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STATUSNAMEWHAT ISTYPEDESCRIPTIONNOTES
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ProposedThe ReckoningMissionBalanceThe check for trashing the Odin early is way too generous with alotted time for Kerrigan-less and raceswapsAlso the timer keeps running after you get the check.
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In DevelopmentAegis GuardUnitBalanceAegis 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
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In DevelopmentBulwark CompanyUnitBalanceBulwark Companies currently outclass everything that costs remotely close to it, at level 0Nerf anti-ground attack. Make it more expensive
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ProposedHive Mind EmulatorUnitBalanceItemize 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
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ProposedInfested SCVUnitBalanceInfested SCVs basically act as a free economy upgrade that you get the moment you unlock any Infested unitMaybe increase charge cooldown time to at least double
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ProposedInfestorUnitBalanceItemize 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
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DoneRoyal GuardsUnitBalanceRoyal Guard units should not benefit from w/a upgradesMengsk ones don't, and they already have lots of damage and survivability
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DoneTriremeUnitBalanceBombs 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
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ProposedBurrow (Swarm Host)UpgradeBalanceMake Swarm Hosts able to burrow without an itemMakes the unit not miserable, Not baseline vanilla
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ProposedConcealment (Widow Mine)UpgradeBalanceMake Widow Mines cloak without finding an item. Makes them infinitely more usableBreaks fantasy
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ProposedGraduating Range (Siege Tank)UpgradeBalanceThe power level of this one upgrade is considerably higher than pretty much any other Siege Tank upgradeProposed 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)
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ProposedHellbat Aspect (Hellion)UpgradeBalanceMake 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
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ProposedMechanical Know-HowUpgradeBalanceExtremely strong, trivializes the game considerably once unlocked and can't be undoneEither reduce the effect in some way, or require it to be researched from the Armory, or both
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ProposedMercenary MunitionsUpgradeBalanceExtremely strong, trivializes the game considerably once unlocked and can't be undoneEither reduce the effect in some way, or require it to be researched from the Armory, or both
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ProposedResource Efficiency (Predator)UpgradeBalanceMake 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
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ProposedSpear of AdunUpgradeBalanceMake ultimates share a cooldownCurrently 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.
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ReportedClient Launcher tabClientBug*Hint* indication on mission launcher is inconsistent
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ReportedClient Launcher tabClientBugList of Missions doesn't update on reconnect sometimes
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ReportedVictory CacheClientBugIssue with Victory Cache and CollectVictory Cache locations can become untriggerable if the Victory location gets !collected
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ReportedVictory CacheClientBugInconsistent scouting behavior if victory location is collectedShould probably have it to where a mission's locations get scouted if the victory location is collected
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ReportedInfested LiberatorLogicBugUnit 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)
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ReportedPygaliskLogicBugPygalisk should be a valid option anywhere where Zerglings are validPygalisk-only Lab Rat should be logically valid, etc
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ReportedAmon's ReachMissionBugFix Amon's Reach raceswaps giving constant "ally under attack" alertsDisabled by trigger, but only affects protoss
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ReportedCutthroatMissionBugAI does not build Ravens in vanilla, AP version accidentally changed thatmay also affect other maps that haven't been reported
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ReportedHarvest of Screams (raceswap)MissionBugFor 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
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ReportedHaven's Fall (Zerg)MissionBugMain objective incorrect displayCould not be reproduced
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ReportedIn the Enemy's ShadowMissionBugTurrets are very inconsistent. Indicators facing wrong direction, turrets not visually turning
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ReportedInfested (Terran)MissionBugDisplay issue with objectivesCould not be reproduced
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ReportedOld Soldiers (Terran)MissionBugInitial nuke cutscene does not remove Spider MinesMight not be checking for burrowed units?
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ReportedPurification (Zerg)MissionBug 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)
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ReportedSupernova (Protoss)MissionBugstarting Trireme should be fully loaded with Bombers
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DoneThe Dig (Protoss)MissionBugStarting Pylons don't give Matrix Overload€ this was already fixed
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ReportedThe Great Train RobberyMissionBugAI does not build Ravens in vanilla, AP version accidentally changed thatmay also affect other maps that haven't been reported
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ReportedAutomated RefineryUnitBugMissing build completion alert icon
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ReportedCybernetics CoreUnitBugstructure lists Hybrid Containment Cell as a requirementCould not be reproduced
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ReportedEnergizerUnitBugUnit can buff some allies, but not otherscan boost Raynor but not Stukov in Reckoning
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ReportedFirebatUnitBugFirebats sometimes inflict Viral Plasma behaviour (missing icon)Should probably be removed; doesn't seem intended
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ReportedInfested Siege TankUnitBugHybrid knockback appears to cause the tank and legs to visually desyncObserved on Hand of Darkness
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ReportedSkylordUnitBugselection circles + flyer helpers get stuckSeems to happen on using Blink, but cannot reliably reproduce
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ReportedSlayerUnitBugTooltip name displays Level instead of "Slayer"Observed on Spear of Adun, could not be reproduced
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ReportedSwarm QueenUnitBugIn 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
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ReportedTriremeUnitBugBombers sometimes get stuck. Also, there's visual issues with the beam.
