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Karawasa

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Everything posted by Karawasa

  1. This release comes as a touch up for B15. Most noticeable change is a working Flesh Golem. Also note the completion of Super Weapons mode. Changelog: -Frostbite (Polar Tower) duration increased to 10 seconds up from 5 seconds -Frost Helix (Ice Tower) nerfed to 250 damage down from 300 -Contamination (Poison Tower) nerfed to 250 damage down from 300 -Sunburn (Flame Tower) nerfed to 133 damage down from 200 -Waygate ability added to Spell Bringer (and Summoning Center in SW Mode), when clicked shifts camera between Summoning Center and Spell Bringer -Trickery ability level bug fixed (tested fine for me...) -Victor of game (person with most ronald kills) now declared at end -Flesh Golem reworked (see below) **Flesh Golem** -Each link can boost up to 3 attacks per second (notice the change in behavior) in a 700 range -Each boost adds 2000 damage -Base damage is 4000 -Fully boostable by Fire Up and Spring Forward (increases numbers of attacks boosted per second)
  2. Karawasa

    Team Mode

    To be honest there is too much on my plate right now to even consider something like this. I believe a sufficient number of new modes (or remakes) have already been added (with the exception of race mode). A long time has passed since the release of the PB. Thus I would like us to stop thinking about new content and instead focus entirely on balance, bugs, tweaks etc.. Everyone is busy with school so we should make the best use of our time to get 4.0 released within a reasonable time horizon.
  3. apparently w3g files (replays) can't be attached.. so this doesn't work for my draft.. Fixed.
  4. I'm still around (albeit not as active) and it has been over a month since school started...so this is a good sign . Now we just need to finish up 4.0 and release it...
  5. They still have the stop "ability." You just can't click it fast enough to stop their attack. I don't believe there is a way to remove "stop" as it is hardcoded for anything that moves or attacks.
  6. There is no intent of actually changing the elements that make up the tower, as it causes much undue work and trouble. This was pointed out by jolin012 earlier, but I actually disagree with him about damage type. If we are clever about swapping damage types we could change Poison to Darkness. Something like this should be possible: Poison: Water > Darkness Magic: Darkness > Fire Steam: Fire > Water Perhaps this exact combination is not optimal (based on build distribution, a simple tool could make this process super easy...) but the idea is sound. Thoughts?
  7. Beta Testers (and above) can now send an attachment with their PM. On a side note, Beta Leaders can now ignore the flood limit.
  8. I saw that too but don't know how to get rid of it.
  9. The way the game checks player count isn't that efficient, and so implementing this change would, in my opinion, cause additional performance strain. I'm not sold on the idea though... I don't think Ronald hunting should be about racing. It should be about seeing who has the most robust defense to hold off the legions of death. Consider also that I plan on implementing an alternative end-game scenario, that being race mode. Race mode would give you a point everytime you finish a round first. At the end of level 60, whoever has the most points wins (i.e. no Ronald). Edit: Upon second thought this way may actually be preferable. I should be able to make it work, and then it negates the need for Race Mode (and hence another dialog box). Nice thinking jolin012!
  10. Actually the quests menu has the same information as the tower query. More importantly though is the logical error. If a player has looked in the quest/query and identified what he needs to build to get to his desired tower, then he already knows the names and has all he needs to know.
  11. I'm sorry to hear about your father. I wish you the best of luck.
  12. Perhaps I worded it wrong. The proposed system still has a memory component, but there is also a thinking component. The current system lacks this thinking component. Would it be fair to summarize the above quote with "the proposed system would force me to learn the elements and therefore would make my play better." Compare this to my "the current system rewards you for knowing element combinations but does not require it from you." The memorization for the proposed system is harder. You have to not only remember the elements, but you have to associate the names (I mean after all you have to know what you're making) with the elements. There is also the thinking component that is not present with the current system. That is not to say that the proposed system is without merit in my view. I think it would produce better players as it would force everyone to memorize the combinations. I also think it would be easier to use once you have done such memorization. The reason I am against it though is because these boons really only apply to the high level players. The majority of players either don't use hotkeys (said by Cisz) or would, in my opinion, dislike this sytem (casual noobs).
  13. You do realize though that 4.0 PB has the name based hotkey system already, and so it would be the entire player base who would have to get used to it (again). Changing the hotkey system would require considerable time and work as well. There shouldn't be any performance or bug issues though. I'm not convinced it really is better though. The current system is memory based but also has the versatility to reward element combination knowledge. The proposed system requires this knowledge (and thus lacks the versatility) and is thinking based. To be honest I think going with memory over thinking leaves you with a faster and easier to use hotkey system, especially for the average player.
  14. I actually realized that my motherboard only supports 512 MB x 2 (at the fastest speed) because of the processor and socket. As such there is nothing I really need now. I appreciate you offering though.
  15. Karawasa

