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    posted a message on HERO ATTACK version 2.29 has been released

    Version 2.7 has been released. It includes new heroes and other changes. Sorry its been so long since the last update. The delay is due to a combination of exams, classes, completing my degree, various real life stuff, laziness and laddering (I'm top 10 masters now). Here is the change log:

    GENERAL

    • Added 3 new heroes, 1 for each race. The heroes are the raven hero, the corruptor hero and the immortal hero. [video coming soon]
    • The number of levels has been increased by 5 to 15. This was done because the level cap was too low. In addition, all heroes gain a 5th ability called stat bonus. Stat bonus can only be learned after level 11 and increases damage, life, shields, energy and energy regeneration by 2% per level. You can learn stat bonus 5 times and stat bonus is a temporary ability until more suitable 5th abilities are created for all the heroes (though it can become permanent if people prefer).
    • Significantly changed and simplified various behaviours and triggers related to level bonuses of items. The result is that there are far less hidden behaviours on a hero at any given time so the game should run faster.
    • Submenus are no longer sticky. This is a reversal of a change made in 2.6. The reason this was done was because many individuals complained about the new system and found sticky sub menus to be annoying.
    • Fixed an issue where the hero portraits where not visible when the race of a player was zerg (this issue was caused by patch 1.3 and many other map makers had this problem).
    • Fixed an issue where players would sometimes be unable to unload their hero from a nydus network or a bunker. This issue was accidently caused in 2.6 when I fixed the bug where players could control enemy bunkers and nydus networks.
    • Fixed an issue where heroes would lose their leaver bonus when they respawn.
    • The exact percentage bonus of the leaver bonus is now indicated in the hero’s behaviour area (next to the minimap).
    • Various other minor changes.

    TERRAN

    • The marauder hero no longer has the point defence drone ability (that ability was given to the raven). Instead the marauder hero has a new ability called explosive barrels, where the marauder hero can place invisible barrels and explode them remotely to deal damage.
    • Spider mines now deal 50 damage (instead of 70) but no longer deal damage to allied units.
    • The SCV hero can no longer field more than 4 battlecruisers at any given time for balance reasons (since the massing of battlecruisers was shown to be too powerful in game).
    • The seeker missile item no longer exists. It has been replaced by a yamato gun item.
    • The duration of the lockdown item has been reduced by 25% for balance reasons.

    PROTOSS

    • The rate at which the obelisk restores shields with its ability has been reduced by 12.5% for balance reasons.
    • Disruption Web no longer has an effect on ground units. This change was done because the ability was being abused too much against ground units even though it is intended to be an anti-air item.

    ZERG

    • Zerglings and roaches no longer have an ability that causes their movement speed to increase by 50% when there are nearby enemies. This ability was originally implemented to make zerg units balanced with terran units, but the ability made the game run slower. Instead, zerglings have +0.5 armor and zealots deal +0.5 damage. Hopefully the result is better performance and better balance.
    • Zergling hero and baneling hero deaths now only count for 0.5 when calculating kills and deaths on the leaderboard.
    • The baneling hero’s explode has been weakened at higher levels for balance purposes. It does the same damage at level 1, 12.5% less damage at level 2 and 25% less damage at level 3.
    • The drone hero can no longer field more than 6 broodlords at any given time for balance reasons (since the massing of broodlords was shown to be too powerful in game).
    • The energy cost and cooldown of drone swarm has been increased by 50% for balance reasons.
    • The infestor hero’s fungal growth ability now lasts 4 seconds instead of 8 seconds and roots both heroic and non-heroic enemy units.
    • The queen hero now has 50 more starting energy since the queen hero was a bit weak. Furthermore, the queen hero now has +2 range for her air attack.
    • The mutalisk hero’s flying ability has been changed slightly. The mutalisk can now morph between air mode and ground mode, but the mutalisk’s air mode now costs energy to maintain. This was done to standardize the flying abilities of the heroes.
    Posted in: Project Workplace
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    posted a message on HERO ATTACK version 2.29 has been released

    Hello everyone, version 2.6 was released earlier today. Sorry that it has been a while since the last update. Anyway, here is the changelog:

