StarCraft 2 Desert Strike (changelog)
Welcome, this is an unofficial changelog for the StarCraft 2 custom map Desert Strike, you can find the official post for this on the Battle.net Forum here. Please note I am just a fan of the mod and play it quite a bit, nothing more nothing less.

I did make very slight changes to the changelog, such as adding periods here or there, moving multiple lines on the same thing to a single line, etc.. just small changes like that, otherwise all information is correct and matches the changelog posts. I'll try to keep this updated the best I can, If you like this page, feel free to link it to others.

Newer updates are on top, you can click the version title to go to the actual post on the Battle.net forum.
Update: You can now find the official changelog here, this page will no longer be updated as of version .78. :)

Version .78   (01/14/11)

General
  • Fixed glitches associated with the most recent Blizzard patch:
  • Factory buttons should now be correct.
  • Destroy building buttons fixed.
  • Spartan building tooltip fixed.
  • Warpgates no longer build units.
  • Evolution lair is no longer invisible.
  • Starport buttons should be fixed.
  • Version .77   (12/09/10)

    General
  • Income turns off during Sudden Death.
  • Obelisk is now labeled as a structure.
  • Defenses built in the silo's "zone control" now take 2.5x as much damage.
  • Defensive structures cannot attack allies.
  • Fixed known exploits.
  • Version .76   (11/24/10)

    General
  • Pause, load and save buttons have been disabled.
  • Worker's can be revived and recalled from your base's beacon. This should work even if the beacon is completely covered and surrounded by buildings.
  • Total XP now visible in LTS.

  • Terran
  • Thor attack fixed (reset to normal).
  • Raven begins using abilities at a range of 5 instead of 8.
  • Predator damage decreased to 15.
  • Bio command can no longer receive vespene gas.
  • Barracks, Factory, and Starport cannot be destroyed unless in the air.

  • Zerg
  • Hunter Throne tooltip fixed.
  • Evolution lair tooltip fixed.
  • Evolution chamber no longer directly buildable. You must build a spawning pool, then morph it.
  • Moved Aberrant niche build button to evo chamber's old spot.
  • Roach price reduced to 320.
  • Aberration price reduced to 500.
  • Queen heal increased to 100 for 40, netting a total 500 hp per queen.

  • Protoss
  • Sentries no longer have a tech requirement.
  • Version .75   (11/22/10)

    General
  • Fixed a glitch that kept some games from ending.
  • Fixed a couple graphical issues.

  • Protoss
  • Cost of upgrading from Twilight Council to Unseen Shrine increased to 150.
  • Version .74   (11/21/10)

    General
  • SC2DS.com is live! Get over there and register!
  • Desert Strike will now be in the Tug of War category.
  • If a team leaves, you can no longer get 2 wins.
  • Units that are detectors now have decreased priority, like interceptors.
  • Detector buildings now produce only 1 detector each.
  • Implemented Change Log viewer in the LTS.
  • Added a unit counter to Sudden Death.
  • If your silo survives, you get Silo Survival XP even if you lose in Sudden Death.
  • The destroy building ability can now be used by your main building to destroy any building around your main building.
  • Units are much less likely to scatter around the silo or Desert Fortress when it is most likely to be harmful to do so.
  • Drones killed while burrowed can now be revived.
  • A possible fix for LTS resetting has been implemented. Scores are being reset to put everyone on equal footing and to eliminate corrupt score logs.

  • Terran
  • Terran Special now drops 50 nukes instead of 35. First is even more likely to hit.
  • Vultures cost 400.
  • Diamondbacks 800 for 2. Range upgrade removed (now 6), weapon speed 1.5, damage type is anti-light.
  • Reapers moved to supply depot for 300.
  • Sower is lowered supply depot for free. They are simply slow reapers.
  • Barracks tech lab now makes 1x predator. (260 hp)
  • Firebats now use stim.
  • Battle Cruiser costs 1700. Missile Pods removed.
  • Thor costs 1350.
  • Orbital Command creates 1x Monitor Dirigible for 600 and Planetary Fortress removed.
  • Ravens and Science Vessels are no longer detectors.
  • 1x Raven from Starport Tech Lab for 600.
  • Science Vessel from Starport Reactor for 600.
  • Medivac made from the Bio Command for 600, requires Starport.
  • Wraith made from the Refraction Core for 550, requires Starport.
  • Starport cost reduced to 550.
  • Only one building can be lift off at a time.
  • Rocketry Lab spawns 1x Spartan.
  • Spartan is an anit-air only ground unit with long range.
  • You can no longer pause building a bunker without canceling its production.
  • PDD timed life is now 45 seconds (was 180).

