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Karawasa

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Everything posted by Karawasa

  1. Alright, have some more time now. Happened to me too, and really curious as to what is causing it. I suspect it may be the abuse of the -life command, especially when a player is dead and uses it, or kills himself with it. I'll have to watch your replay to see...
  2. This tower is not functional .
  3. I also knew that the previous incarnation of Gold Tower (damage dealt) was even worse than the 3.0 one. I'd say give it a test, it doesn't do composite damage, and it is a triple.
  4. Karawasa

    [Beta 6] Tooltips

    All three places tell you what type of tower it is (Slow, Damage Amplification, Buff, Armor Reduction, Damage Spell, Special Ability). You're right, they don't give specific values. I tried this previously, and I felt it made everything much too messy. It was too much information to absorb. Keep in mind, this is nothing new. You never got specific numbers, only a description of what it did.
  5. Karawasa

    WTFS THIS!!

    Let me see if I understand, -You don't like how next wave starts when you leak, as opposed to only starting when you kill all the creeps -Not sure how you feel about Death, you say you are disappointed but say it is better -Not sure why you died early, you say it wasn't the speed and that you didn't take damage (lose lives?) -Non-Elemental creeps shouldn't take 75% damage, perhaps back to 90% would be better -Extreme Mode is really fun, you approve Yes?
  6. It already does stack with blacksmith, and it does not ignore armor. Thus, there are a variety of ways to combine it with other towers. I am concerned about the creeps not spawning, and would like to investigate it further (that being said, if it happens to anyone reading this, please report it). I'm short on time the next couple of days, so it would help me greatly if you could provide a ballpark estimate of when the bug (time or level) occurred in each replay. Thanks
  7. I'm glad to present to you guys the sixth beta. I know it has been in the making for awhile now, but it is worth the wait. This beta addresses a host of balance and bug issues. 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, -life, -gold, and -lumber commands. Second: The following things are no cause for concern: -Hero Mode is not functional at all -Tournament Random is not functional -Interest timer will start to get negative during Ronald round, it is a cosmetic problem only (interest stops at ronald anyway) Third: Things to test: -Play around with the new menu system for selecting game options, does it work as it should? -Identify if Death, Polar, and Trickery tower work as intended. -Does Hydro Tower (Spout) still bug at all? -Try out Extreme Mode, what do you think? -Updated balance testing to reflect the many balance changes in this version. Fourth: Here is the changelog: -Spawn trigger optimized, perfect spacing of creeps -All difficulties spawn the same number of creeps, start with the same gold -Stuttering of creeps fixed with new and improved DDS, performance gain as well -Optimized some code, noticeable performance gain for lower end systems -New color coding system for tower abilities in tooltips, queries, and quests -Updated menu system -Tooltips cleaned up -Next wave starts upon leak as well now -When a player leaves, now says he left instead of default message -Interest timer fixed, now accurate -Hydro Tower (Spout) should now be fixed -Trickery tower redesigned, now usable -Death tower remade into something useful -Polar Tower redesigned, much more useful now -Gold tower modified to function like 3.0 gold -Persistence removed from Extreme Mode, instead there is no time between rounds, creeps move faster now too, perhaps call it extremely fast mode -Life tower is now 3/2/1 instead of 5/3/1 for kills per life gain -Demon Hunter level 56 changed to Death Knight -Rabbi level 19 changed to Priest -Witchcraft Tower (Voodoo Level 2) fixed (had no attack), Maledict now fires every 2.5 seconds with 5 second duration, now affects 250 AoE -Well and Drowning tower projectiles switched for cosmetic reasons -Healing waves nerfed, 2%>>1% heal per second -Beef Golem base damage buffed to 4000, will stop growing after maxed out -Elementals don't grow in HP as much (i.e. nerfed), armor given to them -Nerfed the big ronald, should actually be able to kill a few, lose 1 instead of 3 life now -Chaos mode does not shuffle Evil Childs anymore -Roots Tower DoT nerfed to 300 -Windstorm Tower DoT buffed to 500, now affected by armor -Quaker Tower now plays SFX when proced, AoE buffed to 750 -Graphic now displays for Kindle tower damage -Jinx now fires at 33% chance, duration 3 seconds -Electricity Tower nerfed to 325 damage from 375 -Quantum Tower teleport abuse fixed, cooldown made 10 seconds on all levels, damage increased from 310 to 390 -Gunpowder Tower damage buffed from 400 to 500 -Go Wild (Rage Tower) buffed from 30 sec CD to 20 sec -Flamethrower tower buffed from 300 to 350 damage -Abuse prevention in place for Trickery/Rage towers -Buffed AoE of Splash (Tidal Tower), but now it is affected by armor, 20% increased damage too -Explode (Nova) is now affected by Armor, damage buffed from 500 to 750 -Buffed Flame/Ice tower to 15/30/60% slow -Rage tower now autocasts -Summoning tower now every 20 seconds, creeps buffed -Magic tower ability nerfed from 11 mana to 15
  8. I've already decided, now we just need to see if it is fair.
  9. I actually prefer that it is longer, as the homepage has no content otherwise. PaperEye, I'm really impressed by this. I can't wait to see what it looks like when it is done. Thanks.
  10. I'm really anxious to release the next beta, so if you could get the following things done today, I'll be able to prepare and release the beta when I get home tonight from work. Of course I don't know your schedule, but would be much appreciated. -Finalize dialog system. Specifically, it does not run Start Players when players are voting, and double check the tally count method. -Maledict code posted had errors. If you could go through and finish it, that would be much appreciated. What is the absolute maximum that polledwait can be inaccurate, is your buffer of .5 seconds enough to ensure that second round of Maledict will always fire?
  11. Same here, I always prepare for them. I do feel that they are the easiest of the 4 types, but as others have said lets stabilize balance before buffing them.
  12. Orber we already have our solution, it is berserk. emjlr3, that is pure genius.
  13. I'm looking for talented writers to help improve the text on the website. I feel that having good content is key in attracting and keeping players who visit. To start, I'd like to focus on the homepage. I'm looking for more detail, better writing style, and perhaps expansion of content (talk about new and different things about the game). For reference, here is the text as it stands now:
  14. The problem with Penitence is the overhead. It is the only thing in the DDS that requires the DDS to know when any tower is attacking, as opposed to a specific tower. As a result, as it is now is bad. I've come up with a creative way to keep Penitence (Sunburn) without slowing down the DDS. Remember that all it does is amplify damage by X%, so envision this instead: Duration is 5 seconds. When casted, starting HP of creep is stored. 1 second later, difference between current and starting HP is found, and X/5% of that is subtracted from the creep HP. 1 second later, current HP is compared to HP one second ago, and the process repeats. This does lead to some compounding, the alternative is to simply wait 5 seconds, compare difference and subtract X%, but things like healing creeps will interfere with this. Anyway it comes down to being almost the same thing, without slowing down the DDS.
  15. The idea behind the system is that longer times for lower difficulties won't delay a mixed game as much since if a harder difficulty player finishes the time will be cut. If the difference between difficulties is not great, then the intended effect won't do much in a lot of instances.
  16. Wish Clan etd had a bot still, would be good for games.
  17. The solution proposed is interesting, but to make any use of it the timings have to be increased even more. I'm proposing actually making the timings more aggressive to cut down on idle time. Here is what I was thinking: 20/16/12/8/4 I believe (but only testing will confirm this) that even though lower difficulties are getting more $$$, they will not be able to spam as much, since they are also getting more creeps (almost twice as much for VE). Dealing with spam should become more isolated with the new dialog system anyway. Now when host is choosing the options he can defer the choice to the players to vote on. There is no reason to not force a difficulty on people now (unless you actually don't want to do it), before some hesitated because of having to force the other options.
  18. You will have it tomorrow. Do note that I am at work tomorrow until the afternoon.
  19. Karawasa

