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    posted a message on SC Expanded: melee mod

    So I noticed a couple small bugs when playing with some protoss factions. note: I wasn't playing on the test extension mod.) Here are the small bugs:

    Purifier: -probes did not change in appearance but newly built probes had a new purifier model. -the megalith has two 15 damage attacks but it was only dealing 15 damage per attack instead of 30. -megalith did not get weapon,shield, or armor upgrades

    Furinax:

    -adapts receive damage but not attack speed increase from weapon upgrades and does not get armor upgrades -photon cannon upgrade to allow them to phase does not work, photon cannons do not get the ability -replicants do not get weapon or armor upgrades in their base form -replication ability is not usable on allied units despite it being said to work on allies in the unit description. It also doesn't work on any air units, even though this limitation is not mentioned in the description of the ability or the unit. -disruptor does not get armor upgrades -shuttle does not get armor upgrades

    Aiur:

    -preserver is listed as exclude to the Shelek tribe, not aiur -singularity charge replacing blink upgrade not mention in aiur description. -preserver having entomb is not mentioned in description -dragoon receive two armor upgrades and two shield upgrades per researched armor and shield upgrade. -reavers receive two armor upgrades and two shield upgrades per researched armor and shield upgrade. -solarite payload upgrade has no description -scout description mentions and afterburner ability, but the ability is not present on the scout

    General bug:

    -disrupter was receiving 3 armor upgrades and 3 shield upgrades for every one upgrade researched (when a zealot had 3/3 upgrades for armor and shields the disruptor had 9/9 upgrades) -I could make dark archons without getting the nerazim faction, or any faction at all.

    Thoughts after playing:

    -The megalith seems to be rather redundant to me, it is basically a weaker, cheaper colossus that replaces the immortal while the purifiers already have the colossus. perhaps it could have it attack changed to be anti-armored focus? something to allow it to fill its own niche separate from the colossus. -the scout is the same as the version in the protoss campaign with a weak ant air attack but a very powerful ground attack that shreds light units. is this intentional?

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    Hi, I found some upgrade bug playing around with the infested faction:

    Infested bunker doesn't get weapon or armor upgrades (though weapon upgrade bug may not matter much since you are giving him a new weapon)

    Bunker monster can't be loaded into transports (intentional?)

    Infested bunker not mentioned in Infested faction description

    Abominations, infested terrans(spawn from infested cocoon), broodlings, and Alexi Stukov do not get weapon upgrades.

    Fatty does not get armor upgrades

    Infested Banshee does not get weapon or armor upgrades

    Zeus does not get weapon upgrades

    Zeus not mentioned in infested description

    Also something I noticed is that the infested bunker is really very tanky for his cost, but I guess this is balanced out by his high supply cost? I was just kind of taken aback when I saw the bunker monster was just 200 min.

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    Noticed a couple of bugs when watching a replay

    Rebels,prisoners, APCs, and blimps do not show up in the unit tab during replays.

    Also, I noticed that the torrasque has head charge. The Torrasque's model appears off, it looks like their are two models occupying the same spot.

    The destroyer (built by hybrid adapts faction) does not get shield upgrades

    The Dark Herald Core does not get weapon, armor, or shield upgrades

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    Alright, I found a rather confusing bug with the Umojan Protectorate faction. (the ones that gives the hp/attack speed buffing versions of mech and ship weapon/armor upgrades.)

    What I think happened is that the merged vehicle/ship armor and weapon upgrades rewrote themselves over top of the hp/attack speed buffing version of mech upgrades. This left the ship weapons alone, however, for some reason ship weapons effected ships normally while ship armor effected mech units but not ships. The problem here was that the ship weapon and armor upgrades stacked on top of the merged upgrades which left me with 6/3 ships and 3/6 mech units, except for hellbats and widow mines, which were 3/3, I guess because they were introduced in HOTS. the merged weapon/armor upgrades did not give hp/speed buffs, but ship weapon/armor did which meant ships got attack speed and mech got hp buffs. in addition, after getting level three merged weapons, mech weapons were revaled, allowing mt to get 6/6 mech units(hellbats and widow mines still unaffected). strangely, after getting level three merged armor i did nit reveal mech armor upgrades.

    Infantry weapon and armor upgrades functioned just fine, giving hp/speed buffs, except that the shadow guard does not get armor upgrades.

    In short, Umojan's hp/attack speed boosting upgrades on the armory are very broken right now and need to be looked at.

    I noted one other bug: getting the Titanium housing reserach for missile turrets removed their tooltip in the build menu.