    GENERAL

    • Added leaderboards to the game. Leaderboards display the hero level, number of hero kills and number of deaths for each player.
    • Added tooltips for the heroes when you are selecting a hero. The tooltips give a brief description of the hero, indicate the hero’s base stats (movement speed, armor, life, shields, energy, range, DPS), and list the hero’s 4 abilities.
    • Locked the game speed to faster. This was done to prevent popularity splitting since the popularity was split between normal and faster.
    • (Hopefully) fixed a bug where users with Macintosh computers would drop from the game when a player leaves the game. To do this I had to significantly change how the leaver system works. Also, leaver bonuses are now displayed on your hero, so you know if your hero is benefiting from a leaver bonus.
    • (Hopefully) fixed a bug where players could receive multiple heroes by clicking fast.
    • When players choose random heroes they receive a free ultracapacitor/microprocessor/chrystalsis.
    • Submenus (such as the submenu that appears when you are learning a new ability) are now ‘sticky’. This means that the sub menues are no longer closed when you learn an ability (so you no longer have to click the learn button multiple times to learn multiple abilities at once). Please tell me if you prefer the current ‘sticky’ sub-menus or if you prefer the old ‘non-sticky’ submenus.
    • The life and shields of production buildings has been increased by 20%.
    • The lava terrain effect and the river terrain effect are now percent based (so lava deals damage equal to 2% of the unit’s life+shields each second and river heals 0.5% of the unit’s life and shields each second). This was done because someone requested it.
    • Fixed an issue where some units (such as the immortal, colossus, spine crawler or spore crawler) would always slide downwards when on ice.
    • Fixed an issue where the ‘turrets’ of the colossus hero and the siege tank hero would not work properly after these heroes respawned.
    • Fixed an issue where players could control enemy bunkers or nydus canals. Apparently target filters do not work properly for interact abilities (hopefully blizzard fixes this) so I had to do an elaborate work around to fix this issue.
    • Various other minor changes.

    TERRAN

    • Bunkers and nydus canals can no longer be used to load workers or air units.
    • Banshees spawned by the computer player no longer have energy (so they cannot be feedbacked).
    • The Banshee hero has 25% less energy but deals 16.7% more damage. This was done because the banshee had difficulty using all its mana since its only spells are suppression drones and cloak (which becomes free at level 3).
    • The hellion hero’s fire boost ability can now be autocast.
    • The hellion hero’s fire trail ability has been modified slightly. It is no longer a spell that you cast and lasts 15 seconds. Instead fire trail is a spell that you can turn on or off any time you like and has an energy cost of 1 energy per second.
    • The vulture hero’s cerberus mines no longer makes spider mines deal 50% more damage. In addition the vulture hero can only carry up to 3 mines at once instead of 5. These changes were done to balance spider mines.
    • Fixed a bug where the vulture hero’s spider mines would not work on cloaked units.
    • Fixed a bug where the siege tank hero’s attack animation wasn’t working properly.
    • The thor hero’s strike cannons ability is no longer cancelled when a target moves out of vision and the ability has a better range so that it is harder to dodge this ability.
    • Fixed a bug where the reaper hero could use jetpack on the lava map to teleport instantly to any location on the map.
    • Sensor towers now have 300 life (up from 200) and 1 armor. This was done because they were too easy to kill.

    PROTOSS

    • Fixed a bug where the phoenix hero’s graviton beam was not working properly and would only work for a fraction of a second.
    • The mothership’s planet cracker ability no longer deals double damage to buildings. However, this ability now lasts 50% longer (15 seconds instead of 10 seconds). This was done because using planet cracker on buildings was slightly too powerful.
    • Fixed a bug where the soul channel item would damage life before shields.

    ZERG

    • The drone hero no longer has acid spine. Instead the drone hero has a new ability called drone swarm. Drone swarm summons a swarm of drones which deal damage to nearby enemies. It is basically an AOE spell. The reason this was done was because the acid spine ability didn’t fit the drone hero’s role very well.
    • Fixed a bug where the drone hero would not finish morphing into a spine or spore crawler if it becomes stunned during the morph.
    • Fixed a bug where the life, energy and shields of units would be reset when they used morph to spine crawler hero, morph to spore crawler hero or morph to lurker hero.
    • Mind control and neural parasite can no longer be used on overseers or observers. This was done because using neural parasite on overseers was an incredibly abusive strategy as the infestor hero.
    • The zergling hero’s wings ability now works on all units currently selected (so you only have to click once to make both zergling heroes jump to a target location).
    • The baneling hero’s searing acid ability can now hit air units if you aim it properly.
    • The nydus worm item only uses half a charge when used on a baneling or zergling hero. This change was done to make the item better for these heroes.
    • Consumable items no longer work while a hero is burrowed.
    • Reduced the range at which you can place a Nydus canal from 12 to 2.
    • Fixed a bug where the timed life of aberrations created by spawn aberration did not work properly.
    Posted in: Project Workplace
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    posted a message on HERO ATTACK version 2.29 has been released