  • Zerg
  • Queen's melee attack removed, ranged attack now hits ground and air.
  • Brutalisk uses the Scout AI to focus fire on air, when in range.
  • Roaches now 330.
  • Swarm Guardian now 2200.
  • Evolution chamber and spawning pool can now morph back and forth for free.
  • Hatchery can now upgrade to an Evolution Lair that makes 8 Speedlings, or the normal Lair which now makes 8 Zerglings.
  • The Giant Spawning Pool and Hive now morph back and forth for free.
  • Spine and Spore crawlers now have 3 armor and their HP does not decrease when they uproot.
  • Spire (2x mutalisk) cost reduced to 700.
  • Greater Spire (1x Brood Lord) cost raised to 700.
  • Lurker now burrows at approximately range 7.3 instead of 8.
  • Hydralisk den can morph to Lurker Den and Hunter Throne. (1st Den can't morph).
  • Hunter Killer Added. Low damage attack with High anti-armor damage; range 7.
  • Hunter Throne spawns 2x Hunter Killer.
  • Hotkeys Changed: Tyrant Roost (T), Burrow (W).

  • Protoss
  • Sentry AI improved (Casts shield at a slightly larger distance. Doesn't run at enemy units before casting hallucination).
  • Protoss Ultimate's first wave of mind control can no longer acquire the Silo Monster. (Now making it like the other waves of mind control).
  • High Templar now has AI that keeps it from rushing in (via an invisible, 0 damage weapon).
  • Feedback now has a 30 second cooldown.
  • Photon Cannon does not change ownership when built. It has a free Psi Storm ability on a 30 second cooldown.
  • Carriers now cost 2300.
  • Scout AI now considers Colossi as air.
  • Scout now costs 600.
  • Observer now costs 650.
  • Colossi now cost 1.6k and Robotics Bay is a 4x4 building.
  • Twilight Council can change into an Unseen Shrine.
  • Unseen Shrine Produces 3 Zealot Outcasts.
  • Zealot Outcast is a Zealot with very low attack speed, 0 shield, and high HP.
  • Version .73   (10/24/10)

    General
  • Worker Recall now destroys bunkers that you own (i.e. bunkers in progress). It does not destroy bunkers that have been transferred to the purple and yellow player.

  • Terran
  • Tanks now costs 1800 and do not siege for broodlings.
  • Diamondbacks are now 1100 for 2.

  • Protoss
  • Fade initiate price raised to 1200.
  • Void Prism price lowered to 1400.
  • High Templar price lowered to 750; Feedback now has a 3 second cooldown.
  • Version .72   (10/16/10)

    General
  • I attempted to localize the map. If you play the game in a non-english language, please provide feedback!!!!!!!!!!!!!!!!!! What I want to know is if the weird text is gone that looks kinda funky (something like: blahblah/blahblah/param/13598192/). Has it been replaced by actual words?
  • Detectors no longer follow allied hallucinations.

  • Terran
  • Ghost cost increased to 900.

  • Zerg
  • Slugalisk: On death, now drops only 4 pygalisks (was 5). Cost increased to 800. Wicked Slime no longer hits buildings.
  • Ultralisks cost increased to 1850.

  • Protoss
  • Mind control no longer takes the Silo Monster.
  • Fade Initiate price raised to 1000.
  • Version .70/.71   (10/13/10)

  • Whoops. Sorry for anyone who may have gotten into the .69 version... had some stuff on the map for testing :/.
  • Version .69   (10/13/10)

    General
  • Removed rush ability.

  • Terran
  • Medivac cost reduced to 600.

  • Zerg
  • Ultras cost reduced to 1800.
  • Queen cost reduced to 800.
  • Infestor Neural Parasite should be able to grab air units again, and consistently lasts until the infestor dies.

