make the spell easier to cast.
    - Decreased the rate at which the sentry hero can recover force field charges at levels 1 and 2 of the ability for balance reasons.
    - The sentry hero’s hallucination ability no longer requires energy to use. Instead the hallucination spell uses charges which regenerate over time, similar to how the force field spell works. This change was done to make it a more appealing spell relative to other spells and to reduce how much energy the sentry hero typically uses. The number of charges is indicated on the sentry hero’s command card.
    - Fixed a bug where the sentry hero’s guardian shield would not display if the ability is autocast.
    - Reduced the duration of the high templar hero’s temporal rift ability from 30 seconds to 20 seconds for balance reasons.
    - Reduced the effectiveness of the mothership's planet cracker slightly and reduced the mothership’s life and shields to make her slightly easier to kill. This was done for balance reasons.
    - The probe hero now has a limit of 100 photon cannons for balance reasons.
    - Pylons and photon cannons created by the probe hero are now 20% weaker for balance reasons.
    - Zealots spawned by the zealot hero are now 25% weaker for balance reasons.

    ZERG
    - Zerg have a new consumable item called bug nest. The bug nest can release a swarm of bugs, which heal nearby allied structures. This item should make it easier for zerg teams to heal the structures in their base after an attack.
    - Increased the range of roaches from 3.5 to 4 to help improve the balance of the computer spawned units between the races.
    - The roach hero’s range has been increased from 3 to 4 for consistency reasons.
    - Zerg regeneration is now universally 0.5 life per second. Before it was 0.5 life per second in most cases, but was 0.25 life per second in some cases such as for computer spawned units.
    - Changed the razor swarm tooltip to specify how much damage it does over 5 seconds, rather than damage per second, since some people fail at reading comprehension.
    - The mutalisk hero’s scream ability has been weakened slightly.
    - Fixed a bug where the damage dealt by the hydralisk hero’s toxic ability scaled with the hero’s level. In addition, the duration of the ability has been decreased to 25 seconds from 30 seconds (with no change to damage per second) and the energy cost and cooldown of the ability have been increased by 33%.
    - Decreased the energy cost and cooldown of the infestor hero’s fungal growth ability by 20% for balance reasons.
    - Halved the energy cost of the infestor hero's neural parasite ability to make it a more appealing spell.
    - Increased the movement speed of the queen hero, the overlord hero and larvae to 1.875 from 1.75 for balance reasons.
    - Increased the maximum number of larvae that the queen hero can have by 33%.
    - The queen hero now has a limit of 100 spore cannons for balance reasons.
    - Spore cannons created by the queen hero have been made 20% weaker for balance reasons.
    - Fixed a bug caused by patch 1.4 were zerglings could not use their wings to attack air units if they learn wings level 2.
    - Decreased the energy cost of the baneling hero's rolling attack slightly to make the spell more appealing.
    - Reduced the life and damage of broodlords and broodlings slightly for balance reasons.
    - The ultralisk hero's ram ability is now affected by movement speed again.

    Posted in: Project Workplace
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    posted a message on Stunning without sideeffects.

    It's not just stunning which cancels orders. Even immobilization (suppress movement) will cancel many orders (a work around is to set max movement speed to 0.04 instead of suppressing movement).

    The only possible 'work around' is to give every unit in the game a dummy channeling ability and use that as the 'stun' (combined with triggers of course).

    Posted in: Data
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    posted a message on HERO ATTACK version 2.29 has been released

    2.25 has been uploaded to the European Server.

    Posted in: Project Workplace
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    posted a message on HERO ATTACK version 2.29 has been released

    Version 2.25 has been released. It includes balance changes and bug fixes. Here is the changelog:

    GENERAL
    - Removed the 0.5 second duration where flying heroes are considered both ground and air units when they change between ground and air mode. This change was done to hopefully resolve a bug caused by Blizzard’s patch 1.4 which causes these heroes to sometimes be considered air units when they are in ground mode.
    - Reversed the change in 2.24 where the exp reduction due to the leaver bonus was increased. This change was made due to requests.
    - The defence upgrade now gives +20% attack damage per level (up from +10%) in addition to its other effects.
    - Decreased the damage, life and shields of buildings created using abilities and decreased the energy cost of the abilities as well.
    - Removed the level requirements of the stat bonus ability due to a request.
    - Hopefully I partially fixed a bug where Domination, Neural Parasite and Mind Control did not scale with the hero’s level.

