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MineralZ 1.55(f)


wip-png.353173



*Reworked nearly every system in the game to improve efficiency and reduce lag.

*Removed ALL waves and replaced them with new counter-parts. There are a total of 32 base wave-type units that have varying abilities. Each wave type is modular - allowing me to add/change/remove existing wave types with ease.

*Provided a large buff to the regenerators - double the range and healing but at double the price.

*Removed the ability for any zerg (minus wave 30 boss) to destroy the natural walls in the game.

*Many zerg can now burrow under your wall, jump over your wall, or fly over your wall.

*Reworked Thermal turrets to give them AOE atttacks and multiple attacks per second.

*Reworked Reaper turrets - they now gain damage and attack speed over time (visibly)

*Tesla tower chaining has been reverted back to the original style.

*Added docking port which currently features two air vessels. One that mines and another that attacks.

*Added Mineral Deposits - Large minerals with more life that can only be mined through "Destructive Mining" (Mining ship and Golem)

*Added energy shields as a wall tier option

*Added solar panels as a power generator option

*Added a bunker building

*Reworked the sentry tower

*Added a "Holographic display" that shows what the next wave will be.

*Added/changed a bunch of icons and special effects / sounds.

*Changed Font
*Added a playable zerg slot called "Host" - currently WIP and not quite ready for playing yet. Slot is
filled by a computer but can be filled by a player for testing purposes.

*Added the Artillery canon - a tower that fires at the cost of Rubinite.

*Added Seismic tower - AOE damage with a slow.

*All turrets are constructed by first building the foundation called a turret base. After that is built, it can be upgraded to any turret type. This foundation effectively raises all turrets off the ground.

*Factories no longer require any energy.

*Minerals now have quality. Higher quality = more life and regeneration.

*Reworked terrain generation

*Reworked Zerg AI
For 1.5(a):

Fixed bugs.
For 1.5(c):

Fixed bugs. Wave types are fixed, terrain generation fixed.
For 1.5(c)(1):

Fixed saving (-save).
For 1.51:

Fixed numerous bugs, added wave 40 boss, added new start, victory and defeat sounds. Added various icons for upgrades. Changed how mineral quality affects mining... And much more.
For 1.52:

*Added batteries: Branch off from Generators. Mobile power generation structure that directly uses diamonite to provide energy.
*Easy mode has a longer day 1, higher mineral quality.
*Various balance tweeks: Wave 20 boss has less AOE on his attacks and drains less mana.
*New icons for various upgrades and structures
*Fixed Magnet towers
*Added victory / defeat music
*Increased base find time to 25 seconds
*Miners can now see over most temple blocks
*Fixed multiplayer desyncs due to blizzard patch
*Fixed various bugs
For 1.52(a):

*Minerals now have a visual quality indicator

*Added Wraith Vessel
^- Purely offensive ship used to combat the zerg, costs 200/200/200/200. Deals significant AOE damage.

*Added Crystal Stabalizer
^- A [Tier 2] branch off from the regenerator. Capable of healing minerals at a slow rate without power and at a quick rate with power.

*Minerals Average and below do NOT regenerate over time anymore

*Moved all flight upgrades to the Docking Port

*Added the upgrade Microfusion Cores
^- Provides ships with passive energy regeneration for sustained flights.

*Added the upgrade Upgraded Firepower
^- A 5 Level upgrade that increases the damage of all your flight vessels.

*Fixed Battery [Tier 5] Bug

*Default regenerators no longer heal minerals

*The countdown before miners spawn has been reduced to 5 seconds. Players no longer have vision during this time. Increased day 0 time to compensate (Easy: 300 Seconds, Normal+: 200 Seconds).

*You can now only build 1 house

*Added Beacon Structure
^- Unlocked after building a house. Structure with 1x1 Placement that allows your to return minerals. Max of 10 beacons per player.

*Zerg now have a 1 in 10 chance to drop genetic material which provide a random number of minerals when picked up(Between 1 and the current wave number.)

*Added Feclid Wall [Tier 11], costs 2000/0/0/0 with 21k HP and 20 HP/S

*Droid now costs 15/15/15/15 instead of 5 credits. You still need the research Droid AI to build more than 1 droid.

*Droid AI costs changed to a static 5 credits per level.

*Spiked Walls upgrade changed to static 1 credit per level.

*Fixed a bug with Kabraxis causing him to burrow at the wrong times.

*Removed immolation from all thermal turrets.