  • Protoss
  • Fade Initiate: range increased to 10. Damage increased to 35;45 armored; cost reduced to 900. It now focuses fire on air within a range of 12 (AI effect, not weapon range).
  • Version .68   (10/12/10)

    General
  • Added a worker "rush" ability that is identical to the zealot charge in effect and has 10 minute cooldown. This ability is currently just a test to see if it is useless or overpowered. Let me know what you think of it so I can decide whether to remove or leave it.
  • Team LTS is now more consistant.
  • The players who spawn are now stated in Sudden Death.
  • The Sudden Death 500 hp/second drain begins at 8 instead of 10 minutes.

  • Terran
  • Barracks no longer requires a command center.
  • Tanks cost increased to 1700 for 2.
  • Diamondback cost decreased to 500.

  • Zerg
  • Spawning pool/evo chamber no longer require Hatchery.
  • Spine Crawlers cost reduced to 200.

  • Protoss
  • Gateway no longer requires nexus.
  • Fade Initiates now have 2 cannons, 1 of which attacks ground, and 1 of which attacks air. They use the same AI as the scout/wraith to focus fire on air when possible.
  • Fade Initiate price raised to 1200.
  • Void ray cost reduced to 950.
  • Version .67   (10/10/10)

  • Undid the Vulture dance "fix".
  • Version .66   (10/09/10)

    General
  • Structural detectors now have the intended detection range of 11 (instead of 20).
  • Creep Tumors are now properly removed from sudden death.
  • Implemented an AI fix that should enable units to scan for enemies more intelligently without scanning constantly. This fix makes it less likely for your units to run past while someone is attacking your silo, among other similar things.
  • Allied Detectors and enemy scourge ignore point defense drones.

  • Terran
  • Vultures don't do the weird dance they used to do occasionally (hopefully).
  • Vultures don't drop mines when they approach air units.
  • Vultures cost raised to 390.

  • Protoss
  • Dark Templars tend to spawn toward the back of your army.

  • Zerg
  • Infestors will no longer Occasionally attempt to Neural Parasite the middle Warp Prism.
  • Version .65   (10/09/10)

    General
  • Workers now have 2x hp (and protoss shields), lvl 3 armor, and their attacks deal 15 damage instead of 5.
  • Infested Terran eggs now killed by booms.
  • AI now ignores the battlefield while in combat instead of constantly searching for what else they could be hitting.
  • Implemented a fix for specials that should stop hackers from being able to activate specials in SD.

  • Terran
  • Adjusting ravens in hopes of making it more likely for them to drop stuff before dying.
  • Ghosts now cost 850 and cloak upon spawning.

  • Protoss
  • Dark Templars now cost 350.
  • Version .64   (10/08/10)

  • Point Defense Drones, Auto Turrets, and Creep are removed at the start of Sudden Death.
  • Dark Pylon build graphic fixed.
  • Adjusted the fix for the eternal special exploit to account for possible alternative methods of doing it, just in case.
  • After 10 minutes of Sudden Death, the 200 hp loss/second is being changed to 500 hp loss/second.
  • Fixed the SD spawn to not leave a small part of the army back by the Desert Fortress.
  • Adjusted Mothership AI.
  • Adjusted Void Ray AI.

    Version .63   (10/08/10)

  • Implemented a hybrid of the old and new AI systems that seems to take the benefits of both. Units shouldn't dodge past each other with any kind of frequency, now!
  • Version .62   (10/08/10)

  • Setting the AI back to the old AI until i can work out the glitches with the new system.
  • Version .61   (10/08/10)

  • The normal speed didn't get fixed last time, so I implemented a trigger that changes the speed to faster when the game starts, regardless of lobby settings.
  • Version .60   (10/08/10)

    General
  • The biggest change for this version: The AI has been reworked from scratch. Units should dodge eachother less. Detectors also now hang back a little more and have a higher visual range.
  • Start points adjusted to keep units from splitting at the Desert Fortress as much.
  • Fixed an exploit that allowed for infinite specials.
  • Fixed the silo bonus xp.
  • AFK players are easier to ban.
  • Disabled the ability to change the game speed away from fastest.
  • Computers are now auto-kicked -- this doesn't fix the leaderboard, but it fixes the spawns.

