Saturday, September 22, 2012

Desert Strike II v0.41

----------------
General
----------------
- Pathing fixes

----------------
Zerg
----------------
- Units affected by Fungle Growth will move move once Fungle Growth wears off
- Units affected by Neural Parasite no longer wander

Friday, September 21, 2012

Twitter

I've created a Twitter account for everyone who wants to get a tweet about DSII. Follow me! I'm probably gonna tweet right after a patch and after I make a post on this blog.

Monday, September 17, 2012

Original Desert Strike Map

I had submitted a ticket a while back to ask if the old map could be removed and after several messages back and forth from several different GMs I finally received a clear answer:

"Upon reviewing your situation, our records indicate that you will need the original map creator to remove or change the map. So you will be able to update and make the changes that you wish. Thank you for your inquiry and we apologize for any frustration this may cause."

Sunday, September 16, 2012

Desert Strike II v0.40

----------------
General
----------------
- Fixed an issue where units would stop moving during Sudden Death

Desert Strike II v0.39

----------------
General
----------------
- Pathing fixes

Desert Strike II v0.38

----------------
General
----------------
- Removed full battlefiled view left on from testing

Friday, September 14, 2012

Desert Strike II v0.37

----------------
General
----------------
- Pathing fixes

----------------
Terran
----------------
- Ravens will now only deploy Point Defense Drones as needed

Thursday, September 13, 2012

Tuesday, September 11, 2012

2v2 Tourney

Dred's doing another tourney, this time it's a 2v2. Check out his site for more details!

Saturday, September 8, 2012

DST17 1on1 Finals

Watch games 1 and 2 of the Desert Strike Tourney Finals!

Voyaging vs NinjaOtis
Commentator: Zalos

Game 1:


Game 2:
Visit Dredlock's site for more information on upcoming tournaments!

Desert Strike II v0.35

Just a quick note:
Pathing is being completely reworked. It's taking longer than anticipated, so here's a quick fix to make the game more playable.

----------------
General
----------------
- A few more quick fixes to pathing

Friday, September 7, 2012

Desert Strike II v0.33

----------------
General
----------------
- Units should no longer run back and forth in Sudden Death

----------------
Terran
----------------
- Diamondbacks should now spawn near the back

----------------
Protoss
----------------
- Sentries should once again cast Guardian Shield near enemies

----------------
Zerg
----------------
- Roaches can once again attack colossi

Thursday, September 6, 2012

DS Tourney #17 1 vs 1

Dred's having another tourney:

Mode of Play:
1v1 Desert Strike II, Double Elimination Tournament

Start Date:
Sat Sep 8, 2:00pm PDT / 5pm EDT / 23:00 CEST

Check-in Starts:
120 min before start date (12pm PDT / 3pm EDT / 21:00 CEST)

Status:
Sign-up

Organizers:
Dredlock

Prize:
Temples built in your name/women

Allow Latecomers:
Enabled for 10 minutes after start time


Check out Dred's site for more info or go straight to the sign up page.

Desert Strike II v0.32

This is just a small patch for a bug in v0.31.   The main thing I'd like to know from this patch is: Do you notice a reduction in lag?  Please leave a comment to let me know.

----------------
General
----------------
- Units attacking the enemy's Desert Fortress should no longer run back to the center

Wednesday, September 5, 2012

Desert Strike II v0.31

Quick note:
I've been working on re-doing pathing, but it's not done yet.  I put in some temporary quick fix triggers while I finish up.  The next patch should have the new pathing system in place.


----------------
General
----------------
- Reduced lag by removing many things that were not doing anything
- Increased start time to 15 seconds to give players time to choose races
- Added delays between unit spawns in Sudden Death to reduce lag
- Pygalisks should now be killed when a player booms
- Fixed some issues with pathing
- Added new blog URL to information panel

----------------
Terran
----------------

- Medivacs now fly to their team's spawn position when no biological units are present
- Barracks (marines) have been reduced to 280 (down from 290)
- Science Facilities (medic) can no longer be built
- Slightly reduced energy cost for medic's heal ability
- Diamondbacks now have a range of 7 (up from 6)

----------------
Protoss
----------------
- Reduced fade initiate's ground attack range to 8 (down from 10)

----------------
Zerg
----------------
- Slightly adjusted creep spread from slugalisks

Desert Strike II v0.30

----------------
General
----------------
- Players should no longer see the ending screen multiple times when players leave

----------------
Terran
----------------
- Tanks should once again spawn towards the rear

Desert Strike II v0.29

----------------
General
----------------
- Made some adjustments to help decrease lag
- Fixed an issue where a player was able to use an extra Special when a teammate left the team
- Removed the Warping Prism in the middle of the map
- Moved Desert Fortress health bars that appear at the start of Sudden Death to the bottom

----------------
Terran
----------------
- Ghosts will now EMP targets with 95 or more Energy/Shields (Up from 50)

Desert Strike II v0.28

----------------
General
----------------
- Fixed some issues with teleporting within a player's base

----------------
Terran
----------------
- Updated tooltip on Barracks
- Fixed an issue where ghosts were using Snipe on incorrect units
- Changed energy cost of medic's Heal ability
- Medic's Attack Priority has been decreased by 1

----------------
Zerg
----------------
- Slugalisk creep spread has been slightly lowered

Desert Strike II v0.27

----------------
Terran
----------------
- Increased amount of energy consumed by Medic's heal ability
- Fixed the tooltip for the Barracks

Desert Strike II v0.26

----------------
General
----------------
- Added a new loading screen (Thanks Jafar!)
- Bases have been slightly modified
- You still haven't found the mascot?

