|
Hey,
So I have been working on this Extension Mod for about a year, referencing discussions I can read (from these forums and Liquidpedia) and can implement. Today, I am ready to show you what I have---and invite you to be its first players.
How To Play: In the main menu, navigate to Multiplayer --> Custom -->Select any melee map and Create With Mod, then as you Browse Mods: Search "Dominion Age". A mod should pop up showing its author as Veloric.
It is available on all servers, including America, Europe, Korea & Taiwan, and Southeast Asia.
What Does the Mod Do: THIS IS A MELEE MOD. WITH FUN ELEMENTS. Its mission is simple: Make melee games fun to play so we all like to play them more.
-A total of 10 new units, 3 for each race, plus the Dark Archon (more in development) -Revamped balance promotes new strategies and encourage diversity: Sky-Zerg, Dark-Templar endgame, Full Mech and more -New abilities for specifically underused units -New upgrades for existing units that make them viable in late-game encounters
Below I will post the Patch Notes, which details the exact changes that Dominion Age has brought to the table. Thanks for helping and enjoy the game!
Your feedbacks are most valuable to me. Please reply to this thread and post as much and as frequently as you can. Thank you!
Dominion Age 2504 is currently: Version 4.79 Last Published on: PST 22:35:49 GMT -08:00 Friday 12th February 2016
|
Patch Note Section 1 §Global Changes§ Bounty Is On #Destroying enemy militant units now reward 20% of their build costs to the slayer. #A normal mineral field now consists of 8 mineral patches, 4 containing 1000 minerals and 4 containing 700. High yield minerals contain 900 each. #Each worker delivers 4 minerals on one trip, down from 5
Mass Recall For Everyone---with a Price #Protoss Nexi, Zerg Queens and Terran upgraded Command Centers now have the ability to recall player units back to bases. Recall costs 100 energy
More Fuels to Start With #Players start the game with 100 minerals, 100 gas
Micro Is Important #All units have their attack speed lowered by 40%, allowing more micromanagements during combats.
Improved Galactic Traffic #Zerg Overlord, Protoss Warp Prism, and Terran Medivac now have 150% cargo space and unload units 20% faster
All of these may change depending on your feedback and comments below
|
Patch Note Section 2 + Protoss Changes + 4 New Units: *Arbiter: The unit is restored from Legacy of the Void campaign and can be produced at the Stargate with Fleet Beacon built. Has Chrono Beam, Reclamation and Cloak Field (passive) ability. Costs 200/300/6 *Corsair: The Brood War players should be familiar with this unit. Buildable at Stargate. Its Disruption Web cost 100 energy (down from BW's 125) and the radius is 2.25 (down from BW's 3.0) Costs 150/100/2 *Dark Archon: Added on Feb.09/2016 and revamped Warped in at the Gateway or Warp Gate with the Dark Shrine built Can only attack ground for balance reasons Has Destruction Wave, Crushing Grip, Mind Control and Soul Absorption abilities. Costs 250/300/4 *Reaver: This unit simply, rightfully deserves its position in StarCraft. Built at the Robotic Facility with Robotic Bay intact. It automatically builds scarabs and move faster than its Brood War counterpart. Costs 250/250/6
+ New Technology: *Shadow Walk: Dark Templar can now blink by spending his shields. *Bosonic Core: Originally cut Oracle upgrade, now redeemed. This tech gives Oracle +25 energy and +25% regeneration. Researched at Twilight Council. *Quantum Reactor: This previously cut upgrade for Tempest has been restored. Grants Tempest a +30 damage against enemy structures. Researched at the Fleet Beacon. *Khaydarin Amulet: This new High Templar upgrade now gives a 25% boost to the unit's energy regeneration. Researched at the Templar Archives. *Plasma Surge: High Templar has gained this new spell, which restores ally shields and health points by 50. Costs 100 Energy. *Sight of Raszagal: Make Dark Templars' attacks ignore armor. Researched at the Dark Shrine. *Shadow of Talematros: Increases Dark Templars' movement speed. Researched at the Dark Shrine. -Mothership Core is renamed as Mothership: Dawnstar Mothership: Dawnstar Cost: 400/400/8 Life = 130, Shield = 600 Buildable once the Templar Archives is intact Abilities remain the same but energy costs are halfed on all of them: Photon Overcharge Energize Time Warp DOES NOT HAVE MASS RECALL due to the ability being universally available at Nexus
-Tal'darim Mothership is renamed as Mothership: Oblivion Mothership: Oblivion Cost: 400/400/8 Life = 350, Shield = 350 Buildable once the Dark Shrine is intact Abilities will be toned down for balance. This campaign capital ship has maddeningly strong stats such as 1000 hp, 1000 shield, 2 slaughter-them-all buttons and 1 you-can't-catch-her-anyway: Blackhole Thermal Lances Blink DOES NOT HAVE CLOAK FIELD. That ability has been moved to the Arbiter
