• 0

    posted a message on Hero Attack (Reaver) (Or buhhy's dragoon model)

    I know this thread is a bit old but I got the reaver model from this thread: http://www.sc2mapster.com/forums/development/artist-tavern/5796-resolved-can-you-convert-a-wc3-model-for-me/

    Posted in: Data
  • 0

    posted a message on HERO ATTACK version 2.29 has been released

    @ BasharTeg, TacoManStan and HamsterBoo: Thanks for your feedback. Even though I may not reply right away, I'm always reading feedback from various websites and I appreciate it.

    Posted in: Project Workplace
  • 0

    posted a message on HERO ATTACK version 2.29 has been released

    There is now a test version of a new map called island map. To try out island map create/join "Hero Attack TEST" and vote for the island map. The test version uses a new system which should allow me to easily add new Hero Attack maps in the near future and eventually allow others to create their own hero attack maps.

    Please tell me what you think of the new map.

    Island map is only available on North America at this time. I have not uploaded it to Europe yet.

    Posted in: Project Workplace
  • 0

    posted a message on HERO ATTACK version 2.29 has been released

    Version 2.23 has been published. It includes some bug fixes, balance changes and new features. Here is the changelog:

    GENERAL
    - The game now keeps track of games lost and games left in addition to games won and games played. All of these values are now displayed on the dialog that appears after Hero selection. Games Played = games lost + games won + games left. Of course if you have played games in 2.22 then this equality will probably not hold.
    - You are now only considered to have played (or left) a game if you have played up until the 5 minute mark. This means you can leave immediately after a game starts and you will not get a game played or a game left.
    - There is now a -stats command which tells you in game your games played, games won, games lost and games left.
    - There is now a -reset command, which resets your games played, games won, games lost and games left to zero.
    - Added a hero icon next to each of the player’s names on the dialog that appears after the Hero Selection dialog.
    - There is now a tip in the loading screen that tells players how to get alternate models.
    - Fixed a bug where if you did not have enough money for the spawn unit wave ability, the cooldown would still occur of the ability.
    - Fixed a bug where if you tried to buy too many team upgrades from a shop at once, the upgrades would not be bought properly.
    - Heroes are now given the command to stop after they use a teleportation item. This was done because someone requested it.
    - Changed the image type of the load screen to dds (from tga) in an attempt to fix an issue where some users would sometimes be unable to view the load screen.
    - Clicking on the help tab (F12) now gives information on the text commands (i.e. lists them and explains what they do) and also has a credits section.
    - Hero Attack is now available on the European server.
    - Fixed localization issues that users with non-English versions of Starcraft 2 had with hero attack.

    TERRAN
    - The medic hero now has the hold fire ability due to a request.
    - The science vessel no longer has energy. Instead, nano-repair does not require energy and heals at a rate of 5 life per second.
    - Fixed a bug with the predator hero’s ultimate which would cause players with macs to drop from the game.

    PROTOSS
    - Fixed a bug where the energy cost and cooldown of energy nova were lower than what they were supposed to be (100/20 instead of 125/25).
    - Energy nova no longer damages buildings.
    - The range of the dark archon’s maelstrom ability has been decreased to 9 (from 10) since all the other abilities of the dark archon have range 9.

    ZERG
    - The defiler hero’s scorpion sting ability now stuns enemy units for half a second. This was added because someone requested it.
    - The mineral cost of the scourge item has been reduced from 400 minerals to 300 minerals.
    - When the zergling hero spawns zerglings using its spawn zerglings ability, the zerglings are automatically selected by the owner of the zergling hero.
    - The energy cost and cooldown of neural parasite have been decreased by 33% for balance reasons. In addition, neural parasited units are now invulnerable for 5 seconds after they have been neural parasited.

    Posted in: Project Workplace
  • 0

    posted a message on HERO ATTACK version 2.29 has been released

    Fixed the localization issue for the European server, so the tooltips should no longer be missing for most players. Managed to play a few games on Europe as well.

    Posted in: Project Workplace
  • 0

    posted a message on [Revived!] Map Night

    I recently published Hero Attack to the European Server. It's a really fun game but thanks to the wonderful popularity system, it probably won't get played very much due to the fact that it isn't popular enough to get played. If you could try out Hero Attack on the EU I would appreciate it. The game is second in popularity on the North American server (after having zero popularity for months), so clearly many people like it.