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ReportedWarp Robotics FacilityUnitBugMissing build completion alert icon
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ProposedClarify Tooltip on Goal missionsClientPolishSpecify that you need to beat a goal mission to goal the worldIf 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.
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ProposedTeam ColoursClientPolishFix team colours in raceswap missionsCurrently 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
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ProposedTeam ColoursClientPolishHave Kerrigan and Primal colours actually respect whether or not the player has Primal FormCurrently its tied to the vanilla mission, meaning Primal only affects an extremely small subset of missions now that raceswap is a thing
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ProposedVoid TradeClientPolishHave an option where you can send workers and receive nerfed non-player-race workers that can only minewhen you disable sending or receiving workers, not being able to send workers for void points really hurts the flow of the feature
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ProposedAll-InGeneratorPolishAllow both versions of All-In to generate in the same mission order
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ProposedControl AI AlliesGeneratorPolishAdd an option for Epilogue-onlyBy far the most requested use of Control AI Allies
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ProposedControl AI AlliesGeneratorPolishMake this option respect Selected RaceThis 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)
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ProposedMercenariesGeneratorPolishAdd a slider option that determines the maximum number of mercenaries you can generate per raceHaving access to too many mercenaries trivializes the game, buying half a dozen mercs at the same time is a huge power boost
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ProposedMission OrdersGeneratorPolishfor vanilla mission orders, only generate Epilogue missions if a campaign of that particular race is includedThis is to address the footgun of Epilogue resulting in the generation of a bunch of unintended items
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ProposedMission OrdersGeneratorPolishAllow mission exclusions for vanilla/shuffled mission orders
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ProposedShuffle No-BuildsGeneratorPolishReplace this option with a slider that sets the maximum number of no-builds to generate
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ProposedShuffle No-BuildsGeneratorPolishChange 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 orderTo prevent Oops! All No-Builds! situations that commonly occur when shuffling all no-builds
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ProposedWar Council NerfsGeneratorPolishRename this option to War Council Items"Nerfs" has a certain connotation that makes players assume incorrect things about what the option actually does
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ProposedDomination (raceswap)MissionPolishIshza's warnings on incoming waves of Zerglings could probably be changed to be race appropriate, they feel generic enough.
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ProposedGrowing Shadow (raceswap)MissionPolishWhen 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.
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ProposedLab Rat (raceswap)MissionPolishWhen 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.
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ProposedLab Rat (raceswap)MissionPolishAnnouncer 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.
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ProposedPlanetfall (Terran)MissionPolishUse laser drill build animation in Planetfall
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ProposedEchoes of the FutureMissionPolishCheck audio levels for transmissionsSome other missions as well, certain transmissions are significantly louder than others
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ProposedEmperor's GuardianUnitPolishRename this unit to something elseToo similar to Emperor's Shadow, I'm positive we can come up with something cooler
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ProposedMorphlingUnitPolishGive Morphlings a suicide buttonIf 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.
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ProposedNight HawkUnitPolishRename the Wraith Royal Guard (Night Hawk) to Winged NightmareThe canon Mengsk Wraith name is Winged Nightmare
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ProposedStalwartUnitPolishTooltip on Stalwart weapon explaining bounce/bounce damage
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ProposedVolatile InfestedUnitPolishUnit does not damage nearby enemies if killed before explodingInconsistent behavior with Banelings, a very similar unit
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ProposedWinged NightmareUnitPolishRename the Wraith mercenary (Winged Nightmare) to Phantom SquadronThe canon Mengsk Wraith name is Winged Nightmare
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ProposedSlayerUnitPolishMake the basic projectile red color, also indicate which attack gets bonus damage from blinkSeeing a slayer shoot a standard blue stalker weapon looks weird
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DoneDawnbringerUnitPolishMatch the color of the inner beamsBeams on the void ray model are still blue-ish, should be orange-yellow
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ProposedWarp RelocateUpgradePolishMake warp relocate same button position as liftoffBig 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
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DonePulsarUnitBalanceRework: 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
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DoneBullfrogUnitPolishModify ability so it tries to spawn the placeholder first, so a failed jump doesn't trigger cooldown
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ProposedBrood LordUnitBalanceBrood 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
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ProposedBrood Lord Resource EfficiencyUpgradeBalance-75 gas is too strong and makes brood lords very massable
Reduce to -25/-25, or at least -50 gas
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ProposedMutalisk Bounce UpgradesUpgradeBalance
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)
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ProposedMutalisk Upgrades (non-bounce)UpgradeBalanceReduce 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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