Version 2.5 has been released. It includes a large number of changes. Here is the change log:
GENERAL
- Added website name to the loading screen. Please visit
www.heroattack.net.
- Added names of some individuals who have helped me playtest Hero Attack to the loading screen. If I missed anyone I am very sorry, so please tell me if I missed you.
- There is now a tip on the loading screen that indicates most items have a limit of 1 per hero.
- The main building (hatchery/nexus/command center) is now invulnerable unit the team loses 4 production buildings. This was done for balance reasons and because killing the main building was too powerful of a strategy.
- The beacon no longer has an attack. This should make harassing enemy workers easier.
- Increased income from the computer player by 33%.
- The river in the river map now has a special effect. The life regen of all units within the river is increased by 0.5 life per second.
- Doodads and terrain that are outside of the playable map area are now hidden/removed after the map has been chosen. This has been done to hopefully improve the performance of the map (and reduce lag).
- You can no longer build on the lava in the lava map.
- Fixed an issue where a photon cannon would not spawn properly on the lava map.
- When a team wins the game the camera is moved to the losing team’s main building and large text will appear which will indicate that a team has won the game.
- When players are voting for the map and for their team’s race, stars will appear next to either Team 1 or Team 2 which will indicate which team you are on.
- Players now have 5 more seconds to pick their hero.
- The damage type (melee, ranged or splash) that a weapon deals is now indicated for all of the heroes in the weapon tooltip.
- Food is no longer displayed in the game.
- Armor items now give 40% less armor (so 0.3 per level rather than 0.5 per level). This change was done because armor items were too powerful now that creeps do less damage to heroes.
- Tomes now cost 200 minerals instead of 250.
- Items that increase life regeneration (regenerative biosteel, life crystal, organic carapace) now increase life regeneration by 2 life per second rather than 3 life per second.
- Various other changes that are not worth mentioning.
TERRAN
- The Marauders that are inside the terran bunkers now patrol their location when the bunker dies rather than hold position. This change was done so that the marauders wouldn’t just stand there while a range 7+ hero was attacking them.
- The scv hero’s abilities construct auto turret and construct missile turret abilities now have their build times decrease as the level of these abilities increase. This change was done because the build times for these abilities were too high when the abilities were at level 3.
- The medic hero’s irradiate ability has a 25% shorter duration because the ability was too strong. However, the damage radius of the ability has been increased to 2 (from 1.5).
- Fixed a bug where the medic hero’s irradiate ability’s actor would not display when the ability was used on heroes.
- Stimpack now has a 15 second cooldown and can be autocast.
- The firebat hero has a slightly faster movement speed (2.5 up from 2.25) and deals 5% more damage. This change was done because the hero was a bit weak.
- The siege tank hero now deals 10% more damage and no longer has a minimum range while in siege mode. This change was done because this hero was too weak and too many heroes had abilities to abuse the minimum range.
- The vulture heroes spider mines ability has been changed slightly. Now when you learn the spider mines ability you get two abilities, replenish mines (hotkey W) and deploy mines (hotkey Q). Replenish mines will construct mines for your vulture hero to use and deploy mines will deploy them, the vulture hero can now carry up to 5 spider mines. The vulture hero spider mines ability now works similar to how it works in the campaign and this allows players to store up mines. Replenish mines can be autocast.
- The vulture hero’s Cerberus mines ability now let’s spider mines deal 50% more damage. This change was done because someone requested it.
- The marauder hero’s point defence drones deal 20% less damage because the ability was too strong.
- The cooldown remaining for the thor hero’s immortality protocol ability is now shown on the command card.
- The thor hero can no longer use spell items or consumable items while it is wreckage.
- The hellion hero’s attack cooldown has been decreased to 2 seconds from 2.5 seconds because the hero did not deal enough dps.
- The hellion hero’s flame trail ability now has half the energy cost and half the cooldown.
- The med pack item can now be used on non-biological units. This change was done because someone requested it (even though it doesn’t make sense that a siege tank can use a med pack).
- Fixed an issue where terran players could not buy the level 4 armour item.
- The seeker missile item no longer deals damage to allied units.
