Old Changelog

Here I will be posting the deleted section of the old Changelog from the sc2 forum official thread:

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v0.9.985
-Restored the incompatible Phase 1 map to working condition.
-Further optimization of triggering to reducing in game lag
-More Balancing

--Beta Phase 1 Ends--
v0.9.9815 - Victory conditions work, Player has Dialog to Observe the rest of the game as a Neutral player, When a Player dies, so does all his units.
v0.9.9812 - Optimization of some spawning triggers to reduce game start latency issues and end game major lag issues. Will be optimizing more as we come closer to final release of Marine Arena.
v0.9.981 - Dialog buttons for game mode selection.
v0.9.980
Squad Mode:  Squad mode is a more Tactical much more Micro game of Marine Arena. This is done by capping player units. Marines and Mercs are set to a different cap. Marine cap is 40. Merc Cap is 20. This is the first phase of testing our Squad Mode. If the cap needs to be changed, please let us know. You can no longer sit in your base and Amass 100's of units to throw at your opponent. Micro to Survive!

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v0.9.975
Now that my map is nearing completion (until sc2 launch when real heroes are added), all thats left to do is clean up and minor bug fixes/balancings. If I can shorten all the triggers, then this will greatly increase the game speed, making less lag late game.

Trigger Clean up
-Triggers that increase spawn rate now replaced with an upgrade, so now whenever a unit enters region the map doesnt have to check if it == changeling to enable extra spawn rate.
-Triggers that give you back your vespene for hero death replaced with a very short global trigger that works for all players, so I cut down 7 triggers per hero.
-Removed the triggers for when players leave the game, these arent really needed and just lag the game up when players quit, since marine spawning already disables when the CC dies and doesnt work if the player =/= user.
-More Balancing and Tweaking
-dead players still spawning units fixed

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v0.9.95 Changelog
-Fixed a major issue with an overflow of triggers being run when a CC dies
-Reduced the damage of the hellion slightly
-Set up the game lobby to 2v2v2v2 again
-Made the leaderboard bigger so when players minimize it, they can bring it back
-DT cannot attack itself anymore with splash damage
-a few other bugs/balance fixes.

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v0.9.925 Changelog
-Fixed the base defense armor, you now only get +3 armor per upgrade and it costs more
-Base Armor costs increases upon each use
-Base defense damage costs 100 base and increases each use
-Increased the morph time of the Towers
-Reduced the Engery regen of the towers
-Reduced the starting energy of the towers
-Base defense range and health upgrades costs more and increase on each use
-PF has Scan back
-Nerfed the Auto turret, halved its life
-Hero prices have been adjusted depending on their usefulness. Example: The Ultralisk is the most expensive, the Thor is cheaper than the Colossus and Ultra, the HT costs the most for light heroes, etc.
-Hellions gained a buff, increased damage and they now to +10 to biological, and pre-igniter also adds +10 to bio, this will make them more useful vs roach+marine builds
-Reduced the Cleave of the ultralisk from a radius of 2 to a radius of 1.25
-Fixed the DT's cleave
-Hunter Killer has low ranged splash and high melee splash
-various other fixes and balances

-Added in the Defensive tower finally. Reworked some of the other tower's abilities.
-Fixed problem when people die and their spawning starts again after disable marine spawn ability has been used

-Enabled a "Fast Game Mode" enabled by Player 1, gives double periodic income and +500 starting minerals.
-Enabled a "Sudden Death Mode" enabled by Player 1, activated by any player. After 1 hour elapsed, sudden death mode becomes available, any player can activate it and it destroys and disabled every defense structure in the game.

This list will be updated as I continue to change/add more things, 0.9.925 will be available for download later today.

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0.9.9 Changelog
-New Mercenary and Hero system - All Merc compounds are rebuildable, All Heroes are revivable.
-Heroes all got buffs to make them more useful
-Fixed the center of the map shop and beacon
-Added in Psi Storm and Fungal Growth damage upgrades
-Gave the Archon the Charge and Psi Storm abilities
-Spectre life increase to 3000
-Move the disable marine spawning to the Marine Shop
-Increased Observer cost to 500
-Base defense damage nerf, all damages are halved at the least
-Fixed top right's increase marine spawn bug
-Fixed bottom right's support tower bug
-Fixed bottom left's stalker bug
-Stalker blink cost increased
-Some other minor balances and fixes

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0.9.85 Changelog
-Added in a Center of the map Beacon that can heal/produce guardian sheild.
-Added in a Marine Shop in the center of the map, this is where I moved the "Disable Marine Spawning" and "Destroy Merc Compounds" abilites. Also addin a Savior for Minerals and Gas for Minerals exchange, a Calldown Merc Marines, Warp In Observer. Hopefully these two new additions will give people more incentive to attack/hold the center of the map.

Will be adding more to this shop as the map progresses, right now I need to test the balancing of the changes below:

-Marauders remain unchanged because they seem perfect at the moment
-Stalkers are beefed up and should now be able to take on marauders, they also have a very small splash for dealing with marines
-Roaches have increased range, they now have the range of the marines and higher starting armor
-Void Rays got a buff to bring them back up to how they were before, however their increasements in the upgrades is still the same, no more insta-popping marines anymore
-Mutalisks remain unchanged
-Vikings have AA splash damage and life armor when in assault mode
-The Ultralisk has greater cleave, burrow-move, and life armor
-The Colossus has more life armor and slight damage buff
-The Thor has bigger AA splash and damage, and ground attack splash
-Infernal Pre-ignitor is cheaper but takes 3 minutes to tech
-Base defenses all have splash, Bunkers have +2 to range
-Bunkers are back to 4 marines default, and can be upgraded to neosteel
-PF are cheaper
-$200 to use the disable marines
-All mercs have adjusted life armor/health to make them more worth their money when vs upgraded marines
-HT has higher energy, regen, and starting energy
-Offensive tower has 500 energy and life armor
-Hunter Killer has increased range, burrow move and AA splash
-Zerglings have higher starting armor.
-Zealots have higher armor and damage and less collision.
-DT has cleave attack
-All T3 mercs take 10 seconds to spawn now

