Changelog

v2.2

General

  • Fixed a major AI bug caused by Blizzard's new update. AI should send attack waves now just as they used to.
  • The ability to skip cinematic sequences has been added to all maps.

Mission 1: Endgame

  • Twinblade gunships can now attack while strafing similar to the Protoss Phoenix.

Mission 3: Shattered City

  • Enemy rebuilds are now much more limited in the outlying bases. Enemy will continue to rebuild primary bases with wanton enthusiasm.

Mission 5: Operation Vertigo

  • Wraith fighters can now attack while strafing similar to the Protoss Phoenix.
  • Enemy rebuilds are now much more limited in the outlying bases. Enemy will continue to rebuild primary bases with wanton enthusiasm.




v2.1

General

Fixed various bugs introduced with SC2 Editor v3.0. Thanks Blizzard.

Mission 1: Endgame

  • Vindicators have been remade. They still function similarly but their attack should now cause less clutter.

Mission 3: Shattered City

  • Shockwave Artillery now deals less damage overall but has a much larger splash area.

Mission 4: Emperor's Wrath

  • Difficulty has been adjusted. The later waves will now be slightly easier to defeat.

Mission 5: Operation Vertigo

  • Difficulty has been adjusted. The enemy will now nuke the player slightly less frequently. The attack waves will also be slightly slower.




v2.0

General

This is an almost complete remake of the campaign, with all new aesthetics and some new gameplay twists.

Mission 1: Endgame

  • Complete terrain makeover. I hope you take your time and enjoy the new visual style.
  • Remade several units, due to them either being too overpowered or being insufficiently useful.
  • Fixed several bugs.
  • Improved the effect and visual style of the Particle Uplink Cannon.
  • Plasma Shield regeneration rate reduced significantly.
  • Battlecruisers will now have 3 shield armour when fully upgraded, down from 3+3 shield armour.

Mission 2: Liberty

  • Complete terrain makeover. I tried a really different style with this map, not using any cliff tiles.
  • The stealth part of the mission should feel more uncomfortable, and will test your planning and your execution.
  • The infested and Zerg enemies should now feel more "active" and "lively".
  • Improved all the factory units.
  • Nerfed the Armageddon battlecruisers a little by increasing their cost (it's still quite strong).
  • All units build times reduced slightly.

Mission 3: Shattered City

  • Complete terrain makeover.
  • Improved AI and all sorts of other improvements/bug fixes.
  • Remade some units:
  • Venom - this stealth tank will unleash a devastating rocket barrage, but has a long attack cooldown, and must de-cloak to attack. Inspired by the Nod Stealth Tank from C&C. Note that the missile barrage can overkill, but it deals a bit of splash damage even if the initial target is dead, so they won't go completely to waste!
  • New Hellbat/Hellion ability - the flame attack of these units will now inflict unfortunate status debuffs on any units hit, either slowing them down or reducing their damage.
  • Siege Tank - now called the Shockwave Artillery, this unit will no longer be constrained by minimum range. Plus, the shaped blast upgrade reduces damage to friendly units by 100%.
  • Warhound - this unit is now the dedicated anti-armour / anti-air support mech. Goliaths have been removed because they weren't needed.
  • Thor - this unit should feel much more responsive, and the delay on the strike cannons ability that everybody hated in Wings of Liberty is gone.

Mission 4: Emperor's Wrath

  • Minor terrain improvements.
  • Renamed from Dominion Fury to Emperor's Wrath.

Mission 5: Operation Vertigo

  • Added a new unit: the Thunderhead support frigate. This unit excels at dealing damage from long range, and its attack will make affected units more vulnerable to damage from other sources. However, it is fragile and not cost-effective in close-range combat.
  • The Black Guard units have been re-balanced, and should now be a bit more difficult to defeat. Some of them have new abilities.
  • Some AI improvements.
  • Minor terrain improvements.




v1.6

General

  • Fixed various oddities that may occur if played with a version of SC2 other than English.


v1.5

General

  • Now the .zip file can be extracted directly from the "Maps" directory and it will create the subfolders automatically.

Mission 2: Liberty

  • Eva's Shock Pulse ability now costs 25 energy (down from 75).
  • Eva's Blink ability no longer costs energy but has a longer cooldown.

Mission 3: Shattered City

  • Fixed a tooltip on Warhounds's Haywire Missile ability that incorrectly states that it only works on ground units. It actually works on all armoured units.

Mission 4: Dominion Fury

  • Fixed a bug that allowed the player to get invulnerable SCVs after the cinematic.


v1.4

Mission 1: Endgame

  • Made the lighting somewhat darker, as per EivindL's suggestion.
  • The outlying Zerg base has the position of its mineral lines slightly altered to conform to Blizzard's mapmaking rules (always leave space behind mineral lines for static defences). Previously you could not build Turrets in the mineral line if you chose to expand to that location.

Mission 2: Liberty

  • Re-made the stealth part of the mission. It should be more forgiving than before, and now if you are detected, the investigating Overseer will only stay for a limited amount of time before heading back.
  • Nerfed Eva's DPS from normal attack, but gave her some superior abilities to compensate.
  • Changed Rocketeer cost to be less mineral intensive.
  • Changed the music to Zerg theme.
  • Only structures need to be destroyed to complete the main objective now (previously you had to clean up all enemy units as well).
  • Some terrain changes.