    TERRAN
    - Fixed a bug where the med pack item required you to select the target in 2.24.
    - Modified the vulture hero’s spider mines ability. There are no longer 2 command buttons for the ability and it no longer takes energy to gain a spider mine charge. Instead, the vulture hero passively gains spider mine charges (at a rate depending on the ability level, with a maximum of 3 charges) and it costs energy to deploy the spider mine. This change was done for simplicity purposes and because someone requested it.
    - Fixed a bug in 2.24 where the Hi-Sec Autotracking passive of the SCV hero did not affect missile turrets.

    PROTOSS
    - Lowered the energy cost of the dark templar hero’s vortex ability by 20% due to a request.
    - Increased the effectiveness of the sentry hero’s guardian shield by 20% due to a request.
    - Fixed a bug where the void ray hero’s attack beam didn’t display in 2.24.
    - Fixed a bug where the void ray hero’s attack animation wouldn’t play in 2.24.
    -Fixed a bug where the void ray hero would sometimes continue to attack a unit after it died in 2.24.
    - Fixed a bug caused by 2.24 where the zealot hero couldn’t use its charge ability.
    - Decreased the effectiveness of the void ray hero’s prismatic charge ability by 20% for balance reasons.

    ZERG
    - Fixed a bug where razor swarm causes item slots to disappear in 2.24.
    - Fixed a bug where the damage of the spore cannons of the queen hero did scale with the hero’s level.
    - Made an attempt to fix a minor bug where infested terrans wouldn’t hatch from their eggs if they are stunned before they hatch.

    Posted in: Project Workplace
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    posted a message on HERO ATTACK version 2.29 has been released

    Hello Everyone,
    Hero Attack version 2.24 has been released on the North American server. It includes 2 new maps, changes to spell and energy scaling, some bug fixes, many balance changes, some new features and a variety of changes. To be honest, this version should have been released a month ago, but was delayed due to a variety of reasons such as studies, family issues, internet issues and laziness. Here is the changelog:

