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Posts posted by Noya
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The Stop not working is due to the autoattack logic needing to interrupt the attacks ASAP to chose a better new target. I can consider a 'Hold' command, making the tower stop attacking altogether.
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Fixed in 1.1, thanks for the report
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Is your system 32 or 64 bit?
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On 11/19/2014 at 10:12 AM, WindStrike said:Might need to wait till multiplicative is supported
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5 hours ago, Karawasa said:It's an interesting idea but the reason I avoid it is that this page will be shared by the mobile version.
Wouldn't a separate tab/choice button be required then? The balance numbers between the 2 games will not be the same due to engine differences, and I'm sure showing the cool 2D tower art of the mobile version will look great on its own page.
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We wanted to have any reason to play Normal, thats why current Frog board is Normal-focused. Normal+Rush should be the fastest way to get to the Boss waves (because Rush Boss waves are now equal to non-Rush).
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Working as intended
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Might be worth doing some child removing on that tower effects, yeah
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Reset is doable but hard (because it wasn't planned from the start), but we can keep note of it to add it in the future.
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51 minutes ago, Utoko said:Can you tell us the endgame scoring values?
I think net worth gives 1 % Bonus for ~4000 ?and endgame speed Bonus has to do with the game time? 1min faster = ?%
Current endgame (wave 55/30) scores, expressed as bonus %
EndSpeedBonus (time in seconds)
On Rush - No bonus
On Express - (20/time*60) - 1
On Classic - (40/time*60) - 1
NetworthBonus
(Player Networth/Base Networth) - 1
Base Networth is based on the gold value of the waves of every difficulty & game length
Currently:
Normal 60805
Normal Express 69483Hard 79445
Hard Express 89142Very Hard 90861
Very Hard Express 102373Insane 103951
Insane Express 117564Keep in mind these are subject to future modifications based on feedback, let us know.
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5 hours ago, BlankMinded said:A player could sell all (or nearly all) towers just before the final creep dies on wave 55, netting them a higher net worth bonus than non-random players.
You don't even need to sell them, you will get the 100% value out of them. It's always been this way, random has those sort of benefits to make up for the lack of pick order.
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Patch is Live!
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1 minute ago, Tabasco Tampon said:it's not clear that highscores in private lobbies won't be scored
There are no private lobbies, you are still playing on dedicated servers if you host a single player lobby. The reason some scores might not record is a database locking problem, where once every 5 minutes it is denying writing, causing some matches to never be stored. We found a problem for this and it should be resolved with the next leaderboard reset coming up today.
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Summoner Error model makes me sad, does that happen often or is it a replay thing?
Also thanks for capturing a top highscore in a video, it really shows how fucked up Nature tower balance is
Those Arrow towers though
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I will consider this if it wouldn't increase the map size by 30MB with each map version I add. Unfortunately Valve hasn't provided a way to reutilize a map in the playable map list, so we are forced to just make a copy of it for every entry. Providing a N/H/VH/I version of the 3 and 6 player version would mean close to 300 MB download size instead of the current 70MB.
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We are planning in adding more towers but as Alternate Versions of the existing ones, changing the effect and element type. Check it out here we are still looking for ideas for most towers
As for 4-element towers, it would mean adding 15 new tower models and every lvl 1 triple having access to 2~3 more upgrades... It's doable for sure, with a 4 elem build you would just get 1 extra option in any of your 4 triples to upgrade to, while a 5 elem build gets ... 7 towers I think?
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Nice catch, the AttackNoEarlierThan function was bugged so I'll just stun the tower shortly after cancelling the ability Thanks for the report, this was definitely abusable with cannon towers early
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Yes, you'll have to trade-off Fast clear bonus with Interest gain, I think that was the idea behind the change (keep in mind I'm not the main man behind the balance updates )
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Just fixed both issues, thanks for reporting it. Turns out all the tower hulls were just using their default model values instead of a normalized one. Tower ranges should be more consistent now, will be shipped with the next update
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Did it happen more than once? I can't reproduce it
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Patch is implemented and ready to ship after we finish playtesting it
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8 hours ago, Kpop fangay said:If Rush scoring is no longer becoming a bonus would it be possible to implement a 'next level' button that skips the 'remaining' seconds of the income timer? I'm not entirely sure but it sounds like games will possibly be lasting 10-20% longer without it. Again I have no clue how flexible the game engine is with timers so i'll leave it up to you to decide whether or not its worth looking into, i'm just a hardware junkie that plays games so anything that involves a tiny bit of code is out of my field of knowledge.
It can be done but I'm sure there's balance implications (Haste tower for example) and of course not really valid for multiplayer games. Games without Rush will last longer, and probably the strategies will be slower (because now there's a networth bonus at the end of the game, so interest is more important)
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3 hours ago, Kpop fangay said:...right now you only get rewarded for doing what is the easiest strategy with a lucky spawn pattern such as getting reanimate during peak levels and having basic + weakness spawns towards the end which maximises your points and saved income due to the lack of stress to purchase towers pre-finish.
With the removal of Chaos & Rush bonus scoring, getting into the leaderboard will at least be less dependant on luck. Really excited to see what will happen on the next patch, it should be ready tomorrow~sunday hopefully!
Patch 1.1
in General Discussion
Posted
That's a bug, problem with not choosing the time properly or forgetting to clear a time on the sequence, gonna look into it