    Version 2.5 has been released. It includes a large number of changes. Here is the change log:

    GENERAL

    • Added website name to the loading screen. Please visit www.heroattack.net.
    • Added names of some individuals who have helped me playtest Hero Attack to the loading screen. If I missed anyone I am very sorry, so please tell me if I missed you.
    • There is now a tip on the loading screen that indicates most items have a limit of 1 per hero.
    • The main building (hatchery/nexus/command center) is now invulnerable unit the team loses 4 production buildings. This was done for balance reasons and because killing the main building was too powerful of a strategy.
    • The beacon no longer has an attack. This should make harassing enemy workers easier.
    • Increased income from the computer player by 33%.
    • The river in the river map now has a special effect. The life regen of all units within the river is increased by 0.5 life per second.
    • Doodads and terrain that are outside of the playable map area are now hidden/removed after the map has been chosen. This has been done to hopefully improve the performance of the map (and reduce lag).
    • You can no longer build on the lava in the lava map.
    • Fixed an issue where a photon cannon would not spawn properly on the lava map.
    • When a team wins the game the camera is moved to the losing team’s main building and large text will appear which will indicate that a team has won the game.
    • When players are voting for the map and for their team’s race, stars will appear next to either Team 1 or Team 2 which will indicate which team you are on.
    • Players now have 5 more seconds to pick their hero.
    • The damage type (melee, ranged or splash) that a weapon deals is now indicated for all of the heroes in the weapon tooltip.
    • Food is no longer displayed in the game.
    • Armor items now give 40% less armor (so 0.3 per level rather than 0.5 per level). This change was done because armor items were too powerful now that creeps do less damage to heroes.
    • Tomes now cost 200 minerals instead of 250.
    • Items that increase life regeneration (regenerative biosteel, life crystal, organic carapace) now increase life regeneration by 2 life per second rather than 3 life per second.
    • Various other changes that are not worth mentioning.

    TERRAN

    • The Marauders that are inside the terran bunkers now patrol their location when the bunker dies rather than hold position. This change was done so that the marauders wouldn’t just stand there while a range 7+ hero was attacking them.
    • The scv hero’s abilities construct auto turret and construct missile turret abilities now have their build times decrease as the level of these abilities increase. This change was done because the build times for these abilities were too high when the abilities were at level 3.
    • The medic hero’s irradiate ability has a 25% shorter duration because the ability was too strong. However, the damage radius of the ability has been increased to 2 (from 1.5).
    • Fixed a bug where the medic hero’s irradiate ability’s actor would not display when the ability was used on heroes.
    • Stimpack now has a 15 second cooldown and can be autocast.
    • The firebat hero has a slightly faster movement speed (2.5 up from 2.25) and deals 5% more damage. This change was done because the hero was a bit weak.
    • The siege tank hero now deals 10% more damage and no longer has a minimum range while in siege mode. This change was done because this hero was too weak and too many heroes had abilities to abuse the minimum range.
    • The vulture heroes spider mines ability has been changed slightly. Now when you learn the spider mines ability you get two abilities, replenish mines (hotkey W) and deploy mines (hotkey Q). Replenish mines will construct mines for your vulture hero to use and deploy mines will deploy them, the vulture hero can now carry up to 5 spider mines. The vulture hero spider mines ability now works similar to how it works in the campaign and this allows players to store up mines. Replenish mines can be autocast.
    • The vulture hero’s Cerberus mines ability now let’s spider mines deal 50% more damage. This change was done because someone requested it.
    • The marauder hero’s point defence drones deal 20% less damage because the ability was too strong.
    • The cooldown remaining for the thor hero’s immortality protocol ability is now shown on the command card.
    • The thor hero can no longer use spell items or consumable items while it is wreckage.
    • The hellion hero’s attack cooldown has been decreased to 2 seconds from 2.5 seconds because the hero did not deal enough dps.
    • The hellion hero’s flame trail ability now has half the energy cost and half the cooldown.
    • The med pack item can now be used on non-biological units. This change was done because someone requested it (even though it doesn’t make sense that a siege tank can use a med pack).
    • Fixed an issue where terran players could not buy the level 4 armour item.
    • The seeker missile item no longer deals damage to allied units.