+Balance: *Dark Templar: Cost increased to 150/125, up from 125/125. *Immortal: Can now strike air targets but no longer has a bonus against Armored. *Carrier: Cost changed to 350/350 from 350/250. Interceptors now attack 40% faster. Carriers also build Interceptors 40% slower. *Colossus: Receives +1 range. *Adept: Shades now increases damage taken by 2. Cost up to 100/50 from 100/25. *Leg Enhancements: Now renamed as Ankle Armor Enhancements and also increase Immortal movement speed to 2.75 alongside Zealots. *Phoenix: Ion cannon can now target ground units, but no longer does bonus damage against light units. Cannot target structures. Build cost up to 200/100 from 150/100 *High Templar gains Psi Blast, a weapon attack, costs up to 125/150 from 50/150 *Archon attacks now ignore armor *Gravitic Booster: Now also raises Reaver's speed by 0.5
|
Patch Note Section 3 @Zerg Changes@
3 New Units: *Aberration: This infested human creature has been redesigned as a melee caster and added to the game. Available upon reaching Hive tech. Has Void Stasis and Confusion abilities. Costs 200/250/4 *Guardian: This classic unit from the original StarCraft has been restored and can be morphed from a larva with a Greater Spire. Does splash damage against all air and ground units, and can cast Corrosive Blast ability. Costs 200/300/4 *Scourge: You know what it does, old StarCraft players! Let the sky be dominated! Costs 50/100/1 (morphs 2 at a time)
@Balance and new mutations: *Hatchery, Lair and Hive* now spawn natural larva at an integral of 10.0 seconds, a 20% increase from 12.0 *Burrow Charge: Ultralisk can now Burrow Charge by spending 90 hp (because~~carving violently through soil kinda hurts your body~~right?). *Chitinous Plating: Now only adds +3 armor to Ultralisks, down from +4. *Seismic Spines: This Lurker upgrade has been restored. Adds +2 attack range. *Queen: Now starts with 50 energy and Creep Tumors cost only 10 energy to spawn, down from 25. *Hydralisk Den: Now costs 150/50 to build, down from 150/100. *Spore Crawler can now strike both air and ground units and no longer has bonus against Biological. *Spine Crawler is removed from the game. *Brood Lord's effective weapon speed is increased by 40%. Morph time down to 20 from 34. *Spire: Construction time down to 70 from 100. *Changeling has been removed from the game. *Overseer: Contaminate now costs 100 energy to cast, down from 125. *Burrow: No longer a research. Bestowed upon all Zerg ground units when the game starts. *Swarm Host: Locusts now move at a speed of 2.5, up from 1.88. *Enduring Locusts: This Swarm Host upgrade has been restored. Increases Locusts' duration by 10 seconds. *Centrifugal Hooks: Now also raises Aberration's movement speed alongside Baneling. *Pathogen Glands: Now also raises Infestor's energy regeneration by 25%. *Corruptor: Can now attack ground and cost is up to 150/125/2 from 150/100/2.
|
Patch Note Section 3 $ Terran Changes $ $ New Unit: *Spectre: Returning from Wings of Liberty, renegade ghosts are under your disposal at Barracks. Has Ultrasonic Wave, Voodoo Strike and Cloak abilities. Costs 150/150/2 *Gestalt: Mixing protoss abilities from Legacy of the Void, this specialist is a deadly alternative for the Ghost. Has Psionic Orb, Lock On and Squad Sight abilities (that's right, SHE cannot cloak!) Costs 150/150/2 *Warhound: Restored from Heart of the Swarm beta and rebalanced to have a normal stat, this unit is buildable at Factory. No longer has the Haywire Missiles ability. Costs 150/125/3
$ New Technology: *Strike-Turrets: Bunkers are now armed with strike-turrets, able to fend for themselves when un-manned. *Revamped Ghost Tech: 2 BRAND NEW Ghost upgrades are available at the Academy -Ocular Implants: Increases the sight radius and weapon range of Ghost, Gestalt, and Spectre. - Kusanagi Modules: Provides utility upgrades to Ghost, Gestalt, and Spectre. Ghost: Gains +20 hp Gestalt: Weapon attacks now ignore armors Spectre: Ultrasonic Wave's radius is 33% bigger
$ Balance: Calldown: Extra Supplies now cost 25 energy, down from 50. *Hellbat: Life is up to 140 from 135. *Reaper has been redisgned to have D-8 charges again, has 80 health points, +100% pistol damage, and costs 125/50. *Seeker Missile: Damage raised to 100 (+50 vs. Shield) from 100. *Stim Pack: Marines, Marauders and Reapers now gain 0.5 movement speed increase from this upgrade. Costs 150/150. *Combat Shield: Reapers gain +20 life from this upgrade. *Corvid Reactor: This upgrade now benefits both Raven and Banshee, giving +25 starting energy and 25% regeneration. *Viking: Gains the Biological attribute in Assault Mode. Thus, can be healed by Medivac. *Armory: Now only needs a Barracks to be built *Starport: Now only needs a Barracks to be built. *Sensor Tower: Now costs 150/125 and takes 50 seconds to build (up from 25) and has doubled radar range. Can now be targeted by air.
|
This mod stopped working properly as of late? The transporter won't spawn no matter how many command centers/nexus' I have.
|
|
|
|