Krazy Kodo Tag v2.3

Details

  • Filename
    Krazy_Kodo_Tag_01.SC2Map
  • Uploaded by
  • Uploaded
    Jan 18, 2011
  • Size
    7.38 MB
  • Downloads
    1,085
  • MD5
    a2d8268ae7b3b379771a16fcd03a90f2

Changelog

Updates:
+ Fixed visual bug that appeared with Patch 1.20
+ Fixed Kodo AI - Kodos will no longer attack any buildings unless blocked or threatened, allowing them to focus their chase on the runners
+ Fixed Beam Tower
+ Added Uber Marine
+ Reduced mineral gathering rate of Runners
+ Increased damage of Fire Mage, new sound files
+ Dark Templar can now build as intended
+ Increased cost of Royal Wall
+ Fixed Marine/Marauder sounds
+ Modified Marauder weapon
+ Added Bounty
+ Fixed a glitch when leveling up more than once
+ Changed LAZOR effect graphic - less explosion, more laser

- Computer-Player Runner AI is horrid, although it can survive for up to 3 minutes by simply wandering around aimlessly. I don't want a set build order either, which is why I build it through functions... (maybe those are wrong? Or maybe I'm just not telling the AI what to do correctly...[maybe I can randomly set a pre-determined build order!])
- Cannot seem to get the LAZOR turret to rotate (I've tried everything from forcing rotation using actor events to attaching the two models in reverse [I think it's still backwards atm o.O])
- No idea how to add bonus spell damage into tooltips as of yet...
- APC turrets are completely dysfunctional, even the weapons won't work...
- APC morphing time is instant?
- Health regen buff is too op, even for being an op buff.
- Workers give up harvesting trees when the tree is dead, need a way to re-assign them afterwords (might copy from minerals?)