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Hero Attack v2.27 has been released!!! - November 7th, 2011

Discussion in 'StarCraft 2 Maps, Replays, Modding' started by -1equalsexp(ipi), Oct 27, 2010.

Hero Attack v2.27 has been released!!! - November 7th, 2011

  1. -1equalsexp(ipi)

    -1equalsexp(ipi) New Member

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    Version 2.15 has been released. It is a small update that includes balance changes, bug fixes and the addition of observers. Here is the changelog:

    GENERAL
    - You can now choose to be an observer when choosing your hero. To be an observer click the small observer icon at the top left of the box that shows your hero’s model. Observers don’t play, but get to watch the game. There is currently no observer UI. I’ll try to add observer UI for next version.
    - Fixed a bug where the number of seconds remaining to pick your hero would not count down for team 2.
    - You can no longer fill player slots with computers. This was done because computers don’t do anything.
    - Hopefully fixed a bug where you could move the computer players to the other team and make the game 7v5.
    - The -suicide command is now the -stuck command. The reason for this change was to avoid confusion about what the command is used for. Some players were trying to use it when their heroes had low health to avoid being killed rather than use it when they became stuck.
    - Worker collision has been disabled. This was done to prevent situations where units could prevent a worker from getting to a location and constructing a building.

    TERRAN
    - The SCV hero now has the hold fire ability. This was added since people requested it.
    - The auto turret footprint has been changed such that your SCV hero should no longer get stuck between 4 auto turrets.
    - The marine hero’s calldown reinforcements ability now requires vision of the target location. This was done for balance reasons.
    - The siege tank hero’s ability to siege has been changed slightly. If you try to siege normally then the siege tank will siege at its current position. However, the siege tank hero has a new ability called ‘siege at point’ which allows you to move to a point and then siege at that point (this ability displays the siege tank’s range when choosing the target location). This was done to satisfy both the people who prefer to siege without a target and the people who prefer to choose the target location.

    PROTOSS
    - The probe hero now has the hold fire ability. This was added since people requested it.
    - Fixed a bug where repulsion beam moved buildings.
    - Fixed a bug where the animation of the probe hero summoning the mothership would sometimes not be displayed.
    - Fixed a bug where the sound for the mothership’s planet cracker would continue for way longer than the duration of the ability.
    - The duration of planet cracker has been increased by 5 seconds. This was done to make the duration of the ability match the duration of the sound of the ability at faster speed.
    - The zealot hero’s warp in zealots ability now requires vision of the target location.

    ZERG
    - The overlord hero’s changelings are now easier to use. If you order your changelings to attack a unit then they will move to the unit and explode. Alternatively, you can right click on an enemy unit and they will do the same thing.
    - The overlord hero has 50 more starting energy. This was done because of complaints that the overlord hero was too weak.
    - The zergling hero’s spawn zerglings ability now has a cap on how many zerglings the zergling hero can produce. The cap increases as you learn the ability.
    - Fixed a bug where the tooltip for the corruption ability would display incorrect information.
    - The infestor hero’s fungal growth ability no longer immobilizes enemy units. Instead it reduces their movement speed by 80%. This was done for balance reasons.
    - Spore cannons now detect and deal 50% more damage. This was done to make spore cannons more appealing.
    - The lurker hero’s ability to siege has been changed slightly. If you try to burrow normally then the lurker will burrow at its current position. However, you can still choose the location you want to burrow by using the subterranean spines ability.
     
  2. -1equalsexp(ipi)

    -1equalsexp(ipi) New Member

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    Version 2.17 has been published. Version 2.16 was published yesterday, but 2.16 was quickly taken down and replaced with 2.15 due to a publishing bug where people were not downloading the new version and dropping when the game starts. If you drop when the game starts, try relogging in to starcraft 2. Here are the changelogs for 2.16 and 2.17:

    Version 2.16 July 23, 2011

    - Observers now receive Observer UI
    - There have been some slight changes to the hero selection screen. In the hero selection screen, if you click on the box area around your hero then this will cause the hero to play an animation and make create a sound (similar to what occurs when you click one of the hero buttons). In addition, more animations have been added for the hero models in the selection screen and in some cases, clicking on your hero’s model will change the hero’s model and this change will be kept for the entire game. (i.e. clicking on your hero’s model will change a male ghost hero into a female ghost hero, or change the model of the DT hero) Only the following heroes have multiple models to choose from: Marine, marauder, medic, ghost, scv, siege tank, banshee, thor, dark zealot, stalker, sentry, dark templar, high templar, probe, preserver, immortal, phoenix and void ray.

    Version 2.17 July 24, 2011

    - Added a custom dialog that allows you to view the items of your allies by selecting an allied hero. This feature also allows observers to see all the items of the currently selected hero. The feature also indicates the charges for consumable items. Note: at the moment the dialog only refreshes if you reselect the hero. So if you select a hero and then that hero buys/sells another item, the change won’t be indicated in the dialog.
    - Added alternate models for the overlord hero and the infestor hero.
    - Made it so that a hero’s icon and wireframe are changed if the hero has an alternate model and there is an appropriate icon or wireframe.
    - The reaper hero has a 5% greater attack period for balance reasons.
    - The hydralisk hero has a 6% greater attack period for balance reasons.
    - The vulture hero’s spider mines now deal 10% more damage.
    - The defiler hero’s dark swarm has been changed slightly. It now reduces splash, ranged and melee damage but the damage reduction has been made smaller at all levels.
    - The overlord hero’s spawn changeling ability has been changed slightly. It is no longer a target spell with range 3. Instead, it is a spell that does not require a location. The spell can now be auto cast, this was done to make it easier to use. The damage, energy cost and cooldown of the spell have all increased by 33%. Finally, the life of changelings has been doubled from 50 to 100.
    - Warp Gates now cost 200 minerals (up from 150) for balance reasons.
     
  3. EatMeReturns

    EatMeReturns Happy Mapper Moderator

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    Alternate models?! You, sir, are amazing.
     
  4. -1equalsexp(ipi)

    -1equalsexp(ipi) New Member

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    Version 2.18 has been released. Here is the changelog:

    GENERAL
    - Total inventory space has been increased to 8 (up from 6). To increase the inventory space and keep all the items in the bottom center of the screen I had to use a fairly elaborate work around using item containers, dialogs and triggers. However, this work around has a few drawbacks. There is now an inventory space reserved for weapon items, an inventory space reserved for armour items and an inventory space reserved for energy items. Furthermore, you can only hotkey the first 5 inventory slots (not that you need hotkeys for weapon, armour or energy items).
    - To sell or drop either weapon, armour or energy items you have to left click the item, rather than right click it, and then left click the unit or location. After you click a weapon, armour or energy item in order to drop it, the cursor will not change to a crosshair and a mini icon of the item will not appear next to the cursor. This is one of the disadvantages of the method I used to increase inventory space. If you want me to go back to revert back to the 6 slot inventory method, please let me know. Hopefully, the increased inventory size will result in players using underused items, particularly consumable items.
    - Improved the dialog that allows players to see allied items or observers to see items of heroes. The dialog should look more similar to the hero’s inventory and it should show up faster/be more efficient. The tooltips of this dialog now give the names of the items.
    - The defence upgrade has been improved significantly. It now provides +1 range, +1 armor, +10% damage and +20% life/shields (up from +1 range and +10% life/shields). In addition, the defence upgrade now affects a wider number of units, including production buildings, main buildings, auto turrets and spore cannons.
    - There is now a visual change to buildings when they become upgraded by the defence upgrade (i.e. buildings will either have a model change, or become larger and/or tinted). For example, the hatchery becomes a lair, then a hive. The command center becomes an orbital command, then a planetary fortress. The nexus becomes a shadow nexus, then a twilight nexus, etc.
    - Production buildings now have 4% more starting life/shields.
    - Main buildings now start with 25% more life/shields.
    - Main buildings now have +1 starting range and deal 11% more damage.
    - The 3rd shop for each of the races has a new ability called rebuild production building. Rebuild production building allows you to rebuild a production building that you have lost at the cost of minerals. You have to manually target the location where the production building died. This ability has a long cooldown for balance reasons. If, for whatever reason, the worker that is going to rebuild the production building dies before reaching the location of the building, then the production building will not get built.
    - The leaver bonus constant has been decreased from 0.6667 to 0.6 for balance reasons.
    - Improved various icons (in particular, SC1 icons) by removing a border and/or adding an alpha channel.
    - Removed health bars from items.
    - Increased the push priority of heroes. Heroes should have an easier time pushing allied units and are less likely to become blocked by allied units.
    - Increased the lobby countdown time to 10 seconds from 5 seconds since someone requested it.
    - Default music no longer plays during the intro music.
    - Various minor changes.

