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WindStrike

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Everything posted by WindStrike

  1. Courtesies of GotD, although this patch doesn't quite include everything I was trying to get in, we're releasing a patch now while the game's got some popularity back for it. Have a massive changelog! General As of a little while ago, we now have an iOS version! Check it out here. Tier 3 Triple Element Towers have been added! They don't have cosmetic changes yet, but this should vastly increase the number of viable builds in the game. They all cost a total of 10000 Gold and have roughly 3 times the damage of the previous upgrade. A few are a little higher due to not scaling well into the endgame. Just an FYI, combined with 12th Element Pick, this feature is super IMBA. Enjoy it while it lasts, cause in a week or two when we drop another patch, the 12th Element Pick will be getting removed from the game, as there is literally no way to balance having both of these features in the game. Endspeed Score Bonus increased partially back to what it used to be. Classic: Increased multiplier from 1 to 1.25 Express: Increased multiplier from 0.5 to 0.75 Short Mode starting gold increased from 1750 to 2000 Re-pinned and updated DPS/Gold Values thread Towers Basic Arrow damage increased from 30 / 90 to 35 / 105 Cannon damage increased from 35 / 105 to 45 / 135 Periodic damage increased from 30000 / 36000 Single Element Fire ability damage per second increased from 8 / 56 / 400 / 4000 to 10 / 70 / 490 / 4900 Water damage increased from 60 / 420 / 3000 / 30000 to 65 / 455 / 3200 / 32000. Pure Water AoE increased from 200 to 250. Nature damage increased from 64 / 450 / 3100 / 31000 to 70 / 490 / 3400 / 34000 Dark damage increased from 330 / 2300 / 16200 / 162000 to 350 / 2450 / 17200 / 172000 Dual Element Ice has a temporary rework. Expect an overhaul next patch. Range reduced from 900 to 550 AoE at all points increased to 450 Projectile Speed increased from 900 to 1000 Damage increased from 180 / 900 / 4500 to 360 / 1800 / 9000 Atom range increased from 700 to 900. Max stack count reduced from 13 to 11 Poison ability AoE increased from 400/800 to 450/900 Magic damage decreased from 700 / 3500 / 17500 to 350 / 1750 / 8750. However, attack speed altered from 0.66 to 0.31, and projectile speed increased from 2500 to 3000 Vapor damage & ability damage increased from 30 / 150 / 750 to 60 / 300 / 1500. Range reduced from 700 to 550, and secondary shockwave AoE reduced from 350 to 275 Flame damage increased from 50 / 250 / 1250 to 300 / 1500 / 7500. Ability damage increased from 50 / 250 / 1250 to 60 / 300 / 1500 Life reworked! You now gain lives back from kills! However, it's capped at 75 lives (150 in co-op). Damage bonus is now granted when you're at 50 lives or less (100 or less in co-op). Damage reduced from 500 / 2500 / 12500 to 420 / 2100 / 10500 Damage bonus increased from 30% to 50% Moss damage increased from 170 / 850 / 4250 to 180 / 900 / 4500 Gunpowder damage & ability damage increased from 40 / 200 / 1000 to 50 / 250 / 1250 Geyser is no longer RNG-based! Effect now procs every 3 attacks. Damage & ability damage increased from 450 / 2250 / 11250 to 800 / 4000 / 20000 Tooltip is currently off, it'll be fixed next patch. Triple Element Nova range increased from 700 to 900. Tier 3 deals 4500 damage and causes a 70% slow. Hail Tier 3 deals 12000 damage and has 1750 range. Laser damage increased from 5500 / 27500 to 6000 / 30000. Tier 3 deals 90000 damage. Jinx Tier 3 deals 52500 damage and its curse deals 40% extra damage per tick. Runic Tier 3 deals 20000 damage. Obliteration Tier 3 deals 26000 damage. Windstorm damage per second increased from 450 / 2250 to 600 / 3000. AoE reduced from 600 to 450. Tier 3 deals 9000 damage per second and causes a 70% slow. Polar Tier 3 deals 27000 damage and temporarily removes 55% of the target's health. Flooding Tier 3 deals 3600 damage per second. Tidal damage increased from 500 / 2500 to 600 / 3000. Damage increase per attack increased from 35 / 175 to 45 / 225. Tier 3 deals 9000 damage and gains 675 damage per attack. Haste damage decreased from 1800 / 9000 to 1600 / 8000. Tier 3 deals 24000 damage. Corrosion Tier 3 deals 1650 damage per second and causes a 100% damage amp. Flamethrower damage decreased from 500 / 2500 to 360 / 1800. Napalm damage increased from 100 / 500 to 240 / 1200. Tier 3 deals 6000 damage and 3600 Napalm damage. Roots Tier 3 deals 1500 damage per second and causes a 