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updates:uv4 [2025/08/06 06:15] demonafkupdates:uv4 [2026/03/17 03:54] (current) demonafk
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 **UV4 Changelogs** **UV4 Changelogs**
 +
 +''0.42b''
 +  * Made Medbay display countdown puffs before auto heal at 10s, 5s, 3s, 2s, 1s 🔥
 +  * Added Medbay auto heal timer display in HUD for CM
 +  * Made hero selection civ auto hotkey 1 (double press 1 at beginning of game to select and center on civ ezpz)
 +  * Fixed CM elite marine, elite firebat, marine buttons to all use emarine button scheme to fix issues with elite marine packs stimming after being stasised or maeled
 +  * Nerfed Matriarch summon growth rate (5x XP required to lvl up and max lvl changed from summon 12 IT/scourge to summon 6 IT/scourge). Levels at: 500XP, 1500XP, 4000XP, 9000XP, 17500XP (max)
 +  * Nerfed Matriarch Tesla APT growth rate. 20 regenerations now required to get 1 free APT upg. In an avg game, fully upgrading tesla in beginning will give ~4-5 APT upgs gradually and one full heal every 60s for entire game
 +  * Turned physical collision back on for summoned infested terrans (Matriarch ability)
 +  * Changed computer colors slightly. P6 = weaker comp (less upgs), P8 = weaker comp (more upgs)
 +  * New color comp for P6: green (regular units), orange (hero units)
 +  * New color comp for P8: yellow (regular units), red (hero units)
 +  * Essentially all previously yellow units are now orange and all previously orange units are now yellow. I think it makes more sense for the high danger colors (orange and red) to be hero units and the lower danger colors (green and yellow) to be regular units. Visually it felt more intuitive in testing
 +
 +''0.42a''
 +  * Revamped Matriarch
 +  * Mana regen 0.333­ → 0.4
 +  * Spells:
 +  * 40: Summon Infested Terran (1+1/summon level)
 +  * 120: Dragon Morph (30s)
 +  * 20: Summon Scourge (1+1/summon level)
 +  * 80: Dragon Rage (20s): heals dragon, extends morph duration by 20s, increases damage by 10+1, and reduces weapon cooldown (22-2). Dragon Rage stacks, but expires at the end of transformation
 +  * Tesla upgrades APT every 10 regenerations (1 regen per minute at max upgs)
 +  * Summon suiciders (scourge & IT) level with use gaining 1 extra suicider per level up to a maximum of 12; every 1 gas spent = 1 XP. Levels at: 100XP, 200XP, 500XP, 1000XP, 2000XP, 4000XP, ..., 128000XP (max)
 +  * Dragon & Matriarch now autohotkey to 1 depending on morph state (if autohotkey mode is enabled—enabled by default)
 +  * Made Tesla upgrades remove 60s from remaining Tesla timer with each upgrade, improving the ability overall by giving more immediate results; consider using tesla upgs with <60s remaining on timer as instant full heals with added long term benefit
 +
 +''0.41e''
 +  * Improved Medbay
 +  * Added detector status (sight range 10—was 8 previously)
 +  * Changed manual heal to automatic heal every 30s (same 11x11 area). Auto heal also heals buildings, including Medbay
 +  * Changed manual spell to area restoration (fully restores all allied units in 11x11 area, including stasis restoration and also restores buildings (in case of plague)
 +  * Slightly increased Medbay movement top speed, it's similar to a BC in movement now (actually accelerates faster by default interestingly enough)
 +  * Changed hotkey for auto restoration from H to A and moved button to corresponding location on command card
 +  * Removed RNG from player spawn in on boss level, players always spawn directly in the center now
 +  * Made randomizing UV hero ultra rare (previously 1 in 22 chance, now 1 in 10648 chance, get it less than 0.01% of the time) as a temporary hold over until I have more time to fully redo the hero
 +  * Reduced cost of hero regen upgrades from 3+1 → 2+1
 +  * Slightly increased Engineer unit benefit from hero regen upgrades const 4→6/upg
 +  * Made CM's hero regen upgrades also work on Medbay, similar to how it does for second forms for other heroes
 +  * Made Medbay move with player units to level if spawned in the holding area
 +
 +''0.41d''
 +  * Attempted fix on blind immunity (let's hope this works!)