    TERRAN
    - Starports now produce wraiths instead of banshees. Wraiths have the exact same stats as banshees. This change was done for visual purposes and to make it easier to tell the banshee hero apart from computer controlled units.
    - The healing effect of med packs is now cancelled when the hero takes damage. This change was done for balance reasons (in particular, the combination of med packs and the firebat hero was too powerful).
    - Bunkers that you can purchase from the shop now have the option to have shrike turrets for 25 additional minerals. Shrike turrets do not increase the life of the bunker, but can attack nearby enemy units at a rate of 10 damage per second. If you salvage a bunker with a shrike turret then you get the 75 minerals for the bunker and the 25 minerals for the turret. Shrike turrets benefit from the defence upgrade.
    - Fixed a bug where buyable bunkers did not play their load animation when you loaded units into them.
    - Auto turrets now deal 20% more damage, but have a 20% greater attack period. This change was done to make auto turrets better against enemy heroes with high amounts of armour.
    - The vulture hero’s vulture jump has been improved. It now deals splash damage to enemy units in its path. The splash damage is equal to the vulture hero’s attack damage. The range of vulture jump has been increased to 9 and vulture jump no longer requires sight of the target location (i.e. vulture jump is now similar to the nydus worm hero’s leap ability). The energy cost has increased slightly to compensate. This change was done because the ability was too weak and this change should give the vulture hero an easier time vs air units.
    - The reaper hero’s gas mask passive and the thor hero’s self fix armour passive now give 20% less life regeneration for balance reasons.
    - The ghost hero’s snipe ability has 1 more range and deals 50% more damage. However, the energy cost and cooldown have increased to compensate. This change was done to make it so that you don’t need to spam this ability as often in order for it to be useful.

    PROTOSS
    - Fixed a bug where the hotkey to cancel the void ray hero’s prismatic charge ability was W instead of Q.
    - The phoenix hero can now use the void sphere ability on air units. If the ability is used on an air unit then it will deal AOE to nearby air units, rather than nearby ground units.
    - The dark zealot hero’s counter ability can now be turned off (i.e. the ability can be toggled). This change was done so that players have an easier time fleeing from enemies while playing the dark zealot hero.
    - The reaver hero’s super scarab ability has been changed slightly. The cooldown no longer decreases with the level of the ability and the initial energy cost is lower. However, the energy cost of this ability now increases with the hero’s level. This change was done to make the ability weaker later in the game without making the ability too weak in the early game.
    - The movement speed of the reaver hero’s warp prism has been decreased by 0.25 for balance reasons.
    - The duration of the archon hero’s power overwhelming ability has been decreased by 20%.

    ZERG
    - Fixed a bug where the tooltip for glaive wurms was incorrect.
    - Overseer cost reduced to 30 minerals (from 35).
    - The overlord hero’s generate creep ability now costs 0.5 energy per second (down from 1 energy per second).
    - The roach hero’s attack period has been increased from 1.5 to 1.6. This change was done for balance reasons.
    - The roach hero’s rapid regeneration ability now gives 20% less life regeneration for balance reasons.
    - The cocoon ability of the corruptor hero and the lurker hero now heals 2 less life per second at all levels for balance reasons.
     
  5. -1equalsexp(ipi)

    -1equalsexp(ipi) New Member

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    Version 2.19 has been released. It is an update with some balance changes, bug fixes and a few additional features. Here is the changelog:

    GENERAL
    - Buying weapon, armour and energy items has been improved. If you try to purchase an energy/weapon/armour item while you already have one, rather than get the error message “can’t have more than 1 energy/weapon/armour item” the game will sell your old item and buy you the new one. This means that it is easier to sell a level 3 item and buy a level 5 item provided that you have sufficient money.
    - Added tooltips to the map buttons when you are voting for the map. The tooltips give a short description of the map and indicate the special terrain feature.
    - Fixed a bug where you could push enemy units with your hero.
    - The defence upgrades no longer benefit players other than the computer players. This change was done because defence upgrades made the SCV hero and the probe hero too powerful.
    - The defence upgrades are now 20% cheaper to compensate.
    - Fixed a bug where the unit names of some buildings such as missile turrets, auto turrets, pylons and photon cannons were missing. This bug occurred due to a change I made last version when I made these buildings benefit from the defence upgrade.
    - The experience and minerals given by buildings constructed by heroes (i.e. pylons, photon cannons, auto turrets, missile turrets and spore cannons) has been halved. This change was done partially to compensate for the fact that they no longer benefit from the defence upgrade and to make it so that these heroes don’t feed opponents as much experience and minerals.
    - Rebuilding a production building is now 20% cheaper and has a 20% lower cooldown.
    - Fixed a bug where the leaver bonus would incorrectly be displayed at a higher value than it actually is when players left the game.
    - Fixed a bug where the wireframes of some heroes with multiple models would sometimes be incorrect.
    - If you have random selected and you click on the question mark during hero selection then you will get an upside down question mark. An upside down question mark indicates that when you random a hero, you get a hero’s alternate hero model if they have one.
    - When you start the game, your hero is automatically hotkeyed to control group 1 for your convenience.
    - Fixed some typos on the load screen.
    - Fixed a bug where players could not see the items of a shop while their hero is dead.
    - Observers can now see the items of shops.
    - When the game ends, observers now receive a tie.
    - Various minor changes.

    TERRAN
    - Fixed a bug where the medic’s restoration ability would heal enemy units at level 1.
    - The cloak ability of the banshee hero and ghost hero is now a passive at level 3. This means that you no longer need to constantly recloak yourself.
    - The detonate ability of the marauder’s explosive barrels can now be autocast. If autocast, the barrel will explode automatically if a ground unit walks over it.
    - The attack speed of the ares hero has been increased to 1.6 from 1.5 for balance reasons.
    - The attack speed bonus of the reaper hero’s berserk ability has been reduced by 10% for balance reasons.
    - The predator hero’s pounce ability no longer removes all orders after the pounce. You can now shift queue abilities after pounce.
    - The predator hero’s predator cubs ability has been changed slightly since it was ridiculously overpowered. The energy cost and cooldown of the ability have been increased and no longer decrease as you learn the ability. The maximum number of predator cubs is now 2 at all levels and the starting damage and life of predator cubs has been decreased. However, the life and damage of predator cubs now increases with the level of the predator hero and newly created predator cubs are automatically added to your currently selected units.
    - Fixed a bug where predator cubs could attack allies.

    PROTOSS
    - The reaver hero deals 9% less damage for balance reasons.
    - The high templar hero’s psionic storm ability is now stackable. In other words, placing 2 psionic storms on 1 location will result in double damage being dealt in that location.
    - Fixed a bug where the wrong dark templar model would sometimes be displayed when the dark templar hero used the psitrous oxide item.
    - The radius of the preserver hero’s frost bolt ability has been increased to 1.75 from 1.5 for balance reasons.
    - The anti-matter missile ability of the colossus hero and the immortal hero now deals 20% less damage and has a 20% lower energy cost and cooldown. This change was done since it takes 2 rounds of anti-matter missiles to kill most air units anyway, so the extra damage wasn’t very helpful.
    - Fixed a bug where the cooldown of the immortality ability of the immortal hero would sometimes be displayed incorrectly.
    - Stasis field now works on invulnerable units.
    - The range of void rays spawned by the computer player has been reduced by 0.5 for balance reasons.

