Add many tiles to Ashworld; Update Highwater with some blends and more layout changes; Misc minor fixes

This commit is contained in:
Pr0nogo 2023-10-26 21:15:29 -04:00
parent 3254e745e8
commit be27a44ef7
12 changed files with 14 additions and 4 deletions

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@ -14,21 +14,31 @@ Patch goals include:
- [Ascension Format Explainer](https://youtu.be/kl0RlFWqvXU)
- [Pr0totype #27 - For the Faithful](https://youtu.be/n6jupKt7wQg)
- [Pr0totype #28 - How Far We've Come](https://youtu.be/cimvhnWc1U4)
- [Pr0totype #29 - The Mapman Cometh](https://youtu.be/PcLMfM9c3jw)
## General
- Vision update timer has been sped up significantly (c. Veeq7 and DF)
- Painting missile launches with Eidolons and Seraphs can now be queued (c. DF)
- Terran cloaked units now use the new **Proximity Cloaking**, and are only decloaked if hostiles are within 3 range
- Burrowed units are now revealed slightly more generously by nearby ground units
- Worker wandering searches for better mineral nodes within 5 range, from 8, reducing unintentional inefficiences
## Tilesets
- The following tiles now provide a height difference:
- Jungle: Swamp, sunken jungle
- The following tiles were added:
- Ashworld: Magma to crushed rock cliff
- Desert: Cooled lava to dirt (all levels), compound to cooled lava (level 1)
- Ashworld:
- Magma cliff to crushed rock, jungle (level 1)
- Cooled magma cliff (level 1)
- Magma cliff to jungle (level 1)
- Active lava to jungle (level 1)
- Mud to jungle (level 1)
- Desert:
- Cooled lava to dirt (all levels)
- Compound to cooled lava (level 1)
- The following tiles were deprecated and are now removed:
- Jungle: Sunken jungle cliffs for temple and dirt
- Jungle:
- Sunken jungle cliffs for temple and dirt
## UI
- Scrolling with middle-mouse button is now buttery-smooth, complete with a config option for inverting the direction (c. Veeq7)
@ -90,7 +100,7 @@ Patch goals include:
- Hide decaying overlays on reclaimed units while they're cloaked (r. GreenEggs'NSpam)
- Removed the Attack button on garrisons, since it currently does nothing (r. neblime)
- Reset animations correctly for Protoss structures that re-gain power while in the middle of training a unit (r. The Shambler, c. DF)
- Stop counting Morningstars as military units in supply counter
- Stop counting Morningstars as military units in unit counter
- Correctly show cast range for Eidolon Missile Strike (r. GreenEggs'NSpam)
- Improved sync between Golem attack animation and actual damage (r. TheBeaver99)
- Added placeholder liftoff and landing dust overlays for Mantle and Starpad (r. TheBeaver99)

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