http://www.mooch.cjb.net
Starkraftman & Mooch
Fields of Xe'rhan Open RPG Final
9-11-01
My sympathies for all those who died today in New York City...

For any dumbasses who might want to play older versions because a certain clan is more powerful, or whatever reason, I have one thing to say: Enjoy the bugs! :) A brief mention that this map has been in development for near 18 months now. Why in the world did it take so long? Because through the making, the map has been corrupted three different times. The first time, I was lucky enough to be able to recover it using MPQ Viewer... The second time put me back weeks... and the third time only a few hours. I learned. Also, the map's vision was so engulfing, working from bottom up made the progress extremely slow. I had to eventually settle with second best, using many ideas that were meant just as temporary beta triggers. Ultimately, the maximum string and location cap killed the map's full potential. Warning: the map is confusing at first. Good luck, and thanks for playing.

-vFinal 1-
*Fixed level 4 Scourge and Scout bug
*Fixed mineral/gas values to disable "depleted" bug
*Fixed mage quest 2
*Weakened the Stealth defense by 2 damage (x2)
*Fixed the Stealth respawn
*Weakened level 3 and 4 Necromancer
*Strengthened the secret boss
*Hell hound damage increased, upgrade increments decreased
*Rotten Serpent damage increased, upgrade increments decreased
*Ultralisk cost decreased
*Various unit costs rebalanced
*Hero tank now has more life
*Fixed Necro quest 3
*Concealing golem costs fixed
*Modified terrain
*Harpy Lord minorly weakened

-v1.14- Next version will very likely be the final version
*Placed an upgrade cap (45 for everything but shields, which is 25)
*Made irradiate and Yamato more expensive to research (and made irradiate non-researched)
*Scorpian Harpy costs 2 grand (200 more)
*Renamed the Pylon
*Renamed the level 1 War clan Firebat
*Increased (barely) some spawn trigger locations
*Added a perk of resources to picking the Templar
*Added text explaining the free unit for War clan
*Changed the name of "warps" to be more self explanitory to new players
*Decreased cost of a tank by 400 minerals (they aren't worth it)
*Bunker lost a point of armor, build time set to 40 seconds
*War clan quest 2 is now harder
*Removed useless sunken colony at upgrade
*Enemies in the middle area who at attacked will no longer stock pile
*The War clan no longer have a spell targeter (yes!! This was my original intention anyway)
*Added two caves that act as warps
*All workers now have 600 life
*Quests now give double the amount of cash than is normally awarded for that experience
*Mooch's Pet now correctly stays invincable
*Mystic Wanderer's shields increased to compensate for decrease in upgrade step damage
*Mystic Wanderer's base damage increased to 20
*Level 4 Necromancer for Defiler class now gets 3 Mutalisks (yes, evilness, but they suck)
*Shrunk the area of influence (spawn range) for a Necromancer to reduce likelyhood of mistake summons
*Alliances no longer keep maintaining after the 20th minute
*Players can not be banned after the 25th minute


-v1.13-
*Fixed two placement error bugs (ERRRRRRRRRR unplaceable...)
*Fixed quest two
*Stealth weakened a little in upgrade damage increments
*Fixed Stealth Hallucinate spell
*Detect only costs 6 mana
*Irradiate cost 25
*Matrix cost 45
*Level 1 and 2 Stealth lowered HP
*Enemy cap increased by 20
*Mage clan town owners now have a larger experience cut
*Storm cost dropped by 2 energy (big whoop, I know)
*Changed a little something in the help
*Decreased level ups to 20, 50, 100 thousand points.
This should be the final bug update. If you notice, most updates now, regard balancing... Most...