  • Terran
  • BC cost reduced to 2100.
  • Special drops 1 nuke on the front of the enemy army right at the start.

  • Zerg
  • Brutalisk air range now 12; cost 1500.
  • Slugalisk speed increased. Now pushes to the front.
  • Infestor Neural Parasite now costs 50 to use, so it'll be able to use it before dying.

  • Protoss
  • DZ now states on the button that it has hardened shield.
  • Archons are now 520.
  • MS is back in SD.
  • HT price now 800.
  • Version .59   (10/03/10)

    General
  • Boom now destroys spider mines only in your boom region, and Team 2's booms no longer destroy their own mines.
  • The "Specials" tip now says to build specials on fully upgraded CC/Nexus/Hatchery.
  • The silo survival xp bonus for SD games should be fixed.
  • Players that are in their own base are no longer affected by the teleport that occurs 10 seconds after entering the enemy territory.
  • Destroy building hotkey changed from L to K (for Kill... sounds like a Sue Grafton novel).
  • The exploit whereby a 1 player team gets excess gas and build space by entering an empty ally's base has been fixed.
  • If a team is empty or has more than 3 players, the game ends instantly, counts as a tie, and grants no experience. To avoid this, do not adjust teams in lobbies until all players are finished loading. If any player says "Pending" do not adjust teams!

  • Terran
  • Vulture cost raised to 370.

  • Zerg
  • Swarm Guardian splash radius increased by approximately .4 to reflect the removal of "extension by unit radius".
  • Zerg special: Creep no longer spawns around the enemy base. Creep Tumors produced reduced by 75%.
  • Infestors: Now drop only 3 infested terrans each and use NP on units with >149 current life. (I thought I changed this earlier, but noticed it was still set to units with >200 life.)

  • Protoss
  • Protoss special now mind controls twice as many units each 1-1.5 seconds.
  • Mothership is removed in Sudden Death.
  • Fade initiate damage is now 25; 45 armored.
  • Version .58   (10/01/10)

    General
  • Silos are removed When Sudden Death starts.
  • CC/Nexus/Hatchery now have the "Destroy building" ability.
  • Worker recall should now correctly refund 50 minerals.

  • Terran
  • Science Vessel: Now casts irradiate only once. Damage of irradiate is now 30 in 30 seconds instead of 15 in 30 seconds. (Campaign damage is something like 250 in 30 seconds).

  • Zerg
  • Slugalisk: The Wicked Slime ability is now red to make it more visually distinct from the green fungal growth ability.
  • Version .57   (10/01/10)

    General
  • Structural Integrity vote box now has an "X" button to close it, and it shows the continuing vote until it is closed or first spawn comes.
  • The game mode is displayed as the leaderboard title after 1st spawn.
  • 10 minutes after Sudden death starts, the Desert Fortresses begin to lose 200hp per second, thus ensuring that if neither army can deal damage, the game will not last forever.
  • Minor exploit fixed.

  • Terran
  • Goliath: Autocannon range upgrade fixed (range 7). Cost down to 1000.

  • Protoss
  • Void Rays: Cost down to 1000.

  • Zerg
  • Brutalisk: Cost down to 1600.
  • Version .56   (09/30/10)

    Terran
  • Marauders now 350 for 2.

  • Zerg
  • Hydralisks now 550 for 3.

  • Protoss
  • Archons now 500 for 1.
  • Dark Templar now 400 for 1.
  • Version .55   (09/29/10)

    General
  • Silo monster FF should be off. Also, attacks should no longer splash to air.
  • Worker recall should calibrate your worker's location correctly (it no longer thinks you're on the field).

  • Zerg
  • Banelings cost increased to 250.
  • Aberration cost increased to 550.

  • Protoss
  • Dark Zealot can now use the passive ability.
  • Archon price reduced to 550.
  • Dark Templar price reduced to 450.

