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Everything posted by Noya
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Thank you, fixed it! More points to the frogs on next update!
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What do you think of the ease of access to builds?
Noya replied to RCDM38's topic in General Discussion
On the next update I will try to add a confirmation message on endscreen & resend score attempts until the match is properly received. I don't know what causes the match-drops but it is indeed a shame that some of this legit games are lost, sorry about that! -
So if you select the summoner, it doesn't let you use it after reconnection? And you don't see a "+1 ELEMENTS" golden button? That's weird, I'll look into it
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This is changing in the next update, I'm sure for the better. @WindStrike will be making a thread explaining the changes shortly and a day or two before the change, so you can prepare/give final feedback before the leaderboard reset
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Just want to note that the -gold XXX protection is gone, if you start the lobby with cheats enabled it won't count, if you -gold XXX without cheats enabled it just won't do anything (before, it also detected it as a cheat) We need to add some sort of confirmation ingame that the match was properly recorded on our servers, after the endscreen.
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The remainder was because outside of Rush, if you fully kill 3 waves (which are guaranteed to be 90 frogs of Wave 1, 2 and 3), then kill lets say half the wave 4 (15 frogs), I just wanted those 15 frogs to count for something. But the nature of Rush frogs is different, so you can kill 75 frogs but not have killed wave 2, making it all messy. As I said before, I believe removing the Rush mechanic from Boss waves is probably for the best (and I'm not saying this only because its hard to compute the score values properly)
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It already does that. Just checked ingame, it will only switch targets after the current target goes out of range (as with any tower)
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Congratulations!
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We have discussed changing this, here https://github.com/Karawasa/Element-TD/issues/176 and here The problem is not implementation, but balancing/design choice (as well as a concern on script performance). I will add it to the Normal difficulty and see how it fares
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Which is why we need to review the scoring system, as it downright eliminates this type of towers that aren't focused on "just kill everything ASAP"
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Honestly Rush Frogs is a mess, I tried to get them to work the best I could but the odd-number of frog kills might be making the calculation feel very random. The fact that you can kill frogs from wave N or even clear it while still dealing with an earlier wave is complicated and it might be not working as one would expect. I think I mentioned it before but I think we'll probably need to review the Boss waves using the Rush mechanic in the first place.
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Related to https://github.com/Karawasa/Element-TD/issues/176 I'm hesitant about adding it yet
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Confirmed, fixing on next update, thank you!
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On next update: The problem was due to the respawned units dying from physical autoattacks instead of our custom damage which should never happen. In consequence, Undead waves will be slightly harder to kill but will give all the gold as intended. Thanks for the patience
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That's wrong. You still need to clear the full wave for the score of that wave to compute. Each wave should be its own counter, so you should be able to. Not sure what happens if you kill a Wave N+1 before killing Wave N though
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I added Cancel Construction in the last patch (and gave me a bit of a headache because of a side bug). Now you can cancel an upgrade or sell a tower for 100% price if you do it in the second you placed it (or 6 seconds for periodic). Enjoy
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Small patch today, moving towards a stable 1.0 version: - Added an ability to the buildings to allow canceling an ongoing construction or upgrade, fully refunding the resources. - Increased Builder movespeed to from 522 to 800 - Increased the maximum loading time to 4 minutes - Fixed missing tooltip for 90% sell and networth being incorrectly accounted for it - Added elemental explosion particles on selling & cancelling.
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Cancel upgrade is a must have, we can add Cancel building for the duration of the construction process too.
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The problem is we only send the scores when the match actually ends, we would need to restructure things a bit to enable multiple game sendings in the same gameplay and it's certainly not multiplayer-friendly.
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I am planning to add tips during loading screen time and I'm looking for help! Write down any tips you would like to see being displayed (randomly chosen) during loading, I will choose the best ones and put them on the game. Try to keep them short and concise. Examples: * Sandbox Mode is available for single player lobbies and allows you to easily test towers & builds * Slows stack multiplicatively, meaning three 10% slows are worse than a single 30% slow * In All Pick, you can still get Random elements if you -random or use the item on the summoner