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v0.9.82 Changelog
-Fixed the Leaderboard, it now displays names
-Removed "Salvage" from the bunkers
-Reduced the periodic 250 minerals every 10 minutes to 100 minerals
-Increased the T1 Mercs health and armor
-Move the destroy all merc compounds ability to the PF, and increased is cost to 1000. It now costs 2000 to get it and use it once, this should stop people spamming it early game...
-Added the "Disable Marine Spawning" ability to the CC, costs 300 and disables everyone regular spawning for 60 seconds.
-More Balancing
-Increased Marine upgrade cost to 250/275, and Merc/Hero costs to 250/275
-Added a Spectre hero, morphs from the Ghost (Promote to Spectre)
-Specture can Spectre Snipe (3000 damage), build and calldown nuke, he also has very high damage, range, movement speed, enerygy, but has low health.
-Added in Infestor Spellcaster hero, which can morph into "Queenfestor", a queen with a combined infestor/queen model.
-Queenfestor has infestor/queen/overlord abilities, regens energy on atttack, burrow-moves, and looks awesome.
-Fixed the Turrets, they now have no pathing so heroes/saviors wont get stuck on them.
-Ultralisk now has a very slow burrow-move, and his burrow regen is set to 2hp/s
-Increased the Trade Timer to 30 minutes before trading, this way no one can buff their allies
-When players leave they should now lose their CC, stopping their spawning (untested though, not sure if it works or not)

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v0.9.8 Changelog
-Abilities now do more damage and greater effect radius, making those towers more useful.
-Health upgrades now cap at 20, Marine damage upgrades cap at 15.
-Archon got a slight HP regen nerf and costs more
-Fixed problem where Colossi Hallucination would give you back your 3 hero vespene gas when it died
-Fixed problem with the Merc Killer ability, it now works on all players, not just red.
-All heroes now have higher starting armor
-Ultralisk has more health
-Thors 250mm Strike cannon damage doubled
-Thor AA damage increased
-Hunter Killers no longer take supply to burrow
-PF gives 400 supply
-T3 units no longer take up supply
-Added an ability I forgot to add earlier - Hero Health upgrades
-Snipe now does 1500 damage and can insta kill any T1 Hero
-Fixed some tooltips and button texts
-CC/PF now gives bounty when killed
-Auto Turret gives bounty
-Baneling gives bounty

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0.9.75+ Changelog
-Balanced the T3 Mercs
-Nerfed the Void Ray
-Buffed the Thor AA Damage
-Buffed all heroes health their damages
-Futher Nerfed the Hellion
-Reduced Marine Upgrade costs
-Increase turret, planet fortress damage
-Increase Base Defense Damage upgrade amount
-Edited some Tooltips
-Added a new CC Ability, Destroy all Merc Compounds - Costs 500 Minerals Useable 3 times.
This should fix people going straight to T3 and just owning everyone.

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0.9.75 Changelog
-Did a bit of terrain tweaking to make everything look a little more neater
-Added a new set of Mercs: Mutalisk, Viking, Void Ray
-Did more balancing with the Mercs
-Added in a Custom Map Image for the Custom Games list
-Adjusted the description
-adjusted some bounty
-Fixed inactive player spawning (I think)
-Adjusted the health and damage of some units and structures
-Removed the Mercenary Compound Ramps, these created less room for units to spawn, and if you allowed them to spawn long enough your units could start spawing on the hill by the tower. Its now fixed and level with the rest of the base.
-Moved around some of the spawning points
-Fixed PF upgrades/mercs, some didnt work or werent there.
-Various other small tweaks and fixes
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0.9.5+ Changelog
-Fixed a bug with Yellow spawning Purple Marauders
-Fixed a bug with high templars, you can morph 2 HTs together into an archon for 2 gas, and when the archon dies you get 3 back. Fixed so now you can only buy 1 HT, and in order to morph you must morph it with a DT.
-Edited the Leaderboard.
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0.9.5 Changelog
-New Terrain layout
-Mercs now can have upgraded Health
-Made Heroes Stronger and have more health
-Added more hero abilities
-Added in the High Templar Hero (Spellcaster hero) that can morph with another templar or DT into an Archon
-Merc Compounds are now more easily defended
-Added a third defensive structure instead of just the two
-Snipe now does 1000 damage
-Merc starting armor increased
-Periodic 10 minutes of game time = 250 minerals for all players
-Fixed problem where when one player drops/leaves, his teammate can control/use his money to fast tech his troops, now when players quit or drop, they lose their spawning
-Other minor fixes and tweaks.
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0.9.25+ Changelog
-Fixed Greens spawning not stopping
-Fixed Orange's Spawning when Greens CC dies
-Doubled the cost for upgrades to marines, balancing them so you're more likely to purchase Mercs and Heroes
-Added in the Planetary Fortress Morph
-A few other Balancing Issues
-All players are locked to their specific colors and teams, fixing problems with players being incorrect colors/locations/teams
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0.9.25 Changelog
-Fixed game variant issue
-Fixed currupt map loading on 0.9.1
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0.9.1 Changelog
-Fixed Players 7/8 Team status
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0.9 Changelog
-Added Players 7/8 - All players are now Playable
-Reduced Xel'naga Tower's sight radius
-Added vision blockers for the trees, so players must go down the enemies ramp to see their Merc Buildings


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