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1 | STATUS | NAME | WHAT IS | TYPE | DESCRIPTION | NOTES | |||||||||||||||||||||||
2 | Proposed | The Reckoning | Mission | Balance | The check for trashing the Odin early is way too generous with alotted time for Kerrigan-less and raceswaps | Also the timer keeps running after you get the check. | |||||||||||||||||||||||
3 | In Development | Aegis Guard | Unit | Balance | Aegis Guards are around as strong as Bulwark Companies The superstim they get at level 2 is completely overpowered; 300% DPS with 33% uptime The shield at level 1 is +300HP regenerating on a timer. This is way too much, maybe make it 50~100 | Make them much more expensive | |||||||||||||||||||||||
4 | In Development | Bulwark Company | Unit | Balance | Bulwark Companies currently outclass everything that costs remotely close to it, at level 0 | Nerf anti-ground attack. Make it more expensive | |||||||||||||||||||||||
5 | Proposed | Hive Mind Emulator | Unit | Balance | Itemize the current Hive Mind Emulator mind control behavior and drop it into OP items, change the baseline mind control behavior to a nerfed version. | Could be folded into an expanded nerfed unit baselines option For the nerfed option, only allow one unit at a time would be a decent start | |||||||||||||||||||||||
6 | Proposed | Infested SCV | Unit | Balance | Infested SCVs basically act as a free economy upgrade that you get the moment you unlock any Infested unit | Maybe increase charge cooldown time to at least double | |||||||||||||||||||||||
7 | Proposed | Infestor | Unit | Balance | Itemize the current Infestor mind control behavior and drop it into OP items, change the baseline mind control behavior to a nerfed version. | Could be folded into an expanded nerfed unit baselines option Nerfed option could be the melee implementation. One unit at a time, needs to stay connected, resets if Infestor dies | |||||||||||||||||||||||
8 | Done | Royal Guards | Unit | Balance | Royal Guard units should not benefit from w/a upgrades | Mengsk ones don't, and they already have lots of damage and survivability | |||||||||||||||||||||||
9 | Done | Trireme | Unit | Balance | Bombs drop too slow, makes the unit feel pretty inaccurate. Also, players really do not like the amount of friendly fire this unit has. | *Marked as done because unit has been reworked | |||||||||||||||||||||||
10 | Proposed | Burrow (Swarm Host) | Upgrade | Balance | Make Swarm Hosts able to burrow without an item | Makes the unit not miserable, Not baseline vanilla | |||||||||||||||||||||||
11 | Proposed | Concealment (Widow Mine) | Upgrade | Balance | Make Widow Mines cloak without finding an item. Makes them infinitely more usable | Breaks fantasy | |||||||||||||||||||||||
12 | Proposed | Graduating Range (Siege Tank) | Upgrade | Balance | The power level of this one upgrade is considerably higher than pretty much any other Siege Tank upgrade | Proposed change: every time the tank shoots, reduce bonus range. Maybe also reduce maximum bonus (5->3) If the Siege Tank loses 1 range bonus per shot, then the maximum range bonus should probably be reduced. If the Siege Tank loses 2 range bonus per shot, then it can probably stay the same. - "even resetting the buff entirely every shot could be fine, I would personally prefer that over reducing the +5 bonus." (Sraw) | |||||||||||||||||||||||
13 | Proposed | Hellbat Aspect (Hellion) | Upgrade | Balance | Make Hellions turn into Hellbats without finding an item. Or allow finding Hellbats as a Unit item instead, so you can produce finished Hellbats. Unlock the transform if you have both units. | New fantasy, Non-vanilla. Maybe as part of an option that buffs baseline of bad units | |||||||||||||||||||||||
14 | Proposed | Mechanical Know-How | Upgrade | Balance | Extremely strong, trivializes the game considerably once unlocked and can't be undone | Either reduce the effect in some way, or require it to be researched from the Armory, or both | |||||||||||||||||||||||
