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Chiquihuite

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Everything posted by Chiquihuite

  1. The auto-loss thing results from not entering the "secret code". It's "-gophers". Type it into chat when you start up the game. Can I get a screenshot of the load-screen issue by chance?
  2. I believe we wanted to do this, actually. It may have just not been implemented yet. Maverck was handling the range actors, iirc.
  3. I'm personally a big fan of re-working this tower and I think there's a strong sense team-wide that we want it to be a more fun/functional choice. Any permanent change to the design will require a thumbs-up from Karawasa, but I'm probably going to implement some alternate versions of the tower in upcoming alpha builds to see how people feel about them.
  4. So as you're likely aware, Flamethrower was a bit problematic in 0.2 - the nature of its ability required a pretty hacky method to get it working without triggers. It should be fixed now, but I want to make really sure, so... I'd like to issue a challenge - play a game and use it. Abuse it. Try and do any kind of weird setup you can think of to get it to fail. If you succeed in breaking it, post here with a brief explanation and a replay (preferably indicate where-ish in the replay the bug occurred). Just to clarify, the functionality should be as follows- 1. Tower deals X damage at a ratio of 100%/50% in a 2/4 AoE 2. Tower applies 1/5 (for level 1/2 respectively) "Napalm" counters to every target hit (If a target takes damage, but doesn't get the buff, or vice versa, that's a problem) 3. If the target dies with at least 1 stack of Napalm, it will explode upon death, dealing X damage per counter in a 3 AoE. Each counter has an individual duration of 3 seconds (ie: If you hit a creep with Flamethrower once, then again 2 seconds later, then it dies 2 seconds after that, it should explode for only X damage, not 2X damage) 4. Counters stack additively between Flamethrower towers (and their upgraded version). 1 stack for level 1. 5 stacks for level 2. Per hit. 5. If a unit is killed on the first hit from Flamethrower, it should still explode. Good luck!
  5. Lots of useful feedback in here We'll go over this in detail soon. Thanks guys!
  6. I found myself mass-building elemental ray towers at the end of the path if I had leaks, then re-selling afterwards so I could keep gaining interest on that mass of minerals. This allowed me to save much more money than I otherwise would have building permanent towers to prevent the leaks. Do we really want to reward that kind of play?
  7. Correct. But I can see the argument for consistency here. I think the Fire tower gets away with that type of damage area because of the arcing motion of its flame attack, but the Flamethrower does look like it should be hitting everything between the tower and the target point. I'd like to get Karawasa's thoughts on that one and see what our options are.
  8. It deals damage and applies stacks in an AoE of 4. Direct damage is in a 2/4 AoE for 100%/50% dmg. Technically, it is hitting what it's set up to, but depending on where you place the tower the damage won't necessarily match the visual fire. Is that what you're referring to? Each invidual "stack" lasts 3 seconds, independently of one another, so it sounds like the bug is occurring any time a stack falls off (rather than removal of the entire debuff). It's not intended to be a tower you have to micro at any point, so we can look into adjusting certain values if that becomes necessary. We've talked about doing a visual indicator for the fire stacks and we do have a basic visual debuff effect, but it can get really noisy with many towers firing so it's hard to see stuff like that. We'll usually opt to put any valid notifications over the tower instead of over the creeps (and that would be problematic when you're hitting 3-5+ creeps at a time). We're definitely open to suggestions for improving this aspect. Perhaps a text tag indicating explosion damage when it goes off? Anyway, I think I know what's causing this and I'll re-work it for the next update.
  9. Please do. Flamethrower required some serious tomfoolery to get working and I want to make sure all the kinks get worked out. Just for reference, the current implementation is done with data-only and the sequence looks something like this- 1. Creep gets the "Napalm" buff when hit by FT 2. Napalm buff adds +spell damage per stack to the creep's offensive spells 3. If creep dies while under the effect of Napalm, the fatal attack is reduced to 0 damage and the unit instead uses an ability that blows it up for damage equal to +spell bonus from the Napalm stacks The one bug I'm aware of is that units are apparently dying when Napalm is removed, even if they weren't hit for fatal damage. This was probably caused by the way I set up the unit's suicide to give credit to the FT tower. If there are any others, we definitely need to know about them.
