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Beta 1: http://www.eletd.com/beta/FinalBeta1.w3x

What to look for and test:

-Chaos Mode implemented into the game.

-Creep classification (and order in 1 case) changed around, this means fast/healing/mech/dead levels.

-Ronald System redone completely.

-Composite Armor now more significant (90%>75% damage taken from Elements).

-Evil Child creeps changed to "Tank."

-Elemental Towers rebalanced.

-Poison/Crypt towers tweaked.

*Note: Extreme Mode is unfinished.

Please report on any bugs you find, balance issues you come across, and any suggestions you may have.

Enjoy

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I'm glad to present to you guys the second beta. I know this has been in the making for a long time, thanks for waiting.

Onto it then: http://www.eletd.com/beta/Element%20TD% ... 0Beta2.w3x

First:

In order to play the beta, you must type -carleton before the first round spawns. If you do not do so, the game will end.

Second:

Here is a list of things that are NOT completed:

-Laser/Phasor Tower

-Magic/Sorcery/Wizard Tower

-Tournament Random Mode

Edit: -Hero Mode

Third:

Here is what to test:

-Play the game, try all the different towers. I'm looking to see if any of the new towers bug, and how balanced the towers are overall. Try different builds, see if any one build is too bad or too good.

-The new Ronald system. The game should keep 30 Ronalds in play at all times. Each leaked Ronald should count as 3 lives. Ronalds should be a little tougher than 10 level 60 creeps. There should be a counter that keeps track of how many Ronalds each player KILLED (as opposed to spawned).

-The new extreme mode. Creeps should move faster, and upon taking LETHAL damage, should have a 20% chance to prevent that damage, and become invuln for 1.5 seconds.

-The new undead/mechanical creeps. Undead creeps should respawn after 5 seconds, with half the health they normally would have. Mechanical creeps should become invulnerable at different times, it is when their mana reaches 12, and it should last for 3 seconds.

-The elemental bosses, they are no longer immune to spells, but they should be much harder to kill now as the game progresses.

-The new voting system, try and see if you can bug it in anyway. Whether it be the host allowing players to vote on a certain option, or just trying to do player votes throughout.

-The new hotkeys. All towers should have the first letter of their name as the hotkey to BUILD. To upgrade to level 2 or 3 of any tower, U should be the hotkey. To get flamethrower, you could do F,U,M,F (fire, amplified, magic, flamethrower).

-I increased the creep HP globally by a small amount. Let me know if you think the game is too hard, too easy, or just right.

Fourth:

Here is the list of major changes:

-Removed initial lag bug

-Removed small lag before each creep wave starts

-Buffed periodic tower, removed alternate forms

-Fixed interest bug

-Buffed HP growth on Elemental Bosses, removed immune

-Made Undead/Mechanical classifications unique

-Played around with Unit Sounds

-Reworked damage/gold ratios for towers (specifically, tower costs and power)

-Reworked Creep Order, changed a few units

-Redesigned voting system

-Tweaked between level times

-New hotkey system implemented

-Revised Ronald System

-Complete redesign of over half the towers

-Reworked the element makeup of every tower

-Reworked Extreme mode

-Buffed creep hp globally

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I'm glad to present to you guys the third beta. This beta release comes so quickly, because it addresses a lot of bugs that will hopefully make testing easier for everyone.

Get the beta here: http://www.eletd.com/beta

You must use the following info:

Username: tester

Password: carleton

First:

In order to play the beta, you must type -carleton before the first round spawns. If you do not do so, the game will end.

Second:

Everything incomplete in beta2, remains so. That includes hero mode. Also, some of the bugs were not eliminated, but they will be taken care of in due time (such as the lag bug). I also did not get around to cosmetic things, such as tooltips.

Third:

Test this beta as you have been testing the second one. Here are some additional things to look out for:

-Try out the beta commands, they will hopefully make testing easier for you. You can type -level X to set the level to whatever you want, -gold X to give yourself any amount of gold, and -lumber X to give yourself any amount of lumber.

-Do undead creeps still bug the game?

-Is there anyway to abuse trickery/mirage/eidolon tower?

