Lunar Special Forces Battle.net release 3.2

Lunar Special Forces Battle.net release 3.2

File Details

Lunar Special Forces Beta v9

  • B
  • Jul 1, 2010
  • 2.12 MB
  • 401

File Name

Lunar_Special_Forces_v9.SC2Map

Supported Versions

    v9:

    • Infestors will autocast Fungal Growth on Biological units and Neural Parasite on Mechanical Units. Lowered number of infestors spawning slightly.
    • Added Overseers to the waves, they autocast Infested Terrans now as well.

    v8:

    • Psi Storm and Snipe scale with upgrades.
    • Added clock so you can see how long until the next day (and zerg upgrades)
    • Changed day length to 240 seconds from 300.
    • Rebalanced upgrade costs in anticipation of multiplayer (cheaper now in most cases).
    • Limited Protoss to 10 shield upgrades.
    • Completely changed the upgrade system, each upgrade level has its own upgrade now, with a maxlevel of 1. Blizzard's limitations on the number of upgrade buttons on one command card forced me to spread the upgrades out a bit.
    • Most upgrade buildings have more upgrades on a second page now.
    • Terran air upgrades were moved to the starport.
    • Many tooltip and hotkey fixes.

    v7:

    • Changed Marauder drops to Stalker drops.
    • Added Deep Disruptors upgrade to Forge, increases Immortal range by 1.
    • Added Overcharge upgrade to Forge, increases Archon Range by 1.
    • Added/fixed Jotun Boosters upgrade at Armory, increases Viking Range by 2.
    • Limited Supply to 75 per player.
    • Increased Ultralisk base damage and upgraded HP
    • Increased Kerrigan's upgraded HP

    v6:

    • Changed Zerg upgrades:
    • Upgrades occur every 300 (game time) seconds, coinciding with midnight on the map.
    • Armor only upgrades to 25 max now, introduced HP upgrades that increase zerg units' max HP by 50 or more during the upgrade periods.
    • Changed Hardened Shield on the Immortal to reduce incoming damage to 100 while shields are up.
    • Added a Heal pad in the middle.
    • I have HP upgrades ready to implement for Protoss/Terran if necessary, however I'm waiting to see if it's actually needed first. Everything except the final fight is easily solo-able at the moment, and probably someone who knew what they were doing could beat the final fight solo as is.
    • Edited repair costs for all Special Forces hero units, they no longer require vespene gas.

    v5:

    • Now localized with Xhatix's tool (thanks!)
    • Added Day/Night Cycle (every 300 seconds, may change later depending on feedback)

    v4:

    • Decreased player armor/weapon upgrades max level to 25 and increased their prices.
    • Fixed Krazy Kerrigan attack animation
    • Increased Krazy Kerrigan health.
    • Added checks in the wave start triggers to make sure the building is alive before spawning units from it.
    • Fixed a few trigger problems I'd missed.

    v3:

    • Reduced Void Ray upgrade damage
    • Fixed roach armor level not increasing
    • Fixed zerg armor upgrades
    • changed lighting to nighttime theme

    v2:

    • Increased zerg armor upgrades significantly. (needs testing)
    • Increased zerg damage upgrades slightly.
    • Decreased protoss shield recharge slightly.
    • Fixed some enemy spawn triggers (probably more to fix here still).
    • Fixed a couple small texture issues.

    So far I've had problems creating the dialog system, and no one seems to know how to fix it yet.

    Until I figure out either a better way or a way to fix the dialog problem, we're stuck with the old way for now.