15 | Proposed | Mercenary Munitions | Upgrade | Balance | Extremely strong, trivializes the game considerably once unlocked and can't be undone | Either reduce the effect in some way, or require it to be researched from the Armory, or both | |||||||||||||||||||||||
16 | Proposed | Resource Efficiency (Predator) | Upgrade | Balance | Make Resource Efficiency baseline for Predators. They are pretty much unusable without it. | Makes the unit viable, Not baseline vanilla. Alternative: Bake in some portion of the RE | |||||||||||||||||||||||
17 | Proposed | Spear of Adun | Upgrade | Balance | Make ultimates share a cooldown | Currently both OP and doesn't play nice, as you just get a colossal power spike as they all come off cooldown at the same time. Potentially make the cooldown of the ultimate you just used be longer than the others, to encourage not just spamming the same ultimate over and over. | |||||||||||||||||||||||
18 | Reported | Client Launcher tab | Client | Bug | *Hint* indication on mission launcher is inconsistent | ||||||||||||||||||||||||
19 | Reported | Client Launcher tab | Client | Bug | List of Missions doesn't update on reconnect sometimes | ||||||||||||||||||||||||
20 | Reported | Victory Cache | Client | Bug | Issue with Victory Cache and Collect | Victory Cache locations can become untriggerable if the Victory location gets !collected | |||||||||||||||||||||||
21 | Reported | Victory Cache | Client | Bug | Inconsistent scouting behavior if victory location is collected | Should probably have it to where a mission's locations get scouted if the victory location is collected | |||||||||||||||||||||||
22 | Reported | Infested Liberator | Logic | Bug | Unit does not count as competent AA despite being an AA specialist | "I really don't feel like they are competent AA unless they have the cloud ability or x2 single target damage, maybe both." (Sraw) | |||||||||||||||||||||||
23 | Reported | Pygalisk | Logic | Bug | Pygalisk should be a valid option anywhere where Zerglings are valid | Pygalisk-only Lab Rat should be logically valid, etc | |||||||||||||||||||||||
24 | Reported | Amon's Reach | Mission | Bug | Fix Amon's Reach raceswaps giving constant "ally under attack" alerts | Disabled by trigger, but only affects protoss | |||||||||||||||||||||||
25 | Reported | Cutthroat | Mission | Bug | AI does not build Ravens in vanilla, AP version accidentally changed that | may also affect other maps that haven't been reported | |||||||||||||||||||||||
26 | Reported | Harvest of Screams (raceswap) | Mission | Bug | For raceswaps, on Casual and Normal difficulty, you do not get a free town hall at the expansion once you clear the first spire as you normally do in vanilla | ||||||||||||||||||||||||
27 | Reported | Haven's Fall (Zerg) | Mission | Bug | Main objective incorrect display | Could not be reproduced | |||||||||||||||||||||||
28 | Reported | In the Enemy's Shadow | Mission | Bug | Turrets are very inconsistent. Indicators facing wrong direction, turrets not visually turning | ||||||||||||||||||||||||
29 | Reported | Infested (Terran) | Mission | Bug | Display issue with objectives | Could not be reproduced | |||||||||||||||||||||||
30 | Reported | Old Soldiers (Terran) | Mission | Bug | Initial nuke cutscene does not remove Spider Mines | Might not be checking for burrowed units? | |||||||||||||||||||||||
31 | Reported | Purification (Zerg) | Mission | Bug | If you uproot right Spine Crawler, it will look like you can root next to the left spine crawler, but it just keeps trying to move close and never roots (looks like the defend core thing is big and pushes it away) | ||||||||||||||||||||||||
32 | Reported | Supernova (Protoss) | Mission | Bug | starting Trireme should be fully loaded with Bombers | ||||||||||||||||||||||||
33 | Done | The Dig (Protoss) | Mission | Bug | Starting Pylons don't give Matrix Overload | € this was already fixed | |||||||||||||||||||||||