-Does interest appear as it should in random modes (i.e. anytime but only twice maximum)?

-Are the elemental bosses too tough?

-How is the new ronald, he should be easier and bug free.

Fourth:

Here is the changelog:

-Removed everlasting buff from Kindle/Tornado

-Removed display of extra damage for Sunburn

-Fixed Root tower to autocast

-Fixed autocasting of Blacksmith, Polar, Enchantment, and Well

-Fixed nova tower to autocast

-Fixed voodoo tower to autocast

-Fixed Undead Creeps (hopefully), nerfed HP revival (from half, to a third), reduced network activity for their revival (prevented trigger from firing twice)

-Conjure hotkey works now

-Spout/Geyser tower now have Erupt as well

-Fixed interest display on Custom Builders

-Beta commands implemented (level, gold, lumber)

-Multiboard width improved for longer names

-Added hotkey to periodic tower, reworked it

-Elemental bosses buffed again in HP (hopefully tough enough this time)

-Removed massive graphic lag upon losing to Ronald, nerfed Ronalds (now each one is 5x 61 creep, instead of 10x), and eliminated any possible damage bugs with them

-Interest may now appear at anytime in random modes (it used to be only before level 20), but it is capped at 2

-Implemented abuse prevention for trickery/mirage/eidolon towers

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I'm glad to present to you guys the fourth beta. This beta release hopefully eliminates some of the game breaking bugs. It also incorporates a lot of the changes found in the Beta2 report.

Get the beta here: http://www.eletd.com/beta

You must use the following info:

Username: tester

Password: carleton

First:

In order to play the beta, you must type -carleton before the first round spawns. If you do not do so, the game will end.

Make sure to put to good use the -level, -gold, and -lumber commands.

Second:

Everything incomplete in beta2, remains so. That includes hero mode. Also, some of the bugs were not eliminated, but they will be taken care of in due time (such as the lag bug). I also did not get around to cosmetic things, such as tooltips.

Third:

Things to test:

-Is the lag bug gone? If you have enough testers to do multiplayer, that would be great.

-Do Undead units bug the game anymore? Does Impetus work on them as it should?

-How strong are the Elemental Bosses?

-Do the Flesh Golems still grow too big?

-Is Kindle tower still too weak?

Fourth:

Here is the changelog:

-Hopefully removed the all important "lag," bug

-Hopefully fixed all undead bugs (impulse towers, stuck creeps, rounds not ending)

-Reverted Tornado back to previous version

-Reverted Nova AoE

-Nova tooltip improved

-Hail tooltip improved

-Windstorm tooltip improved

-Spring Forward now increases movespeed

-Go Wild tooltip improved

-Teleport tooltip improved

-Greed textag above tower now

-Tidal tower tooltip improved

-Chaos mode does not shuffle Evil Childs anymore

-Fixed oversized golems

-Nerfed Elemental Bosses

-Time Warp tooltip improved

-Spew Acid tooltip improved

-Sludge tooltip improved

-Roast tooltip AoE mentioned

-Pulverize tooltip improved

-Buffed Napalm ability

-Improved Impetus tooltip

-Gaia's Wrath tooltip improved

-Contamination tooltip improved

-Buffed Roast AoE

-Skeletal Minions range nerfed from 1500 to 900

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I'm glad to finally present to you guys the fifth beta. I'm sure everyone will agree that it has been in the making for long enough. With this release, I hope to address the main issues hindering testing.

Get the beta here: http://www.eletd.com/beta

You must use the following info:

Username: tester

Password: carleton

First:

In order to play the beta, you must type -carleton before the first round spawns. If you do not do so, the game will end.

Make sure to put to good use the -level, -gold, and -lumber commands.

Second:

The following things are no cause for concern:

-Hero Mode is not functional at all

-Tooltips are out of whack

-Hydro Tower (Spout ability) will bug, still trying to figure it out

Third:

Things to test:

-Do Undead units bug the game anymore?

-Can you bug Frostbite?

-Balance/Playability testing of builds/towers. Don't hold back your comments about towers, if it really feels weird or sucks, let me know.

