Lunar Special Forces Beta v11
Details
-
FilenameLunar_Special_Forces_v11.SC2Map
-
Uploaded by
-
UploadedJul 1, 2010
-
Size2.13 MB
-
Downloads598
-
MD52f2b1decf238de150b9cc2a9a6d356f1
Changelog
v11:
- Fixed Protoss Ground weapon upgrade prices.
- Reduced Fungal Growth duration to 4 seconds from 8.
- Reduced Neural Parasite range from 7 to 4.
- (poor zerg, getting nerfed into oblivion :D)
v10:
- Difficulty Scaling added based on active players in the game.
- With 5 or 6 players there is no change.
- With 3 or 4 players the first zerg upgrade wave is disabled.
- With 2 players the first two zerg upgrade waves are disabled.
- With 1 player the first three zerg upgrade waves are disabled and you start with 1500 minerals.
v9:
- Infestors will autocast Fungal Growth on Biological units and Neural Parasite on Mechanical Units. Lowered number of infestors spawning slightly.
- Added Overseers to the waves, they autocast Infested Terrans now as well.
v8:
- Psi Storm and Snipe scale with upgrades.
- Added clock so you can see how long until the next day (and zerg upgrades)
- Changed day length to 240 seconds from 300.
- Rebalanced upgrade costs in anticipation of multiplayer (cheaper now in most cases).
- Limited Protoss to 10 shield upgrades.
- Completely changed the upgrade system, each upgrade level has its own upgrade now, with a maxlevel of 1. Blizzard's limitations on the number of upgrade buttons on one command card forced me to spread the upgrades out a bit.
- Most upgrade buildings have more upgrades on a second page now.
- Terran air upgrades were moved to the starport.
- Many tooltip and hotkey fixes.
v7:
- Changed Marauder drops to Stalker drops.
- Added Deep Disruptors upgrade to Forge, increases Immortal range by 1.
- Added Overcharge upgrade to Forge, increases Archon Range by 1.
- Added/fixed Jotun Boosters upgrade at Armory, increases Viking Range by 2.
- Limited Supply to 75 per player.
- Increased Ultralisk base damage and upgraded HP
- Increased Kerrigan's upgraded HP
v6:
- Changed Zerg upgrades:
- Upgrades occur every 300 (game time) seconds, coinciding with midnight on the map.
- Armor only upgrades to 25 max now, introduced HP upgrades that increase zerg units' max HP by 50 or more during the upgrade periods.
- Changed Hardened Shield on the Immortal to reduce incoming damage to 100 while shields are up.
- Added a Heal pad in the middle.
- I have HP upgrades ready to implement for Protoss/Terran if necessary, however I'm waiting to see if it's actually needed first. Everything except the final fight is easily solo-able at the moment, and probably someone who knew what they were doing could beat the final fight solo as is.
- Edited repair costs for all Special Forces hero units, they no longer require vespene gas.
v5:
- Now localized with Xhatix's tool (thanks!)
- Added Day/Night Cycle (every 300 seconds, may change later depending on feedback)
v4:
- Decreased player armor/weapon upgrades max level to 25 and increased their prices.
- Fixed Krazy Kerrigan attack animation
- Increased Krazy Kerrigan health.
- Added checks in the wave start triggers to make sure the building is alive before spawning units from it.
- Fixed a few trigger problems I'd missed.
v3:
- Reduced Void Ray upgrade damage
- Fixed roach armor level not increasing
- Fixed zerg armor upgrades
- changed lighting to nighttime theme
v2:
- Increased zerg armor upgrades significantly. (needs testing)
- Increased zerg damage upgrades slightly.
- Decreased protoss shield recharge slightly.
- Fixed some enemy spawn triggers (probably more to fix here still).
- Fixed a couple small texture issues.
So far I've had problems creating the dialog system, and no one seems to know how to fix it yet.
Until I figure out either a better way or a way to fix the dialog problem, we're stuck with the old way for now.