 +  * Changed 'Marshal Raynor' name to display correct color
 +
 +''0.41c''
 +  * Increased Phoenix's Fire Breath cost 20 → 40
 +  * Balanced hero regeneration figures. Old figure was 11 per upg across the board, now it's 8/12/24 depending how many of three the hero has of HP/SP/NRG
 +  * Made Medbay hero to prevent comp casting spells on it
 +  * Changed Medbay display to make it so it shows how much armor it has
 +
 +''0.41b''
 +  * Increased Phoenix's Dragon Fire cost 80 → 120
 +  * Reduced Dragon Fire duration 7s → 6s
 +
 +''0.41a''
 +  * Made Combat Medic's heal unit ability free and 50% stronger
 +  * Brought back Shadowcraft's weaker air attack. New iscript is a little wonky with flashing unit. Let me know how you feel about this. I don't 100% love it, but in some ways it feels kind of appropriate for Shadowcraft to flash while attacking
 +  * Increased Shadowcraft HP 25 → 50
 +  * Decreased Phoenix HP 175 → 150
 +  * Decreased Phoenix base armor 2 → 1
 +  * Revamped Phoenix, more details to be filled out later
 +
 +''0.40a''
 +
 +  * Bound Medbay into level boundaries
 +  * Reduced Shadowslash range from 14x14 area to 10x10 area
 +  * Fixed bug with being able to purchase extra units when over max supply (thanks Happy)
 +  * Fixed Combat Medic's first tesla and the timer HUD
 +  * Fixed Combat Medic's coloring for summoning messages
 +  * Added Inject Stim Packs ability for Combat Medic
 +  * Updated pre-selection information for Combat Medic & Assassin to reflect new revamped info
 +
 +''0.39''
 +
 +  * Fixed issue with Engineer ghost conversion conflicting with toggle spawn in mode button
 +  * Revamped Combat Medic
 +  * Slightly increased damage 24+4 → 25+5
 +  * Added nuke silo for CM
 +  * Lockdown → Optical Flare (still considering stim injection, but not sure if I want to do that tbh, currently she has the kind of cool cloak/flare combo for stealth play)
 +  * Mana cap 0 + 20 → 40 + 20
 +  * Mana regen rate 0.25/s + 0.25/s → 0.333/s + 0.333/s
 +  * New spell layout:
 +  * [W] 40 mana: Summon Ghost: Summon a ghost (max 4)
 +  * [E] 120 mana: Summon Elite Firebat: Summon an Elite Firebat (max 4)
 +  * [S] 20 mana: Summon Marine: Summon a marine (max 12)
 +  * [D] 80 mana: Prime Renewal: Fully heal all allied heroes (HP, SP & NRG; unlimited distance)
 +  * [C] 200 mana: Summon Medbay: Summon a Medbay which heals HP , SP & NRG of allied men (11x11 area)
 +  * Passive: 8 Marines → 1 Elite Marine (max 6); 4 Ghosts → 1 Elite Ghost (max 2)
 +
 +''0.38''
 +
 +  * Everything from 0.37 but with mission 4 crash bug fixed.. don't ask me why that happened, I don't know. Gremlins man.