-v1.12-
*Observer is powered up
*Stealth defenses got +2000 HP
*Scan costs 40 mana
*Enemy damage reduced to level 3 (oops, it was on level 5)
*Yamoto and siege mode enabled and removed from player 7
*Fixed inheritance bug (caused warps to stay friendly)
*Mage clan Mana Acolyte gets free exp
*Mage clan town owners now have a 20% exp cut
*Air upgrades now only have a higher gas costs, with less mineral increments
*All upgrades have a uniform increment pattern with increased increments (greatly)
*Players now have a money cap of 5k, 8k, 13k, 24k.
*Fixed level 3 mage damage
*Many hero stats changed
*Meat Grinder => Chaos Emissary
*Greatly decreased upgrade bonuses for most heroes (esp Chaos Emissary)
*Increased base damage for some heroes (esp Chaos Emissary)
*Re-arranged a few things around the map



-v1.11-
*Fixed OTHER Stealth Warp bug
*Races changed to Protoss
*Level 3 Subterrainian Evil fixed
*Players may now unally for up to 13 seconds straight before re-alliance occures
*Owning a town no longer hinders a players experience once they pass 60k
*Removed bonuses for owning CC, Hatchery, or Nexus
*Names changed to reflect this
*Plasma Shield base cost increased to 800
*Removed all but two gas extractors on the map (the map was never supposed to be that easy)
*All upgrades now have a cost curve: armor - minerals; attacks - gas increases in cost
*Added difficulty to the Necromancer quests, especially the last one
*Goliath life decreased
*Balanced experience earned for all quests
*Added level 2 spells for the mage (when a player reaches level 4)
*Decreased power of certain level 1 spells
*Increased the cost of Firebolt
*Dramatically altered Blinking Death
*EMP Shockwave removed
*Blue Flame Mana Crystal (Pylons) now have a cool effect that matches their name (hehehe...)
*Changed costs/strength of Guard Tower and Zerg defenses
*Fixed inheritance bug
*Slightly changed around the last quest
*Spiked Raven regains 500 shields
*Hell's Hound, Demonic Harpy, Ranged Defender, and Rotten Serpent beefed up
*And most importantly, made the computer start with level 3 attack upgrades to make the game harder!


-v1.10-
*Stealth Warp fixed
*Removed turrets belonging to player 6 (dunno why they were there)
*Fixed Thorns spell
*Bunker build time increased by 15 seconds
*Bunker cost increased by 200 minerals
*Bunker armor reduced by 1 to 3 armor
*Level 4 spam bug removed (AGAIN!?)
*Dis-allowed walking between status areas with Necromancer skill picker
*Secret Boss spawning correctly centers your view
*Spiked Raven life ratio changed
*Spiked Raven damage decreased
*Hero costs modified slightly
*Removed bug that created a Chaos Being in the middle of the map
*Few minor renamings
*Renamed Flying Lacky to Mystical Raven
*Added Mystical Raven to the spawn cycle
*Wraith Lord beefed up
*Wraiths beefed up
*Spider King beefed up
*Scholar of Time beefed up
*Added Destroyer into the final area
*Chaos Being beefed up
*Giant Spiders beefed up
*Mystical Raven beefed up
*Hound beefed up
*Armored Lizard beefed up
*Trading is now in increments of 25
*Twisted Carnaged beefed up
*Scout and Fiery Demon costs raised to a 100


-v1.09-
*Fixed a quest or two
*Hmm, can't figure out where the computer got Probes...
*Increased Necromancer life
*Fixed the Ban beacons
*Fixed what happens when a player leaves
*Proximity Punisher weakened
*Fixed minor alliance bug issues (when a player died)
*Increased the heal area life (that dies = no heal for you)
*INSTANT UPGRADES ENABLED!!!! THANK YOU GOLDEN URG!!