    Posted in: General Chat
  • 0

    posted a message on HERO ATTACK version 2.29 has been released

    I have published Hero Attack onto the EU server. So now all you Europeans can play the second most popular map in North America.

    Note: There is a bug on Europe where all the tooltips are missing. I will try to fix this as soon as possible.

    Posted in: Project Workplace
  • 0

    posted a message on HERO ATTACK version 2.29 has been released

    Version 2.22 has been published on the North American server. It includes balance changes, bug fixes, and quite a few new features. Here is the changelog:

    GENERAL
    - Reduced the size of the hero selection dialog slightly. This was done so that the dialog would better fit the screens of players with full screens (as opposed to wide screens).
    - Added alternate models for the reaver hero and the defiler hero. Thanks to GnaReffotsirk and the people behind SC2BW for the models.
    - Also added alternate models for the overlord, infestor, medic, SCV and preserver. These heroes now have a total of 3 models to choose from.
    - In addition to making your hero stronger, the leaver bonus now decreases the amount of experience that your hero gains from kills. This change was done to account for the fact that the team with less players generally gained more experience per hero over time and to address the fact that a game that starts 2v6 is very different from a game that starts 6v6 but becomes 2v6 later in the game due to leavers.
    - Observers now have a dialog that allows them to choose between either having vision of either both teams, team 1 or team 2. This can be useful if you are observing and want to know what a single team is seeing.
    - The game now has a bank that keeps track of the number of games played and the number of games won of players. The number of games played and number of games won are displayed in the dialog that appears after the hero selection dialog (i.e. the dialog that indicates the map, the teams, the observers and the hero of each player).
    - Fixed a bug where some heroes (such as the reaver hero) would occasionally gain double experience from kills.

    TERRAN
    - Hopefully fixed a bug where the predator hero’s magnetic attraction would cause users with Macs to drop from the game.
    - Fixed a bug caused by 2.21 where the predator hero could not pounce up cliffs.
    - Pounce can no longer be used on allied units. Instead, pounce may be used on a point. If used on a point then the hero will jump to the target location (but won’t immobilize or stun enemies).
    - The energy cost and cooldown of the ghost hero’s nuclear strike ability no longer change with the hero’s level. Instead, the damage dealt by nuclear strike is 50% greater at level 2.
    - The third terran shop has a new ability called dropship. The ability costs 75 minerals to use and if used will transport your hero in a dropship to target visible location on the map. The target location must be on your team’s half of the map. The dropship is invulnerable and moves at a speed of 10. This ability was added because terran needed an item or ability that could allow terran to compete with warp gates and nydus canals.
    - Fixed a bug where SCVs were vulnerable while building if they are issued the order to build a building using the rebuild production building ability.
    - Fixed a bug where a hero would not respawn if the hero died while in a bunker, the bunker had a shrike turret and the bunker was attacking nearby enemy units.

    PROTOSS
    - The energy cost and the amount of energy drained for the feedback ability of the high templar hero and the dark archon hero now scale with the hero’s level. This change was done because several people requested it.

    ZERG
    - Nydus canals cost 100 minerals (up from 75) for balance reasons.
    - Spore cannons created by the queen hero or created using items now have an ability that can be used to destroy them. This allows players to destroy their own spore cannons if they place them in non-ideal locations.
    - The energy cost and life healed for the transfusion item and the transfusion ability of the queen hero now scale with the hero’s level. This change was done because several people requested it.
    - Hopefully fixed some bugs with the drone hero where the drone hero would sometimes not morph into either a drone or a crawler (forcing you to press cancel).
    - As a drone hero, you now have a choice as to whether or not you want to morph to a crawler / root instantly at your current location, or move to a target location and then morph/root. This was done because some people prefer to morph instantly, and others prefer to choose the location where to morph (so that they can see whether or not they are in range of an enemy structure).
    - The corruptor hero now has 2.5 movement speed (up from 2.25) due to a request.
    - The corruptor hero no longer has collision while using its latch ability. This change was done because someone requested it.
    - Fixed a bug caused by 2.21 where the brutalisk hero could not pounce up cliffs.
    - Pounce can no longer be used on allied units. Instead, pounce may be used on a point. If used on a point then the hero will jump to the target location (but won’t immobilize or stun enemies).
    - The spiky carapace ability of the brutalisk hero and the chitinous plating abilty of the ultralisk hero have been changed slightly. Instead of returning a percentage of melee damage to the attacker, they now return a percentage of melee, splash or ranged damage to the attacker provided that the attacker is within a distance of 1. However, these abilities now return 10% of damage per level (down from 15%). This change was done to make this ability less powerful against melee heroes, but more useful against ranged or splash heroes.
    - Fixed a bug where the nydus worm hero’s leap ability could be used to leap onto unpathable locations.
    - Fixed some animation bugs with the infestor hero.
    - The infestor hero can now use items while burrowed. This was done since someone requested it.
    - The hydralisk hero’s poison spine ability now slows attack speed in addition to movement speed.
    - Venom now reduces movement speed and attack speed by 12.5% (down from 15%) for balance reasons.

