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Noya

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Posts posted by Noya


  1. 12 hours ago, WindStrike said:

    On the flipside of things, we've still got two empty slots on the Builder, and one of our dev team is saying we should totally fill it with some new options

     

    In this special: Crazy developer ideas to fill the builder item slots!

     

    Main concept: Path-placed buildings.
    This type of buildings aren't placed on the highground, instead, they must be built on the creeps path.
    Creeps won't be blocked by them and don't prevent construction either.
    Just like towers, they take grid spots and can't be built on top of each other.

     

    Various possibilities for this concept:

     

    1. Land Mines

    - Deals a % of the enemy HP on impact.
    - Free of cost, you get some charge(s) every wave(s) but has a max charge count.
    - Meant as a safeguard against leaks
    Pros:
    - Adds some spammable ability to use during downtime
    - Chain explosions!
    Cons:
    - Potentially too strong vs Frogs
    - %HP damage has to be handled with care
    - The game difficulty must increase to make up for this addition

     

    2. Element Enhancer
    - Slightly increases damage done to units standing on this path.
    - Costs gold and you only get a limited amount of them (either at start or per waves)
    - Only upgrades one elemental damage type (default composite)
    - Can be upgraded to any unlocked element and can't be reverted

     

    3. Wall/Trap
    - Initially just a small barricade that slows down the first creep it hits for a short duration.
    - The effect is used on the first contact and disabled afterwards.
    - It recharges a moderate time after, allowing for the effect to happen again (perhaps once every wave?)
    - Same as the others, this would need to be handed in limited amounts.
    - Can be upgraded for fancy element effects
        Light: Blinds, runs backwards
        Dark: (Portal) travels back in time
        Water: (Torrent) gets tossed in the air
        Fire: Runs faster but gets increased damage
        Nature: (Thorns) Holds for a larger duration
        Earth: Knockback, cascading the knockback to all those behind in a straight line.
        
    These are just concepts and all parts of them can be changed and discussed, the first real question is whether these "path buildings" are worth exploring or not, and if so, what kind of effects could they have?

     

    Note that the grid-toggle item can totally be made into an UI button if more interesting concepts come in to fill a 3rd new item slot.


  2. We got a reliable repro courtesy of @holepercent but still haven't managed to pindown the exact reason. Will prioritize fixing this over anything else tomorrow and hopefully should be fixed in the next update.


  3. Yeah there's some weird stuff going on. We've tried to see why it happens and pushed some potential fixes to prevent it, but it really looks like an engine problem that appeared with Spring Cleaning.

     

    The weirdest thing is that it just randomly appears and doesn't generate any console issue, but after it appears once, it starts appearing on all the entities created afterwards.


  4. Hello Matt, this is due to an update that broke our hero replacement system (it was based on pit lord and Valve removed it). It will be fixed on todays update, in the meantime I asked Karawasa to disable the rewards so you might be able to play. Sorry for the inconvenience :(


  5. 3 hours ago, diox8tony said:

    I am still getting the red "-25% speed bonus" shown.

     

    Yes, the score will just cap at 0 for the wave depending on other values. You can get a -2000% speed bonus and it will end up in 0 score.

     

    3 hours ago, Kpop fangay said:

    This has been mentioned by one of the devs and was intended to be a nerf to income builds, likewise killing the temporal creep within its first 3 seconds of being spawned also immediately kills them without timelapse proccing.

     

    As for targeting rules, I can't say much about them apart from the fact that without them its extremely beneficial to the life/gold tower builds as you can have your other towers without targeting rules to stop attacking by pressing S while having 'auto attack' turned off. I'm sure if there was a toggle spell on towers to switch between targeting rules (First, Weakest, Closest, Furthest Strongest, Last) it would greatly benefit players that want to relax but get good scores with the gimmicky towers that require last hitting or builds that do varied damage based on current health.

     

    Personally I would like to see an option which makes towers constantly switch targets, this would be beneficial to a few of the debuff towers which currently have default targeting.


    I wanted to do an "Attack Stance" UI for tower attacks (I basically have the backend implemented) but it's really so convoluted, first there is the "Switch targets after each attack?" option, then there's "Target Closest/Furthest/Highest HP/Lowest HP" targeting choice, and finally a "Keep focusing after leaking" flag on the mix. And potentially a "Hold attacks" option? The default dota behaviour (no extra script logic) is basically "Target closest and keep attacking it until it leaves range", we have done specific attack logic for all towers that made sense to have one, but I feel adding a floating UI with +6 buttons could cause a lot of confusion and miss-use. 

     

    If you guys really think this is necessary I'm sure we can do something, but as it is now I don't have a clear idea on what does this interface actually need.

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