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updates:uv4 [2025/09/03 23:25] 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'' ''0.36''
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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/uv4.1756941932.txt.gz · Last modified: by demonafk