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Karawasa

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Everything posted by Karawasa

  1. Yes. There are tons of changes.
  2. I used to be in contact with the developer of the HoN version. He based it off of WarCraft 3. I do not know if he is still around or not. I'll shoot him an email though to let him know he can make it multiplayer.
  3. The optional flag would be predefined so that isn't possible. Anything can be set to optional. But it's the engine that decides whether to show it or not.
  4. Yup. Towers already target closest and stay on it? Good point. I find that annoying too.
  5. That'd clutter up the UI. What I can do instead is alter the default targeting behavior for specific towers. For instance, Disease could be lowest HP instead of closest. Let's discuss it here; https://forums.eletd.com/index.php?showtopic=3371 Speaking of lag...I've stumbled upon a solution; https://forums.eletd.com/index.php?showtopic=3372
  6. There is a way to make effect models (impact, projectile, ability etc.) optional. What this means is that the engine will automatically determine whether to display them based on the user's performance. This could go a long way towards decreasing lag. So, what's optional?
  7. Let's discuss changing the default targeting behavior (closest first) to something different for specific towers. Anything not mentioned would remain closest first. To start off; Disease = Lowest HPForge/Trickery/Well = Most ValuablePoison = Highest HPLife = Lowest HPMoney = Lowest HPCelerity = Furthest DistancePolar = Highest HPErosion/Jinx = Least Debuff Thoughts?
  8. Which towers? I'm updating fruit to remove all of the special abilities. Fruit will soon gain only HP and Armor (new). I will buff the ion movespeed.
  9. Agreed. It would remove all towers. A command would be faster than selecting all of your towers and selling them. You could skip to a particular portion of fruit by clearing each wave via the command.
  10. Ok, I'll include a sandbox mode! You'll have to be alone and you'll have to type -sandbox before the first wave comes. Commands present; mineralgasterrazineessencelivesmax (all elements)waveclear (kill creeps)kill (remove towers)pause/resume (timers)
  11. Thank you for reporting this. I will fix it for version 1.43.
  12. What I'm going to do is make Periodic in line with other Pures. Right now it has a better DPS ratio than anything else. The fact that it does Composite damage should be more than enough to justify it. I'm also going to nerf support DPS.
  13. It looks better each time you post . Keep up the great work! That is smart . I'm glad to hear you'd consider such an idea.
  14. I'm looking forward to it. Thank you! Yes and no. A big suggestion wouldn't make it into this version but it could appear in a future standalone product. I won't be adding new features but I'll make sure it's playable.
  15. An update is long overdue. What do you guys want to see? This might be the last chance to get something in so...
  16. Good points brought up. Your post might get me to do an update.
  17. I'm happy to see this! I'd want the tool to remain relevant.
  18. Very nice! I'm willing to host a version on the website.
  19. Increase tower damageIncrease tower speedIncrease tower rangeIncrease tower splashAdd tower critical strikeAdd tower mini-stunDecrease creep armorDecrease creep speedDecrease creep HP/ShieldAdd creep negative regenAdd creep bounty bonusAdd creep instant death %Turbo builder movement
  20. I'm having second thoughts about this idea. I worry that the new mechanics might be overwhelming to the player. I also worry that the base will dislike them. Besides, as you noted the hero makes this idea somewhat redundant. The nail in the coffin was that my proof of concept for this was time consuming. But I still believe that we need to make XP more important. Doing so will prolong the life of the game. It will also increase the quality of games as repeat players are better players. So how about something passive? Something that doesn't require much from the player. Something that shouldn't cause much resistance from the base. Yet something that has an impact. Auras. Imagine each builder giving a small bonus to nearby towers. A local bonus add strategy to the builder...how you move and position him becomes more important. It also doesn't impact balance as much as a global bonus. The effect can't be upgraded. That leaves less to balance and less for the player to figure out. Somehow we will need to come up with 20 different auras. Let the brainstorming begin!
  21. Yes, yes it does. I'll do that for the next update.
  22. I played a game recently where someone made a simple yet effective suggestion. Give builders an attack. The idea being that it puts more meaning behind builder selection. This in turn makes XP more prominent and that leads to more playtime. The builder will not be a replacement for the hero. The builder's attack can only be improved (damage, range, speed, splash) with minerals. Each builder will have a unique attack. Variations in element type, range, speed, damage, and splash accomplish this. Yet no builder will be stronger than another. Thoughts?
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