Shadows of the Tal'darim RPG Act 2 0.95
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FilenameShadows_of_the_Tal_DarimAct2_0.95.SC2Map
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UploadedAug 28, 2011
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Size6.84 MB
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Downloads403
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MD53a243b7faf8940cd98e76b98203de42e
Changelog
- Build 0.95 Release Acts I and II. Act 3 beta 28/08/2011
- Vendors have more items for sale
- 7 new rings, with avoidance, shield regen, life regen, or energy regen!
Bugfixes
- Ancient braces now cost significantly more
- Reduced the cost and sale price of the imbued medium/heavy/plate helms.
- Several items didn't have their actor data, and did not display their proper tooltip unless the item's in your inventory. Some of these items were basic boots, heavy boots, basic gloves, heavy gloves. Some of these items would appear as white balls because I forgot to copy/paste their actor data from my source map.
- Fixed the tooltip for 'Agility,' Greater talisman of Dexterity/wisdom/juggernaut, Wavecrest talisman of wisdom, deadly talisman of dexterity, Mighty Juggernauts talisman, Ancient Braces and Superior Ancient Braces.
- Fixed an bug where some items (when bought from a vendor) would not appear in your bags. Instead it would be placed next to the vendor/shop.
- Build 0.95 Release Acts I and II. Act 3 beta 13/08/2011
- all act 1-3 unit/behavior/ability/weapon data has been sychronized.
- Inventory now works differently. You get an Equipment dialog & 1 bag, instead of just 2 bags. You now have to equip gear that you find.
- New boots, gloves, and rings.
- New vendors, and purchasable items.
- Vendor prices have been adjusted.
- Build 0.94b Release Acts I and II. Act 3 beta
- (Ultralisk) Mark of the Warbringer now provides 15% haste on all party members while active, instead of 15% lifestealing.
- (Act I) Bog giants should now repop 20 minutes after being killed.
- (Act I) Killing Spree should have its own graphic animation in act 1.
- (Act III) The quality of the loot dropped by the first 2 bosses has been reduced
- (Act III) Bonus boss drops should occur more often. Bonus drops no longer include the old act 2 items.
- (Act III) A Teleporter opens up to the north when you get the yellow and red access cards.
- (Act III) Toxin Soldiers Chemical Spray weapon animation now properly shoots a green chemical spray!
- (Act III) Commander Darren Sheppards attack missiles should now have a proper animation.
- (Act III) Grel'gash the Summoner now has his proper model.
- (Act III) All bosses have had their death animations fixed.
- (Act III) The Misc slot items from act 3 have had their drop rate increased significantly.
- (Act III) Bank loading improvements.
- (Act III) More minor terrain updates.
- Build 0.94a Release Act I. Act 3 beta. (14/07/2011)
- (Act I) Bog Giants now roam the starting swamps south of the Terran base. The model only takes up 700 kb, so the unit has 700 hp/player deals 70% of the damage that an infested terran would.
- (Act I) Some rank5 and rank6 talents are no longer available till act 2
- (Act I) Rank 3 Infested Terrans no longer available till act 2.
- (Act I) More work is being done on the skip cinematics feature.
- (Act I) Frost Nova should now cost 9 energy + 2% energy, instead of just 22 energy.
- (Act III) New Boss: You finally get to kill Grel'gash the Merchant, when he escapes and becomes Grel'gash the Summoner.
- (Act III) Greatly improved the last boss fight. Nezzax the Consuming should always give 12 seconds warning before he wipes out everything in the room with an energy nova! His energy nova should no longer annihilate town rifts.
- (Act III) Minor terrain and Pathing update.
- Build 0.94 Release Act I and II. Act II beta. 04/07/2011
- Life Armor, Shield Armor, and Weapon icons have returned. You can now see your total +damage by hovering over your weapon icon.
- Behavior Bar (Buffs bar) has returned, and is now viewable on the top left of the screen.
- (Act II) Some broken quest markers were removed.
- (Act II) Objective Text has been fixed. It's mouse-over tooltip descriptions should be easier to read.
- (Act II) Act II should no longer remove your Teleporter Beacon from your Inventory upon loading in.
- (Act II) There is (and always has been) a base defense event that was not triggering properly. Should be fixed.
- (Act II) Ursodak Bull quests quest objective should no longer persist after the quest has been cashed in/completed.
- (Act II) There is a new merchant in the Nexus.
- (Act II) Mines and Spine crawler eggs have had their buy/sell prices set to the same as act 1 and 3. Whoops!
- (Act III) the first 3 quests should no longer have buggy quest breifings.
- (Act III) Bosses HP has been adjusted and should now have proper scaling based on the amount of players present.
- (Act III) You can now face commander Darren Shepperd in the containment compound. killing him will unlock the last boss
-Build 0.93c Release Act I and II.
- (Act I) work is being done on adding 3 bonus rooms/areas (so Act I can potentially go up to level 33 in the future)
- (Act I) New Teleporter by the Protoss and Zerg starting points, that link will finish bridging the terran/zerg/protoss starting points.
- (Act I) Minor experience gain increase between levels 22-25. You'll still get 1-2 experience for killing things 15 levels lower than you.
- (Act I) Hybrid Kronnis and Hybrid Destroyer didn't feel like they had enough health. Particularly on single player mode. Their health was buffed by about 6-7000.
- (Act II) Experience gain increase in the level 40-50 bracket
- (Act II) More trash drops.
-Build 0.93b Release Act I and II. Act II beta. 28/06/2011
- All Healing effects now scale with Hero Level, Intelligence, and Critical Strike.
- Critical heals cause you to gain additional life and shields EQUAL to the amount of the triggering heal. Cannot occur more than once every 6 seconds (reducable by haste).
- Critical Strikes combat text is now twice the size of non critical strikes.
- Intelligence now increases your healing received
- Mines and Spine crawlers now scale with your hero level (but their cost has been increased)
- All summonable devices and minions now scale with the creators hero level!. Infested terrans gain agility equal to their creators hero level. This will increase their damage.
- Kill field Generator, holographic Turret, and Distruption Field Generator now gain strength AND agility equal to their creators hero level.
- (Act I) Fixed an annoying bug that would cause the camera to jump.
- (Act I) A few quest objectives were not properly updating
- (Act I) More trash drops (+0.5% chance per player/per mob killed)
- (Act I) Increased experience gained from killing higher level mobs
- (Act I) Tessalisk, Tessalisk Motherlord, and Protoss Reavers no longer have a gigantic hit box. This was thoroughly annoying.
- (Act I) Terran Commander Disguise no longer makes you untargetable to enemy attacks.
- (Act II) The Pylons in the Fire Lord encounter now have health that scale with the amount of players present.
- (Act II) The entrance to nexus was moved recently, and should no longer be blocked off! Whoops!
- (Act III) Firebat Elite and Marine Elite mercenaries are now available!.
- (Act III) Nezzax the Consuming should no longer be invincible.
- (Act III) Fixed a minor issue with the mana bar not displaying proper mana.
- (Act III) Town Portals should no longer be broken in act III.
- (Act III) Securicon Defense System fight has been adjusted
- (Act III) You can now see the floor (and AOE markers) in the Computer Core fight.
- (Act III) Nezzax the Consuming (the last boss) should now deal significantly more damage
-Build 0.93a Release Act I and II. Act II beta. (18/06/2011)
- Agility, Strength and Intelligence tooltips in the stats menu should now report how much +damage and damage % increased per point. Players had no idea that agility/intelligence/strength actually increased their damage done :/
- Roach should no longer be able to attack while burrowed.
- Tooltip bugfixes through all acts
- (Act II and III) Ghost - Mark of the Champions graphic has been changed and should no longer increase the targets hit box.
- (Act III) Superior Ancient Bracers now have a chance to drop off various bosses in act III.
- (Act III) New Elite Firebat and Elite Marine mercenaries available!.
- (Act III) The scaling of Lifestealing on the Phased Zealot mercenary has been reduced by half,
- (Act III) The Hydralisk Elite mercenary gains a lifestealing buff.
- (Act III) the Hydralisk mercenary was not receiving level up benefits when it's owner gained a level. This has been fixed :)
- (Act III) Items have been finished and their tooltips should properly display by hovering mouse over.
- (Act III) Infested Terrans now scale with the creators hero level
- (Act III) Spectre - Distruption Field Generator and Holographic Auto Turret now scale with the creating hero's hero level.
- (Act III) Minor Terrain Changes
- (Act III) Several bossfights have been changed
- (Act III) Yellow and Blue Access card now have an icon and tooltip! (Blue access card does nothing atm)
- (Act III) The Roaming Ultra-Viking now has a loot table
- (Act III) Siege Tanks, Chemical Soldiers, Patrollers and Shadow Agent mobs should now be unselectable (whoops)
- (Act III) Experience gained from killing higher level (65+) mobs increased.
- (Act III) Working on new misc slot items (talisman of wisdom/dexterity etc.
- (Act III) Several items had their buy/sell prices adjusted, Chrono Rifts are now 400 vespene.
-Build 0.93 Release Act I, and II. act III beta. (16/06/2011)
- Ultralisk can no longer pick Lifestealing, it was bugged with Hardened Shell.
- Roach can no longer pick Lifestealing. It was bugged with Empowered Synergy.
- Empowered Synergy is now a 55sec cooldown, up from 30 seconds.
- Telekinesis is now a 45 second cooldown but can now stun all major bosses.
- Fixed an issue where the 'attack' button would sometimes disappear in multiplayer for unlock mode users.
- (Act I) Auto Turrets should no longer be 'unselectable'
- (Act I) Additional Tips have been implemented, to compensate for the lack of awareness/intelligence of the average US BNET player.
- (Act I) New heroes now start out with a mission that instructs them to meet up at the terran base in the center.
- (Act I) The acquire range for the Terran Scientists 'destroy the Distruption Field Generator' mission has been quadrupled. Players still have no idea that a giant "!" means 'quest here! come here!'
- (Act I) Fixed an issue where the Tessalisk Motherlord Quest would fire when there was nobody around.
- (Act I) Quest objectives should update more often. If you're unsure what part of the quest chain you're on, just speak to Chal'marr.
- (Act I) New secondary objective, 'Kill the Tessalisk Motherlord" fired off by the terrans in the Lurking Swamps.
- (Act I) There are more shops around. Each terran site/base has an old armory which is a version of 'the armory' that does not sell spine crawlers.
- (Act II) Fixed an issue that was causing the Sentry vehicle to be Unselectable
- (Act III) Approaching the Northern Barrier with a Yellow Access Card will cause the barriers to explode, unlocking the Northern Wastes.
- Build 0.92c) Release Act I and II. Act III beta (13/06/2011)
- Attack button now uses its default 'A' hotkey instead of 'X'.
- Attack button disappears in Lock camera mode for WASD keyboard movement.
- Frenzy has had its graphic animation fixed.
- Focus Aura now has its own graphic while active.
- Damage Aura now has it's own graphic while active.
- (Ultralisk) Regenerative Shell now has a graphic animation.
- Mark of the Ancients now displays a graphic on affected targets.
- Mark of the Champion now displays a graphic on affected targets.
- Mark of the Vengeful now displays a graphic on affected targets.
- Mark of the Warbringer now displays a graphic on affected targets.
- Fixed an issue that was causing the load hero function to crash sc2. (execution took too long)
- Players who ragequit immediatly after dying will no longer be resurrected.
- (Act I) All cinematics are now skippable! Press Escape to skip any cinematic. This feature is brand new, so skipping a cinematic may still seem 'skippy' briefly after the cinematic finishes.
- (Act I) Some quest pings were still grey or black and hard to see. These should all be bright yellow.
- (Act I) the more nasty Infested Terrans now have a yellow glow and are more noticable. Their damage dealt was reduced slightly.
- (Act I) Those Ursodaks at the end of each races start zones were all nerfed since they were scaling with the amount of players present when they shouldn't have been.
- (Act I) Low level enemy mobs movement speed has been reduced significantly.
- (Act II) The 'Escourt the Dark Templar' quest has been adjusted and should now be slightly easier.
- (Act II) The Frost Demon boss is no longer broken.
- (Act II) The Fire Lord boss now has 30% damage reduction and now summons hallucinations when he charges a pylon.
- (Act II) The Dark Stalker will start spawning adds sooner. Changes were made to his 'graviton beam' lift effect
- (Act II) Minimap would change when your mercenaries passed through a zone. It should only change the minimap only when your HERO passes through a zone.
- (Act II and III) The Mercenary Vendor (Annabelle) should now be invincible and immovable.
- (Act II and III) Difficulty was not auto tuning properly. It would put difficulty on 2 player mode when 3 players were present.
- (Act II and III) 5 player difficulty level should be slightly more challenging.
- (Act III) Diamondback Boss was deemed boring and has been given several annoying effects and aoes.
- (Act III) Lazer Drill boss (in the Refinery) should no longer be invulnerable.
- (Act III) The Dark Predator boss was sort of bugged.
- (Act III) Scantipede boss now has the behavior of 'switching targets' occasionally
- (Act III) Fixed an issue where XP gain would stop after levelling once! (oops)
- Build 0.92b) Release Act I and II. Act III Beta. (05/06/2011)
- Even more bank system reliability improvements.
- Res triggers have been split into 5 parts (from 4.)
- Regenerative Shell now has a graphic animation.
- Empowered Synergy now has a graphic animation.
- Damage Aura and Focus Aura now have their own graphic animations!.
- Hero load triggers would sometimes ignore the backup file if a slot was empty or corrupt. Users would have to -loadbackup sometimes. It should always try to load hero from backup if the main file is corrupt.
- The load hero menu will re appear if you accidently pick an empty slot.
- (Act I) The 'Stone Zealot Dies'' trigger was getting too big and wasn't properly awarding Tal'darim relic to all active players. This has been split into 2 triggers and should execute properly.
- (Act II) The res triggers will now automaticly remove quest item duplicates from your inventory (Tal'darim Relic, Tracker Beacon, Key to Act II, Head of the Destroyer)
- (Act III) Mutant Scantipedes burning corruption debuff - duration of this effect is no longer based on targets haste. This was causing the debuff to last well over 5minutes, since the debuff itself slows you down by like 10,000%
- (Act III) Laser Drill boss now deals roughly half the damage that it used to.
- (Act III) Vespene awarded from killing mobs has been quadrupled! Level 50-60 mobs will award 20-40 vespene per kill, Level 61-80 mobs will award up to 75 vespene per kill.
- (Act III) Ultra Viking and Diamondback boss now award Vespene, experience, and should now drop loot!
- (Act III) Bosses should now award 300-600 Vespene per kill.
- (Act III) Reduced the amount of mobs in a few areas
- Build 0.92a) Release Acts I and II. Act III beta (30/05/2011)
- Heroes are now limited to 2 bags. 3 bags was just taking up too much bank space.
- Performance and bank loading improvements through acts I, II and III
- (Act I) Some mobs in the Protoss starting zone were getting harder when more players were present. This was not intended for starting zones, since players are spread out at the beginning.
- (Act I) Created a new boss and zone accessible through a cave by the oasis in the Eastern Wastes.
- (Act I) Players no longer need a Key to the East to complete the "Find a Pylon' quest.
- (Act I) Minor terrain updates.
- (Act I) Town portals are no longer bugged after being used by another player.
- (Act II) First quest (talk to Zen'yth the stalker) no longer requires that you have the Queens Heart. This was breaking the whole quest chain sort of.
- (Act III) Major Dungeon layout/environment changes
- (Act III) Several bosses have had their damage output increased. Their health values should be higher as well.
- (Act III) The Mutant Scantipede boss now summons slightly nastier adds. (and awards higher level gear when killed)
- (Act III) The level 60-80 mobs should now respawn properly after being killed. They were not repopping.
- (Act III) Miner (male) health reduced to 18,000 from 30,000.
- Build (0.92) Release Acts I and II. Act III beta (25/05/2011)
- A targeting cursor now appears on your current target (to let you know what you are currently targetting)
- (Act I) New type of mob has been discovered in the eastern wastes! Tessalisks use the Hybrid Zergling model (by Underp4nts) and are roughly equivelant to the Ultralisks out there.
- (Act I) The No Fly zones have been moved around. Some hazardous indoor areas are no longer accessible by dropship.
- (Act I) The Queens domain has been adjusted slightly and it's background model should always be visible regardless of fog of war.
- (Act I) Most Stalker and Zealot mobs will no longer repop when killed.
- (Act II) No Fly zones have been implemented and the Terrans have left behind a Dropship to play with!
- (Act II) Minor performance increase.
- (Act III) No Fly zones have been implemented and the Terrans have left behind a Dropship to play with!
- Build (0.91c) Release Acts I and II. Act III beta
- CPU and Network load reduced significantly, and trigger reliability improvements implemented.
- Spectre - Chemical Missile Initial blast no longer harms nearby allies or friendly units.
- (Act I) attempting to fix issues with that first cinematic for players who use Lock camera mode.
- (Act I) Attempting to fix issues with that first cinematic for players 2 3 4 and 5.
- (Act I) Some quest markers (the ! and ? above questgivers) were not visible to all players.
- (Act I) Your bags are automaticly updated with a Teleporter beacon if you do not have one by the time you reach the Stone Zealots Cave.
- (Act I) The Teleporter beacon quest in the Eastern Wastes no longer requires the Key to the East.
- (Act III) Changed the Hydralisk Mercenary's model to Underp4nts AMAZING Hybrid Hydralisk model!
- Build (0.91b) Release Acts I and II. Act III beta (18/05/2011)
- Act III is now in public beta phase! Level cap raised to 80.
- Backup bank file is now generated, and when the main bank file cannot be loaded in multiplayer, it will try to load from the backup bank file (which is only saved to when you gain a level or leave the game.) This increases the reliability of hero loading in multiplayer, as well as provide as a failsafe for people who might have corrupted their bank file
- Town Rifts now appear after completing a quest or killing a boss. An unignorable one way ticket home.
- New graphic icons for several higher level chest armors.
- (Act I) Town Rifts are now usable by players other than just the caster.
- You can now sell (most of) your unwanted items at any shop or vendor. Just right click an item to pick it up, and drop it on top of any shop or vendor.
- (Act I) Quests can be completed out of sequence more smoothly. Some quests could only be triggered by player 1, and killing the hatchery was removing terran commander disguise from heroes inventory.
- Players who leave the game will now have their hero's removed from the game as well. There was an issue where any player would leave the game, and other players would have unlimited access to that players hero. Players would rob these afk heroes of their gear and sell it at a vendor.
- 1.3.3 Fixed an issue where Archon hero had the 'massive' flag, and was not being resurrected as a result.
- Lesser Potion of Invisibility are now available from the vendors in act II.
- Chrono Rift Charge are now available from the vendors in Act II.
- Groundwork is being laid down for a hero resurrection item in Act I.
- Build (0.91a) Release Acts I and II
- All potions now have new icons!
- New graphics/icons on most act II gear.
- New icon for Critical strike/Intelligence/Frost Nova/Mark of the Ancients
- Item image now appear in their hover over tooltips when dropped on the ground.
- Removed several UI elements that were cluttering the screen.
- (Act I) Infested Terrans range reduced to 4
- Fungal Growth base range reduced to 3
- Seeker Missile base range reduced to 4
- Build (0.91) Release Acts I and II (04/05/2011)
- UI has been updated, you can now see both the stats menu and the damage meter at the same time (if you so chose)
- Ghost - now deals 35% more damage from all attacks and abilities
- Ghost - Shield recharge Uplink now stacks up to 3 times, duration is no longer shortened by stacking haste.
- Removed several UI elements that were cluttering the screen.
- the Damage meter should automatically divide each players total damage done by 1/2 if any player reaches 100% reported damage dealt. This should fix an issue that caused it to stop working after half an hour.
- All items have had their descriptions formatted to always display their stats in a certain order. (+armor, +life/shields, +damage, +haste, +shield regen, you permanently gain X health upon equipping this item)
- Bank loading reliability improvements.
- (Act I) I noticed some creatures and bosses were taking double damage by having more than one attribute (hover,biological,massive etc). I removed their additional attributes, and reduced their health by half.
- (Act I) Terran Commander Disguise now only lasts 30 seconds, and has a graphic. For 30 seconds you can look like an elite firebat hero! (Ultralisk and Roach heroes will appear to have a firebat riding on them.)
- (Act I) Haste Rating button no longer flashes upon res/loading unless you have stat points to spend.
- (Act I) Town rift charges now drop off the Stone Zealot and the Omegalisk boss in the Eastern Wastes.
- (Act I) Experience gained from level 12-24 mobs has been increased
- (Act I) Content difficulty was not properly scaling based on players present.
- (Act I) When a player leaves the game, a UI message will display 'The Destroyers minions weaken. XXX% difficulty"
- (Act I) Town Rift Charges should now display their proper tooltip when dropped.
- (Act I) You can now see a high templars hero level by hovering mouse over. This was annoying.
- (Act II) Frost Demon boss fight changed slightly.
- (Act II) Chal'marr should now give the 'raid the Destroyers Temple' quest after clearing the Ominous Temple
- (Act II) Fixed several lingering quest objectives in the later quests.
- (Act II) High Templar Al'rak fight has been made a little harder. It was deemed boring.
- (Act II) Experience gain has been increased yet again
- (Act II) All vehicles no longer have the heroic flag. A bug was identified where a players vehicle would become unselectable if selected by the vehicles hero icon.
- Build (0.90c) Release Act 1 and 2
- (Act II) Experience gained from kills between levels 31-50 has been increased.
- (Act II) You can no longer gain experience from killing the Destroyer past level 50.
- New Damage meter, displays each players total damage done percentage, (out of all players). Also shows your current dps.
- There is now only one minimap, and it has been moved to the top right of the screen
- Fixed a random combat glitch where a mobs hp would reach zero, sometimes tick back up to 8 or 10, then be damaged back to 0. They wouldn't die.
- The effectiveness of Haste rating has been reduced slightly. You now receive haste percent equal to haste rating divided by (Hero level + 3) x 100, instead of haste rating divided by hero level x100.
- (Act II) New High Templar talent, Mark of the Ancients rank 2. In addition to it's original effects, Mark of the Ancients will increase critical strike chance by 4% while active. This change does not reflect on the stats dialog
- Fixed some issues with Ominous Box of Resurrection
- Ghost, Spectre, and Roach can now pick the Infused Swiftness talent.
- Fixed several issues with act II quests that were broken in 1.3
- High Templar Al'rak (in the Hybrid Destroyer encounter) has been buffed and should no longer die as easily. Multiple copies of this npc will no longer be created in multiplayer games upon entering the Destroyers Chamber.
- Lifestealing has been increased and was not properly giving 4.5% lifestealing per point.
- Roach - Empowered Synergy should now properly heal Life and Shields for up to 140% of damage done (unless you are afflicted by blinding goo or fungal growth).
- Queen Infestor - Passive Lifestealing will now properly heal shields and life for up to 25% of damage done.
- Ultralisk - Mark of the Warbringer will now properly heal shields and life for up to 20% of damage done.
- (Act II) Frost Demon boss has been adjusted to react to targets at melee range.
- Quest pings now last 1280 seconds, up from 550 seconds.
- (Act I) Many bosses will now drop town rift charges, allowing you to open a rift to your home.
- (Act I) Omegalisk boss Flame breath damage reduced by 45%
- (Act I) Quest markers '!' and '?" are now 40% bigger and more noticable.
- (Act I) Purge the Temple! quest fixed a bug where the Dark Templar would not help you purge the Temple!
- (Act I) Find a Pylon quest now spawns adds after you find the pylon! It's a trap!
- (Act I) Quest barriers have been implemented to prevent players from accidentally wandering into scary places too early into the game. The Eastern Wastes and the Zerg Hatchery areas are sealed off until a player who has completed those quests approaches Chal'marr.
- Build (0.90b) Release Act 1 and 2
- (Act II) Fixed Ursodak Boss quest.
- (Act II) Fixed High Templar Al'rak quest.
- (Act II) New Spectre Talent - Improved Kill Field Generator, +4500 health to your Kill Field Generator
- Killing Spree (dark templar) is now available in Act I. You no longer have to wait till act II to get this ability
- You can no longer gain ridiculous experience by killing Collosus in Act I.
- Lurkers in Act II now deal 30% less damage and 1.6 damage reduced per point of armor (from 0.8)
- Sentry potions in Act II now last 10 minutes.
- (Act II) Lobby teams are adjusted yet again, to handle multiple heroes in multiplayer better.
- Creating a medic hero is DISABLED until I figure out why this class doesn't work in act II. I don't want fresh players to roll a medic, and later find out it doesn't gain xp in act II.
- Save bank data has been reduced to make hero loading more reliable in multiplayer
- Duration of the pings in Act I increased for multiplayer
- Fixed an issue in Act I that was causing the load triggers to generate a 'temp' section in the bank file. Bank files should be much smaller and more manageable (9-29 kb).
- (act II) Ominous Box is now the 'Ominous Box of Resurrection.' Instantly revives all nearby dead (friendly) heroes.
-Build (0.90a) Release Act 1 and 2
- Fixed an issue in Act I where players 2 3 4 and 5 were not receiving their pylon charge after helping the Zealot prisoner find a pylon.
- (item) Force Field Barriers can no longer be bought from the armory or any vendors.
- (Act I) Lobby teams are adjusted yet again, to handle multiple heroes in multiplayer better.
- Friendly forces will once again react to enemy forces in Act II.
- Several quests in Act II were broken by the mission objectives system. These issues have been resolved, but some quests will not show mission objectives.
- Several Queen Infestor talents were not saving correctly.
- Mark of the Vengeful (Queen Infestor) is once again accessible.
- Items bought from vendors no longer display a ridiculous death animation when purchased.
- Improved Rejuvinate ranks 4 and 5 should now have the correct requirement data
- Ion Grenade base damage has been reduced. Damage scaling through int+gear has been increased.
- Leech (Queen Infestor) - Range has been reduced from 9 to 5. 9 was just way too much
- New Act II quest to go raid the Ominous Temple after killing the Frost Demon.
- (Act II) Fixed an issue with the Dark Templar escourt quest.
- (Act II) Kill the Black Reaver quest now properly executes if you approach Chal'marr after completing the Dark Templar Escourt
- (Act II) the teleporter in Chaos Mountains (for the Black Reaver quest) should now port your mercenaries as well
- You can no longer create a medic in Act I (until I figure out why this class doesnt gain XP in act II)
-Build (0.90) Release Act 1 and 2
- Replentish Shield Energy (Medic) is now Ion Grenade. Heals friendly units and deals damage to enemy units in an aoe. Ion grenade has a range of 5
- Queen Infestor can now pick Haste and Lifestealing in Act I
- Infested Terrans level 2 was bugged and was not increasing the health or damage of Infested Terrans.
- Curse of the Weakened - now ticks faster based on the casters haste, instead of the targets haste.
- Fungal Growth - now ticks faster based on the casters haste, instead of the targets haste.
- Gushing Wound (Ram) - now ticks faster based on the casters haste, instead of the targets haste.
- Irradiate (Medic) - now ticks faster based on the casters haste, instead of the targets haste.
- Psionic Storm - now ticks faster based on the casters haste.
- Rejuvinate - now ticks faster based on the casters haste, instead of the targets haste.
- Mark of the Ancients - duration of this buff is no longer shortened on targets with haste.
