Elite Operations 0.8b

Details

  • Filename
    Elite_Operations_-_Arid_Wastes.SC2Map
  • Uploaded by
  • Uploaded
    Jun 19, 2010
  • Size
    1.57 MB
  • Downloads
    477
  • MD5
    4f7c33fb46b255b32edd7f638f29b3ae

Changelog

0.8b - Blind is now a person-based area of effect and will blind all targets in an area of 12 around the caster. Some tooltips have been fixed.

0.8 Changes

Items
- Tool Box now only regenerates 0.5% of total health per second regardless of combat.
- Sniper Rifles can attack structures now, range and damage reduced slightly.

Units
- Armor is now a decimal value instead of whole numbers (fixed reals made upgrades a real pain otherwise). So instead of 25 armor, you'd see 0.25 armor. Effectively speaking, nothing has changed.
- Hellions have been given an original weapon. It now shoots Incendiary Rockets, these explode on impact, dealing minor area of effect damage and leaving a patch of fire for 5 seconds that burns enemy units who get too close.
- Most protoss units have been buffed a bit in terms of health and shields. They also give experience equal to basic infantry units, which is to say, not much.
- Sentries no longer use Guardian Shield automatically, but Sentries and Stalkers can now be entered like any other vehicle (does not require any Tech points, but they're weaker than your heroes anyway).
- Damage of bunkers have doubled.

Talents
- Second tier talents for Combat and Tech have been increased to 8/16/24/32/40% of base damage, so that they give roughly 10% bonus damage at max level. Still does not scale with level. :(
- Synthetic Nerves have been reworked. Now it heals you for 8/16/24/32/40% of any direct damage dealt to you over 20 seconds.
- Battle Command increased to 4/8/12/16/20% attack speed.
- Unstable Gear replaced with Radioactive Shells, which causes any direct damage dealt by your vehicles to deal an additional 10% of the damage in an area of 8 around the target.
- Annihilation now works with Hellions.
- Fleet Footed and Slippery positions exchanged.
- Bleeder Shots damage now scales with level.
- Charged Shot reworked. Now you gain 1 charge every 7/6/5/4/3 seconds, stacking up to 1/2/3/4/5 charges. Each charge adds 10 damage at level 0 and scales with level. All charges are released when you attack.

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0.7b - Took out the testing trigger that set heroes to level 15 at startup.

0.7 - Changed out some spells, added actors for most effects.

0.6 - Added some actors for a couple spells. Added the Overboost ability to the Medivac (increases speed by 100% but also increases damage taken by 100%), and Medivacs can now be piloted by anyone, regardless of talents. Also modified Charged Shot to recharge every 10 seconds instead of out of combat only, Charged Shot is also now a small AoE. Swapped Super Reflexes ultimate out for Squad Assault (calls down 4 drop pods of marines to fight for you for 45 seconds).

0.5c - Some minor bug fixes.

0.5b - Ran the map through Hati's localizer, hopefully it works.

0.5 - Changed the terrain to a more wide open map: Arid Wastes. Now features multiple lanes and 2 capturable Gateways (simply destroy the cannon to let your AI take over control of the Gateway).

0.4 - Temporary triggered fix for vehicle-based shotgun shots.

0.3 - Added pylons.

0.2 - Added basic, unpolished hero spells.

0.1 - Initial upload, very unfinished.