70% slow. Incantation base damage amp increased from 5% / 15% to 7% / 21%. Tier 3 deals 8250 damage and has a base damage amp of 60% and a max damage amp of 110%. Impulse damage reduced from 4400 / 22000 to 4000 / 20000. Tier 3 deals 60000 damage and has 1750 range. Ephemeral damage increased from 1800 / 9000 to 2000 / 10000. Tier 3 deals 33000 damage. Muck Tier 3 deals 15000 damage and causes a 70% slow. Gold damage increased from 5000 / 25000 to 6000 / 30000. Bounty bonus reduced from 35% / 50% to 35%. Tier 3 deals 100000 damage and has a bounty bonus of 35%. Quake is no longer RNG-based! Effect now procs every 5 attacks. Range decreased from 700 to 550 Damage increased from 1500 / 7500 to 1800 / 9000. Tier 3 deals 27000 damage. Ability damage increased from 600 / 3000 to 1800 / 9000. Tier 3 deals 27000 damage. Tooltip is currently off, it'll be fixed next patch. Patch is live!
  2. Oh shibby, that's.... definitely not intended, lol. I don't know if it'll be fixed by the next patch that's coming out in a day or so, but we'll get it fixed for sure by the one afterwards. Thanks for letting us know!
  3. Vapor: Squirts water? Huh, that's weird. I'm not running into the issue on my end. Is it perchance caused by a nearby Well Tower giving it the attack speed buff? That's the only thing I can think of. Tidal: I believe that was fixed last patch, but if not, then it's definitely fixed in the upcoming patch in a day or so.
  4. Sorry about the late response on this. The bug is fixed (including the audio for the tower, it was rapid-firing both invisible shockwaves and the sound) and should be out in the next build, which in theory, should be within the next day. Thanks for letting us know!
  5. There's a double-tap function to do this, though if you want to select less than that, then yeah, it's one-by-one. Also note our selection system does not allow players to select towers of different types and/or levels. Hmm, would it be easier if the clones were more distinguishable from the rest? Right now, they just got this shadowy effect on them, though especially in clusters, it can be really hard to tell the difference. I'm not sure how useful that UI thingy would be. Probably more confusing than anything. I've poked for the other two issues you asked for and while I'm not entirely behind the one-tap to confirm (at the very least, provide an option for it), I definitely would like to see the wave timer gone. I've heard from several people that they want the time to plan ahead, and with the current system, it can be difficult to do that. It's one thing in the other versions due to having multiplayer support, but in here, where the interest timer pauses anyways when a wave isn't going so you can't break the system... plus mobile gaming is usually more supportive of "play when you need to, pause when you need to"... yeah, I'm all for that.
  6. Okay, I learned some things to help streamline the bloody tooltips process. Expect it mid-August after The Internationals. Only thing that could delay it now is if testing something in particular just makes me punch my monitor and cause a tear in the fabric of the space-time continuum.
  7. I apologize, active development on EleTD has practically come to a halt, everyone that was working on it have been become busy with a lot of other stuff. The new patch is close to being done in terms of functionality and balance, the main thing blocking it is a bunch of grunt work with regards to tooltips that involves doing a lot of the same thing over and over until said grunt work is done. It's been bugging me too that I haven't been able to finish this patch, so I'm gonna buckle down soon and try to knock the rest out. Sorry about all the delay and lack of content/balance updates.
  8. What do you mean by loss, exactly? Do you mean they're weak in the late-game?
  9. Periodic Tower isn't the only pure tower in the game. All the Level 4 single-element towers are also pure towers. To get any of them, you'll need a Level 3 Element and a Pure Essence. The point of the Periodic Tower is, in case you don't have a Level 3 element by the end of the game, which due to the 11 element picks system, you'll then have at least level 1 of all the elements, then you still get an ultimate tower.
  10. Usually it takes some time before it goes up. Though, if it's been over a day, theeeen thar be some issues, cause this isn't the first time it's happened. Might be slightly overloaded. I'll check with Karawasa and see if anything can be done about it.
  11. WindStrike