    PROTOSS

    • Void rays can no longer move while they attack for balance reasons.
    • The dark templar hero’s energy burn ability now burns 5 energy per level per attack instead of 4 energy per level per attack.
    • The high templar hero’s phase shift ability has been changed. It can now be cast on both allies and enemies. It no longer makes the target invulnerable, instead the target is invulnerable to physical damage (ranged, splash or melee) and becomes vulnerable to spell damage. A phased unit takes 25% more damage from spells, has 50% movement speed and cannot attack (but can cast spells). Hopefully the ability is now more versatile since you can use it to disable an enemy unit for a short period of time, you can use it in combination with psi storm to deal more spell damage to the enemy, or you can use it on your high templar hero to prevent it from being attacked by enemies.
    • The high templar hero’s temporal rift now longer affects allied units, but is slightly weaker (-65% time scale modifier rather than -75% time scale modifier).
    • The high templar hero can now attack air units since someone requested it.
    • Fixed an issue where the shadow clones of the dark templar hero were giving minerals and experience on death.
    • Fixed an issue where the phoenix hero’s graviton beam ability was lasting 0.25 seconds longer than it was supposed to.
    • The phoenix hero now has a maximum speed of 3 when it is using its graviton beam ability (this was done for balance reasons).
    • Fixed an issue where graviton beam would move the target unit to the enemy base if the phoenix hero dies or uses warp out.
    • The archon hero’s immolation ability has been changed slightly. It now has a larger radius (radius 2 instead of radius 1) but deals 25% less damage. This change was done because the ability was often useless since the archon’s attack range was larger than the immolation range.
    • The dark archon hero’s mind control ability has been improved slightly. It’s cooldown has been halved, and mind controlled units are now invulnerable for 10 seconds after they are mind controlled. In addition units that are mind controlled have their life fully replenished.
    • The dark archon hero’s attack now has a longer cooldown and does slightly more damage (overall same dps).
    • Fixed an issue where the obelisk would not heal air units.
    • The obelisk now requires at least 5 energy to restore the shields of another unit. So the animation will no longer be as annoying.
    • The damage dealt by the interceptor created by the interceptor item now scales as the hero levels and buys weapons (in addition to other modifiers).
    • The power field item has been changed slightly. It no longer doubles shield regeneration, instead all units in its radius gain 1 shield per second (even if they are in combat). This change was done because someone requested it.
    • The soul channel item now drains 120 life/shields over 120 seconds and it now damages shields before life. This change was done because the item was too powerful when used on archon heroes and was otherwise weak.

    ZERG

    • Removed a bug where zerg units spawned by the computer player would sometimes have a higher movement speed than they should have.
    • Made some minor changes to zerg that will hopefully make the game run faster when a team is zerg.
    • Zerg heroes can no longer use spell items or consumable items while burrowed.
    • You can now load into the Nydus network using the team’s beacon (you could already unload from the beacon).
    • You can no longer load computer controlled units into the nydus network.
    • The zergling heroes now have a slightly longer cooldown for their attack but deal slightly more damage. This change was done to make the zergling heroes better against heroes with large amounts of armour.
    • The screen now moves to the beacon and your hero becomes selected when either the baneling or the zergling hero revives and both are dead (this already happens for heroes other than the baneling and zergling heroes).
    • The baneling hero’s explode ability now has a 30 second cooldown for balance reasons.
    • The roach hero’s rapid regeneration ability now gives 2 life per second per level, down from 3 life per second per level, because the ability was too strong.
    • Fixed an issue where the hydralisk hero’s ensnare ability actor would sometimes not be destroyed.
    • Hopefully fixed some issues where the drone hero’s vitals would be reset when it used some of its morph abilities.
    • Fixed some bugs where the spine crawler hero and spore crawler hero’s actors would sometimes not work properly.
    • The spine crawler hero and spore crawler hero can now use morph abilities while uprooted.
    • The defiler hero’s dark swarm ability is slightly weaker and has a 75% damage reduction at level 2 and 90% damage reduction at level 3 (down from 80% and 95% respectively).
    • The ultralisk hero’s chitinous plating ability now gives 0.75 armor per level instead of 1 armor per level for balance reasons.
    Posted in: Project Workplace
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    posted a message on HERO ATTACK version 2.29 has been released

    Okay, the Hero Attack website has been added. Check out www.heroattack.net

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

    Okay, will add those things.

