Made Medbay display countdown puffs before auto heal at 10s, 5s, 3s, 2s, 1s π₯
Added Medbay auto heal timer display in HUD for CM
Made hero selection civ auto hotkey 1 (double press 1 at beginning of game to select and center on civ ezpz)
Fixed CM elite marine, elite firebat, marine buttons to all use emarine button scheme to fix issues with elite marine packs stimming after being stasised or maeled
Nerfed Matriarch summon growth rate (5x XP required to lvl up and max lvl changed from summon 12 IT/scourge to summon 6 IT/scourge). Levels at: 500XP, 1500XP, 4000XP, 9000XP, 17500XP (max)
Nerfed Matriarch Tesla APT growth rate. 20 regenerations now required to get 1 free APT upg. In an avg game, fully upgrading tesla in beginning will give ~4-5 APT upgs gradually and one full heal every 60s for entire game
Turned physical collision back on for summoned infested terrans (Matriarch ability)
Changed computer colors slightly. P6 = weaker comp (less upgs), P8 = weaker comp (more upgs)
New color comp for P6: green (regular units), orange (hero units)
New color comp for P8: yellow (regular units), red (hero units)
Essentially all previously yellow units are now orange and all previously orange units are now yellow. I think it makes more sense for the high danger colors (orange and red) to be hero units and the lower danger colors (green and yellow) to be regular units. Visually it felt more intuitive in testing
Revamped Matriarch
Mana regen 0.333Β β 0.4
Spells:
40: Summon Infested Terran (1+1/summon level)
120: Dragon Morph (30s)
20: Summon Scourge (1+1/summon level)
80: Dragon Rage (20s): heals dragon, extends morph duration by 20s, increases damage by 10+1, and reduces weapon cooldown (22-2). Dragon Rage stacks, but expires at the end of transformation
Tesla upgrades APT every 10 regenerations (1 regen per minute at max upgs)
Summon suiciders (scourge & IT) level with use gaining 1 extra suicider per level up to a maximum of 12; every 1 gas spent = 1 XP. Levels at: 100XP, 200XP, 500XP, 1000XP, 2000XP, 4000XP, β¦, 128000XP (max)
Dragon & Matriarch now autohotkey to 1 depending on morph state (if autohotkey mode is enabledβenabled by default)
Made Tesla upgrades remove 60s from remaining Tesla timer with each upgrade, improving the ability overall by giving more immediate results; consider using tesla upgs with <60s remaining on timer as instant full heals with added long term benefit
Improved Medbay
Added detector status (sight range 10βwas 8 previously)
Changed manual heal to automatic heal every 30s (same 11×11 area). Auto heal also heals buildings, including Medbay
Changed manual spell to area restoration (fully restores all allied units in 11×11 area, including stasis restoration and also restores buildings (in case of plague)
Slightly increased Medbay movement top speed, it's similar to a BC in movement now (actually accelerates faster by default interestingly enough)
Changed hotkey for auto restoration from H to A and moved button to corresponding location on command card
Removed RNG from player spawn in on boss level, players always spawn directly in the center now
Made randomizing UV hero ultra rare (previously 1 in 22 chance, now 1 in 10648 chance, get it less than 0.01% of the time) as a temporary hold over until I have more time to fully redo the hero
Reduced cost of hero regen upgrades from 3+1 β 2+1
Slightly increased Engineer unit benefit from hero regen upgrades const 4β6/upg
Made CM's hero regen upgrades also work on Medbay, similar to how it does for second forms for other heroes
Made Medbay move with player units to level if spawned in the holding area
Fixed issue with Engineer ghost conversion conflicting with toggle spawn in mode button
Revamped Combat Medic
Slightly increased damage 24+4 β 25+5
Added nuke silo for CM
Lockdown β Optical Flare (still considering stim injection, but not sure if I want to do that tbh, currently she has the kind of cool cloak/flare combo for stealth play)
Mana cap 0 + 20 β 40 + 20
Mana regen rate 0.25/s + 0.25/s β 0.333/s + 0.333/s
New spell layout:
[W] 40 mana: Summon Ghost: Summon a ghost (max 4)
[E] 120 mana: Summon Elite Firebat: Summon an Elite Firebat (max 4)
[S] 20 mana: Summon Marine: Summon a marine (max 12)
[D] 80 mana: Prime Renewal: Fully heal all allied heroes (HP, SP & NRG; unlimited distance)
[C] 200 mana: Summon Medbay: Summon a Medbay which heals HP , SP & NRG of allied men (11×11 area)
Passive: 8 Marines β 1 Elite Marine (max 6); 4 Ghosts β 1 Elite Ghost (max 2)
Fixed UV hero spell pre-reqs (shouldn't be able to just produce units from gateway anymore)