    ZERG
    - Fixed a bug where the zerg team would not benefit from their creep while in their base if the zerg team was team 2.
    - Larva, wormlings, zerglings, and mutalisks spawned by the queen hero, nydus worm hero, zergling hero and mutalisk hero now give half experience and minerals when killed for balance reasons.
    - The zergling hero’s wings ability is now smart cast. This was done to make it easier to jump on individual air units to kill them.
    - The brutalisk hero now has +0.25 starting movement speed.
    - The brutalisk hero’s pounce ability no longer removes all orders after the pounce. You can now shift queue abilities after pounce.
    - The brutalisk hero’s roar and rampage abilities have been swapped. Roar is now the ultimate ability and rampage is now a regular ability. This change was done because roar and pounce were not very useful in the early game and the brutalisk hero could benefit from a better early game spell.
    - The brutalisk hero’s rampage ability can now be autocast.
    - Roar now deals AOE damage in addition to reducing the attack speed of nearby enemy units.
    - The nydus worm hero’s leap ability no longer removes all orders after the leap. You can now shift queue abilities after leap.
    - Fixed a bug where the level requirements of the parasite ability of the nydus worm hero were not working.
    - Wormlings spawned by the nydus worm hero now have +10 life, +1 armor and deal +33% damage.
    - The corruptor hero’s corruption ability has 2 more range and has a shorter channelling time. This was done so that the ability is easier to cast.
    - The mutalisk hero’s scream ability can now be used while the mutalisk hero is moving.
    - The mutalisk hero’s echolocation ability now has an active effect in addition to the passive effect. The active effect costs no energy and reveals nearby cloaked units for a short period of time. This change was done to make the ability more appealing.
    - Hopefully fixed a bug where the tentacle of the neural parasite ability of the infestor hero would sometimes not disappear if the target died before the tentacle reached the target.
    - The overlord hero now has a rally ability. Changelings that are created by the overlord hero will use the rally point(s) of the overlord hero. This should make it much easier to use the overlord hero, especially if you want your newly created changelings to target a building or hero.
    - The suicide ability of changelings can now be autocast. If an enemy ground unit touches a changeling and this ability is autocast then the changeling will automatically explode.
    - The queen hero no longer has the acid spines passive. Instead, the queen starts with an air attack of range 2.5 and has a new ability called spawn spore cannon. Spawn spore cannon creates a spore cannon at the target point. This new ability should give the zerg a builder hero, similar to how the SCV hero and probe hero are the builder heroes of terran and protoss respectively. Hopefully the new ability will work well with the queen hero since she already has transfusion and spawn creep tumor. Unlike the SCV hero or the probe hero, the queen hero has a cooldown when she builds structures.
    - Fixed a bug where spore cannons could not be placed off of creep.
    - Spore cannons now take half as long to shoot and their missile is faster.
    - Creep tumors are considered structures again for balance reasons.
    - The attack range of roaches spawned by the computer player has been increased by 0.5 for balance reasons.
     
  6. -1equalsexp(ipi)

    -1equalsexp(ipi) New Member

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    Version 2.20 has been released. It includes bug fixes, balance changes and a few new changes. Sorry that it has been a week since the last update, I have been somewhat lazy the past week. Here is the changelog:

    GENERAL
    - When voting for the map, you can now choose to vote for a random map. If random receives the most votes then a map will be randomly chosen. In the event of a tie, there will be a 50% chance to receive a random map and a 50% chance to receive the other map with the highest number of votes.
    - Added a dialog that appears after character selection. This dialog displays the map name, all the players on each team, the heroes of the players on each team, and all of the observers. This was added due to a request and the dialog appears for 5 real time seconds.
    - Added alternate models for the firebat, reaper, vulture, hellion, archon, zergling, baneling, hydralisk, brutalisk, corruptor and ultralisk. Thanks to Underp4ntz from sc2mapster for the zergling and hydralisk skins. In addition, the medic’s alternate model has been changed and the roach has an alternate model too (the roach’s alternate model looks very similar to the regular model, only the colour of the spikes is different).
    - Leaver bonus constant has been decreased from 0.6 to 0.5. It is now the value it was when the leaver bonuses were first introduced (and everyone complained it was underpowered when the value was 0.5). It would be interesting if people still complain that it is still too powerful since people complained it was not powerful enough when the value was exactly the same and the team with less players had a mineral advantage back then.
    - Increased the size of the minimap icons of heroes due to various requests. This should make it easier to see heroes on the minimap.
    - The mineral cost and cooldown of the spawn units ability that can be bought at the shop has been decreased by 20% for balance reasons.
    - Various minor changes.

    TERRAN
    - Fixed a bug caused by 2.19 that prevented the predator hero’s pounce ability from affecting air units.
    - Made an attempt to address a bug where Mac users would sometimes drop when the predator hero’s paramagnetic attraction ability was used. If anyone has a Mac and is familiar with this bug, please tell me if it is fixed or not.
    - Fixed a bug where the siege tank hero’s ground damage would not be displayed if the siege tank learned devastator missiles.
    - The raven hero deals 11% more damage for balance reasons.
    - The marauder hero’s explosive barrels no longer block the pathing of ground units.
    - Fixed a bug where the autocast of the explosive barrel’s detonate ability did not work properly.
    - Fixed a bug where the thor hero could learn immortality protocol at levels 6 and 12 rather than levels 7 and 14.
    - The protective shield item now gives a 15% damage reduction (up from 10%) for balance reasons.

    PROTOSS
    - Fixed a bug caused by 2.19 where the power field item periodically created the message ‘you ally is under attack’.
    - The zealot hero’s stone form ability can now be autocast. This was done because someone requested it.
    - The dark zealot hero is now invulnerable for half a second after using shadow clones. This change was done to prevent players from targeting the dark zealot hero after the ability is used.
    - Shadow clones are now automatically selected when they are created for your convenience.
    - Shadow clones now benefit from counter if your hero has the ability.
    - The counter ability can now be autocast. This was done so that players do not have to constantly reapply the buff every time they revive.
    - The sentry hero deals 11% more damage for balance reasons.
    - The sentry hero’s chain lightning ability now stuns enemy units for half a second. This change was done because someone requested it.
    - The sentry hero’s orb of light ability has been changed slightly. The ability has +3 range and the orb has 20% more movement speed. When the orb dies, it deals additional damage to enemy units within a radius of 1.25. Furthermore, the teleportation energy cost of the ability has been increased and when the hero teleports to the orb, the orb is destroyed. This should make the ability stronger and should allow for more micro (such as teleporting when the orb is right over a clump of enemy units to destroy the orb and deal damage to the clump of enemy units). The orb of light now damages enemy structures.
    - Reversed a change in 2.19 which reduced the reaver hero’s base damage. Instead, the damage dealt by scarabs stored using the reaver capacity ability has been reduced to 50% (from 75%). In addition, scarabs stored using the reaver hero’s reaver capacity ability now appear visually smaller than regular scarabs so that you can tell them apart. This combination of changes was done so that the reaver hero would deal less initial damage, but would be slightly better in drawn out fights.
    - The archon hero’s immolation ability now deals 33% more damage for balance reasons.
    - Power overwhelming has been made slightly weaker. In only gives a 50% bonus to movement speed and attack speed at level 1, but still gives a 100% bonus to movement speed and attack speed at level 2. The energy cost and cooldown are now unaffected by the hero’s level.
    - The energy cost and cooldown of the colossus hero’s time pyramid ability no longer change as you increase the level of the ability. Instead, the duration of the time pyramid increases with the level of the ability.
    - The arc length of the probe hero’s repulsion beam has been increased to 20 degrees (up from 15) for balance reasons and because someone requested it. In addition, the repulsion beam now has 50% more repulsion.
    - The psitrous oxide item now gives a 20% time scale bonus (up from 10%) for balance reasons.
    - The plasma surge item can now be used on structures. This was done because someone requested it.

    ZERG
    - Fixed a bug where the an upside down question mark would not appear in the hero selection screen if the team’s race was zerg and a player wanted to select an alternate model for a random hero.
    - Fixed a bug where spore cannons would make a global rather than a local sound when attacking.
    - Mutalisks spawned by the computer player now benefit from friendly creep. This change was done because someone requested it and because it allows computer spawned mutalisks to keep up with ground units.
    - Fixed a bug where infested terrans could attack allied units or buildings.
    - Fixed a bug where the brutalisk hero would not be cloaked when burrowed.
    - Fixed a bug caused by 2.19 that prevented the brutalisk hero’s pounce ability from affecting air units.
    - The brutalisk hero’s rampage ability now deals one less attack for balance reasons.
    - Fixed a bug caused by 2.19 that prevented the nydus worm hero from leaping over cliffs.
    - Changelings now have 75 life (down from 100). Changelings that morph into zealots have 50 life and 25 shields.
    - The overlord hero’s disease cloud now deals 25% more damage for balance reasons.
    - The infestor hero, roach hero and nydus worm hero now move at 80% speed while underground if they have their ultimate abilities (down from 100%). This was done for balance reasons.
    - The duration of the cloak reveal ability of the mutalisk hero’s echolocation has been increased by 1 second for balance reasons.
    - Razor Swarm no longer damages buildings.
    - Fixed a bug caused by 2.19 where the icon of the zerg energy level 4 item was missing.
     
  7. EatMeReturns

    EatMeReturns Happy Mapper Moderator

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    Jussayin'.
     

