Details
Changelog
- v0.6a:
- Fixed an error where players leaving could break the spawn trigger and ready dialog (no more waves would spawn)
- Waves no longer spawn for players who have left
- Attacking Towers no longer disappear during enemy waves
- Attacking units now spawn with the right ownership
- Attacking units now share vision and detection with wave mobs
- v0.6:
- Teamplay completely reworked:
- Every player has his own dedicated area to defend again
- Mobs spawn for every active player and walk trough all the other defend areas before ending the wave
- Quick wave end when all defending towers die, no need to watch mobs walk around any more
- Teams can build towers in an special region to attack the other team, units from this towers will spawn with the enemy wave and can be controlled
- Wave sizes decreased due to performance reasons
- Other performance optimization
- v0.5:
- Gamemode changed to 4v4 !
- Lobby settings configured
- v0.4:
- Zerg towers added: Zergling, Baneling, Roach, Hydralisk, Infestor, Lurker, Ultralisk, Mutalisk, Corruptor, Broodloard
- Protoss towers added:
Zealot, Stalker, Sentry, High Templar, Immortal, Colossus, Phoenix, Scout, Void Ray, Carrier
- Zerg upgrades added:
Air + Ground Armor + Weapons 1-3, Centrifugal Hooks, Citin Plating, Metabolic Boost, Adrenal Clans, Grooved Spines
- Protoss upgrades added:
Air + Ground Armor + Weapons 1-3, Charge, Blink, Flux Vanes, Extened Termal Lance, Graviton Catapult
- Tower salvage animation fixed
- Several minor Fixes
- v0.3:
- Salvage Ability of several towers fixed
- Zerg and Protoss tech buildings added
- v0.2:
- minor fixes and changes
- lvls 60 - 71 implemented
- Goliat Tower added
- Wraith Tower added
- Science Vessle Tower added
- Battlecruiser Tower added
- Yamato Cannon upgrade added
- Hurrican Missile Pods upgrade added
- Defense Matrix upgrade added
- v0.1:
- lvls 1 - 59 implemented
- not yet mp tested