SC1vs.SC2Mod 5.4
Details
-
FilenameSC1vs.SC2Mod
-
Uploaded by
-
UploadedJan 25, 2011
-
Size4.30 MB
-
Downloads1,463
-
MD5e6d85bf011729e2cec8db906c80e45f5
Changelog
Version 5.4
- Fixed armor on the immortal
- No longer can cancel banelings to get lobsters
- fixed Terran infantry armor
- fixed Nuke build on Ghost Academy
- added animation for Queen spawn broodling
Version 5.0
- Added engine flames to Valkyrie, arbiter and corsair
- Lurkers and Goliaths have proper hit point counts
- Goliath upgrade does not increase cannon range
- Hydra is now Biological and not light
- Valkyrie fires missiles with blue smoke
- Armor upgrades show up on protoss air units
- Zealots can get both charge and speed
- Arbiter descriptions
- Lockdown can target friendly units
- Battlecruiser and ghost energy upgrades like SC1 variants
- Hydra den is 100/50
Version 4.0
- Reaver model updated
- Terrans can now lift buildings like Science Facility
- Fixed destruction of Science Facility leaving a permanent scar
- Pylon Armor = 0
- Dark Archon Improved model
Version 3.4
- Stimpack can be researched at academy
- Firebat sight reduced
- Firebat hitpoints reduced
- Medic heal range reduced
Version 3.2
- All new arbiter, valkyrie, corsair models (thank you so much Maverck with your excellent SC2BW map and Project Revolution for WC3 for doing the models)
- Fixed arbiter build hotkey and health bar
- SC1 Hydralisk damage changed to explosive (SC2 only tech will keep current hydra)
Version 2.0
- All new arbiter model
- arbiter no longer cloaks buildings
- New guardian model
- Guardian speed fix
- Dragoon has an appropriate wireframe and button
- Dragoon speed fix
- Dragoon warp in fix
- Reaver speed fix
- Corsair sounds improved
- Zealot leg enhancements mutually exclusive with charge
- Sunken's attack more pronounced
- Siege tanks cheaper
- Fixed firebat resource cost Version 1.17
- Fixed Science Vessel irradate energy cost.
- Fixed Fragment grenade range.
- Fixed vulture hitpoints.
- Fixed defiler plague targets to include cloaked units
Version 1.16
- changed devourer to be armored, broodling to work on biologics but not psionics. Made broodlings last 180 seconds Version 1.15
- Increased radius of corsair dweb
Version 1.14
- Fixed templar storm to do about half damage over about twice as long to match sc1 rate. Made corsair disable attacks in 4 different ways because some were still firing
Version 1.13 adds the following units
- Lurker
- Flying Queen
- Defiler
- Devourer
- Scourge
- Medic
- Firebat
- Vulture
- Goliath
- Wraith
- Valkyrie
- Science Vessel
- Dark Archon
- Corsair
- Scout
- Dragoon
- Creep Colony
- Spore Colony
- Sunken Colony
- Defiler Mound
- Arbiter Tribunal
- Academy
- Science Facility
Defiler does not get zerg armor upgrades (editor crashes when I attempt to add them) No observatory (since zerg can get detectors early, I didn't want to push protoss detection so far back)