----------------
Terran
----------------
- Command Center and Orbital Command no longer appear to be flying once they've landed
- Tanks will now siege at range 12 (down from 13) and improved their AI
- Barracks cost increased to 290 minerals
- Barracks will now spawn 2 marines and 1 medic
- The cost of the Barracks Tech Reactor (Firebats) addon has been increased to 300 (up from 270)
- Predator damage has been increased to 11.5 (up from 8)
- The cost of the Starport Tech Lab (Ravens) addon has been increased to 800 (up from 600)
- Vikings (Fighter Mode) should now spawn closer to the rear

----------------
Zerg
----------------
- Slugalisks should spread creep a little more

Desert Strike II v0.25

----------------
General
----------------
- Build range for workers has been slightly increased
- Fixed an issue with the Silo Monster having HP values of Brief Mode
- The Desert Fortress HP Bars for Brief Mode should now display the correct maximum HP
- Voting for Game Modes has been implemented again (Still experimenting with the Modes)
- Have you found the Desert Strike II Mascot yet?

----------------
Terran
----------------
- Ghost Academy (Ghost) is now 850

----------------
Protoss
----------------
- Templar Archive (High Templar) is now 800
- Protoss Defensive Photon Cannon is now powered

Desert Strike II v0.24

----------------
General
----------------
- Players should once again not be able to boom when a teammate booms
- Players should no longer lose minerals when a teammate leaves
- Voting options for Game Modes (Epic, Brief, Expert, Tournament) have been removed
- Players will now be able to select Game Modes prior to joining a game
  (Please view the screenshot on the How to Play tab to see how)

Desert Strike II v0.23

----------------
General
----------------
- Fixed a couple of bugs introduced in 0.22

----------------
Protoss
----------------
- Protoss structures are once again powered

Desert Strike II v0.22

---------------
General
---------------
- Players should not be able to boom when a teammate booms
- Units should no longer scatter near the enemy Silo or Fortress
- Desert Strike II now has a mascot.  See if you can find it!

---------------
Protoss
---------------
- High Templars should no longer PsiStorm the same units multiple times

Desert Strike II v0.19

---------------
General
---------------

- Fixed a bug that allowed players using macros to claim booms and specials at the start of the game
- Fixed Protoss structures that were unpowered
- Added options for 1v1 and 2v2

Desert Strike II v0.18

This is when I first came back to start playing SC2 again.

---------------
General
---------------
- Fixed a bug that allowed players to claim booms and specials at the start of the game

Desert Strike v0.82

A couple of bugs were found in v0.81.  We will be releasing an update to fix those bugs soon.  Notes for v0.82:

----------------
General:
----------------
- Fixed an issue where Team 2 would get 4 Booms and 4 Specials


----------------
Zerg:
----------------
- Fixed an issue where the Zerg Special would not work properly

Desert Strike v0.81

This is technically v0.80, but there was a minor bug in v0.80 and was quickly fixed.

----------------
General:
----------------
- Fixed an issue where minerals would be removed from the wrong team
- Fixed an issue where Sudden Death would not begin
- Fixed an issue with unsupported locales
- Players using other locales should see proper text now
- Desert Fortress heath bar text is now [Color]'s Fortress (changed from [Color]'s Base)
- The Difficulty Vote Window will close at 15 secs until Spawn 1
- The tooltip for the Booms icon on the top right now displays "Booms"
- You can no longer build defensive structures on enemy territory
- Players' beacons are set to hotkey 2 at the start of the game
- Changed the way Booms and Specials are handled (this will hopefully get rid of the bugs associated with them)
- Specials now use the Terrazine resource and are now displayed on the top right of your screen next to your minerals and booms
- Moved Boom Menu and Ban Menu buttons to the left of the Battle.net Friends List button
- Moved Camera Zoom and LTS buttons to lower left just above the minimap
- Slightly lowered Boom dialog


----------------
Terran:
----------------
- Changed tank behavior to work independently and efficiently


----------------
Zerg:
----------------
- Roaches will now burrow when there are no enemies earby
- Changed lurker behavior to work independently and efficiently


----------------
Protoss:
----------------
- Baby Beacon (scout) hotkey change from X to U
- Xel'Naga Tower (dark stalker) hotkey changed from T to X
- Xel'Naga Tower (dark stalker) now has its proper animation and displays the unit it spawns
- Fixed an issue where preservers would not follow their allied units

Desert Strike v0.79

These are the patch notes from when I first took over the dev of Desert Strike.  Squarely's last update was v0.78.  I figured I'd post all the patch notes I have just to keep a record.

