• 0

    posted a message on HERO ATTACK version 2.29 has been released

    Version 2.17 has been published. Version 2.16 was published yesterday, but 2.16 was quickly taken down and replaced with 2.15 due to a publishing bug where people were not downloading the new version and dropping when the game starts. If you drop when the game starts, try relogging in to starcraft 2. Here are the changelogs for 2.16 and 2.17:

    Version 2.16 July 23, 2011

    - Observers now receive Observer UI
    - There have been some slight changes to the hero selection screen. In the hero selection screen, if you click on the box area around your hero then this will cause the hero to play an animation and make create a sound (similar to what occurs when you click one of the hero buttons). In addition, more animations have been added for the hero models in the selection screen and in some cases, clicking on your hero’s model will change the hero’s model and this change will be kept for the entire game. (i.e. clicking on your hero’s model will change a male ghost hero into a female ghost hero, or change the model of the DT hero) Only the following heroes have multiple models to choose from: Marine, marauder, medic, ghost, scv, siege tank, banshee, thor, dark zealot, stalker, sentry, dark templar, high templar, probe, preserver, immortal, phoenix and void ray.

    Version 2.17 July 24, 2011

    - Added a custom dialog that allows you to view the items of your allies by selecting an allied hero. This feature also allows observers to see all the items of the currently selected hero. The feature also indicates the charges for consumable items. Note: at the moment the dialog only refreshes if you reselect the hero. So if you select a hero and then that hero buys/sells another item, the change won’t be indicated in the dialog.
    - Added alternate models for the overlord hero and the infestor hero.
    - Made it so that a hero’s icon and wireframe are changed if the hero has an alternate model and there is an appropriate icon or wireframe.
    - The reaper hero has a 5% greater attack period for balance reasons.
    - The hydralisk hero has a 6% greater attack period for balance reasons.
    - The vulture hero’s spider mines now deal 10% more damage.
    - The defiler hero’s dark swarm has been changed slightly. It now reduces splash, ranged and melee damage but the damage reduction has been made smaller at all levels.
    - The overlord hero’s spawn changeling ability has been changed slightly. It is no longer a target spell with range 3. Instead, it is a spell that does not require a location. The spell can now be auto cast, this was done to make it easier to use. The damage, energy cost and cooldown of the spell have all increased by 33%. Finally, the life of changelings has been doubled from 50 to 100.
    - Warp Gates now cost 200 minerals (up from 150) for balance reasons.

    Posted in: Project Workplace
  • 0

    posted a message on HERO ATTACK version 2.29 has been released

    Version 2.15 has been released. It is a small update that includes balance changes, bug fixes and the addition of observers. Here is the changelog:

    GENERAL
    - You can now choose to be an observer when choosing your hero. To be an observer click the small observer icon at the top left of the box that shows your hero’s model. Observers don’t play, but get to watch the game. There is currently no observer UI. I’ll try to add observer UI for next version.
    - Fixed a bug where the number of seconds remaining to pick your hero would not count down for team 2.
    - You can no longer fill player slots with computers. This was done because computers don’t do anything.
    - Hopefully fixed a bug where you could move the computer players to the other team and make the game 7v5.
    - The -suicide command is now the -stuck command. The reason for this change was to avoid confusion about what the command is used for. Some players were trying to use it when their heroes had low health to avoid being killed rather than use it when they became stuck.
    - Worker collision has been disabled. This was done to prevent situations where units could prevent a worker from getting to a location and constructing a building.

    TERRAN
    - The SCV hero now has the hold fire ability. This was added since people requested it.
    - The auto turret footprint has been changed such that your SCV hero should no longer get stuck between 4 auto turrets.
    - The marine hero’s calldown reinforcements ability now requires vision of the target location. This was done for balance reasons.
    - The siege tank hero’s ability to siege has been changed slightly. If you try to siege normally then the siege tank will siege at its current position. However, the siege tank hero has a new ability called ‘siege at point’ which allows you to move to a point and then siege at that point (this ability displays the siege tank’s range when choosing the target location). This was done to satisfy both the people who prefer to siege without a target and the people who prefer to choose the target location.

    PROTOSS
    - The probe hero now has the hold fire ability. This was added since people requested it.
    - Fixed a bug where repulsion beam moved buildings.
    - Fixed a bug where the animation of the probe hero summoning the mothership would sometimes not be displayed.
    - Fixed a bug where the sound for the mothership’s planet cracker would continue for way longer than the duration of the ability.
    - The duration of planet cracker has been increased by 5 seconds. This was done to make the duration of the ability match the duration of the sound of the ability at faster speed.
    - The zealot hero’s warp in zealots ability now requires vision of the target location.

    ZERG
    - The overlord hero’s changelings are now easier to use. If you order your changelings to attack a unit then they will move to the unit and explode. Alternatively, you can right click on an enemy unit and they will do the same thing.
    - The overlord hero has 50 more starting energy. This was done because of complaints that the overlord hero was too weak.
    - The zergling hero’s spawn zerglings ability now has a cap on how many zerglings the zergling hero can produce. The cap increases as you learn the ability.
    - Fixed a bug where the tooltip for the corruption ability would display incorrect information.
    - The infestor hero’s fungal growth ability no longer immobilizes enemy units. Instead it reduces their movement speed by 80%. This was done for balance reasons.
    - Spore cannons now detect and deal 50% more damage. This was done to make spore cannons more appealing.
    - The lurker hero’s ability to siege has been changed slightly. If you try to burrow normally then the lurker will burrow at its current position. However, you can still choose the location you want to burrow by using the subterranean spines ability.

    Posted in: Project Workplace
  • 0

    posted a message on HERO ATTACK version 2.29 has been released

    Version 2.14 has been published. It is a small update that includes a new hero selection screen. The update was slightly delayed because I have been having issues with my computer crashing. Here is the changelog:

    - Added a new hero selection screen has been added (with some music). The new screen somewhat resembles the character selection screen from super smash bros. You can see what characters your allies have chosen and your currently selected hero, along with the currently selected allied heroes are displayed by models at the bottom of the screen.
    - Removed the -repick and -random commands. They have been made obsolete by the new hero selection screen.
    - Fixed a bug where the mutalisk hero would spawn ground mutalisks instead of air mutalisks if the mutalisk hero learned wings level 2.
    - Fixed a bug where the leaver bonus was incorrectly displayed to be one hundredth of its actual value.