Fourth:

Here is the changelog:

-Fixed Undead round stopping bug

-Frostbite ability should be bug free now

-Impulse/Quaker/Hydro (the three triggered damage as a result of attack) towers now benefit from "Fire Up"

-All triggered damage is now affected by armor, only composite attack towers (ones that use ladder abilities) bypass armor now

-Kindle tower AoE of immolation buffed

-Laser tower updated and functional

-Magic tower updated and functional (partially, only damage skill for now)

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I'm glad to present to you guys the sixth beta. I know it has been in the making for awhile now, but it is worth the wait. This beta addresses a host of balance and bug issues.

Get the beta here: http://www.eletd.com/beta

You must use the following info:

Username: tester

Password: carleton

First:

In order to play the beta, you must type -carleton before the first round spawns. If you do not do so, the game will end.

Make sure to put to good use the -level, -life, -gold, and -lumber commands.

Second:

The following things are no cause for concern:

-Hero Mode is not functional at all

-Tournament Random is not functional

-Interest timer will start to get negative during Ronald round, it is a cosmetic problem only (interest stops at ronald anyway)

Third:

Things to test:

-Play around with the new menu system for selecting game options, does it work as it should?

-Identify if Death, Polar, and Trickery tower work as intended.

-Does Hydro Tower (Spout) still bug at all?

-Try out Extreme Mode, what do you think?

-Updated balance testing to reflect the many balance changes in this version.

Fourth:

Here is the changelog:

-Spawn trigger optimized, perfect spacing of creeps

-All difficulties spawn the same number of creeps, start with the same gold

-Stuttering of creeps fixed with new and improved DDS, performance gain as well

-Optimized some code, noticeable performance gain for lower end systems

-New color coding system for tower abilities in tooltips, queries, and quests

-Updated menu system

-Tooltips cleaned up

-Next wave starts upon leak as well now

-When a player leaves, now says he left instead of default message

-Interest timer fixed, now accurate

-Hydro Tower (Spout) should now be fixed

-Trickery tower redesigned, now usable

-Death tower remade into something useful

-Polar Tower redesigned, much more useful now

-Gold tower modified to function like 3.0 gold

-Persistence removed from Extreme Mode, instead there is no time between rounds, creeps move faster now too, perhaps call it extremely fast mode

-Life tower is now 3/2/1 instead of 5/3/1 for kills per life gain

-Demon Hunter level 56 changed to Death Knight

-Rabbi level 19 changed to Priest

-Witchcraft Tower (Voodoo Level 2) fixed (had no attack), Maledict now fires every 2.5 seconds with 5 second duration, now affects 250 AoE

-Well and Drowning tower projectiles switched for cosmetic reasons

-Healing waves nerfed, 2%>>1% heal per second

-Beef Golem base damage buffed to 4000, will stop growing after maxed out

-Elementals don't grow in HP as much (i.e. nerfed), armor given to them

-Nerfed the big ronald, should actually be able to kill a few, lose 1 instead of 3 life now

-Chaos mode does not shuffle Evil Childs anymore

-Roots Tower DoT nerfed to 300

-Windstorm Tower DoT buffed to 500, now affected by armor

-Quaker Tower now plays SFX when proced, AoE buffed to 750

-Graphic now displays for Kindle tower damage

-Jinx now fires at 33% chance, duration 3 seconds

-Electricity Tower nerfed to 325 damage from 375

-Quantum Tower teleport abuse fixed, cooldown made 10 seconds on all levels, damage increased from 310 to 390

-Gunpowder Tower damage buffed from 400 to 500

-Go Wild (Rage Tower) buffed from 30 sec CD to 20 sec

-Flamethrower tower buffed from 300 to 350 damage

-Abuse prevention in place for Trickery/Rage towers

-Buffed AoE of Splash (Tidal Tower), but now it is affected by armor, 20% increased damage too

-Explode (Nova) is now affected by Armor, damage buffed from 500 to 750

-Buffed Flame/Ice tower to 15/30/60% slow

-Rage tower now autocasts

-Summoning tower now every 20 seconds, creeps buffed

-Magic tower ability nerfed from 11 mana to 15

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I'm happy to present to you guys the seventh beta. This beta sees the addition of 3 brand new game modes, along with many important tweaks to the game.

