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HERO ATTACK version 2.0 has been released

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HERO ATTACK version 2.29 has been released

[Note: versions 2.1 - 2.29 have been released. See the change logs in this thread.]

Hello everyone,

Hero Attack version 2.0 has been released! It is available on the North American server and European server. Here is a video of version 2.0:


What is Hero Attack?

Hero attack is an MOBA or AOS style game similar to dota. Players work in teams, control heroes and their goal is to destroy the enemy team's main building. Heroes can gain experience, buy items and learn special abilities.

However, this is not a dota clone and there are a number of features that make Hero Attack unique from other games of this genre. Most noticeably each team chooses a race (Terran, Protoss or Zerg), and each race has a unique set of items, heroes and units. There are also 4 playable maps that players can choose from by voting at the start of the game and each map is very different. Some of the maps have special types of terrain such as mud (which reduces the movement speed of ground units by 50%), ice (which is slippery and prevents ground units from turning or slowing down) and lava (which damages ground units periodically). All heroes and items are based on sc2 units and abilities so it should be fairly strait forward how to use each hero. Each team has computer player that harvests minerals and vespene gas from its base and gives it to the allied players on its team. The computer player builds workers and constructs buildings throughout the game and as the game progresses additional unit producing structures will be constructed that will bring additional units and unit types to the lanes. There are also neutral hostile critters that you can kill for additional minerals and experience.

Currently Hero Attack has:
- 3 playable races.
- 4 playable maps.
- 45 playable heroes.
- Over 100 items.
- Team upgrades.
- Over 200 different abilities.

That is a ridiculously large amount of content and far more than other SC2 custom games of this genre.

If you want to play Hero Attack, but have difficulty finding players, please join the chat channel “Hero Attack” or check out the website www.heroattack.net .
 
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I created a second thread because for some reason I am unable to change the title of the old thread to indicate that version 2.0 is out and I want people to know that the new version is out.
 
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Hello everyone,

After version 2.0 pretty much completely failed to attract enough players to gain enough popularity for Hero Attack to be playable (i.e. it is still impossible to get enough players to get a game going at any given time), I have taken a short break from map making. I needed a break because it is extremely frustrating to continuously work on a map and to continuously fail to get results despite attempt after attempt. Anyway, I'm going to continue developing Hero Attack and will try to update Hero Attack every week (starting next weekend). I'll also try to buy a new computer this month as well as start a website for Hero Attack.
 
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Hello everyone,
Sorry that I have not updated hero attack in nearly a month, I promise I will be much more frequent with my updates from now on. Version 2.1 has been released on the North American server. It includes a number of changes that hopefully makes things better. Here is a changelog:

- The lighting has been changed and each of the 4 maps has a different lighting setting. A few people suggested that I change the lighting a bit, so hopefully things look better.
- The sizes of some dialogs such as the in game timer and the periodic message that have been reduced so that they take up less space. This was done because some people complained that the dialogs objects were too large.
- Removed a large number of triggers that were made obsolete by patch 1.2. As a result the file size for hero attack is significantly smaller.
- The ‘leaver bonus’ or bonus that a team with less players receives when someone leavers the game has been significantly increased. Hopefully the result is that a team with less players still has a very good chance to win the game.
- Units spawned by the computer now deal 50% less damage to heroes. This was done partly because the units did a bit too much damage to heroes and partly because I want to make melee heroes like the zealot hero or the zergling heroes more viable.
- Players now have push priority over the computer player, so you can now push aside computer controlled units with your hero.
- The vitalities of the main buildings (command center, nexus, hatchery) have been increased to 2000 so that it is harder to sneak into the enemy team’s base and kill it.
- Changed the victory conditions slightly so that if the enemy team has 0 human players left (i.e. they all left) then your team wins and you don’t have to kill the enemy team’s main building.
- Made it so that your screen moves to the location of your hero whenever your hero respawns. However, I have intentionally made it so that this does not work if you have either the zergling heroes or the baneling heroes (since you may be busy controlling your one hero when the other respawns).
- Increased the energy cost and cooldown of the mutalisks hero’s summon mutalisks ability by 33%. This was done because the ability was too strong.
- Fixed a really annoying actor bug that was caused by patch 1.2 and prevented the zergling hero from playing his cliff jumping animation properly. Also fixed actor bugs for the spine crawler and the spore crawler that were caused by patch 1.2.
- You can no longer use a teleport item (Nydus worm, drop pod, warp out) if you have taken damage in the past 2 seconds. This was added to prevent abuse of teleport items.
- The computer controlled marauders that are in the computer controlled bunkers no longer attack the enemy base when the bunker dies and instead they hold their position.
- The Nydus canal item now costs 25% less minerals and can be casted with a range of 12. This item wasn’t used very much so it needed a buff.
- Fixed an Issue where ursadak sounds would play from half way across the map if someone is killing an ursadak.
- The siege tank hero now takes 20% less time to siege and unsiege and has 1 more range in siege mode. This was done because the siege tank hero was a bit weak.
- The spore crawler hero now has less life but more armor (so has the same amount as the spine crawler hero), to compensate the spore crawler always has detection.
- Added range actors to the spore crawler hero and the spine crawler hero similar to how the siege tank hero has range actors to indicate its attack range.
- Hopefully fixed an issue where tomes sometimes do not work.
- Tinted the defiler hero buttons because someone requested that I tint them. If you prefer them un tinted or would like me to tint other buttons imported from SC1 please let me know.
- Several other minor changes that are not worth mentioning.
 
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Version 2.2 has been released. It includes mostly balance changes and a few bug fixes. I would like to thank those who have played games with me over the past week because their advice definitely influenced the content of this patch. Here is a changelog:

- Reaper Hero no longer has the Stimpack ability. Instead the Reaper Hero has a new ability called Berserk. Berserk is a spell that causes the Reaper Hero’s attack speed to drastically increase for a short period of time. Also, while the Reaper Hero goes berserk you lose control over the reaper hero and the reaper hero attacks any nearby enemies so be careful with this ability.
- Reaper Hero’s Jet Pack ability has been improved. In addition to providing passive cliff jumping you can now actively use this ability (hotkey T) to jump to a nearby point within a radius of 5. You can use this ability to jump over units, buildings or cliffs so it is very useful if you get surrounded.
- Similar to the Reaper Hero, the Zergling Hero’s wings ability can also be used to jump to a nearby location in addition to providing passive cliff jumping.
- The Colossus Hero’s cliff walk ability now provides a small movement speed increase (10%) in addition to providing cliff walking.
- Hopefully fixed an issue where the reaper hero’s actor would sometimes disappear when the reaper hero jumps over a cliff leaving the reaper invisible. (this was caused by patch 1.2)
- Fixed an issue where the medic hero would sometimes heal at a rate of over 100 life per second with her heal ability.
- The medic hero’s heal ability and the scv hero’s repair ability now cost slightly more energy.
- The medic hero now deals 20% more damage had has a slightly increased movement speed.
- Fixed an issue where the medic hero would sometimes not play her attack animation. (this was caused by patch 1.2)
- The rate at which the team’s beacon heals nearby heroes has been doubled.
- The high templar hero’s psionic storm ability no longer affects allied units and its AOE has been increased significantly.
- The defiler hero’s dark swarm ability only provides a 95% damage reduction from ranged damage rather than a 100% damage reduction from ranged damage because it was a bit over powered.
- Fixed an issue where the queen hero could not unburrow.
- Fixed an actor issue where the Thor Hero’s actor would not be created if the Thor Hero uses immortality protocol. (again, caused by patch 1.2)
- The Baneling Hero’s quick death ability has been decreased to a 75% reduction in respawn time rather than a 100% reduction.
- The energy cost of the probe hero’s photon cannon ability has been increased by 33% for balance purposes.
- The SCV hero’s missile turrets now provide detection at levels 1 and 2.
- Fixed an issue where the Ursadak Critters would get stuck on the fire map.
- Critters now provide 25% more experience and minerals so hopefully killing critters is more worth while.
- Fixed an issue where the Nydus Worm’s Leap ability would damage units before impact. The Nydus Worm Hero now has a slightly increased movement speed to make this hero stronger.
- The detection range of sensor towers have been increased significantly from 12 to 20. Hopefully this makes it easier to detect enemies as terran.
- The cost of the overseer has been decreased to 35 minerals from 50. This is to make it easier for the zerg team to detect enemies.
- Reduced the ‘Leaver Bonus’ to a value halfway between version 2.0 and version 2.1. In the last version the team with less players generally had a slight advantage so hopefully things are more balanced now.
- Added text messages that indicate that when a player leaves the game and the teams become even then no team benefits from the leaver bonus.
- Increased the amount of time players have to vote on the game settings.
- Removed parts of my triggers on items that become obsolete since patch 1.2 fixed a bug where heroes would drop items on death. Items are no longer randomly permutated when a Hero respawns as a result!
- Various other changes that I have forgot to add.
 