-v1.08-
*Upgrades for scouts, observers, carriers, hydralisks, zerglings, and vultures have been removed
*Two less minerals in the War town
*Disrupter web now costs 24 mana
*Ban area redisgned
*Ban correctly works
*Upgrades have been upped in cost, especially Protoss ones
*Changed Gas presence in far left
*Multiple quest bugs fixed (i finally realized what was wrong)
*War clan Firebat gets a PROBE, and the War clan dragoon gets an SCV now (adds spice, you know?)
*Guard Tower armor increased by 2
*The Ambush System has been weakened by 2 armor and gained 200 life

-v1.07-
*God damn it, the Necromancer quest 2 is fixed!!!
*Weakened Wandering Avenger
*Strengthened SCV Probe Drone
*Upgrades for Defiler and Corsair now cost more
*Stealth and War clan defenses improved
*Few minor things touched up, nothing too major in this update
Just to note: KoE2 RPG had 8 "beta" versions, 13 "normal" versions and 8 "version Finals"
So I am doing pretty good so far in comparison :D

-v1.06- I FINALLY FIGURED OUT WHAT WAS WRONG WITH...
*The alliances now should work correctly!! (long story short, the alliance checking location wasnt tall enough - who would have guessed)
*(hopefully) Fixed bug when two players were the healing Mage clan
*Necro Quest two fixed (A-freaking-gain)
*Help system improved (a tiny bit)
*Stealth clan units have a little armor now
*Fixed a few bugs in the death system
*Fixed Mage quest one (for reals)
*Fixed Thorns spell


-v1.05- There are curently about 350 triggers per player, in other words, approximately 2100 triggers in this map. Yes, there are bugs, now you know why I have a hell of a time finding them!

*Preserved the trigger to make the Carrier hero respawn (OOPS!)
*Changed the Ranged (dragoon) War clan hero order
*Fixed a typo in the intro
*Stasis disabled
*Ensnare is re-enabled (for kerrigan)
*Level 4 mages also have super heal spell targeters that stay at 50% life
*Spell targeters have 250 life
*Level for spam bug fixed for Mages
*Fixed a spamming bug when there were no buildings to gain
*Fixed a spamming bug when a player hit level four with the Mage clan
*Mana caps for all clans reformed
*Concealing golem now has +2 per level damage, and costs 1000 more Minerals and 150 total Gas
*Irradiate and defensive matrix have been weakened
*Mage (assault type) hero order has been changed making them much harder to use
*Changed how the Escape spell works for the mage
*Disabled one of the spawn locations
*Changed the Zerg AI again hoping it will work (damn it)
*Thorns weakened by 20%
*Invincability spell duration cut by 2 seconds on each clan that has it
*Exploding damned (Tempest) now deal 15% less damage
*SCV, Probe, and Drone damage reduced
*Fixed Doodad quirk in War clan

-v1.04-
*Warp system is now "server side" (player who owns the town owns the warp trigger)
	(This may cause bugs later)
*Spiked Raven weakened
*Level 4 for Healer mage has been improved
*Chaos Mage life altered
*Secret boss death now correctly gives experience if a lacky finishes him off
*Some terrain was morphed
*Demonic Harpy increased life, damage increased
*Wraith cloak decreased to 200 mana
*Scout cost upped to 80 minerals
*Turret build time increased to 60
*Proximity Punisher has 4 armor from 0
*Zerg AI improved yet again
*Additional buildings go away when a player dies or leaves
*Force name changed
*Towns are now automatically inherited by the next available player
*Siege mode has been re-enabled
*Recall costs 180
*Stasis now re-enabled at 200
*Recruiting special heroes now also costs gas
*Changed a few minor things about the secret boss


-v1.03-
*Fixed Necromancer Quests
*Fixed Blazing Warbringers Initiation
*Changed a few names
*Moved one of the enemy spawn locations
*Mad Sapper life decreased
*Fixed what happens after a player leaves
*Mooch's Pet has been powered up
*Mines can no longer be placed in the central town
*Weakened Enchanted Gatekeepers
*Fixed spawn bug involving SCVs
*Changed more terrain (in lower left)
*Caused one of the caves to warp enemies that touch it
*Improved the zerg AI
*Warp gate renamed