    Posted in: Project Workplace
  • 0

    posted a message on HERO ATTACK version 2.29 has been released
    Quote:

    After being steamrolled in a 4vs2 game by an ultralisk at level 20, while we were at level 9... Experience, well, considering 2 level 20 heroes vs 1 level 10 hero, you may notice this could cause some imbalance, as level increases all statistics, and (power from levels) is proportional to (i think ) ((1 + level/10)^2) (and some due to abilities i think).

    The experience required to achieve the next level increases approximately linearly (the experience required for an additional level increases by 50 every 2 levels). This means that the total experience required to achieve a level from level 0 increases approximately quadratically. On the other hand, the benefit for an additional level (ignoring the benefit that you get from learning new abilities) is constant. Each level you gain 10% of your base damage, energy, shields, life and energy regeneration. So your hero's strength is proportional to (1 + (level/10)). Since the experience required for an additional level increases linearly, where as the benefit is constant, overall you have diminishing returns to experience.

    The current experience range is 12. So in the early to mid game you basically get the experience in your lane (unless you share a lane with someone). So if it was 1v2 you should have been laning two lanes vs one lane and should have therefore been getting twice as much experience as the ultralisk hero (so the experience per hero should have been approximately the same). I can see an experience per hero difference in larger games (such as 6v4 due to lane sharing), but in 1v2, unless you are on the forest map (since the middle lane gives double experience), there shouldn't be a significant difference in experience per hero. Of course you have exceptions such as the zergling hero and baneling hero, which can double lane (but in your case, you said it was 2 vs an ultra hero). For level 9 you require 1700 experience, for level 20 your require 6500 experience. That means the ultralisk hero had nearly 4 times the experience as either of your heroes. That seems a bit extreme/unrealistic and if the ultralisk hero somehow managed to get to level 20 while your two heroes were at level 9 and have a quarter the experience each, that sounds a bit like the ultralisk player outplayed you guys.

    Yes experience is a factor when looking at uneven teams. But realistically, the team with less players should have anywhere between 1-2 times as much experience per hero as the other team (due to the fact that the team with less players can't be in many locations at once). If you include the diminishing returns of experience, then the effect of experience isn't that large (generally a multiplier between 1 and sqrt(2)) when compared to leaver bonuses or mineral advantages. Then you also have complicating factors such as the fact that different maps have lanes that merge at certain points, the fact that in larger games players have to share experience, the fact that some heroes can double lane, the fact that experience has a ceiling and the fact that players can leave at any point in the game. I guess the main reason why I haven't paid much attention to experience when looking at uneven teams is because its effect is not that large and there are many complicating factors.

    Quote:

    New bug, The marine drop pod works through FOW, at least at level 2, and considering I have already seen two abilities like this, I wonder if you made a mistake on some of the other abilities too.

    Not really a bug. I just haven't added a sight requirement (same with the Warp In Zealots ability). I might add a sight requirement. I just wanted to see how people utilize the new items (spore cannons, orbitals commands, transfusion) to deal with the strategy of dropping units into your opponent's base.

    Quote:

    The static defense upgrades seem a bit lackluster

    I agree. I'll probably make the defense upgrade stronger.

    Quote:

    Also, the defense upgrade does not effect spore cannons.

    I can make the upgrade help spore cannons, or other buildings if it makes the upgrade more appealing.

    Quote:

    make the turrets, as they move closer to the base, be more powerful, have more damage, attack speed, and health.

    I could do that. Though I was hoping that the upgrade would fill that role, so that whether or not you wanted stronger defences would be a stategic choice (which comes at the cost of minerals). Also, should I split the defence upgrade into two? (One for attack/range and another for armor/health)

    Quote:

    Also, Would a *charge* based ability for zerglings allow you to let them move quickly enough to engage without having to lag the game to death work? or is that what you already did before?

    All the zerg units used to have a hidden charge ability from version 1.0 up until very recently. The reason I removed it is because it slowed down the game.
    Though I added things to compensate when I removed them (such as zergling armor or roach life).

    Quote:

    SCV's Auto turret pathing is such that you can easily trap yourself when making a large number, can you make their pathing the full square, without cutting the corners off?

    Okay, will add this.

    Quote:

    Alternatively, It could work like the power field does, and restore (1,2,3) shield per second while it has shields rather than (2,4,6) while out of combat.

    Maybe. Would like to play some games with the archon hero to see how powerful the current ability is. Maybe I should consider changing the delay before you regenerate shields.

    Posted in: Project Workplace
  • 0

    posted a message on HERO ATTACK version 2.29 has been released
    Quote from Ranakastrasz: Go

    Found a bug with Mutalisk, when it gets level 2 fly, the summons are ground.

    I'll fix this for the next version.

    Quote:

    The changeling ability is annoyinging hard to use, can you allow right clicking on a target to make it explode next to that target, like banelings do, but without the auto acquire?

    I can add that. Though right now you can always right click then shift queue the suicide ability.

    Posted in: Project Workplace
  • 0

    posted a message on HERO ATTACK version 2.29 has been released

    Version 2.13 has been released. 2.13 is a small update with minor bug fixes and balance changes. Here is the changelog:

    GENERAL
    - Resource trading has been disabled for balance reasons and due to various requests. I may reimplement resource trading in the future, but if I do it will have restrictions.
    - You can no longer pick up the items of your allies.
    - The income that you receive from the computer player no longer depends on the number of players on your team (i.e. a team with 1 player will no longer receive 6 times the income as a player on a team with 6 players). The current income rate is such that a team of 4 players will get the same income as they did in the last version.
    - The leaver bonus has been reduced by one ninth. Hopefully this change in combination with the above three changes should make uneven teams more balanced.
    - Fixed some bugs where a hero’s height would be too high if they use an ability such as pounce, jump or rolling attack and the target dies before they reach the target.
    - The cooldown for flight abilities has been increased to 3 seconds (from 2).
    - You can now only purchase upgrades from the shop if your hero is near the shop.
    - Upgrades are now 25% cheaper.
    - Stat Upgrades now have a time requirement of 15 game seconds.
    - Added a feature that allows you to suicide your hero.

    TERRAN
    - Infernal Pre-Igniter icon has been changed.
    - The SCV hero’s repair ability now has an impact animation which indicates the target being repaired. This was added due to a request.
    - The maximum number of science vessels that the raven hero can have at any given time now increases with the ability level.
    - The maximum number of predator cubs that the predator hero can have at any given time now increases with the ability level.
    - Fixed a bug where EMP would not decloak ground units.
    - Sensor towers are now salvageable, so you receive minerals when you destroy them.
    - The orbital command now costs 250 minerals (up from 150) but all the spells cost half as much energy. This was done so that orbital commands don’t take up as much space.
    - The orbital command’s calldown mule ability can now target units and if you target a unit and the unit is a damaged mechanical unit then the mule will repair the target unit.