    Posted in: Project Workplace
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    posted a message on NA Map Nights

    You guys should play hero attack by me. :)

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

    Version 2.4 has been released. It includes balance changes, bug fixes and a few minor changes. I would like to thank everyone who helped me play test things yesterday because it helped me find the causes of some bugs. Here is the changelog:

    • Fixed a bug where heroes would sometimes not respawn. This was actually caused by the interaction between changes I made to item triggers in version 2.2 and some features I added in version 1.2 which prevented players from gaining life by dropping and picking up certain items life enhanced cellular life.
    • Fixed a bug where two respawn timers would occasionally appear instead of one.
    • Fixed a bug where the Dark Templar Hero’s void prison actor would not disappear. This one is fixed for real this time.
    • Fixed a bug where the Stalker Hero actor would freeze if the stalker hero used evasion too many times in a short period of time.
    • Fixed a bug where team 2 would receive 100 times the leaver bonus if team 2 had less players.
    • Fixed a bug where the thor hero’s life would be reset when it used immortality protocol.
    • Fixed a bug where the spore crawler hero could morph into the spine crawler hero without learning the spine crawler ability and visa versa.
    • Added slightly more terrain variation to the snow map, though it isn’t that noticeable. I know that the terrain isn’t the best but unfortunately I cannot do much until blizzard lets me use more textures or change the texture set with triggers.
    • Made the ice sliding animation (when ground units are on ice) look smoother.
    • Heroes (other than baneling and zergling heroes) are now automatically selected when they respawn.
    • The mutalisk hero’s actor now pauses when the mutalisk burrows so it no longer looks like the mutalisk is flapping its wings while underground. - The morph range of the siege tank’s siege mode ability and the spine crawler and spore crawler abilities of the drone hero have been changed from 0.5 to 0.
    • The siege tank’s siege mode ability and the spine crawler and spore crawler abilities of the drone hero now only show 1 placement range actor instead of 3 and the placement range actor shown corresponds to the range of the hero.
    • The hydralisk hero’s lurker aspect has been changed slightly. Instead of the lurker hero’s burrow being an instant ability it is a target ability where you choose where to burrow. Placement range actors corresponding to the range of the lurker hero’s attack range are now shown when you are deciding where to burrow the lurker hero.
    • The zergling heroes now have 1 life armor (up from 0) for balance reasons.
    • The defiler hero’s plague now reveals cloaked units.
    • The stalker hero’s wormhole transit now requires vision of the target location because it was too powerful when a player would teleport instantly to the enemy team’s main building.
    • The movement speed of battlecruisers has been increased to 1.75, hopefully more people use the scv hero now.
    • Reaver capacity has been nerfed slightly. Stored scarabs now deal 80% damage rather than 100% damage.
    • Timed life of scourge that are created by the spawn scourge item has been increased from 20 seconds to 50 seconds.
    • The plasma surge item now restores 75 shields instead of 50.
    • The protoss energy crystal item now restores 25 energy instead of 15.
    • The terran med pack item now restores 40 life instead of 25.
    • Various minor changes that aren’t worth mentioning.
    Posted in: Project Workplace
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    posted a message on HERO ATTACK version 2.29 has been released

    Sorry about the late reply, I've been really busy lately.

    "And Im not surprised that the game isnt balanced around 1v1, but seeing as i rarely have enough people for 2vs2 on and not busy at a time"

    Well it's not like I go out of my way to imbalance things in 1v1, but rather that I try to balance things around slightly more players. Also, some heroes are better at support roles and therefore are better with more players (this is inevitable since I have so many different roles). Another thing to point out is that some heroes counter others simply due to their strengths (example: the archon hero is much better vs the mutalisk hero than the dark templar hero since it deals splash and can attack air). Though if I can improve 1v1 balance without negatively affecting balance with more players then I will certainly do it. If you are having trouble finding players, I gave the following advice to someone else in another forum on another site about how to find more players:

    "In general I can actually find enough players for a game by using chat channels such as the looking for custom games chat channel. If you want to play a game and I am not online then you can just create a game yourself and then ask on various chat channels if people would like to play. It might take a while and you might not get a full game but you can get games, which is good. Also, whenever I create a game almost always I will have people tell me they liked it alot and they would like to play another so once you get a few people to play the first game it is not that difficult to play several games consecutively. Another way to find games is to use the sc2mapster map night (friday evenings starting at 8pm EST, go to sc2mapster chat channel) or to use the staredit.net map night (saturday evenings starting at 6 pm EST, go to the SEN chat channel). You can also use this advice to play other unpopular maps."

