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Hive Keeper Development Diary

Level 7
Joined
Dec 11, 2004
Messages
237
In these days I'm reviewing all tutorial texts to adapt them for the new UI and add some tips.
Additionally I created some basic tutorial messages that will appear during a normal game, so it will make the life a bit easier for new players that skip the real tutorial

The next patch will be focused on improving user feedback
 
Last edited:
Level 7
Joined
Dec 11, 2004
Messages
237
Version 0.95 is almost out, here is a sneak peak of the changelogs (something may be added)

BALANCE
o Goliath damage reduced by 37%
o Waves 8-9-10 of map Hive Fort have been slighly tuned down

CHANGES
o New spawned drones will now priorize close tasks
o It's now possible to right click on army unit frames to move the camera close to a random unit of that type
o Increased pheromone slap area
o Added supply informations in the UI
o Added ingame tips in multiplayer games: conquer a nydus worm, build a lair, build a hatchery, build a library, research a room, research a spell
o Added ingame checkbox to enable/disable ingame tips
o Improved mineral tiles textures
o Increased width for the army and the alert panels
o Tutorial improved with new informations and UI buttons highlighting
o Added tooltip additional infos for rooms
o Hatchery and Library tiles brightness increased for better visibility
o Library room renamed to Psionic Nest
o Workshop room renamed to Furnace
o Call to Arms spell renamed to Pheromone
o Removed misleading level 2 research cost for unimplemented rooms and traps

BUG FIX
o Fixed bug that was causing lag and AI breaking whenever a player reached 0 minerals
o Fixed error message shown when creatures were receiving damage over time from dead units
o Improved movement rotation sensitivity in possession mode
 
Level 7
Joined
Dec 11, 2004
Messages
237
From today I'm officially in holydays for 3 weeks, that means I have more time to work on my map ;)
For the next release I'm going to focus on single player content to make it more fun.
I already started working on level 2 rooms and traps, then I'll create a new single player map with normal difficulty.
 
Level 7
Joined
Dec 11, 2004
Messages
237
Soon a new patch will be released with at least these changes

BALANCE
o Guard room creatures sigh radius bonus reduced to 50% from 100%
o Barricade HPs reduced by 20%
o Reduced all traps armor to 0

CHANGES
o Added level 2 upgrade for all available rooms
o Added level 2 upgrade for all available traps
o Added floating texts to show minerals spent when building rooms or traps
o Added floating texts to show minerals obtained by selling rooms or traps
o Increased fatties happines gain by eating feederlings but only when hungry
o Increased tiles visibility radius
o Minimap clicking re-enabled

BUG FIX
o Fixed health display on traps and minerals
o Fixed occasional minerals storage bug in treasuries
o Fixed bug that was preventing queens to cast transfusion on injured allied creatures
o Fixed bug that was preventing medics to cast heal on injured heroes
o Fixed a bug that caused error messages to show up when right clicking before a map was selected
 
Level 7
Joined
Dec 11, 2004
Messages
237
Here is a list of level 2 upgrades so far

IMPROVED ROOMS

Lair
+50% Sleep speed, +50% health regen, + happiness while sleeping

Hatchery
+50% Food generation, +100% food health, + happiness while eating

Treasury
+100% gold stack size, -20% rooms & traps cost

Library
+25% research speed for same price, researching creatures gaing a small amount of exp during research up to level 4

Training Room
+20% training speed for same price, maximum train level increased to 5

Workshop
+25% research speed for same price, 50% crafting speed

Guard Room
+50% movement speed, food and rest decay reduced by 50%, regenerates guarding creatures over time



IMPROVED TRAPS

Barricade
+50% HP, spikes return 50% damage on melee (max 10)

Spore cannon
+25% HP, +25% damage, AOE

Gas trap
+25% HP, +1 aoe range, reduce attack range by 1, +100% dot duration

Scourgelings nest
+25% HP, +20% damage, 50% damage in life steal
 
Level 7
Joined
Dec 11, 2004
Messages
237
Today I was finally able to greatly improve workers dig and conquer AI
Now, when one of these tasks is complete, the worker will immediatly look for the following task.
This means that his job won't be stolen by other drones that may be located far away ;)
 
Level 7
Joined
Dec 11, 2004
Messages
237
I finally added misterious boxes around the maps, once found you can click them for different types of boosts (gold, drones, all creatures healed, etc)
Now I'm finally working on drones scare AI so they will stop running to death everytime they encounter an enemy.
 
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