高级玩家

- 贡献度
- 4
- 金元
- 3881
- 积分
- 404
- 精华
- 0
- 注册时间
- 2012-5-19
|
星际争霸2 一代神族战役复刻版
Mod C.3.1 Notes/Revisions
- BASE UPGRADE BUILDINGS INCREASED QUEUE TO 3 - base upgrades can be stacked
- Fixed Zeratul's Health/Shields to SC1 levels
- Fixed shield damaging issue (full dmg to shields vs. reduced/other dmg to no shields) for all units
- Battlecruiser/Hyperion weapon speed increased to compare with SC1 levels
- Fixed camera problems in maps 1-5
- Removed Medic/Goliath upgrades (map 10)
- Changed Cerebrate death animation
- Fenix (Dragoon) shield icon and # for shield l. 1 fixed
- Fixed icons for Mutate to Queen's Nest, Defiler Mound; changed Zerg ability icons to match SCBW
- Fixed animation for Dark Swarm
- Fixed Portraits for: Defiler, Queen's Nest, Overmind
- Changed Model for Infested Terran
- End of Map 10 difficulty reduced
Issues:
Timer on Map 2 will not go away after it is elapsed
Kerrigan still has no Hero Portrait (Hopefully this will be fixed in SC2 Zerg campaign)
Mod C.3 Notes/Revisions
- Many/Most Buttons given color, new icons
- UPGRADE BUILDINGS HAVE SINGLE QUEUE FOR EACH TEAM - only one upgrade at a time per building
- UPGRADE AND BUILD TIMES UNIFIED FOR ALL TEAMS - ALL build times reset to SC1 levels, base upgrades @ 86/176/266
-- note: ENEMY UPGRADE & BUILD TIMES ARE ALSO REDUCED; times are given in terms of time in game seconds
(not real time seconds), so if you have the game set to a faster speed builds and upgrades will be faster
- LIFE, BASE WEAPON, SHIELD UPRGADE TIMES SCALED FOR ALL TEAMS - time to level 1 ~= 1/2 to level 2 ~= 1/3 of time to l. 3
- Mineral mining sounds for Drone & SCV restored
- Map 5: changed unit from Norad II to Battlecruiser
- Map 6: Included Pickups; Map is the same layout with similar unit amounts & positions; map pathing/event timing may vary from SC1
- Map 10: All units under the control of blue player, with increased Supply to 400
NOTE: IF YOU (RE-)PLAY THE TERRAN AND ZERG MAPS WITH THE BUILD & UPGRADE CHANGES (and you can)
THEY _MAY_ BE TOO DIFFICULT (but not impossible...?) due to the time changes... good luck.
Additional changes (thanks to Telenil):
- It is no longer possible to build structures on beacons
Terran Changes:
_______________
- Science Building no longer leaves footprint/fires after death (thanks to Jimm3110)
- Command Center now upgrades without error/double health bar
- Changes to certain icons for Ghosts and Medics abilities
- Starport add-on recognition fixed - an unused add-on will 'reattach'
- No change to lack of Command Center add-ons (didn't seem necessary to me but possibly in future revisions)
- Science Vessel ability Irradiate now an autocast ability (along with Medic's Heal this compares to other teams autocasting)
- Medic Heal ability restores 3.5 (not 4) health per 7 energy used
- Raynor Portrait changes with the storyline from marine to commander when he captains the Hyperion
- Removed Stimpack ability from Bunker
- Battlecruiser selection circle height lowered
- NEW ENEMY UNITS in Map 6 (turrets)
Additional changes (thanks to Telenil):
- Infantry Weapon level 2 and 3 now properly require Science Facility
- Terran infantry weapons now increase firebat damage by 2 per level, up from 1
- Medic healing now uses 1 energy for 2hp healed, as in Brood War; healing rate slightly increased
- SCVs no longer auto-attack enemy units
Zerg Changes:
_____________
- All icons now in color, changed many icons and some icon positions on buildings
- Models (looks) changed for Creep Colony, Queen and Queens Nest, Defiler and Defiler Mound:
Creep Colony = Brood War Model (new)
Queen = Brood War Model (new) Defiler = Infestor
Queens Nest = Roach Warren Defiler Mound = Infestation Pit
- Ultralisk sounds restored to SC1 sounds
- Cerebrates will not die without damage from Zeratul or Dark Templars
- Overmind regeneration added; unit detects as per SC1 and may have other suprises in store
- Creep pathing on some maps restricted to reflect original SC1 restrictions (no creep uphill etc.)
