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Mega tier 1 revision (patch notes nforthcoming)
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@ -149,7 +149,7 @@ Cerberus Railgun (Sentinel)
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Vapid Blaster (Vagrant)
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Khaydarin Ray (Matrix)
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Blindside Rockets (Sundog)
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Twinstrike Cannons (Matador)
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Twinstrike Flamethrowers (Matador)
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Bisecting Blades (Zarcavrokor)
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Bones of Reflection (Zarcavrokor)
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Retractor Batteries (Pegasus)
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@ -46745,10 +46745,15 @@ MatadorGndAttkInit:
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nobrkcodestart
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playfram 0x100
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playsndbtwn 2161 2163 # Matador weaponfire 01, 02, 03
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attackwith 1
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wait 1
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imgol 421 0 0 # FlameThrower (thingy\flamer.grp)
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attkshiftproj 24
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wait 1
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attkshiftproj 52
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wait 1
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attkshiftproj 80
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wait 3
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playfram 0x00
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wait 1
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wait 3
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nobrkcodeend
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gotorepeatattk
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goto MatadorGndAttkToIdle
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@ -47696,15 +47701,24 @@ EpigraphDeath:
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EpigraphGndAttkInit:
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nobrkcodestart
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playsndbtwn 1926 1928 # Epigraph weaponfire 01, 02, 03
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playfram 0x20
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attackwith 1
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wait 1
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playfram 0x00
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wait 1
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playfram 0x40
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attackwith 1
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wait 2
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wait 1
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playfram 0x00
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wait 1
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playfram 0x60
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attackwith 1
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wait 2
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wait 1
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playfram 0x00
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wait 1
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playfram 0x80
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attackwith 1
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wait 2
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attackwith 1
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wait 2
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wait 1
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playfram 0x00
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nobrkcodeend
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gotorepeatattk
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@ -3,7 +3,11 @@
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## Designer's Notes
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We will revise reclamation (and other corpse interactions), as well as Vulture mine-laying.
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We have also increased worker training times as another means of testing a slower scaling for the early-game. It should also help to leave more room for "flow" inside early build orders, while increasing the value of parallel worker queues.
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We have increased worker training times as another means of testing a slower scaling for the early-game. It should also help to leave more room for "flow" inside early build orders, while increasing the value of parallel worker queues.
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A stat adjustment has occurred with the aim of creating a game state with higher time-to-kill than what has hitherto been seen within Cosmonarchy Brood War. We believe this shift will create a less-volatile game at all stages of all matchups, and allow for individual mistakes to be less about losing the game and more about ceding advantages to your opponent - which will, of course, eventually lose you the game!
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Just like every other large-scale change we have attempted recently, this will be tinkered with and evaluated over time, but we are excited to achieve a game state that allows for more measured play and less coin-flip interactions. Stay tuned!
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## Gameplay
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- During construction, Masons and Taloses now move in a predictable pattern (c. DarkenedFantasies)
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@ -29,6 +33,7 @@ We have also increased worker training times as another means of testing a slowe
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- Terran lifted buildings now play the "base is under attack" notification
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- Replays are now auto-saved (c. Veeq7)
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- Team UI now has a config option for showing your own stats in the same style, defaulting to off (c. Veeq7)
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- A new emoji has been added to the font (c. DarkenedFantasies)
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## Terran
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- Mason:
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