Get the beta here: http://www.eletd.com/beta

You must use the following info:

Username: tester

Password: carleton

First:

In order to play the beta, you must type -carleton before the first round spawns. If you do not do so, the game will end.

Make sure to put to good use the -level, -gold, and -lumber commands.

Second:

The following things are no cause for concern:

Nothing, i.e. if it seems wrong report it

Third:

Things to test:

-Try out the three new game modes. Do they bug? What do you think of them?

-Test for balance of towers***

-If the creep spawn bug (creeps just stop spawning midway through) appears, please report it*

Fourth:

Here is the changelog:

-Flesh Golem insane growth size fixed (hopefully), attack animation better as well

-Reduced clumping while turning corners, and perhaps reduced cluster clumping as well

-Improved art/animation values for all creeps, you will see upon your first game the improved visuals

-Spew Acid range now 900, as it should have been

-Polar/Ice Age projectile speed increased, weird bug hopefully resolved, Frostbite CD doubled

-OrbEngine debug message removed

-Foundary misspelled and renamed to Foundry

-Tower Query improved in terms of timing of displays

-Interest timer should have perfect accuracy, negative interest timer at Ronald fixed

-Removed the "start next level upon leaking," function

-Implemented Short Mode

-Implemented Competitive Mode

-Implemented Tournament Random

-Fixed Ronald leftover after dying or quitting

-Periodic Tower changed to fit role better (composite damage dealer)

-Elementals can be slowed now, but buffed their HP

-Ronald HP nerfed again to 2/3 of current, HP upgrade function implemented based on kills

-Vote kick system implemented

-Death Towers should be less random, and cause less lag overall

-Damage reduction per armor point increased, game slightly harder globally, armor reducers more significant slightly

-Electricity and Poison Towers now do physical damage, i.e. affected by armor, numbers of each tweaked to compensate

-Removed the -life command, for debugging

-AoE of Sludge (Muck Tower) increased from 250 to 375, AoE of tower unchanged

-Jinx and Tidal Tower abilities should now be buffed by Fire Up as well (with this, all towers that benefit from Well benefit from Blacksmith too)

-Improved all build tower tooltips to include much more information, corrected inaccuracies, and specified which towers ignore armor

-Hail Tower redesigned, now working

-Quaker Pulverize nerfed from 4000 to 3000 damage

-Tidal Splash nerfed from 1200 to 1000, first level and beyond

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I'm happy to present to you guys the eighth beta. This beta sees the fixing (hopefully) of the remaining outstanding bugs, and a host of balance changes. Provided all goes well, the next release will be public.

Get the beta here: http://www.eletd.com/beta

You must use the following info:

Username: tester

Password: carleton

First:

In order to play the beta, you must type -carleton before the first round spawns. If you do not do so, the game will end.

Make sure to put to good use the -level, -gold, and -lumber commands.

Second:

The following things are no cause for concern:

Nothing, i.e. if it seems wrong report it!

Third:

Things to test:

-Does competitive mode work without problems?

-Is 15/30% slow for the 4 AoE triple slows too low?

-Does the creep spawn bug ever appear?

-Are level 2/3 duals viable now due to cost decrease?

-Are there any problems with the towers converted to physical damage (Ice, Corrosion, Roots, Flamethrower)

-Balance testing of towers, this is critical now (on the verge of going public)

Fourth:

Here is the changelog:

-Fixed a host of problems with competitive mode, it should now be stable

-Optimized some more code

-Made PTOTE normal sized

-Hopefully fixed the creep spawn bug (please report if you encounter it)

-Nerfed Hail Tower down to 3 additional attacks, from 4

-Enchantment now 15 second duration, but 1.5 CD instead of 3, Incantation now 15 armor reduction instead of 25

-Ice Tower damage converted to physical, damage buffed to 400 to compensate

-Roots Tower changed to 15/30% slow, damage converted to physical, damage buffed to 750 to compensate, AoE increased to 375

