*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.
*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
Fixed bugs. Wave types are fixed, terrain generation fixed.
Fixed saving (-save).
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.
*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
*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.
*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.
*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
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
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
*Fixed various bugs.
*Added wave 60 boss
*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!
*Fixed the fatal crash bug thanks to gondarwars! Implemented various other bug fixes.
*Major bug fixes.
*Minor bug fixes.
* 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.
*Fixed more desyncs.
*Fixed the auto loading and saving.
* 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.
* 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)
*Fixed desync bug introduced in version 1.55(d).
*The save code being used will be displayed at the start of the game.
*Improved the mineral model
*Terrain Generation is lightly more chaotic