34 | Reported | The Great Train Robbery | Mission | Bug | AI does not build Ravens in vanilla, AP version accidentally changed that | may also affect other maps that haven't been reported | |||||||||||||||||||||||
35 | Reported | Automated Refinery | Unit | Bug | Missing build completion alert icon | ||||||||||||||||||||||||
36 | Reported | Cybernetics Core | Unit | Bug | structure lists Hybrid Containment Cell as a requirement | Could not be reproduced | |||||||||||||||||||||||
37 | Reported | Energizer | Unit | Bug | Unit can buff some allies, but not others | can boost Raynor but not Stukov in Reckoning | |||||||||||||||||||||||
38 | Reported | Firebat | Unit | Bug | Firebats sometimes inflict Viral Plasma behaviour (missing icon) | Should probably be removed; doesn't seem intended | |||||||||||||||||||||||
39 | Reported | Infested Siege Tank | Unit | Bug | Hybrid knockback appears to cause the tank and legs to visually desync | Observed on Hand of Darkness | |||||||||||||||||||||||
40 | Reported | Skylord | Unit | Bug | selection circles + flyer helpers get stuck | Seems to happen on using Blink, but cannot reliably reproduce | |||||||||||||||||||||||
41 | Reported | Slayer | Unit | Bug | Tooltip name displays Level instead of "Slayer" | Observed on Spear of Adun, could not be reproduced | |||||||||||||||||||||||
42 | Reported | Swarm Queen | Unit | Bug | In some missions, they follow army rally point, in others, they don't use any rally point at all. | Haven't been able to find the cause yet | |||||||||||||||||||||||
43 | Reported | Trireme | Unit | Bug | Bombers sometimes get stuck. Also, there's visual issues with the beam. | ||||||||||||||||||||||||
44 | Reported | Warp Robotics Facility | Unit | Bug | Missing build completion alert icon | ||||||||||||||||||||||||
45 | Proposed | Clarify Tooltip on Goal missions | Client | Polish | Specify that you need to beat a goal mission to goal the world | If all victory locations are collected, all goal missions state, that you need to beat all other goal missions. Which got reported as a bug. It is unclear from the current tooltip, that you have to run one of the goal missions to goal, once you have all the victory locations. | |||||||||||||||||||||||
46 | Proposed | Team Colours | Client | Polish | Fix team colours in raceswap missions | Currently always uses colour set for original faction, not swapped faction. Would likely require retiring the Nova colour option in favor of a Terran colour option | |||||||||||||||||||||||
47 | Proposed | Team Colours | Client | Polish | Have Kerrigan and Primal colours actually respect whether or not the player has Primal Form | Currently its tied to the vanilla mission, meaning Primal only affects an extremely small subset of missions now that raceswap is a thing | |||||||||||||||||||||||
48 | Proposed | Void Trade | Client | Polish | Have an option where you can send workers and receive nerfed non-player-race workers that can only mine | when you disable sending or receiving workers, not being able to send workers for void points really hurts the flow of the feature | |||||||||||||||||||||||
49 | Proposed | All-In | Generator | Polish | Allow both versions of All-In to generate in the same mission order | ||||||||||||||||||||||||
50 | Proposed | Control AI Allies | Generator | Polish | Add an option for Epilogue-only | By far the most requested use of Control AI Allies | |||||||||||||||||||||||
51 | Proposed | Control AI Allies | Generator | Polish | Make this option respect Selected Race | This is to fix Control AI Allies often being a footgun. If AI Allies would normally result in a bunch of items for an unintended race to be generated, either: - Don't generate these items and give that race a set inventory for the mission - Only generate a number of that race's items proportional to the mission order (i.e. only 5% of a 20 mission order item pool being Zerg if your only Zerg is from Harbinger of Oblivion) | |||||||||||||||||||||||