    Pausing in game

    Oh, in that case, if you're referring to the 5 minute pause timer limit on dota 2 version, that's hardcoded, there's no way to change it, and even if there was, we wouldn't fix it due to griefing issues it could cause in multiplayer.
  12. While technically not intended, it does fix that annoying issue than happens in other versions where your level 1 water tower is cloned, and you upgrade it straight to a pure water tower, but it can't be cloned for 60 seconds still, so we're actually fine with this little feature. Likewise, if you build a trickery tower, it clones something, and you upgrade it, it refreshes the cooldown, so it buffs something again really fast. Consider it "tricks of the trade".
  13. WindStrike

    Pausing in game

    There's a max pause time? Wow, didn't even know that, lol. Twill make sure it goes indefinite next version. Also, turning your phone screen off should pause the game as well. Alternatively, you can also back out to the main menu and then resume to latest wave you started.
  14. WindStrike

    Scores

    Probably with the next version. Some of the multipliers are going down a bit, so that should help make it so your score doesn't literally double or triple when you hit the end.
  15. We apologize for the game being broken in the last hour or so, it's getting hotfixed, our bad. >_<
  16. Down the road, we're going to be adding some new maps to EleTD, but instead of just alternate layouts like the Lava & Ruins maps, we'd like to add some sort of gimmick or feature to these maps, ie multiple paths or creeps coming from both ends of the path at the same time. Let us know what kinds of features and gimmicks you'd like to see in future maps!
  17. Nature, Light & Ephemeral all didn't need nerfing last patch. I only nerfed them just to break the current meta mold and try and make players do something else, something that's had limited effects, apparently. They're being buffed back next patch. Haste didn't need that buff, but people kept complaining it sucked, so I did it anyways. It's droppin' back next patch as well. I've known for a while Tidal has been weak, and I've been tempted to buff back Laser back to 6000 / 30000 for a little while as well. Quake is that weird spot where theoretically, it should be good, but for some reason, like Vapor, it magically falls off in the late-game. Hail falls off because it synergizes with absolutely nothing except sheer damage, meaning you're pretty much forced to Water + Nature + Light + Dark just to make it relevant. Buuut rather than attempt to re-balance numbers on these shenanigans in response to a wide variety of highly diverging opinions that will no doubt continue to happen no matter how many times I rebalance the numbers, I have an alternate solution that, in all likelihood, will probably break the balance of the game, but in exchange, open up new doors. Expect a 1.11 in about 2-3 weeks with a new feature. No new towers technically, but new ways to play, more builds being viable, and a way to make various towers (not all of them) not fall off in the late-game.
  18. As cool as that mock-up is, there's some issues with it, especially with regards to cluttering: On smaller screens, that information will not be visible unless it covers half the screen. When you have all 6 elements, it'd take over the entire screen trying to upgrade into a dual or a triple tower. We actually used to have the elements anchored around the build location; the problem was, it was too intrusive and covered too much of the screen, especially when trying to select other locations, cause the UI would actually block it, plus scrolling around the map was rather difficult. I think eventually, we're going to be including a tower table of sorts in-game, similar to the on-site tower page, but it might be a while, because it'll require a new full UI to build it. Something of a menu of sorts you can check out from an in-game menu, similar to the creep legend, though a little more complex. Not just Level 3 elements, but I noticed it doesn't seem to matter what towers you use, I had some Fire towers kill water elementals on Insane, which usually doesn't happen. Gonna go look into it some more, re-verify the Base HP levels and scaling, as well as the element armor types of said elementals. I think we got the rest of most the feedback listed here on the "to-do" list of next version. Thanks fer da feedback! We do wanna add Achievements, buuuuut between UI shenanigans, new art icons for them, and figuring out potential rewards systems for them.... yeeeaaaah this won't be anytime soon unfortunately. We're still trying to focus on improving the functionality of the core game first, but we will be adding achievements down the road.