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    Found several bugs with Raynor's raiders and mercenaries faction:

    Raynor's raiders do not get medics

    not sure if this is a bug, but flaming bettys are available with auto turrets instead of replacing them

    Patch notes say the AI will no longer select the colonist faction, but both terran AI in my game did just that (and died easily because they didn't build any military till like 20 min mark, cause they have no AI for colonist units)

    With mercenaries have access to reaper building bombs upgrade, but it is not listed as unlocked in faction description

    War pigs unaffected by combat shield upgrade

    Mercenaries also unable to build medics, including mercenary version

    Death hand D-8 charge attacks does not receive weapon upgrades, but P-45 Gauss pistol does

    Reaper can manually jump distances, Death hand cannot

    Jackson's Revenge receives no weapon upgrades, and comes with maxed armor upgrades(armor maxed intentional?)

    Spartan company goliath unaffected by weapon or upgrades

    Ragnarocker also unaffected by weapon upgrades.

    Spartan Company goliath has weapon placement on ui switched; on golaith it is armor-Hellfire missiles-auto cannon, on spartan company it is armor-Gatling cannon-Lazar torpedoes

    Ragnarocker has same problem as Spartan company; air and ground weapons have place on ui switched from thor.

    Seige Breaker gets no weapon upgrades

    Griffons not listed as unlocked in faction description

    Hel's angels and Dusk Wings do not get weapon upgrades

    Dirty girl lacks boost ability

    cost and supply of Hammer security, Devil Dog, Death Hand, Skibi Angel, Seige Breaker, Ragnarocker, Spartan Company, Hel's Angel, Dirty Girl, and Dusk Wing are not diplayed on mercenary compound

    Hammer security weapon description dislpays Attacks:1 while Marauder weapon description displays no such thing

    Devil Dogs lack stim, Firebats have it.

    I also have three suggestions after having played the mercenary faction:

    The Hammer Security's upgrades over the maruader are very minor; equivalent to 2+ weapon upgrade, compared to other mercenary who atleast that +hp upgrade. I would suggest a buff, or is there a balance reason hammer security's has no hp buff over marauder?

    Same deal with the Devil Dogs, the only upgrade over firebats is +2 to base damage, no effect on +light damage I would definitely recommend some kind of buff.

    Have you considered making a mercenary equivalent to hellbat? It's just that the hellion gets a utility with being able to morph to hellbat that outback rider lacks. though I see how getting a model and transformation sequence for mercenary equivalent could be problamic.

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    @SoulFilcher: Go

    I agree that 5+ shields is a very small buff, I think increasing it to about 10+ would be decent, but no higher then 15+.

    Edit: I decided to play a match with the infested Terran faction and found quite a few bugs:

    Infested marine is not trainable from barracks

    Abominations, infested terrans(from cocoons), and broodlings receive armor upgrades from engineering bay but not weapon upgrades

    Fattys receive no armor upgrades

    Fatty has the description of the swarmhost, and no "exclusive to Infested" tag.

    predators receive no weapon upgrade from armory

    vulltures weapon upgrade is odd; it upgrades the damage vs light by 1 per upgrade, but does not effect base damage.

    Vultures spider mine upgrade does not give the cost in description

    Hercules has a infested ground texture under it wherever it flies, same as flying infested buildings.

    infested supply depots can not lower

    Infested Banshees receive neither armor nor weapon upgrades

    Alexei Stukov receives no weapon upgrades

    infested terrans summoned by Alexie Stukov receine armor but not weapon upgrades

    I also found two bugs with Nova in a different match

    Nova has 6 levels of armor and weapon upgrades

    Nova takes up one slot in a transport, while ghosts take up two slots.

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    Thanks for the reply SoulFilcher

    There is one other bug that I found after posting that list, though you might have already fixed it.

    Miners are unable to attack buildings.

    I do have one more question about the nomad, what does the scrap do when it is taken to the command center?

    I was also curious about the mechanics of the rebel's "loot" ability. So far I have seen the upgrade they get from Protoss (5+ Shields) and I was wondering, how do they get the buff? Do they have to land the killing blow on a Protoss unit or do they use the loot near a Recently killed Protoss? Can the same buff stack multiple times or can buffs from different races stack? What are the Terran and Zerg buffs?

    Posted in: Map Feedback
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    posted a message on SC Expanded: melee mod

    I was playing around with the colonist faction and I found several bugs with them.

    The Prisoner unit has several issues with his weapon: the weapon icon is a zerg missile weapon, his weapon model does not appear, no date appears (damage, weapon speed) when mousing over the weapon icon, and the weapon does NOT deal any damge to ally or enemy units.

    The Blimp's "Incite Rebellion" ability adds a "rebel" debuff to enemy units but they do not attack nearby units or anything really.

    The nomads "Seismec Thumper" building says in description it slows all unit but in practice slows enemy units but not allied units.

    Colonists can build hellbats and seigetanks from the factory

    Colonists can not build APC from the factory

    Bio-Domes do not display a worker count for mineral mining SCVs.

    Hercules description says it can get a "low flight orbit" upgrade but I am not able to find such an upgrade.

    Not sure if a bug, but I was unable to build units out of the structures controlled by the Prisoners "hack ability

    I also had a question about an ability, what counts as "salvaged scrap"? what can I use the nomads salvage ability on?

    Posted in: Map Feedback
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