52 | Proposed | Mercenaries | Generator | Polish | Add a slider option that determines the maximum number of mercenaries you can generate per race | Having access to too many mercenaries trivializes the game, buying half a dozen mercs at the same time is a huge power boost | |||||||||||||||||||||||
53 | Proposed | Mission Orders | Generator | Polish | for vanilla mission orders, only generate Epilogue missions if a campaign of that particular race is included | This is to address the footgun of Epilogue resulting in the generation of a bunch of unintended items | |||||||||||||||||||||||
54 | Proposed | Mission Orders | Generator | Polish | Allow mission exclusions for vanilla/shuffled mission orders | ||||||||||||||||||||||||
55 | Proposed | Shuffle No-Builds | Generator | Polish | Replace this option with a slider that sets the maximum number of no-builds to generate | ||||||||||||||||||||||||
56 | Proposed | Shuffle No-Builds | Generator | Polish | Change placement algorithm so that no-builds are more evenly spread out in a campaign instead of typically being all clumped together at the start of the mission order | To prevent Oops! All No-Builds! situations that commonly occur when shuffling all no-builds | |||||||||||||||||||||||
57 | Proposed | War Council Nerfs | Generator | Polish | Rename this option to War Council Items | "Nerfs" has a certain connotation that makes players assume incorrect things about what the option actually does | |||||||||||||||||||||||
58 | Proposed | Domination (raceswap) | Mission | Polish | Ishza's warnings on incoming waves of Zerglings could probably be changed to be race appropriate, they feel generic enough. | ||||||||||||||||||||||||
59 | Proposed | Growing Shadow (raceswap) | Mission | Polish | When the first Zerg wave is incoming, Karax warns the player of the attack. Its the very first thing you hear after settling into your base, and I find it jarring when I'm not Protoss. | The line is simple enough (incoming Zerg wave!) that there has to be plenty of options to swap it out with. | |||||||||||||||||||||||
60 | Proposed | Lab Rat (raceswap) | Mission | Polish | When the starting SCVs spawn from the cage, a Drone gurgle can still be heard. Presumably this is the same case for Protoss as well. | It should probably play an SCV or Probe voice line instead. | |||||||||||||||||||||||
61 | Proposed | Lab Rat (raceswap) | Mission | Polish | Announcer is still Zerg Adjutant for non-Zerg raceswap. Also, the music for the mission is always Zerg instead of the appropriate race's music. | Is there a Protoss Adjutant announcer available that could be used for Protoss raceswaps? would be funny to hear her say that we must construct additional Pylons. | |||||||||||||||||||||||
62 | Proposed | Planetfall (Terran) | Mission | Polish | Use laser drill build animation in Planetfall | ||||||||||||||||||||||||
63 | Proposed | Echoes of the Future | Mission | Polish | Check audio levels for transmissions | Some other missions as well, certain transmissions are significantly louder than others | |||||||||||||||||||||||
64 | Proposed | Emperor's Guardian | Unit | Polish | Rename this unit to something else | Too similar to Emperor's Shadow, I'm positive we can come up with something cooler | |||||||||||||||||||||||
65 | Proposed | Morphling | Unit | Polish | Give Morphlings a suicide button | If you make full supply worth of Morphlings, and your only available units to morph from them need additional supply, you have to kill your morphlings. Which currently takes a long time because of their 10 armor. Alternatively, allow worker harvest to kill them instantly. | |||||||||||||||||||||||
66 | Proposed | Night Hawk | Unit | Polish | Rename the Wraith Royal Guard (Night Hawk) to Winged Nightmare | The canon Mengsk Wraith name is Winged Nightmare | |||||||||||||||||||||||
67 | Proposed | Stalwart | Unit | Polish | Tooltip on Stalwart weapon explaining bounce/bounce damage | ||||||||||||||||||||||||