    15th Beta Problems

    I'll try and summarize my development philosophy regarding balance. It starts with the fact that VH is the mode to focus on (not exclusively though) because that is the mode where balance problems become most apparent (and matter the most since there is usually competition at this level). When looking below VH, I don't go for perfect balance as much as I aim for minimal imbalances. The game is being played casually, and thus eliminating the blatant imbalances is more important than the tweaks. For instance, no one is really going to notice if say Ice Tower is 5-10% overpowered in Normal mode. They will notice though if Pures/Periodics are blatantly overpowered (which is what it sounds like), and this I agree is something that needs to be addressed. Now no imbalances other than global (group) ones should be present in lower difficulties. What I mean by this, is if we get VH balanced then logic tells us that lower difficulty micro balance should right on as well. What it does not tell us is if the game is macro balanced on these lower modes. Pures/Periodics were pointed out as imbalanced as a group of towers, no one is saying that Fire is better than Water on N compared to VH.
  16. I buffed the minions so that 3 = 4.
  17. Actually they were changed somewhat recently to spawn every 10 seconds and last 30. Thus 3 minions are out at most instead of 4. Do note then that it only takes 30 seconds to charge up now.
  18. Cisz, you can now delete users. Make sure to check the delete posts box too if they are a spammer.
  19. But Voodoo makes it easier to pinpoint your damage amplification for maximum benefit.
  20. Karawasa

    15th Beta Problems

    Polar Tower can certainly be increased to say 10 seconds. The nice thing about Enchantment Tower is that it lasts so long.
  21. Known and accepted bug. My fix for it led to worse bugs...
  22. I'm happy to present to you guys the fifteenth beta. This one has some bug fixes, tower balances, and global cosmetic changes. And the polish phase begins... 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: -Flesh Golem/Patchwork Abomination Towers don't work Third: Things to test: -Does XSM work as it should now? -Thoughts on passive icons and color coded names? -Most importantly, put the new DPS Counter and Damage Display Functions to good use. Here are some great tools to get easy, useful, and accurate numbers on tower and build balance. Fourth: Here is the changelog: -Fixed getting tier 2 elementals too much in XSM -All passive abilities now have passive icons -All ability names in tooltips now have a standard color (so you don't get a wall of white text when you mouse over an ability) -Reincarnation trigger modified for slight optimization -Hotkeys for summoning are impossible thanks to a blizzard bug...however you can still hotkey interest upgrades and pure essences -Reset (Super Weapons) tooltip fix -Fixed the clone a clone bug -Pestilence Tower now able to be buffed as it should be -Fixed an order conflict between Theft and Time Warp (Super Weapons) -Maledict now ignores armor and damage type as it should -Added Life Boost (Super Weapons) -Armorer and Inciter movement speeds increased to 450 from 400 -Magic/Mushroom now return 9/15/30 mana when having the "bad" buff -Shrapnade (Gunpowder) fragment spread further reduced -Disease Tower now has a 1000 damage attack -Sunburn (Flame Tower) nerfed to 200 damage down from 250, but now fully stacks -Napalm (Flamethrower Tower) now causes explosion if creep dies (by any source) within 0.3 seconds of being damaged by tower, damage nerfed to 2000 -Enchantment Tower now has small splash (100/200)
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