*[Tier 5] Thermal Turrets and above have an increased AOE from 300 to 512.

*Zerg Nydus Worm HP has been reduced by 66%

*Added Zerg Ultralisk. Spawns after wave 20, deal AOE damage (192 AOE), and has 50 armor. Base HP 650, gains 150 per wave number.

*Fixed saving of the furthest wave reached.
For 1.52(b):

*Nerf to battery: max power of all batteries reduced by 25%

*Reduce energy cost of seismic towers: [Tier 1] - 10, [Tier 2] - 15

*Added [Tier 3] Subsonic Seismic Tower: Cost 120/120/120/120, AOE 1024, DMG 450, ENERGY 20

*Added [Tier 4] Supersonic Seismic Tower: Cost 300/300/300/300, AOE 1200, DMG 1000, ENERGY 30

*Added [Tier 8] Syonic Fusion Turret: Cost 0/120/0/120, Range 700, DMG 275, ATK SPD 0.7

*Fixed boss AI where they would not path properly

*Added Wave 50 Boss
^- Khahrahk the Scarlet King

*Bosses now gain 5% damage per attack (multiplicative)

*[Tier 8] Syonic Inferno Turret base HP increased from 200 to 800

*[Tier 4] Bionic Rocket Turret base HP increased from 300 to 500

*Wave 40 Boss Xoviks the Vile poison potion attack increased from 1 time per second to 4 per second

*Nerf to walls: All walls now have 1 armor per tier (Max of 11 at the moment at Feclid wall)

*Turret Base height decreased by 96

*Added [Tier 9] Feclid Inferno Turret: Cost 0/0/0/500, AOE 512, DMG 475, ENERGY PER ATTACK 7, ATTACK SPEED 0.1(edited)

*Fixed Vessels not dying without power bug

*Fixed anti-air turret AI

*Removed human borders for high resolution
*Added [Tier 5] Missile Turret: Cost 0/0/300/300, RANGE 1200, DMG 350, ENERGY PER ATTACK 12, ATTACK SPEED 0.25, MAX TARGETS: 3

*Added [Tier 6] Superior Missile Turret: Cost 0/0/800/800, RANGE 1500, DMG 800, ENERGY PER ATTACK 15, ATTACK SPEED 0.20, MAX TARGETS: 5

*Added [Tier 8] Feclid Fusion Generator: Cost 0/500/0/0, RANGE 900, ENERGY PER SECOND 50, ENERGY REGEN: 65, MAX ENERGY 700

*Added [Tier 9] Feclid Fusion Turret: Cost 0/300/0/300, Range 900, DMG 750, ATK SPD 0.65

*Added [Tier 10] Hellfire Turret: Cost 0/0/0/1200, AOE 512, RANGE 1200, DMG 450, ENERGY PER ATTACK 12, ATTACK SPEED 0.1(edited)

*Normal Mode now goes to wave 40

*Hard and above go to wave 50

*Added [Tier 8] Feclid Regenerator: Cost 300/0/300/0, RANGE 1500, HEAL PER SECOND: 90

*Added [Tier 9] Chromatic Regenerator: Cost: 800/0/800/0, RANGE 1600, HEAL PER SECOND: 300

*Added [Tier 9] Chromatic Fusion Generator: Cost 0/1200/0/0, RANGE 1000, ENERGY PER SECOND 150, ENERGY REGEN: 200, MAX ENERGY 1500

*Nerf to droids, they no longer receive any bonus or penalty from mineral quality(edited)

*Max number of droids through the Tech Droid AI nerfed from 4 to 2. You can have a max of 3 droids versus 5 now.

*Credit Tech Diplomacy cost changed from 6 credits to 2(edited)

*Hard difficulty is now 50% harder, Nightmare is 100% harder, Hell is now 200% harder then previously.

*Code wipe
For 1.53:

*Removed voting for difficulty. The player closest to red (lowest player number) chooses the difficulty.

*Slightly nerfed Microfusion Cores Upgrade in terms of passive energy regeneration. Fixed the cost.

*Special spawns (Corpse, Temple and Mount) have been given a 10% chance individually to spawn.

*Increased Reaper Turrets attack speed by 100%

*Added warning for low powered vessels

*Zerg can now attack vessels

*Minerals, when destroyed, give an extra 50-200 minerals

*All tiers of Crystal Stabalizer now cost 10x as much minerals.

