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Karawasa

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Everything posted by Karawasa

  1. I would disagree. Since creeps come out in waves you have to send before income expires so that some are out when it hits. Timing depends on amount sent. Glad you like it. Indeed, this new mode is serious business. You described the factors to be considered well.
  2. Sorry to hear. Two things come to mind. First, you must be smart about sending creeps. Remember, you only get mineral/element point for alive creeps. So time your spawns to coincide with income better. You should be able to at least make back your money (composite creeps) if done right. Second, if you don't send element creeps then you're stuck with Ray and Grenade. You must unlock elementals for better defense.
  3. Had a rather nice random. Definitely made some stupid mistakes in the game. Could have broken 300 points had I played better. Got 246 points at the end. Njoy. Hard_Random_246.SC2Replay
  4. Changelog: -Cooldown of "Send" (Creep Spawner) resets to 0 if invalid selection (error) -Creep cap for each player increased to 150 up from 120 -Hail Tower (DLW) nerfed to 133 damage down from 150 -Storm (DLW) buffed to 2 attacks up from 1 attack -Napalm (DEF) nerfed to 20 damage down from 40 -Poison Tower (DW) buffed to 30 damage up from 25 -Mildew Tower (EN) nerfed to 30 damage down from 35 -Cast Lightning (FL) buffed to 20% increased damage per bounce up from 10% -Laser Tower (DEL) fighters buffed to 150 damage up from 120 -Radius Tower (DFL) buffed to 150 damage up from 120 -Money Tower (EFL) buffed to 750 damage up from 600 -Wrath (EFW) buffed to 16 max count up from 15 -Ephemeral Tower (ENW) buffed to 1000 damage up from 800 -Celerity Tower (FNW) buffed to 0.66 speed and 300 base damage from 1 speed and 420 base damage
  5. Changelog: -Standard mode now starts centered on your creep spawner (with it selected) -Added more information to the loading screen, in-game text, and an additional ping -Incorrect creeps "out" (on scoreboard) will auto correct now -Game ends in 15 seconds now (collect your win faster) -Added a minor website plug upon death -Added a "Level 20?" information tip to help menu (F12)
  6. Changelog: -Bounty increase now 20% of base not 50% (in Standard) -XP loss in Standard now 16 not 24 -Might have fixed amount dialog (in Standard) -Added some more info in various places
  7. All I can say is, this will either make or break us. Njoy! Changelog: -Introduced Element Tower Wars! -XP is no longer lost when on random mode -Lowered XP requirements for levels across the board (higher xp hit hardest) -Reduced the size of the leaderboard and shrunk the text size slightly
  8. Happy Thanksgiving! Changelog: -Major stability fix (includes not getting builder/mineral, not spending vespene on random etc.) -Fixed mixed difficulty bug in Competitive type -Manual Reload (DLN) buffed to 12 second CD down from 14 -Auto Reload (DLN) buffed to 3 second cast time down from 4 -Reduced gfx scale of Napalm (DEF) explosion -Fixed Afterlife (LN) gaining life off of images
  9. Thank you for reporting. Should be fixed in next version .
  10. Did a major overhaul of the creeps. Check out the attached spreadsheet! Tower Wars.xls
  11. You may be wrong about the varying abilities (they all have the exact same cost/* ratios), but your analysis of tiers is spot on. Thank you for this valuable feedback. I will adjust the values to prevent the "skyrocketing" effect we saw.
  12. I sent you a stable build . EU players can look forward to playing with Twilice tomorrow!
  13. The wait is finally over. Testing will begin tonight. Add me to friends on NA for quick access. Twilice should be around tomorrow on EU.
  14. Good question about kills. 236 would be quite a feat on Normal. My guess is if you could manage it you would survive to sudden death anyway. You hate DELN? Oblivion used to be everyone's favorite tower lol.
  15. I had a rather nice random and I figured I'd share it. It's only on Normal since a public game. Got 236 Fruit points at the end. Njoy. 236 Fruit Normal_Random.SC2Replay
  16. I might do a reset when Tower Wars is released.
  17. I could exempt -random players from the penalty, or at least reduce it.
  18. Why should a player keep the XP he got for progressing through the levels if he can't complete the game? He still keeps the XP gained from player death/quit. I wouldn't say it is mean. Rather, it makes XP a slightly more accurate indicator of skill. Enough so to put XP on the leaderboard. Well, that is true to some degree. The game does not reward biting off more than you can chew anymore. As for mono build, nerfed.
  19. Guess I flip flopped. How does it feel now (0.86d+)?
  20. Changelog: -Fixed double XP loss/gain (die then quit) -Fixed level requirement to avoid XP loss (need to clear 60 now) -Added Dual and Triple to Help Menu (F12) -Fixed various errors in Help Menu (F12) -Napalm (DEF) duration buffed to 15 seconds up from 3 -Added color to various game messages
  21. It should feel a lot better now.
  22. Yup. Essentially if you lose before finishing the game it nullifies all XP you got every 5 levels.
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