 +
 +''0.37''
 +  * Fixed UV hero spell pre-reqs (shouldn't be able to just produce units from gateway anymore)
 +  * Fixed Shadowcraft selection circle (thx responsibleman)
 +  * Fixed team kills (rewards are now based on the cumulative amount displayed in HUD so no more discrepancies)
 +  * Made ore per level the same for all difficulties (same as Insane mode in previous versions)
 +  * Updated ore bonus for missing players to include all players (previously only gave bonuses down to 2 players, but no extra bonus for just being 1 player)
 +  * Tweaked missions 1 & 2 to reduce prevalence of some annoying units to help speed along the earlier part of the game
 +  * Fixed Assassin's decoy obs to actually give one
 +  * Revamped shop system, each shop unit now has an associated supply amount and used and available supply is shown in the upper right
 +  * Will consider adding supply costs to unit names, but wanted to roll this out without it for now as the values will probably change
 +  * Improved error handling for shop, now if you don't have enough ore or enough remaining supply, you will receive an appropriate error message
 +  * Spreadsheet with detailed shop update info: https://docs.google.com/spreadsheets/d/1BjnxQcjJOiDglhrrk9XxIFCNbbPGP6bxDyDo1nOoYa8
 +
 +''0.36''
 +  * Fixed Shuttle Construct (for real this time lol)
 +  * Fixed Azchon notification (no longer displays impossible+ mode activated)
 +  * Fixed bug with Engineer 120 aura and yamato gfx
 +  * Reduced Shadowslash HP 10000 → 500
 +  * Made E.Marines and E.Firebats able to be stimmed in group with regular marines
 +  * Added Shadowslash failsafe additional removal
 +  * Increased Hunter Killer price 3 → 5 credits
 +  * Made E.Ghosts use same buttonset as normal ghosts (group selectable now with all spells available)
 +  * Renamed bosses to reflect some users who have been instrumental in helping with UV project recently:
 +  * Omnighost → Domnighost (Domghost sounds kinda strange, but it's on the table—open to suggestions for something that flows better)
 +  * Hamsterlisk → Demonlisk
 +  * Azchon → Swagchon
 +  * Shadowcraft changes:
 +  * Removed cloaking field
 +  * Increased damage 20+4 → 30+5
 +  * Reduced Tesla SP bonus cap 400 → 300, now gives 2-3 SP per Tesla pulse (instead of previous 5)
 +  * Reduced Deadly Rain duration 15s → 12s
 +  * Made spider mines 'men' again (hopefully this helps with kill count discrepancies)
 +
 +''0.35 hotfix''
 +  * Removed ore cost from Tank Construct, now just costs 240 gas
 +  * Known issue: Discovered in testing that Shuttle Construct is currently bugged and cannot be built because it requires a pylon field to build. This will be fixed in v0.36 
 +
 +
 +''0.34'' 
 +  * Made Tesla Regenerator also reduce build time for Engineer constructs and defensive structures by 5% per upg (max 25% — max 75% total with hero regen upgs)
 +  * Made Hero Regen upgrades work on other unit for Engineer (just HP, reduced rate)
 +  * Added Shuttle Construct (currently bugged will be fixed in v0.36)
 +  * Made Self Restore work on Elite Artillery for Engineer when in Artillery Mode
 +  * Made ore purchasable in unit shop even when at unit cap
 +  * Updated Engineer pre-selection info to reflect latest updates
 +  * Temple HP 1500 → 5000, armor 1 → 5
 +  * Fixed miscellaneous Engineer bugs surrounding Artillery Mode
 +  * Fixed minor bug with Cyborg DT (as well as Ranger guardian and Mech tank) on first spawn
 +  * Changed a few automatic hotkeys (Comsat Station 0 → 3, Evolution Chamber 9 → 0, Nuke Silo 8 → 9, Selector 7 → 8)
 +  * Made it so Unit Selector doesn't continue to autohotkey if the autohotkey toggle is turned off
 +  * Fixed Phoenix max mana display
 +  * Fixed bug with Flare Immunity using wrong tech
 +
 +''0.33 hotfix''