    PROTOSS
    - Fixed a bug where obelisks could not heal air units.
    - Fixed a bug where the tooltip for the relic item would not be displayed.
    - Fixed a bug where the ground below a stalker would become unbuildable after the stalker dies.
    - Fixed a bug where the clones created by the zealot hero would give minerals when killed.

    ZERG
    - Hopefully fixed an issue where you would sometimes be unable to control a nydus canal on your team.
    - The overseer now has 25% more life for balance reasons.
    - Lurker hero can no longer use ensnare, silk thread or cocoon while burrowed. This was done for balance reasons.
    - The overlord hero’s changeling ability has a 25% lower cooldown and energy cost, and the changelings now have a timed life of 120 (up from 60). This was done for balance reasons.

    Posted in: Project Workplace
  • 0

    posted a message on HERO ATTACK version 2.29 has been released

    Version 2.12 has been published on the North American Server. The new version includes new items, team upgrades, balance changes, bug fixes and various improvements to the game. Here is the changelog:

    GENERAL
    - A third shop has been added for all 3 races and new items have been added. The shops have been renamed slightly to indicate the types of items that they sell (consumables and upgrades, passives and spell items, or energy, weapon and armour items). Items have been moved around a bit to make them easier to find.
    - There are now 5 levels of energy items (up from 3) and the energy items have been renamed to generic names such as Protoss Energy Item Level 3 rather than Khaydarin Amulet. This change was done so that you can obtain energy items earlier in the game and to make the game easier to understand. Also, weapon and armour items have been renamed to go from Level 1 to Level 5, rather Level 0 to Level 4. This change was made because people requested it.
    - Stat tomes are now sold at the third shop rather than the beacon. In addition, ‘stat tomes’ have been renamed ‘stat upgrades’ because it is a more fitting name.
    - Team upgrades have been added. You can buy upgrades at the third shop. There are 3 types of team upgrades. Weapon upgrades increase the damage of computer spawned units by 1. Armour upgrades increase the armour of computer spawned units by 1. Defence upgrades increase the range, life and shields of defensive structures. These upgrades cannot be bought right away and have time requirements (such as 5, 10 or 15 minutes of game time). There are 3 levels of weapon upgrades, 3 levels of armour upgrades and 2 levels of defence upgrades. Upgrades were added because computer spawned units and defensive structures were too weak in the late game and because the upgrades add more depth to the game.
    - You can now activate an ability called spawn units at the third shop. Spawn units costs minerals and causes all production facilities to produce a round of units. The ability is best used as a defensive measure to prevent the enemy team from killing your production facilities. This ability was added due to requests.
    - There are still 5 empty buttons on the third shop. These buttons will probably be filled up in future versions with new items, upgrades or abilities based upon suggestions and player feedback.
    - The inventory has been moved to the bottom center of the screen and has been enlarged for convenience.
    - Item costs have been changed to better reflect their value.
    - The minerals and experience that you gain for killing a hero now increases with the hero’s level (by 10% per level). This change was done because people requested it.
    - Fixed a bug where heroes would not respawn if they die while in transport (i.e. in a bunker, warp prism, etc.). In addition, if a player kills someone while they are in a transport then they will be properly allocated the kill.
    - Fixed some bugs where cliff jumpers such as the zergling hero or the reaper hero would sometimes teleport to random locations on the map if the heroes have leaver bonuses. To fix this bug, the reaper hero and zergling hero now have a slightly different leaver bonus from all other heroes. Instead of a time scale bonus, the heroes gain an attack speed bonus, an energy regeneration bonus and a life regeneration bonus. Their leaver bonus is slightly weaker (since they don’t benefit from lower ability cooldowns), but it is better than having your hero teleport off the map.
    - In general, linear AOE damage abilities (Ice wall, Shadow Wave, Fissure, etc.) have been buffed slightly and stun abilities (Ice Prison, Sedate, Graviton Beam) have been nerfed at higher levels.
    - Flight abilities now cost 0.5 less energy per second (this reverses a change made in the 2.11). In addition, flight abilities now have a cooldown of 2. The cooldown was added because it was too easy to abuse heroes like the ares hero or the drone hero that had to switch between an anti-air mode and an anti-ground mode.
    - The bases in the lava map have been modified slightly so that they are slightly easier to defend and you have slightly more room to make defences.
    - You can longer place buildings in the mineral lines such that the buildings block mining.
    - Increased hero selection time by 5 seconds.
    - Fixed a bug where some heroes (hydralisk, mutalisk, stalker, immortal) would not appear darker in game. This bug fix should make it easier to tell these heroes apart from units.
    - Various Icons have been improved. In particular, alpha channels have been added to icons imported from Starcraft 1 so that the icons look nicer.
    - Changed to tooltips of production buildings so that the tooltips indicate how many units the production buildings produce every 30 seconds.
    - The computer players have been renamed Team 1 and Team 2 due to requests.
    - Various minor changes that I either forgot to write down or are not very important.

