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Everything posted by Karawasa
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Here is an interesting concept that I hope is easy to code. It works similar to Quark (Quantum Beam). Each time this tower attacks the same target, the AoE of it's attack increases. So the first hit is single target, the second hit has X splash, the third Y splash etc.. Resets as soon as it attacks a different creep. Has a cap. Edit: It should color the creep green progressively like Flamethrower does red. There should also be a buff effect on the creep (disease cloud).
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It has been reported that with more than one Trickery/Mirage/Eidolon in play the autocast fails.
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Can you modify the current boomerang code so that it launches one front starting projectile instead of two side starting ones?
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Changelog: -Fixed the kick system -Fixed lag with electricity tower -Various performance optimizations -Undead reincarnation time from 5 to 3 seconds Element TD 4.2e.w3x
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As we talked about on IRC; Take the current Hydro. Remove the % chance. Make it affect an AoE of creeps, centered on the creep hit. Have an initial instant x damage (3 levels) in that AoE; have an epicenter like effect where more damage closer at center (damage . Then throw all creeps in the air like the current ability. The duration and height in air also follow the aforementioned epicenter effect. The duration in air determines the damage done when landing, but damage is to the creep only not in AoE. The tower's effect would stack, with a z height on the ability to prevent shooting the moon. All distances should be 3 dimensional. Animation for the initial AoE blast, animation for the initial creeps thrown in air, and animation for landing. The ability effect only fires on creeps that are on the ground. Concept under revision.
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1. Player leaves during voting in AR SM. 1000 gold and 3 elements given as normal. Then after a period of time (before round starts), they get 1000 gold and 3 element again. 2. Disappearing elements for people in summoning center. Orange and nature, darkness for another...
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I don't like this. Tower Wars should be its own mode. Super Weapons will need to be brought back to the drawing board. They should be independent modes that can stand by themselves.
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This mode is getting replaced with Tower Wars. It may come back in the future with better abilities (like what echinodermata was suggesting). Or it may not. I also think any future incarnation would have to involve your builder being the spell caster instead of having the spell bringer. Simply put, there could be 6 items in inventory that function like a spell book .
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We were trying to kick someone from the game. I typed -kick name and it started the vote. Other people typed the same thing and it kept restarting the vote. So it never got past 1 vote. Furthermore, I would like a select list of people to have special kicking powers. Just like how it replaces the builder upon detecting a special person, so should it bypass the vote kick and just kick.
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This is really bad and may warrant a 4.2e...please look into it. I had just two electricity towers in a full house game and my FPS died.
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Let me know how 4.2d treats you.
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Changelog: -Fixed "Towers Stop Attacking!" bug -Fixed the location you could build on Blue's path -Fixed 1 hp Karawasa's essence -Interest upgrade cap decreased from 2 to 1 in random mode -Ronald upgrade interval changed from 10/20/30/50/75/100/150/200/300/400/500/750/1000/1250/1500/2000 to 10/20/30/40/50/75/100/125/150/200/250/300/350/425/500 -Ronald "Sudden Death" spread over three instances...resurrection at 75, healing at 250, mechanical at 500 -Changed texttag display of bounty to WC3 default (for performance) -Added texttag display for mechanical countdown (uses WC3 default) -Added texttag display for Napalm (Flamethrower) (uses custom) -Texttag displays are now local to the player (i.e. you only see your texttags) -Tower texttag display duration shortened from 0.75 to 0.5 seconds -Fade point for all texttags (custom ones) from 66% of duration to 80% (for performance) -Added texttag display for Douse (Tidal) (uses WC3 default) -Added texttag display for Wrath (Zealot) (uses WC3 default) Element TD 4.2d.w3x
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I've gotten a couple of reports that this tower continues to be a lag fest. Can you take another look at the code?
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It will be looked into.
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It is definitely getting looked into.
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MagicalHacker and myself are going to be polishing the concept of Draft Pick in the future. This post is a placeholder as Tower Wars comes first. Once we do polish DP, the implementation will need to be modified.
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Each attack, this tower deals damage based on the time it channels on the target. The charging time should be configurable, much like Radius's range is. There should be 10 charging configurations; 0.31, 0.5, 0.7, 1, 1.5, 2, 4, 7, 11, 15 seconds. The increase of damage interval should be 0.1 seconds. The multiplier should be 1.0375. Thus, the DPS increases by 3.75% every 0.1 seconds. There would be a base damage of X. So damage dealt is x * 1.0375^i. For clarification; by waiting the full 15 seconds you do about 5x more damage than if you attack every 0.31 seconds. This may remind you of Alchemist's ability from DotA.
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Please use MH's rebugger to debug the plethora of replays on this glitch. There are a lot on these forums, but more can be found on THW Element TD resource. Thanks
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When this tower attacks, it deals X damage in X AoE centered on the creep for all creeps in X range of the tower. 3 levels. Boostable by Fire Up (Blacksmith). Attack based so boostable by Spring Forward (Well). If you play DotA this may remind you of Earthshaker's ultimate.