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Karawasa

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Everything posted by Karawasa

  1. I'm betting that busi is either playing on random mode and using too high a value for -lumber, or is playing on pick and researching too many things. In both cases, the crash will never happen in the absence of lumber cheating.
  2. This quick release comes only to fix two bugs discovered in Beta9. Please refer to the Beta9 notes above for information. -Fixed the reported creep spawn bug (not sure about the other outstanding one) --- in doing so increased performance (hopefully noticeably) -Fixed leaks to now give appropriate gold
  3. Karawasa

    creap spawn bug

    Thank you for providing that replay. I have looked over it several times, and have identified the root of the problem. Note, this isn't the same type of bug that was plaguing us earlier (although the two could be related). At any rate, I'll be releasing a version shortly that addresses this.
  4. Creeps that leak only give 1 bounty when killed. Posting here both as reminder to myself to fix (which is easy), and so others know that I know that it exists.
  5. I'm happy to present to you guys the ninth beta. This beta sees the fixing (hopefully) of the remaining outstanding bugs, a bunch of cosmetic changes, and a few balance tweaks. I said this for Beta8, but provided no bugs are found, the next beta will be public. 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. Second: The following things are no cause for concern: Nothing, i.e. if it seems wrong report it! *Crosses Fingers* Third: Things to test: -Does the creep spawn bug ever appear?***** -Are there any problems with interest, networth display on multiboard, units dying, units leaking, and selling towers?*** -Balance testing is crucial still.* Fourth: Here is the changelog: -Optimized A BUNCH of code, hopefully fixed creep spawn bug and produced a noticeable improvement in performance -Fixed "All players gain 5 life," display to be shown only once -Fixed Spell Bringer entering map with 75% mana -Quantum/Warp/Flux to Quark/Atom/Electron, now does AoE damage at destination of teleport -Atom Tower Icon/Model change -Mirage Tower Icon/Model change -Fixed the "stop," bug for all relevant towers -Beef back to Flesh Golem -Rage/Violence/Rampage to Mushroom/Toadstool/Fungus + Model/Icon changes -Vulcan Tower model change -Sorcery/Wizard(Wizardry) Icon/Model change -Magic Tower Magic Damage from 15 mana to 12 mana -Death/Doom/Damnation renamed to Disease/Decay/Death + Icon Changes -Hail Tower back to 5 -Zeal to Zealot Tower, Wrath tooltip updated with more info -Comet Tower model change -Jinx/Hex Model Change -Hydro/Spout/Geyser size change -Trickery Autocast problems fixed -Electricity now 500 damage up from 400 -Dispel Magic now kills summon units (armorer/inciter) -Zealot Tower from 5% with 45 cap to 4% with 60 cap, reset time from 5 to 4 -Dead player on competitive mode can now see everything -Spout/Jinx Tower now switch targets when they fire -Drowning Tower now buffed by "Fire Up" -Abbreviations added to game display messages (AR etc.) -Oblivion Tower converted to mana based to prevent abuse
  6. Max HP can go beyond 999999...but that isn't why there are only 60 waves.
  7. Maybe he means they leave before Ronald?
  8. Thanks for the input guys. 75% sell was not intended for tournament random, it should be 100%. As for dead players in competitive mode, I should be able to fix that as well.
  9. Cisz should charge $5 everytime he gets summoned .
  10. Don't want to bias anyone here (towards a specific tower or balance change), so I'll keep my comments limited. Cisz, excellent job on part one. I look forward to later parts. About Well and Blacksmith, it is intentional that they do not affect some of the towers. This is due either to the nature of the tower, or conflicts. For instance, poison tower casts its carrion swarm every time it attacks. The CD on this carrion swarm is about equal to attack (to prevent people using it more often), so if it were buffed by Well Tower, it would do basically nothing (maybe even hinder the tower, it would attack at say .75 but the spell would still be on CD, so it would take 1.5 sec to cast actually).
  11. The dialog menus are already long enough, but it would be possible to implement this in the game messages that display the modes. Good suggestion.
  12. It doesn't in Beta 8. This is because of a change I made to make Competitive Mode possible (had to get rid of allied vision, without players being enemies). At any rate, what do you guys think?
  13. Karawasa

