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10/6/18:
Map 3 -Added a shared expansion to the upper left for orange and olive -Disabled resource persist triggers for the lower right orange expansions -More script fixes
Map 5 -Now supports singleplayer -Fixed portrait for Duke transmissions -Re-added backstab goliath in micro section
Notably I can't test map 5 in multiplayer mode since the triggers that set up the intro are owned by p1, and I don't feel like reworking them so they work fine with another player. If anyone runs into issues playing that mission in co-op let me know.
13/6/18:
Map 6 -Now supports singleplayer -Removed siege tank in Raynor's base; replaced with two goliaths
Map 7 -Now supports singleplayer
Progress has been made on map 4's singleplayer update, and today I spent almost 7 hours on map 9's layout. If all goes well, the next map will be released before June's end.
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15/6/18:
Map 4 -Now supports singleplayer -Fixed small cinematic bugs -Fixed beacon removal triggers -Removed hero flag from goliath
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16/6/18:
Map 4 -Fixed duplicate transmissions -Fixed not being able to commandeer vehicles after disks were secured if you only had one technician left -Fixed Flag Beacon unit info pane -Added more ambient events
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m1- tutorial text updated mission objectives updated with every phase requirement academy mineral cost reset to 150 (from 200)
m2- orange overlords patrol
m3- orange clusters fortify after a short time orange defends more efficiently in the late game
m4- the ultralisk is invincible until the hack is carried out
m5- Confeds keep their bunkers staffed until they lose their command centers
m6- Antigan bases fall more regularly orange and chestnut attack the player(s) more frequently
m7- fix: second emitter spawns when first is planted fix: Confed base requests duplicate fix: beacons ask for defense prior to the emitter being planted zerg enrage miniscene now pings during the transmission additional production structure requests for Confed AI Sienna AI now nukes more frequently in the late game Confeds keep their bunkers staffed until they lose their command centers
m8- fix: rare desync/freeze due to dat requirements one supply depot has been added to each player base players gain control of their bases as soon as they land one depleted geyser has been added to each mango base non-mango Confeds keep their bunkers staffed until they lose their command centers Ackmed exists (fix this please) Mengsk unit responses have siege tank background sfx white now takes control of three strategic points as you destroy more Confeds
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m8 crashes after about 25-30 min when playing single also in the mission briefings there is 6 becons to deploy emitters but map has only 4 becons
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Thanks for the briefing report. I updated the map with a fix a week ago or so, can you tell me the creation date of the mod file you're running?
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The date is 2018-06-23 15:34, I'm playing on old CPU (i3-540) maybe that is the problem, I will try on different machine and let you know.
EDIT:
Yes, the problem was my PC, managed to finish the map on another machine without any issues
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My question is, can you make it so unlike the other hard mode map, when you go to attack one point the ai doesnt pour every unit from all over the map on you? literally hit 1 pylon and everything attacks you.
provided you win this battle(unlikely) you just win the game since they have no units
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On July 01 2018 17:37 Pit667 wrote: Yes, the problem was my PC, managed to finish the map on another machine without any issues Ok, if you encounter it again let me know. There was an issue where the game would freeze, but flat-out crashing to desktop shouldn't happen.
On July 01 2018 18:36 arb wrote: My question is, can you make it so unlike the other hard mode map, when you go to attack one point the ai doesnt pour every unit from all over the map on you? literally hit 1 pylon and everything attacks you. That's due to absence of define_max limits in the AI used in those maps. That doesn't occur in mine. If you find instances where you feel like this behavior is exhibited, let me know/send me screenshots/videos/etc.
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8 July 2018:
m1- fix: firebats not available for player 2 update: improve resource placement for player 2 update: zerg AI expands earlier into the game; is more aggressive
m2- update: improve resource placement for both players update: chestnut expands earlier into the game; is more aggressive
m3- fix: bottom right base doesn't morph creep colony to sunken colony update: chestnut expands into player 1's natural if allowed
m6- fix: orange and yellow units ignore Duke's army/base when nearby fix: chestnut expansions (replacing purple) hang early in-script fix: purple towns survive too long update: improve resource placement for both players update: orange script rewritten to increase difficulty + consistency new: south mineral-only claimed by orange early on
m7- fix: zerg survive too long without emitter plant fix: specific brown bunkers not being staffed fix: brown script running at improper location fix: ackmed spawning too early! go away ackmed!!!
m8- fix: inaccurate briefing objectives
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I've begun testing the 9th mission on my discord server. If anyone would like to help test and give feedback, join up and check it out!