  19. That's a result of being on God Mode. Because you've got a bunch of towers + 99,999 Gold, it's adding a bunch of score to your total score based on your total Networth, which is the total sell values of all your towers + your remaining gold, and then a total speed bonus is multiplying off of that. If you weren't in God Mode, well the score would still jump up by a lot, but not that much, lol. Admittedly, the scoring system probably needs some tweaking, and I'll see if I can re-calculate some things so we can get a more refined system in the next week or so. Twill also be putting up a "how scoring works" thread on here within the next few days.
  20. Oh god, this was back when I didn't format my posts and the dota version only existed in theory. Holy crap how does anyone read this crap.
  21. Unfortunately not, though with how much people complain Obliteration sucks late-game, I don't think anyone's really going to complain about the immune to vengeance bug. Regarding the disconnect bug, I'll see if we can prioritize that next for a hotfix.
  22. Nevermind, the Noya strikes back, 1.10 it is. Trust me, I'd love to do x.y.z, buuuut I blame the Noyanator.
  23. Going with 1.95, cause it's not that big a patch (at least, by comparison to the next major content release that may be coming next month), but it's also not quite that small. Managed to fix up the last thing I wanted fixed, aka see the new Express Scoring listed in the patch notes above. Patch will release later today. Also, look forward to the mobile version, releasing on Android later today as well!
  24. Yyyyep, which is exactly what I was worried about. Still surprised no one's done it yet for Express. Maybe because it kinda requires at least 2 of them to be reliable.
  25. This is a relatively quick patch fix to help cover last week's big balance patch. I don't know for sure if the nerf on the endspeed score bonus is enough for Classic, I'm just taking a step, not a leap. Anyhow, here's the notes below! General Starting gold on Short Mode increased from 1600 to 1750 Elemental Boss Base HP increased from 500 / 2500 / 12500 to 600 / 3000 / 15000 Classic Endspeed Formula: Old: ([(45 Minutes / Your Time) - 1] * 1.5) + 1 New: (45 Minutes / Your Time) Express score per creep changed from (Wave + 5) to (Wave + 20) Express Endspeed Forumla: Old: ([(20 Minutes / Your Time) - 1] * 1.5) + 1 New: ([(20 Minutes / Your Time) - 1] * 0.5) + 1 I checked the calculations, Speed > Networth for high scoring still, it's just not as horribly dominant Frogs gain 80 Score each per wave, up from 40 Score Towers Basic Nature damage decreased from 70 / 490 / 3400 / 34000 to 64 / 450 / 3100 / 31000 Light ability damage decreased from 3 / 21 / 150 / 1500 to 2 / 14 / 100 / 1000 Duals Level 3 Duals gold cost reduced from 4750 to 4250 Level 3 Blacksmith / Well / Trickery gold cost increased from 4750 to 6000 Level 3 Trickery clone duration increased from 70 seconds to 75 seconds Electricity range reduced from 1150 to 900. Damage increased from 180 / 900 / 4500 to 240 / 1200 / 6000 Magic damage increased from 650 / 3250 / 16250 to 700 / 3500 / 17500 Triples Flamethrower damage increased from 320 / 1600 to 360 / 1800. Napalm damage increased from 160 / 800 to 240 / 1200. Napalm AoE reduced from 400 / 350 Haste damage increased from 1600 / 8000 to 1800 / 9000. Projectile speed increased from 900 to 1000 Obliteration AoE range decreased from 150-450 to 150-300. Damage increased from 1200 / 6000 to 1600 / 1800 Ephemeral damage decreased from 2000 / 10000 to 1800 / 9000 Runic damage increased from 1200 / 6000 to 1300 / 6500 Patch is live!
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