
SC: Evo General Bugs
Ailoso opened this issue · 1 comments
Priority
- Firebats dont gain +1 range in bunkers
- Firebat weapons need to be non melee inside bunkers
- Flying CC's give placement error when trying to build a Comsat, Nuclear Silo
- Infesting CCs keeps already attached addons working
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Cancelling Morphs should refund 100%(Implemented only for campaign mod) -
Morphs Killed/Destroyed should refund 0%(Implemented only for campaign mod)
Data To-Do
- Review all building death models, a couple of them are larger or smaller than the parent
- Several UI icons are missing commonly used in Observer interfaces
- Do correct damage calculations for Infested Terran Suicide, Nuke and Yamato
- Workers carrying vespene should explode instead of their normal death
- Missing water ripples: High Templar, Goliath, Vulture, Firebat, Lurker, Lurker Cocoon, Infested Terran, Archon, Dark Archon (clear terrain ripple groups when units burrow)
- Hallucinations Sound Issues: Zealot, Dragoon, Marine, Overlord, Mutalisk, Queen, Probe, Firebat, SiegeTank(death model scale)
- Add hallucination effects to Scarab explosion if launched from hallucinated reaver
- Rename Tech Title for Core to "Broodwar Tech"
- Rename Tech Categories for Extension removing the "Classic" part about them
- Adjust tooltips for "sighting ranges" for Ghost, Scout and Overlords as well as the Plague tooltip
- Flying buildings don't have scan attack move
- Check that there are no data conflicts with all blizzard Co-op & Campaign dependencies
- Add sounds to all Cocoon hatchings
- Add vespene exhausted sound
- Add sc1 error placement sound
- Fix Developing/Upgrading/Researching/Mutating/Evolving texts to match sc1
- Add upgrades as non abilities as passives buttons to Command cards for units
- Add support for disabling tech requirements for passives
- Switch Photon cannon effects to use same as dragoon
- Some placement models use sc2 buildings for their low quality model
- Check if spider mines can target other spider mines
- Mind controlled arbiters cant cloak after mind control
- Add irradiate quirks and interactions
- In SC1, Protoss building play different 'What' sound when they are unpowered
- In SC1, Terran buildings play different 'What' sound when they are burning (see if it's possible to layer a burning sound)
- Display Spore and Sunken colony defense range for when placing down Creep Colony
- Fix nuke damage to match sc1 behaviour vs structures
- Add sound entries for to replace sc2 errors sounds
- Add missile visuals for interceptor attack
- Add shortened zealot help voice line to KR and english
- Goliath lifted by phoenix, snap to ground on death
- Add info to spider mine what it can attack
- Add info passive button to carrier explaining interceptor behaviour
- Repair button does not show on simple command card
- Dark swarm covers targets on multiple cliff levels
- Mutalisk weapon bounce only if hit target (no bounce on miss)
- Hatch, Lair, Hive one of them uses different worker rally button
- Scourge attack add physics impacts
- Unpowered, construction what for protoss buildings
- Check all sound match sc1
Crossover
- Do not increase max queue amount with resonant matrix
- Reduce sc1 stimpack duration/make it weaker
Questionable sc1 features
- Worker attacks should be counted as ranged instead of melee, shouldn't deal damage vs dark swarm (implemented in legacy)
Terran
Marine
- Marine remastered one of the fire/acid death animation variations, one of the legs is not animated (issue on blizzards model)
Comsat Station
- Re-implement Scanner Sweep Radius Actor
Spider Mines
- Spider Mines affected by Disruption web should have their Burrow Disabled
- Spider mines don't target dark templars
Zerg
- Starting and then canceling lair/Hive morph causes the morph animation to keep playing indefinitely or cause the animations become bugged (Hatchery looking like a Lair) (Low Priority due to possible new model)
- Drone attack should be ranged visual instead of melee
Infested Terran
- Add Infested Terran building attack toggle
Nydus Canal
- If tech restrictions are disabled you cant place nydus canal exits
Infested Command Center
- Infested CC needs a new Portrait
Defiler
- Defiler no fire, acid death sounds
- Missing water ripples
- Defiler Consume shouldn't be able to consume Larva
Protoss
- Recalling units should appear where at the location of the arbiter not where it was cast.
- When trying to shield battery restore something with full shield or target that is already being restored you get ‘Error’ message
- Legacy mod: add instant shield restore for carrier interceptor heal
UI
Burrowed spider mine has the structure attribute, while unburrowed it doesn’t (can’t be stasised or stormed not sure if this was possible in sc1)
I tested in the original, you can storm spider mines. (You can't stasis them, but I believe that is because it is burrowed, not because it would be a structure.)