    Posted in: Project Workplace
  • 0

    posted a message on HERO ATTACK version 2.29 has been released

    @SkedarLord: Go

    I'll try to improve the balance.

    On base defences, I have made them stronger over the past few versions. You can also upgrade base defences or build defences of your own (at the cost of minerals). However, if I made defences too strong then backdooring and worker harass would not be viable.

    Posted in: Project Workplace
  • 0

    posted a message on HERO ATTACK version 2.29 has been released

    Version 2.21 has been released. Sorry that there has not been an update in a while, I’ll try to have more frequent updates and/or larger updates. Hopefully, I’ll release another update tomorrow. Also, sorry that there was a bug with the lobby where all players would be placed on team 1, which occurred shortly after version 2.21 was released. That bug has been fixed now (I didn’t fix it right away because I did not have access to a computer for a while after I released version 2.21). Version 2.21 is a small update with some balance changes, some bug fixes and some new features. Here is the changelog:

    GENERAL
    - Added a -kick command that allows players to kick afkers (only works on players that have had 0 apm for the past 30 seconds).
    - Players can now vote for a random race when they are voting for their team’s race. This was added due to requests.
    - Fixed a bug where players could put both computers on one team.
    - All movement speed passive abilities now give and 18% movement speed bonus per level (down from 20% movement speed bonus per level) for balance reasons.
    - The suicide timer for the -stuck command has been reduced to 30 seconds (down from 60). The timer now works while you are taking damage.
    - Fixed a bug where heroes would gain exp from hallucinations and shadow clones.
    - Time scale no longer affects whether or not you can use teleportation items after you have taken damage. (I.e. you can only use teleportation items if you have not taken damage in the past 2 seconds, regardless of your leaver bonus or other things that affect time scale).
    - Stuns no longer decloak enemies.

    TERRAN
    - Fixed a hotkey bug with the firebat hero’s incinerator gauntlet ability.
    - Fixed a tooltip bug with the siege tank hero’s artillery barrage ability.
    - Increased the energy cost and cooldown of optical flare by 20% for balance reasons.
    - The mineral cost of lockdown has been increased to 500 minerals (from 200) for balance reasons.
    - The concussive attacks passive can only stun enemies for half a second once every 1.5 seconds (up from 1 second) for balance reasons. The item was too powerful on the reaper in particular.

    PROTOSS
    - Preserver hero now has the hold fire ability due to a request.
    - Increased the energy cost and cooldown of energy nova by 25% for balance reasons.
    - The range of the zealot hero’s charge ability has been increased to 9 (from 6) for balance reasons.
    - The archon hero’s power overwhelming ability no longer makes the hero invulnerable. Instead, the ability gives the hero a 50% damage reduction and +100% movement speed and attack speed. The duration of the ability is 6 seconds at level 1 and 8 seconds at level 2. This change was done due to various balance concerns that people had about this ability.
    - Fixed a bug where the icon for power overwhelming would not disappear in the learn submenu after the ability has been learned twice.
    - You can no longer use the stalker hero’s wormhole transit ability while the stalker is taking damage (similar to how you can’t use the warp out item while your hero is taking damage). This change was done for balance reasons.