12 July update:
general- update: improve AI expansion safety checks
m2- new: orange takes low ground mineral-only if allowed
m4- fix: raynor slowly degenerates life
m5- new: sienna takes top right expansion if allowed
m6- fix: inconsistent issue where duke's base falls prey to a bored idle guardian fix: inconsistent issue where chestnut fails to expand to purple bases if a command center dies update: increase minerals in player bases, northeast and southeast expansions, and in chestnut area town north of player 2 update: delay ensnare and spawn broodling research times, improve spellcasting logic for chestnut update: add weaker early attacks to all AI to increase scale-up time update: broodlings no longer spawn out of caves (die nekron) update: depopulate starting bases to increase scale-up time update: siege mode no longer researched for players update: reduce starting resources in singleplayer update: shorten opening and closing cutscenes update: reduce chestnut guardian count new: first appearance of experimental "smart" targeting; orange really hates tanks!
m8- new: sienna takes middle expansion if allowed
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general- update: Kerrigan benefits from Medstims update: Kerrigan no longer regenerates life without Medstims
m6- fix: creep under minerals in north zerg cluster
m9- new: 👋
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Mod doesn't work on patch 1.22 😥
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Hey thanks for reporting, should be fixed now. Just redownload the exe and give it a go.
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Working now, thank you
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m9 was quite challenging good job , but when I was trying to save below error pops up
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Thanks for reporting! I'll look into it and see if I can track down the issue.
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Alright, should be fixed. Thanks again for reporting it. Next update should include map 10 unless a serious bug is found between now and then. For now, I've shipped the following changes:
mod- neurostims now slightly reduces energy lost by cloaking
m1- update: co-op player now purple, AI ally now white
m2- update: co-op player now purple, neutral terran now white
m8- fix: AI ally stops attacking if scarlet is destroyed before sienna (and other weird things)
m9- add: upgrades for hero spell damage to science facility update: improve purple psi storm spellcasting fix: 'wax zerg' transmission sometimes plays without the players interacting with the zerg fix: rare bug that prevented saving if a town existed without any units assigned to it fix: bad tyrian attacks in early-game
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This update brings a host of updates for maps 1 through 9 ranging from minor corrections to gamechanging bugfixes. It also sees the debut of map 10, The Hammer Falls, possibly the only good map in the entire project. Going forward, Rebel Yell's updates will be limited to simple bugfixes, as I have no plans to do anything more with the project this year. I do plan on remastering the campaign in a 1.16.1-only mod sometime in 2019, but that is evidently a long while away.
I've learned quite a bit from this project and I am unendingly grateful to the people who supported it during a development phase that was far too long. Even though I look at it as little more than a tech demo of what could have been possible in SC:R were Blizzard concerned with supporting custom content, and see it as very much a disjointed mess of a project, Hydra's Rebel Yell campaign taught me a lot about AI and level design in RTS environments, and I've learned more in 2018 than I did in 2017, which is all anyone can ask for of their creative endeavors. Once again I will take the time to thank those who contributed the most: Neiv, iquare, Suicidal Insanity, and poiuy_qwert for creating the tools that make my work possible; Nekron, DarkenedFantasies, and ciox for their mindful feedback that improve my work; and lastly Connor5620, 2w.Sovereign, sinneddennis, and Ultralisks whose diligent testing facilitated avenues of iteration I only dreamed of in the past. Cheers to you all, and here's hoping that I'm able to make something genuine with this concept next year.
I'll have some announcements on my next campaign in a few short months, if I have my way. In the meantime, if you do find an issue with Hydra or have a suggestion for its improvement when I do return to it, don't hesitate to comment below or contact me directly.
Patch notes:
m1- fix: expand objective is considered complete before lifted command center lands fix: allied AI bunker doesn't load at map start add: victory transmission
m2- fix: marine repeats firebat "what the hell" dialogue
m3- fix: adjutant time warnings can play during victory dialogue fix: purple confeds do not die as intended (again)
m8- fix: white stops attacking if scarlet is destroyed before sienna
m9- fix: waits were ignored in outro triggers, causing cutscene to desync remove: debug triggers add: Ackmed (smh)
m10- new: now available
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I've shipped an update to the project that does the following:
m2- fix: singleplayer mode activates in multiplayer mode if player 2 loses all units add: fog of war reveal for backwater command centers at map start
m5- add: vision for players at antigan base
m9- improve: AI recall usage
m10- improve: AI recall usage
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