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Version 2.3 and the creation of the hero attack website/forums are going to be delayed a bit since some issues came up. However, I'll try to get these two things done as soon as possible.

"The Hive Workshop isn't really the place for Sc2 projects.. It's pretty much dead from what I've seen. I'd try and publicize it on a different site like Sc2mapster."

Don't worry, I also have threads on sc2mapster, teamliquid, staredit.net, battlenet and a few other websites.
 
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Version 2.3 has been released! It includes balance changes, bug fixes and some new features. I tried to release this version sooner but I was busy with midterms and assignments. Here is the changelog:

- Readded some triggers that I removed in version 2.1 that prevent the energy, shields and life of heroes from being reset when morph abilities are used. I originally removed it because I thought blizzard fixed this issue in patch 1.2 since they claimed they did. But apparently they didn’t fix it properly because vitals were being reset when morph abilities where used when multiple players were playing the game.
- Fixed a large number of issues that were caused because the game was applying too many behaviours to a single unit. Apparently there is a maximum number of behaviours that a single unit may have (max is somewhere between 128 and 256) and if you try to apply a behaviour and you have reached this maximum it does not get applied. I solved this problem by significantly reducing the maximum number of behaviours that should be applied to a single unit at any given them. This problem caused a number of bugs including (but not limited to) the bug where tomes and items would sometimes not work on your hero and the bug where the siege tank hero would sometimes not use artillery barrage.
- Fixed an issue where the leveling bonuses of some items such as weapon items, energy items and the personal shields item were not removed when I player lost the item.
- Fixed an issue where a player would not respawn if they died to a critical strike hit.
- (Hopefully) Fixed a bug where the actor of the dark templar hero’s void prison ability doesn’t get destroyed if the unit dies or the behaviour ends. I fixed this issue before but patch 1.2 likes to screw up actors and remake old bugs. :(
- Fixed a bug where the stalker hero’s actor would freeze if the stalker hero used evasion too many times in a short period of time.
- The number of tomes that your hero has bought is now shown on the command card of your hero. This was added because a player requested it.
- The cooldown of the thor hero’s immortality protocol has been increased to 60 seconds from 30 for balance reasons.
- The mothership’s planet cracker no longer works on air units and now does double damage to buildings (down from 475% damage to buildings) since planet cracker was too powerful, especially against buildings. The damage per second of the planet cracker has been added to the tooltip on the command card.
- The timed life of mutalisks summoned by the mutalisks hero has been decreased from 60 seconds to 50 seconds and the energy cost and cooldown of the summon mutalisks ability has been increased by 33% (or rather I forgot to do this in version 2.1).
- The infestor hero’s peristalsis ability now allows the infestor hero to cast spells while underground.
- The ghost hero can now cancel his nuclear strike ability.
- The razor swarm item and the grenade item no longer deal damage to friendly units.
- Sensor tower’s radar radius has been decreased to 20 (which is the same as the detection radius).
- The zergling hero’s devour ability and the defiler hero’s consume ability now start with autocast on when you learn them.
- The roach hero’s corrosive acid ability now works on buildings.
- Buildings constructed by the probe hero and scv hero now have an ability that you can use to destroy them. This was added to prevent players from accidently trapping themselves in a corner while using these heroes.
- The siege tank hero’s siege mode ability as well as the spine crawler and spore crawler abilities of the drone hero have been changed slightly. Instead of these being an instant abilities where you click the morph ability and morph at your location, these abilities are now target abilities where you click the location you want to morph at and then your hero will move to that location and then morph. Furthermore, range and placement actors have been added to these abilities such that you can see the attack range of the hero when you are deciding where to morph the hero. This means that you no longer have the issue where you siege up, realise that you are slightly out of range, unsiege, adjust your position slightly and then have to siege up again. Note: when you are deciding the morph location 3 range actors are shown, one for each level of your ability, so if you have siege mode level 1 then use the smallest radius range actor and if you have siege mode level 3 use the largest radius range actor. Unfortunately unit validators do not work with placement actors so I cannot show only the range actor that corresponds to the current level of the ability. I’ll try to find a work around to this issue however.
- Added a tooltip to the loading screen that explains how to sell items (right click on item them left click on shop) since many players did not know how to do this.
- Various other changes that aren’t worth mentioning.
 
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Version 2.4 has been released. It includes balance changes, bug fixes and a few minor changes. I would like to thank everyone who helped me play test things yesterday because it helped me find the causes of some bugs. Here is the changelog:

- Fixed a bug where heroes would sometimes not respawn. This was actually caused by the interaction between changes I made to item triggers in version 2.2 and some features I added in version 1.2 which prevented players from gaining life by dropping and picking up certain items life enhanced cellular life.
- Fixed a bug where two respawn timers would occasionally appear instead of 1.
- Fixed a bug where the Dark Templar Hero’s void prison actor would not disappear. This one is fixed for real this time.
- Fixed a bug where the Stalker Hero actor would freeze if the stalker hero used evasion too many times in a short period of time.
- Fixed a bug where team 2 would receive 100 times the leaver bonus if team 2 had less players.
- Fixed a bug where the thor hero’s life would be reset when it used immortality protocol.
- Fixed a bug where the spore crawler hero could morph into the spine crawler hero without learning the spine crawler ability and visa versa.
- Added slightly more terrain variation to the snow map, though it isn’t that noticeable. I know that the terrain isn’t the best but unfortunately I cannot do much until blizzard lets me use more textures or change the texture set with triggers.
- Made the ice sliding animation (when ground units are on ice) look smoother.
- Heroes (other than baneling and zergling heroes) are now automatically selected when they respawn.
- The mutalisk hero’s actor now pauses when the mutalisk burrows so it no longer looks like the mutalisk is flapping its wings while underground.
- The morph range of the siege tank’s siege mode ability and the spine crawler and spore crawler abilities of the drone hero have been changed from 0.5 to 0.
- The siege tank’s siege mode ability and the spine crawler and spore crawler abilities of the drone hero now only show 1 placement range actor instead of 3 and the placement range actor corresponds to the range of the hero.
- The hydralisk hero’s lurker aspect has been changed slightly. Instead of the lurker hero’s burrow being an instant ability it is a target ability where you choose where to burrow. Placement range actors corresponding to the range of the lurker hero’s attack range are now shown when you are deciding where to burrow the lurker hero.
- The zergling heroes now have 1 life armor (up from 0) for balance reasons.
- The defiler hero’s plague now reveals cloaked units.
- The stalker hero’s wormhole transit now requires vision of the target location because it was too powerful when a player would teleport instantly to the enemy team’s main building.
- The movement speed of battlecruisers has been increased to 1.75, hopefully more people use the scv hero now.
- Reaver capacity has been nerfed slightly. Stored scarabs now deal 80% damage rather than 100% damage.
- Timed life of scourge that are created by the spawn scourge item has been increased from 20 seconds to 50 seconds.
- The plasma surge item now restores 75 shields instead of 50.
- The protoss energy crystal item now restores 25 energy instead of 15.
- The terran med pack item now restores 40 life instead of 25.
- Various minor changes that aren’t worth mentioning.
 
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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.
 
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Hello everyone, version 2.6 was released earlier today. Sorry that it has been a while since the last update. Anyway, here is the changelog:

GENERAL
- Added leaderboards to the game. Leaderboards display the hero level, number of hero kills and number of deaths for each player.
- Added tooltips for the heroes when you are selecting a hero. The tooltips give a brief description of the hero, indicate the hero’s base stats (movement speed, armor, life, shields, energy, range, DPS), and list the hero’s 4 abilities.
- Locked the game speed to faster. This was done to prevent popularity splitting since the popularity was split between normal and faster.
- (Hopefully) fixed a bug where users with Macintosh computers would drop from the game when a player leaves the game. To do this I had to significantly change how the leaver system works. Also, leaver bonuses are now displayed on your hero, so you know if your hero is benefiting from a leaver bonus.
- (Hopefully) fixed a bug where players could receive multiple heroes by clicking fast.
- When players choose random heroes they receive a free ultracapacitor/microprocessor/chrystalsis.
- Submenus (such as the submenu that appears when you are learning a new ability) are now ‘sticky’. This means that the sub menues are no longer closed when you learn an ability (so you no longer have to click the learn button multiple times to learn multiple abilities at once). Please tell me if you prefer the current ‘sticky’ sub-menus or if you prefer the old ‘non-sticky’ submenus.
- The life and shields of production buildings has been increased by 20%.
- The lava terrain effect and the river terrain effect are now percent based (so lava deals damage equal to 2% of the unit’s life+shields each second and river heals 0.5% of the unit’s life and shields each second). This was done because someone requested it.
- Fixed an issue where some units (such as the immortal, colossus, spine crawler or spore crawler) would always slide downwards when on ice.
- Fixed an issue where the ‘turrets’ of the colossus hero and the siege tank hero would not work properly after these heroes respawned.
- Fixed an issue where players could control enemy bunkers or nydus canals. Apparently target filters do not work properly for interact abilities (hopefully blizzard fixes this) so I had to do an elaborate work around to fix this issue.
-Various other minor changes.

