-
Content Count
3,886 -
Joined
-
Last visited
Everything posted by Karawasa
-
Good point. I will keep all the links, but place our forum attachment at the top.
-
I completely disagree with you about announcing the difficulties at the beginning of the game. The screen is already cluttered with all of the game messages. However, I would be happy to implement an -ma (match up) command. It would display like this: Name (in their color) - Difficulty (in it's color) - Lives - Networth
-
holepercent and I agree that they are too cheap, and that this is probably the main culprit of imbalance. I propose we significantly increase the cost while maintaining dpsg. Here are two possibilities: Currently: 7503 and 10x jump from refined Option 1: 11250 and 15x jump from refined Option 2: 15006 and 20x jump from refined Thoughts?
-
Per my conversation with holepercent, I would like to propose the following changes: Ice >> Light Hydro >> Water Quark >> Earth holepercent confirmed that these swaps actually improve the build balance as opposed to degrade it (like my previous proposal). In addition, variety is improved with light getting splash damage and earth getting single target damage. Finally, Hydro will do what it looks like . Thoughts?
-
Bumping this to get people thinking again. Time will be needed to digest B18b, but I'd like you guys to be thinking about balance as you play. Let's start by reviewing the micro changes, how did we do?
-
Gosu.Speed is working on an ETD league hosting bot. With a few cd-keys, we will be able to get a bot (and a clan channel to go with it, Northrend already has one) for West, East, and Europe. With the 4.0 release just a few weeks away, great times are near.
-
This quick release fixes issues found in B18. Changelog: -Conjure reverted to non-ratio system, now when you sell a tower with "recently cloned" marker you lose a random clone of that type -Pulverize (Quaker) nerfed to 3000 damage down from 3200 -Napalm explode trigger heavily optimized -Undead creeps in limbo no longer walk around forever upon player expiration
-
Per conversation on IRC with Sancdar and DDRKirby(ISQ), I have decided to completely scrap the ratio system. It is too much of a performance drag, and has other inherent problems (like not knowing what you can and can't clone). B18b will see the return of the old Trickery system, but with a new twist. When you sell a tower, if it has the "I was cloned recently buff" then you will lose a random clone of that type. This compromise will prevent the sell/rebuild abuse that prompted me to do ratio in the first place.
-
As I suspected...should be easy enough to fix by implementing a mana check system where it only checks the ratio when the time to autocast comes (full mana) instead of every second.
-
Has the calm come?
-
If you (or anyone) can replicate the Trickery stuttering in B18, that would be appreciated. Same goes for tower destruction.
-
I'm happy to present to you guys the eighteenth beta. This one sees the fixing of a long running bug, a massive amount of balance changes, and a lot of code optimization for performance increases. This won't be the 4.0 RC, but it sure is close. We've hopefully taken a good stab at micro balance, and next we review our changes and attack macro for the finale. Get the beta here: http://www.eletd.com/beta You must use the following info: Username: tester Password: carleton First: In order to play the beta, you must type -carleton before the first round spawns. If you do not do so, the game will end. Make sure to put to good use the -level, -gold, and -lumber commands. Also use the -start xx, and -stop(if you need to) commands. Second: The following things are no cause for concern: Third: Things to test: -Undead backtracking? -Flesh Golem abuse? -BALANCE! Fourth: Here is the changelog: -Resolved the PUI - Bad Unit Handle error -Massive round of optimization for triggers (thanks Cohadar), perhaps noticeable end-game performance increase -Undead trigger reverted (but the other fix still applies, for 100% success) -Fixed discrepancy between Conjure (Trickery) auto/manual cast range -Storm (Hail) tooltip duration error fixed -Fixed credit models (in middle of map) having incorrect positions -Updated credits to include new beta leaders, updated custom model to include lesher -New