-Corrosion Tower converted to physical damage, damage buffed to 1000 (for all creeps, gone is the primary/secondary target thing) to compensate, hydrochloric now reduces 9 armor down from 15

-Flamethrower tower converted to physical damage, damage buffed to 2500 upon death to compensate

-Nova Tower slow lowered to 15/30%, damage buffed to 1125 to compensate

-Windstorm Tower slow lowered to 15/30%, damage buffed to 750 to compensate, doesn't slow mechanical during invulnerable anymore

-Muck Tower slow lowered to 15/30%, AoE set to 300 for attack, 500 for slow, damage buffed to 2500

-Polar Tower rebalanced to 25% reduction, 12.5% damage amplification, 2.5 second cooldown

-Voodoo Tower buffed to 25%

-Increased initial Short Mode time to 25 seconds up from 20

-Cleaned up the initial game setting period messages

-Improved some game display messages

-Defer menu option renamed to Refer

-Beef Golem now grows 33% faster, but is capped at 21 (200% damage increase)

-Dual costs restructured from 500/2000/8000 to 500/1665/5544, level 3 duals from 7x damage upgrade down to 5x

-Death Tower made less random (again), slight cooldown added

-Towers upgraded start with 50% mana (to avoid the long initial cooldown), and towers entering start with 75% mana (to make it worth copying certain towers with Conjure)

-Poison Tower AoE buffed to 375

-Hydro Tower eruption from 2 to 1.5 second duration, better landing effect implemented

-Ronald HP bonus growth nerfed from .2 to .15% of HP

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I'm happy to present to you guys the ninth beta. This beta sees the fixing (hopefully) of the remaining outstanding bugs, a bunch of cosmetic changes, and a few balance tweaks. I said this for Beta8, but provided no bugs are found, the next beta will be public.

Get the beta here: http://www.eletd.com/beta

You must use the following info:

Username: tester

Password: carleton

First:

In order to play the beta, you must type -carleton before the first round spawns. If you do not do so, the game will end.

Make sure to put to good use the -level, -gold, and -lumber commands.

Second:

The following things are no cause for concern:

Nothing, i.e. if it seems wrong report it!

*Crosses Fingers*

Third:

Things to test:

-Does the creep spawn bug ever appear?*****

-Are there any problems with interest, networth display on multiboard, units dying, units leaking, and selling towers?***

-Balance testing is crucial still.*

Fourth:

Here is the changelog:

-Optimized A BUNCH of code, hopefully fixed creep spawn bug and produced a noticeable improvement in performance

-Fixed "All players gain 5 life," display to be shown only once

-Fixed Spell Bringer entering map with 75% mana

-Quantum/Warp/Flux to Quark/Atom/Electron, now does AoE damage at destination of teleport

-Atom Tower Icon/Model change

-Mirage Tower Icon/Model change

-Fixed the "stop," bug for all relevant towers

-Beef back to Flesh Golem

-Rage/Violence/Rampage to Mushroom/Toadstool/Fungus + Model/Icon changes

-Vulcan Tower model change

-Sorcery/Wizard(Wizardry) Icon/Model change

-Magic Tower Magic Damage from 15 mana to 12 mana

-Death/Doom/Damnation renamed to Disease/Decay/Death + Icon Changes

-Hail Tower back to 5

-Zeal to Zealot Tower, Wrath tooltip updated with more info

-Comet Tower model change

-Jinx/Hex Model Change

-Hydro/Spout/Geyser size change

-Trickery Autocast problems fixed

-Electricity now 500 damage up from 400

-Dispel Magic now kills summon units (armorer/inciter)

-Zealot Tower from 5% with 45 cap to 4% with 60 cap, reset time from 5 to 4

-Dead player on competitive mode can now see everything

-Spout/Jinx Tower now switch targets when they fire

-Drowning Tower now buffed by "Fire Up"

-Abbreviations added to game display messages (AR etc.)

-Oblivion Tower converted to mana based to prevent abuse

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This quick release comes only to fix two bugs discovered in Beta9. Please refer to the Beta9 notes above for information.