*Nerfed Regenerative Remedy - reduces damage to minerals by 25% versus 80%.

*Fixed wave 50 boss

*Tesla towers:
T1: DMG 50, Cost 85/0/0/85
T2: DMG 90, Cost 153/0/0/153
T3 DMG 162, Cost 275/0/0/275
T4 DMG 291, Cost 495/0/0/495
T5 DMG 524, Cost 892/0/0/892
*Thermal Turrets:
DMG S/ D/ E/ R
Tier 1 15 0 0 0 22
Tier 2 30 0 0 0 45
Tier 3 60 0 0 0 90
Tier 4 120 0 0 0 180
Tier 5 240 0 0 0 360
Tier 6 480 0 0 0 720
Tier 7 960 0 0 0 1440
Tier 8 1920 0 0 0 2880
Tier 9 3840 0 0 0 5760
Tier 10 7680 0 0 0 11520

*A small text box will appear when selecting ally structures, showing their current resources

*"Improvement" of Temple generation. Now uses 12x12 prefabs during the loading screen, and then fills in the rest of the temple with the usual generation. In-game load time reduced greatly.

*Size of Temple was reduced by 4x4

*Added "-angle ###" command to change angle of attack

*Added Warcries for each boss

*Exploding zerg deal significantly more damage

*Fixed minerals spawning on top of and beyond arena walls

*Added two new tiers to the Reaper Turret. Reaper turret base attack speed increased by 1 attack per
second. Attack speed gain halved to compensate.

*Added skip cinematic option for "player host"

*Fixed Artillery Cannons

*Added 3 new tiers to the Artillery Cannon

*Added new credit upgrade: Duplicating Rounds - Allows the Artillery Cannon to have a 50% chance of creating a new round at no cost. Costs 10 credits
For 1.53(a):

*Fixed various bugs.

*Added wave 60 boss
For 1.54:

*Reworked the entire harvesting system
*Reworked the OnAttack system to be far more efficient
*Negative gem quality removed. Gems are either baseline and above
*Reworked the Tesla Coil chaining to be far more efficient

*Reworked the Zerg AI to remove stutter steps

*Increased max wave spawn to 75 units at one time(edited)

*Changed the gem quality names Impeccable> Exquisite> Flawless> Fair

*Fixed Diamonite Mining upgrade tooltips

*Fixed Building names bug

*Fixed Zerg causing lag at later waves

*Negative gem quality removed. Gems are either baseline and above
*Fixed wave 10 boss and improved zerg AI

MineralZ is SIGNIFICANTLY less laggy. I had to rewrite some major systems, but the end result was well worth it. Enjoy!

For 1.54a:
*Fixed the fatal crash bug thanks to gondarwars! Implemented various other bug fixes.

For 1.54b:
*Major bug fixes.

For 1.54c:
*Minor bug fixes.

For 1.55:
* Fixed Desync(s).
* Refactored a lot of GUI into vJass for perforamce improvements.
* Auto loading is now implemented. You'll have to load your code manually just once, then it will automatically detect it in later games.

For 1.55(b):
*Fixed more desyncs.
*Fixed the auto loading and saving.

For 1.55(c):
* Fixed varius tech tree requirements.
* Fixed energy issue(s) with various towers
* Fixed building naming issues when cancelling an upgrade
* Regular towers can no longer target burrowed units. Seismic towers can target visisble burrowed units.
* Vessels can no longer be targeted by most zerg. However, all bosses can still attack vessels.
* Mineral deposits now yield x12 the regular mining amount, but take 10 times as long to mine.
* Waygates are no longer targeted directly by zerg, giving players more creative freedom with zerg destruction.
* Slightly buffed all fusion turret damage
* Added two tiers to tesla towers, a new wall tier, a new barrier tier and a new BFC tier.

For 1.55(d):
* Possibly fixed the saving and loading of codes by making the system significantly more robust. ( Checks for multiple load files and player names. It will also attempt to check codes without the battlenet handle id of the player for future compatibility)

For 1.55(d)(1):
*Fixed desync bug introduced in version 1.55(d).
*The save code being used will be displayed at the start of the game.

For 1.55(e):
*Improved the mineral model
*Fixed bugs
*Terrain Generation is lightly more chaotic
Contents

MineralZ 1.55(f) (Map)

Reviews
Vengeancekael - [Contact] Date: 2012/Jul/07 20:56:33 Comment: [Approved] Give "Collect Mineralz" a passive icon Add a newbie quest with all the important info Resource Moderation - Rules
Level 4
Joined
Jul 11, 2013
Messages
113
Good news everyone, Maddeem is back, and so am I.

