We have switched over to a new host in EU. While this does mean that you must move your save files over manually, the good news is that ZHRPG: Escape is now available for you to enjoy!
Instructions for how to transfer your save file over are as follows: Documents -> Starcraft II -> Accounts -> -> gibberish -> banks -> gibberish
Look for the files called ZHRPG#.sc2bank where # is either 1/2/3 for your save slots.
Some feedback. The portraits of speaking characters gets bugged including johnson and the final boss. The conduit mission is unclear. What do those pannels on the far left of the docking area do, they seem not to work? When killing units in a locked region causes a trigger error to occur and kills the units (rather move them out). The kicking players without a valid bank from the previous map will not help popularity. The deactivating the laser matrix does not work properly. Skill tree of the help guide is dated. The cinematics for the final 2 bosses leaves the screen black for too long.
That portrait error is odd and I am still searching for the source.
Those panels are for a mini-game that is disabled in SP.
What do you mean killing units in a locked region?
The alternative to kicking players without valid saves is to give them fresh ungeared characters so they can get their asses kicked and probably never play again anyway, ruining your experience regardless. The requirement for players to play the first map isn't there because I felt like being mean. It's there so that people who play Escape have the basic knowledge of how to play ZHRPG from the first map before they go into the significantly harder sequel.
What do you mean about the laser matrix not deactivating properly?
The help guide is very outdated, yes.
Will fix cinematic timing in a future update, including text timing.
For a start I was playing multiplayer and as the top player it only said something if I walked on the far left one. It also then said start then choose the difficulty but then did nothing.
By killing units in a locked region I mean like the uncle omega message from betrayal. If a unit is summoned where it should not be allowed to have passed to you automatically kill them which is unfair. Also it seems to cause some trigger to malfunction.
If anything this is easier than betrayal except the first boss although the final boss is just annoying with his gravity bubble ability.
When going up the right side of the map to the computer panel that should say open conduit you pass through some lasers that shoot across. If I am correct the deactivate laser matrix button shuts those down. It seems the last one before the control panel does not deactivate sometimes.
Also just had a bug in a full player count game where for some reason it arbitrarily said it cannot load my hero so kicked me and the next game I join it said the same hero could be loaded. Fix your save system!!!
Maybe make the objective of getting to the conduit more clear. Consider adding a minimap marker to show people where the hell it is.
I have only played the map twice now but does johnson always kill the third crew member?
With the second to final boss (the high templars), are you meant to just shoot one then the other or were they meant to be like the gemmini boss from betrayal?
Was just wondering because both the templars and the archon were just too easy that I thought there had to be more behind it.
On veteran mode the black holes of the first boss need nerfing or at least to warn you of where they will spawn because their area is so large there are hardly any safe zones. Compared to first boss only other half challenging bosses were the giant probe (zap buff stacks too much) and the second to final archon (global damage attack is a bit rigged). Having given the final boss a -2% hp regen aura is just lame and makes him more an annoyance than a challenge since he likes fleeing the arena to regen his own hp.
We have switched over to a new host in EU. While this does mean that you must move your save files over manually, the good news is that ZHRPG: Escape is now available for you to enjoy!
Instructions for how to transfer your save file over are as follows: Documents -> Starcraft II -> Accounts -> -> gibberish -> banks -> gibberish
Look for the files called ZHRPG#.sc2bank where # is either 1/2/3 for your save slots.
Move those files over to a new directory:
C:\Users\
\Documents\StarCraft II\Accounts\
\gibberish\Banks\2-S2-1-270124
If that folder does not exist, you can create it. When you try to play ZHRPG again using the new maps, your saves will magically transfer over!
Hooray!
Huzzah!
Will this change in bank file names still enable you to play on the betrayal?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Yes, Betrayal is also hosted by the new host. The old version uploaded by the previous host will disappear in about a month.
Some feedback. The portraits of speaking characters gets bugged including johnson and the final boss. The conduit mission is unclear. What do those pannels on the far left of the docking area do, they seem not to work? When killing units in a locked region causes a trigger error to occur and kills the units (rather move them out). The kicking players without a valid bank from the previous map will not help popularity. The deactivating the laser matrix does not work properly. Skill tree of the help guide is dated. The cinematics for the final 2 bosses leaves the screen black for too long.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
That portrait error is odd and I am still searching for the source.
Those panels are for a mini-game that is disabled in SP.
What do you mean killing units in a locked region?
The alternative to kicking players without valid saves is to give them fresh ungeared characters so they can get their asses kicked and probably never play again anyway, ruining your experience regardless. The requirement for players to play the first map isn't there because I felt like being mean. It's there so that people who play Escape have the basic knowledge of how to play ZHRPG from the first map before they go into the significantly harder sequel.
What do you mean about the laser matrix not deactivating properly?
The help guide is very outdated, yes.
Will fix cinematic timing in a future update, including text timing.
For a start I was playing multiplayer and as the top player it only said something if I walked on the far left one. It also then said start then choose the difficulty but then did nothing.
By killing units in a locked region I mean like the uncle omega message from betrayal. If a unit is summoned where it should not be allowed to have passed to you automatically kill them which is unfair. Also it seems to cause some trigger to malfunction.
If anything this is easier than betrayal except the first boss although the final boss is just annoying with his gravity bubble ability.
When going up the right side of the map to the computer panel that should say open conduit you pass through some lasers that shoot across. If I am correct the deactivate laser matrix button shuts those down. It seems the last one before the control panel does not deactivate sometimes.
Also just had a bug in a full player count game where for some reason it arbitrarily said it cannot load my hero so kicked me and the next game I join it said the same hero could be loaded. Fix your save system!!!
Maybe make the objective of getting to the conduit more clear. Consider adding a minimap marker to show people where the hell it is.
I have only played the map twice now but does johnson always kill the third crew member?
With the second to final boss (the high templars), are you meant to just shoot one then the other or were they meant to be like the gemmini boss from betrayal?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Mini-game does not get as much attention as the rest of the content. If it's not working it will be fixed though, of course.
Why is killing units that enter blocked off areas unfair? If there is an error, telling me what it is would be helpful.
You are the first person to tell me Escape is easier than Betrayal.
Probably just a trigger or the laser not deactivating correctly. Will fix it.
You'd be amazed how few of the load/save error issues are my fault, but I try nonetheless.
Depending on what heroes are playing, either Shadran or Tassen are not killed in that run.
They are meant to be killed individually, they have a second phase in the form of Ixilanorn.
Was just wondering because both the templars and the archon were just too easy that I thought there had to be more behind it.
On veteran mode the black holes of the first boss need nerfing or at least to warn you of where they will spawn because their area is so large there are hardly any safe zones. Compared to first boss only other half challenging bosses were the giant probe (zap buff stacks too much) and the second to final archon (global damage attack is a bit rigged). Having given the final boss a -2% hp regen aura is just lame and makes him more an annoyance than a challenge since he likes fleeing the arena to regen his own hp.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg