Zergling Wars 2.4
Details
-
FilenameZerglingWar.SC2Map
-
Uploaded by
-
UploadedJun 2, 2010
-
Size290.72 KB
-
Downloads777
-
MD5017fbd481cf0a0b156f8cf722ae17ffc
Changelog
V 2.4
- Added new tech
- Stimpack: Allows Marines and Marauders to move and fire faster. Drains 1.5 life per second whlie the effect is active.
- Energy Leech: Allows the Dark Templar to gain a small amount of energy for each klil.
- Twliight Shroud: Cloaks the Dark Templar, draining energy per second while he is cloaked.
- Siege Tank Range Increase: Increases the range of the siege tank by 2 in siege mode (Only upgradable once)
Some of this tech is only avaliable after you have bought a previous upgrade. For instance, you cannot tech Twliight Shroud until you have researched Energy Leech. We are planning on having a "tree" upgrade system, where different people can tech into different things (Infantry, Vehicle, Protoss) or a mixture of all 3 with all basic tech available to everyone.
- More balance changes
- Terrain fixed up a bit
- Last Resort now spawns Zealots and a Dark Templar to help defend while you attempt to recuperate
- Superwave system has changed. Everytime you spawn a superwave, your wave level goes up. You gain Vespene equal to the wave level per 5 seconds. Your wave level also increases the amount of special units that spawn.
- Upgrades now cost 5 extra Vespene per upgrade level for all players.
- Fixed a bug where units that were in production when the round reset would stay in production.
- Fixed some typos, edited Loading Screen
- Added a zoom dialog, accessible by typing -zoom
- The player will only be able to attack their own units and the enemy. You cannot attack your ally's units.
- Psionic Storm will not hurt allied units.
- Siege tanks will not hurt allied units (Already implemented, but never explained)
V 2.3 -SCV start with more energy and now have doubled energy regeneration to support more healing. -Ground turrets now have a small supply cost.
V 2.2 -Sieges tanks now require only 6 food to build. -Siege mode research now cost 80 minerals. -Shield Regeneration now also decreases the amount of time before shield regen. -Psionic Storm no longer hurts friendly units. -Archon's now have 800 shield. -Archon's now deal large splash damage. -Fixed West side's last resort now works. -Changed the Superwave system slightly to charge the bars for both teams at the same time. Having less zerglings in your lane will still make the bar charge faster. -Added more text at beginning of game to encourage people to stay for next round. -Superlings now give 5 minerals upon death.
V 2.1 -Lots of balance changes. -New round system. -New Superwave system. -New Last Resort System. -Removed ability to buy superlings or banelings. -Vespene gas income will now increase as the game gets longer to avoid long drawn out rounds.