  • Terran
  • Medic energy now starts full.
  • Version .54   (09/28/10)

  • Fixed a movement issue (push priority was low, making other units push it around) with Slugalisk that I'm hoping is the reason its pathing was terrible. Due to randomness, it'll still turn out poorly sometimes, but that should happen much less.
  • Hopefully (again) fixed the Alamandaros cheat.
  • Orbital command / planetary fortress can now be built next to geysers.
  • Terran special should now correctly disable at the last spawn.
  • Pygalisk should no longer hit air, and should now attempt to attack buildings.
  • I made the same fix with Guardian splash that blizzard made with Ultralisk splash - it is no longer expanded by large structures.
  • Version .53   (09/28/10)

  • Teleporting/building in expansion now kills the unit/building without refund.
  • Archon damage reset (whoops).
  • Version .52   (09/28/10)

  • Fixed Protoss Special.
  • Added a small description to the Queen's buttons so people understand her role.
  • Hopefully fixed the cheater (aka Alamandaros) entering his expansion glitch.
  • Version .51 (Update)   (09/27/10)

    Terran
  • BC cost 2200.
  • Goliaths cost 1100.

  • Zerg
  • Aberration: HP is 320. Leech is 120%. Attack speed is 1.5. Damage is 17.
  • Queen cost 850.
  • Corruptor cost 1000 for 2.
  • Guardians: Damage 35; 60 against light.
  • Slugalisk cost 750.
  • Lurker range increased to 8. Cost increased to 600.

  • Protoss
  • Twilight Council spawns 1x Archon for 600.

  • Also, be aware that xp is an indication of how well you have played OUTSIDE of whether you win or not.

    Version .51   (09/26/10)

    Global
  • In addition to what is being called a "Competetive Score" (Wins, losses, W/L ratio) on the LTS, players can choose to display an "XP Score", which represents successes as their current race, and is calculated for each race you play. There will eventually be minor rewards for achieving various XP landmarks with different races. These rewards are intended to be fun and light-hearted, but have little to no effect on the actual game. No XP rewards will be available when the patch is released, but you will be able to start earning XP right away.
  • Computer Players no longer needed to play 1v1s or 2v2s. Simply rearrange teams and launch (Note: You can't move players while the lobby says "Pending" for them, or it messes up teams).
  • Silo reward 1000, no cooldown.
  • Special abilities moved to the fully upgraded CC/Hatchery/Nexus and price decreased from 4500 to 3500.
  • Scouts/Wraiths now properly prioritize air over ground.
  • Numerous Glitch fixes and the ever so popular glitch where you harass people by building on the field or in their bases is gone.
  • Worker Recall removed. Worker Destroy replacing it. Pressing the button now destroys your worker and refunds you its build price.
  • LTS layout subtly altered.
  • Leaderboard spawn icon changed to indicate team.
  • Silo Monster Model type changed to psionic

  • Terran
  • Marauder price increased to 310.
  • Firebats - increased AoE of flame by 40%.
  • Vultures - Moved to tier 1 Merc compound (2 for 350), Damage bonus changed from anti-light to anti-armor, Mines reduced to 1 per vulture, Mine trigger radius increased; splash damage radius increased.
  • Medics - Tier 1 from Science facility, 1 for 270.
  • Ghosts - Cost increased to 800, Added Crius suit (Cloak doesn’t drain energy).
  • Vikings (Ground) +1 Range.
  • Goliaths - Cost increased to 900, Speed decreased from 2.95 to 2.25, Air range +3, ground range +1.
  • Diamondbacks - DBs added to factory add-on, 1 for 650, Added Shaped hulls (+50HP), Added Tri-lithium Power cells (+1 Range), Speed reduced from 2.95 to 2.25.
  • Tanks - Price is being reduced to 1600.
  • Vikings (Air) - Cost increased to 800.
  • Wraiths - 1 for 600 Spaceport add-on, Added Displacement fields (20% dodge while cloaked).
  • Medivac - 1 for 650 Spaceport add-on, Added double heal beam.
  • Battle Cruisers - Price increased to 2500 for 1, Yamoto windup reduced from 3 sec to .5 sec, Added Missile pods.
  • Detectors split into two different upgrade packages, 1 Raven and 1 Monitor Dirigible for 850 and 1 Science Vessel and 1 Monitor Dirigible for 850, Irradiate added to SV (Damage significantly reduced).
  • Missile Turret - Added fire suppression systems.