    TERRAN
    - Terran have a new consumable item called orbital command. The item constructs an orbital command. The orbital command is smaller than a regular orbital command (3x3), can lift off, and has 3 abilities. The first ability is calldown mule. The mule cannot mine minerals, only repair; repair costs no minerals. This ability should be useful if you want to repair a damaged building or want to repair your mechanical hero. The second ability is scanner sweep. Scanner sweep does not detect and has a smaller radius than the regular scanner sweep ability. This ability can be useful if you need sight of a certain location. The third ability is calldown supply depo. Calldown supply depo creates a permanent supply depo at target visible location on the map. You can use this ability to block off the retreat of your opponents, create a depo wall, or use supply depos for passive scouting. Hopefully the orbital command will be a very interesting item with many different uses.
    - Terran have a new spell item called domination. Domination takes control of target enemy unit until either the caster dies or the target dies. Like mind control or neural parasite, the energy cost and cooldown are proportional to the mineral bounty of the target.
    - Terran have a new passive item called psi disruptor. Psi disruptor is an aura item that slows the movement speed of nearby enemy units by 20%.
    - Med packs now heal 30 life (down from 40), for balance reasons.
    - You can now destroy your own sensor towers by clicking a button on the command card. This change was done to prevent a situation where your hero would become stuck by sensor towers.
    - The lockdown has a 37.5% lower duration. This change was added for balance reasons.
    - The repair ability of the SCV hero and the heal ability of the medic hero now scale with the hero’s level. This change was done to make these abilities more useful in the late game.
    - The build auto turret and build missile turret abilities of the SCV hero now have 1 second lower build times. This change was done for balance reasons.
    - The SCV hero can now build up to 6 battlecruisers if you get the build battle cruiser ability to level 2. At level 1 the limit is still 4 battlecruisers.
    - The medic hero’s sedate ability has a lower duration at level 2 and level 3 for balance reasons.
    - The firebat hero now deals 5% less damage for balance reasons.
    - The energy cost and cooldown of the firebat hero’s napalm rocket ability has been increased by 33% for balance reasons. Napalm rocket can now be used on buildings.
    - The energy cost, damage and cooldown of armageddon have been increased by 25%.
    - The marauders inside bunkers now attack 1 at a time rather than all 3 at once. This change was done due to requests.
    - Fixed a bug where the marauder hero would sometimes be unable to attack ground units.
    - Fixed a bug where the marauder hero’s explosive barrels ability could only be learned up till level 1.
    - The siege tank hero’s scanner sweep ability now detects at all levels.
    - Fixed a bug where the ares hero’s hellfire missiles ability would incorrectly display the level requirements as 1, 3, 5 rather than 7, 14.
    - The hotkey for the reaper hero’s berserk ability has been fixed.
    - Fixed a bug where the banshee hero would not regenerate shields if the hero had the personal shields item.
    - The banshee hero’s suppression drones ability now has twice the duration for balance reasons.
    - The banshee hero’s cross-spectrum dampeners ability now gives a 12.5% chance to evade per level (down from 15%).
    - The raven hero’s cruise missile ability has been changed slightly. It deals more damage and has a smaller AOE. In addition, you can now target units as well as points with the ability. If you target an enemy unit then the missile will lock on to the target and hit the target. This change was done so that the ability could be used to snipe low health heroes from a far away distance, rather than deal AOE damage to low health targets.
    - The pounce ability of the predator hero and brutalisk hero has been changed slightly. Increasing the level of this ability will decrease energy cost and cooldown, rather than increase the duration of the immobilization. This change was done because at higher levels the immobilization was too strong and a lower energy cost makes the ability more versatile.

    PROTOSS
    - Protoss have a new consumable item, called warp gate. The item constructs a warp gate. Warp gates work as follows: You can load units into warp gates similar to how you can load units into bunkers or nydus canals. Warp gates are shareable, so you can even load allied units into your warp gates or load your hero into allied warp gates. Warp gates have an ability called teleport cargo. Teleport cargo instantly teleports all units inside the warp gate to target friendly building. Warp gates also have a cooldown on the teleport ability for balance reasons and also to encourage people to construct multiple warp gates. Basically, warp gates allow you to teleport your hero to a friendly structure; however they differ from nydus canals in that they are one-way and have a cooldown. Hopefully we will see some interesting uses of warp gates in games.
    - Protoss have a new spell item called stasis field. Stasis field puts enemy units in an area of radius 2 in a stasis field for a short period of time. Units in stasis are invulnerable, but cannot attack, move or use abilities. This is basically the arbiter’s ability from Starcraft 1 (even has the same sounds and icon).
    - Protoss have a new passive item called distortion field. Distortion field gives your hero a small chance to avoid damage. Like evasion and cross-spectrum dampeners, there is a visual indication of when your hero avoids damage.
    - Energy crystals now restore 20 energy (down from 25), for balance reasons.
    - Obelisks are now 20% more expensive and require sight to teleport. This change was done for balance reasons.
    - Fixed a bug where the Power Field item wasn’t providing power properly to allied photon cannons.
    - The hardened shields item only give a 20% bonus to the immortal hero rather than a 40% bonus. This change was done for balance reasons. In addition, the archon hero and dark archon hero also receive a 20% bonus (changed from 15% and 25%) for simplicity.
    - Plasma surge now restores 65 shields (down from 75).
    - Soul Channel now drains 80 life (down from 120).
    - The duration of the dark templar hero’s void prison ability has been decreased at level 2 and level 3, for balance reasons.
    - Hopefully fixed a bug where a hero would sometimes appear to be flying if they died while under the affect of the phoenix hero’s graviton beam.
    - Overload gives a 20% smaller attack speed bonus than in the last version. This was done for balance reasons.
    - The duration of graviton beam has been decreased at level 2 and level 3, for balance reasons.
    - The probe hero’s scanning beam has been renamed repulsion beam. Repulsion beam is similar to scanning beam except it repels enemies (i.e. pushes back enemies). The beam can now hit an unlimited number of units (up from 3).
    - Fixed a bug where a player would not get a kill for killing a reaver hero if the reaver hero is in a warp prism and the player kills the warp prism.
    - The scarabs stored by the reaver hero’s reaver capacity ability now deal 75% damage (down from 80%). This change was done for balance reasons.
    - The stalker hero’s shadow wave ability deals 25% more damage.
    - The stalker hero’s evasion ability now gives a 12.5% chance to evade per level (down from 15%).
    - The high templar hero’s psionic storm ability now has a radius of 1.75 (down from 2), for balance reasons.
    - The archon hero’s forked lightning ability now deals more damage for balance reasons.
    - The duration of the preserver hero’s void prison ability has been decreased at level 2 and level 3, for balance reasons.
    - The preserver hero’s frost bolt ability now reveals cloaked units.
    - The preserver hero’s ice wall ability now deals 25% more damage.
    - The sentry hero can now hallucinate sentries. This change was done because someone requested it. In addition, the hotkeys for hallucination abilities have been changed to correspond to their position relative to the keyboard and in some cases the hallucination ability spawns more units than in the past (3 zealots instead of 2, 6 probes instead of 4).
    - The energy cost and cooldown of the sentry hero’s orb of light and chain lightning abilities have been decreased slightly.