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  8. -1equalsexp(ipi)

    -1equalsexp(ipi) New Member

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    Version 2.21 has been released. Sorry that there has not been an update in a while, I’ll try to have more frequent updates and/or larger updates. Hopefully, I’ll release another update tomorrow. Also, sorry that there was a bug with the lobby where all players would be placed on team 1, which occurred shortly after version 2.21 was released. That bug has been fixed now (I didn’t fix it right away because I did not have access to a computer for a while after I released version 2.21). Version 2.21 is a small update with some balance changes, some bug fixes and some new features. Here is the changelog:

    GENERAL
    - Added a -kick command that allows players to kick afkers (only works on players that have had 0 apm for the past 30 seconds).
    - Players can now vote for a random race when they are voting for their team’s race. This was added due to requests.
    - Fixed a bug where players could put both computers on one team.
    - All movement speed passive abilities now give and 18% movement speed bonus per level (down from 20% movement speed bonus per level) for balance reasons.
    - The suicide timer for the -stuck command has been reduced to 30 seconds (down from 60). The timer now works while you are taking damage.
    - Fixed a bug where heroes would gain exp from hallucinations and shadow clones.
    - Time scale no longer affects whether or not you can use teleportation items after you have taken damage. (I.e. you can only use teleportation items if you have not taken damage in the past 2 seconds, regardless of your leaver bonus or other things that affect time scale).
    - Stuns no longer decloak enemies.

    TERRAN
    - Fixed a hotkey bug with the firebat hero’s incinerator gauntlet ability.
    - Fixed a tooltip bug with the siege tank hero’s artillery barrage ability.
    - Increased the energy cost and cooldown of optical flare by 20% for balance reasons.
    - The mineral cost of lockdown has been increased to 500 minerals (from 200) for balance reasons.
    - The concussive attacks passive can only stun enemies for half a second once every 1.5 seconds (up from 1 second) for balance reasons. The item was too powerful on the reaper in particular.

    PROTOSS
    - Preserver hero now has the hold fire ability due to a request.
    - Increased the energy cost and cooldown of energy nova by 25% for balance reasons.
    - The range of the zealot hero’s charge ability has been increased to 9 (from 6) for balance reasons.
    - The archon hero’s power overwhelming ability no longer makes the hero invulnerable. Instead, the ability gives the hero a 50% damage reduction and +100% movement speed and attack speed. The duration of the ability is 6 seconds at level 1 and 8 seconds at level 2. This change was done due to various balance concerns that people had about this ability.
    - Fixed a bug where the icon for power overwhelming would not disappear in the learn submenu after the ability has been learned twice.
    - You can no longer use the stalker hero’s wormhole transit ability while the stalker is taking damage (similar to how you can’t use the warp out item while your hero is taking damage). This change was done for balance reasons.

    ZERG
    - Increased the cooldown of the Overlord hero’s changeling ability by 50% for balance reasons.
    - Fixed some animation bugs that occurred with the Queen Hero after she casted spells.
    - Hopefully fixed a bug where plague would sometimes kill enemy units.
    - The ultralisk hero’s ram ability no longer pushes force fields.
    - The extra spines produced from the hydralisk hero’s multiple spines ability now deal 33% of the hydralisk hero’s attack damage (down from 50%) for balance reasons.
    - The range of the lurker hero’s silk thread ability has been reduced to 6 (from 7) for balance reasons.
    - Overseer cost reduced to 25 minerals (down from 30) for balance reasons.
    - Increased the stun duration of the broodling item to 1.5 seconds (from 1 second).
    - The corruptor hero’s corruption ability now reveals invisible units. However, the duration of the ability has been reduced to 10 seconds (from 20) and the cooldown of the ability has been increased to 10 seconds (from 5). This change was done because someone requested it.
     
    Last edited: Aug 21, 2011
  9. -1equalsexp(ipi)

    -1equalsexp(ipi) New Member

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    It was 2nd earlier today (but there was a bug after 2.21 was released so it droped to 3rd). :)
     
  10. -1equalsexp(ipi)

    -1equalsexp(ipi) New Member

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    Version 2.22 has been published on the North American server. It includes balance changes, bug fixes, and quite a few new features. Here is the changelog:

    GENERAL
    - Reduced the size of the hero selection dialog slightly. This was done so that the dialog would better fit the screens of players with full screens (as opposed to wide screens).
    - Added alternate models for the reaver hero and the defiler hero. Thanks to GnaReffotsirk and the people behind SC2BW for the models.
    - Also added alternate models for the overlord, infestor, medic, SCV and preserver. These heroes now have a total of 3 models to choose from.
    - In addition to making your hero stronger, the leaver bonus now decreases the amount of experience that your hero gains from kills. This change was done to account for the fact that the team with less players generally gained more experience per hero over time and to address the fact that a game that starts 2v6 is very different from a game that starts 6v6 but becomes 2v6 later in the game due to leavers.
    - Observers now have a dialog that allows them to choose between either having vision of either both teams, team 1 or team 2. This can be useful if you are observing and want to know what a single team is seeing.
    - The game now has a bank that keeps track of the number of games played and the number of games won of players. The number of games played and number of games won are displayed in the dialog that appears after the hero selection dialog (i.e. the dialog that indicates the map, the teams, the observers and the hero of each player).
    - Fixed a bug where some heroes (such as the reaver hero) would occasionally gain double experience from kills.

    TERRAN
    - Hopefully fixed a bug where the predator hero’s magnetic attraction would cause users with Macs to drop from the game.
    - Fixed a bug caused by 2.21 where the predator hero could not pounce up cliffs.
    - Pounce can no longer be used on allied units. Instead, pounce may be used on a point. If used on a point then the hero will jump to the target location (but won’t immobilize or stun enemies).
    - The energy cost and cooldown of the ghost hero’s nuclear strike ability no longer change with the hero’s level. Instead, the damage dealt by nuclear strike is 50% greater at level 2.
    - The third terran shop has a new ability called dropship. The ability costs 75 minerals to use and if used will transport your hero in a dropship to target visible location on the map. The target location must be on your team’s half of the map. The dropship is invulnerable and moves at a speed of 10. This ability was added because terran needed an item or ability that could allow terran to compete with warp gates and nydus canals.
    - Fixed a bug where SCVs were vulnerable while building if they are issued the order to build a building using the rebuild production building ability.
    - Fixed a bug where a hero would not respawn if the hero died while in a bunker, the bunker had a shrike turret and the bunker was attacking nearby enemy units.

    PROTOSS
    - The energy cost and the amount of energy drained for the feedback ability of the high templar hero and the dark archon hero now scale with the hero’s level. This change was done because several people requested it.

    ZERG
    - Nydus canals cost 100 minerals (up from 75) for balance reasons.
    - Spore cannons created by the queen hero or created using items now have an ability that can be used to destroy them. This allows players to destroy their own spore cannons if they place them in non-ideal locations.
    - The energy cost and life healed for the transfusion item and the transfusion ability of the queen hero now scale with the hero’s level. This change was done because several people requested it.
    - Hopefully fixed some bugs with the drone hero where the drone hero would sometimes not morph into either a drone or a crawler (forcing you to press cancel).
    - As a drone hero, you now have a choice as to whether or not you want to morph to a crawler / root instantly at your current location, or move to a target location and then morph/root. This was done because some people prefer to morph instantly, and others prefer to choose the location where to morph (so that they can see whether or not they are in range of an enemy structure).
    - The corruptor hero now has 2.5 movement speed (up from 2.25) due to a request.
    - The corruptor hero no longer has collision while using its latch ability. This change was done because someone requested it.
    - Fixed a bug caused by 2.21 where the brutalisk hero could not pounce up cliffs.
    - Pounce can no longer be used on allied units. Instead, pounce may be used on a point. If used on a point then the hero will jump to the target location (but won’t immobilize or stun enemies).
    - The spiky carapace ability of the brutalisk hero and the chitinous plating abilty of the ultralisk hero have been changed slightly. Instead of returning a percentage of melee damage to the attacker, they now return a percentage of melee, splash or ranged damage to the attacker provided that the attacker is within a distance of 1. However, these abilities now return 10% of damage per level (down from 15%). This change was done to make this ability less powerful against melee heroes, but more useful against ranged or splash heroes.
    - Fixed a bug where the nydus worm hero’s leap ability could be used to leap onto unpathable locations.
    - Fixed some animation bugs with the infestor hero.
    - The infestor hero can now use items while burrowed. This was done since someone requested it.
    - The hydralisk hero’s poison spine ability now slows attack speed in addition to movement speed.
    - Venom now reduces movement speed and attack speed by 12.5% (down from 15%) for balance reasons.
     