    I'll try to create the Hero Attack website soon. Once it is created it should be easier for players to find each other.

    "One, how does income work?"

    Every 30 seconds you receive minerals from the computer player, if you have multiple players on your team the minerals are split to the different players on the team. The computer player gets minerals from mining and by killing units (but the computer player only gains 25% from killing units so it is better to kill units yourself).

    "Also how does experience credit work"

    What happens is that whenever a unit dies the experience is split among all nearby enemy heroes like in wc3. In general the experience is equal to the minerals gained from killing the unit and the experience range is 12. If the killer of the unit is a hero then the killer will always count as being within the experience range (so if you kill something 20 range away with artillery barrage you will gain experience even though you are more than 12 away from the dying unit). Zergling heroes and Banelings heroes have a weight of 0.5 when determining how much experience they get (so if you have one zergling hero and one hydralisk hero within range of a dying unit then the zergling hero will gain 1/3 of the experience and the hydralisk hero will gain 2/3 of the experience). Also zergling heroes and baneling heroes have a shared experience system so if one zergling hero gains experience the other zergling hero will gain the experience even if halfway across the map or dead. I used to have a different system for the zergling and baneling heroes where the heroes would gain experience independantly and would only require half as much experience to level but that was changed and people seem to favour the current shared experience system. Lastly, there is a small randomness in determining experience allocation to prevent heroes from receiving non integer experience values.

    So if you have multple players it is best not to go the same lane at the beginning since that will reduce experience gain.

    "I also think that each time the teams get a new spawning building type, that all lower level creeps should get an upgrade. Though this may be intended, all of the creeps are nearly harmless to a hero with level 4 armor items, more so with health regeneration items."

    Interesting that you mentioned this. For the longest time I actually had it so that computer spawned creeps would deal full damage to heroes and was pretty stubborn about changing things. But I kept getting complaints about heroes being too weak and dying too easily to creeps. So in version 2.1 I made it so that all creeps deal half damage to heroes to satisfy these complains. I also did this to make melee heroes more viable since people didn't use melee heroes as often as they do now. Overall I find that gameplay is quite a bit better with the -50% damage multiplier to heroes, though the 50% was kind of arbitrary and there is a bit of a case that armor bonuses are too strong now since creeps deal less damage. I've nerfed the armor that armor items give you in the past and I could do that again in the future but I probably want to play a few games before deciding what to do.

    As for low level creeps being weaker than high level creeps, I think this is mostly against heroes since low level creeps deal less damage and therefore are more strongly affected by armor than high level creeps (and because I introduced the -50% damage reduction in 2.1). Generally in creep vs creep fights the units spawned by the creeps of the low level buildings are about as strong as the creeps spawned by the higher level buildings. Adding upgrades is an interesting idea and I have wanted to do that in the past but haven't since it would be another factor to balance and I haven't had enough players playing the game to justify adding upgrades since I need people to test balance.

    "New info, Played a solo game with a Thor, immortality protocol is kinda broken, as when you take fatal damage, you keep the same hp in the wreckage form, and the same hp when you revive, though I got my shield back to full immediately."

    I must have done something wrong when I reimplemented a trigger in version 2.3 to deal with vitals being reset. I'll fix the trigger so the thor gets full hp when it becomes wreckage.

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

    Okay, I watched the replay.

    Yeah there was a reason why I put hopefully in brackets in the change log. Guess my fix for the actor bug didn't work. I'll try to fix it as soon as possible.

    "you can morph from spine to spore if you have spine but not spore researched, which is a problem."

    I must have forgotten to add level requirements when I was changing the spine crawler and spore crawler abilities. I will fix that in version 2.4.

