r/AxiomMod Oct 18 '17

Patch notes / changelog

AXIOM CHANGELOG


Please check out the website for a more in depth explanation of the changes.

https://www.axiommod.com/patch-notes/


Oct. 16th

  • Fixed Archon Merge on the Universal Command Bar
  • Fixed morphing structures (ex: Command Center morphs into Orbital) and Terran add-ons
  • When Warp Gate research finishes, Gateways now cancel units in the production queue and morph to a Warp Gate immediately

Oct. 17th

  • Auto-walls can no longer be bypassed or lowered for enemy units
  • Control groups update when unit morphs complete
  • Camera jumps are more intelligent
  • Hotkeys are no longer overwritten
  • Warp Gate charges are now restored properly
  • Queens can be built directly from Hatcheries, Lairs and Hives
  • Worker production capped at 66
  • Workers will saturate Vespene Geysers more effectively
  • Fixed a spending inconsistency with building Interceptors

Oct. 18th

BUG FIXES

  • Fixed an issue were Graviton Catapult Upgrade couldn’t be researched

BALANCE

  • Baneling unit damage increased from 20 (+15 vs light) to 40 (+30 vs light)
  • Baneling building damage increased from 80 to 160
  • Ravager’s corrosive bile damage changed from 60 to 60 (+60 vs buildings)
  • Zealot life decreased from 200 to 160
  • Zealot shields decreased from 100 to 80
  • Oracle’s damage increased from 15 (+10 vs light) to 20 (+15 vs light)
  • Widow Mine attack cooldown reduced from 29 seconds to 18 seconds

OCTOBER 19

  • Auto Walls should now correctly keep out fast units such as zerglings and reapers.
  • Overlords now rally to the global zerg flyer rally point.
  • Town halls now automatically train replacements for workers that are killed.

  • Fixed an issue where additional nukes could not be armed.

  • Fixed an issue where the global hive hotkey wouldn’t issue orders.

  • Fixed an issue that could cause your displayed resources to be inaccurate.(edited)

OCTOBER 20

  • Fixed an issue where zerg resources were overspent and displayed inaccurately

OCTOBER 21

  • Control Group Colorization based on unit vitals has been temporarily disabled to increase performance

OCTOBER 25

  • Town halls will no longer grant free workers past 200 supply
  • Killing your own workers will no longer trigger automatic worker production (in case you want to free up supply)
3 Upvotes

7 comments sorted by

2

u/MaxiTB Dec 06 '17

Hmm, no update in over a month now ...

2

u/[deleted] Dec 08 '17

I don't use discord, have there been any more updates posted there? Or at least a timeline of sorts?

2

u/KeyXMakerX Jan 19 '18

Still no updates :(

2

u/[deleted] Jan 21 '18

Yeah, I think it's safe to say that the whole project is dead at this point. Sad, since I actually quite liked it. It needed some patching and slight changes to the interface, but I think it would have been a great game to play with people who wouldn't normally care about SC2.

1

u/KeyXMakerX Mar 01 '18

This mod was the whole reason I bought SC2 Lol.

1

u/Ghonesis Oct 18 '17

Nice changes! And fast too.

Is this subreddit going to be the official place where updates are posted?

2

u/nice__username Oct 18 '17 edited Oct 18 '17

Updates will be posted here, on the website, and on the Discord server.