TERRAN
- Bunkers and nydus canals can no longer be used to load workers or air units.
- Banshees spawned by the computer player no longer have energy (so they cannot be feedbacked).
- The Banshee hero has 25% less energy but deals 16.7% more damage. This was done because the banshee had difficulty using all its mana since its only spells are suppression drones and cloak (which becomes free at level 3).
- The hellion hero’s fire boost ability can now be autocast.
- The hellion hero’s fire trail ability has been modified slightly. It is no longer a spell that you cast and lasts 15 seconds. Instead fire trail is a spell that you can turn on or off any time you like and has an energy cost of 1 energy per second.
- The vulture hero’s cerberus mines no longer makes spider mines deal 50% more damage. In addition the vulture hero can only carry up to 3 mines at once instead of 5. These changes were done to balance spider mines.
- Fixed a bug where the vulture hero’s spider mines would not work on cloaked units.
- Fixed a bug where the siege tank hero’s attack animation wasn’t working properly.
- The thor hero’s strike cannons ability is no longer cancelled when a target moves out of vision and the ability has a better range so that it is harder to dodge this ability.
- Fixed a bug where the reaper hero could use jetpack on the lava map to teleport instantly to any location on the map.
- Sensor towers now have 300 life (up from 200) and 1 armor. This was done because they were too easy to kill.

PROTOSS
- Fixed a bug where the phoenix hero’s graviton beam was not working properly and would only work for a fraction of a second.
- The mothership’s planet cracker ability no longer deals double damage to buildings. However, this ability now lasts 50% longer (15 seconds instead of 10 seconds). This was done because using planet cracker on buildings was slightly too powerful.
- Fixed a bug where the soul channel item would damage life before shields.

ZERG
- The drone hero no longer has acid spine. Instead the drone hero has a new ability called drone swarm. Drone swarm summons a swarm of drones which deal damage to nearby enemies. It is basically an AOE spell. The reason this was done was because the acid spine ability didn’t fit the drone hero’s role very well.
- Fixed a bug where the drone hero would not finish morphing into a spine or spore crawler if it becomes stunned during the morph.
- Fixed a bug where the life, energy and shields of units would be reset when they used morph to spine crawler hero, morph to spore crawler hero or morph to lurker hero.
- Mind control and neural parasite can no longer be used on overseers or observers. This was done because using neural parasite on overseers was an incredibly abusive strategy as the infestor hero.
- The zergling hero’s wings ability now works on all units currently selected (so you only have to click once to make both zergling heroes jump to a target location).
- The baneling hero’s searing acid ability can now hit air units if you aim it properly.
- The nydus worm item only uses half a charge when used on a baneling or zergling hero. This change was done to make the item better for these heroes.
- Consumable items no longer work while a hero is burrowed.
- Reduced the range at which you can place a Nydus canal from 12 to 2.
- Fixed a bug where the timed life of aberrations created by spawn aberration did not work properly.
 
Level 3
Joined
Sep 16, 2010
Messages
45
Version 2.7 has been released. It includes new heroes and other changes. Sorry its been so long since the last update. The delay is due to a combination of exams, classes, completing my degree, various real life stuff, laziness and laddering (I'm top 10 masters now). Here is the change log:

GENERAL
- Added 3 new heroes, 1 for each race. The heroes are the raven hero, the corruptor hero and the immortal hero. [video coming soon]
- The number of levels has been increased by 5 to 15. This was done because the level cap was too low. In addition, all heroes gain a 5th ability called stat bonus. Stat bonus can only be learned after level 11 and increases damage, life, shields, energy and energy regeneration by 2% per level. You can learn stat bonus 5 times and stat bonus is a temporary ability until more suitable 5th abilities are created for all the heroes (though it can become permanent if people prefer).
- Significantly changed and simplified various behaviours and triggers related to level bonuses of items. The result is that there are far less hidden behaviours on a hero at any given time so the game should run faster.
- Submenus are no longer sticky. This is a reversal of a change made in 2.6. The reason this was done was because many individuals complained about the new system and found sticky sub menus to be annoying.
- Fixed an issue where the hero portraits where not visible when the race of a player was zerg (this issue was caused by patch 1.3 and many other map makers had this problem).
- Fixed an issue where players would sometimes be unable to unload their hero from a nydus network or a bunker. This issue was accidently caused in 2.6 when I fixed the bug where players could control enemy bunkers and nydus networks.
- Fixed an issue where heroes would lose their leaver bonus when they respawn.
- The exact percentage bonus of the leaver bonus is now indicated in the hero’s behaviour area (next to the minimap).
- Various other minor changes.

TERRAN
- The marauder hero no longer has the point defence drone ability (that ability was given to the raven). Instead the marauder hero has a new ability called explosive barrels, where the marauder hero can place invisible barrels and explode them remotely to deal damage.
- Spider mines now deal 50 damage (instead of 70) but no longer deal damage to allied units.
- The SCV hero can no longer field more than 4 battlecruisers at any given time for balance reasons (since the massing of battlecruisers was shown to be too powerful in game).
- The seeker missile item no longer exists. It has been replaced by a yamato gun item.
- The duration of the lockdown item has been reduced by 25% for balance reasons.

PROTOSS
- The rate at which the obelisk restores shields with its ability has been reduced by 12.5% for balance reasons.
- Disruption Web no longer has an effect on ground units. This change was done because the ability was being abused too much against ground units even though it is intended to be an anti-air item.

ZERG
- Zerglings and roaches no longer have an ability that causes their movement speed to increase by 50% when there are nearby enemies. This ability was originally implemented to make zerg units balanced with terran units, but the ability made the game run slower. Instead, zerglings have +0.5 armor and zealots deal +0.5 damage. Hopefully the result is better performance and better balance.
- Zergling hero and baneling hero deaths now only count for 0.5 when calculating kills and deaths on the leaderboard.
- The baneling hero’s explode has been weakened at higher levels for balance purposes. It does the same damage at level 1, 12.5% less damage at level 2 and 25% less damage at level 3.
- The drone hero can no longer field more than 6 broodlords at any given time for balance reasons (since the massing of broodlords was shown to be too powerful in game).
- The energy cost and cooldown of drone swarm has been increased by 50% for balance reasons.
- The infestor hero’s fungal growth ability now lasts 4 seconds instead of 8 seconds and roots both heroic and non-heroic enemy units.
- The queen hero now has 50 more starting energy since the queen hero was a bit weak. Furthermore, the queen hero now has +2 range for her air attack.
- The mutalisk hero’s flying ability has been changed slightly. The mutalisk can now morph between air mode and ground mode, but the mutalisk’s air mode now costs energy to maintain. This was done to standardize the flying abilities of the heroes.
 
Level 3
Joined
Sep 16, 2010
Messages
45
Version 2.8 has been released. It includes 3 new heroes and some changes. Here is a changelog:

GENERAL
- Added 3 new heroes, 1 for each race. The new heroes are the predator hero, the void ray hero and the lurker hero.
- The game speed is now always set to fastest, even if you accidently join a lobby with normal speed.
- Tooltips to all the behaviours have been added and/or improved.
- The hero attack load screen now indicates the hero attack chat channel.
- Various other minor changes.

TERRAN
- The ghost hero’s EMP round no longer affects friendly units. You no longer have to worry about draining your own energy.
- The raven hero’s power defence drones now have a 180 second timed life for balance purposes.
- The siege tank hero no longer deals friendly splash damage when in siege mode. This was done because players were abusing the splash damage to kill their team’s workers and also because all other friendly splash has been removed over several patches.
- The battlecruiser’s yamato cannon and the yamato gun item now deal 200 damage (down from 300) but the damage is now AOE (with radius 1). This was done because the item was too good at sniping individual heroes.