    "i probably would have lost due to attrition"

    While the game isn't supposed to be balanced around 1v1 I think you weren't aggressive enough in that game. You kept trying to chase your friend's mutalisk hero with a dt hero which isn't going to work, especially if they have burrow. Maybe you should have tried to attack the other teams base and force the mutalisk hero to come to you? That strategy might have been more effective.

    "not for the permakill bug which caused us to have to end it."

    The bug seems different from the bug which caused the archon to not respawn since in the archon respawn but the respawn timer didn't appear but with the mutalisk bug the respawn timer did appear. Or maybe I'm wrong and both bugs are somehow caused by the void prison actor bug (which would be wierd). I'll try to fix this as soon as possible.

    Anyway, I'm busy with school stuff for the next few days so I might not be able to release another version until the weekend. You feedback is very helpful however.

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

    "This is a wonderful method, that I think melee games should use for siege tanks and spine/spore crawlers."

    Yeah, thanks for the idea.

    "The only thing I noticed is that the siege tank when i tested it, sieges a little bit away from the middle, either because you have a range higher than 0."

    Right now I have the range at 0.5, but I can change it to 0 if you prefer. I did this so that it is still possible to use the morph ability if your hero is completely surrounded by units (imagine the situation where you are the spore crawler hero and are uprooted, it would be annoying if you get surrounded by zerglings and cannot root because you cannot move to the right location).

    "Question, do devastator missile actually have 10 damage with a 2 second cool down?"

    Devastator missiles do 10 (+1 for each level of your hero) damage with a 2 second cooldown but the damage is modified by damage modifiers that affect your hero (so if you have a level 10 hero with the level 4 weapons item then each missile does 40 damage). Also the 2 second cooldown can be lowered or increased by behaviours that affect timescale.

    "Oh, and the lurker form of hydralisks probably should have this as well, since it is the same type of unit."

    Good idea. I'll add that in version 2.4.

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

    Version 2.3 has been released! It includes balance changes, bug fixes and some new features. I tried to release this version sooner but I was busy with midterms and assignments. Here is the changelog:

    • Readded some triggers that I removed in version 2.1 that prevent the energy, shields and life of heroes from being reset when morph abilities are used. I originally removed it because I thought blizzard fixed this issue in patch 1.2 since they claimed they did. But apparently they didn’t fix it properly because vitals were being reset when morph abilities where used when multiple players were playing the game.
    • Fixed a large number of issues that were caused because the game was applying too many behaviours to a single unit. Apparently there is a maximum number of behaviours that a single unit may have (max is somewhere between 128 and 256) and if you try to apply a behaviour and you have reached this maximum it does not get applied. I solved this problem by significantly reducing the maximum number of behaviours that should be applied to a single unit at any given them. This problem caused a number of bugs including (but not limited to) the bug where tomes and items would sometimes not work on your hero and the bug where the siege tank hero would sometimes not use artillery barrage.
    • Fixed an issue where the leveling bonuses of some items such as weapon items, energy items and the personal shields item were not removed when I player lost the item.
    • Fixed an issue where a player would not respawn if they died to a critical strike hit.
    • (Hopefully) Fixed a bug where the actor of the dark templar hero’s void prison ability doesn’t get destroyed if the unit dies or the behaviour ends. I fixed this issue before but patch 1.2 likes to screw up actors and remake old bugs. :(
    • Fixed a bug where the stalker hero’s actor would freeze if the stalker hero used evasion too many times in a short period of time.
    • The number of tomes that your hero has bought is now shown on the command card of your hero. This was added because a player requested it.
    • The cooldown of the thor hero’s immortality protocol has been increased to 60 seconds from 30 for balance reasons.
    • The mothership’s planet cracker no longer works on air units and now does double damage to buildings (down from 475% damage to buildings) since planet cracker was too powerful, especially against buildings. The damage per second of the planet cracker has been added to the tooltip on the command card.
    • The timed life of mutalisks summoned by the mutalisks hero has been decreased from 60 seconds to 50 seconds and the energy cost and cooldown of the summon mutalisks ability has been increased by 33% (or rather I forgot to do this in version 2.1).
    • The infestor hero’s peristalsis ability now allows the infestor hero to cast spells while underground.
    • The ghost hero can now cancel his nuclear strike ability.
    • The razor swarm item and the grenade item no longer deal damage to friendly units.
    • Sensor tower’s radar radius has been decreased to 20 (which is the same as the detection radius).
    • The zergling hero’s devour ability and the defiler hero’s consume ability now start with autocast on when you learn them.
    • The roach hero’s corrosive acid ability now works on buildings.
    • Buildings constructed by the probe hero and scv hero now have an ability that you can use to destroy them. This was added to prevent players from accidently trapping themselves in a corner while using these heroes.
    • The siege tank hero’s siege mode ability as well as the spine crawler and spore crawler abilities of the drone hero have been changed slightly. Instead of these being an instant abilities where you click the morph ability and morph at your location, these abilities are now target abilities where you click the location you want to morph at and then your hero will move to that location and then morph. Furthermore, range and placement actors have been added to these abilities such that you can see the attack range of the hero when you are deciding where to morph the hero. This means that you no longer have the issue where you siege up, realise that you are slightly out of range, unsiege, adjust your position slightly and then have to siege up again. Note: when you are deciding the morph location 3 range actors are shown, one for each level of your ability, so if you have siege mode level 1 then use the smallest radius range actor and if you have siege mode level 3 use the largest radius range actor. Unfortunately unit validators do not work with placement actors so I cannot show only the range actor that corresponds to the current level of the ability. I’ll try to find a work around to this issue however.
    • Added a tooltip to the loading screen that explains how to sell items (right click on item them left click on shop) since many players did not know how to do this.
    • Various other changes that aren't work mentioning.
    Posted in: Project Workplace
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    posted a message on HERO ATTACK version 2.29 has been released