There'll be new iterations of MineralZ and hopefully one for Warcraft ]I[: Reforged if things pan out well for the World Editor in the upcoming HD remake of the game.

Time to put on some wolves clothing and go hunting for a particular Sheep.
 
Level 23
Joined
Jan 1, 2011
Messages
1,504
Good news everyone, Maddeem is back, and so am I.

There'll be new iterations of MineralZ and hopefully one for Warcraft ]I[: Reforged if things pan out well for the World Editor in the upcoming HD remake of the game.

Time to put on some wolves clothing and go hunting for a particular Sheep.
The ever elusive Sheeps...
 
Level 9
Joined
Nov 24, 2013
Messages
521
So is there a reason for the unit portrait to be disabled? Like I can't click on the portrait and it turns black.
 
Level 1
Joined
Dec 2, 2013
Messages
4
I'm not really a fan of this new 'wave' system. Air/jumping/burrowing monsters on first wave of easy difficulty effectively making walls pointless? This isn't the Mineralz I remember.
 
Level 23
Joined
Jan 1, 2011
Messages
1,504
Ouch, sorry everyone. To be frank 1.5 was not tested thoroughly until recently. 1.5(c) will be fixing wave type spawns, generation of the temple, and a few other issues that were brought to my attention.

I sincerely appreciate the feedback. 1.5 at release was literally impossible to beat.

All wave types that can borrow jump do not spawn until wave 10. Air starts at 15.

Generation of the temple is way less spread out and as a result there are less holes.

I apologise for the unplayable state the game is at the moment, but a patch will be coming in a few hours.

If there are any other concerns feel free to let me know. -maddeem
 
Level 4
Joined
Jul 11, 2013
Messages
113
air wave on the first wave? seems legit

seems like the fun of the map was ripped out and replaced with game ending first wave bs

We're currently working on a Random Wave feature, so they aren't so predictable as they were in prior iterations of MineralZ. ALL waves are powerful, purely for testing purposes to have a taste how they perform ingame. This of course will not be the end product of the map. It's released however, for the sake of letting all know we're back in action and getting a new version out that's going to be more technically advanced, with more content and stratergy needed than ever before. The end result will have normal waves as we all know them, wall knockers and waves that aren't too sophisticated.. with the occasional wave that'll shock the player into scrambling to defend their base appropriately.

I'm not really a fan of this new 'wave' system. Air/jumping/burrowing monsters on first wave of easy difficulty effectively making walls pointless? This isn't the Mineralz I remember.

The end product won't be the MineralZ you remember, that's for sure. It's getting an overhaul, and you may as well consider MineralZ 1.5 and forward as.. "MineralZ 2" But as the post above suggests, please hold back strong critique, as the current released iteration is mostly a test version. Do not look at it as a finished product. We've been fiddling with it EVERY DAY since the 18th.

Much, much more will be added, we've got lots of ideas to work into the map and Maddeem's been ploughing through all the bugs that've been popping up.

Even if you don't like the current iteration of MineralZ, please, try it out.. and if you have any suggestions, feel free to share them with us here, or on the Discord.
 
Level 4
Joined
Jul 11, 2013
Messages
113
im sorry but if you put GAME ENDING WAVES at the beginning of the game were no one can get built up to actually beat it, then what is the point anymore?

What part of

ALL waves are powerful, purely for testing purposes to have a taste how they perform ingame. This of course will not be the end product of the map.

Do you not understand?


The
testing purposes
part?


Or the
This of course will not be the end product of the map.
part?


If you'd like, I can elaborate it very, very clearly on the Discord channel..
 
Level 3
Joined
Feb 7, 2016
Messages
22
Are you playing on the latest version of warcraft 3?

my version is 1.29

What EXACTLY is happening?

Can you explain what you mean by 'won't run, or open' because MineralZ isn't an executable file.. :f

Are you DeSyncing once you enter the game?


i enter on local area network, create game, select mineral z then hit play after everything is ready, and then a error occurs and i get back to join/create game.
 
Level 23
Joined
Jan 1, 2011
Messages
1,504
Version 1.52(a) is Live!