- Footprint of Defiler Mound is now 3 x 3 (was 2 x 4)
- Lurkers have Hold fire/Open fire commands for ambushes
- Autocasting added for abilities: Ensnare & Dark Swarm
- Name of Queen energy upgrade restored - Gamete Meiosis
- Kerrigan air attack reduced to 20 dmg (thanks Telenil)
- ENEMY UNITS ADDED (infested colonist); some maps (9 & 10 mostly) have additional units to reflect map size/difficulty
Additional changes (thanks to Telenil):
- Adrenal Glands upgrade: reduced zergling speed
- Young Chrysalis HP reduced from 5000 to 250, Mature Chrysalis hp reduced from 5000 to 400. Health regeneration for both decreased from 5hp/sec to 0.379hp/sec
- Guardian speed changed back to 1.406, Queen speed corrected
- Kerrigan's Snipe can no longer be cast on friendly units
- Hunter Killers are now Armored units, and have their proper damage penalty against non Massive units; they can be upgraded to 1/1
- Infested Kerrigan: is now Heroic. Psi Blast (anti-air) minimum range reduced to 1, no longer ignores armor
Protoss Changes:
________________
- All icons now in color, changed many icons and some icon positions on buildings
- Model changes to: Observatory, Citadel of Adun
Observatory = Twilight Council (old Citadel model)
Citadel of Adun = Protoss Small Building model (no upgrade animation)
- Dark Templar sounds restored to SC1 sounds
- Zeratul has no additional abilites besides being cloaked and weapon
- Tassadar can no longer target air units; range reduced to 4.5
- Tassadar now will float without walking; increased his height from the ground by .1 for increased effect
- Shield Battery rocks. Changed it (with help from Superfield) to work more like a Science Vessel without movemt.
Now it plays a sound and animation while restoring shields and targets much better.
- Added many hotkeys
Additional changes (thanks to Telenil):
- Hallucinations can now use Shield Batteries
- Shield upgrades level 2 and 3 now require Cybernetics Core, instead of Citadel of Adun
- Ground weapons and armor level 2 and 3 now require Templar Archives, instead of Citadel of Adun
- High Templars are no longer flagged as Psionic, Dragoons are no longer Robotic, Probes are now Robotic
Known issues and bugs (not fixed):
- Shield issue persists (fixed in 3.1)
- Guardian Move to attack order moves unit too close
- Portraits don't have a talking animation
- Comsat Station should be an add-on, nuclear missle should be built from a nuclear silo add-on
- Archons, firebats and tanks can't damage units that are under Dark Swarm
- Each nydus is connected to all the others
- Scarabs count as Lost units for the protoss that used them
- Some hotkeys may still be missing
- wanted to play final Protoss movie at the end of campaign; did not work
Mod C.3.1 Notes/Revisions
- BASE UPGRADE BUILDINGS INCREASED QUEUE TO 3 - base upgrades can be stacked
- Fixed Zeratul's Health/Shields to SC1 levels
- Fixed shield damaging issue (full dmg to shields vs. reduced/other dmg to no shields) for all units
- Battlecruiser/Hyperion weapon speed increased to compare with SC1 levels
- Fixed camera problems in maps 1-5
- Removed Medic/Goliath upgrades (map 10)
- Changed Cerebrate death animation
- Fenix (Dragoon) shield icon and # for shield l. 1 fixed
- Fixed icons for Mutate to Queen's Nest, Defiler Mound; changed Zerg ability icons to match SCBW
- Fixed animation for Dark Swarm
- Fixed Portraits for: Defiler, Queen's Nest, Overmind
- Changed Model for Infested Terran
- End of Map 10 difficulty reduced
Issues:
Timer on Map 2 will not go away after it is elapsed
Kerrigan still has no Hero Portrait (Hopefully this will be fixed in SC2 Zerg campaign)
Mod C.3 Notes/Revisions
- Many/Most Buttons given color, new icons
- UPGRADE BUILDINGS HAVE SINGLE QUEUE FOR EACH TEAM - only one upgrade at a time per building
- UPGRADE AND BUILD TIMES UNIFIED FOR ALL TEAMS - ALL build times reset to SC1 levels, base upgrades @ 86/176/266
-- note: ENEMY UPGRADE & BUILD TIMES ARE ALSO REDUCED; times are given in terms of time in game seconds
(not real time seconds), so if you have the game set to a faster speed builds and upgrades will be faster
- LIFE, BASE WEAPON, SHIELD UPRGADE TIMES SCALED FOR ALL TEAMS - time to level 1 ~= 1/2 to level 2 ~= 1/3 of time to l. 3
- Mineral mining sounds for Drone & SCV restored
- Map 5: changed unit from Norad II to Battlecruiser
- Map 6: Included Pickups; Map is the same layout with similar unit amounts & positions; map pathing/event timing may vary from SC1
- Map 10: All units under the control of blue player, with increased Supply to 400
NOTE: IF YOU (RE-)PLAY THE TERRAN AND ZERG MAPS WITH THE BUILD & UPGRADE CHANGES (and you can)
THEY _MAY_ BE TOO DIFFICULT (but not impossible...?) due to the time changes... good luck.