PROTOSS
- Void rays can no longer move while they attack for balance reasons.
- The dark templar hero’s energy burn ability now burns 5 energy per level per attack instead of 4 energy per level per attack.
- The high templar hero’s phase shift ability has been changed. It can now be cast on both allies and enemies. It no longer makes the target invulnerable, instead the target is invulnerable to physical damage (ranged, splash or melee) and becomes vulnerable to spell damage. A phased unit takes 25% more damage from spells, has 50% movement speed and cannot attack (but can cast spells). Hopefully the ability is now more versatile since you can use it to disable an enemy unit for a short period of time, you can use it in combination with psi storm to deal more spell damage to the enemy, or you can use it on your high templar hero to prevent it from being attacked by enemies.
- The high templar hero’s temporal rift now longer affects allied units, but is slightly weaker (-65% time scale modifier rather than -75% time scale modifier).
- The high templar hero can now attack air units since someone requested it.
- Fixed an issue where the shadow clones of the dark templar hero were giving minerals and experience on death.
- Fixed an issue where the phoenix hero’s graviton beam ability was lasting 0.25 seconds longer than it was supposed to.
- The phoenix hero now has a maximum speed of 3 when it is using its graviton beam ability (this was done for balance reasons).
- Fixed an issue where graviton beam would move the target unit to the enemy base if the phoenix hero dies or uses warp out.
- The archon hero’s immolation ability has been changed slightly. It now has a larger radius (radius 2 instead of radius 1) but deals 25% less damage. This change was done because the ability was often useless since the archon’s attack range was larger than the immolation range.
- The dark archon hero’s mind control ability has been improved slightly. It’s cooldown has been halved, and mind controlled units are now invulnerable for 10 seconds after they are mind controlled. In addition units that are mind controlled have their life fully replenished.
- The dark archon hero’s attack now has a longer cooldown and does slightly more damage (overall same dps).
- Fixed an issue where the obelisk would not heal air units.
- The obelisk now requires at least 5 energy to restore the shields of another unit. So the animation will no longer be as annoying.
- The damage dealt by the interceptor created by the interceptor item now scales as the hero levels and buys weapons (in addition to other modifiers).
- The power field item has been changed slightly. It no longer doubles shield regeneration, instead all units in its radius gain 1 shield per second (even if they are in combat). This change was done because someone requested it.
- The soul channel item now drains 120 life/shields over 120 seconds and it now damages shields before life. This change was done because the item was too powerful when used on archon heroes and was otherwise weak.
ZERG
- Removed a bug where zerg units spawned by the computer player would sometimes have a higher movement speed than they should have.
- Made some minor changes to zerg that will hopefully make the game run faster when a team is zerg.
- Zerg heroes can no longer use spell items or consumable items while burrowed.
- You can now load into the Nydus network using the team’s beacon (you could already unload from the beacon).
- You can no longer load computer controlled units into the nydus network.
- The zergling heroes now have a slightly longer cooldown for their attack but deal slightly more damage. This change was done to make the zergling heroes better against heroes with large amounts of armour.
- The screen now moves to the beacon and your hero becomes selected when either the baneling or the zergling hero revives and both are dead (this already happens for heroes other than the baneling and zergling heroes).
- The baneling hero’s explode ability now has a 30 second cooldown for balance reasons.
- The roach hero’s rapid regeneration ability now gives 2 life per second per level, down from 3 life per second per level, because the ability was too strong.
- Fixed an issue where the hydralisk hero’s ensnare ability actor would sometimes not be destroyed.
- Hopefully fixed some issues where the drone hero’s vitals would be reset when it used some of its morph abilities.
- Fixed some bugs where the spine crawler hero and spore crawler hero’s actors would sometimes not work properly.
- The spine crawler hero and spore crawler hero can now use morph abilities while uprooted.
- The defiler hero’s dark swarm ability is slightly weaker and has a 75% damage reduction at level 2 and 90% damage reduction at level 3 (down from 80% and 95% respectively).
- The ultralisk hero’s chitinous plating ability now gives 0.75 armor per level instead of 1 armor per level for balance reasons.