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Everything posted by Karawasa
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Changelog: -Major improvements to lighting cosmetics (green's area [desert] no longer burns the eyes!) -Game now saves your last selected builder -Fixed attack priority for elemental bosses (no longer prefers them over creeps) -Fixed casual mode starting off with less time than intended (on Hero/Mazing) -Tweaked heights of Mothership, Corrupter, Bullet Train, and TerraTron builders for cosmetics -Tweaked creep health/shield regeneration to 2% per second (Mazing) -Nerfed Sunburn to 80 damage per second (Hero)
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Regeneration at 3% currently. VH is definitely possible with 6 element. 1% would make it a joke. 2% was the previous value. You mention us being in the top echelon of players. That is true. But, most players aren't doing VH. Normal and below are by far the most prevalent. Players who understand the basics of mazing cruise through most of the game at this level because of this. Players who have no idea how to "maul" are screwed anyway. I propose you host some public mazing games on casual and all pick mode. Edit: After some consideration we can revert it to 2%.
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Changelog: -Fixed a bug where the random algorithm was still treating tier 2 @ level 20 instead of @ 15 for extra short -Changed difficulty setting vote calculation to a weighted average instead of a simple maximum -Set host's bonus weight in game settings vote to a constant 2 -Buffed Image creep image duration to 10 seconds -Buffed Fast creep speed multiplier to 3x -Buffed Undead creep revive health/shield percentage to 40% -Buffed Mechanical creep force field duration to 3.6 seconds -Buffed Healing creep healing percentage to 25% -Changed Hero mode interest timer to 20 seconds -Changed Hero + Mazing mode interest timer to 25 seconds -Fixed bug where some end game messages weren't being displayed -Fixed bug where next wave could prematurely start (Teams) -Fixed bug where second player was not getting credit for winning (Teams) -Fixed bug with Race mode not working if you are the second player and your teammate left (Teams) -Buffed Pulverize to 25% chance and 6 AoE (Hero) -Buffed Sunburn to 100 damage per second (Hero) -Fixed Image creeps not having correct regeneration rates (Mazing)
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Changelog: -Lots of tweaks to the graphics lighting for performance improvements (still looks great on medium+) -Made Napalm (DEF + Hero) do composite damage on explosion -Fixed Maledict (DFN) and Frostbite (ELW) not working correctly with shields (Hero) -Buffed Napalm to base 8 layers of application(Hero) -Buffed Sunburn to 80 damage per second (Hero) -Changed the interest timer interval to 20 seconds (Mazing) -Cosmetic improvement to checkpoint markers for red, teal, yellow, and pink (Mazing) -Cosmetic improvement to orange's exit area (Mazing)
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This is back in action. I am getting a new coder. I want to finish 4.4 for you guys. Please share your ideas!
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I just hotfixed in a buff to Flamethrower, Napalm, and a tweak to hero ability costs. A couple of bugs with mazing too.
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Say Flamethrower hits 3 creeps each attack. It will do 100+40 damage every 0.66 seconds. That's ~200 damage per second. Now multiply that by 3. You're getting 600 damage per second. There are obviously some assumptions made here. Compare this to say Laser which does 900 damage per second. Given that Napalm requires the creep to die for full damage, it does seem a bit underpowered. I propose 120 attack damage with 60 Napalm damage. That gives ~275 damage per second with a total of 825 damage.
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Your initial math is off by a factor of 10.
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It definitely does damage but I'm curious about what the first bug you mentioned is?
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Done, done, and done.
