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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 1
Joined
Sep 17, 2013
Messages
6
Ok. So can someone actually send me the map working for singleplayer? I've been waiting for about four days and I really want to play this map.
Anyone willing to do me a favor and send me the map like....sometime soon?
 
Level 4
Joined
Jul 11, 2013
Messages
113
Hey, I don't know if anyone asked this before but do higher difficulties give more creds?

Sort of.

Easy goes until wave 40.

Normal goes until wave 50.

Hard goes until wave 60.

etcetera.

At wave 10 you get 1 credit.

At wave 20 you get 2 credits.

At wave 30 you get 3 credits.

etcetera.

I believe the highest wave number is currently 60. And when you win it, you earn 6 credits.


Does this answer your question? :3
 
Level 3
Joined
Mar 3, 2012
Messages
73
played this again today, new techtree seems like very very expensive o_O, 8194 minerals are a lot XD

anyway, the only bug i encounter is some generator have Credit's Shop Next Page ability, it do nothing though, patch 1.24e
 
played this again today, new techtree seems like very very expensive o_O, 8194 minerals are a lot XD

anyway, the only bug i encounter is some generator have Credit's Shop Next Page ability, it do nothing though, patch 1.24e

Ya, I found that little mistake doing some random testing a few days ago xD

Just to update you all, version 1.3 is coming along nicely. However for those of you who expected a game changing update, I'm afraid this isn't it.
Most changes are currently aesthetic, or atmospherical.
With that being said I am as of this moment creating a use for the zerg egg. It will be a secret on how to use it or what activates it and all that jazz.
But uhm yeah, if all goes well I'll release 1.3 tonight.
 
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Are you using the cliff terrain of those underground tiles? Because each cliff terrain type has 2 IDs, one for the cliff, and another for the actual tile.

'Gsqd' is the normal one, 'cGc1' is the cliff version.

I like that out of everything you saw in that pic, you commented on some tile overlapping. Did you not see the guy in the hotdog suit? Lol
 
Level 1
Joined
Sep 21, 2013
Messages
5
Sweet! :)
btw my friend knows a bug to get great amounts of mineralZ, growing with time. He doesnt want to tell me, but some guys on Garena know that too. I dont know anything exact, so take this just as a tip. Maybe someone will tell you :D
And another tip: maybe you could make the Tesla "flash" effects and generator "flash" effects less hard?difficult? for game/computer hardware. I mean that I never completed level 60, because I play with 2 friends, we got huge base with "Tesla core", so when there´s level 60 and boss comes to our base everything (Tesla, Generators, regenerators, thermals,...) activates -> game freezes -> "not responding" or "critical error" -> Game Over... :-( This happens to me and also my 2 friends, everything is same. (I think that´s a game problem, not PC hardware problem - RAM 4GB DDR3, CPU 2 x 3,2GHz, GPU ATI 1GB, 20Mbit/s internet, W7 Ultimate 64bit, playing via Garena).
 
Yes, Maddeem needs to figure out how to either make us need less lightning-producing buildings without enforcing a building cap and forcing us to base with people (Game should be winnable regardless of player count or players in a base. Of course, more together == easier). Someone who claims 'I know a bug/cheat/glitch but won't share' is someone who is blowing smoke to get attention. Prove it or shove off. Btw Maddeem; this game's gotten extremely boring fer me and my friends. It's too repetitive and lengthly. If you made bosses on the fives instead of the tens but keep the same number of bosses it'll be much better (Bosses on waves 5/10/15/20/25/30 instead of 10/20/30/40/50/60), and waves 35/40 instead of the planned 70/80.
 
Yes, Maddeem needs to figure out how to either make us need less lightning-producing buildings without enforcing a building cap and forcing us to base with people (Game should be winnable regardless of player count or players in a base. Of course, more together == easier). Someone who claims 'I know a bug/cheat/glitch but won't share' is someone who is blowing smoke to get attention. Prove it or shove off. Btw Maddeem; this game's gotten extremely boring fer me and my friends. It's too repetitive and lengthly. If you made bosses on the fives instead of the tens but keep the same number of bosses it'll be much better (Bosses on waves 5/10/15/20/25/30 instead of 10/20/30/40/50/60), and waves 35/40 instead of the planned 70/80.

Good idea, think I'll do that.
 
Also, you (Maddeem) should change the chaining of tesla coils. Not because of performance issues or anything, but to make it so that the attacking tesla coil only draws more power from other tesla coils in a set radius (Maybe the attacking radius?). But those tesla coils drawn from don't draw more power from other tesla coils. This removes the chaining aspect of it and turns it into a clustering aspect. Side effect is that it's less laggy. This'll make tesla coils weaker when used, so just buff the damage. This'll make it cheaper too, because tesla coils are one of the worst (if not the worst) in damage to cost ratio.
 
Level 2
Joined
Jul 15, 2013
Messages
17
Excellent terrain, and good luck
 

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Level 1
Joined
Oct 18, 2013
Messages
2
MineralZ1.3???

I'm new member of The Hive Work Shop
When will MineralZ1.3 begin???
I want to test that
I am from Taiwan, and maybe my grammar has something wrong
I hope you to understand
 
Ugh, I'm sorry for not releasing 1.3 sooner. There's so much content I still have yet to fill in. We were suppose to do some testing on 1.3 yesterday but that never really happened lol
However I will spend much of today, if not all of today working on 1.3. Right now I'd call it 1.29 and I could release it, if that's what you guys would want.

Edit:
So I've been fiddling around with CTR-pg up/dn, and I found the Z value it changes every time you press it, its 6.4. Just some random information lol
 
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