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Posts posted by Noya
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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 addition2. 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 reverted3. 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.
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Should be fixed now
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I made a mistake when uploading, will be fixed on the next update!
Should be fixed now.
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Well you still keep the cooldown on Trickery so let's call this one "smart use of game mechanics".
I will fix the summoner buffing tho, that's totally not intended
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Reset doesn't revert interest timers, I've kept note to fix it later. Thanks for the report!
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I can try forcing your setting but it might still not get reverted if you don't finish the game.
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Try enabling your autoattack, Valve changed some settings to prevent re-acquiring autoattacks after you kill units.
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An update was deployed to the main game. Please confirm its working now (it was related to Water towers)
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Pushed a fix. Let me know if it still happens
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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.
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Spent all day trying to reproduce this in sandbox single player but can't do it reliably. Any reliable repro-steps will help immensely
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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.
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Yeah he isn't. Matches will still count for the 1.3 leaderboard even after the reset (we use the match version to make the list)
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Fixed now, thank you for understanding. Happy easter!
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Patch is Live! Still testing a stat recording change, so match recording might not be stable in the next couple hours.
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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
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They broke with the last patch, should be coming up next (and they will also be visible ingame, in our upcoming player profiles)
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Fixed now mostly
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Fixed now, I duplicate the lines sent to Allies directly to All Chat
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I agree. I don't think there's much to be gained in 6player multiplayer maps in comparison to 4 players. Unless someone has 5 friends willing to play a laggy EleTD lobby I guess.
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Excellent
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Patch is Live!
Ingame Leaderboards might not be refreshing for a while, we need to update the version on the remote servers but the man in charge is on a break for the weekend. -
Good idea on the sandbox button, I'll add it first there, get some testing and if it works well enough we can then add it to the main game.
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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.
Cheating?
in General Discussion
Posted
They aren't cheating, just watch their replays and learn from the best.
@Kpop fangay aka TXE has just recently achieved top1 with Flame towers, hats off to him!
https://hatinacat.com/leaderboard/matches/2275334731