-v1.02 later that day-
*Fixed the invincability bug
*Added minerals
*Fixed Mage quest 1

-v1.02-
*Increased bunker armor and life, decreased cost
*Fixed invincability bug
*Cheapened Hydralisk and Zergling
*Fixed mage clan level 3 and 4
*Morphed terrain near stealth units
*Quest three for the stealth clan effects foes more, allies less (if none)
*Reformed minerals around War clan starting area
*Nukes are faster to build and cost a little less
*Recall now costs 200
*Personal cloaking costs 50
*Wraith cloaking costs 220

-v1.01-
*Removed the shuttle (holy crap that was still there)
*Made it so entering the top area with a worker KILLED it
*Changed stats of a few sub heroes
*Fixed auto alliance quirk
*Fixed alliance bugs
*Fixed the heal bug
*Fixed bug that spawned multiple heroes
*Fixed secret boss and made him tougher
*Gave secret boss an observer
*Fixed a quirk that made upgrading dangerous to your units
*Lowered all prices
*Gave the War clan a starting bonus
*Beefed Blinking Death
*Lowered exp for Healing Mage class
*Fixed Mage quest to work in multiplayer
*Weakened the scout and zealot Necromancer skills
*Placed a safety in case a player obtains a second hero

-*Official version 1.00*- This version was tested by only me
*Introduction changed a little
*Secret boss was weakened (holy crap he is buff still)
*Later Necromancer skills have been improved
*Level 4 achievement bug fixed
*Mana caps are now in place
*A turret that was misplaced has been fixed
*The secret credits no longer warp you home
*Quests all now work correctly
*The second mage quest now gives more builings and is slightly easier
*The mage lackies are stronger
*Blinking death has been improved and weakened
*The intro can now be viewed properly
*The text color for the central town display is now correct
*Cash is not awarded for buildings owned during upgrade
*Level 2 mage has been improved
*Dying correctly allows a respawn
*A bug in the death system has been fixed
*When a player is first in a town after choosing, they are automatically moved to Adem'l
*The Necromancers no longer have a spell targeter

*1.05* 1.04 became corrupted and so this is technically the 1.04 later release, since I had to restart from 1.04 original

-fixes-
*Improved lacky armor and damage
*Made spawn brood cost less
*Fixed upgrade area bug
*Modified the upgrade system
*Changed the mage clan's followers to be owned by player 8
*Quest 3 for the Stealth clan now effects computers
*Enemy cap effects all enemy types
*Fixed Stealth clan spells
*Weakened Thorns spell
*Feed back costs 15 mana
*Maelstrom costs more
*When a player escapes from his death, the text is now more diliberate
*Escaping now works multiple times
*Fixed two text bugs that spammed a player's screen
*Fixed a bug that made the Necromancer clan unable to get their second quest
*The Hidden Mercenary has more life
*Credits added

*1.04 later release* 232 locations (maxed out), 434  triggers
*Modified the upgrade system
*Fixed two text bugs
*Changed the mage clan's followers to be owned by player 8
*Quest 3 for the Stealth clan now effects computers
*Enemy cap effects all enemy types

*1.04* Maximum allowed text strings in map was reached. The over all detail of the map is now being lowered to allow all the ideas to be implemented.
231 locations, 440 units (erased beta units), 430 triggers exactly, over one year in the making, 351k unpacked, 229k super compressed (using importer)