68 | Proposed | Volatile Infested | Unit | Polish | Unit does not damage nearby enemies if killed before exploding | Inconsistent behavior with Banelings, a very similar unit | |||||||||||||||||||||||
69 | Proposed | Winged Nightmare | Unit | Polish | Rename the Wraith mercenary (Winged Nightmare) to Phantom Squadron | The canon Mengsk Wraith name is Winged Nightmare | |||||||||||||||||||||||
70 | Proposed | Slayer | Unit | Polish | Make the basic projectile red color, also indicate which attack gets bonus damage from blink | Seeing a slayer shoot a standard blue stalker weapon looks weird | |||||||||||||||||||||||
71 | Done | Dawnbringer | Unit | Polish | Match the color of the inner beams | Beams on the void ray model are still blue-ish, should be orange-yellow | |||||||||||||||||||||||
72 | Proposed | Warp Relocate | Upgrade | Polish | Make warp relocate same button position as liftoff | Big plus to grid hotkey users --> NOTE: part of the reason it's where it is is because otherwise it would collide with the cancel button, so that's worth considering | |||||||||||||||||||||||
73 | Done | Pulsar | Unit | Balance | Rework: Channeled slow rather than stacking slow | Reduces APM tax, makes them more immediately effective in small numbers. Will require rework for "defense debuff at max stacks" upgrade | |||||||||||||||||||||||
74 | Done | Bullfrog | Unit | Polish | Modify ability so it tries to spawn the placeholder first, so a failed jump doesn't trigger cooldown | ||||||||||||||||||||||||
75 | Proposed | Brood Lord | Unit | Balance | Brood Lords can trivialize large swaths of missions by themselves without any upgrades, and their upgrades are very powerful Nerfing specifically their range and sustained strength makes them more interesting to micro with an "alpha-strike", and interacts in a cool way with their speed upgrade | Proposed nerfs/changes: Split WC upgrade nerf (like Vanguard): -3 range + doubled broodling respawn time Add more meh-tier upgrades, like: +1 broodling stored (to launch) Spawn broodlings on death (maybe spawn and fire 8 broodlings at the closest enemy on death) Initial broodling strike deals bonus damage to something specific (Armored?) note: Can delete this, added to item ideas list | |||||||||||||||||||||||
76 | Proposed | Brood Lord Resource Efficiency | Upgrade | Balance | -75 gas is too strong and makes brood lords very massable Reduce to -25/-25, or at least -50 gas | ||||||||||||||||||||||||
77 | Proposed | Mutalisk Bounce Upgrades | Upgrade | Balance | Nerf Severing Glaive from "bounces deal full damage" to "bounces deal +2 damage" In addition, we could turn Severing Glaive into a progressive upgrade to regain "bounces deal full damage", marked as OP. Alternatively (simpler): Add +2 bounce damage as a separate upgrade Chuck Severing Glaive into OP items | Mutalisk full bounce damage + bonus bounce upgrades go insanely hard together, numerically: Baseline: 9>5>3 (17 dmg) Bonus bounce: 9>5>3>3>1>1 (22 dmg, +5) Full bounce: 9>9>9 (27 dmg, +10) Both: 9>9>9>9>9>9 (54 dmg, +37) This makes Mutas deal over 3x base damage. MP mutas deal 9>3>1 damage, for comparison. I propose nerfing Severing Glaive from "bounces deal full damage" to "bounces deal +2 damage" This changes the math to: Severing: 9>7>5 (21 dmg, +4) Severing + Vicious: 9 > 7 > 5 > 5 > 3 > 3 (32 dmg, +15) | |||||||||||||||||||||||
78 | Proposed | Mutalisk Upgrades (non-bounce) | Upgrade | Balance | Reduce Aerodynamic Glaive Shape from +2 to +1 range Add upgrades: Mutalisk gains +35 life (Fibrous Core) Mutalisk gains +1 armor (Interlocking Scales) | +2 mutalisk range is very strong on 3 base range, and out of proportion with a lot of other range upgrades Additionally, mutalisks could use more non-dps upgrades in general, partially to curb their power level with lower upgrade counts, but also because more upgrades is more fun | |||||||||||||||||||||||
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