Fixed Shadowcraft selection circle (thx responsibleman)
Fixed team kills (rewards are now based on the cumulative amount displayed in HUD so no more discrepancies)
Made ore per level the same for all difficulties (same as Insane mode in previous versions)
Updated ore bonus for missing players to include all players (previously only gave bonuses down to 2 players, but no extra bonus for just being 1 player)
Tweaked missions 1 & 2 to reduce prevalence of some annoying units to help speed along the earlier part of the game
Fixed Assassin's decoy obs to actually give one
Revamped shop system, each shop unit now has an associated supply amount and used and available supply is shown in the upper right
Will consider adding supply costs to unit names, but wanted to roll this out without it for now as the values will probably change
Improved error handling for shop, now if you don't have enough ore or enough remaining supply, you will receive an appropriate error message
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Fixed Shuttle Construct (for real this time lol)
Fixed Azchon notification (no longer displays impossible+ mode activated)
Fixed bug with Engineer 120 aura and yamato gfx
Reduced Shadowslash HP 10000 β 500
Made E.Marines and E.Firebats able to be stimmed in group with regular marines
Added Shadowslash failsafe additional removal
Increased Hunter Killer price 3 β 5 credits
Made E.Ghosts use same buttonset as normal ghosts (group selectable now with all spells available)
Renamed bosses to reflect some users who have been instrumental in helping with UV project recently:
Omnighost β Domnighost (Domghost sounds kinda strange, but it's on the tableβopen to suggestions for something that flows better)
Hamsterlisk β Demonlisk
Azchon β Swagchon
Shadowcraft changes:
Removed cloaking field
Increased damage 20+4 β 30+5
Reduced Tesla SP bonus cap 400 β 300, now gives 2-3 SP per Tesla pulse (instead of previous 5)
Reduced Deadly Rain duration 15s β 12s
Made spider mines 'men' again (hopefully this helps with kill count discrepancies)
Made Tesla Regenerator also reduce build time for Engineer constructs and defensive structures by 5% per upg (max 25% β max 75% total with hero regen upgs)
Made Hero Regen upgrades work on other unit for Engineer (just HP, reduced rate)
Added Shuttle Construct (currently bugged will be fixed in v0.36)
Made Self Restore work on Elite Artillery for Engineer when in Artillery Mode
Made ore purchasable in unit shop even when at unit cap
Updated Engineer pre-selection info to reflect latest updates
Temple HP 1500 β 5000, armor 1 β 5
Fixed miscellaneous Engineer bugs surrounding Artillery Mode
Fixed minor bug with Cyborg DT (as well as Ranger guardian and Mech tank) on first spawn
Changed a few automatic hotkeys (Comsat Station 0 β 3, Evolution Chamber 9 β 0, Nuke Silo 8 β 9, Selector 7 β 8)
Made it so Unit Selector doesn't continue to autohotkey if the autohotkey toggle is turned off
Fixed Phoenix max mana display
Fixed bug with Flare Immunity using wrong tech
Fixed bug with Sciencecruiser aura display
Revamped Engineer
Added Siege Tank Construct for 1 ore 240 gas (considering changing this cost structure a bit)
Added aura visual to Assault Mode and some light regeneration to help keep it going
Made Hero Regen upgrades reduce construct and structure build time by 5% per upgrade
Added Floor Missile Trap for 20 gas; 75 HP, 1 base armor, 20+4 dmg (2x dmg style, armor reduces dmg more), detection
Attempted movement fix for aura units (doesn't seem to have done the trick unfortunately
Changed Info hotkey A β X, Spell Mode Toggle hotkey X β A
Changed cannon back to protoss, if you want to heal your cannons just get Tesla upgs
Fixed Berzerker code
Fixed bug where Assassin could heal by Blinking to previous level
Investigated Team Kills counter issue, responsibleman pointed out it wasn't incrementing when buildings were killed; fixed
Added 1 ore chunk per level
Increased unit credits +50% (halfway between the bugged double credits and the much skimpier original amount)
Reworked spell immunity costs:
Flare: 20 β 5
Lockdown: 20 β 15
Irradiate: 20 β 15
Acid Spores: 20 β 15
Plague: 20 β 5
Ensnare: 10 β 5
Maelstrom: 20 β 15
Stasis Field: 20 β 10
Fixed Engineer gift for Assassin, Brawler, Bomber and Sciencecruiser
Changed Assassin, Brawler, Bomber and Sciencecruiser to use generic Hero locations (report any issues; already found one with Brawler self-swarm, this is fixed for v0.31)
Fixed location tracking issue with heroes in transports and made them unlimited buyable again
Moved Info hotkey back to A on Gateway.