    ZERG
    - Zerg have a new consumable item, called spore cannon. The item constructs a spore cannon. Spore cannons are immobile defensive structures that can attack air or ground units. This item was added because many people complained that Zerg did not have a defensive item like Protoss (obelisks) or Terran (bunkers), and as a result it was more difficult for Zerg to defend against base harassment.
    - Zerg have a new spell item, called spawn broodlings. Spawn broodlings throws a pair of broodlings at target enemy unit, dealing damage and stunning the target unit upon inpact. This item was added because there were several requests for a broodling-based item and Zerg lacked a stunning item.
    - Zerg have a new spell item, called transfusion. Transfusion restores the life of target biological unit or structure. This item was added because many players complained that Zerg did not have a way to restore the life of damaged buildings unless their team had a queen hero.
    - Zerg have a new spell item, called zerg drop pod. Zerg drop pod causes a zerg drop pod to drop from the sky and crash into target location, dealing damage upon impact and spawning 3 infested terrans. The item has unlimited range. This item was added because it looks cool and because it is a good competitor with razor swarm as a late game spell item.
    - The spawn aberration item has been removed because it was boring (replaced with zerg drop pod).
    - Frenzy is no longer a spell item. Instead, frenzy is a passive aura item that increases the attack speed and movement speed of nearby friendly units. This change was done because frenzy as a spell item was somewhat annoying to use (having to click on your hero every 15 seconds) and also because I wanted to give Zerg an aura item (since protoss and terran already have one).
    - Razor swarm now deals slightly less damage but slows enemies by 20%. This change was done because someone requested it.
    - The venom item now gives a 15% attack speed reduction in addition to the movement speed reduction.
    - Fixed a bug where the roach hero would sometimes be unable to attack ground units.
    - Fixed a bug where the defiler could only consume when at full energy rather than consume while not at full energy.
    - Fixed a bug where the overlord hero had 0 energy cost for the changeling ability.
    - The drone hero can now build up to 9 brood lords if you get brood lord ability to level 2. At level 1 the limit is still 6 brood lords.
    - The infestor hero’s fissure ability now deals 25% more damage.
    - The defiler hero’s scorpion sting ability now has 3 more range for balance reasons.
    - The cocoon abilities of the lurker hero and the corruptor hero have been changed slightly. These abilities no longer give a passive damage reduction. Instead, the abilities now give a life regeneration bonus, in addition to the damage reduction bonus, while the hero is in a cocoon. This change was done because someone requested it and because the ability should make the cocoon more useful/interesting.
    - The lurker hero’s silk thread ability has 1 more range and the lurker hero’s impale ability has 3 more range for balance reasons.
    - The lurker hero can now use ensnare while underground (in addition to the other abilities).
    - The lurker hero’s ensnare ability now uses a different model to show if a unit is under the affect of ensnare. This change was done because there have been many requests to change the ensnare animation.

    Posted in: Project Workplace
  • 0

    posted a message on iDtech Dota

    People pay you for that? I am jealous!

    Posted in: Project Workplace
  • 0

    posted a message on Question: Is it possible to increase the number of inventory slots beyond 6?
    Quote from shardfenix: Go

    @iiequalsexpipi: Go

    I hope this isn't a noob question, but how?

    Create an inventory ability. Click on info. Add 6 slots with the green button (click it 6 times). In the info window go to where it says classes and add the item classes that you want that slot to be able to hold. Do that for all 6 slots. Give ability to hero. Done.

    Posted in: Data
  • 0

    posted a message on HERO ATTACK version 2.29 has been released

    "I think we need a link to the Hero attack forums on the front page of this thread."

    The website is already indicated in the first post. Should I make it into a link?

    "make damage and mana burning spells deal either a percent, or a flat amount + a percent. At the very least, doing this for (all) mana burning effects, could be beneficial."

    A few people have suggested that I make spells scale with the hero's level. I'm considering it but I'm slightly concerned that this would make spells too powerful in the late game since energy already scales with the hero's level and with items. There's also the problem that non-damage spells wouldn't benefit from the damage scaling (such as spells that create units).

    Posted in: Project Workplace
  • 0

    posted a message on Question: Is it possible to increase the number of inventory slots beyond 6?

    It was more that I would prefer to avoid item containers since they cannot be hotkeyed (as far as I know) and since you have to click to display them. Currently I just use 6 inventory slots with no containers.

    Posted in: Data
  • 0

    posted a message on Question: Is it possible to increase the number of inventory slots beyond 6?

    Is it possible to increase the number of inventory slots beyond 6 (not using item containers of course)? I've always assumed that it is not possible but perhaps someone more clever than myself has figured something out. For some reason there are 8 hotkeys for item slots than you can set up, yet you can only have 6 inventory slots in an inventory ability...

    Posted in: Data
  • 0

    posted a message on HERO ATTACK version 2.29 has been released

    Hello Everyone,
    Hero Attack version 2.11 has been published on the North American server. This version includes significant changes and improvements to the heroes such as the addition of 5th abilities, the increase of the level ceiling and changes to the level requirements. Sorry the version took a while and I apologize for telling a few people that this version was going to be completed sooner. I significantly underestimated how much time it would take me to complete. This version is a fairly large update, so here is the changelog:

    GENERAL
    - Added 5th abilities to all the heroes, so all heroes have new abilities. Heroes now have 4 regular abilities and 1 ultimate ability. Many heroes either lacked anti-air, lacked a passive, lacked a spell or were somewhat boring. The 5th abilities were added to address these problems as well as make the heroes more interesting and make the game have a higher skill ceiling. The majority of heroes received a new spell since they needed a new spell due to the fact that energy is more abundant as the maximum level has increased. Many of the abilities added were suggestions made by players. The abilities may change in the future depending on feedback.
    - The ability hotkeys have been standardized to QWERT. Abilities that used to use Q (such as burrow) have been moved to Z. In some rare cases X is used. The hotkey used to learn abilities has been moved to L for learn.
    - Various abilities have been changed, improved or moved around.
    - Ultimate abilities now have two levels. The level requirements for ultimate abilities have been changed from level 6 to level 7 and level 14. This was done because the timings of some ultimate abilities were too early and also to reflect the fact that the maximum level has been increased.
    - Changed the maximum level to 20.
    - The stat bonus ability now requires level 15 and you can learn 6 levels of it.
    - There is now a warning that tells you when your team’s base is under attack. This warning will only go off if either production buildings or the main building are under attack. Defensive buildings do not give this warning.
    - Fixed a bug where the kills/deaths for baneling heroes/zergling heroes did not display properly on the leaver board. Zergling hero and baneling hero deaths count for half a kill/death on the leaver board.
    - You can now zoom out slightly using the mouse wheel.
    - You can no longer build on the mud in the forest map.
    - Various heroes are easier to see. Banshee hero, firebat hero and roach hero have slightly different models while hydralisk hero, mutalisk hero, immortal hero and stalker hero are slightly darker. This was done to help people distinguish between heroes and units.
    - The health bars for critters are now displayed properly.
    - Various minor changes. Actually there are quite a few that I haven’t mentioned.