PROTOSS
- The shield armor of protoss heroes is now equal to the life armor in all circumstances.
- The dark zealot hero’s soul drain ability has been buffed slightly, but it can no longer reduce an opponent’s life below zero. This change was done because the ability was a bit too weak, but it was too powerful when used on an archon or dark archon hero.
- The immortal hero has been weakened for balance purposes. The immortal hero’s attack period has been increased from 0.75 to 0.95, the phase disruptor ability only gives a 10% probability per level of stunning an opponent (down from 15%) and the cooldown on immortality has been increased from 120 seconds to 150 seconds.
- The power field item no longer gives shield regeneration to units with 0 shields. This was done because the item was too powerful when used in combination with hardened shields.
- Flux vanes item has been renamed gravitic boosters (since void ray hero has an ability called flux vanes).

ZERG
- The hydralisk hero no longer has ensnare or lurker aspect (ensnare was transferred to the lurker hero). Instead the hydralisk hero has poison spine (this is the old drone hero ability) and slippery skin (a passive ability that gives the hydralisk a small chance of avoiding damage).
 
Last edited:
Level 3
Joined
Sep 16, 2010
Messages
45
Version 2.9 has been released. Here is a changelog:

GENERAL
- Brutalisk Hero added for Zerg. I will add a hero for Terran (either viking, goliath or ares) and a hero for Protoss (either preserver or stone zealot) in the next patch.
- Fixed a minor bug where players could sometimes obtain minerals by buying and selling consumable items.
- The lava on the lava map now suppresses shield and life regeneration. This was done since someone requested it.

TERRAN
- Fixed a bug where the siege tank hero would sometimes revive in the middle of the air.
- The raven hero’s power defence drones now have 6 range instead of 8 for balance reasons.
- The predator hero’s pounce ability has been changed slightly. Pounce no longer follows unit pathing (so you can pounce over units or over cliffs). Furthermore, you can now use pounce on allied units, but you will not stun your allies if you use pounce on them. These changes were made due to requests by various individuals.

PROTOSS
- Fixed a bug where the void ray hero’s vitals were reset when the void ray hero used flight.
- The void ray hero’s prismatic beam now charges up properly when you are attacking low health units like zerglings or marines.
- The void ray hero can no longer move and attack. This was done for balance reasons.
- Fixed a bug where the void ray hero’s beam would continue to attack even if the void ray hero dies.
- The void ray hero’s prismatic charge ability has been changed. Damage no longer scales with upgrades and increasing the level of the ability no longer increases how much energy you can store. Instead, damage dealt per energy charged increases with the level of the ability. Also, the cooldown of the ability has been reduced from 5 seconds to 1 second and you can now fire the prismatic charge while moving. This was done to make the ability more balanced and more microable.
- The turret turn speeds of the immortal hero and the siege tank hero have been increased slightly. This was done to make it easier to micro their attacks.
- Disruption web now only works on air units (last patch I accidently made it only work on ground units).

ZERG
- The damage of the lurker hero’s impale ability no longer scales with upgrades.
- Creep tumors are no longer considered structures. This makes them vulnerable to a greater number of abilities.
 
Level 3
Joined
Sep 16, 2010
Messages
45
Version 2.10 has been published. Its a very small update. Here is a change log:

GENERAL
- 2 new heroes added. The new hero for Terran is the Ares Hero and the new hero for Protoss is the Preserver Hero.
- Various minor changes that are not worth mentioning.
 
Level 3
Joined
Sep 16, 2010
Messages
45
Hello Everyone,
Hero Attack version 2.11 has been published on the North American server. This version includes significant changes and improvements to the heroes such as the addition of 5th abilities, the increase of the level ceiling and changes to the level requirements. Sorry the version took a while and I apologize for telling a few people that this version was going to be completed sooner. I significantly underestimated how much time it would take me to complete. This version is a fairly large update, so here is the changelog:

GENERAL
- Added 5th abilities to all the heroes, so all heroes have new abilities. Heroes now have 4 regular abilities and 1 ultimate ability. Many heroes either lacked anti-air, lacked a passive, lacked a spell or were somewhat boring. The 5th abilities were added to address these problems as well as make the heroes more interesting and make the game have a higher skill ceiling. The majority of heroes received a new spell since they needed a new spell due to the fact that energy is more abundant as the maximum level has increased. Many of the abilities added were suggestions made by players. The abilities may change in the future depending on feedback.
- The ability hotkeys have been standardized to QWERT. Abilities that used to use Q (such as burrow) have been moved to Z. In some rare cases X is used. The hotkey used to learn abilities has been moved to L for learn.
- Various abilities have been changed, improved or moved around.
- Ultimate abilities now have two levels. The level requirements for ultimate abilities have been changed from level 6 to level 7 and level 14. This was done because the timings of some ultimate abilities were too early and also to reflect the fact that the maximum level has been increased.
- Changed the maximum level to 20.
- The stat bonus ability now requires level 15 and you can learn 6 levels of it.
- There is now a warning that tells you when your team’s base is under attack. This warning will only go off if either production buildings or the main building are under attack. Defensive buildings do not give this warning.
- Fixed a bug where the kills/deaths for baneling heroes/zergling heroes did not display properly on the leaver board. Zergling hero and baneling hero deaths count for half a kill/death on the leaver board.
- You can now zoom out slightly using the mouse wheel.
- You can no longer build on the mud in the forest map.
- Various heroes are easier to see. Banshee hero, firebat hero and roach hero have slightly different models while hydralisk hero, mutalisk hero, immortal hero and stalker hero are slightly darker. This was done to help people distinguish between heroes and units.
- The health bars for critters are now displayed properly.
- Various minor changes. Actually there are quite a few that I haven’t mentioned.

TERRAN
- The marine hero has a new spell called grenade, which deals AOE damage at the cost of energy.
- The marine hero’s combat shield ability is now percent based and scales with the hero’s level. This change was done to make the ability stronger in the late game without making the ability too powerful in the early game.
- The marine hero’s ultimate ability now gives your marines combat shields when you get it to level 2.
- The marauder hero’s explosive barrel ability is now a regular ability rather than an ultimate ability. The marauder hero has a new ultimate ability called enhanced battlesuit. Enhanced battlesuit temporarily increases the marauder’s range and damage, and allows the marauder hero to attack air units.
- The vulture hero has a new spell called vulture jump. Vulture jump allows the vulture to jump to a target location and the vulture may attack air units while using vulture jump.
- The medic hero’s optical flare ability has been changed slightly. Optical flare now hits all enemy units in an area of radius 1.5, stunning and blinding the units hit. The animation for the optical flare ability has been improved.
- The medic hero has a new spell called sedate. Sedate fires a projectile at target unit, putting it to sleep for a short period of time. Hopefully this ability makes the medic hero a more popular hero choice.
- The reaper hero has a new passive ability called gas mask. Gas mask increases the attack speed and life regeneration of the reaper hero.
- Fixed a bug where the reaper hero would lose its ability to learn stat booster if the reaper hero learned jet packs. Also made changes to the jet pack ability that should make it more efficient/bug free.
- The reaper hero’s ultimate has been changed slightly. At level 1 it allows the hero to jump over cliffs. At level 2 the hero gains an active ability that can be used to jump to a target location. If the active ability is used on an air unit, the reaper hero will jump in the air and begin to attack the air unit. Using jump again will cause the reaper hero to stop attacking the air unit.
- The hellion hero has a new spell called fire bolt. Fire bolt stuns and deals damage to target unit. The hellion hero lacked both a stun ability and a damage spell so hopefully this spell will make the hellion hero feel more complete.
- The firebat has a new spell called napalm rocket. Napalm rocket fires a projectile that deals damage (both initially and over time) to target unit. Can be used on both air and ground units.
- The firebat hero’s fire blast ability has been removed from the game. Instead, the firebat hero has a new ultimate ability called armageddon. Armageddon is similar to fire blast in that it does AOE damage over time, but it has a much nicer animation and can hit air units. Hopefully armageddon and napalm rocket will make the firebat hero better against air units.
- The ghost hero now has a melee attack (in addition to its ranged attack). If the ghost hero attacks a ground unit within a range of 0.5, it will use a light sabre instead of its sniper rifle. This was added because it looks cool.
- The ghost hero has a new passive called penetrator rounds. Penetrator rounds increases the range of the ghost hero’s attack. The passive was given to the ghost hero because the ghost lacked a passive, because it had too many spells for its starting energy, and because a passive that increases the ghost hero’s range makes the ghost hero feel more like a long range sniper.
- The ghost hero’s nuclear strike now takes 15 seconds to cast rather than 20 seconds. This change was done for balance reasons.
- The siege tank hero has a passive ability called devastator missiles. Devastator missiles automatically attack nearby enemy air units.
- The SCV hero has a passive ability called Hi-Sec Autotracking that increases the range of the auto turrets and missile turrets build by the SCV hero. This was added because the SCV hero lacked a passive and because it has good synergy with the SCV hero’s turrets.
- The banshee hero has a new spell called cluster warheads. Cluster warheads deals damage to enemy ground units in a line of length 4. Hopefully this spell makes the banshee hero better in the early game.
- The thor hero now has a passive called self fix armor. Self fix armor increases the life regeneration of the thor hero.
- Various bugs associated with the thor hero’s immortality protocol have been fixed and the ability has been made much more efficient. In addition the ability has been weakened/standardized with reincarnation and immortality.
- The raven hero now has a maximum of 6 science vessels (down from 8). This was done for balance reasons.
- The raven hero has a new ability called cruise missile. Cruise missile is a long range spell that allows you to fire a missile at any location on the map, dealing AOE damage.
- The predator hero’s pounce ability now deals melee damage upon impact. Also fixed various bugs associated with pounce such as the bug where your hero would begin to pounce before you got in range.
- The predator hero has a new spell called create predator cubs. The spell creates predator cubs, which are weaker versions of the predator hero. The cubs benefit from agility.
- Reduced the AOE area of the ares hero’s flamethrower for balance reasons.
- The ares hero has a new ability called extended cannon range. Extended cannon range increases the range of the ares hero’s regular attack. Hopefully this ability will make the ares hero’s regular attack more appealing and make a good trade-off between the Cannons and the Flame Thrower.

PROTOSS
- Fixed a bug where the zealot hero’s charge ability would sometimes occur even when autocast was not turned on. In addition, the charge buff no longer disappears if you move your zealot before it attacks its target, and you can redirect the attack damage for charge to another unit.
- The zealot hero has a new spell called stone form. Stone form transforms the zealot hero into a stone zealot for a short period of time. While in stone form, the zealot hero cannot charge but gains a ranged attack that can be used to hit air or ground units.
- The zealot hero’s ultimate ability now gives your zealots leg enhancements when you get it to level 2.
- The high templar hero now has 2 psionic storms. A second psionic storm ability was added because it fits the hero and because the hero needed another general purpose spell since feedback and phase shift are situational. If I simply reduced the cooldown of the first psionic storm ability then it would make the hero too powerful.
- The archon hero has a new passive ability called plasma shields. Plasma shields increases the shield armor and shield regeneration of the archon’s shields.
- The dark templar hero’s void prison now has a 20% higher energy cost and cooldown for balance reasons. In addition, void prison no longer reduces the sight range of the target.
- The dark templar hero’s energy burn ability has been changed slightly. It burns an amount of energy equal to a percent of the target’s total energy. This was done to make the ability more useful later in the game without making it too powerful in the early game.
- The dark templar hero has a new ability called swap. This ability swaps the positions of the dark templar hero with target non-structure unit.
- The dark archon hero’s mind control ability is no longer an ultimate ability and is a regular ability instead. The dark archon hero’s new ultimate is a passive ability called Aura of Darkness. Aura of Darkness significantly decreases the sight radius of all nearby enemy units. If you are fighting the dark archon hero then it might be a good idea to get the sight range item.
- The probe hero has a new spell called scanning beam. Scanning beam reveals all units in an arc of length 9 and arc length of 15 degrees. Up to 3 units in the beam take damage from the probe hero.
- The sentry has a new ability called orb of light. Orb of light sends out a projectile that deals damage to nearby units. At an additional energy cost, the sentry hero may teleport to the orb of light (hotkey Z).
- The colossus hero has a new spell called anti-matter missiles. anti-matter missiles deal AOE damage to enemy air units in an area of radius 3.
- The colossus hero’s ultimate has been changed slightly. At level 1 it allows the colossus hero to walk over cliffs. At level 2 it increases the movement speed of the colossus hero by 30%.
- The stalker hero has a new spell called shadow wave. Shadow wave creates a wave of shadows that deals AOE damage to enemy units in a line of length 9. Hopefully this makes the stalker hero stronger in the early game.
- The stalker hero’s wormhole transit ability now requires sight to teleport to a target location. This was done for balance reasons (teleporting into the enemy team’s base was too powerful).
- The phoenix hero now has a new ability called overload. Overload increases the attack speed of the phoenix hero for 5 seconds, but after overload is used, the attack speed of the phoenix hero is decreased for 5 seconds. This ability is somewhat of a double edged sword.
- The reaver hero has a new ability called disruption web (identical to the item).
- The reaver hero’s ultimate ability now gives your warp prisms additional life, shields and movement speed if you get it to level 2.
- The immortal Hero has a new spell called anti-matter missiles. Anti-matter missiles deal AOE damage to enemy air units in an area of radius 3. (same as colossus hero)
- Immortality has been nerfed and standardized with immortality protocol and reincarnation for balance reasons. It now takes 10 seconds to revive the immortal hero with immortality (up from 5) and the immortal hero can be attacked while reviving.
- The void ray hero has a new ability called energy prism. Energy prism creates an invulnerable structure called an energy prism at target location and the energy prism will attack nearby enemies with a ranged attack. Energy Prisms have a timed life of 10 seconds.
- The preserver hero’s ice prison ability now has a 20% higher energy cost and cooldown for balance reasons. In addition, ice prison no longer reduces the sight range of the target.
- The Preserver Hero has a new ability called ice wall. Ice wall creates a wall of ice of length 9 that deals damage to enemy ground units. Ice wall blocks pathing and lasts 5 seconds.

