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Everything posted by Karawasa
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We have a ton of things planned that will revolve around the 4.0 release, and until now a good portion of them have been up in the air. However, I can safely say now with 99.9% assurance that all of them will be working out. This was intentionally left vague, the only thing I can assure with absolute certainty is that QPAD (similar product info: http://www.corporate.qpad.se/modules/news/...php?storyid=178) will be producing a limited edition Element TD mousepad with the 4.0 release loadscreen image, a significantly improved version of the 3.0 one (attached below). I will post updates here as things are confirmed beyond any doubt. originalETD.jpg
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So how much a particular creep stalls is dependent on how many towers are attacking it. I wonder what would be causing this. I would have rather expected all the creeps to become fucked up, like it is when there are too many (i.e. a drag on the cpu). But instead only the creep attacked gets affected...This may give us some insight into the problem, though there is a good chance it simply is not able to be optimized further.
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That needs to be a catch phrase somewhere. Lightbulb, the ETD shirt could have a high quality design of Cisz's modern column design (viewtopic.php?f=11&t=337) on either the front or back, and then this phrase on the opposite side. Thoughts?
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Yes, important clarification Cisz. Though we will conquer that realm too someday.
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I tested this with a batch of 10 and then a batch of 20. 20 did cause noticeable stuttering (but not game breaking), 10 not so much (could be computer dependent though). This is an important point of clarification, is it 10 quark towers attacking or 10 quark towers attacking the same creep? Also, any other 0.66 speed tower that uses the DDS should suffer from this problem (Impulse, Tidal, Flamethrower etc.). Anyone mind confirming?
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Moved to Strategy section. Glad you posted this Brule. I'm sure you will be able to improve your game with the suggestions you will receive.
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It actually is the most played TD in the world (and there are numbers to back up this claim). The forums have taken two major hits with my MIA periods (I disappeared for 2-3 months, twice). The fact that we are even here is a testament to the game and the community. Regardless of the past, I strongly believe the future has much more in store for us. Beyond just the game itself (with 4.0 version being a leap forward from PB), there are other developments that will lead to this community growing (for instance the league bot). That is not to dwarf the importance of the game itself; the new version will do a lot to revitalize interest and forum activity. Stick around and see what happens .
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I am not opposed to the idea; in fact I would be interested in implementing it. However, there is already a button on the menu for the forums, so where would this "Register" go? If anyone wants to brainstorm potential ways of adding this to the main site, I will consider it...
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There is a handful of completely new towers...and a few completely new modes (and ones that I anticipate will see play, unlike say Competitive Mode)...and a hell of a lot of performance tweaks (this alone should bring some people back)...and the balance changes are significant enough that it will be noticed by anyone on Easy or above... But I'm biased perhaps...
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Interesting point about Poison Tower, and one that I haven't heard before. The perpetual Kindle effect is long gone (it was one of the first changes in the current private beta cycle), and the over the top Poison effect can be dealt with too.
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Why the (beta) forum draft series is a success beyond itself (i.e. more than just popular).
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I wanted to share with the general community that we are still here, and working hard on releasing the newest version for you. The somewhat recent lack of activity from us (Beta Leaders) has been due to the private beta cycle we are currently in. Rest assured though that there has been no such lack of activity in the private development areas. This would be a good time to offer my appreciation to everyone here, and a promise that the best is yet to come. I'll say this for the last time; the release will be worth the excruciating wait. The last time, because 4.0 onwards will see the "release early, release often" philosophy embodied in 4.1, 4.2... We are still on for the deadline posted on the website, i.e. the release happens before the end of the year.
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viewtopic.php?f=2&t=881 Though we may have to start a new hall of fame for 4.0, since so much has changed... Welcome to the forums. You are clearly new here but not to the game (80 on VH is better than most of general public). Glad you enjoy the game. Return the favor and stick around .
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Hate to ruin the surprise. It is the non-attacking bug, along with a new one that I already encountered myself and fixed.
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I don't mind watching the replay but in the future please describe the bug. That way, I may be able to tell the problem/solution immediately.
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Cisz, I have taken your idea under consideration and implemented it. Check out the first 5 links on the main page guys.
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Extract the image, and then import into the borderizer...you will need to know the path of the image(s) you want to export.
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Welcome to the forums Krowser. As 13est mentioned, interest picks were buffed to 1% bonus. I can also confirm, and you will like this, that interest picks in random have been fixed. You will never get more than 2 interest total in random.
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Doh! That was quite an oversight on my part regarding Quark/Hydro... In that case, I'm willing to go along with m0rph1ing's proposal. I could potentially do the following in addition (ideas I should be able to do, emphasis on should): -Modify Erupt (Hydro) effect to be brownish instead of bluish -Modify Conjure Lightning (Electricity) effect to be reddish instead of whitish -Modify Roast (Kindle) effect to be bluish instead of yellowish Together these changes should meet all goals. Thoughts?
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Welcome to the forums. The easiest way I can think of would be to use this program: http://www.wc3campaigns.net/showthread.php?t=97021 Simply extract the image you want from WC3, input it into the program, and it will output all the different icon types you could ever want. Then you will need to import the image(s) you want, go to Advanced>>Game Interface, find the attack/defense type paths you want to replace, and update the path to reflect import.
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You guys bring up valid points about the merits of these changes. Ultimately I like to see unique damage situations (AoE Light, ST Earth etc.), strong thematic appeal (Hydro to Water), and of course balance. To this end I propose a hybrid of our ideas: Ice >> Light Hydro >> Water Quark >> Earth Electricity >> Fire Kindle >> Water I feel confident that these five changes address the first two goals (with a few cosmetic tweaks). What I'd like to know is the balance impact of the additional Hydro/Quark swap I added to m0rph1ing's proposal. Thoughts?
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No, that is not what we are doing. Elemental arrows would still be a better value than super arrows. It is like this: Super ~ 2.8 DPSG Elemental ~ 3 DPSG Amplified ~ 3 DPSG We are basically making elemental to ~2.9 DPSG by doing this.
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Yes, let's attempt a second meeting today. I'll be on for the next few hours. Otherwise, perhaps another meeting tonight at the same time as the previous? I'd like to have it soon so that we get macro covered as well. That way I'll be in a good position to make changes and release b19. Thanks to everyone who showed up and contributed. I too feel good about the micro balance, and we are getting closer to an exciting release. PS: Impulse may very well need a buff, we can address it at next meeting.
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-Mushroom 1800 attack up from 1750 -Hydro 1000 ability down from 1500 -Kindle 150 ability down from 175 -Flame 120 ability down from 133 -Hail 750 attack down from 825 -Tidal 950 ability up from 900 -Radius 425 ability down from 445 -Flamethrower 1.98 duration, 1200 attack from 1.32, 1320 -Oblivion 5000 minions attack up from 4000 That sums up the micro changes we reviewed. Feel free to comment on these and propose your own. Next up, macro balance!
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As stated, adding nine gold to elemental basic cost would make it equal to super. We don't want that. Played with the numbers, and adding six seemed like a good compromise. So elemental basic tower would go from 162 total cost to 168 (upgrade from 105 to 111). Thoughts?