    TERRAN
    - The marine hero has a new spell called grenade, which deals AOE damage at the cost of energy.
    - The marine hero’s combat shield ability is now percent based and scales with the hero’s level. This change was done to make the ability stronger in the late game without making the ability too powerful in the early game.
    - The marine hero’s ultimate ability now gives your marines combat shields when you get it to level 2.
    - The marauder hero’s explosive barrel ability is now a regular ability rather than an ultimate ability. The marauder hero has a new ultimate ability called enhanced battlesuit. Enhanced battlesuit temporarily increases the marauder’s range and damage, and allows the marauder hero to attack air units.
    - The vulture hero has a new spell called vulture jump. Vulture jump allows the vulture to jump to a target location and the vulture may attack air units while using vulture jump.
    - The medic hero’s optical flare ability has been changed slightly. Optical flare now hits all enemy units in an area of radius 1.5, stunning and blinding the units hit. The animation for the optical flare ability has been improved.
    - The medic hero has a new spell called sedate. Sedate fires a projectile at target unit, putting it to sleep for a short period of time. Hopefully this ability makes the medic hero a more popular hero choice.
    - The reaper hero has a new passive ability called gas mask. Gas mask increases the attack speed and life regeneration of the reaper hero.
    - Fixed a bug where the reaper hero would lose its ability to learn stat booster if the reaper hero learned jet packs. Also made changes to the jet pack ability that should make it more efficient/bug free.
    - The reaper hero’s ultimate has been changed slightly. At level 1 it allows the hero to jump over cliffs. At level 2 the hero gains an active ability that can be used to jump to a target location. If the active ability is used on an air unit, the reaper hero will jump in the air and begin to attack the air unit. Using jump again will cause the reaper hero to stop attacking the air unit.
    - The hellion hero has a new spell called fire bolt. Fire bolt stuns and deals damage to target unit. The hellion hero lacked both a stun ability and a damage spell so hopefully this spell will make the hellion hero feel more complete.
    - The firebat has a new spell called napalm rocket. Napalm rocket fires a projectile that deals damage (both initially and over time) to target unit. Can be used on both air and ground units.
    - The firebat hero’s fire blast ability has been removed from the game. Instead, the firebat hero has a new ultimate ability called armageddon. Armageddon is similar to fire blast in that it does AOE damage over time, but it has a much nicer animation and can hit air units. Hopefully armageddon and napalm rocket will make the firebat hero better against air units.
    - The ghost hero now has a melee attack (in addition to its ranged attack). If the ghost hero attacks a ground unit within a range of 0.5, it will use a light sabre instead of its sniper rifle. This was added because it looks cool.
    - The ghost hero has a new passive called penetrator rounds. Penetrator rounds increases the range of the ghost hero’s attack. The passive was given to the ghost hero because the ghost lacked a passive, because it had too many spells for its starting energy, and because a passive that increases the ghost hero’s range makes the ghost hero feel more like a long range sniper.
    - The ghost hero’s nuclear strike now takes 15 seconds to cast rather than 20 seconds. This change was done for balance reasons.
    - The siege tank hero has a passive ability called devastator missiles. Devastator missiles automatically attack nearby enemy air units.
    - The SCV hero has a passive ability called Hi-Sec Autotracking that increases the range of the auto turrets and missile turrets build by the SCV hero. This was added because the SCV hero lacked a passive and because it has good synergy with the SCV hero’s turrets.
    - The banshee hero has a new spell called cluster warheads. Cluster warheads deals damage to enemy ground units in a line of length 4. Hopefully this spell makes the banshee hero better in the early game.
    - The thor hero now has a passive called self fix armor. Self fix armor increases the life regeneration of the thor hero.
    - Various bugs associated with the thor hero’s immortality protocol have been fixed and the ability has been made much more efficient. In addition the ability has been weakened/standardized with reincarnation and immortality.
    - The raven hero now has a maximum of 6 science vessels (down from 8). This was done for balance reasons.
    - The raven hero has a new ability called cruise missile. Cruise missile is a long range spell that allows you to fire a missile at any location on the map, dealing AOE damage.
    - The predator hero’s pounce ability now deals melee damage upon impact. Also fixed various bugs associated with pounce such as the bug where your hero would begin to pounce before you got in range.
    - The predator hero has a new spell called create predator cubs. The spell creates predator cubs, which are weaker versions of the predator hero. The cubs benefit from agility.
    - Reduced the AOE area of the ares hero’s flamethrower for balance reasons.
    - The ares hero has a new ability called extended cannon range. Extended cannon range increases the range of the ares hero’s regular attack. Hopefully this ability will make the ares hero’s regular attack more appealing and make a good trade-off between the Cannons and the Flame Thrower.