    GENERAL
    - Added the Island Map and the Desert Map to the map pool. Snow Map and Lava Map have been temporarily removed. River Map, Forest Map, Island Map and Desert Map have been renamed Fertile River, Sacred Forest, Island Paradise and Desert Canyon respectively.
    - Island Paradise has a special feature called Bananas. Bananas will periodically spawn in the map at various locations. You can pick up a banana with your hero, and if you do, your hero will recover 5% of its life, shields and energy over 5 seconds. There are 6 spawn locations for the bananas (the northwest island, the southeast island and the 4 smallish islands with critters on them).
    - Desert Canyon has a special feature called gold minerals. You can purchase an expansion for your team at the cost of 500 minerals by clicking on the miner in one of the two expansion locations. Expansions take time for the computer to build give your team additional minerals.
    - Made some various adjustments / improvements to Island Paradise and Desert Canyon from earlier versions (if you played earlier versions on either Hero Attack TEST or the PTR).
    - Improved the terrain of Fertile River and Sacred Forest. Switching the Snow Map and Lava Map with Island Paradise and Desert Canyon gave me extra terrain textures to work with.
    - Added unique music to each of the 4 maps. The names of the songs and the authors can be found in the credits section for Help.
    - Added different ambience soundtracks to each map.
    - The intro music is now considered ‘music’ so the volume can be controlled by the player.
    - Energy no longer scales with the hero’s level. Instead, most spells (such as damage spells and summoning spells) now scale with the hero’s level (i.e. either the damage dealt or the life and damage of the summoned unit will increase by 10% per hero level). This was done because many people requested it and because it makes caster heroes and energy items more useful in the late game. This change will probably cause temporary imbalance, but in the long run should hopefully be better for the game. You can still increase your hero’s energy and energy regeneration by purchasing energy items or by purchasing stat upgrades.
    - Spell scaling should be indicated in all the tooltips of the spells.
    - Increased the base energy regeneration from E/200 energy per second to E/160 energy per second, where E is the hero’s total energy. This was done since energy regeneration no longer scales with the hero’s level.
    - Most damage spells and summoning spells are now weaker at lower levels. This was done for balance purposes since these spells now scale with the hero’s level.
    - Many spells, abilities and items have been modified and rebalanced in attempt to accommodate the changes to energy and spell scaling. The majority of changes to spells are not listed in this changelog.
    - Player controlled units (such as marines, zealots, mutalisks, etc.) no longer benefit from team upgrades. This change was done because the damage, life and shields of these units now scale with the hero’s level.
    - Decreased the energy requirements of flight abilities to 1.0 energy per second at level 1 (down from 1.5 energy per second). This change was done since energy is less abundant.
    - Hopefully fixed a bug where the text on the screen that appears after hero selection sometimes overlaps when a player has too many wins, games played, etc.
    - All heroes, with the exception of the drone hero, now have the hold fire ability. This change was done due to various requests. The drone hero does not have hold fire because there is no command card space for the drone hero.
    - Increased the ‘experience penatly’ of the leaver bonus due to requests.
    - If zero players are left on the opposing team then the game should now end with a victory for the team with remaining players. If the game starts with zero players on the opposing team or players mass leave very early in the game (such as during hero selection) then the game will not end.
    - Readded the score board which appears after the game. Of course the scores are meaningless at this point, but this change was done since people requested it since the score board makes it easier to make friends with people after games.
    - Slightly increased the radius that your command has to be from a shop in order to sell an armour, weapon or energy item. This change was done because occasionally players would accidently drop their items next to a shop instead of selling their items.
    - Fixed (yet again) a lobby bug where both computers could end up on the same team. Hopefully, with a change in patch 1.4, this is the last time I will have to make this change and the bug will not keep resetting itself.
    - Increased the combat priority of production buildings. This change was done due to requests and because the low priority sometimes caused heroes to attack enemy units when the hero was ordered to attack the building.
    - Added the Hero Attack version number to the screen that appears after hero selection.
    - The Hero Selection screen now indicates the map selected during map selection.
    - Teleportation items, such as Drop Pods, can only be used if your hero hasn’t taken damage in the past 3 seconds (up from 2). This change was done because people requested it.
    - The healing effect of the river in Fertile River now only affects heroes if the heroes have not taken damage in the past 3 seconds. This change was done because someone requested it and because it made the immortal hero too strong when in the river.
    - Learn abilities are now transient thanks to patch 1.4. In other words, your hero will no longer stop if it learns an ability.
    - Some summoning abilities are now transient that weren’t before due to various requests.
    - Added cursor and range actors to some spell items since blizzard claims that it made a change so that cursor actors would work with items. As far as I can tell I have been unable to get these to display properly.
    - Fixed a bug caused by patch 1.4 where some range actors (such as the range actor of a sieged siege tank would not display). In addition, I have made a change so that these actors no longer display to the enemy. Thankfully, blizzard fixed the target filter bug for range actors in patch 1.4
    - Fixed a bug caused by patch 1.4 where some heroes, such as the marine and preserver, would not respawn properly after being killed.
    - Hopefully fixed a bug where the zergling heroes and the reaper hero would sometimes not respawn at the team’s beacon if they died while jumping a cliff.
    - Heroes will now respawn in their ‘normal’ form (example: the drone hero will always respawn as an unburrowed drone hero and no longer a spine crawler if it died while in spine crawler mode). Ironically, a change blizzard made in 1.4 which caused the respawn bug for some heroes allows me to make this change.
    - Various minor changes that either I have forgotten to add or are not that relevant.

    TERRAN
    - You can no longer use the drop ship item when you hero is flying. This was done because loading and unloading flying units messes up the unit’s height.
    - The yamato gun item no longer deals AOE damage. This change was done because the item hard countered some heroes too effectively (such as the mutalisk hero) and because the damage now scales with the hero’s level, so the AOE is no longer necessary to make the item viable late game without making it overpowered in the early game.
    - Fixed a bug where the domination item did not have target filters.
    - Fixed a bug cause by patch 1.4 where the cloak ability of the ghost hero and banshee hero would sometimes stop working at level 3. The cloak ability is no longer passive at level 3 and is instead toggleable. The cloak ability can now be autocast.
    - The damage of the ghost hero’s nuclear strike ability no longer increases if you learn level 2 of the ability. Instead, the range of the ability increases (while energy cost and cooldown decrease). This change was done because someone requested, because the damage now scales with the hero’s level and because a change in patch 1.4 allows me to change to size of the range actor using upgrades.
    - Increased the miss % of the banshee hero’s suppression drones to match the damage reduction of the defiler hero’s dark swarm ability.
    - The attack cooldown of the reaper hero has been increased to 1.2 seconds from 1.15 seconds for balance reasons.
    - The thor hero no longer has the self-fixing armor passive. Instead, the thor hero has a new ability called stomp. Stomp causes the thor hero to jump into the air, move towards target point, and then land dealing AOE damage to ground units. The thor hero plays its medivac animation while using this ability. This change was done because the thor involved too much a-moving and couldn’t be microed very much. In the thor’s case it was particularly bad since, unlike other a-moving characters, the thor doesn’t have a good movement speed. Hopefully stomp allows more microing and positioning since stomp can act like a blink ability. The ability also gives the thor hero ground AOE damage, which the thor hero needed.
    - Removed the fidgeting from the SCV hero’s build ability due to various requests that it was annoying and caused the SCV hero to occasionally become stuck.
    - The number of predator cubs that the predator hero can have now increases with the level of the ability. In addition, the damage and life of the cubs no longer increase with the ability of the level. Instead, the energy cost and cooldown decrease while the damage and life of the cubs scale with the hero’s level.
    - The radius of the predator hero’s paramagnetic attraction ability has been reduced to 6 (from 8) for balance reasons.
    - Added a destroy structure ability to the hellion hero’s flame turret due to a request.
    - Fixed a bug where the planetary fortress would occasionally have 2 health bars.
    - Marines spawned by the marine hero no longer gain combat shields when the hero learns calldown reinforcements level 2. This change was done because these marines now scale with the hero’s level.

