Cube Defense v1.4
Details
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FilenameCube_Defense_v1.4.SC2Map
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Uploaded by
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UploadedAug 12, 2010
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Size1.04 MB
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Downloads704
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MD57e214022a02ab1687e0b34a7862f8500
Changelog
v1.4
- Reduced the dps of the Ice Tower down from 270 to 135
- Fixed a few issues with the level 3 ground Tower still behaving like a ice tower
- Fixed the help menu
- Made the Ice Tower slightly smaller
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. As far as I can tell, it's a Starcraft 2 memory leak of sorts. Not sure what I can do to fix it, but you'll be happy to know it doesn't happen on my computer.