    Version 2.3 and the creation of the hero attack website/forums are going to be delayed a bit since some issues came up. However, I'll try to get these two things done as soon as possible.

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

    Okay, I looked at the morph vital issue. Apparently if you play the map alone, the morphs work fine and the vitals are not reset. But for some reason, the moment you add another player and play 1v1 or something, vitals are reset when you morph. This is a serious bug on blizzards part and I will inform them about it, I will also reimplement the old trigger I had in previous versions to deal with morphs.

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

    Alright, I just watched both replays.

    It seems that the archon hero not respawning has something to do with the critical strike item since when the hero did not revive he died to a critical hit. I'll have to check my critical strike trigger so see why this is occuring.

    Also, lol @ the archon toilet comment in the replay.

    I'll fix the issues with the vitals and morphing as mentioned in my previous post.

    As for the artillery barrage not working, this has me a bit puzzled. It is too bad you did not die after it stopped working because it would have been nice to know if you could use the ability again after dying. I'll try to figure this one out.

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

    is it only playable online or do you have a repository where you store the map online for public

    I'm not quite sure what you mean. Could you reword your question? At the moment you can only play this map on the North American server, though I am looking for someone to publish on the European server.

    Wow, thanks for the feedback Ranakastrasz.

    With respect to the the bugs involving the vitals being reset due to morphs, I actually fixed that several months ago by creating a massive trigger. However, recently blizzard released patch 1.2 and they supposedly fixed the issue of vitals being reset so I removed this trigger. However, it seems that blizzard's fix did not work properly, so I will reimplement the trigger that I removed this past week. What is interesting is that when you test hero attack in single player, the morph abilities work fine. It is only in multiplayer where things are not working properly. I wonder if somehow my map isn't being published properly and bugs from old versions are showing up.

    This could also explain some of the other bugs that are showing up. Recently I've noticed several actor bugs that I fixed months ago (such as the dt bug) but they have started appearing since patch 1.2. Patch 1.2 really messed up my actors and the wierd thing is that there is absolutely nothing wrong with my actor events. It is almost like there are some hidden actor events that occur in the game. Anyway, I will try to resolve these issues as fast as possible.

    "Cloaked units with an intercepter will have their location be obvious"

    Do you think I should make it so that the interceptor is cloaked if the hero is cloaked?

    "I think that all alternate form's with attacks when in their main form should show the range of their attacks before morphing"

    So are you suggesting that I make these heroes always have this range actor? Or should I make the morph ability be an effect target ability rather than an instant ability (and have the range actor appear when you are choosing the location to morph)?

    "Also, I would request that all cloaking/burrowing units while cloaked/burrowed should be able to see the detect range circle of detectors they can see."

    I can add this, though I hope it won't make invisible characters too strong.

    Oh, and thanks for the replay. I will definately watch them. :)

    Posted in: Project Workplace
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