    PROTOSS
    - Protoss shield regeneration has been globally changed to be more like Starcraft 1 and less like Starcraft 2. The base shield regeneration has been reduced from 2 to 1 but the delay before you regenerate shields has been decreased from 10 seconds to 3 seconds. This change was done because various people requested it and for a number of reasons. This change makes protoss computer controlled units slightly weaker when a large number accumulate for a push, it makes damage dealt to protoss buildings more permanent, and it makes it so that protoss heroes that are constantly engaged in combat are more likely to benefit from regeneration.
    - Energy crystal has been nerfed slightly (20 energy recovered to 15) for balance purposes since this update makes energy relatively more useful.
    - The power field item now gives +1 shield regeneration instead of +1 shields per second while the unit still has shields for simplicity reasons.
    - The damage reduction of the hardened shield item has been reduced to 36% (18% for archons, dark archons and immortals) from 40% (20% for archons, dark archons and immortals) for balance reasons.
    - Multiple obelisks can no longer recharge the shields of the same target at the same time.
    - The radius of energy nova has been reduced to 6 (from 8) for balance reasons.
    - Hopefully fixed a bug where the phoenix hero would sometimes be considered an air unit even when in ground mode.
    - The reaver hero’s movement speed has been increased to 1.5 from 1.375 due to requests and for balance reasons.
    - Fixed a bug where a reaver hero with a leaver bonus would sometimes make ‘mini scarabs’ (i.e. scarabs that deal half damage) rather than regular scarabs when it should have created a regular scarab.
    - The life and shields of the warp prisms created by the reaver hero no longer increase when the reaver hero learns warp in warp prisms level 2. This change was done because the life and shields now scale with the hero’s level.
    - Hopefully fixed a bug where the void ray hero would continue attacking while stunned.
    - The void ray hero’s prismatic charge ability now deals 100% damage on units in dark swarm.
    - Fixed a bug where the stalker hero’s shadow wave did not have a range actor.
    - Fixed a bug where the hotkey for the archon hero’s Psionic shockwave ability was incorrect.
    - Hopefully fixed a bug where the zealot hero could avoid the cooldown of his ultimate by dropping an item.
    - The zealots created by the zealot hero no longer gain leg enhancements at level 2 of the warp in zealots ability. Instead, the zealots benefit from the zealot hero’s leg enhancements passive ability.
    - Decreased the energy cost and duration of the zealot hero’s stone form ability (but not cooldown) to avoid a bug where the walk animations of the zealot hero would stop working.
    - The dark zealot hero’s soul drain ability no longer works on buildings for balance reasons.
    - The sentry hero’s force field ability no longer costs energy, but can no longer be spammed. Instead, creating a force field requires a charge. The maximum number of force fields charges that the sentry can have and the rate at which the sentry hero gains charges depend on the level of the ability. This change was done because there is less energy available due to the changes to energy scaling and because this change makes it so that players have to be smarter about how they use force fields.
    - Fixed a bug where the sentry hero’s guardian shield ability would continue after the sentry died. The guardian shield ability can now be autocast.
    - The range of the dark templar hero’s swap ability now increases with the level of the ability.
    - The high templar hero no longer has 2 psionic storm abilities. Instead, the high templar hero has a passive ability called khaydarin amulet. Khaydarin amulet increases the energy and energy regeneration of the high templar hero. This change was done because the recent changes to energy scaling mean that in the late game the high templar no longer has enough energy to support 2 psionic storms along with other spells.
    - The maelstrom ability and aura of darkness passive of the dark archon hero have swapped places. The aura of darkness is now a regular ability that reduces sight range by 2 per level and the maelstrom ability is now the ultimate. This change was done due to various requests and because this change gives the dark archon an early game passive. This change also reduces how frequently the dark archon can use the maelstrom ability.
    - The duration and energy cost of the colossus hero’s time pyramid ability have been decreased due to a request.
    - The attack cooldown of the colossus hero has been decreased to 2.1 from 2.2 for balance reasons.