 +  * Fixed Engineer bug when exiting Artillery Mode and getting stuck in the storage area
 +  * Made the storage area unbuildable
 +
 +''0.32''
 +  * Fixed bug with Sciencecruiser aura display
 +  * Revamped Engineer
 +  * Added Siege Tank Construct for 1 ore 240 gas (considering changing this cost structure a bit)
 +  * Added aura visual to Assault Mode and some light regeneration to help keep it going
 +  * Made Hero Regen upgrades reduce construct and structure build time by 5% per upgrade
 +  * Added Floor Missile Trap for 20 gas; 75 HP, 1 base armor, 20+4 dmg (2x dmg style, armor reduces dmg more), detection
 +  * Attempted movement fix for aura units (doesn't seem to have done the trick unfortunately
 +  * Changed Info hotkey A → X, Spell Mode Toggle hotkey X → A
 +  * Changed cannon back to protoss, if you want to heal your cannons just get Tesla upgs
 +
 +''0.31 hotfix''
 +  * Fixed Brawler self swarm bug
 +  * Minor fix to Leech, it was creating an extra aura if casted again while still active, it no longer does that, but still can be cast multiple times to stack duration
  
 ''0.30'' ''0.30''
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   * Increased unit credits +50% (halfway between the bugged double credits and the much skimpier original amount)   * Increased unit credits +50% (halfway between the bugged double credits and the much skimpier original amount)
   * Reworked spell immunity costs:   * Reworked spell immunity costs:
-  *  +  * Flare: 20 → 5 
-Flare: 20 → 5 +  Lockdown: 20 → 15 
-Lockdown: 20 → 15 +  Irradiate: 20 → 15 
-Irradiate: 20 → 15 +  Acid Spores: 20 → 15 
-Acid Spores: 20 → 15 +  Plague: 20 → 5 
-Plague: 20 → 5 +  Ensnare: 10 → 5 
-Ensnare: 10 → 5 +  Maelstrom: 20 → 15 
-Maelstrom: 20 → 15 +  Stasis Field: 20 → 10
-Stasis Field: 20 → 10 +
   * Fixed Engineer gift for Assassin, Brawler, Bomber and Sciencecruiser   * Fixed Engineer gift for Assassin, Brawler, Bomber and Sciencecruiser
   * Changed Assassin, Brawler, Bomber and Sciencecruiser to use generic Hero locations (report any issues; already found one with Brawler self-swarm, this is fixed for v0.31)   * Changed Assassin, Brawler, Bomber and Sciencecruiser to use generic Hero locations (report any issues; already found one with Brawler self-swarm, this is fixed for v0.31)
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   * Removed P7 arbiters and replaced recall graphics with cleaner modern system   * Removed P7 arbiters and replaced recall graphics with cleaner modern system
  
-[[brawler|Brawler (Zergling) Hero]]+[[heroes:brawler|Brawler (Zergling) Hero]]
 ** This is the current implementation, changes will probably come over time ** This is the current implementation, changes will probably come over time
 20 skill Swarm: Casts a dark swarm on top of the hero 20 skill Swarm: Casts a dark swarm on top of the hero
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   * Fixed invalid code to actually remove civ   * Fixed invalid code to actually remove civ
   * Reduced Aptitude upgs for comps on all difficulty levels, half of previous values   * Reduced Aptitude upgs for comps on all difficulty levels, half of previous values
-  * Fixed bug with Mindflayer and Bomber selection where they got the wrong hero in addition to their main one. +  * Fixed bug with Mindflayer and Bomber selection where they got the wrong hero in addition to their main one 
 + 
 +''0.16'' 
 +  * Fixed issue with random not working properly for special heroes 
 + 
 +''0.15'' 
 +  * Berzerker attack fixed (plz confirm) 
 +  * Added dragons to Mission 7 
 +  * Mech Gol +50 HP 
 +  * Began conversion of existing triggers to EUDs 
 +  * Code Heroes no longer freely selectable, only available by code and random now
  
updates/uv4.1754460907.txt.gz · Last modified: by demonafk