  10. Yeah, please feel free to bump your own thread for further 0.1 issues. We'll move them out as we release updates. And as far as I know, Random mode is still planned for release, along with some other surprises
  11. Failed at wave 40-ish, only a few big things jumped out at me with the elements I picked- Grenade towers need a more appropriate missile effectElemental grenade towers need appropriate missile effectsElemental grenade/ray towers sell for 100% instead of 75%Trickery tower needs a proper error message upon failure to cloneIce and Magnify towers feel really weak
  12. We've made some changes to the way Obliteration tower works in this update and now we want to get your thoughts on it. All you have to do is play at least one game of EleTD 0.1 and make use of the Obliteration Tower (and its upgrade) during the game. Once that's done, post your thoughts here in roughly the following format- Beyond that. Feel free to contribute any other thoughts, screenshots, replays, or anything else you want to share. We want to make sure every one of our towers adds something meaningful to the game and your feedback will be a major part of achieving that goal before release
  13. Hey guys, We've made some changes to the way Magnify tower works in this update and now we want to get your thoughts on it. All you have to do is play at least one game of EleTD 0.1 and make use of the Magnify Tower (and its upgrades) during the game. Once that's done, post your thoughts here in roughly the following format- Beyond that. Feel free to contribute any other thoughts, screenshots, replays, or anything else you want to share. We want to make sure every one of our towers adds something meaningful to the game and your feedback will be a major part of achieving that goal before release
  14. Ooh, good idea. I'll try to get this in for next release.
  15. Particle Field: This one intentionally lacks a life bar, as it can't be "killed" anyway. It's easy to add if it would be beneficial in some way, though. Is there an issue caused by the lack of a health bar? Buffs: Yes, we can flag specific buffs to be hidden. We'll have to take a look at this one.
  16. I swear I tested this one for like an hour before turning it on Ah well, I'll figure it out before the next update
  17. I didn't work on this tower so I'm not sure of the specific intentions, but we can definitely consider adjusting it. We want all towers to feel rewarding when used correctly. This tower was meant to provide an opportunity for some optional micro. It gains bonus damage per charge level. When it attacks, it fires off all charges. It will fire automatically at 7, but you can choose to fire it earlier to avoid overkill. That said, I think your idea is really interesting and I'm going to bring it up as a possible alternative if this one doesn't prove to be as fun as we'd hoped. We're going to be doing focused testing on a few specific things in the next Alpha update (0.1) and Magnify is one of the ones we'd like to get more feedback on, so stay tuned
  18. No worries. Intended or not, if it's causing players confusion, we want to know about it
  19. Never hurts to chime in with a good idea. We're less likely to make major changes now than in earlier stages of development, but it's never too late to improve the game
  20. Flamethrower tower isn't implemented yet either. That one is actually done and in the game, but a bug was introduced when we merged it. It should be fixed within the next couple of updates. I'm sad too because I was looking forward to using it
  21. Quark tower's not implemented yet. I actually just finished the mechanical part of it this morning and passed it to Karawasa to hook up the bells and whistles (Models, tooltips, etc). Hopefully we'll see it within the next few updates Any chance of a screenshot? I'd be curious to see this.
  22. That functionality of Obliterate tower is actually intended (to reward micro), though we're currently re-evaluating it and may make some changes.
  23. Chiquihuite

    Bugs etc

    Most of the towers are either built from scratch, or duped from a Photon cannon and then modified to save time. The models are plugged in afterwards, so mechanics normally associated with the units those models are borrowed from shouldn't be present. That said, we should definitely check this out if it's not shooting.
  24. Range in SC2 is based on the unit's "origin" point. In other words, the bottom-center of the unit. Even melee units have a range (and since it's based on their origin, larger melee units need a longer range).
  25. The max is 1/16th of a second in SC2, but yeah it's pretty nuts right now. We'll check it out.
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