    Gold Tower

    It may prove not to be, but I am trying to figure out a function of both damage and creep level that is viable. It should become more useful as the game progresses, otherwise the gold gain becomes worthless.
  20. Karawasa

    Insane mode

    Haha, very much true. Reason enough for GipFace to start playing betas.
  21. Karawasa

    Insane mode

    It is no secret, so I will just explain what I had planned for Extreme Mode in the upcoming Beta6. In previous betas the movespeed was increased by 50 for all creeps, and then there was that glowing triggered by lethal damage thing. In Beta6, I increased movespeed gain to 100 (default creep has 300 movespeed, so from 16.666% increase to 33%), removed that lethal damage thing, and made it so there is no time between rounds like this thread suggests. What this leads to is a much, much faster game (Extremely Fast Mode maybe lol). I want it to be harder, but not impossible. We will see if 33% speed increase is too much.
  22. Karawasa

    Gold Tower

    Perhaps it would be best to return to what worked (short of balance issues) then, i.e. option 1.
  23. All of the triggered spells that do damage (i.e. any spell that isn't from WarCraft 3 ladder) is affected by armor and armor type. So yes, that problem has been solved for the most part. There are a total of 6 towers that ignore armor in 4.0 currently (beta5), and I intend to reduce this number to 3. Moved to Programmer's Corner
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