    ZERG
    - Increased the cooldown of the Overlord hero’s changeling ability by 50% for balance reasons.
    - Fixed some animation bugs that occurred with the Queen Hero after she casted spells.
    - Hopefully fixed a bug where plague would sometimes kill enemy units.
    - The ultralisk hero’s ram ability no longer pushes force fields.
    - The extra spines produced from the hydralisk hero’s multiple spines ability now deal 33% of the hydralisk hero’s attack damage (down from 50%) for balance reasons.
    - The range of the lurker hero’s silk thread ability has been reduced to 6 (from 7) for balance reasons.
    - Overseer cost reduced to 25 minerals (down from 30) for balance reasons.
    - Increased the stun duration of the broodling item to 1.5 seconds (from 1 second).
    - The corruptor hero’s corruption ability now reveals invisible units. However, the duration of the ability has been reduced to 10 seconds (from 20) and the cooldown of the ability has been increased to 10 seconds (from 5). This change was done because someone requested it.

    Posted in: Project Workplace
  • 0

    posted a message on HERO ATTACK version 2.29 has been released

    Version 2.20 has been released. It includes bug fixes, balance changes and a few new changes. Sorry that it has been a week since the last update, I have been somewhat lazy the past week. Here is the changelog:

    GENERAL
    - When voting for the map, you can now choose to vote for a random map. If random receives the most votes then a map will be randomly chosen. In the event of a tie, there will be a 50% chance to receive a random map and a 50% chance to receive the other map with the highest number of votes.
    - Added a dialog that appears after character selection. This dialog displays the map name, all the players on each team, the heroes of the players on each team, and all of the observers. This was added due to a request and the dialog appears for 5 real time seconds.
    - Added alternate models for the firebat, reaper, vulture, hellion, archon, zergling, baneling, hydralisk, brutalisk, corruptor and ultralisk. Thanks to Underp4ntz from sc2mapster for the zergling and hydralisk skins. In addition, the medic’s alternate model has been changed and the roach has an alternate model too (the roach’s alternate model looks very similar to the regular model, only the colour of the spikes is different).
    - Leaver bonus constant has been decreased from 0.6 to 0.5. It is now the value it was when the leaver bonuses were first introduced (and everyone complained it was underpowered when the value was 0.5). It would be interesting if people still complain that it is still too powerful since people complained it was not powerful enough when the value was exactly the same and the team with less players had a mineral advantage back then.
    - Increased the size of the minimap icons of heroes due to various requests. This should make it easier to see heroes on the minimap.
    - The mineral cost and cooldown of the spawn units ability that can be bought at the shop has been decreased by 20% for balance reasons.
    - Various minor changes.

    TERRAN
    - Fixed a bug caused by 2.19 that prevented the predator hero’s pounce ability from affecting air units.
    - Made an attempt to address a bug where Mac users would sometimes drop when the predator hero’s paramagnetic attraction ability was used. If anyone has a Mac and is familiar with this bug, please tell me if it is fixed or not.
    - Fixed a bug where the siege tank hero’s ground damage would not be displayed if the siege tank learned devastator missiles.
    - The raven hero deals 11% more damage for balance reasons.
    - The marauder hero’s explosive barrels no longer block the pathing of ground units.
    - Fixed a bug where the autocast of the explosive barrel’s detonate ability did not work properly.
    - Fixed a bug where the thor hero could learn immortality protocol at levels 6 and 12 rather than levels 7 and 14.
    - The protective shield item now gives a 15% damage reduction (up from 10%) for balance reasons.

