v10.0
A new version has been released just in time for the Holidays! Play it and have fun!
Major Additions:
-Kerrigan has gone on holiday. She made a new type of Zerg to replace her; she calls it a "Bane Lord".
-Added a new final event that occurs after the last Zerg wave. If you can beat the Bane Lords, you'll get to see it.
-Added a new ending that occurs if you survive every enemy wave in the game. Build lots of defenses, you'll need them.
-Added a rare type of protoss building; the robotics bay. If you can find and power a robotics bay, you'll be able to train two very powerful units.
-Small numbers of Corruptors will now show up at night.
-Scanner Towers have been removed from the game. (The related objectives have been changed accordingly)
-The Scanner Sweep ability has been moved to the Rescue Beacon, and now has a 30 second cooldown.
-Survivors can now build Tesla Coils.
-"Under attack" alerts should now occur much less frequently, especially those warning you about allies.
-Pylons will now power the structures of all players (For example, Player 1 can build cannons next to Player 2's pylons)
-Resource Stockpiles now act as drop-off points for all players (for example, Player 1 can return minerals to Player 2's stockpile. Player 1 still gets the minerals). The same is true for Pylons and planetary fortresses.
Balance Chances:
-Resource Stockpiles now have 400 health (was 200)
-Leviathans will now use a powerful Bio-Plasmid Discharge (single target nuke, deals 500 damage, prioritizes dangerous targets first)
-Big Berthas are now considered both air and ground units (like colossi)
-Basic auto-turrets are no longer flagged as structures (this was done to reduce the damage banelings deal to turrets)
-Increased range on Restoration Field and Restore (the transport ship should now be able to heal anything on then starting platform)
-Aberrations will now randomly spawn on the map. You can kill them for a small resource boost.
-Wrecked Transport now restores energy much faster
-Queens are now flagged as "Armored"
-Bosses can now see up cliffs
-Reduced cost of Spider Mines from the factory to 5 (was 15)
-Idle Zerg will now be much more aggressive (will attack as soon as they see a target, will chase for much longer)
-Bosses (aberrations, brutalisks, etc) can now walk over cliffs
-Reduced range of infested Terrans
-The cannons defending the Obelisk now have a slightly longer range
Minor Improvements/Bugfixes:
-"Mineral fields exhausted" alerts will no longer have a sound (vespene ones still do)
-The map will now revert to being hidden 45 seconds after the transport ship ending
-The default music now stops during the transport ship ending
-Removed a lonely swarmling stuck in a lake.
-Fixed some small issues with placement models when playing with low-quality graphics
-Changed placement model of big bertha again (detailed explanation for Blizzard engineers: I missed a data field your editor is fantastic much <3 to everyone in the tools department)
-Perdition Turrets should now have no problem unburrowing when they need to.
-added a visual effect when the transport ship is charging up for a Warp Jump
-Drones now attack on sight
-Idle probes will now defend themselves when attacked
-Changed the music when starting on normal mode
-Lowered the acquire range for Predators to 3 (was 5). This means predators will not engage targets unless the target comes very close or attacks it from range.
-The Big Bertha tooltip showed an incorrect attack speed - it now shows Bertha's real attack speed (0.1). This (slightly) increases its acquire speed, so bertha should now attack (slightly) faster.
-Fixed a VERY elusive bug where units damaged by the leviathan would continue taking damage forever even after the leviathan died. If you do run into this bug, please let me know.
Happy Holidays! Enjoy!
-Nagnazul
A new version has been released just in time for the Holidays! Play it and have fun!
Major Additions:
-Kerrigan has gone on holiday. She made a new type of Zerg to replace her; she calls it a "Bane Lord".
-Added a new final event that occurs after the last Zerg wave. If you can beat the Bane Lords, you'll get to see it.
-Added a new ending that occurs if you survive every enemy wave in the game. Build lots of defenses, you'll need them.
-Added a rare type of protoss building; the robotics bay. If you can find and power a robotics bay, you'll be able to train two very powerful units.
-Small numbers of Corruptors will now show up at night.
-Scanner Towers have been removed from the game. (The related objectives have been changed accordingly)
-The Scanner Sweep ability has been moved to the Rescue Beacon, and now has a 30 second cooldown.
-Survivors can now build Tesla Coils.
-"Under attack" alerts should now occur much less frequently, especially those warning you about allies.
-Pylons will now power the structures of all players (For example, Player 1 can build cannons next to Player 2's pylons)
-Resource Stockpiles now act as drop-off points for all players (for example, Player 1 can return minerals to Player 2's stockpile. Player 1 still gets the minerals). The same is true for Pylons and planetary fortresses.
Balance Chances:
-Resource Stockpiles now have 400 health (was 200)
-Leviathans will now use a powerful Bio-Plasmid Discharge (single target nuke, deals 500 damage, prioritizes dangerous targets first)
-Big Berthas are now considered both air and ground units (like colossi)
-Basic auto-turrets are no longer flagged as structures (this was done to reduce the damage banelings deal to turrets)
-Increased range on Restoration Field and Restore (the transport ship should now be able to heal anything on then starting platform)
-Aberrations will now randomly spawn on the map. You can kill them for a small resource boost.
-Wrecked Transport now restores energy much faster
-Queens are now flagged as "Armored"
-Bosses can now see up cliffs
-Reduced cost of Spider Mines from the factory to 5 (was 15)
-Idle Zerg will now be much more aggressive (will attack as soon as they see a target, will chase for much longer)
-Bosses (aberrations, brutalisks, etc) can now walk over cliffs
-Reduced range of infested Terrans
-The cannons defending the Obelisk now have a slightly longer range
Minor Improvements/Bugfixes:
-"Mineral fields exhausted" alerts will no longer have a sound (vespene ones still do)
-The map will now revert to being hidden 45 seconds after the transport ship ending
-The default music now stops during the transport ship ending
-Removed a lonely swarmling stuck in a lake.
-Fixed some small issues with placement models when playing with low-quality graphics
-Changed placement model of big bertha again (detailed explanation for Blizzard engineers: I missed a data field your editor is fantastic much <3 to everyone in the tools department)
-Perdition Turrets should now have no problem unburrowing when they need to.
-added a visual effect when the transport ship is charging up for a Warp Jump
-Drones now attack on sight
-Idle probes will now defend themselves when attacked
-Changed the music when starting on normal mode
-Lowered the acquire range for Predators to 3 (was 5). This means predators will not engage targets unless the target comes very close or attacks it from range.
-The Big Bertha tooltip showed an incorrect attack speed - it now shows Bertha's real attack speed (0.1). This (slightly) increases its acquire speed, so bertha should now attack (slightly) faster.
-Fixed a VERY elusive bug where units damaged by the leviathan would continue taking damage forever even after the leviathan died. If you do run into this bug, please let me know.
Happy Holidays! Enjoy!
-Nagnazul