ZERG
- The zergling hero has a new spell called spawn zerglings. Spawn zerglings creates zerglings for your zergling hero, which you can control and can be used to fight. You may devour your zerglings with the devour ability, but autocast will not automatically target zerglings that you control (only zerglings that the enemy controls).
- The zergling hero’s ultimate has been changed slightly. At level 1 it allows the hero to jump over cliffs. At level 2 the hero gains an active ability that can be used to jump to a target location. If the active ability is used on an air unit, the zergling hero will jump on the air unit and begin to attack it. You can use the jump ability to jump off the air unit.
- The baneling hero has a new spell called rolling attack. Rolling attack will cause the baneling hero to start spinning and then launch itself at target enemy unit, dealing impact damage. If rolling attack is used on an air unit and then explode is used immediately after, then the baneling hero will hit air units with explode rather than ground units.
- The infestor hero’s neural parasite ability now has a 25% lower energy cost for balance reasons.
- The infestor hero has a new spell called fissure. Fissure creates a fissure of length 9 that deals damage to enemy ground units. Fissure blocks pathing and lasts 5 seconds. (nearly identical to the ice wall ability)
- The infestor hero’s ultimate ability now allows the infestor hero to move under cliffs while burrowed if you get it to level 2.
- The hydralisk hero has a new passive ability called multiple spines. Multiple spines allow the hydralisk hero to hit multiple enemy units with its ranged attack.
- The hydralisk hero’s slippery skin ability has been removed because it was boring and players requested that I replace it. Instead, the Hydralisk Hero has a new ultimate ability called toxic gas. Toxic gas hits enemy units in an area of radius 3. Units hit by toxic gas lose a percentage of their shields and life each second for 30 seconds.
- The roach hero has a new spell called roach rage. Roach rage temporarily increases the attack speed and range of the roach hero and allows the roach hero to attack air units.
- The roach hero’s ultimate ability now allows the roach hero to move under cliffs while burrowed if you get it to level 2.
- The autocast of the defiler hero’s consume ability no longer occurs if the defiler hero has maximum energy.
- The energy cost and cooldown of the defiler hero’s plague ability has been decreased by 33% for balance reasons.
- The defiler hero has a new spell called scorpion sting. Scorpion sting deals damage to enemy units in a line of length 6 and suppresses their regeneration for 5 seconds. The defiler hero was really weak in the early game, especially since plague doesn’t kill anything; hopefully, this ability will make the hero stronger in the early game. This ability should also have good synergy with plague.
- The Drone Hero has a new passive ability called drone metabolism. Drone metabolism increases the movement speed and regeneration of the drone hero while in drone form. Hopefully this ability makes the drone form more appealing over the spine crawler form.
- The spine crawler hero’s attack period has been increased from 1.6 to 1.8 for balance reasons.
- The queen hero’s transfusion ability heals 12.5% less life than in previous versions. This change was done for balance reasons.
- The queen hero has a new ability called spawn creep tumor, which allows the queen hero to create creep tumors. This ability was added because it is fitting for the Queen Hero and because the Queen Hero needed something that would help her increase her movement speed.
- The nydus worm hero’s leap ability is now a regular ability rather than an ultimate ability. The nydus worm hero’s new ultimate ability is called underground movement. Underground movement allows the nydus worm hero to move while underground (level 1) and move under cliffs while underground (level 2). It is identical to the roach hero’s tunneling claws ability.
- The overlord ability has a new spell called spawn changeling. Spawn changeling creates a changeling with a timed life. You may order the changeling to suicide, dealing AOE damage to nearby enemy units.
- The mutalisk hero’s glaive wurm ability has been buffed for balance reasons. Bounced attacks now deal 33% the damage of the mutalisk hero’s main attack (up from 20%).
- The mutalisk hero has a new passive called echolocation. Echolocation allows the mutalisk hero to see the location of enemy units in the fog of war.
- Fixed a bug where the mutalisk hero’s vitals would be reset when the mutalisk hero uses fly.
- The ultralisk hero’s cleave ability is no longer an ultimate ability and is now a regular ability. The ultralisk hero has a new ultimate called reincarnation, which allows the ultralisk hero to reincarnate shortly after dying. This ability is identical to immortality protocol and immortality.
- The corruptor hero has a new regular ability called cocoon. Cocoon has 2 effects. It gives your hero a small damage reduction bonus (5% per level). In addition it allows your hero to transform into a cocoon at no energy cost. While your hero is inside a cocoon the hero cannot move, attack or use abilities, but takes less damage. This ability can be used by a skilled player to block damage.
- The lurker hero has a new spell called silk thread. The ability attaches a silk thread to target enemy unit and pulls the target towards the lurker hero. The target is then immobilized and if the target is an air unit then the unit is grounded for a short period of time.
- The lurker hero no longer has the lurker carapace ability. The ability was removed because players found it boring or unfitting. Instead the lurker hero has a new ability called lurker cocoon. Lurker cocoon is identical to the cocoon ability of the corruptor hero. Hopefully the ability makes the lurker hero more interesting and more microable.
- The brutalisk hero’s pounce ability now deals melee damage upon impact. Also fixed various bugs associated with pounce such as the bug where your hero would begin to pounce before you got in range.
- The brutalisk hero’s roar ability now decreases the attack speed of nearby enemy units rather than attack damage.
- The brutalisk hero has a new passive ability called spiky carapace. Spiky carapace increases the armor of the brutalisk hero and returns a percent of damage taken to melee attackers.
- The brutalisk hero no longer has reincarnation (this ability was moved to the ultralisk hero). Instead, the brutalisk hero has a new ultimate called rampage. Rampage teleports the hero to a nearby enemy unit and causes the brutalisk hero to hit the target unit multiple times in a short period of time.
- The razor swarm item now deals 120 damage rather than 100 damage. This change was done for balance reasons and because people requested it.
 
Level 3
Joined
Sep 16, 2010
Messages
45
Version 2.12 has been published on the North American Server. The new version includes new items, team upgrades, balance changes, bug fixes and various improvements to the game. Here is the changelog:

GENERAL
- A third shop has been added for all 3 races and new items have been added. The shops have been renamed slightly to indicate the types of items that they sell (consumables and upgrades, passives and spell items, or energy, weapon and armour items). Items have been moved around a bit to make them easier to find.
- There are now 5 levels of energy items (up from 3) and the energy items have been renamed to generic names such as Protoss Energy Item Level 3 rather than Khaydarin Amulet. This change was done so that you can obtain energy items earlier in the game and to make the game easier to understand. Also, weapon and armour items have been renamed to go from Level 1 to Level 5, rather Level 0 to Level 4. This change was made because people requested it.
- Stat tomes are now sold at the third shop rather than the beacon. In addition, ‘stat tomes’ have been renamed ‘stat upgrades’ because it is a more fitting name.
- Team upgrades have been added. You can buy upgrades at the third shop. There are 3 types of team upgrades. Weapon upgrades increase the damage of computer spawned units by 1. Armour upgrades increase the armour of computer spawned units by 1. Defence upgrades increase the range, life and shields of defensive structures. These upgrades cannot be bought right away and have time requirements (such as 5, 10 or 15 minutes of game time). There are 3 levels of weapon upgrades, 3 levels of armour upgrades and 2 levels of defence upgrades. Upgrades were added because computer spawned units and defensive structures were too weak in the late game and because the upgrades add more depth to the game.
- You can now activate an ability called spawn units at the third shop. Spawn units costs minerals and causes all production facilities to produce a round of units. The ability is best used as a defensive measure to prevent the enemy team from killing your production facilities. This ability was added due to requests.
- There are still 5 empty buttons on the third shop. These buttons will probably be filled up in future versions with new items, upgrades or abilities based upon suggestions and player feedback.
- The inventory has been moved to the bottom center of the screen and has been enlarged for convenience.
- Item costs have been changed to better reflect their value.
- The minerals and experience that you gain for killing a hero now increases with the hero’s level (by 10% per level). This change was done because people requested it.
- Fixed a bug where heroes would not respawn if they die while in transport (i.e. in a bunker, warp prism, etc.). In addition, if a player kills someone while they are in a transport then they will be properly allocated the kill.
- Fixed some bugs where cliff jumpers such as the zergling hero or the reaper hero would sometimes teleport to random locations on the map if the heroes have leaver bonuses. To fix this bug, the reaper hero and zergling hero now have a slightly different leaver bonus from all other heroes. Instead of a time scale bonus, the heroes gain an attack speed bonus, an energy regeneration bonus and a life regeneration bonus. Their leaver bonus is slightly weaker (since they don’t benefit from lower ability cooldowns), but it is better than having your hero teleport off the map.
- In general, linear AOE damage abilities (Ice wall, Shadow Wave, Fissure, etc.) have been buffed slightly and stun abilities (Ice Prison, Sedate, Graviton Beam) have been nerfed at higher levels.
- Flight abilities now cost 0.5 less energy per second (this reverses a change made in the 2.11). In addition, flight abilities now have a cooldown of 2. The cooldown was added because it was too easy to abuse heroes like the ares hero or the drone hero that had to switch between an anti-air mode and an anti-ground mode.
- The bases in the lava map have been modified slightly so that they are slightly easier to defend and you have slightly more room to make defences.
- You can longer place buildings in the mineral lines such that the buildings block mining.
- Increased hero selection time by 5 seconds.
- Fixed a bug where some heroes (hydralisk, mutalisk, stalker, immortal) would not appear darker in game. This bug fix should make it easier to tell these heroes apart from units.
- Various Icons have been improved. In particular, alpha channels have been added to icons imported from Starcraft 1 so that the icons look nicer.
- Changed to tooltips of production buildings so that the tooltips indicate how many units the production buildings produce every 30 seconds.
- The computer players have been renamed Team 1 and Team 2 due to requests.
- Various minor changes that I either forgot to write down or are not very important.