  • Zerg
  • Players now have the option to purchase speedlings or zerglings as tech buildings.
  • Zerglings: Spawning Pool/GSP.
  • Speedlings: Evo chamber/Hive.
  • Spawning pool/evo chamber and GSP/Hive count as equals tech wise.
  • Aberration - 1 for 450, HP reduced 350, Damage changed to 11 at .86 speed, Added Vampiric aspect: Leeches 130% of damage dealt.
  • Queen - 1 for 650, Heal reduced from 125 healed at 50 mana to 50 healed at 40 mana, Speed increased off creep to 2.25.
  • Hydralisk - Cost increased to 500.
  • Slugalisk - 1 for 650, Creates creep as it walks, Periodically releases slime, which disables most enemy unit abilities and releases 4 pygalisks upon death.
  • Pygalisks - HP 100, Damage: 10 splash in radius of 1. Speed .86.
  • Brutalisk - 2 for 2000, HP reduced from 1500 to 300, Size reduce, Armor 5, Movement speed 2.25, Attacks: Melee (damage 50, speed 2). Air (Damage 44, speed 2, range 10).
  • Ultralisk - Price increased to 2000.
  • Scourge - 4 for 1000, 3x3 building size.
  • Swarm Guardian - Damage changed to 45; 60 Light.
  • Corruptors - Price changed to 950 for 2.
  • Overlords - Moved to their own building (2x2 size), 2 for 600.

  • Protoss
  • Zealot - Price increased to 280.
  • Dark Zealots - Upgrade gateway to Warp gate, 1 for no additional costs (regular zealots do not spawn), 50 more shields than zealot, Movement speed 2.65, Damage 6;17 armored. .8 attack speed, Added Hardened shield, Dark Charge Ability: Cloak while charging, Charge from greater distance, No cooldown.
  • Sentry - Cost reduced to 270, Hallucination now costs no energy but has a 15 second cooldown.
  • Preserver - Tier 1 Shield recharger, 1 for 300.
  • Archon - 2 for 1100.
  • High Templar - 1 for 850 (Archon removed).
  • Dark Templar - 1 for 500 (Archon removed).
  • Colossus - Cost decreased to 1400.
  • Fade Initiate - 200 Shields; 100 HP, Movement speed 2.2, 15; 35 armored, Attacks both air and ground at range 8.
  • Phoenix - Cost reduced to 450.
  • Void Prism - 1 for 1500, Movement Speed 1.45, 45;65 light. Range 12. Attack Speed 2.2.
  • Mothership - Cost increased to 2000, Can have a maximum of 1 MS on the field at a time. (If one is on the field, your next wave will not spawn with an MS).
  • Version .50 (Update)   (09/08/10)

  • Fixed GSP not allowing unit revival.
  • Fixed Terran lift-off glitch. (I have no idea why it came back, cause I didn't edit those structures, but I've fixed it using a trigger that should catch any issues. If it ever happens again, I'm gonna go to town making sure that it is overly covered.)
  • Version .50   (09/08/10)

    Terran
  • Barracks Tech Reactor (Firebats) 280.
  • Factory (Ground Viking) 300.
  • Fusion Core (Battlecruiser x 2) 3000.
  • Command Center free.

  • Zerg
  • The Lair can now upgrade into a Giant Spawning Pool (GSP) 300.
  • There are now 2 types of zerglings: Zerglings (no speed upgrade) and Speedlings (w/ speed upgrade).
  • Speedlings from Lair (x8) and GSP (x16).
  • Zerglings (x5) from Spawning Pool = not Speedlings.
  • Spire (Mutalisk x 2) 750.
  • Brood Lord's price adjusted accordingly (650).
  • Ultralisk Cavern (Ultralisk x2) 1800.

  • Protoss
  • Cybernetics Core (Stalker) 270.
  • HT (x1) and Archon (x1) from Templar Academy.
  • DT (x1) and Archon (x1) from Dark Shrine (800).

  • Other Changes
  • Gas cooldown no longer pauses while on the main field.
  • Marines in bunker have health regen of 10 per 15 seconds, enabling continued use of stim pack. (This was actually changed in the last version, but I forgot to mention it.)