-Fixed the reported creep spawn bug (not sure about the other outstanding one) --- in doing so increased performance (hopefully noticeably)

-Fixed leaks to now give appropriate gold

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Public Beta Changelog:

-Updated credits in quests/loadscreen to appropriately include MrChak

-MagicalHacker unit model change

-All beta related triggers removed

-Fixed Kindle animation lag, converted to physical damage, buffed to 150 to compensate, fixed damage while upgrading exploit

-Updated to higher quality loadscreen image

-Updated loading screen text for release

-Cleaned up the initial text displays

-Setup selection time for player options extended from 5 to 9 seconds, for host extended from 5 to 6 seconds

-Beginning time extended from 25 to 30 seconds

-Magic Damage icon change

-Death Tower icon change

-Fire Up icon change

-Spring Forward icon change

-PTOTE cost increased to 20502 (same as Pures)

-Can random at start of short mode if on pick (must not spend any lumber, must do it before level 16 starts)

-Only level 1 elementals are killed instantly during the initial period of short mode

-Time Warp (Jinx) now does damage in 250 AoE instead of only to unit

-Trickery nerfed to 500 damage

-Atom/Electron switched to Electron/Atom

-Corruption Tower changed to Pestilence Tower + model change

-Flesh Golem movespeed from 270 to 300

-Fixed icon for Spring Forward buff, updated Fire Up buff to match spell

-Fixed people getting different starting randoms in SR+SM

-Fixed impossibility of getting 2 interest in SR,TR

-Fixed Oblivion Tower upgrade abuse

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I'm happy to finally present to you guys the eleventh beta. This long awaited beta sees major changes to global balance, bug fixes, remaking of towers with flawed concepts, and additional features/modes. This is the first beta of the next private beta cycle, a cycle which will end with the 4.0 release.

Get the beta here: http://www.eletd.com/beta

You must use the following info:

Username: tester

Password: carleton

First:

In order to play the beta, you must type -carleton before the first round spawns. If you do not do so, the game will end.

Make sure to put to good use the -level, -gold, and -lumber commands.

Second:

The following things are no cause for concern:

-Jinx/Hex Tower are incomplete and thus not functional

-Flesh Golem/Abomination Tower are incomplete and thus not functional

Beta 11b should be out early next week with these two towers completed.

Third:

Things to test:

-How do the 4/5/6 element builds do in relation to each other? Does the game feel more balanced overall?

-Give some focus to towers types that have changed the most, specifically: Single element towers(including Pures), Periodics, Dual 3, and support Dual/Triples.

-How does the increase in creep HP feel? Healing at 2%? Fast at +75 instead of +50?

-Try out the towers that got remade, what do you think of the new concepts?

-If you can recreate a situation in private where you would lag badly with undead creeps in the PB, try to do the same with Beta11 and tell me what happens.

-How does performance overall feel? The game should be mostly free/free of the occasional "stuttering" that occurred for some people in more full games (6+ players). If you never experienced this, has there been an increase in your overall FPS?

-Do the element bosses feel more balanced now?

-What do you guys think about the 6000 gold for Extra Short Mode?

-Try out the new Super Weapons mode (remake of Competitive Mode), is it fun?

-Test out anything else on the changelog that catches your attention.

Fourth:

Here is the changelog:

-Massive rebalancing of towers (more on this below)

-Creep hp level factor from 1.17 to 1.175 (more on this below)

-Changed fast to 375 speed from 350 (base is 300), and changed extreme from +100 to +75 movespeed

-Healing creeps buffed to heal 2% up from 1%

-Elemental Boss HP growth lowered

-Builder movespeed increased from 400 to 450

-Increased time between Evil Child and Ronald to 60 seconds up from 20 seconds, no interest is gained during this period or after

-Fixed the bug where you could get more than 2 interest in SR/TR

-Drastically optimized undead reincarnation processes, most likely eliminated any lag related to reincarnation

-Overall performance should be at least slightly improved due to optimization of periodic trigger functions (i.e. that periodic slight stuttering should be gone)