  11. -1equalsexp(ipi)

    -1equalsexp(ipi) New Member

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    Version 2.23 has been published. It includes some bug fixes, balance changes and new features. Here is the changelog:

    GENERAL
    - The game now keeps track of games lost and games left in addition to games won and games played. All of these values are now displayed on the dialog that appears after Hero selection. Games Played = games lost + games won + games left. Of course if you have played games in 2.22 then this equality will probably not hold.
    - You are now only considered to have played (or left) a game if you have played up until the 5 minute mark. This means you can leave immediately after a game starts and you will not get a game played or a game left.
    - There is now a -stats command which tells you in game your games played, games won, games lost and games left.
    - There is now a -reset command, which resets your games played, games won, games lost and games left to zero.
    - Added a hero icon next to each of the player’s names on the dialog that appears after the Hero Selection dialog.
    - There is now a tip in the loading screen that tells players how to get alternate models.
    - Fixed a bug where if you did not have enough money for the spawn unit wave ability, the cooldown would still occur of the ability.
    - Fixed a bug where if you tried to buy too many team upgrades from a shop at once, the upgrades would not be bought properly.
    - Heroes are now given the command to stop after they use a teleportation item. This was done because someone requested it.
    - Changed the image type of the load screen to dds (from tga) in an attempt to fix an issue where some users would sometimes be unable to view the load screen.
    - Clicking on the help tab (F12) now gives information on the text commands (i.e. lists them and explains what they do) and also has a credits section.
    - Hero Attack is now available on the European server.
    - Fixed localization issues that users with non-English versions of Starcraft 2 had with hero attack.

    TERRAN
    - The medic hero now has the hold fire ability due to a request.
    - The science vessel no longer has energy. Instead, nano-repair does not require energy and heals at a rate of 5 life per second.
    - Fixed a bug with the predator hero’s ultimate which would cause players with macs to drop from the game.

    PROTOSS
    - Fixed a bug where the energy cost and cooldown of energy nova were lower than what they were supposed to be (100/20 instead of 125/25).
    - Energy nova no longer damages buildings.
    - The range of the dark archon’s maelstrom ability has been decreased to 9 (from 10) since all the other abilities of the dark archon have range 9.

    ZERG
    - The defiler hero’s scorpion sting ability now stuns enemy units for half a second. This was added because someone requested it.
    - The mineral cost of the scourge item has been reduced from 400 minerals to 300 minerals.
    - When the zergling hero spawns zerglings using its spawn zerglings ability, the zerglings are automatically selected by the owner of the zergling hero.
    - The energy cost and cooldown of neural parasite have been decreased by 33% for balance reasons. In addition, neural parasited units are now invulnerable for 5 seconds after they have been neural parasited.
     
    Last edited: Aug 25, 2011
  12. -1equalsexp(ipi)

    -1equalsexp(ipi) New Member

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    There is now a test version of a new map called island map. To try out island map create/join "Hero Attack TEST" and vote for the island map. The test version uses a new system which should allow me to easily add new Hero Attack maps in the near future and eventually allow others to create their own hero attack maps.

    Please tell me what you think of the new map.

    Island map is only available on North America at this time. I have not uploaded it to Europe yet.
     
  13. -1equalsexp(ipi)

    -1equalsexp(ipi) New Member

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    Hello Everyone,
    Hero Attack version 2.24 has been released on the North American server. It includes 2 new maps, changes to spell and energy scaling, some bug fixes, many balance changes, some new features and a variety of changes. To be honest, this version should have been released a month ago, but was delayed due to a variety of reasons such as studies, family issues, internet issues and laziness. Here is the changelog:

    GENERAL
    - Added the Island Map and the Desert Map to the map pool. Snow Map and Lava Map have been temporarily removed. River Map, Forest Map, Island Map and Desert Map have been renamed Fertile River, Sacred Forest, Island Paradise and Desert Canyon respectively.
    - Island Paradise has a special feature called Bananas. Bananas will periodically spawn in the map at various locations. You can pick up a banana with your hero, and if you do, your hero will recover 5% of its life, shields and energy over 5 seconds. There are 6 spawn locations for the bananas (the northwest island, the southeast island and the 4 smallish islands with critters on them).
    - Desert Canyon has a special feature called gold minerals. You can purchase an expansion for your team at the cost of 500 minerals by clicking on the miner in one of the two expansion locations. Expansions take time for the computer to build give your team additional minerals.
    - Made some various adjustments / improvements to Island Paradise and Desert Canyon from earlier versions (if you played earlier versions on either Hero Attack TEST or the PTR).
    - Improved the terrain of Fertile River and Sacred Forest. Switching the Snow Map and Lava Map with Island Paradise and Desert Canyon gave me extra terrain textures to work with.
    - Added unique music to each of the 4 maps. The names of the songs and the authors can be found in the credits section for Help.
    - Added different ambience soundtracks to each map.
    - The intro music is now considered ‘music’ so the volume can be controlled by the player.
    - Energy no longer scales with the hero’s level. Instead, most spells (such as damage spells and summoning spells) now scale with the hero’s level (i.e. either the damage dealt or the life and damage of the summoned unit will increase by 10% per hero level). This was done because many people requested it and because it makes caster heroes and energy items more useful in the late game. This change will probably cause temporary imbalance, but in the long run should hopefully be better for the game. You can still increase your hero’s energy and energy regeneration by purchasing energy items or by purchasing stat upgrades.
    - Spell scaling should be indicated in all the tooltips of the spells.
    - Increased the base energy regeneration from E/200 energy per second to E/160 energy per second, where E is the hero’s total energy. This was done since energy regeneration no longer scales with the hero’s level.
    - Most damage spells and summoning spells are now weaker at lower levels. This was done for balance purposes since these spells now scale with the hero’s level.
    - Many spells, abilities and items have been modified and rebalanced in attempt to accommodate the changes to energy and spell scaling. The majority of changes to spells are not listed in this changelog.
    - Player controlled units (such as marines, zealots, mutalisks, etc.) no longer benefit from team upgrades. This change was done because the damage, life and shields of these units now scale with the hero’s level.
    - Decreased the energy requirements of flight abilities to 1.0 energy per second at level 1 (down from 1.5 energy per second). This change was done since energy is less abundant.
    - Hopefully fixed a bug where the text on the screen that appears after hero selection sometimes overlaps when a player has too many wins, games played, etc.
    - All heroes, with the exception of the drone hero, now have the hold fire ability. This change was done due to various requests. The drone hero does not have hold fire because there is no command card space for the drone hero.
    - Increased the ‘experience penatly’ of the leaver bonus due to requests.
    - If zero players are left on the opposing team then the game should now end with a victory for the team with remaining players. If the game starts with zero players on the opposing team or players mass leave very early in the game (such as during hero selection) then the game will not end.
    - Readded the score board which appears after the game. Of course the scores are meaningless at this point, but this change was done since people requested it since the score board makes it easier to make friends with people after games.
    - Slightly increased the radius that your command has to be from a shop in order to sell an armour, weapon or energy item. This change was done because occasionally players would accidently drop their items next to a shop instead of selling their items.
    - Fixed (yet again) a lobby bug where both computers could end up on the same team. Hopefully, with a change in patch 1.4, this is the last time I will have to make this change and the bug will not keep resetting itself.
    - Increased the combat priority of production buildings. This change was done due to requests and because the low priority sometimes caused heroes to attack enemy units when the hero was ordered to attack the building.
    - Added the Hero Attack version number to the screen that appears after hero selection.
    - The Hero Selection screen now indicates the map selected during map selection.
    - Teleportation items, such as Drop Pods, can only be used if your hero hasn’t taken damage in the past 3 seconds (up from 2). This change was done because people requested it.
    - The healing effect of the river in Fertile River now only affects heroes if the heroes have not taken damage in the past 3 seconds. This change was done because someone requested it and because it made the immortal hero too strong when in the river.
    - Learn abilities are now transient thanks to patch 1.4. In other words, your hero will no longer stop if it learns an ability.
    - Some summoning abilities are now transient that weren’t before due to various requests.
    - Added cursor and range actors to some spell items since blizzard claims that it made a change so that cursor actors would work with items. As far as I can tell I have been unable to get these to display properly.
    - Fixed a bug caused by patch 1.4 where some range actors (such as the range actor of a sieged siege tank would not display). In addition, I have made a change so that these actors no longer display to the enemy. Thankfully, blizzard fixed the target filter bug for range actors in patch 1.4
    - Fixed a bug caused by patch 1.4 where some heroes, such as the marine and preserver, would not respawn properly after being killed.
    - Hopefully fixed a bug where the zergling heroes and the reaper hero would sometimes not respawn at the team’s beacon if they died while jumping a cliff.
    - Heroes will now respawn in their ‘normal’ form (example: the drone hero will always respawn as an unburrowed drone hero and no longer a spine crawler if it died while in spine crawler mode). Ironically, a change blizzard made in 1.4 which caused the respawn bug for some heroes allows me to make this change.
    - Various minor changes that either I have forgotten to add or are not that relevant.