    PROTOSS
    - Fixed a bug caused by 2.19 where the power field item periodically created the message ‘you ally is under attack’.
    - The zealot hero’s stone form ability can now be autocast. This was done because someone requested it.
    - The dark zealot hero is now invulnerable for half a second after using shadow clones. This change was done to prevent players from targeting the dark zealot hero after the ability is used.
    - Shadow clones are now automatically selected when they are created for your convenience.
    - Shadow clones now benefit from counter if your hero has the ability.
    - The counter ability can now be autocast. This was done so that players do not have to constantly reapply the buff every time they revive.
    - The sentry hero deals 11% more damage for balance reasons.
    - The sentry hero’s chain lightning ability now stuns enemy units for half a second. This change was done because someone requested it.
    - The sentry hero’s orb of light ability has been changed slightly. The ability has +3 range and the orb has 20% more movement speed. When the orb dies, it deals additional damage to enemy units within a radius of 1.25. Furthermore, the teleportation energy cost of the ability has been increased and when the hero teleports to the orb, the orb is destroyed. This should make the ability stronger and should allow for more micro (such as teleporting when the orb is right over a clump of enemy units to destroy the orb and deal damage to the clump of enemy units). The orb of light now damages enemy structures.
    - Reversed a change in 2.19 which reduced the reaver hero’s base damage. Instead, the damage dealt by scarabs stored using the reaver capacity ability has been reduced to 50% (from 75%). In addition, scarabs stored using the reaver hero’s reaver capacity ability now appear visually smaller than regular scarabs so that you can tell them apart. This combination of changes was done so that the reaver hero would deal less initial damage, but would be slightly better in drawn out fights.
    - The archon hero’s immolation ability now deals 33% more damage for balance reasons.
    - Power overwhelming has been made slightly weaker. In only gives a 50% bonus to movement speed and attack speed at level 1, but still gives a 100% bonus to movement speed and attack speed at level 2. The energy cost and cooldown are now unaffected by the hero’s level.
    - The energy cost and cooldown of the colossus hero’s time pyramid ability no longer change as you increase the level of the ability. Instead, the duration of the time pyramid increases with the level of the ability.
    - The arc length of the probe hero’s repulsion beam has been increased to 20 degrees (up from 15) for balance reasons and because someone requested it. In addition, the repulsion beam now has 50% more repulsion.
    - The psitrous oxide item now gives a 20% time scale bonus (up from 10%) for balance reasons.
    - The plasma surge item can now be used on structures. This was done because someone requested it.

    ZERG
    - Fixed a bug where the an upside down question mark would not appear in the hero selection screen if the team’s race was zerg and a player wanted to select an alternate model for a random hero.
    - Fixed a bug where spore cannons would make a global rather than a local sound when attacking.
    - Mutalisks spawned by the computer player now benefit from friendly creep. This change was done because someone requested it and because it allows computer spawned mutalisks to keep up with ground units.
    - Fixed a bug where infested terrans could attack allied units or buildings.
    - Fixed a bug where the brutalisk hero would not be cloaked when burrowed.
    - Fixed a bug caused by 2.19 that prevented the brutalisk hero’s pounce ability from affecting air units.
    - The brutalisk hero’s rampage ability now deals one less attack for balance reasons.
    - Fixed a bug caused by 2.19 that prevented the nydus worm hero from leaping over cliffs.
    - Changelings now have 75 life (down from 100). Changelings that morph into zealots have 50 life and 25 shields.
    - The overlord hero’s disease cloud now deals 25% more damage for balance reasons.
    - The infestor hero, roach hero and nydus worm hero now move at 80% speed while underground if they have their ultimate abilities (down from 100%). This was done for balance reasons.
    - The duration of the cloak reveal ability of the mutalisk hero’s echolocation has been increased by 1 second for balance reasons.
    - Razor Swarm no longer damages buildings.
    - Fixed a bug caused by 2.19 where the icon of the zerg energy level 4 item was missing.

    Posted in: Project Workplace
  • 0

    posted a message on HERO ATTACK version 2.29 has been released

    Version 2.19 has been released. It is an update with some balance changes, bug fixes and a few additional features. Here is the changelog:

    GENERAL
    - Buying weapon, armour and energy items has been improved. If you try to purchase an energy/weapon/armour item while you already have one, rather than get the error message “can’t have more than 1 energy/weapon/armour item” the game will sell your old item and buy you the new one. This means that it is easier to sell a level 3 item and buy a level 5 item provided that you have sufficient money.
    - Added tooltips to the map buttons when you are voting for the map. The tooltips give a short description of the map and indicate the special terrain feature.
    - Fixed a bug where you could push enemy units with your hero.
    - The defence upgrades no longer benefit players other than the computer players. This change was done because defence upgrades made the SCV hero and the probe hero too powerful.
    - The defence upgrades are now 20% cheaper to compensate.
    - Fixed a bug where the unit names of some buildings such as missile turrets, auto turrets, pylons and photon cannons were missing. This bug occurred due to a change I made last version when I made these buildings benefit from the defence upgrade.
    - The experience and minerals given by buildings constructed by heroes (i.e. pylons, photon cannons, auto turrets, missile turrets and spore cannons) has been halved. This change was done partially to compensate for the fact that they no longer benefit from the defence upgrade and to make it so that these heroes don’t feed opponents as much experience and minerals.
    - Rebuilding a production building is now 20% cheaper and has a 20% lower cooldown.
    - Fixed a bug where the leaver bonus would incorrectly be displayed at a higher value than it actually is when players left the game.
    - Fixed a bug where the wireframes of some heroes with multiple models would sometimes be incorrect.
    - If you have random selected and you click on the question mark during hero selection then you will get an upside down question mark. An upside down question mark indicates that when you random a hero, you get a hero’s alternate hero model if they have one.
    - When you start the game, your hero is automatically hotkeyed to control group 1 for your convenience.
    - Fixed some typos on the load screen.
    - Fixed a bug where players could not see the items of a shop while their hero is dead.
    - Observers can now see the items of shops.
    - When the game ends, observers now receive a tie.
    - Various minor changes.