    PROTOSS
    - Fixed a bug where the zealot hero’s charge ability would sometimes occur even when autocast was not turned on. In addition, the charge buff no longer disappears if you move your zealot before it attacks its target, and you can redirect the attack damage for charge to another unit.
    - The zealot hero has a new spell called stone form. Stone form transforms the zealot hero into a stone zealot for a short period of time. While in stone form, the zealot hero cannot charge but gains a ranged attack that can be used to hit air or ground units.
    - The zealot hero’s ultimate ability now gives your zealots leg enhancements when you get it to level 2.
    - The high templar hero now has 2 psionic storms. A second psionic storm ability was added because it fits the hero and because the hero needed another general purpose spell since feedback and phase shift are situational. If I simply reduced the cooldown of the first psionic storm ability then it would make the hero too powerful.
    - The archon hero has a new passive ability called plasma shields. Plasma shields increases the shield armor and shield regeneration of the archon’s shields.
    - The dark templar hero’s void prison now has a 20% higher energy cost and cooldown for balance reasons. In addition, void prison no longer reduces the sight range of the target.
    - The dark templar hero’s energy burn ability has been changed slightly. It burns an amount of energy equal to a percent of the target’s total energy. This was done to make the ability more useful later in the game without making it too powerful in the early game.
    - The dark templar hero has a new ability called swap. This ability swaps the positions of the dark templar hero with target non-structure unit.
    - The dark archon hero’s mind control ability is no longer an ultimate ability and is a regular ability instead. The dark archon hero’s new ultimate is a passive ability called Aura of Darkness. Aura of Darkness significantly decreases the sight radius of all nearby enemy units. If you are fighting the dark archon hero then it might be a good idea to get the sight range item.
    - The probe hero has a new spell called scanning beam. Scanning beam reveals all units in an arc of length 9 and arc length of 15 degrees. Up to 3 units in the beam take damage from the probe hero.
    - The sentry has a new ability called orb of light. Orb of light sends out a projectile that deals damage to nearby units. At an additional energy cost, the sentry hero may teleport to the orb of light (hotkey Z).
    - The colossus hero has a new spell called anti-matter missiles. anti-matter missiles deal AOE damage to enemy air units in an area of radius 3.
    - The colossus hero’s ultimate has been changed slightly. At level 1 it allows the colossus hero to walk over cliffs. At level 2 it increases the movement speed of the colossus hero by 30%.
    - The stalker hero has a new spell called shadow wave. Shadow wave creates a wave of shadows that deals AOE damage to enemy units in a line of length 9. Hopefully this makes the stalker hero stronger in the early game.
    - The stalker hero’s wormhole transit ability now requires sight to teleport to a target location. This was done for balance reasons (teleporting into the enemy team’s base was too powerful).
    - The phoenix hero now has a new ability called overload. Overload increases the attack speed of the phoenix hero for 5 seconds, but after overload is used, the attack speed of the phoenix hero is decreased for 5 seconds. This ability is somewhat of a double edged sword.
    - The reaver hero has a new ability called disruption web (identical to the item).
    - The reaver hero’s ultimate ability now gives your warp prisms additional life, shields and movement speed if you get it to level 2.
    - The immortal Hero has a new spell called anti-matter missiles. Anti-matter missiles deal AOE damage to enemy air units in an area of radius 3. (same as colossus hero)
    - Immortality has been nerfed and standardized with immortality protocol and reincarnation for balance reasons. It now takes 10 seconds to revive the immortal hero with immortality (up from 5) and the immortal hero can be attacked while reviving.
    - The void ray hero has a new ability called energy prism. Energy prism creates an invulnerable structure called an energy prism at target location and the energy prism will attack nearby enemies with a ranged attack. Energy Prisms have a timed life of 10 seconds.
    - The preserver hero’s ice prison ability now has a 20% higher energy cost and cooldown for balance reasons. In addition, ice prison no longer reduces the sight range of the target.
    - The Preserver Hero has a new ability called ice wall. Ice wall creates a wall of ice of length 9 that deals damage to enemy ground units. Ice wall blocks pathing and lasts 5 seconds.

    ZERG
    - The zergling hero has a new spell called spawn zerglings. Spawn zerglings creates zerglings for your zergling hero, which you can control and can be used to fight. You may devour your zerglings with the devour ability, but autocast will not automatically target zerglings that you control (only zerglings that the enemy controls).
    - The zergling hero’s ultimate has been changed slightly. At level 1 it allows the hero to jump over cliffs. At level 2 the hero gains an active ability that can be used to jump to a target location. If the active ability is used on an air unit, the zergling hero will jump on the air unit and begin to attack it. You can use the jump ability to jump off the air unit.
    - The baneling hero has a new spell called rolling attack. Rolling attack will cause the baneling hero to start spinning and then launch itself at target enemy unit, dealing impact damage. If rolling attack is used on an air unit and then explode is used immediately after, then the baneling hero will hit air units with explode rather than ground units.
    - The infestor hero’s neural parasite ability now has a 25% lower energy cost for balance reasons.
    - The infestor hero has a new spell called fissure. Fissure creates a fissure of length 9 that deals damage to enemy ground units. Fissure blocks pathing and lasts 5 seconds. (nearly identical to the ice wall ability)
    - The infestor hero’s ultimate ability now allows the infestor hero to move under cliffs while burrowed if you get it to level 2.
    - The hydralisk hero has a new passive ability called multiple spines. Multiple spines allow the hydralisk hero to hit multiple enemy units with its ranged attack.
    - The hydralisk hero’s slippery skin ability has been removed because it was boring and players requested that I replace it. Instead, the Hydralisk Hero has a new ultimate ability called toxic gas. Toxic gas hits enemy units in an area of radius 3. Units hit by toxic gas lose a percentage of their shields and life each second for 30 seconds.
    - The roach hero has a new spell called roach rage. Roach rage temporarily increases the attack speed and range of the roach hero and allows the roach hero to attack air units.
    - The roach hero’s ultimate ability now allows the roach hero to move under cliffs while burrowed if you get it to level 2.
    - The autocast of the defiler hero’s consume ability no longer occurs if the defiler hero has maximum energy.
    - The energy cost and cooldown of the defiler hero’s plague ability has been decreased by 33% for balance reasons.
    - The defiler hero has a new spell called scorpion sting. Scorpion sting deals damage to enemy units in a line of length 6 and suppresses their regeneration for 5 seconds. The defiler hero was really weak in the early game, especially since plague doesn’t kill anything; hopefully, this ability will make the hero stronger in the early game. This ability should also have good synergy with plague.
    - The Drone Hero has a new passive ability called drone metabolism. Drone metabolism increases the movement speed and regeneration of the drone hero while in drone form. Hopefully this ability makes the drone form more appealing over the spine crawler form.
    - The spine crawler hero’s attack period has been increased from 1.6 to 1.8 for balance reasons.
    - The queen hero’s transfusion ability heals 12.5% less life than in previous versions. This change was done for balance reasons.
    - The queen hero has a new ability called spawn creep tumor, which allows the queen hero to create creep tumors. This ability was added because it is fitting for the Queen Hero and because the Queen Hero needed something that would help her increase her movement speed.
    - The nydus worm hero’s leap ability is now a regular ability rather than an ultimate ability. The nydus worm hero’s new ultimate ability is called underground movement. Underground movement allows the nydus worm hero to move while underground (level 1) and move under cliffs while underground (level 2). It is identical to the roach hero’s tunneling claws ability.
    - The overlord ability has a new spell called spawn changeling. Spawn changeling creates a changeling with a timed life. You may order the changeling to suicide, dealing AOE damage to nearby enemy units.
    - The mutalisk hero’s glaive wurm ability has been buffed for balance reasons. Bounced attacks now deal 33% the damage of the mutalisk hero’s main attack (up from 20%).
    - The mutalisk hero has a new passive called echolocation. Echolocation allows the mutalisk hero to see the location of enemy units in the fog of war.
    - Fixed a bug where the mutalisk hero’s vitals would be reset when the mutalisk hero uses fly.
    - The ultralisk hero’s cleave ability is no longer an ultimate ability and is now a regular ability. The ultralisk hero has a new ultimate called reincarnation, which allows the ultralisk hero to reincarnate shortly after dying. This ability is identical to immortality protocol and immortality.
    - The corruptor hero has a new regular ability called cocoon. Cocoon has 2 effects. It gives your hero a small damage reduction bonus (5% per level). In addition it allows your hero to transform into a cocoon at no energy cost. While your hero is inside a cocoon the hero cannot move, attack or use abilities, but takes less damage. This ability can be used by a skilled player to block damage.
    - The lurker hero has a new spell called silk thread. The ability attaches a silk thread to target enemy unit and pulls the target towards the lurker hero. The target is then immobilized and if the target is an air unit then the unit is grounded for a short period of time.
    - The lurker hero no longer has the lurker carapace ability. The ability was removed because players found it boring or unfitting. Instead the lurker hero has a new ability called lurker cocoon. Lurker cocoon is identical to the cocoon ability of the corruptor hero. Hopefully the ability makes the lurker hero more interesting and more microable.
    - The brutalisk hero’s pounce ability now deals melee damage upon impact. Also fixed various bugs associated with pounce such as the bug where your hero would begin to pounce before you got in range.
    - The brutalisk hero’s roar ability now decreases the attack speed of nearby enemy units rather than attack damage.
    - The brutalisk hero has a new passive ability called spiky carapace. Spiky carapace increases the armor of the brutalisk hero and returns a percent of damage taken to melee attackers.
    - The brutalisk hero no longer has reincarnation (this ability was moved to the ultralisk hero). Instead, the brutalisk hero has a new ultimate called rampage. Rampage teleports the hero to a nearby enemy unit and causes the brutalisk hero to hit the target unit multiple times in a short period of time.
    - The razor swarm item now deals 120 damage rather than 100 damage. This change was done for balance reasons and because people requested it.