- Mark of the Champions - duration of this buff is no longer shortened on targets with haste.
- Mark of the Warbringer - duration of this buff is no longer shortened on targets with haste.
- Mark of the Vengeful - duration of this buff is no longer shortened on targets with haste.
- Hardened Shell - duration of this buff is no longer shortened on targets with haste.
- Empowered Synergy (Roach) - duration of this buff is no longer shortened on targets with haste.
- Stimpack - duration of this buff is no longer shortened on targets with haste.
- Stimpack - now has a 12 second duration, down from 15
- Stimpack - is now on a 30 second cooldown, up from 24
- Frenzy - duration of this buff is no longer shortened on targets with haste.
- Guardian Aura - duration of this buff is no longer shortened on targets with haste.
- Damage Aura - duration of this buff is no longer shortened on targets with haste.
- Focus Aura - duration of this buff is no longer shortened on targets with haste.
- Shield Recharge Uplink (ghost) - duration of this buff is no longer shortened on targets with haste.
- Corrosion Bolt - The debuff left by this effect no longer scales with haste
- Dark Swarm - No longer has reduced effectiveness when shielding targets that stack haste
- Blinding Goo now has a range of 5, down from 7
- Fear Grenade now has a range of 5, down from 7
- Dark Matter Grenade now has a range of 5, down from 10
-Build (0.89c) Release Act 1 and 2
- Mission Objectives are now displayed on the top left of the screen.
- Firebat's Flamethrower damage has been doubled.
- All damage dealt by your mercenaries now contribute to your dps on the DPS meter
- Minor terrain updates
- Town Rifts Charges can now be brought to (and used in) Act I.
- Fixed a bug that was making Strength Dialog Item impossible to see for the Marauder hero.
- Queen Infestor fixes
- the Improved Fungal Growth talents were not properly saving
- The level 3 infested terrans talent is once again accessible
- Mark of the Vengeful talent was not properly saving
-Build (0.89b) Release Act 1 and 2
- The Lobby's game variants have been changed from 2 teams to custom. 2 teams was causing save issues because the players player number would go from 6 to 2 in the middle of a game.
-build (0.89a) Release (Act I)
- You can now pick haste rating as a stat! Each point spent on Haste rating increases your attack speed, casting speed, and reduces all cooldowns by a percentage based on your heroes level.
- Haste rating becomes less effective as you get to higher hero levels
- You need to have at least 1 point spent in either Intelligence, Agility or Strength to unlock Haste.
- Lifestealing has been buffed to 4.5% lifestealing per point (from 3.5%)
- Lock Camera mode has been redesigned and should provide a more smooth third person gameplay mode.
- The Stats dialog now hides stats that your class does not use.
- balance/bugfixes
- The Ultralisk can now pick Lifestealing and Haste.
- You no longer keep your mercenaries when you switch characters mid game
- Feedback (High Templar) now deals 10-15% less damage
- Some heroes had higher attack priority (threat) than their hireables. Threat should be based on whoever's closest.
- Fixed a Camera bug, locking and unlocking would often lock free moving.
- The size of the DPS meter trims down to however many players are present.
- Psi storm should no longer harm nearby friendly hireables
- Numerous abilities will no longer harm nearby friendly hireables
- Fixed some annoying chat bubble bugs
- Numerous bugfixes
-build (0.89a) Release (Act II)
- You can now pick haste rating as a stat! Each point spent on Haste rating increases your attack speed, casting speed, and reduces all cooldowns by a percentage based on your heroes level.
- Haste rating becomes less effective as you get higher level
- Lifestealing has been buffed to 4.5% lifestealing per point (from 3.5%)
- Act II now supports 5 players, up from 4
- Lock Camera mode has been redesigned and should provide a more smooth third person gameplay mode.
- Act II now shows a cutscene cinematic when you first approach Chal'marr with the key to act II. If you've already passed that part of the quest chain, and want to see that cinematic, just type -movie
- Minor terrain updates
- The Stats dialog now hides stats that your class does not use.
- balance/bugfixes
- The Ultralisk can now pick Lifestealing and Haste.
- You no longer keep your mercenaries when you switch characters mid game
- Feedback (High Templar) now deals 10-15% less damage
- Some heroes had higher attack priority (threat) than their hireables. Threat should be based on whoever's closest.
- Fixed a Camera bug, locking and unlocking would often lock free moving.
- The size of the DPS meter trims down to however many players are present.
- Psi storm should no longer harm nearby friendly hireables
- Numerous abilities will no longer harm nearby friendly hireables
- Fixed some annoying chat bubble bugs
- Numerous bugfixes
-build (0.89) Release (Act I)
- Mercenaries!
- You can now hire Mercenaries (unselectable hireables that follow you around)
- You unlock new mercenaries by completing quests. You can have one mercenary of each type.
- Mercenaries scale with your hero level, and grow stronger as you grow stronger.
- You unlock the marine mercenary and mercenary vendor early act I
- You unlock the Firebat mercenary when you get the key to the east in act I
- New opening cinematic and splash screen
- Keyboard turning implemented (Lock Camera mode only). You now hold left mouse if you want to use A/D to strafe left/right.
- Bugfixes
- Level cap increased to 80 but you cannot gain experience past level 50 (until I release act III)
- Aberitions and Scantipedes should now be properly targettable by left click.
- Most UI messages are no longer blocked by the hero's health bar
- Dropped items should now be unselectable (and won't deselect your hero when you accidentally click on them.)
- Destructibles and Doodads should no longer deselect your hero if clicked.