Here are the updates:

*Minerals now have a visual quality indicator
*Added Wraith Vessel
^- Purely offensive ship used to combat the zerg, costs 200/200/200/200. Deals significant AOE damage.
*Added Crystal Stabalizer
^- A [Tier 2] branch off from the regenerator. Capable of healing minerals at a slow rate without power and at a quick rate with power.
*Minerals Average and below do NOT regenerate over time anymore
*Moved all flight upgrades to the Docking Port
*Added the upgrade Microfusion Cores
^- Provides ships with passive energy regeneration for sustained flights.
*Added the upgrade Upgraded Firepower
^- A 5 Level upgrade that increases the damage of all your flight vessels.
*Fixed Battery [Tier 5] Bug
*Default regenerators no longer heal minerals
*The countdown before miners spawn has been reduced to 5 seconds. Players no longer have vision during this time. Increased day 0 time to compensate (Easy: 300 Seconds, Normal+: 200 Seconds).
*You can now only build 1 house
*Added Beacon Structure
^- Unlocked after building a house. Structure with 1x1 Placement that allows your to return minerals. Max of 10 beacons per player.
*Zerg now have a 1 in 10 chance to drop genetic material which provide a random number of minerals when picked up(Between 1 and the current wave number.)
*Added Feclid Wall [Tier 11], costs 2000/0/0/0 with 21k HP and 20 HP/S
*Droid now costs 15/15/15/15 instead of 5 credits. You still need the research Droid AI to build more than 1 droid.
*Droid AI costs changed to a static 5 credits per level.
*Spiked Walls upgrade changed to static 1 credit per level.
*Fixed a bug with Kabraxis causing him to burrow at the wrong times.
*Removed immolation from all thermal turrets.
*[Tier 5] Thermal Turrets and above have an increased AOE from 300 to 512.
*Zerg Nydus Worm HP has been reduced by 66%
*Added Zerg Ultralisk. Spawns after wave 20, deal AOE damage (192 AOE), and has 50 armor. Base HP 650, gains 150 per wave number.
*Fixed saving of the furthest wave reached.
 
Level 23
Joined
Jan 1, 2011
Messages
1,504
Version 1.52(b) is Live!

Here are the updates:

*Nerf to battery: max power of all batteries reduced by 25%
*Reduce energy cost of seismic towers: [Tier 1] - 10, [Tier 2] - 15
*Added [Tier 3] Subsonic Seismic Tower: Cost 120/120/120/120, AOE 1024, DMG 450, ENERGY 20
*Added [Tier 4] Supersonic Seismic Tower: Cost 300/300/300/300, AOE 1200, DMG 1000, ENERGY 30
*Added [Tier 8] Syonic Fusion Turret: Cost 0/120/0/120, Range 700, DMG 275, ATK SPD 0.7
*Fixed boss AI where they would not path propery
*Added Wave 50 Boss
^- Khahrahk the Scarlet King
*Bosses now gain 5% damage per attack (multiplicatively)(edited)
*[Tier 8] Syonic Inferno Turret base HP increased from 200 to 800
*[Tier 4] Bionic Rocket Turret base HP increased from 300 to 500
*Wave 40 Boss Xoviks the Vile poison potion attack increased from 1 time per second to 4 per second
*Nerf to walls: All walls now have 1 armor per tier (Max of 11 at the moment at Feclid wall)
*Turret Base height decreased by 96
*Added [Tier 9] Feclid Inferno Turret: Cost 0/0/0/500, AOE 512, DMG 475, ENERGY PER ATTACK 7, ATTACK SPEED 0.1(edited)
*Fixed Vessels not dying without power bug
*Fixed anti-air turret AI
*Removed human borders for high resolution
*Added [Tier 5] Missile Turret: Cost 0/0/300/300, RANGE 1200, DMG 350, ENERGY PER ATTACK 12, ATTACK SPEED 0.25, MAX TARGETS: 3
: *Added [Tier 6] Superior Missile Turret: Cost 0/0/800/800, RANGE 1500, DMG 800, ENERGY PER ATTACK 15, ATTACK SPEED 0.20, MAX TARGETS: 5
[12:34 AM] Maddeem: *Added [Tier 8] Feclid Fusion Generator: Cost 0/500/0/0, RANGE 900, ENERGY PER SECOND 50, ENERGY REGEN: 65, MAX ENERGY 700
*Added [Tier 9] Feclid Fusion Turret: Cost 0/300/0/300, Range 900, DMG 750, ATK SPD 0.65
*Added [Tier 10] Hellfire Turret: Cost 0/0/0/1200, AOE 512, RANGE 1200, DMG 450, ENERGY PER ATTACK 12, ATTACK SPEED 0.1(edited)
*Normal Mode now goes to wave 40
*Hard and above go to wave 50
*Added [Tier 8] Feclid Regenerator: Cost 300/0/300/0, RANGE 1500, HEAL PER SECOND: 90
*Added [Tier 9] Chromatic Regenerator: Cost: 800/0/800/0, RANGE 1600, HEAL PER SECOND: 300
*Added [Tier 9] Chromatic Fusion Generator: Cost 0/1200/0/0, RANGE 1000, ENERGY PER SECOND 150, ENERGY REGEN: 200, MAX ENERGY 1500
*Nerf to droids, they no longer receive any bonus or penalty from mineral quality(edited)
*Max number of droids through the Tech Droid AI nerfed from 4 to 2. You can have a max of 3 droids versus 5 now.
*Credit Tech Diplomacy cost changed from 6 credits to 2(edited)
*Hard difficulty is now 50% harder, Nightmare is 100% harder, Hell is now 200% harder then previously.
*Code wipe
 