    ZERG
    - Increased the ‘range slop’ of some heroes such as the defiler hero and the baneling hero due to various requests. This means that these heroes are more likely to fire their ranged weapons when attacking a unit that is running away from them.
    - Fixed a bug caused by patch 1.4 where the corruptor hero’s actor would disappear when the corruptor morphed between its air mode and ground mode.
    - The overlord hero now benefits from its generated creep while flying. This change was done due to various requests.
    - The overlord hero’s creep no longer damages nearby enemies at level 2 and level 3. Instead, learning level 2 or level 3 of this ability increases the passive life regeneration of creep. This change was done due to a request.
    - The overlord hero’s disease cloud now reveals invisible units. This was done due to a request.
    - The drone hero now only gains +1 armour and +20% life (down from +2 armour and +50% life) while in crawler mode. This change was done because the drone hero was too powerful while a spine crawler or spore crawler.
    - There is now a maximum number of larvae that the queen hero can have at any given them. This change was done since the larvae blocking strategy was slightly too powerful and because larvae now scale with the hero’s level.
    - The spawned larvae are automatically selected when created. This was done due to a request.
    - The maximum number of zerglings that a zergling hero can create has been halved. This change was done because the zergling blocking strategy was slightly too powerful and because spawned zerglings now scale with the hero’s level.
    - The zergling hero’s spawned zerglings can now jump cliffs if the zergling hero learns wings. This change was done so that spawned zerglings would have an easier time keeping up with the zergling heroes.
    - The devour ability of the zergling hero no longer requires energy. Instead, devour requires a charge. The zergling hero can hold up to 3 devour charges and gains a charge every 15 seconds. This change was done because the ability was often ignored in favour of spawn zerglings and because changes to energy scaling mean that the zergling hero is unlikely to have enough energy to use devour.
    - The ultralisk hero’s ram ability is no longer affected by the hero’s movement speed and the hero is assumed to move at speed 3 for ram. This change was done due to a request.
    - The roach hero can now use corrosive acid on air units.
    - The defiler hero can now store up to 3 charges for its consume ability (meaning that the defiler can consume 3 units at once) and the defiler gains a consume charge every 15 seconds. The consume ability has been nerfed slightly due to the fact that energy is now relatively more valuable than in previous versions.
    - Dark swarm now lasts 20 seconds (down from 30 seconds) for balance reasons.
    - The range of the lurker hero’s silk thread ability now increases with the hero’s level. The immobilization duration of this ability has been decreases slightly at higher levels for balance reasons.

    Posted in: Project Workplace
  • 0

    posted a message on Help: Item and Cursor Actors...

    The fact that cursor, range and placement actors do not work for items has been a huge annoyance and I have been complaining to blizzard about it for over a year.

    In patch 1.4 they claimed to have allowed cursor actors to be used for ability items (items of type ability which link to an ability) in their patch notes. However, I cannot seem to get the cursor actor to work for the item ability. :(

    Posted in: Data
  • 0

    posted a message on Help: Item and Cursor Actors...

    In what way do you propose I modify them? The splat actors are working fine for abilities, just not for items...

    Posted in: Data
  • 0

    posted a message on Help: Item and Cursor Actors...

    In patch 1.4 blizzard added the following: ◦Added support for items with abilities to display AoE cursors, show progress, and use the minimap for targeting.

    So supposedly, ability items can now use cursor actors... So I create an item of type ability and give it a simple ranged AOE damage ability that has a cursor actor attached to it in the usual way and the ability has a search effect in the search field (tried damage as well). I expect that this would result in an AOE cursor for items like it does for abilities, but it does not...

    I have no idea what I'm doing wrong. Does blizzard's "fix" even work?

    Edit: The cursor seems to half work for items. It doesn't show the cursor splat, but it highlights units that are in range of the AOE.

    Posted in: Data
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