    TERRAN
    - You can no longer use the drop ship item when you hero is flying. This was done because loading and unloading flying units messes up the unit’s height.
    - The yamato gun item no longer deals AOE damage. This change was done because the item hard countered some heroes too effectively (such as the mutalisk hero) and because the damage now scales with the hero’s level, so the AOE is no longer necessary to make the item viable late game without making it overpowered in the early game.
    - Fixed a bug where the domination item did not have target filters.
    - Fixed a bug cause by patch 1.4 where the cloak ability of the ghost hero and banshee hero would sometimes stop working at level 3. The cloak ability is no longer passive at level 3 and is instead toggleable. The cloak ability can now be autocast.
    - The damage of the ghost hero’s nuclear strike ability no longer increases if you learn level 2 of the ability. Instead, the range of the ability increases (while energy cost and cooldown decrease). This change was done because someone requested, because the damage now scales with the hero’s level and because a change in patch 1.4 allows me to change to size of the range actor using upgrades.
    - Increased the miss % of the banshee hero’s suppression drones to match the damage reduction of the defiler hero’s dark swarm ability.
    - The attack cooldown of the reaper hero has been increased to 1.2 seconds from 1.15 seconds for balance reasons.
    - The thor hero no longer has the self-fixing armor passive. Instead, the thor hero has a new ability called stomp. Stomp causes the thor hero to jump into the air, move towards target point, and then land dealing AOE damage to ground units. The thor hero plays its medivac animation while using this ability. This change was done because the thor involved too much a-moving and couldn’t be microed very much. In the thor’s case it was particularly bad since, unlike other a-moving characters, the thor doesn’t have a good movement speed. Hopefully stomp allows more microing and positioning since stomp can act like a blink ability. The ability also gives the thor hero ground AOE damage, which the thor hero needed.
     
  14. -1equalsexp(ipi)

    -1equalsexp(ipi) New Member

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    - Removed the fidgeting from the SCV hero’s build ability due to various requests that it was annoying and caused the SCV hero to occasionally become stuck.
    - The number of predator cubs that the predator hero can have now increases with the level of the ability. In addition, the damage and life of the cubs no longer increase with the ability of the level. Instead, the energy cost and cooldown decrease while the damage and life of the cubs scale with the hero’s level.
    - The radius of the predator hero’s paramagnetic attraction ability has been reduced to 6 (from 8) for balance reasons.
    - Added a destroy structure ability to the hellion hero’s flame turret due to a request.
    - Fixed a bug where the planetary fortress would occasionally have 2 health bars.
    - Marines spawned by the marine hero no longer gain combat shields when the hero learns calldown reinforcements level 2. This change was done because these marines now scale with the hero’s level.

    PROTOSS
    - Protoss shield regeneration has been globally changed to be more like Starcraft 1 and less like Starcraft 2. The base shield regeneration has been reduced from 2 to 1 but the delay before you regenerate shields has been decreased from 10 seconds to 3 seconds. This change was done because various people requested it and for a number of reasons. This change makes protoss computer controlled units slightly weaker when a large number accumulate for a push, it makes damage dealt to protoss buildings more permanent, and it makes it so that protoss heroes that are constantly engaged in combat are more likely to benefit from regeneration.
    - Energy crystal has been nerfed slightly (20 energy recovered to 15) for balance purposes since this update makes energy relatively more useful.
    - The power field item now gives +1 shield regeneration instead of +1 shields per second while the unit still has shields for simplicity reasons.
    - The damage reduction of the hardened shield item has been reduced to 36% (18% for archons, dark archons and immortals) from 40% (20% for archons, dark archons and immortals) for balance reasons.
    - Multiple obelisks can no longer recharge the shields of the same target at the same time.
    - The radius of energy nova has been reduced to 6 (from 8) for balance reasons.
    - Hopefully fixed a bug where the phoenix hero would sometimes be considered an air unit even when in ground mode.
    - The reaver hero’s movement speed has been increased to 1.5 from 1.375 due to requests and for balance reasons.
    - Fixed a bug where a reaver hero with a leaver bonus would sometimes make ‘mini scarabs’ (i.e. scarabs that deal half damage) rather than regular scarabs when it should have created a regular scarab.
    - The life and shields of the warp prisms created by the reaver hero no longer increase when the reaver hero learns warp in warp prisms level 2. This change was done because the life and shields now scale with the hero’s level.
    - Hopefully fixed a bug where the void ray hero would continue attacking while stunned.
    - The void ray hero’s prismatic charge ability now deals 100% damage on units in dark swarm.
    - Fixed a bug where the stalker hero’s shadow wave did not have a range actor.
    - Fixed a bug where the hotkey for the archon hero’s Psionic shockwave ability was incorrect.
    - Hopefully fixed a bug where the zealot hero could avoid the cooldown of his ultimate by dropping an item.
    - The zealots created by the zealot hero no longer gain leg enhancements at level 2 of the warp in zealots ability. Instead, the zealots benefit from the zealot hero’s leg enhancements passive ability.
    - Decreased the energy cost and duration of the zealot hero’s stone form ability (but not cooldown) to avoid a bug where the walk animations of the zealot hero would stop working.
    - The dark zealot hero’s soul drain ability no longer works on buildings for balance reasons.
    - The sentry hero’s force field ability no longer costs energy, but can no longer be spammed. Instead, creating a force field requires a charge. The maximum number of force fields charges that the sentry can have and the rate at which the sentry hero gains charges depend on the level of the ability. This change was done because there is less energy available due to the changes to energy scaling and because this change makes it so that players have to be smarter about how they use force fields.
    - Fixed a bug where the sentry hero’s guardian shield ability would continue after the sentry died. The guardian shield ability can now be autocast.
    - The range of the dark templar hero’s swap ability now increases with the level of the ability.
    - The high templar hero no longer has 2 psionic storm abilities. Instead, the high templar hero has a passive ability called khaydarin amulet. Khaydarin amulet increases the energy and energy regeneration of the high templar hero. This change was done because the recent changes to energy scaling mean that in the late game the high templar no longer has enough energy to support 2 psionic storms along with other spells.
    - The maelstrom ability and aura of darkness passive of the dark archon hero have swapped places. The aura of darkness is now a regular ability that reduces sight range by 2 per level and the maelstrom ability is now the ultimate. This change was done due to various requests and because this change gives the dark archon an early game passive. This change also reduces how frequently the dark archon can use the maelstrom ability.
    - The duration and energy cost of the colossus hero’s time pyramid ability have been decreased due to a request.
    - The attack cooldown of the colossus hero has been decreased to 2.1 from 2.2 for balance reasons.

    ZERG
    - Increased the ‘range slop’ of some heroes such as the defiler hero and the baneling hero due to various requests. This means that these heroes are more likely to fire their ranged weapons when attacking a unit that is running away from them.
    - Fixed a bug caused by patch 1.4 where the corruptor hero’s actor would disappear when the corruptor morphed between its air mode and ground mode.
    - The overlord hero now benefits from its generated creep while flying. This change was done due to various requests.
    - The overlord hero’s creep no longer damages nearby enemies at level 2 and level 3. Instead, learning level 2 or level 3 of this ability increases the passive life regeneration of creep. This change was done due to a request.
    - The overlord hero’s disease cloud now reveals invisible units. This was done due to a request.
    - The drone hero now only gains +1 armour and +20% life (down from +2 armour and +50% life) while in crawler mode. This change was done because the drone hero was too powerful while a spine crawler or spore crawler.
    - There is now a maximum number of larvae that the queen hero can have at any given them. This change was done since the larvae blocking strategy was slightly too powerful and because larvae now scale with the hero’s level.
    - The spawned larvae are automatically selected when created. This was done due to a request.
    - The maximum number of zerglings that a zergling hero can create has been halved. This change was done because the zergling blocking strategy was slightly too powerful and because spawned zerglings now scale with the hero’s level.
    - The zergling hero’s spawned zerglings can now jump cliffs if the zergling hero learns wings. This change was done so that spawned zerglings would have an easier time keeping up with the zergling heroes.
    - The devour ability of the zergling hero no longer requires energy. Instead, devour requires a charge. The zergling hero can hold up to 3 devour charges and gains a charge every 15 seconds. This change was done because the ability was often ignored in favour of spawn zerglings and because changes to energy scaling mean that the zergling hero is unlikely to have enough energy to use devour.
    - The ultralisk hero’s ram ability is no longer affected by the hero’s movement speed and the hero is assumed to move at speed 3 for ram. This change was done due to a request.
    - The roach hero can now use corrosive acid on air units.
    - The defiler hero can now store up to 3 charges for its consume ability (meaning that the defiler can consume 3 units at once) and the defiler gains a consume charge every 15 seconds. The consume ability has been nerfed slightly due to the fact that energy is now relatively more valuable than in previous versions.
    - Dark swarm now lasts 20 seconds (down from 30 seconds) for balance reasons.
    - The range of the lurker hero’s silk thread ability now increases with the hero’s level. The immobilization duration of this ability has been decreases slightly at higher levels for balance reasons.
     