    TERRAN
    - Fixed a bug where the medic’s restoration ability would heal enemy units at level 1.
    - The cloak ability of the banshee hero and ghost hero is now a passive at level 3. This means that you no longer need to constantly recloak yourself.
    - The detonate ability of the marauder’s explosive barrels can now be autocast. If autocast, the barrel will explode automatically if a ground unit walks over it.
    - The attack speed of the ares hero has been increased to 1.6 from 1.5 for balance reasons.
    - The attack speed bonus of the reaper hero’s berserk ability has been reduced by 10% for balance reasons.
    - The predator hero’s pounce ability no longer removes all orders after the pounce. You can now shift queue abilities after pounce.
    - The predator hero’s predator cubs ability has been changed slightly since it was ridiculously overpowered. The energy cost and cooldown of the ability have been increased and no longer decrease as you learn the ability. The maximum number of predator cubs is now 2 at all levels and the starting damage and life of predator cubs has been decreased. However, the life and damage of predator cubs now increases with the level of the predator hero and newly created predator cubs are automatically added to your currently selected units.
    - Fixed a bug where predator cubs could attack allies.

    PROTOSS
    - The reaver hero deals 9% less damage for balance reasons.
    - The high templar hero’s psionic storm ability is now stackable. In other words, placing 2 psionic storms on 1 location will result in double damage being dealt in that location.
    - Fixed a bug where the wrong dark templar model would sometimes be displayed when the dark templar hero used the psitrous oxide item.
    - The radius of the preserver hero’s frost bolt ability has been increased to 1.75 from 1.5 for balance reasons.
    - The anti-matter missile ability of the colossus hero and the immortal hero now deals 20% less damage and has a 20% lower energy cost and cooldown. This change was done since it takes 2 rounds of anti-matter missiles to kill most air units anyway, so the extra damage wasn’t very helpful.
    - Fixed a bug where the cooldown of the immortality ability of the immortal hero would sometimes be displayed incorrectly.
    - Stasis field now works on invulnerable units.
    - The range of void rays spawned by the computer player has been reduced by 0.5 for balance reasons.

