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Everything posted by Karawasa
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That would be sexy and much appreciated. I looked for a UI guy in the past but it seems not very many people do it (or were interested). I think a custom UI could help a lot, especially for capturing new players.
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Current cost is 250/750/2250. That would actually be a cost increase except for tier 3.
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If every tower performed the same at all points in the game, things would be less interesting. As mentioned, this tower owns early. It owns more than the average triple at this point. The flip side is that it loses steam as the game progresses.
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Changelog: -Fixed Fruit of Death in Tower Wars (Undead was bugged, Healing was bugged, Image was bugged, amount "out" was bugged, HP growth was bugged) -Reduced cap for creeps to 150 down from 300 (Tower Wars) -Creep cap in tower wars now affects you (your area is checked) when sending as well (this is really a bug fix) -Major performance improvement for Flamethrower (DEF) Tower -Increased base income in Tower Wars -Decreased minimum income time to 6 seconds from 7.5 (Tower Wars) -When you upgrade a tower that has been cloned, you lose a clone of that type (currently only selling counts) -You can't clone a tower under construction anymore -Fixed all the scoreboard errors in Race Type -Fountain (NW) and Factory (EF) towers nerfed to 90% increase, Deceit (DL) tower nerfed to 60 second duration Download.txt
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This is an interesting topic. Once upon a time a guru named Cisz proposed 400% support (with a different tower balance model). Let's look at it another way; The assumption is that triple supports are fine. 3 elements get you 10%, 6 get you 30% for triple. 4 elements get you 30%, 6 get you 120% for dual. The triple offers three duals, none of which can be support. That is variety in damage. The dual offers nothing else. It would take 2 more elements, for a total of 8, for the dual to have the same damage options as the triple. That means 2 elements is roughly worth 90%. That could be a bit high. Discuss.
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Interesting.
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Well StarCraft 2 takes place in the future instead of fantasy like WarCraft 3. The Element TD for SC2 plays similar to WC3. There are some new towers and modes (Tower Wars, Team) though.
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The Quark Tower is not a bug. Missing the creeps was the point. It does more than 3x the damage of the 1 second beam. Fixed Velocity. Flamethrower will take longer. Other two, I dunno.
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These release topics are for the StarCraft 2 version. The download is actually on BNET. When you go to play it will automatically get the file for you. This is unlike WarCraft 3 where there was an actual file I could give you.
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This is yet another interesting release. I don't say that lightly either. Changelog: -Introduced Team Mode (2 Man)!!! -Default host game settings are now Vote/Vote -Fruit now gain fast at 100, heal at 200, mech at 350, and 500k HP at 500 kills (instead of heal at 100, mech at 200, 500k HP at 350 kills) -Fruit now gain 15% HP each increment up from 10% -Fixed Comet (DLW) Tower having an extra attack (Hail Tower was ok) -Bounty for creeps in Tower Wars now 75% instead of 100%, increases by 15% each income down from 25% -Creeps in Tower Wars now have a maximum of 5 incomes up from 4, max bounty of 150% down from 200% -Fixed Velocity (FNW) Tower having 1 attack speed (should be 0.66) -Fixed bug where the "new" builders could move into other areas -Buffed Heal Creep (Super Weapon) to 10/20% from 5/15% -Buffed Damage Creep (Super Weapon) to 15% from 10% -Fixed a minor creep pathing issue in area 4 (purple) Download.txt
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I'm going to buff the heal.
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It is the issue.
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I afked and died so ignore me lol. TW Fun.SC2Replay
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I wondered the same thing for 4v4 (how to split even number amongst 3 people?). Unless someone has a clever idea, I'm going to stick with 2v2v2v2 only. That way, if someone drops it is easy to redirect the creeps.
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Another interesting release here. Let the Fruit Hunt begin anew! Changelog: -Fixed Fruit of Death slow immunity bug (this is huge, fruit scores will change...) -Removed all XP loss from the game -Fixed no "spawn protection" for Fruit of Death (Tower Wars) -Reduced XP requirement for levels 16-20 -Nerfed Hail Tower (DLW) to 100 damage from 133 -Fixed clones counting toward Networth (no gameplay impact, makes scoreboard accurate) -Buffed last survivor XP to 72 up from 64 (Tower Wars) -The "-rank" command now functions after you die -Increased size of Earth 1 "trophy" (it was really small)
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Probably a stupid mistake on my end. Expect a nerf shortly.
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This is actually intentional. The three options that are initially blank are really "preference" options that people usually /faceroll.
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I see. Do you think it would fare well on your server? Are there other English maps? PM me if you think uploading it to your server would be worthwhile.
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Released a hotfix for this on NA server. Should be live on EU and SEA tomorrow.
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Let me guess, you changed builder?
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Did you select Tower Wars as the game lobby option and then play alone? Should be virtually impossible in multiplayer though. If I am wrong, please provide replay.
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This should prove to be an interesting release . Changelog: -Implemented Super Weapons!!! (Tower Wars) -Game mode now selected in lobby by host! -Fixed a seemingly hidden bug of resource sharing upon player leaving -Camera now pans instantly at game start -Loading screen information moved to help menu (F12) -Rate of composite creeps increased to 7.5 minutes up from 6 (Tower Wars) -Base income growth factor increased (Tower Wars) -Radius Tower (DFL) orbs no longer show on minimap