quests category after credits, resources -- as name implies credits resources I used to make the map -Golem abuse suppressed again -Darkness buffed to 157 damage up from 151 -Light buffed to 57 damage up from 53 -Nature buffed to 80 damage up from 70 -Water changed to 18 damage and .31 speed, from 8 damage and .15 speed -Disease nerfed to 500 damage and 700 range, down from 1000 damage and 900 range -Erupt (Hydro) nerfed to 1500 damage down from 2000 -Roast (Kindle) buffed to 175 up from 150 -Shrapnade (Gunpowder) nerfed to 133 damage down from 150 -Life buffed to 1625 damage up from 1500 -Magic buffed to 400 damage up from 375 -Mushroom buffed to 1750 damage up from 1500 -Quark buffed to 600 damage up from 480 -Polar buffed to 6000 damage up from 4000 -Voodoo buffed to 6600 damage up from 4000 -Spew Acid (Corrosion) nerfed to 500 damage down from 750 -Muck nerfed to 1500 damage down from 2000 -Tornado (Windstorm) nerfed to 433 damage down from 500 -Gaia's Wrath (Roots) nerfed to 450 damage down from 500 -Explode (Nova) buffed to 800 damage up from 750 -Enchantment changed to 930 damage and .31 speed, from 600 and .15 -Flesh Golem buffed to 8000 damage up from 6000 -Flamethrower nerfed to 1320 damage down from 1980 -Focus (Laser) damage factor nerfed to 4520 down from 5280 -Hail buffed to 825 damage up from 620 -Zealot nerfed to 4500 damage down from 6000 -Orbit (Radius) nerfed to 445 damage down from 500 -Drowning buffed to 3300 damage up from 2640 -Impetus (Impulse) damage factor buffed to 4200 up from 3600 -Gold buffed to 10000 damage up from 6000 -Splash (Tidal) nerfed to 900 damage down from 1000 (for first level)
-
That is a good state nonetheless. I'm sure it will look great once you are done with it. Perhaps you could try all six elements next time, could make for a useful image somewhere .
-
Weird...should be easy enough to fix, thanks.
-
May I suggest waiting a few days? Soon as we get together a small meeting to finish the damage triples, B18 will be out.
-
Enjoy them while they last...
-
Interesting, I will have to look into this. Has anyone else experienced something similar to either of the two things mentioned here?
-
Just quoting this for emphasis, as it nicely sums things up.
-
This is more like the storm before the calm...but the calm is coming...
-
We got through single/dual micro balance (see below). I'd like to finish the triples soon, let's plan for 1700 UTC time (about 7 hours after this post). -Darkness 157 -Light 57 -Nature 80 -Water .31, 18 -Disease 500 attack, 700 range -Hydro 1500 ability -Kindle 175 ability -Gunpowder 133 ability -Life 1625 attack -Magic 400 attack -Mushroom 1750 attack -Quark 600 attack
-
really? played some games with sancdar and had backtracking undead units... happened multiple times throughout all the games.. replay at 5:00 watch sancdar's right of III... Yes, the latter thing is what made the first thing broken . Easy fix coming tonight...
-
This quick release fixes issues found in B17. Changelog: -Napalm (Flamethrower Tower) now has a splash (in terms of units affected) of 150 (the full damage range of the tower) -Flesh Golem movespeed back to 522 -Flesh Golem abuse...suppressed -Fixed clone pure/periodic bug -Tooltip fix for Trickery/Well/Blacksmith regarding non-support -Trickery ratio of acceptable real clone changed to 1/2 for all levels, meaning only two clones per 1 real tower -Clones no longer increase your networth (multiboard, query ability) -100% success against undead backtracking bug and any other movement disruption bugs -Undead trigger further optimized by this success -Ronald death (and respawn) trigger optimized slightly
-
Build balance is important enough that we need to make sure it is covered. However, it is also an extensive thing to test and thus would detract from other things if we wanted everyone to pursue it. That being said, I am glad holepercent is doing this. He will be in the unique position of having the best idea of macro balance, and that will be an invaluable contribution towards releasing 4.0. Of course, I wouldn't want others to pursue macro balance at this point in the game. We are quite close to releasing 4.0, so as jolin012 pointed out we should focus on tower balance, bugs, and a few other things.
-
Yes, coincidentally I recently dealt with that that in 17b.