    ZERG
    - Fixed a bug where the zerg team would not benefit from their creep while in their base if the zerg team was team 2.
    - Larva, wormlings, zerglings, and mutalisks spawned by the queen hero, nydus worm hero, zergling hero and mutalisk hero now give half experience and minerals when killed for balance reasons.
    - The zergling hero’s wings ability is now smart cast. This was done to make it easier to jump on individual air units to kill them.
    - The brutalisk hero now has +0.25 starting movement speed.
    - The brutalisk hero’s pounce ability no longer removes all orders after the pounce. You can now shift queue abilities after pounce.
    - The brutalisk hero’s roar and rampage abilities have been swapped. Roar is now the ultimate ability and rampage is now a regular ability. This change was done because roar and pounce were not very useful in the early game and the brutalisk hero could benefit from a better early game spell.
    - The brutalisk hero’s rampage ability can now be autocast.
    - Roar now deals AOE damage in addition to reducing the attack speed of nearby enemy units.
    - The nydus worm hero’s leap ability no longer removes all orders after the leap. You can now shift queue abilities after leap.
    - Fixed a bug where the level requirements of the parasite ability of the nydus worm hero were not working.
    - Wormlings spawned by the nydus worm hero now have +10 life, +1 armor and deal +33% damage.
    - The corruptor hero’s corruption ability has 2 more range and has a shorter channelling time. This was done so that the ability is easier to cast.
    - The mutalisk hero’s scream ability can now be used while the mutalisk hero is moving.
    - The mutalisk hero’s echolocation ability now has an active effect in addition to the passive effect. The active effect costs no energy and reveals nearby cloaked units for a short period of time. This change was done to make the ability more appealing.
    - Hopefully fixed a bug where the tentacle of the neural parasite ability of the infestor hero would sometimes not disappear if the target died before the tentacle reached the target.
    - The overlord hero now has a rally ability. Changelings that are created by the overlord hero will use the rally point(s) of the overlord hero. This should make it much easier to use the overlord hero, especially if you want your newly created changelings to target a building or hero.
    - The suicide ability of changelings can now be autocast. If an enemy ground unit touches a changeling and this ability is autocast then the changeling will automatically explode.
    - The queen hero no longer has the acid spines passive. Instead, the queen starts with an air attack of range 2.5 and has a new ability called spawn spore cannon. Spawn spore cannon creates a spore cannon at the target point. This new ability should give the zerg a builder hero, similar to how the SCV hero and probe hero are the builder heroes of terran and protoss respectively. Hopefully the new ability will work well with the queen hero since she already has transfusion and spawn creep tumor. Unlike the SCV hero or the probe hero, the queen hero has a cooldown when she builds structures.
    - Fixed a bug where spore cannons could not be placed off of creep.
    - Spore cannons now take half as long to shoot and their missile is faster.
    - Creep tumors are considered structures again for balance reasons.
    - The attack range of roaches spawned by the computer player has been increased by 0.5 for balance reasons.

    Posted in: Project Workplace
  • 0

    posted a message on How to make "slippery ice"?

    Do you mean like what I did for hero attack on the snow map? Where a unit would walk onto ice and then keep slidding until they moved off of the ice?

    Posted in: Triggers
  • 0

    posted a message on Pushable Doesn't Work

    Hello. I have a custom map. In this custom map, I have some units with a higher push priority than others. Now I want the units with higher push priority to be able to push allies but not enemies. For some reason, both allies and enemies are pushable.

    Now you would think that setting alliance aspect pushable off would fix this issue, but it doesn't. No matter what I change the pushable flag, absolutely nothing changes. You can walk through a sea of enemy zerglings that are attacking you even when the pushable flag is turned off both ways.

    What I would like to know is if there is a solution to this issue or something that I have missed.

    Posted in: Triggers
  • 0

    posted a message on HERO ATTACK version 2.29 has been released

    Version 2.18 has been released. Here is the changelog:

    GENERAL
    - Total inventory space has been increased to 8 (up from 6). To increase the inventory space and keep all the items in the bottom center of the screen I had to use a fairly elaborate work around using item containers, dialogs and triggers. However, this work around has a few drawbacks. There is now an inventory space reserved for weapon items, an inventory space reserved for armour items and an inventory space reserved for energy items. Furthermore, you can only hotkey the first 5 inventory slots (not that you need hotkeys for weapon, armour or energy items).
    - To sell or drop either weapon, armour or energy items you have to left click the item, rather than right click it, and then left click the unit or location. After you click a weapon, armour or energy item in order to drop it, the cursor will not change to a crosshair and a mini icon of the item will not appear next to the cursor. This is one of the disadvantages of the method I used to increase inventory space. If you want me to go back to revert back to the 6 slot inventory method, please let me know. Hopefully, the increased inventory size will result in players using underused items, particularly consumable items.
    - Improved the dialog that allows players to see allied items or observers to see items of heroes. The dialog should look more similar to the hero’s inventory and it should show up faster/be more efficient. The tooltips of this dialog now give the names of the items.
    - The defence upgrade has been improved significantly. It now provides +1 range, +1 armor, +10% damage and +20% life/shields (up from +1 range and +10% life/shields). In addition, the defence upgrade now affects a wider number of units, including production buildings, main buildings, auto turrets and spore cannons.
    - There is now a visual change to buildings when they become upgraded by the defence upgrade (i.e. buildings will either have a model change, or become larger and/or tinted). For example, the hatchery becomes a lair, then a hive. The command center becomes an orbital command, then a planetary fortress. The nexus becomes a shadow nexus, then a twilight nexus, etc.
    - Production buildings now have 4% more starting life/shields.
    - Main buildings now start with 25% more life/shields.
    - Main buildings now have +1 starting range and deal 11% more damage.
    - The 3rd shop for each of the races has a new ability called rebuild production building. Rebuild production building allows you to rebuild a production building that you have lost at the cost of minerals. You have to manually target the location where the production building died. This ability has a long cooldown for balance reasons. If, for whatever reason, the worker that is going to rebuild the production building dies before reaching the location of the building, then the production building will not get built.
    - The leaver bonus constant has been decreased from 0.6667 to 0.6 for balance reasons.
    - Improved various icons (in particular, SC1 icons) by removing a border and/or adding an alpha channel.
    - Removed health bars from items.
    - Increased the push priority of heroes. Heroes should have an easier time pushing allied units and are less likely to become blocked by allied units.
    - Increased the lobby countdown time to 10 seconds from 5 seconds since someone requested it.
    - Default music no longer plays during the intro music.
    - Various minor changes.