Moved Restore Hero hotkey to Z on Gateway. Moved Hero Extras sub-menu to Evolution Chamber and moved toggle auto-spawn in hotkey to comsat station
Added Tenacity to Armor label (now says Tenacity Armor: X) and Speed to Shield label (now says Speed Shield: X)
Revamped Assassin
Added Shadowslash mana Spell,
Added Blink (Teleport) energy ability,
Fixed hero follow issue with new EUD systemβthanks to responsibleman for reporting it and suggesting ways to fix it (ended up using a different solution, but appreciated nonetheless),
Removed armor piercing from Brawler attack; base dmg 15 β 18,
Increased Death Rain cost 80 β 120,
Increased upgrades max 15 β 25,
Revamped many notifications to also display for observers,
Added team kills to HUD,
Made all base weapons STR/TAC and all spell attacks APT,
Fixed heal for Elite Artillery (I think restore still isn't working, that will most likely come with Engineer revamp),
Reduced Scout shop price $3 β $2,
Made Elite BCs APT dmg when Phoenix present,
Fixed Defiler to actually cost $3 as the name states,
Units in holding area now have 0 energy, and get set to 100% energy when leaving,
Reduced APT cost 5+1 β 4+1,
Fixed issue with Gauntlet Mode breaking game starting if activated before first level spawned,
Revamped unit shop to EUDs and reduced ore buy amount 2 β 1,
Fixed Toxic Swarm to work on P6 (first enemy comp) units,
Added a note to Engineer's info panel to indicate that Elite Artillery gets an attack speed boost from 120 spell,
I think a couple other misc bug fixes that I forgot to note as they were corrected while I was observing a game
Added missing Armor Piercing to Brawler attack β
Updated victory sound for bosses β
Reduced battery overload time 45s β 25s β
Made code heroes remove civ β
Added Status Immunity upgrades β
Added Donate Ore option β
Fixed Ascended Sorcerer shield regeneration β
Added feature to refund heals for 1s after reviving β
Increased price of hero regeneration upgrades 1+1 β 3+1 (75 ore to go from 0 to 10) β
Decreased price of tesla regenerator upgrades 3+3 β 2+2 (30 ore to go from 0 to 5) β
Added music, but disabled it to reduce compile time and download time until a more permanent full release version β
β
Revamped Sciencecruiser trigger system
Added 20 mana Boost ability which increases speed by 5x for 5s, can be stacked to increase duration
Added aura visual during 120 Nanobots and increased healing rate
Under the hood completely overhauled the spells and converted them to EUD trigger system
Condensed the spell info (A) option and made it a toggle on/off when used
Removed screen darkening from info panel from last version since it applied to all players for some reason
Fixed self restoration ability to also remove acid spores
May add more spells for Scicruiser in future, but I want to see how this goes first and work on some other heroes in the meantime
Quick fix for broken spells for other heroes in last version
Made spawning into level mode toggleable (AUTO/MANUAL)
Added HUD with:
Tesla timer (currently counts up, will change this to countdown in a future update)
Ore remaining on level counter
HP timer (counts down properly)
SP timer (counts down properly)
NRG timer (counts down properly)
Added logic to maintain all counters
Added 1 ore Restore Hero feature on Spell Panel for all heroes
Fixed issue with Sciencecruiser's max mana display
Fixed self restore to work on acid spores
Optimized second form storage area and fixed some bugs that came up in process
Added a few new sounds
Checked Mech's mana pool, discovered issue with incorrect max mana being displayed in leaderboard, issue should be fixed now
Swapped hotkeys around to try to incorporate the new stuff without disrupting player muscle memory too severely
Fixed issue with pre-reqs for code/random only heroes
Checked Tesla regen, didn't notice a problem, but heard report that Mech wasn't getting it on lvl 1. Will keep this on my radar for future updates
Checked respawns since someone said they got a freevive. I didn't see an issue, will keep an eye on it
Removed UV from Mission 5 rushes-replaced with Cyborg (Dragoon)
Replaced Scout buy with Ghost ($1)
Revisited upgrade structure for harder computer, reduced all
Fixed invalid code to actually remove civ
Reduced Aptitude upgs for comps on all difficulty levels, half of previous values
Fixed bug with Mindflayer and Bomber selection where they got the wrong hero in addition to their main one