-Fixes-
*Mission briefing is finished
*Beta movie skipping has now been removed and returned to normal
*War clan ultralisk improved
*The alliances now correctly work, they have been enhanced to also give vision
*Spawning has been significantly decreased
*Spawning now has a cap, at which point, the map is reset (everything dies)
*Enemies redistributed
*The tank and devourer are weaker.
*Zergling, firebat, and broodling are stronger
*Armor and shield upgrades are cheaper in relation to attack upgrades
*Fixed a bug with the Mage warp
*Mage quest 1 has been fixed to allow flying men to also warp
*Grave Watcher has been weakened
*More text added in various places
*Players now start with 10 mana and 3500 minerals
*"information" is replaced with "Quests"
*The Proximity Punisher has been weakened (the pop up gun)
*The SOUL is invincable
*Player heal buidings have 1000 more life
*Final quests placed for each clan
*Sorry, due to trigger limitations (max number hit) there is no ending for the map
*Addition terraforming
*Changed one of the War clan mission enemies
*To compensate for only having 1 level of spells, the following spells have been repowered: Blinking Death (25), Concealing Golem, Firebolt (3), Thorns (22), Hallucinate, and Detect
*There is now a way to escape SOUL form on your own at a cost of 12,000 total experience (and 1200 minerals)

-things to be considered in the next version-
*Only unfound bugs

*1.03* 340 triggers (expecting near 450), 492 units on the map (out of 510 expected).
By comparison, D&D maps have something around 200 triggers and 1300 units on the map to start.
The quests are now almost entirely implemented or balanced, but the third and fourth quests have not all been fully integrated. The map may finish by version 1.04.
-Fixes-
*Ban now works correctly (supposedly)
*Players who own town are now burdened by only retaining 17% of the experience they get.
*Redistributed enemies to ensure a more balanced experience distribution
*Removed Necromancer class experience bonus
*The entire Power clan has been weakened
*Fixed Mage quest #2
*All buildings weakened
*The first three quests for the Stealth class are in place
*Terrain re-edited in many areas
*Added two new sounds to the map (yes, larger map size)
*Ability to skip the introduction has been put in (although the intro is skipped in the beta)
*Intro has been improved (wait for the final release to see it)
*Added a quest playable by all the classes (secret quest #1)
*Chaosball is now the spell Escape (moves all men near the Spell targeter to the center of the map owned by that player)
*Stealth class now has a modified Hallucination spell
*Death system has now been implemented
*Death system for the Stealth Clan is different from other clans

-Bugs/ideas for 1.04-
There will be a total of three quests that will be secrets
Town prices may be tweaked
Upgrade prices may be tweaked

PLEASE REPORT BUGS AT MOOCH.CJB.NET! THE VERSION IS BARELY TESTED. ALSO, KNOW THAT MY SITE DOES NOT HAVE THE UPDATED TEXT!!

*1.02*
-Fixes-
*Alliances now also work correctly (supposedly)
*The bonus for the stealth class experience is increased
*Necromancer class now has a bonus on experience
*Upgrading is now less cryptic
*Mission briefing and introductions corrected for game time
*Old bug with experience now fixed: players with towns will not have as big of an advantage (possibly disadvantaged)

-Bugs/ideas looked into for 1.03-
*Testers, please get your friends together and test the BAN feature (you will need atleast 4 players for it to not auto erase itself)

*1.01*
-Fixes-
*Invincibility now works
*Blinking Death now correctly erases guardians
*Player banning feature now will work correctly in large games
*The DT's used to select spells are now invincible
*Minor statistics changed for certain enemies
*Spidermines now deal 50% more damage
*Enemy Archon now named correctly
*Thorns now deals 800% more damage
*Effect added to fireball spell
*Targeter life increased
*Timer increased by 30 seconds
*Conceal golem now lasts 50% longer
*Stealth class now gains experience at a faster rate, not continuous
*Text for map center re-written
*Gold trading bug now fixed
*InvincAbility is now spelled invincibility

-Bugs/ideas looked into for 1.02-
*The notorious upgrade center bug (testers take a careful look at this bug)
*Necromancers may get experience boosters of 50%, or lower level requirements
*The following spells are up for removal/enhancement: Conceal Golem and Chaos Ball (submit ideas)
*Town costs are too high
*Necromancer guild is at a disadvantage (and are boring)

-Additions-
*Quest two for the Mage Clan is now finished