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Changelog: -Fixed Napalm (DEF) not doing damage -Fixed Napalm (DEF) preventing Arbitrage (EFL) and Afterlife (LN) from working -Buffed Napalm (DEF) to 60 damage -Buffed Flamethrower (DEF) to 120 damage -Various cosmetic improvements to Purple's area (Mazing) -Fixed inability to summon elements as player 2 on team 4 (Mazing) -Fixed inability of player 2 on team 4 to spawn elementals (Mazing) -Fixed ability of basic element towers to block (Mazing) -Changed ability costs to 20/25/30 (Hero) -Tweaked Grim to 200 base damage and 20 mana cost/3 sec CD (Hero) -Fixed issue with weapon having endgame damage after rematch (Hero) -Fixed issue with Napalm not doing damage upon creep death (Hero) -Buffed Napalm to double the number of layers added (Hero)
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Prepare for a visual treat if your graphics settings are on the higher end. Changelog: -Improved various cosmetic lighting parameters for a more vibrant atmosphere -Improved cosmetic appearance of Dark Archon builder -Increased the AoE of Orbit orbs (DFL) -Increased health/shield regeneration to 3% (Mazing) -Fixed Grim (DN) not accounting for shields in hero mode -Fixed level 2 Spore ability bug (Hero) -Evolve menu no longer closes when you make a purchase (Hero) -Nerfed Grim to 40/60/80 mana and 6 second CD (Hero) -Buffed Cast Lightning to 40/60/80 mana and 6 second CD (Hero) -Buffed Napalm to 6 AoE for apply (Hero) -Fixed Grim ability on hero not accounting for shields
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Just released a hotfix version that improves the growth of the hero weapon. It should now be easier early game but about the same end game.
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Changelog: -Increased the time you get to prepare for level 61 -Tweaked Ray Tower to 1 damage and 0.66 attack speed -Modified the graphic scale of creeps across the board (higher level = bigger size) -Increased size of Spore (EN) boomerang damage radius by 25% -Increased size of Helix (LW) radius (including explosion) by 25% -Tweaked Ice Tower (LW) to 1 attack speed -Increased turning rate of creeps (should help when moving past corners) -Fixed selection issues with Nova/Jinx Towers (would take selection precedence over builder/hero) -Reduced movespeed of the pathing dummy to help new players (Mazing) -Changed checkpoint marker to show on low graphics for Yellow's area (Mazing) -Fixed Undead/Images not having correct regeneration values (Mazing) -Clones that block pathing are now removed from the game instead of killed (Mazing) -Reduced size of building doodads on the bottom row of Teal's area (Mazing) -Added a cancel button to the evolve menu (Hero) -Tweaked weapon damage so that it starts stronger but ends about the same (Hero) -Tweaked pulverize to 20% chance, 4.5 AoE, and 8 mana cost (Hero) -Increased size of boomerang damage radius by 25% (Hero)
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Changelog: -Fixed Disease Tower (DN) and Celerity Tower (FNW) getting double bonus from Fire Up (EF) -Fixed issue where creep order would be random if non-chaos selected when previous round was chaos -Tweaked health/shield regeneration to a constant 2.5% after level 10 (Mazing) -Removed health/shield regeneration from elementals (Mazing) -Improved checkpoint indicators for orange area (Mazing) -Fixed clones being able to block path (Mazing) -Fixed Grim/Impetus floating text not scaling (Hero) -Nerfed Pulverize to 3 AoE (Hero)
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Changelog: -Further optimized water for performance -Fixed image creeps not having damage reduction -Fixed Maledict (DFN) not working under various circumstances -Fixed leaderboard not updating current/next waves in short/extra short mode -Images now last for 7.5 seconds -Tweaked hero spell damage increase to 50*(1.3^level)% -Fixed an error with rematch if the previous "round" ended on undead wave -Reduced size of Jet Tower (EW) explosion (performance increase) -Reduced size of Ice Tower (LW) graphics (performance increase) -Reduced size of Fire Up (EF) and Spring Forward (NW) buffs (performance increase) -Reduced size of Sunburn (FN) debuff (performance increase) -Buffed hero base mana regen to 3, buffed mana regen from speed amp to 0.16 -Buffed cast lightning to 200 base damage (Hero) -Buffed impetus to 300 base damage (Hero) -Increased health/shield regen to 1/1.75/2.5/3.25/4% (Mazing) -Fixed elemental bosses not having health/shield regen (Mazing) -Fixed undead creeps not having shield regen (Mazing) -Fixed image creeps not having health/shield regen (Mazing) -Fixed undead creeps not having correct damage reduction (Teams) -Fixed issue where second person on team not getting credit for winning (Teams) -Fixed position of random indicator (Teams)