Wrda

Spell Reviewer
Level 25
Joined
Nov 18, 2012
Messages
1,864
how do I update to 1.30
I hope you were drunk when you wrote this. Still it is gold.

@maddenn why did you change the font? It is just horrible and damn harder to read anything than before...I really liked more the rocks and these blocks, it looked like it was an actual cave while now this looks like minecraft, not to mention it is hard to click the right blocks when you're rushing for a base, if a block behind is smaller than the one in front, there's no possible way to click it unless you rotate the camera with Insert and Delete.
I haven't been able to play the map, only twice, turns out we went from completing the game in hard mode to die in round 9 in one of these versions! :D
 
Level 23
Joined
Jan 1, 2011
Messages
1,504
1.53 is live!

Here are the updates:

*Removed voting for difficulty. The player closest to red (lowest player number) chooses the difficulty.
*Slightly nerfed Microfusion Cores Upgrade in terms of passive energy regeneration. Fixed the cost.
*Special spawns (Corpse, Temple and Mount) have been given a 10% chance individually to spawn.
*Increased Reaper Turrets attack speed by 100%
*Added warning for low powered vessels
*Zerg can now attack vessels
*Minerals, when destroyed, give an extra 50-200 minerals
*All tiers of Crystal Stabalizer now cost 10x as much minerals.
*Nerfed Regenerative Remedy - reduces damage to minerals by 25% versus 80%.
*Fixed wave 50 boss
*Tesla towers:
T1: DMG 50, Cost 85/0/0/85
T2: DMG 90, Cost 153/0/0/153
T3 DMG 162, Cost 275/0/0/275
T4 DMG 291, Cost 495/0/0/495
T5 DMG 524, Cost 892/0/0/892
*Thermal Turrets:
DMG S/ D/ E/ R
Tier 1 15 0 0 0 22
Tier 2 30 0 0 0 45
Tier 3 60 0 0 0 90
Tier 4 120 0 0 0 180
Tier 5 240 0 0 0 360
Tier 6 480 0 0 0 720
Tier 7 960 0 0 0 1440
Tier 8 1920 0 0 0 2880
Tier 9 3840 0 0 0 5760
Tier 10 7680 0 0 0 11520
*A small text box will appear when selecting ally structures, showing their current resources
*"Improvement" of Temple generation. Now uses 12x12 prefabs during the loading screen, and then fills in the rest of the temple with the usual generation. In-game load time reduced greatly.
*Size of Temple was reduced by 4x4
*Added "-angle ###" command to change angle of attack
*Added Warcries for each boss
*Exploding zerg deal significantly more damage
*Fixed minerals spawning on top of and beyond arena walls
*Added two new tiers to the Reaper Turret. Reaper turret base attack speed increased by 1 attack per second. Attack speed gain halved to compensate.
*Added skip cinematic option for "player host"
*Fixed Artillery Cannons
*Added 3 new tiers to the Artillery Cannon
*Added new credit upgrade: Duplicating Rounds - Allows the Artillery Cannon to have a 50% chance of creating a new round at no cost. Costs 10 credits
 
Level 1
Joined
Mar 24, 2019
Messages
2
why it doesn't work on w3 TFT v1.26 when clicking on it in single game i have empty space instead of a player list, in the local game it returns me back every time when I try to create a lobby.
 
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