----------------
General:
----------------
- Desert Strike vTurtle is now the official Desert Strike version
 = "Desert Strike vTurtle" v0.23 is now "Desert Strike" v0.79 in SC2's game list
- Increased Game Lobby Start Timer from 7 to 10
- Removed Color, Difficulty and Alliance Options from Game Lobby
- Booms should now destroy all enemy units
- Workers are now hotkeyed to control group 1
- Destroy Building ability is no longer missing its missile animation
- Silo now has a shield animation when hit (this also removes the CActorShield[ProtossShieldFull] error warning)
- The neutral warp prism in the middle of the battle field no longer has a shield
- Set Rally Point buttons have been removed from Command Center, Nexus and Hatchery through Hive
- Desert Fortress, Silo and Silo Monster have a more proportionate health bar
- Spawn description formatting should now be consistent throughout all buildings (Unit Spawned xNumberSpawned)
- Buildings now have an icon of the unit they spawn instead of the building
- Banning for having too many minerals is now set to 5000 (down from 6000) and 45 seconds (down from 60 seconds)
- Disabled ability to build defensive structures on enemy side of the field
- Minerals will no longer split when a player leaves
- Nexus and Silo now have 30,000 and 8,000 health, respectively, for Basic Mode (70 waves)
- The Supply Frame has been removed


----------------
Terran
----------------
- Predator damage reduced to 8 (down from 15)
- Reduced cost for Factory Tech Reactor AddOn (goliath) to 900 (down from 1000)
- Increased cost for Factory Reactor AddOn (diamondback) to 900 (up from 800)
- Diamondback damage reduced to 20 and 40 to light (down from 25 and 50 to light)
- Starport now requires two Barracks in addition to the Factory
- Decreased cost for Rocketry Lab (spartan) to 1000 (down from 1200)
- Improved spartan AI and lowered attack speed to 2.0 (down from 3.0)
- Energy has been removed for thors
- Increased cost for Barracks to 285 (up from 280), but you will get 3 marines instead of 2
- Decreased cost of Viking Bay (viking (Fighter Mode)) to 700 (down from 800)
- All units now have the proper Armor
- Refraction Core will no longer be selected when a selection box is drawn over your SCV and Refraction Core
- Energy and cargo space have been removed for the Orbital Command
- Sowers will now display their name in the information panel
- Sowers now have a death animation (this removes the CActorModel[UnitDeathModel] error warning)
- Science Facility (medic) hotkey changed from F to D
- Removed cargo space from medivacs
- Fixed Terran Build command (this removes the CActorProgress[TerranConstruction2] error warning)


----------------
Zerg
----------------
- New unit: taint - Air to air unit with a low, but fast missile attack
- Aberrations will now leech more life per hit and deal a total of 22 bonus damage to Psionic units
- Increased cost of Aberrant Niche (aberration) to 550
- Roaches will now unburrow sooner
- Reduced cost of Roach Warren to 300 (down from 320)
- Reduced cost of Nydus Network to 700 (down from 800)
- Reduced cost of Ultralisk Cavern to 1700 (down from 1850)
- Queen's Transfusion ability will now heal for 150 health (up from 100)
- Added ability to morph Lair (zerglings) to Evolution Lair (speedlings) and back
- Increased cost of morphing to Hunter Throne to 150 (up from 50), but it will spawn 3 hunter killers (up from 2)
- Increased the number of zerglings/speedlings that spawn from the Spawning Pool/Evolution Chamber to 6 (up from 5)
- Decreased cost of Roach Warren (roaches) to 280 (down from 320)
- Hunter Throne will no longer have a Hydralisk Den under it after morphing
- Tyrant Roost (overseer) now has a proportionate health bar
- Baneling Nest (baneling) now has a proportionate health bar
- Slugalisks now has a proportionate health bar


----------------
Protoss
----------------
- New Unit: Dark Stalker: Slow but hard hitting beam attacks with a bonus to light units
- Increased cost of colossus to 1700 (up from 1600)
- Increased cost of immortals to 1400 (up from 1200)
- Zealot outcast HP reduced to 280 (down from 300)
- Preservers no longer have an attack
- Preservers will now heal even when the target's shield has depleted
- Preservers now have a shield animation when hit (this also removes the CActorShield[ProtossShieldFull] error warning)
- Baby Beacon, Baby Nexus and Baby Stargate now have the proper armor icons and proportionate health bars
- Energy has been removed for motherships, Baby Nexus and Nexus

Tuesday, September 4, 2012

Blog

So I've decided to create a blog for DSII.  I'll probably post patch notes and things I'd like to change.