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Have a friend you play with? Team Mode is now for you!!! Changelog: -Major overhaul of Team Mode!! -Buffed all single element towers by 40% (except Earth and Periodic, up by 50%) -Basic element towers are now equivalent to amplified, amplified removed -You can now get tier 2 element at level 15 and tier 3 element at level 35 in random -Tier 2 elements automatically die now when summoned at level 15 in short mode -Made some optimizations to water for performance reasons (Blue, Orange areas) -Buffed Napalm (DEF) to 40 damage -Creep HP regeneration growth nerfed to 1/1.5/2/2.5/3% (Mazing) -Implemented creep shield regeneration when hero mode is on (Mazing) -Nerfed Sunburn ability to double mana/cooldown but 50% damage increase (Hero) -All abilities with 60 mana cost are now 9 sec CD, all 90 mana cost are now 80 with 12 sec CD (Hero) -Implemented level requirements for abilities in Hero (based on hero level, not player XP) -Mana cost of abilities now increases by 50% per level (Hero) -Tweaked Pulverize back to 4 AoE but added a mana cost to passive activation of 6/9/12 (Hero) -Gave hero patrol
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Changelog: -Removed all XP requirements from upgrades (Hero Mode) -Fixed Tidal/Tsunami (LNW) doing huge amounts of damage -Reverted random mode change (tier 2 at lvl 20, tier 3 at lvl 40) -Reverted tier 2 elemental dying at start on short, tier 3 dying at start on extra short -Increased spell damage growth to 60% per level (Hero Mode) -Tweaked Damage Amp to 4.5%/3%, 1 terrazine cost, 75 cap (Hero Mode) -Tweaked Speed Amp to 2% and 0.1 mana regen, 1 terrazine cost, 75 cap (Hero Mode) -Tweaked Mana Amp to 16 mana, 1 terrazine cost, 25 cap (Hero Mode) -Nerfed Pulverize to 3 AoE (Hero Mode)
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Can you post a screenshot? I placed a ray right next to a nova/quark and it seemed different to me...
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Yet another radical version. This time I've added heroes for your enjoyment! Changelog: -Added HERO MODE!!! -Lowered required number of players for XP to 2 -Rematch no longer awards XP if game ceases to be multiplayer -Tier 2 elemental possible at level 15, Tier 3 elemental possible at level 30 (Random) -Tier 2 elemental dies if summoned at level 15 in short mode -Tier 3 elemental dies if summoned at level 30 in extra short mode -Fixed Flamethrower Tower (DEF) having only 1 damage -Added an autocast to Respite (ENW) -Added a life regeneration rate in addition to speed boost of 1/2/3/4/5% of max HP (Mazing) -Elementals now have proper speed boost (Mazing) -Fixed unbuildable spots in yellow's area (Mazing) -Fixed unbuildable spots in various areas (Mazing)
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Random sell obsolete (feature removed).
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Changelog: -Added Pathing Dummy at game start to indicate creep path (Mazing) -Fixed clone blocking detection (Mazing) -Fixed creeps moving through diagonal spots -Improved waypoint marker for Green and Pink (Mazing) -Fixed incorrect speed for Undead/Image rounds (Mazing) -Fixed a couple of unbuildable spots in Blue's area (Mazing) -Fixed Flamethrower Tower (DEF) explosion damage -Tweaked Napalm (DEF) to 25 damage and 4.5 AoE from 33 damage and 3 AoE -Buffed Perpetual Tower (LN) to 20 damage from 18 -Fixed Healing Creeps healing structures
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I don't know. The WC3 coder went on hiatus.
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Changelog: -Implemented buildable crates that cost 3 mineral and simply block -Fixed certain towers allowing creeps to pass through maze (DE, FN, EFW) -Tweaked creep speed increase in mazing (first 10 levels now normal speed) -Fixed interest timer not restarting after rematch -Fixed various pathing issues (Mazing) -Fixed issue with Napalm (DEF) explosion damage