Mission 3: Shattered City

  • Re-scaled the difficulty of enemy Zerg attack waves.
  • Changed the music to Terran theme.
  • Widened the ramp on the Zerg fortress in the centre of the map.
  • Fixed Diamondbacks having 9 range instead of 8, as intended.
  • Stalkers will now attempt to Blink micro when they reach low health.
  • High Templar will now correctly use Psi Storm.


v1.3

Main purpose of this update is to fix issues with AI-controlled opponents in Mission 1. Protoss campaign is in the pipeline, 60% completed!

General

  • Medic starting energy from 50 to 75 (brings it in line with Medivac). This fix applies to all missions.

Mission 1: Endgame

  • Fixed a bug where Zerg drop-pod attacks did not work as intended. (Due to a SC2 patch)
  • All Zerg enemies will have their unit armor/weapon upgrades improve as the mission goes on.
  • Improved the way Zerg enemies launch their attack waves. These will now have a smaller chance of destroying your ally's base, but their attack strength will now be more consistent.

Mission 2: Liberty

  • Rocketeer hit points increased from 100 to 120.
  • Hero Medic's Guardian Shield renamed to Force Shield, now gives 20% damage reduction to ALL incoming attacks in a small radius.
  • Hero Medic's Force Shield hotkey from G to F.
  • Hero Medic's Force Shield energy cost from 25 to 75.
  • Hero Hellion attack speed, hit points, armor, and damage given significant buffs to make it competitive with other units in the player's arsenal.
  • Hero Marauder base damage changed from 22 (+11 vs. Armored) to 22 (+18 vs. Armored).
  • Fixed tooltips for a few units.


v1.2

General

  • You now get a tip notification for Corps Information, Field Intelligence, and Planetary Profile at the start of the game.

Mission 1: Endgame

  • Some minor terrain improvements.
  • Fixed a few minor pathing glitches.

Mission 2: Liberty

  • Kaboomer base armor increased from 1 to 2.
  • Kaboomer damage changed from 9 (+6 vs. Biological) to 8 (+8 vs. Biological).
  • Kaboomers will no longer spawn in pairs.
  • Redeemer (special Marauder) attacks now slow the enemy's attack and movement rate for 4 seconds. Previously, this unit only slowed movement.
  • Purifier (special Firebat) backswing reduced by 50%. While overall DPS is unchanged, this means the unit can deal damage slightly more reliably.
  • Harbinger (special Banshee) missiles now deal splash damage in a small radius. Does not damage friendly units.
  • Removed SCV from glossary since you can't build SCVs in this mission.
  • Loading screen help text changed slightly.
  • Changed icon and sound for Eva's stun ability, also renamed to Mindblast. (Special thanks to SoulFilcher)
  • Added a new icon for Yamato Cannon. (Special thanks to SoulFilcher)
  • Added a new hero icon for Eva. (Special thanks to Flinks)
  • Shortened the names for most of the special Terran units.

Mission 3: Shattered City

  • Diamondback attack range from 7 to 8.
  • Diamondback vehicle weapons upgrade damage increase from 2 (+2 vs. Armored) to 4. Diamondbacks will now deal full damage to light units as well as armored units.
  • Diamondback movement speed from 2.95 to 3.05.
  • Warhound attack range from 7 to 6.
  • Warhound model size and collision size slightly reduced.
  • Goliaths removed as starting units. They have now been replaced by Warhounds instead.

Mission 4: Dominion Fury

  • Fixed a major bug where one of the enemy bases would stop sending attacks after about 10 minutes into the game.
  • Improved pathfinding for enemy air attacks.
  • The compositions at the left entrance and right entrance to your main base should experience more diversified attack compositions. (Previously, almost all bio attacks and air attacks came from the left, while a vast majority of mech attacks would come from the right)
  • Re-scaled the difficulty in the later stages of this mission.
  • Added new attack waves with Thor drops, Hellion drops, etc.
  • Enemy forces now start with weapon/armor upgrades at 0/0 instead of 1/1.
  • Enemy forces now receive weapon/armor upgrades to all their units as the mission progresses.

Mission 5: Operation Vertigo

  • All pre-placed units with the "Advanced Aeronautics" ability will now start with full energy.
  • Some minor terrain improvements.
  • Removed several Widow Mines from enemy bases.


v1.1

Mission 1: Endgame

  • Changed weather effects to be slightly less taxing on lower-end PCs.
  • Reduced the number of instances of weather effects.
  • Added thunderstorm effects in a few locations.

Mission 2: Liberty

  • Added Left2Die.mod dependency file.

Mission 3: Shattered City

Previously, Diamondbacks cost more, could not attack air, and were weaker in a head-on fight compared to Warhounds. In fact, Warhounds performed the Diamondback's role much better than Diamondbacks did, and for a fraction of the cost.

  • Warhound cost slightly increased, warhound railguns no longer deal bonus vs. armored targets. Haywire missile cooldown reduced from 6 to 3 seconds.
  • Diamondback cost slightly decreased, supply cost reduced from 4 to 3. Diamondback attack speed reduced slightly. Diamondback eviscerator beam damage changed from 20 (+20 vs. armored) to 40.
  • Vehicular regenerative passive ability added to Vikings as well.
  • Hellbat passive ability icon changed to colored version.


v1.0

  • Initial release.

Comments

Posts Quoted:
Reply
Clear All Quotes