Patch 4.13 (Community patch)
Posted: Wed Apr 01, 2015 2:20 pm
Right before I went to the US, I "made" CC open-source by putting in a public repository. While I was away, people started working on changes, and they were universally liked.
Surprisingly, the transition went better than I had expected. Because of this, I talked around with different community members and I'm now happy to tell you that Degra will take over development of SC2 Cruiser Command while I focus on the standalone. The project will keep being open source and I hope other people like Zakhennahr and Slapshot keep contributing.
As the first example of this, we've been working on a community patch. It's a combination of work Zak did while I was away and some work Degra has been doing for the last week or so.
Patch notes:
4.13:
- Fixed bug with overwhelmed shields as soon as you start taking bleed through damage.
- Fire flares has a cooldown of 1 second instead of none.
- Fire missile has a cooldown of 2 seconds instead of 1.
- Scorpion damage reduced to 40% (previously 50, now 20)
- Mineral duplication and mineral loss bugs fixed
- AI miners no longer foolishly wait around the BC to die
- Marine scale glitch fixed.
- To reduce trolling, players with 100 reputation can now kick lower reputation players instantly.
- Drone now has a terran ship armor icon instead of a protoss armor icon
- Updated scorpion tooltips to state the correct damage dealt
- Mineral packets are not as bright
- Fire missile button for wraith and corvette.
- If you enter a console occupied by a lower reputation player, you will automatically disconnect them.
- Wraith, corvette, and destroyer buttons moved to correspond to QWERT layout (hotkeys remain the same)
- Introduced hacking which enables you to temporarily take over enemy console and disable teleporters.
- Fixed a bug with the Adaptive Photo Disguise player selection.
- Both teams now start with a mine layer instead of a corvette.
- Core output starts at 115% by default.
- All kinetic hull damage has been doubled.
- Decoy flares now cost 5 red. Each team starts with 20 decoy flares.
- Added rep-unlockable new background music
- Team music can now be voted for, similar to the vote kick.
- Added an upgrade to revert the old shield mechanic without bleed through.
- The map is now divided into a map and a mod. This provides no gameplay changes but means there's less to download with each patch.
Surprisingly, the transition went better than I had expected. Because of this, I talked around with different community members and I'm now happy to tell you that Degra will take over development of SC2 Cruiser Command while I focus on the standalone. The project will keep being open source and I hope other people like Zakhennahr and Slapshot keep contributing.
As the first example of this, we've been working on a community patch. It's a combination of work Zak did while I was away and some work Degra has been doing for the last week or so.
Patch notes:
4.13:
- Fixed bug with overwhelmed shields as soon as you start taking bleed through damage.
- Fire flares has a cooldown of 1 second instead of none.
- Fire missile has a cooldown of 2 seconds instead of 1.
- Scorpion damage reduced to 40% (previously 50, now 20)
- Mineral duplication and mineral loss bugs fixed
- AI miners no longer foolishly wait around the BC to die
- Marine scale glitch fixed.
- To reduce trolling, players with 100 reputation can now kick lower reputation players instantly.
- Drone now has a terran ship armor icon instead of a protoss armor icon
- Updated scorpion tooltips to state the correct damage dealt
- Mineral packets are not as bright
- Fire missile button for wraith and corvette.
- If you enter a console occupied by a lower reputation player, you will automatically disconnect them.
- Wraith, corvette, and destroyer buttons moved to correspond to QWERT layout (hotkeys remain the same)
- Introduced hacking which enables you to temporarily take over enemy console and disable teleporters.
- Fixed a bug with the Adaptive Photo Disguise player selection.
- Both teams now start with a mine layer instead of a corvette.
- Core output starts at 115% by default.
- All kinetic hull damage has been doubled.
- Decoy flares now cost 5 red. Each team starts with 20 decoy flares.
- Added rep-unlockable new background music
- Team music can now be voted for, similar to the vote kick.
- Added an upgrade to revert the old shield mechanic without bleed through.
- The map is now divided into a map and a mod. This provides no gameplay changes but means there's less to download with each patch.