TERRAN
- Terran have a new consumable item called orbital command. The item constructs an orbital command. The orbital command is smaller than a regular orbital command (3x3), can lift off, and has 3 abilities. The first ability is calldown mule. The mule cannot mine minerals, only repair; repair costs no minerals. This ability should be useful if you want to repair a damaged building or want to repair your mechanical hero. The second ability is scanner sweep. Scanner sweep does not detect and has a smaller radius than the regular scanner sweep ability. This ability can be useful if you need sight of a certain location. The third ability is calldown supply depo. Calldown supply depo creates a permanent supply depo at target visible location on the map. You can use this ability to block off the retreat of your opponents, create a depo wall, or use supply depos for passive scouting. Hopefully the orbital command will be a very interesting item with many different uses.
- Terran have a new spell item called domination. Domination takes control of target enemy unit until either the caster dies or the target dies. Like mind control or neural parasite, the energy cost and cooldown are proportional to the mineral bounty of the target.
- Terran have a new passive item called psi disruptor. Psi disruptor is an aura item that slows the movement speed of nearby enemy units by 20%.
- Med packs now heal 30 life (down from 40), for balance reasons.
- You can now destroy your own sensor towers by clicking a button on the command card. This change was done to prevent a situation where your hero would become stuck by sensor towers.
- The lockdown has a 37.5% lower duration. This change was added for balance reasons.
- The repair ability of the SCV hero and the heal ability of the medic hero now scale with the hero’s level. This change was done to make these abilities more useful in the late game.
- The build auto turret and build missile turret abilities of the SCV hero now have 1 second lower build times. This change was done for balance reasons.
- The SCV hero can now build up to 6 battlecruisers if you get the build battle cruiser ability to level 2. At level 1 the limit is still 4 battlecruisers.
- The medic hero’s sedate ability has a lower duration at level 2 and level 3 for balance reasons.
- The firebat hero now deals 5% less damage for balance reasons.
- The energy cost and cooldown of the firebat hero’s napalm rocket ability has been increased by 33% for balance reasons. Napalm rocket can now be used on buildings.
- The energy cost, damage and cooldown of armageddon have been increased by 25%.
- The marauders inside bunkers now attack 1 at a time rather than all 3 at once. This change was done due to requests.
- Fixed a bug where the marauder hero would sometimes be unable to attack ground units.
- Fixed a bug where the marauder hero’s explosive barrels ability could only be learned up till level 1.
- The siege tank hero’s scanner sweep ability now detects at all levels.
- Fixed a bug where the ares hero’s hellfire missiles ability would incorrectly display the level requirements as 1, 3, 5 rather than 7, 14.
- The hotkey for the reaper hero’s berserk ability has been fixed.
- Fixed a bug where the banshee hero would not regenerate shields if the hero had the personal shields item.
- The banshee hero’s suppression drones ability now has twice the duration for balance reasons.
- The banshee hero’s cross-spectrum dampeners ability now gives a 12.5% chance to evade per level (down from 15%).
- The raven hero’s cruise missile ability has been changed slightly. It deals more damage and has a smaller AOE. In addition, you can now target units as well as points with the ability. If you target an enemy unit then the missile will lock on to the target and hit the target. This change was done so that the ability could be used to snipe low health heroes from a far away distance, rather than deal AOE damage to low health targets.
- The pounce ability of the predator hero and brutalisk hero has been changed slightly. Increasing the level of this ability will decrease energy cost and cooldown, rather than increase the duration of the immobilization. This change was done because at higher levels the immobilization was too strong and a lower energy cost makes the ability more versatile.

PROTOSS
- Protoss have a new consumable item, called warp gate. The item constructs a warp gate. Warp gates work as follows: You can load units into warp gates similar to how you can load units into bunkers or nydus canals. Warp gates are shareable, so you can even load allied units into your warp gates or load your hero into allied warp gates. Warp gates have an ability called teleport cargo. Teleport cargo instantly teleports all units inside the warp gate to target friendly building. Warp gates also have a cooldown on the teleport ability for balance reasons and also to encourage people to construct multiple warp gates. Basically, warp gates allow you to teleport your hero to a friendly structure; however they differ from nydus canals in that they are one-way and have a cooldown. Hopefully we will see some interesting uses of warp gates in games.
- Protoss have a new spell item called stasis field. Stasis field puts enemy units in an area of radius 2 in a stasis field for a short period of time. Units in stasis are invulnerable, but cannot attack, move or use abilities. This is basically the arbiter’s ability from Starcraft 1 (even has the same sounds and icon).
- Protoss have a new passive item called distortion field. Distortion field gives your hero a small chance to avoid damage. Like evasion and cross-spectrum dampeners, there is a visual indication of when your hero avoids damage.
- Energy crystals now restore 20 energy (down from 25), for balance reasons.
- Obelisks are now 20% more expensive and require sight to teleport. This change was done for balance reasons.
- Fixed a bug where the Power Field item wasn’t providing power properly to allied photon cannons.
- The hardened shields item only give a 20% bonus to the immortal hero rather than a 40% bonus. This change was done for balance reasons. In addition, the archon hero and dark archon hero also receive a 20% bonus (changed from 15% and 25%) for simplicity.
- Plasma surge now restores 65 shields (down from 75).
- Soul Channel now drains 80 life (down from 120).
- The duration of the dark templar hero’s void prison ability has been decreased at level 2 and level 3, for balance reasons.
- Hopefully fixed a bug where a hero would sometimes appear to be flying if they died while under the affect of the phoenix hero’s graviton beam.
- Overload gives a 20% smaller attack speed bonus than in the last version. This was done for balance reasons.
- The duration of graviton beam has been decreased at level 2 and level 3, for balance reasons.
- The probe hero’s scanning beam has been renamed repulsion beam. Repulsion beam is similar to scanning beam except it repels enemies (i.e. pushes back enemies). The beam can now hit an unlimited number of units (up from 3).
- Fixed a bug where a player would not get a kill for killing a reaver hero if the reaver hero is in a warp prism and the player kills the warp prism.
- The scarabs stored by the reaver hero’s reaver capacity ability now deal 75% damage (down from 80%). This change was done for balance reasons.
- The stalker hero’s shadow wave ability deals 25% more damage.
- The stalker hero’s evasion ability now gives a 12.5% chance to evade per level (down from 15%).
- The high templar hero’s psionic storm ability now has a radius of 1.75 (down from 2), for balance reasons.
- The archon hero’s forked lightning ability now deals more damage for balance reasons.
- The duration of the preserver hero’s void prison ability has been decreased at level 2 and level 3, for balance reasons.
- The preserver hero’s frost bolt ability now reveals cloaked units.
- The preserver hero’s ice wall ability now deals 25% more damage.
- The sentry hero can now hallucinate sentries. This change was done because someone requested it. In addition, the hotkeys for hallucination abilities have been changed to correspond to their position relative to the keyboard and in some cases the hallucination ability spawns more units than in the past (3 zealots instead of 2, 6 probes instead of 4).
- The energy cost and cooldown of the sentry hero’s orb of light and chain lightning abilities have been decreased slightly.

ZERG
- Zerg have a new consumable item, called spore cannon. The item constructs a spore cannon. Spore cannons are immobile defensive structures that can attack air or ground units. This item was added because many people complained that Zerg did not have a defensive item like Protoss (obelisks) or Terran (bunkers), and as a result it was more difficult for Zerg to defend against base harassment.
- Zerg have a new spell item, called spawn broodlings. Spawn broodlings throws a pair of broodlings at target enemy unit, dealing damage and stunning the target unit upon inpact. This item was added because there were several requests for a broodling-based item and Zerg lacked a stunning item.
- Zerg have a new spell item, called transfusion. Transfusion restores the life of target biological unit or structure. This item was added because many players complained that Zerg did not have a way to restore the life of damaged buildings unless their team had a queen hero.
- Zerg have a new spell item, called zerg drop pod. Zerg drop pod causes a zerg drop pod to drop from the sky and crash into target location, dealing damage upon impact and spawning 3 infested terrans. The item has unlimited range. This item was added because it looks cool and because it is a good competitor with razor swarm as a late game spell item.
- The spawn aberration item has been removed because it was boring (replaced with zerg drop pod).
- Frenzy is no longer a spell item. Instead, frenzy is a passive aura item that increases the attack speed and movement speed of nearby friendly units. This change was done because frenzy as a spell item was somewhat annoying to use (having to click on your hero every 15 seconds) and also because I wanted to give Zerg an aura item (since protoss and terran already have one).
- Razor swarm now deals slightly less damage but slows enemies by 20%. This change was done because someone requested it.
- The venom item now gives a 15% attack speed reduction in addition to the movement speed reduction.
- Fixed a bug where the roach hero would sometimes be unable to attack ground units.
- Fixed a bug where the defiler could only consume when at full energy rather than consume while not at full energy.
- Fixed a bug where the overlord hero had 0 energy cost for the changeling ability.
- The drone hero can now build up to 9 brood lords if you get brood lord ability to level 2. At level 1 the limit is still 6 brood lords.
- The infestor hero’s fissure ability now deals 25% more damage.
- The defiler hero’s scorpion sting ability now has 3 more range for balance reasons.
- The cocoon abilities of the lurker hero and the corruptor hero have been changed slightly. These abilities no longer give a passive damage reduction. Instead, the abilities now give a life regeneration bonus, in addition to the damage reduction bonus, while the hero is in a cocoon. This change was done because someone requested it and because the ability should make the cocoon more useful/interesting.
- The lurker hero’s silk thread ability has 1 more range and the lurker hero’s impale ability has 3 more range for balance reasons.
- The lurker hero can now use ensnare while underground (in addition to the other abilities).
- The lurker hero’s ensnare ability now uses a different model to show if a unit is under the affect of ensnare. This change was done because there have been many requests to change the ensnare animation.
 
