Cube Defense v1.3

Details

  • Filename
    Cube_Defense_v1.3.SC2Map
  • Uploaded by
  • Uploaded
    Aug 10, 2010
  • Size
    1.04 MB
  • Downloads
    522
  • MD5
    d66c33de7d4e0df0c9e110bdbde2437b

Changelog

v1.3

  • Waves 7 and 14 should now path properly, and thus no longer kill your towers without cause
  • Lives are back, by popular demand and lack of skill. 5 for Easy, 3 for Normal
  • Kill rewards are now tied to the "owner" of a mob
  • Disabled Healthbars on towers. It is now suggested you play with the healthbars always enabled
  • New models for the Ice Tower and a bunch of the Mobs
  • Ground Tower level 3 is now a Roach
  • Increased the damage of the level 1 Ground Tower to 16 dps
  • Disabled the Auto Cast on Snare by default
  • Reduced the size of the Slowed/Frozen graphics
  • Improved the lobby a bit
  • Fixed a bug that would occur if a player picked duo and left before being placed
  • Made the Solo/Duo dialog a bit more intuitive
  • Fixed the tooltip for the level 2 AA tower
  • Reverted Def towers level 1 and 2 to their proper names
  • Various tweaks and fixes

v1.2

  • Upped the damage of lvl 1 ground tower from 10 to 12
  • Made splash damage not kill off other players towers
  • Put in buttons to cancel upgrades (Hotkey ESC)
  • Fixed the size of most placement models
  • Fixed range indicators for ground tower placement on Low Graphics
  • Remedied a few movement issues
  • New fancy stuff

v1.0

  • Fixed random removal bug
  • Fixed Leaderboard in various ways
  • Cleared up excessive chat spam
  • Fixed the Sell ability
  • Put in a wave number warning
  • Implemented Air help message. Type -air to see which waves fly
  • Fixed the lobby in various ways
  • Normalized removal of towers on player quit
  • Altered player spawn location in Duo mode
  • Made duo spawn continue if one on a team leaves

v0.95b

  • Made Ground Tower 3 work again.

v0.95a

  • Fixed placement range indicator for ground towers
  • Small Help UI fix

v0.95

  • Implemented Duo mode
  • Rewrote most of the backend to accommodate Duo mode
  • Made the Cube cooler
  • Nerfed Ground Tower Splash damage
  • Removed lives from the game; one leak and you're out
  • Changed default difficulty to Normal
  • Optimized movement stuff
  • Made a spawn warning
  • Made wave 28 fly properly again
  • Made a "Cinematic" start
  • Increased the visibility of Slowing effects
  • Implemented Disconnect detection
  • Staggered spawning of mobs
  • Changed a couple of models
  • Change a bunch of tooltips

v0.92

  • Added the Cube!
  • ReFixed wave 18, and gave it the ability to *gasp* move
  • Created a basic tutorial help screen
  • Added Spawn Warning
  • Fixed extra sounds when defeated
  • Cancelling upgrades and new buildings now give back 100% of minerals spent
  • Increased size of Ground Tower level 3
  • Decreased the hp of the first couple of waves on Insane

v0.91

  • Introduced Ingame Changelog
  • Made the Unit Tab in the help menu useful
  • Fixed the model for wave 18
  • Gave back the monsters their weapons, allowing them to break blocking once more
  • Tweaked a number of tooltips

v09

  • Fixed all the bugs introduced with patch 16, hopefully
  • Made the Indomitable Towers slightly smaller
  • Added visuals to the slowing effects
  • Fixed bug where canceling the placement of Anti Air towers would leave graphics behind
  • Fixed reclaim amount from Ground Tower level 5

v08

  • Fixed bug where monsters would kill towers upon spawning

v072

  • Tinycruiser, and this time I mean it
  • Made the Colussus walk again
  • Enabled coundown bar for snared units

v071

  • Right, fixed the Tinycruiser for realz

v07:

  • Declawed the Tinycruiser to make snaring a less painful experience
  • Tooltips gallore
  • Removed armor on waves 20-30, increased HP instead.
  • Changelings should now behave properly when faced with blocking

v06:

  • Fixed Wave 8, it is now a Tinycruiser
  • More Tooltip changes
  • Reduced the Cooldown of Snare to 30seconds, down from 60
  • Slightly increased the potency of the SlowPoison and Freeze effects

Increased Diffilcuty in a number of ways:

  • Reduced starting resources on all difficulties to 10 (Hard is unchanged)
  • Added armor to waves 20-30. This is a massive change, please let me know if it gives you too much trouble
  • Nerfed the damage output of Ground Tower level 3
  • Slightly lowered the damage output of Ground Tower level 4
  • Disabled the mineral reclaim for the selling of Air Towers once the last air wave (28) has begun
  • And finally, implemented the Insane Difficulty.

v05:

  • Fixed Pathing for waves 23-30
  • Corrected further pathing issues and prevented a possible exploit
  • Various tooltip fixes
  • Ground Tower Level 2 should have a sound when attacking now
  • Placement Models are now the correct size

v04:

  • Banished the Mothership for not being able to follow instructions, replaced with more agreeable type
  • Further attempts to make mobs not stand idle when faced with complex mazes. If this one doesn't do it, I'm fresh out of ideas and will need a screenshot or similar detailed information to go on

v03:

  • Tried to fix the idle wave bug
  • Some tooltip updates
  • Various other small tweaks and fixes

v02:

  • Localized for realz this time, hopefully
  • Made the colossi obey the maze

v01:

  • Initial Release + Localization

Haven't found the cause of the bug turning everything invisible if too much stuff is on the map. If it is fixed, I have no idea how, if it isn't, I have no idea how to fix it. Please provide bug reports to help me narrow down the issue, should it still exist.