New StarCraft campaign: Champions of Khandia

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Andrea Rosa
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Re: New StarCraft campaign: Champions of Khandia

Post by Andrea Rosa » Sun Jan 31, 2021 12:36 pm

UPDATE - 31 Jan 2021

Mission 1:
- Fixed a bug that caused the two rescuable Dragoons to be invincible.
- Fixed a glitch in the micro section that allowed the player to bring the Probes outside of the intended mining area.

Many thanks to David Kang (aka DK aka DaMnUFo0) whose playthrough allowed me to spot these problems.

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Re: New StarCraft campaign: Champions of Khandia

Post by Andrea Rosa » Sun Feb 21, 2021 12:51 pm

UPDATE - 21 Feb 2021

Mission 2:
- All unnecessary units are now correctly removed before the boss fight, including Probes inside Assimilators.

Mission 4:
- Fixed a random bug related to the rescued Siege Tank, which could remain invincible until it was put into siege mode.

Once again, thanks to David Kang (aka DK aka DaMnUFo0) for spotting these problems.

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Re: New StarCraft campaign: Champions of Khandia

Post by Andrea Rosa » Wed Mar 17, 2021 2:29 pm

UPDATE - 17 Mar 2021

Mission 5:
- The Red Protoss have additional triggers that determine their behavior. As a result, they now protect the starting location more efficiently.
- The White Zerg are slightly more aggressive.

Mission 6:
- Minimal changes to the map.

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Re: New StarCraft campaign: Champions of Khandia

Post by Andrea Rosa » Wed Jun 30, 2021 4:47 pm

UPDATE - 30 Jun 2021

Mission 4:
- Revised mission briefing and dialogues (thanks to Chris aka Zincoshine for the help).
- Added an handful of enemies and floor traps.
- Minimal changes to the map.

Mission 5:
- The player now starts with 1500 minerals instead of 1000.
- A minimap ping centered on the Fleet Beacon now constantly flashes until the player reaches that location: hopefully, this should avoid any confusion as to where the player has to go when the mission starts.
- The Red Protoss (Mandelius' Guards) make use of additional triggers that help them defend both the starting base and the Yellow Nexus.

Mission 6:
- Area Town scripts have been removed for the White Zerg, since in some cases they could freeze the main AI.
- The Hermit Archon no longer heads toward the player's base.
- Fixed a grammar mistake in the dialogues.
- Minimal changes to the map.

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