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MineralZ 1.55(f)


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*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 23
Joined
Jan 1, 2011
Messages
1,504
Random waves would make the game EXTREMELY hard, imagine scourge, boomers, and flying coming on random nights xD
also one really good note that would make the game a lot better. make a path of a cross like the the sc2 version, that way its easier to get to a base, and the ai have a lot more freedom to move across the entire map.
Superb Idea. Will add it in 1.15!
 
Level 8
Joined
Oct 12, 2011
Messages
483
No, I mean something on the lines of having variables define the difficulty of a wave, like 12 Larva would be lvl 1, or 4 Zerglings would be lvl 1 as well. Then, you could create a lvl 1 wave of either the Zerglings or Larvae
 
Level 5
Joined
Aug 8, 2012
Messages
153
The only annoyance is that you have to to press the minerals twice for the worker to mine. Other than that, looks amazing!
 
Level 11
Joined
Jul 5, 2010
Messages
779
Sry for double-post but i want you to see this if i edit you may miss it so here

Bugs:

- Air units walk through the blocks,stones and they attack your base.
- At the melee units randomly 1-2 creatures are spawned to my base.
- On easy the night is too long it should be shortened.
- The range of generators is small
- The range of healers is small

Question:

- Journals ( can you explain more for them?)
- if i do easy and get all credits, and than i play again easy will i get credits?
 
Level 4
Joined
May 7, 2011
Messages
96
They are air... they go through blocks, stones (happy?)

they can't fly over double stones.. but they can fly over normal stones and they can also fly over stones with decoration on top so they can basically fly straight for you so you need towers to protect yourself
 
Level 11
Joined
Jul 5, 2010
Messages
779
There have been 60 waves for quite some time :ogre_hurrhurr:
Easy has 40 waves
Normal Has 50
Hard+ has 60

(I will be adding even more waves too for nightmare and @#!*% )
(Lol at my double post)

Hey you readed my suggestions?

In easy mode time should be shortened also, air units go through everything ( that happened to me) but i had small base and Tower killed the air unit
 
Level 4
Joined
May 7, 2011
Messages
96
Air units fly over rocks o.o
Perhaps I will change it so if all units are spawned out and have died, it will go to the next day.

but.. building at night gave me more time to rebuild my stuff after it got destroyed:c
 
Level 4
Joined
May 7, 2011
Messages
96
you could add a command for that though like when all monsters is dead and all players agrees to skip the rest of the night they can type -skip
 
Level 5
Joined
Aug 8, 2012
Messages
153
it would have been perfect, if you had kept it like 1.14, but changed the tile set, and added the path and the new building :D
 
Last edited:
Level 5
Joined
Aug 8, 2012
Messages
153
Not long at all. But I seriously think the range on everything is fine.
What you may be noticing is this though.
If a wall can be fully healed by 1 healer, others wont waste power to heal it.
Sooo it may look like it is out of range when it actually is not.

ohh ok. I see that makes sense. :ogre_icwydt:
 
Level 11
Joined
Jul 5, 2010
Messages
779
Not long at all. But I seriously think the range on everything is fine.
What you may be noticing is this though.
If a wall can be fully healed by 1 healer, others wont waste power to heal it.
Sooo it may look like it is out of range when it actually is not.

Can you fast-fix the air units so they dont fly over rocks, and release like small update 1.15a so tonight i can host and play the game?
 
Level 3
Joined
Jun 24, 2011
Messages
57
Air and flying over rocks is not really a problem, till wave 22 you just neeed a lot of towers and you're fine. If you start building towers in wave 18 or 19 you will do just fine.
 
Level 4
Joined
May 7, 2011
Messages
96
Suggestion.

I think adding a defeat and restart system is great. Even you die, you can restart the game without recreating the room.

i tried to suggest that.. but maddeem said he couldn't reset the upgrades and that would give you a huge advantage:s
 
Level 3
Joined
Jun 24, 2011
Messages
57
Is there a maximum number of credits u can load? i made an easy game and i made it to wave 24, saved but my code didnt change, could it be that above 60 credits u dont improve ur code if u stick with easy mode?
 
Level 23
Joined
Jan 1, 2011
Messages
1,504
Is there a maximum number of credits u can load? i made an easy game and i made it to wave 24, saved but my code didnt change, could it be that above 60 credits u dont improve ur code if u stick with easy mode?

Here is how you do and don't receive credits.
Every 10 waves you get Wave#/10 credits
IF
you have less than Wave#*2

Sooo
You don't receive any credits from wave 10 if you have over 20 credits
20-40
30-60

so on
 
Level 5
Joined
Aug 8, 2012
Messages
153
man, im loving this version :D good thing I mentioned to add a path, really enhances the games difficulty and makes it a lot easier to get to a base ^^
 
Level 5
Joined
Aug 8, 2012
Messages
153
one thing i did notice however, the mineralz are to inconsistently scattered, unlike 1.14c<. They should have a better spawn.
 
Level 3
Joined
Jun 24, 2011
Messages
57
Is it possible that you increase the load time? many people i played with had problems to load their codes in time (before start of wave 1), esp if you dont have your code ready to be pasted when map starts?
 
Level 11
Joined
Jul 5, 2010
Messages
779
Ok my latest test on this map was done so ill post you suggestions:

1. There should be True vision of your friends: i was healer and alex was wall and when i went to mine i didnt saw the wall i dont know how much hp he has because its dark and there is no True vision.

2.You really should find a way to remove the Tents because we played three and there wasnt enough place to mine because for 3 players you need 100 tents inside your base. You need to do something like pet that will follow you and you gather minerals and put inside or made something Flying that can follow you instead of making 100 tents.


3. Minimap at start the map need to be revealed we can see the whole map also we dont need MineralZ logo on the minimap we need the map to see where are the resources and which base has the best resources.



4.Also added you on Garena so we can test the map together to see the problems we have.
 
Level 4
Joined
May 7, 2011
Messages
96
1. There should be True vision of your friends: i was healer and alex was wall and when i went to mine i didnt saw the wall i dont know how much hp he has because its dark and there is no True vision.
you or your friend need a lamp or generator with generator light upgrade near the wall to see it
 
Level 5
Joined
Aug 8, 2012
Messages
153
2.You really should find a way to remove the Tents because we played three and there wasnt enough place to mine because for 3 players you need 100 tents inside your base. You need to do something like pet that will follow you and you gather minerals and put inside or made something Flying that can follow you instead of making 100 tents.


3. Minimap at start the map need to be revealed we can see the whole map also we dont need MineralZ logo on the minimap we need the map to see where are the resources and which base has the best resources.

Yes like I said before, the mineral spawn is crappy and inconsistent, should be more close together, (like whats the point of having a saph or ruby here and there).

And the mini map should display the proper arena with the rocks and minerals in sight.

There have also been a few night glitches were its totally black even with a lamp.

with these in mind, a new patch would put a cherry on top of this game :D
 
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