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Changes to GLA Stealth General
Started by olli, Mar 06 2010 08:43 PM
1 reply to this topic
#2
Posted 24 June 2010 - 01:12 PM
As you should know by now, I've released the public version, so I'm changing gears a little in this area... I'm going to focus less on what I've done to get ready for the release, and more on what you can expect to change for this general in the NEXT release.
Stealth general... well... I'm not sure what to change on him. I have some improved code for the Panic Attack that will make it a little harder to resist, but that's about all I have on the table for him at this time. He's a little unusual as general's go. He has very little for powerful units, but he has some devastating abilities that can make PvP pure hell for his enemies.
Once everyone has had a chance to play him with the new changes I'm hoping for a good dialog here on how (if at all) he should change in coming versions.
Stealth general... well... I'm not sure what to change on him. I have some improved code for the Panic Attack that will make it a little harder to resist, but that's about all I have on the table for him at this time. He's a little unusual as general's go. He has very little for powerful units, but he has some devastating abilities that can make PvP pure hell for his enemies.
Once everyone has had a chance to play him with the new changes I'm hoping for a good dialog here on how (if at all) he should change in coming versions.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
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