  15. -1equalsexp(ipi)

    -1equalsexp(ipi) New Member

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    Version 2.25 has been released. It includes balance changes and bug fixes. Here is the changelog:

    GENERAL
    - Removed the 0.5 second duration where flying heroes are considered both ground and air units when they change between ground and air mode. This change was done to hopefully resolve a bug caused by Blizzard’s patch 1.4 which causes these heroes to sometimes be considered air units when they are in ground mode.
    - Reversed the change in 2.24 where the exp reduction due to the leaver bonus was increased. This change was made due to requests.
    - The defence upgrade now gives +20% attack damage per level (up from +10%) in addition to its other effects.
    - Decreased the damage, life and shields of buildings created using abilities and decreased the energy cost of the abilities as well.
    - Removed the level requirements of the stat bonus ability due to a request.
    - Hopefully I partially fixed a bug where Domination, Neural Parasite and Mind Control did not scale with the hero’s level.

    TERRAN
    - Fixed a bug where the med pack item required you to select the target in 2.24.
    - Modified the vulture hero’s spider mines ability. There are no longer 2 command buttons for the ability and it no longer takes energy to gain a spider mine charge. Instead, the vulture hero passively gains spider mine charges (at a rate depending on the ability level, with a maximum of 3 charges) and it costs energy to deploy the spider mine. This change was done for simplicity purposes and because someone requested it.
    - Fixed a bug in 2.24 where the Hi-Sec Autotracking passive of the SCV hero did not affect missile turrets.

    PROTOSS
    - Lowered the energy cost of the dark templar hero’s vortex ability by 20% due to a request.
    - Increased the effectiveness of the sentry hero’s guardian shield by 20% due to a request.
    - Fixed a bug where the void ray hero’s attack beam didn’t display in 2.24.
    - Fixed a bug where the void ray hero’s attack animation wouldn’t play in 2.24.
    -Fixed a bug where the void ray hero would sometimes continue to attack a unit after it died in 2.24.
    - Fixed a bug caused by 2.24 where the zealot hero couldn’t use its charge ability.
    - Decreased the effectiveness of the void ray hero’s prismatic charge ability by 20% for balance reasons.

    ZERG
    - Fixed a bug where razor swarm causes item slots to disappear in 2.24.
    - Fixed a bug where the damage of the spore cannons of the queen hero did scale with the hero’s level.
    - Made an attempt to fix a minor bug where infested terrans wouldn’t hatch from their eggs if they are stunned before they hatch.
     
  16. -1equalsexp(ipi)

    -1equalsexp(ipi) New Member

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    Hero Attack version 2.26 has been uploaded. It includes balance changes, bug fixes and some new features. Here is the changelog:


    GENERAL
    - Energy now scales at a rate of 5% per level. In addition, base energy regeneration has been decreased from E/160 to E/200 energy per second where E is the hero’s total energy. Spells still scale at a rate of 10% per level. This change was done to address the fact that there was slightly too much energy in the early game and not enough energy later in the game. Depending on feedback, this change may be reversed in a future version.
    - Energy, armor and weapon items now scale quadratically instead of exponentially with item level. This change was done to make the intermediate levels of these items (levels 2, 3 and 4) slightly more appealing and for reasons related to the marginal benefit of these items.
    - reversed a change in 2.24 where heroes would respawn in their 'normal' form. This was done to prevent a bug where air heroes would sometimes be considered air units even when they are ground units.
    - All dominated / mind controlled / neural parasited now benefit from level scaling and an issue was fixed where the stats of already dominated / mind controlled / neural parasited units did not increase if the controlling hero leveled.
    - Learn hotkey has been changed to g from l due to a request.
    - When a hero dies, the colours of the names of the owner of the dying hero and the killing player that are displayed to tell the players that “player X killed player Y’s hero” reflect the colours of those players in game. This change was done due to a request and to make it easier to know who killed who.
    - Players can no longer use the -kick command to initiate kicks against players on the opposing team. This change was done because people requested it.
    - Players can now vote for the race of the enemy team if the number of players on the other team is zero. This change was done due to a request to allow players to choose the race of the enemy team when playing single player.
    - Reduced the mineral cost of the defence upgrades by 20% to make them more appealing.
    - Fixed a bug where the protoss relic item would ignore abilities such as immortality, immortality protocol and reincarnation.
    - Fixed a minor issue on Desert Canyon where some buildings were not placed in the correct location.
    - Improved the mechanics (specifically vision) of the bridges on Desert Canyon.
    - Fixed a bug where the bridges on Desert Canyon would show up on radar.
    - Fixed a bug where the hellion hero’s flame trail would be created under the bridges on Desert Canyon if the hellion hero moved over a bridge.
    - Fixed a bug on Desert Canyon where the build animations for the hatchery and command center would not appear if a player purchases an expansion for the team.
    - Fixed a bug on Desert Canyon where sometimes the worker would not build an expansion when a player purchases an expansion.
    - Fixed a tooltip bug that said you can only use a teleportation item if you haven't taken damage in the past 2 seconds (changed to 3 seconds).
    - Various minor changes.



    TERRAN
    - Terran have a new consumable item called sieged tank. This item creates a siege tank in siege mode at the target location. The sieged tank is unable to unsiege. Hopefully, players will find interesting uses for this item, such as helping them with pushes or trying to gain control of a specific section of the map.
    - Fixed a bug caused by patch 1.4 where command centers would sometimes display their planetary fortress attack animation even if they have not been upgraded to planetary fortresses.
    - The medic hero's restoration ability now heals 100% of life at both level 1 and level 2. Increasing the ability to level 2 will decrease the energy cost of the spell.
    - The flame turrets of the hellion hero can now be placed on creep.
    - Flame turrets now have a timed life of 600 seconds for balance reasons.
    - Increased the thor hero's movement speed to 1.875 from 1.75 for balance reasons.
    - The ghost hero’s nuclear strike no longer deals double damage to buildings.
    - The SCV hero now has a limit of 150 autoturrets for balance reasons.
    - Auto Turrets and missile turrets created by the SCV hero are now 20% weaker.
    - Reduced the life and damage of battlecruisers slightly.
    - Marines spawned by the marine hero have been made 20% weaker for balance reasons.
    - The raven hero's point defence drones have been made weaker since they were overpowered.
    - The raven hero's science vessels now heal at a 33% lower rate. This was done for balance reasons.
    - Changed the raven hero's science vessel ability slightly. It is no longer a spell and is instead a passive ability. Science vessels are now invulnerable and the raven hero receives 2 science vessels per level. This change was done to reduce the energy requirements of the raven hero and also to make science vessel pushes by the raven hero slightly weaker (since the maximum number of science vessels has been reduced by 2).


    PROTOSS
    - Protoss have a new consumable item called energy prism. This item creates an energy prism, which is a defensive building that can attack air and ground units, at the target location. Unlike other structures, energy prisms have an energy pool and require 5 energy per attack, meaning that they are unable to attack for an extended period of time. Hopefully, this item will make it easier for Protoss players to defend their base from backdooring attempts.
    - Stargates now produce 2 scouts every 30 seconds instead of 2 void rays. This change was done due to requests. If you would like me to reverse this change, please tell me.
    - The micro processor item has been renamed quantum processor since micro processors would be ancient technology for Protoss.
    - Decreased the cost of the obelisk from 150 minerals to 125 minerals because obelisks are weaker than they were in the past since multiple obelisks can no longer restore the shields of the same unit.
    - Reduced the energy cost, damage and cooldown of the energy nova item. The is NOT a buff to energy nova.
    - Increased the casting range of the colossus hero's time pyramid from 9 to 10 due to a request.
    - The range and cooldown of blink now scale with the hero's level.
    - Increased the dark templar hero’s base energy from 100 to 150 but decreased the dark templar hero’s melee damage by 9%. This was done due to some concerns that the dark templar hero did not have enough energy.
    - Increased the base damage of the reaver hero from 35 to 36 for balance reasons.
    - Excess scarabs stored using the reaver hero's reaver capacity ability now deal 55% damage (up from 50% damage).
    - Increased the casting range for the void ray hero’s energy prism ability from 1 to 4 to make the spell easier to cast.
    - Decreased the rate at which the sentry hero can recover force field charges at levels 1 and 2 of the ability for balance reasons.
    - The sentry hero’s hallucination ability no longer requires energy to use. Instead the hallucination spell uses charges which regenerate over time, similar to how the force field spell works. This change was done to make it a more appealing spell relative to other spells and to reduce how much energy the sentry hero typically uses. The number of charges is indicated on the sentry hero’s command card.
    - Fixed a bug where the sentry hero’s guardian shield would not display if the ability is autocast.
    - Reduced the duration of the high templar hero’s temporal rift ability from 30 seconds to 20 seconds for balance reasons.
    - Reduced the effectiveness of the mothership's planet cracker slightly and reduced the mothership’s life and shields to make her slightly easier to kill. This was done for balance reasons.
    - The probe hero now has a limit of 100 photon cannons for balance reasons.
    - Pylons and photon cannons created by the probe hero are now 20% weaker for balance reasons.
    - Zealots spawned by the zealot hero are now 25% weaker for balance reasons.
     