    Posted in: Project Workplace
  • 0

    posted a message on Working! AttachSetRotation(no fake attack/aim)

    I just randomly stumbled upon this thread.

    The input sounds like it is an XYZ vector, with the first number being X, the second number being Y and the third number being Z. Y points forward and Z points upward. Blizzard seems to use lots of vectors.

    Posted in: Triggers
  • 0

    posted a message on HERO ATTACK version 2.29 has been released

    Version 2.8 has been released. It includes 3 new heroes and some changes. Here is a changelog:

    GENERAL

    • Added 3 new heroes, 1 for each race. The new heroes are the predator hero, the void ray hero and the lurker hero.
    • The game speed is now always set to fastest, even if you accidently join a lobby with normal speed.
    • Tooltips to all the behaviours have been added and/or improved.
    • The hero attack load screen now indicates the hero attack chat channel.
    • Various other minor changes.

    TERRAN

    • The ghost hero’s EMP round no longer affects friendly units. You no longer have to worry about draining your own energy.
    • The raven hero’s power defence drones now have a 180 second timed life for balance purposes.
    • The siege tank hero no longer deals friendly splash damage when in siege mode. This was done because players were abusing the splash damage to kill their team’s workers and also because all other friendly splash has been removed over several patches.
    • The battlecruiser’s yamato cannon and the yamato gun item now deal 200 damage (down from 300) but the damage is now AOE (with radius 1). This was done because the item was too good at sniping individual heroes.

    PROTOSS

    • The shield armor of protoss heroes is now equal to the life armor in all circumstances.
    • The dark zealot hero’s soul drain ability has been buffed slightly, but it can no longer reduce an opponent’s life below zero. This change was done because the ability was a bit too weak, but it was too powerful when used on an archon or dark archon hero.
    • The immortal hero has been weakened for balance purposes. The immortal hero’s attack period has been increased from 0.75 to 0.95, the phase disruptor ability only gives a 10% probability per level of stunning an opponent (down from 15%) and the cooldown on immortality has been increased from 120 seconds to 150 seconds.
    • The power field item no longer gives shield regeneration to units with 0 shields. This was done because the item was too powerful when used in combination with hardened shields.
    • Flux vanes item has been renamed gravitic boosters (since void ray hero has an ability called flux vanes).

    ZERG

    • The hydralisk hero no longer has ensnare or lurker aspect (ensnare was transferred to the lurker hero). Instead the hydralisk hero has poison spine (this is the old drone hero ability) and slippery skin (a passive ability that gives the hydralisk a small chance of avoiding damage).

    Version 2.9 has been released. Here is a changelog:

    GENERAL

    • Brutalisk Hero added for Zerg. I will add a hero for Terran (either viking, goliath or ares) and a hero for Protoss (either preserver or stone zealot) in the next patch.
    • Fixed a minor bug where players could sometimes obtain minerals by buying and selling consumable items.
    • The lava on the lava map now suppresses shield and life regeneration. This was done since someone requested it.

    TERRAN

    • Fixed a bug where the siege tank hero would sometimes revive in the middle of the air.
    • The raven hero’s power defence drones now have 6 range instead of 8 for balance reasons.
    • The predator hero’s pounce ability has been changed slightly. Pounce no longer follows unit pathing (so you can pounce over units or over cliffs). Furthermore, you can now use pounce on allied units, but you will not stun your allies if you use pounce on them. These changes were made due to requests by various individuals.

    PROTOSS

    • Fixed a bug where the void ray hero’s vitals were reset when the void ray hero used flight.
    • The void ray hero’s prismatic beam now charges up properly when you are attacking low health units like zerglings or marines.
    • The void ray hero can no longer move and attack. This was done for balance reasons.
    • Fixed a bug where the void ray hero’s beam would continue to attack even if the void ray hero dies.
    • The void ray hero’s prismatic charge ability has been changed. Damage no longer scales with upgrades and increasing the level of the ability no longer increases how much energy you can store. Instead, damage dealt per energy charged increases with the level of the ability. Also, the cooldown of the ability has been reduced from 5 seconds to 1 second and you can now fire the prismatic charge while moving. This was done to make the ability more balanced and more microable.
    • The turret turn speeds of the immortal hero and the siege tank hero have been increased slightly. This was done to make it easier to micro their attacks.
    • Disruption web now only works on air units (last patch I accidently made it only work on ground units).

    ZERG

    • The damage of the lurker hero’s impale ability no longer scales with upgrades.
    • Creep tumors are no longer considered structures. This makes them vulnerable to a greater number of abilities.

    Version 2.10 has been published. Its a very small update. Here is a change log:

    GENERAL

    • 2 new heroes added. The new hero for Terran is the Ares Hero and the new hero for Protoss is the Preserver Hero.
    • Various minor changes that are not worth mentioning.
    Posted in: Project Workplace
  • To post a comment, please or register a new account.