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Version 2.13 has been released. 2.13 is a small update with minor bug fixes and balance changes. Here is the changelog:

GENERAL
- Resource trading has been disabled for balance reasons and due to various requests. I may reimplement resource trading in the future, but if I do it will have restrictions.
- You can no longer pick up the items of your allies.
- The income that you receive from the computer player no longer depends on the number of players on your team (i.e. a team with 1 player will no longer receive 6 times the income as a player on a team with 6 players). The current income rate is such that a team of 4 players will get the same income as they did in the last version.
- The leaver bonus has been reduced by one ninth. Hopefully this change in combination with the above three changes should make uneven teams more balanced.
- Fixed some bugs where a hero’s height would be too high if they use an ability such as pounce, jump or rolling attack and the target dies before they reach the target.
- The cooldown for flight abilities has been increased to 3 seconds (from 2).
- You can now only purchase upgrades from the shop if your hero is near the shop.
- Upgrades are now 25% cheaper.
- Stat Upgrades now have a time requirement of 15 game seconds.
- Added a feature that allows you to suicide your hero.

TERRAN
- Infernal Pre-Igniter icon has been changed.
- The SCV hero’s repair ability now has an impact animation which indicates the target being repaired. This was added due to a request.
- The maximum number of science vessels that the raven hero can have at any given time now increases with the ability level.
- The maximum number of predator cubs that the predator hero can have at any given time now increases with the ability level.
- Fixed a bug where EMP would not decloak ground units.
- Sensor towers are now salvageable, so you receive minerals when you destroy them.
- The orbital command now costs 250 minerals (up from 150) but all the spells cost half as much energy. This was done so that orbital commands don’t take up as much space.
- The orbital command’s calldown mule ability can now target units and if you target a unit and the unit is a damaged mechanical unit then the mule will repair the target unit.

PROTOSS
- Fixed a bug where obelisks could not heal air units.
- Fixed a bug where the tooltip for the relic item would not be displayed.
- Fixed a bug where the ground below a stalker would become unbuildable after the stalker dies.
- Fixed a bug where the clones created by the zealot hero would give minerals when killed.

ZERG
- Hopefully fixed an issue where you would sometimes be unable to control a nydus canal on your team.
- The overseer now has 25% more life for balance reasons.
- Lurker hero can no longer use ensnare, silk thread or cocoon while burrowed. This was done for balance reasons.
- The overlord hero’s changeling ability has a 25% lower cooldown and energy cost, and the changelings now have a timed life of 120 (up from 60). This was done for balance reasons.
 
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45
Version 2.14 has been published. It is a small update that includes a new hero selection screen. The update was slightly delayed because I have been having issues with my computer crashing. Here is the changelog:

- Added a new hero selection screen has been added (with some music). The new screen somewhat resembles the character selection screen from super smash bros. You can see what characters your allies have chosen and your currently selected hero, along with the currently selected allied heroes are displayed by models at the bottom of the screen.
- Removed the -repick and -random commands. They have been made obsolete by the new hero selection screen.
- Fixed a bug where the mutalisk hero would spawn ground mutalisks instead of air mutalisks if the mutalisk hero learned wings level 2.
- Fixed a bug where the leaver bonus was incorrectly displayed to be one hundredth of its actual value.
 
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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.
 
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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.
 
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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.
 
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Sep 16, 2010
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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.
 
Level 3
Joined
Sep 16, 2010
Messages
45
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.
 
Level 3
Joined
Sep 16, 2010
Messages
45
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:
Level 3
Joined
Sep 16, 2010
Messages
45
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.
 
Level 3
Joined
Sep 16, 2010
Messages
45
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.
 
Level 3
Joined
Sep 16, 2010
Messages
45
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.
- 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.
 
Level 3
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45
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.
 
Level 3
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Sep 16, 2010
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45
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.


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.
 
Level 3
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Sep 16, 2010
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45
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.
 
Level 3
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Sep 16, 2010
Messages
45
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.
 
Level 3
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Sep 16, 2010
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45
Hero Attack version 2.29 has been release. It includes bug fixes, balance changes and some new features. Here is the changelog:

GENERAL
- Reversed a change made in 2.27 where the respawn time was reduced by 25% for all heroes. This was done due to requests to increase it.
- Added an anti-hero upgrade for all races. The anti-hero upgrade causes computer spawned units to deal 20% more damage to enemy heroes and allows them to take 20% more damage from enemy heroes per level. This upgrade has 2 levels. This upgrade was added due to requests. Depending on feedback, I may remove this upgrade if people do not like it.
- Fixed a bug where the damage scaling for mind controlled / dominated / neural parasited units was not correct.
- Fixed a bug where the cooldowns for immortality and immortality protocol did not display if these abilities were learned to level 2.
- The weapons free ability (i.e. the ability that removes hold fire) can now be autocast. This can be useful if you occasionally use the hold fire ability unintentionally.
- Hopefully fixed a bug where cliff jumping heroes (zerglings and reapers) would not respawn at the correct location if they died while cliff jumping.
- Hopefully fixed a bug where sometimes an expansion would not rebuild workers on Desert Canyon.
- A few minor changes.

TERRAN
- Decreased the damage of the vulture hero by 5% for balance reasons.
- The marauder hero’s explosive barrel ability is now charged based (i.e. the hero gains charges over time). Similar to the vulture hero’s spider mines, the marauder hero can carry up to 3 explosive barrel charges at any given time.
- The raven hero’s point defence drone ability is now charged based (i.e. the hero gains charges over time). Similar to the vulture hero’s spider mines, the raven hero can carry up to 3 point defence drone charges at any given time.
- Increased the movement speed of the banshee hero to 2.5 (from 2.25) for balance reasons.
- Increased the life and damage of the predator hero`s predator cubs by 10% for balance reasons.
- Reduced the damage dealt by the ares hero`s napalm flame thrower by 9% for balance reasons.
- The ares hero`s extended cannon range ability now gives +5% cannon damage per level in addition to +1 cannon range per level. This change was done to make the cannons slightly more appealing relative to the napalm flame thrower. The extended cannon range ability has been renamed enhanced cannons.
- The ghost hero’s EMP ability can now deal damage to a unit’s life at half the amount that an EMP does to a unit’s shields. This change was done to make EMP more useful against terran and zerg.
- Fixed a bug where the energy cost and cooldown of the firebat hero’s armageddon ability were much lower than they were supposed to be.
- The siege tank hero’s scanner sweep ability is now transient. This was added due to a request.
- The siege tank hero no longer has its devastator missiles ability. Instead the siege tank has a new ability called anti-air mode. Anti-air mode is similar to siege mode in that the tank becomes immobile when in anti-air mode. However, in anti-air mode, the siege tank hero can directly attack air units but cannot attack ground units. Once sieged, it only takes about 1 game second to change between siege mode and anti-air mode. There is a visual indicator that tells other players whether or not the siege tank is in siege mode or anti-air mode.
- The sieged tank item now costs 150 minerals (up from 125) and sieged tanks are no longer considered structures. This was done for balance reasons.
- Bunkers created by the bunker item have a new ability called Request Marines. If you request marines, the computer player will send newly spawned marines directly to the bunker instead of sending those marines towards the enemy.

PROTOSS
- Increased the starting energy of the reaver hero to 125 (from 100) for balance reasons.
- The sentry hero now has a rally ability that allows it to set the rally point of hallucinations created by the sentry hero. Hallucinations attack move towards the rally point.
- Fixed a bug where the mothership would continue to use planet cracker while vortexed.
- Energy crystals now restore 20 energy each (up from 15). This change was done because not many players have been using energy crystals.
- Obelisks now have an ability called restore life in addition to their recharge shields ability. The restore life ability can restore the life of a target, but it is only half as effective as recharge shields. This was added due to various requests.
- Fixed a bug where energy prisms would not appear in the fog of war.
- Fixed a bug where scouts were not doing half damage to heroes.

ZERG
- Decreased the life (by 11%) and damage (by 7%) of mutalisks created by the mutalisk hero for balance reasons.
- The duration of the lurker hero’s ensnare ability has been decreased to 15 seconds (down from 20 seconds) for balance reasons.
- The reduction in respawn time due to the baneling hero’s quick death ability has been decreased to -85% respawn time (down from -90% respawn time) for balance reasons.
- Reduced the maximum number of broodlords that the drone hero can have by 1 at both level 1 and level 2. This was done for balance reasons.
- The overlord hero’s generate creep ability can now be autocast (you can use this to instantly reapply the behaviour if you get stunned).
- The nydus worm hero now has a rally ability that allows it to set the rally point of wormlings spawned by the nydus worm hero. Wormlings attack move towards the rally point.
- Reduced the size of the wormling’s life bar as well as the distance between the life bar and the unit.
 
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