  17. -1equalsexp(ipi)

    -1equalsexp(ipi) New Member

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    ZERG
    - Zerg have a new consumable item called bug nest. The bug nest can release a swarm of bugs, which heal nearby allied structures. This item should make it easier for zerg teams to heal the structures in their base after an attack.
    - Increased the range of roaches from 3.5 to 4 to help improve the balance of the computer spawned units between the races.
    - The roach hero’s range has been increased from 3 to 4 for consistency reasons.
    - Zerg regeneration is now universally 0.5 life per second. Before it was 0.5 life per second in most cases, but was 0.25 life per second in some cases such as for computer spawned units.
    - Changed the razor swarm tooltip to specify how much damage it does over 5 seconds, rather than damage per second, since some people fail at reading comprehension.
    - The mutalisk hero’s scream ability has been weakened slightly.
    - Fixed a bug where the damage dealt by the hydralisk hero’s toxic ability scaled with the hero’s level. In addition, the duration of the ability has been decreased to 25 seconds from 30 seconds (with no change to damage per second) and the energy cost and cooldown of the ability have been increased by 33%.
    - Decreased the energy cost and cooldown of the infestor hero’s fungal growth ability by 20% for balance reasons.
    - Halved the energy cost of the infestor hero's neural parasite ability to make it a more appealing spell.
    - Increased the movement speed of the queen hero, the overlord hero and larvae to 1.875 from 1.75 for balance reasons.
    - Increased the maximum number of larvae that the queen hero can have by 33%.
    - The queen hero now has a limit of 100 spore cannons for balance reasons.
    - Spore cannons created by the queen hero have been made 20% weaker for balance reasons.
    - Fixed a bug caused by patch 1.4 were zerglings could not use their wings to attack air units if they learn wings level 2.
    - Decreased the energy cost of the baneling hero's rolling attack slightly to make the spell more appealing.
    - Reduced the life and damage of broodlords and broodlings slightly for balance reasons.
    - The ultralisk hero's ram ability is now affected by movement speed again.
     
  18. -1equalsexp(ipi)

    -1equalsexp(ipi) New Member

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    Version 2.27 has been published. It is a small update that includes balance changes and bug fixes. Here is the changelog:

    GENERAL
    - Energy now only scales at 5% per level for the first 10 levels, rather than all 20. This change was done due to feedback. How/if energy scales with level may change in future versions.
    - Respawn time reduced by 25%. This is an indirect nerf to the baneling heroes.
    - Fixed a bug where you couldn’t kick players on your own team, instead of players on the enemy team.
    - Fixed a bug where volume the intro music could not be controlled by controlling the volume of music.
    - Fixed a minor bug where neural parasite / mind controlled / dominated units did not scaling properly as the hero leveled.
    - Heroes now gain minerals and experience when they neural parasite / mind control / dominate a unit. This was added due to a request.
    - Fixed a bug where units didn’t have proper vision when on the bridges for Desert Canyon. This bug was caused by 2.26.
    - Fixed some issues where the scale of a unit’s death animation did not correctly match the scale of the unit.
    - A few minor changes.

    TERRAN
    - The raven hero’s science vessels are no longer invulnerable. The raven has to make science vessels using its ability like in earlier versions. However, the energy cost remains zero and the maximum number of science vessels remains at its current level.
    - The SCV hero cannot have more than 120 auto turrets (down from 150) for balance reasons.
    - Sieged Tanks how have the destroy structure ability.
    - Hopefully fixed a bug where the siege tank would occasionally not spawn.

    PROTOSS
    - Fixed a bug to the sentry hero’s guardian shield animation caused by 2.26.
    - Fixed a bug where energy prisms were not considered ground units.
    - Energy Prisms now have the destroy structure ability.
    - The probe hero cannot have more than 80 photon cannons (down from 100) for balance reasons.
    - Increased the acceleration of the warp prism for balance reasons.
    - Fixed a rounding error which sometimes caused the reaver hero to fire mini-scarabs instead of regular scarabs.
    - Fixed a bug where the range actor for the dark zealot hero’s blink ability did not scale properly with the level of the ability.
    - Hopefully fixed a bug where the void ray hero would sometimes continue attacking while stunned.

    ZERG
    - Halved the effectiveness of the bug nest item for balance reasons.
    - Increased the price of the bug nest item from 100 minerals to 125 minerals.
    - Bug nests now have the destroy structure ability.
    - The queen hero cannot have more than 80 spore cannons (down from 100) for balance reasons.
    - If the infestor hero uses the nydus worm item then all of the neural parasite units of the infestor hero are teleported to the team’s beacon.
    - Reversed a change in 2.26 where the energy cost of neural parasite was halved.
    - Increased the cooldown and energy cost of spawn infested terrans by 33% and decreased the life of infested terrans by 20%. This was done for balance reasons.
     
  19. -1equalsexp(ipi)

    -1equalsexp(ipi) New Member

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    Hero Attack version 2.28 has been released. It includes balance changes, bug fixes and a new feature that allows others to create their own Hero Attack maps. Here is the changelog:

    GENERAL
    - You can now use the Hero Attack (mod) (which has been published as public) to create your own Hero Attack maps. To learn how to make Hero Attack maps please visit this thread: http://www.heroattack.net/viewtopic.php?f=18&t=1137
    - Energy no longer scales with the hero’s level. This was removed due to various requests. Instead, energy regeneration scales with the hero’s level at a rate of 4% per level. Base energy regeneration is 0.5% of maximum energy per second. This means that at level 20, energy regeneration is 0.9% of maximum energy per second.
    - Increased the cooldown to energy ratio for most spells to approximately 0.25 for regular spells / spell items and 0.6 for ultimates. There are exceptions of course. This means that the energy costs and cooldowns of various spells have been modified (mostly cooldowns have been increased).
    - Fixed an issue on Sacred Forest where you could build in team 1’s mineral line.
    - The teams on the lobby should no longer become messed up (i.e. 7v5 should be impossible).
    - Removed some useless features from the lobby, such as the computer’s difficulty and the handicap.
    - Reduced the collision radius of ursadaks.
    - Increased the sight radius of critters to 9 (from 8).
    - Several minor changes.

    TERRAN
    - Reduced the collision radius of siege tanks spawned by the computer player.
    - Reduced the cast time of yamato cannon from 3 seconds to 2.5 seconds.
    - Reduced the effectiveness and energy cost of the marine hero’s grenade ability by 20%.
    - Reduced the effectiveness and energy cost of the marauder hero’s explosive barrel ability by 20%.
    - Reduced the build time of battlecruisers by 20%.
    - Increase the radius of the predator hero’s paramagnetic attraction ability from 6 to 7.
    - Reduced the damage of the ares hero’s hellfire missiles ability by 12.5% for balance reasons.
    - Reduced the damage of the hellion hero’s fire bolt spell by 20% for balance reasons.
    - Reduced the damage of the vulture hero’s spider mines by 10%.
    - Reduced the damage and energy cost of seeker missiles by 20%.

    PROTOSS
    - Fixed a bug where the immortal hero’s wrath of the ancients ability could stun enemies if the immortal hero had the phase disruptor ability.
    - Up to 3 obelisks may recharge the shields of a single target (up from 1). This was done for balance reasons.
    - Fixed a bug where the dark zealot hero wasn’t gaining the full life from its soul channel spell.
    - Increased the damage of the preserver hero’s frost bolt by 10%.
    - Reduced the damage of the preserver hero’s blizzard by 10%.

    ZERG
    - The number of bugs created by a bug nest has been reduced to 8 (from 12) to reduce the effectiveness of bug nests and to reduce the how much bug nests slow down the game for people with poor computers.
    - Hopefully fixed a bug where the baneling hero would sometimes play its rolling attack animation after the spell is used.
    - The baneling hero’s quick death ability now gives a 90% reduction in respawn time (down from 100%) at level 2 for balance reasons.
    - Reduced the attack delay of the defiler hero’s attack from 0.5 game seconds to 0.4 game seconds.
    - Reduced damage and energy cost of drone swarm.
    - Structures are no longer affected by the brutalisk hero’s roar ability for balance reasons. In addition, the damage and energy cost of roar has been reduced by 20%.
    - Reduced the energy cost of the overlord hero’s disease cloud.