- Map automatically removes unnecesary quest item duplicates. (like teleporter beacon or tal'darim relic)
- Many many bug fixes
- In Act I, the teleporter by that cliff in the eastern wastes now properly ports you to the queens lair.
- The cinematics are completely redesigned and should work regardless of how many players are present.
-build (0.89) Release (Act II)
- Mercenaries!
- You can now hire Mercenaries (unselectable hireables that follow you around)
- You unlock new mercenaries by completing quests. You can have one mercenary of each type.
- Mercenaries scale with your hero level, and grow stronger as you grow stronger.
- You unlock the marine mercenary and mercenary vendor early act I
- You unlock the Firebat mercenary when you get the key to the east in act I
- In act II, you get a Zealot mercenary with Lifestealing
- New Splash screen
- Keyboard turning implemented (Lock Camera mode only). You now hold left mouse if you want to use A/D to strafe left/right.
- Several NPC's in Act II have been given chat bubbles, to make their purpose more clear. Example; "Hi, I'm a vendor!" or "Wanna hire some mercenaries?"
- Marauder damage output has been increased through another rank of 'Improved Seeker Missile.'
- Dark Templar - Killing spree is an ultimate that causes you to jump target to target every 0.24 seconds dealing a merciless strike to each target until up to 8 targets are hit. (not available while in act I)
- Dark Templar - Improved Merciless strike rank 2 makes your merciless strike effect hit 2 targets (not active or purchasable while in act I)
- Two new Spectre Talents, Improved Experimental Plasma Gun, and Level 3 Psi Shield, (not active or purchasable while in act I)
- Spectre - Chemical Missile persistent damage over time has been increased
- Ghost New Improved AP rounds rank 2 Talent. (not active or purchasable while in act I)
- Roach - Talon Strike Level 3 talent. (not active or purchasable while in act I)
- - Bugfixes
- Players heroes have had their 'force status bar' state turned on, to make them easier to distinguish from their mercenaries in multiplayer environments.
- Level cap increased to 80 but you cannot gain experience past level 50 (until I release more material)
- Most UI messages are no longer blocked by the hero's health bar
- Right clicking a neutral or friendly unit as the Roach or Ghost hero will no longer cause you to attack them
- Many many bug fixes I have forgot to mention
0.88b Release (Act I)
- Crit was actually doing 4% per point. It has been reduced to 2% per point
- Lifestealing has been buffed to 3.5% of damage dealt generates vitals per point. (up from 2.5)
- Stat dialog item now displays even more information in its items tooltips (and should now display the correct attribute bonus's)
- Some mobs were still 'unclickable'
- The Stats dialog tooltip display will now properly update when you buy a stat point
0.88b Release (Act II)
- Town Rift charges are now droppable
- Town Rifts now last 2 minutes, up from 1 minute
- Crit was actually doing 4% per point. It has been reduced to 2% per point
- Lifestealing has been buffed to 3.5% of damage dealt generates vitals per point. (up from 2.5)
- Stat dialog item now displays even more information in its items tooltips
bug fixes
- Drag select is now properly disabled.
- Clicking magmalisk plaguebringer, items, stalkers and colossus will no longer deselect your hero
- Strength and agility dialogs should now display their proper +damage benefits in their tooltips (or at least be damn close)
0.88a Release (Act II)
- The UI has been redesigned!
- A new minimizable world map
- You can now left click an enemy to set your target. (without deselecting your hero).
- Target bar now displays enemy portrait
- New health and mana bars!
- You can now see a friendly targets hero level by hovering mouse over
- You can now see what your estimated crit % by hovering mouse over Crit in the stats dialog.
- You can now see what your estimated lifestealing % by hovering mouse over Lifestealing in the stats dialog.
- Agility, Intel, and Strength now have a tooltip (that aren't entirely accurate yet)
- New movement speed stats dialog item
- New Battle.net map image
Bug fixes/balance
- The Teleporter Beacon was still generating a temp section in the bank keys, this has been fixed
- Drag-select has been disabled
- Multiple bugfixes
0.88a Release (Act I)
- The UI has been redesigned!
- Chat bubbles are now working and all quests either use transmission text or chat bubbles
- A new minimizable world map
- You can now left click an enemy to set your target. (without deselecting your hero).
- Target bar now displays enemy portrait
- New health and mana bars!
- You can now see a friendly targets hero level by hovering mouse over
- You can now see what your estimated crit % by hovering mouse over Crit in the stats dialog.
- You can now see what your estimated lifestealing % by hovering mouse over Lifestealing in the stats dialog.
- Agility, Intel, and Strength now have a tooltip (that aren't entirely accurate yet)
- New movement speed stats dialog item
- Terrain Improvements
- Your second and third bags now appear on the left side of the screen
Bug fixes/balance
- The Teleporter Beacon was still generating a temp section in the bank keys, this has been fixed
- Drag-select has been disabled, and you can no longer deselect your hero unless you're buying from a shop or using a vehicle.
- Numerous bugfixes
0.88 Beta (Act II)
- Several UI elements were simplified. Save slot 1 save slot 2 save slot 3 buttons are all now 'save hero' which quicksaves your hero to their assigned slot.
- Quest givers are now marked with ! and ? in perspective to the players progress in the quest chain.
- Feedback cast time increased to 0.55 seconds (from 0.3)
- New base defense quest
Bug fixes/balance
- Removed the "objective complete" directive text from numerous quests
- The Experience counter was redesigned, and now displays the correct experience for your hero.
- You no longer lose unspent stat points if you die.
- You no longer lose unspent stat points if you don't spend them immediatly. *You can level 2 times, and you'll still have your 2 stat points to spend*
- The experience required for all levels has been reduced by roughly 97%! The experience gained from killing mobs has been reduced by 95%.