Additional changes (thanks to Telenil):
- It is no longer possible to build structures on beacons
Terran Changes:
_______________
- Science Building no longer leaves footprint/fires after death (thanks to Jimm3110)
- Command Center now upgrades without error/double health bar
- Changes to certain icons for Ghosts and Medics abilities
- Starport add-on recognition fixed - an unused add-on will 'reattach'
- No change to lack of Command Center add-ons (didn't seem necessary to me but possibly in future revisions)
- Science Vessel ability Irradiate now an autocast ability (along with Medic's Heal this compares to other teams autocasting)
- Medic Heal ability restores 3.5 (not 4) health per 7 energy used
- Raynor Portrait changes with the storyline from marine to commander when he captains the Hyperion
- Removed Stimpack ability from Bunker
- Battlecruiser selection circle height lowered
- NEW ENEMY UNITS in Map 6 (turrets)
Additional changes (thanks to Telenil):
- Infantry Weapon level 2 and 3 now properly require Science Facility
- Terran infantry weapons now increase firebat damage by 2 per level, up from 1
- Medic healing now uses 1 energy for 2hp healed, as in Brood War; healing rate slightly increased
- SCVs no longer auto-attack enemy units
Zerg Changes:
_____________
- All icons now in color, changed many icons and some icon positions on buildings
- Models (looks) changed for Creep Colony, Queen and Queens Nest, Defiler and Defiler Mound:
Creep Colony = Brood War Model (new)
Queen = Brood War Model (new) Defiler = Infestor
Queens Nest = Roach Warren Defiler Mound = Infestation Pit
- Ultralisk sounds restored to SC1 sounds
- Cerebrates will not die without damage from Zeratul or Dark Templars
- Overmind regeneration added; unit detects as per SC1 and may have other suprises in store
- Creep pathing on some maps restricted to reflect original SC1 restrictions (no creep uphill etc.)
- Footprint of Defiler Mound is now 3 x 3 (was 2 x 4)
- Lurkers have Hold fire/Open fire commands for ambushes
- Autocasting added for abilities: Ensnare & Dark Swarm
- Name of Queen energy upgrade restored - Gamete Meiosis
- Kerrigan air attack reduced to 20 dmg (thanks Telenil)
- ENEMY UNITS ADDED (infested colonist); some maps (9 & 10 mostly) have additional units to reflect map size/difficulty
Additional changes (thanks to Telenil):
- Adrenal Glands upgrade: reduced zergling speed
- Young Chrysalis HP reduced from 5000 to 250, Mature Chrysalis hp reduced from 5000 to 400. Health regeneration for both decreased from 5hp/sec to 0.379hp/sec
- Guardian speed changed back to 1.406, Queen speed corrected
- Kerrigan's Snipe can no longer be cast on friendly units
- Hunter Killers are now Armored units, and have their proper damage penalty against non Massive units; they can be upgraded to 1/1
- Infested Kerrigan: is now Heroic. Psi Blast (anti-air) minimum range reduced to 1, no longer ignores armor
Protoss Changes:
________________
- All icons now in color, changed many icons and some icon positions on buildings
- Model changes to: Observatory, Citadel of Adun
Observatory = Twilight Council (old Citadel model)
Citadel of Adun = Protoss Small Building model (no upgrade animation)
- Dark Templar sounds restored to SC1 sounds
- Zeratul has no additional abilites besides being cloaked and weapon
- Tassadar can no longer target air units; range reduced to 4.5
- Tassadar now will float without walking; increased his height from the ground by .1 for increased effect
- Shield Battery rocks. Changed it (with help from Superfield) to work more like a Science Vessel without movemt.
Now it plays a sound and animation while restoring shields and targets much better.
- Added many hotkeys
Additional changes (thanks to Telenil):
- Hallucinations can now use Shield Batteries
- Shield upgrades level 2 and 3 now require Cybernetics Core, instead of Citadel of Adun
- Ground weapons and armor level 2 and 3 now require Templar Archives, instead of Citadel of Adun
- High Templars are no longer flagged as Psionic, Dragoons are no longer Robotic, Probes are now Robotic
Known issues and bugs (not fixed):
- Shield issue persists (fixed in 3.1)
- Guardian Move to attack order moves unit too close
- Portraits don't have a talking animation
- Comsat Station should be an add-on, nuclear missle should be built from a nuclear silo add-on
- Archons, firebats and tanks can't damage units that are under Dark Swarm
- Each nydus is connected to all the others
- Scarabs count as Lost units for the protoss that used them
- Some hotkeys may still be missing
- wanted to play final Protoss movie at the end of campaign; did not work
版本需求
Wings of Liberty
Patch 1.0.1 Patch 1.0.2 Patch 1.0.3
Patch 1.1.0 Patch 1.1.1 Patch 1.1.2 Patch 1.1.3
Patch 1.2.0 Patch 1.2.1 Patch 1.2.2
Patch 1.3.0 Patch 1.3.1 Patch 1.3.2 Patch 1.3.3 Patch 1.3.4 Patch 1.3.5 Patch 1.3.6
Patch 1.4.0 Patch 1.4.1 Patch 1.4.2 Patch 1.4.3 Patch 1.4.3.BU Balance Update Patch 1.4.4
Patch 1.5.0 Patch 1.5.1 Patch 1.5.2 Patch 1.5.3 Patch 1.5.3.BU Balance Update Patch 1.5.4 Patch 1.5.4.BU Balance Update
1.4.0版本以后的版本加载比较好 使用英文语言 字体 效果最佳
下载地址 http://pan.baidu.com/share/link? ... 9&uk=3038983479
|
|