    TERRAN
    - Starports now produce wraiths instead of banshees. Wraiths have the exact same stats as banshees. This change was done for visual purposes and to make it easier to tell the banshee hero apart from computer controlled units.
    - The healing effect of med packs is now cancelled when the hero takes damage. This change was done for balance reasons (in particular, the combination of med packs and the firebat hero was too powerful).
    - Bunkers that you can purchase from the shop now have the option to have shrike turrets for 25 additional minerals. Shrike turrets do not increase the life of the bunker, but can attack nearby enemy units at a rate of 10 damage per second. If you salvage a bunker with a shrike turret then you get the 75 minerals for the bunker and the 25 minerals for the turret. Shrike turrets benefit from the defence upgrade.
    - Fixed a bug where buyable bunkers did not play their load animation when you loaded units into them.
    - Auto turrets now deal 20% more damage, but have a 20% greater attack period. This change was done to make auto turrets better against enemy heroes with high amounts of armour.
    - The vulture hero’s vulture jump has been improved. It now deals splash damage to enemy units in its path. The splash damage is equal to the vulture hero’s attack damage. The range of vulture jump has been increased to 9 and vulture jump no longer requires sight of the target location (i.e. vulture jump is now similar to the nydus worm hero’s leap ability). The energy cost has increased slightly to compensate. This change was done because the ability was too weak and this change should give the vulture hero an easier time vs air units.
    - The reaper hero’s gas mask passive and the thor hero’s self fix armour passive now give 20% less life regeneration for balance reasons.
    - The ghost hero’s snipe ability has 1 more range and deals 50% more damage. However, the energy cost and cooldown have increased to compensate. This change was done to make it so that you don’t need to spam this ability as often in order for it to be useful.

    PROTOSS
    - Fixed a bug where the hotkey to cancel the void ray hero’s prismatic charge ability was W instead of Q.
    - The phoenix hero can now use the void sphere ability on air units. If the ability is used on an air unit then it will deal AOE to nearby air units, rather than nearby ground units.
    - The dark zealot hero’s counter ability can now be turned off (i.e. the ability can be toggled). This change was done so that players have an easier time fleeing from enemies while playing the dark zealot hero.
    - The reaver hero’s super scarab ability has been changed slightly. The cooldown no longer decreases with the level of the ability and the initial energy cost is lower. However, the energy cost of this ability now increases with the hero’s level. This change was done to make the ability weaker later in the game without making the ability too weak in the early game.
    - The movement speed of the reaver hero’s warp prism has been decreased by 0.25 for balance reasons.
    - The duration of the archon hero’s power overwhelming ability has been decreased by 20%.

    ZERG
    - Fixed a bug where the tooltip for glaive wurms was incorrect.
    - Overseer cost reduced to 30 minerals (from 35).
    - The overlord hero’s generate creep ability now costs 0.5 energy per second (down from 1 energy per second).
    - The roach hero’s attack period has been increased from 1.5 to 1.6. This change was done for balance reasons.
    - The roach hero’s rapid regeneration ability now gives 20% less life regeneration for balance reasons.
    - The cocoon ability of the corruptor hero and the lurker hero now heals 2 less life per second at all levels for balance reasons.

    Posted in: Project Workplace
  • To post a comment, please or register a new account.