- Mobs now only grant experience to heroes up to a certain hero level. Players should be encouraged to quest in content that's challenging for their level.
- Bank files 'temp' section was removed. Your hero now automaticly saves to their assigned slot every 30 seconds worth of combat. Your hero will load from that assigned slot on res.
- Bank file size has been reduced by almost 50%, and the map will trim unused bank data on loading. It should be more multiplayer friendly.
- Too many quests were triggering too often, so a few more conditions added to the quest triggers.
0.87c Beta (Act I)
- New Lifestealing stat! This stat generates 2.5% of damage dealt as shields/life per point, and regenerates 0.5% of damage dealt as energy!
- Damage dealt by Snipe, Acid Spit has been increased
- Damage scaling by Blinding Goo has been increased
- The barrier blocking the last Hybrid Destroyers Lair will now explode if you approach Chal'marr with the Queens Heart
Bugfixes
- Extra experience is generated based on how many active users are present. It was dividing the total experience between all players present, therefore, players would level faster in single player games. This has been fixed.
- New manual load feature. Load one of another players heros by typing -loadhero player# slot# This is a quickfix for people who can't find their save banks in multiplayer games. Just get a friend to load your hero, and save it to an unused slot before you leave.
- Bank temporary save slot (the slot you res from) now properly saves when you finish spending stat points.
- The Stat buttons no longer light up upon resing/loading when you have no stat points to spend.
- Healing Text Trigger was causing performance issues since it was being triggered the computer players regeneration as well, Healing text can now only be seen by healing a user controlled players unit.
0.87c Beta (Act II)
- New Lifestealing stat! This stat generates 2.5% of damage dealt as shields/life per point, and regenerates 0.5% of damage dealt as energy!
- Damage dealt by Snipe, Acid Spit has been increased
- Damage scaling by Blinding Goo has been increased
- The Quest line is completed and is ready for testing!
- New NPC that will buy your old quest items in the Nexus!
- You can now enter the Nexus
- Town Rift Charge implemented. This is effectively a 'scroll of town portal' that you can buy from the vendors for 120 vespene. Summons a Rift that goes to/from your home nexus. This item is not useable in Act I.
- Massive terrain/decal improvements
- The shops have been replaced by merchants next to Chal'marr.
- Bosses will now ALWAYS drop at least 1 peice of gear. More players means more gear, and a higher chance to drop superior gear.
Bugfixes
- Extra experience is generated based on how many active users are present. It was dividing the total experience between all players present, therefore, players would level faster in single player games. This has been fixed.
- New manual load feature. Load one of another players heros by typing -loadhero player# slot# This is a quickfix for people who can't find their save banks in multiplayer games. Just get a friend to load your hero, and save it to an unused slot before you leave.
- Pathing has been updated.
- Bank temporary save slot (the slot you res from) now properly saves when you finish spending stat points.
- High Templar Al'rak no longer starts at a low percentage of vitals during his first encounter.
- The Stat buttons no longer light up upon resing/loading when you have no stat points to spend.
- Some High level bosses have had their abilities reworked and their fights redesigned. (The Hybrid Destroyer now A: empowers statues which can explode, B: releases 3 different types of adds througout the fight, C: tries to summon another boss occasionally, and D: casts vortex)
- Healing Text Trigger was causing performance issues since it was being triggered the computer players regeneration as well, Healing text can now only be seen by healing a user controlled players unit.
- Zone markers have been updated, and the minimap will change when you enter a dungeon or go through a door.
0.87a Release (Act I)
- Queen Infestor damage over time dealt by curse of weakness increased by 30%, and curse of weakness now stacks up to 12 times on the target
- Radius of Shared experience increased to 128
- Act I now supports up to 5 players, up from 4.
- Several old/unused bank keys were removed
- Hybrid Destroyers damage dealt by Plasma Bolt reduced slightly
- Save banks now store the players name as text, and tell you whose hero you just loaded.
- After the base defense event, Chal'marr gains a new ability that causes him to 1shot any hostiles within a radius of 4. Enemies killed by this effect will NOT respawn.
0.87 beta (Act II)
- The map size has been reduced from 192x192 to 192x128 since ATI video cards refused to work on anything larger than 192x128.
- Queen Infestor damage over time dealt by curse of weakness increased by 30%, and curse of weakness now stacks up to 12 times on the target
- Radius of shared exp has been increased to 128
- the High Templar encounter is no longer bugged, and graphics glitches from his abyssmal ruins area were fixed. There should no longer be mobs just floating in the air or flying.
- The Fire Lord fight has been redesigned. You approach the boss to begin the encounter (he starts out neutral)
- The Dark Stalker now spawns adds!
- Hybrid Destroyers damage dealt increased
- Experience gained from killing Ursodac has been increased
- Several old/unused bank keys were removed
- Terrain objects/decals/detail increased.
0.87 Release (Act I )
- Creatures now have a 30 minute respawn timer (depending on the creature)
- Creatures now have more items on their loot tables! Armors, rejuv potions, life potions, energy potions may now drop (and usually lessers instead of minors)
- Agility +damage increase component increased
- Haste benefit from agility increased
- Fixed a minimap bug when zoning out of the west end of the swamps.
- Damage meter displays the most recent 3 second window of damage done as DPS.
- Hybrid Destroyer damage output reduced slightly
- Hybrid Reaver damage output reduced slightly
0.86d Public Beta (Act II ) Welcome to Act II
- Players are now able to level to 50
- New bosses
- New gear
- New Environments
- 4 dungeons with m