    leak on uswest

    Thanks for reporting, they are wrong about the release date . Edit: Guess they ended up being right .
  14. I'm happy to present to you guys the eighth beta. This beta sees the fixing (hopefully) of the remaining outstanding bugs, and a host of balance changes. Provided all goes well, the next release will be public. 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. Second: The following things are no cause for concern: Nothing, i.e. if it seems wrong report it! Third: Things to test: -Does competitive mode work without problems? -Is 15/30% slow for the 4 AoE triple slows too low? -Does the creep spawn bug ever appear? -Are level 2/3 duals viable now due to cost decrease? -Are there any problems with the towers converted to physical damage (Ice, Corrosion, Roots, Flamethrower) -Balance testing of towers, this is critical now (on the verge of going public) Fourth: Here is the changelog: -Fixed a host of problems with competitive mode, it should now be stable -Optimized some more code -Made PTOTE normal sized -Hopefully fixed the creep spawn bug (please report if you encounter it) -Nerfed Hail Tower down to 3 additional attacks, from 4 -Enchantment now 15 second duration, but 1.5 CD instead of 3, Incantation now 15 armor reduction instead of 25 -Ice Tower damage converted to physical, damage buffed to 400 to compensate -Roots Tower changed to 15/30% slow, damage converted to physical, damage buffed to 750 to compensate, AoE increased to 375 -Corrosion Tower converted to physical damage, damage buffed to 1000 (for all creeps, gone is the primary/secondary target thing) to compensate, hydrochloric now reduces 9 armor down from 15 -Flamethrower tower converted to physical damage, damage buffed to 2500 upon death to compensate -Nova Tower slow lowered to 15/30%, damage buffed to 1125 to compensate -Windstorm Tower slow lowered to 15/30%, damage buffed to 750 to compensate, doesn't slow mechanical during invulnerable anymore -Muck Tower slow lowered to 15/30%, AoE set to 300 for attack, 500 for slow, damage buffed to 2500 -Polar Tower rebalanced to 25% reduction, 12.5% damage amplification, 2.5 second cooldown -Voodoo Tower buffed to 25% -Increased initial Short Mode time to 25 seconds up from 20 -Cleaned up the initial game setting period messages -Improved some game display messages -Defer menu option renamed to Refer -Beef Golem now grows 33% faster, but is capped at 21 (200% damage increase) -Dual costs restructured from 500/2000/8000 to 500/1665/5544, level 3 duals from 7x damage upgrade down to 5x -Death Tower made less random (again), slight cooldown added -Towers upgraded start with 50% mana (to avoid the long initial cooldown), and towers entering start with 75% mana (to make it worth copying certain towers with Conjure) -Poison Tower AoE buffed to 375 -Hydro Tower eruption from 2 to 1.5 second duration, better landing effect implemented -Ronald HP bonus growth nerfed from .2 to .15% of HP
  15. I'm totally fine with the private beta maps not being 2 megs. That wouldn't be a concern anymore, 1 MB is what it would end up at now. The real reason is visibility of information. With the stock screen, I can put in a lot of information about the site, the fact that it is a beta etc. This will be great once the public beta is released. With the other screen, it is hard to really put information anywhere. The nice screen isn't going anywhere, just feel like it shouldn't be used until the actual release.
  16. Increasing the slow percentage to 70% from 66% may not be a large change, but it will nevertheless impact the game and end up buffing slows. We all agree that level 1 slows should not be able to be utilized in the way that Sancdar said above. The crucial question, is whether 15% slow is too weak on its own. If it proves sufficient, then I believe that 15/30% would probably be the best solution. It will make it harder to achieve high slowing with only level 1 (4 vs. 3 towers needed), and it would also make it worth getting two level 2 slows.
  17. Yes, that is correct Sancdar.
  18. I have been thinking about this for awhile now. Are composite creep levels too hard? Is 75% damage taken from all elemental damage too tough? Should it go back to the 90% damage taken it used to be? Thoughts?
  19. I've heard many times from different people that ignoring armor is a bad thing. It certainly makes it harder to balance, and goes against the system of difficulty armor adjustment and armor types. Almost everything in the game does NOT ignore armor or armor type. However, there are some towers left that do, and I am wondering if they should also be converted: Ice Tower Kindle Tower Flamethrower Tower Roots Tower Corrosion Tower Thoughts?
  20. Thank you for pointing out the inaccuracies in calculation, I did this rather hastily (but I used ~ to represent about not actual). At any rate, the conclusion still stands. It is clear that simply nerfing the values of armor redux is the easier way to go (as opposed to modifying armor value and armor tables). I like Orber's 3/9 for Corrosion, and 5/15 for Enchantment. It is debatable as to whether slows need to be nerfed as well. How does the proposed 15/30% sound? It may be noteworthy to know that this change would allow two level 2 slows to work in tandem, as opposed to being wasted. Maximum slow in-game is 66% of base, compare 60% combined with 80% combined. As for the cost redux of duals, everyone agrees it is needed. The proposed changes would slightly increase DPG, but more importantly, will make them more accessible. 7000k is too high for a tower that you have to dedicate 3 in 2 elements for, in my opinion.
  21. Jolin012 has brought to light some major imbalances within the map. I will first layout the problem, and then propose some changes. Problem: Super Triples are too strong relative to Super Duals. Dual level 3 seems too weak. [*]Foundry Tower ~ 100% increased damage[/*:m:19z3d5hu] [*]Waterfall Tower ~ 100% increased damage[/*:m:19z3d5hu] [*]Hydrochloric Tower ~ 100% increased damage (15 armor is equal to about 50% damage reduction, removing that is basically doubling damage)[/*:m:19z3d5hu] [*]Monsoon (etc.) Tower ~ 80% increased damage (40% slow means 80% more time spent getting attacked)[/*:m:19z3d5hu] [*]Witchcraft Tower (for comparison) ~ 40% increased damage[/*:m:19z3d5hu] As you can see, armor reducers and slows are MUCH too powerful. It also appears that level 3 dual towers are too weak for their cost and limitation. Solution: Nerf armor reducers and slows, buff duals. [*]Double armor on all difficulties (6/12/18/24/30), but modify armor tables so damage reduction on creeps remains the same[/*:m:19z3d5hu] [*]Reduce slow on 4 AoE Super Triples from 20/40% to 15/30%[/*:m:19z3d5hu] [*]Reduce cost of duals, from 500/2000/8000 (total cost) to 500/1625/5281[/*:m:19z3d5hu] [*]Make dual damage gain from upgrade go from 5/5/7 to 5/5/5 (compensation for reduced cost)[/*:m:19z3d5hu] Thoughts?
  22. I have an old computer, and have been wanting to upgrade for awhile now. For reference, here are the stats: 6800 GT 1 GB DDR400 AMD 64 3200+ 160 GB HD Crap 500W PS I do not have the cash to buy brand new parts, and I have had terrible luck on eBay. I've started this thread in the hopes that someone out there has spare computer parts that they are looking to get rid of. I'm not looking for anything in particular, so I would truly appreciate any offer. Thanks
  23. This will all change drastically soon enough...
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