-Title of multiboard changed from Element TD Level: X to Element TD Level: X Interest: X, thus you can manage interest with multiboard closed now

-Added a range finder command. Simply select a tower, and type -range xxxx (where xxxx is between 250 and 1500)

-Tower Query and also tower lists in quests now displays damage type instead of ability type

-Added a damage counter that resets after each wave (beta only, should prove useful for balance testing)

-Passive ability icons changed to active ones (now all icons are active)

-Changed Nature/Light icons on multiboard to active ones (was bugging me for a long time)

-Added custom builder for beta leaders

-Added website/forum advertisement to endgame messages

-Added Extra Short Mode (Level 30 /w 6000 gold and insta kill of lvl 1 & 2 elementals)

-Renamed Tournament Random to Vote Random. Added a periodic reminder message above builder

-Replaced Competitive Mode with Super Weapons Mode

-Shared vision is back, meaning you can see people's gold again

-Changed Disease Tower ability to Corpse Explosion

-Changed Gunpowder Tower ability to Shrapnade

-Changed Quark Tower ability to Quantum Beam

-Changed Ice Tower ability to Frost Helix

-Remade Sunburn(Flame Tower)

-Reworked Conjure(Trickery Tower)

-Magic Tower reworked, can now be buffed from well/blacksmith

-Electricity Tower changed to attack based for spell cast, can now be buffed from well/blacksmith

-Poison Tower changed to attack based for spell cast, can now be buffed from well/blacksmith

-Changed Drowning Tower from 3000/HP to Damage Dealt/HP, and buffed damage to 4000 up from 3000

-Maledict was erroneously composite damage, changed to darkness and now ignores armor amount

-Flamethrower buffed to 450 damage up from 350, can now cause chain reactions

-Erupt (Hydro Tower) no longer pauses units resulting in movement while in air, chance buffed to 33% from 20%, was erroneously composite damage changed to earth

-PTOTE changed to 75% sell, damage down to 75000 (52500 after build rebalance) from 100000, AoE down to 250 from 300

-Reduced CD on Hail/Comet Storm ability by 5 seconds (15 down from 20)

-Impulse damage factor increased from 3300 to 3600, projectile speed increased as well

-Muck damage down to 2000 from 2500, AoE down from 300 to 250, range down from 900 to 700, unable to be buffed now, earth damage

-Roots range down to 700 from 900

-Polar/Enchantment unable to be buffed by smith/well now

-Kindle damage up to 200 from 150, now fire instead of composite damage

-Poison damage up to 333 from 300, now water instead of darkness damage

-Gold Tower buffed to 5000 damage up from 4000

-Changed Magic/Shroom from 10 sec duration, 15 cd to 3 sec duration, 6 sec cd. Well now decreases CD on Shroom and Smith now decreases CD on Magic

-Minions(Oblivion/Necromancy) come into play with the support buff(s) the summoning tower has

-Fixed Sludge ability tooltip to reflect actual AoE of 500 instead of 300

-Fixed Windstorm tooltip to reflect actual range of 700 instead of 900

-Removed Kindle SFX

-Laser's Diffusion renamed to Focus, icon changed

-Nature/Amplified Nature projectile changed to have a sound

++Tower Rebalance++

-Support Duals from 25/50/100% to 25/50/200%

-Support Triples from 25/50% to 10/30%

-Singles now significantly cheaper but do less damage (overall a buff), Pures/Periodics are the most blatant ($20503>$7503)

-Level 2 and 3 Duals cost less, with 3 being significantly cheaper ($5544>$3125)

-Level 2 Triples cost reduced ($6068>$5052)

++Creep HP++

-Each level has 1.XXX the HP of the previous level. It has gone from 1.17 to 1.175.

-Level 15 from 676 to 717

-Level 30 from 7120 to 8057

-Level 45 from 75031 to 90516

-Level 60 from 790728 to 1016940

-Ronald base HP is double that of level 60, so Ronald buffed by this change too

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I'm happy to present to you guys the twelfth beta. I believe this beta will be a significant milestone in the 4.0 development process. Beta 12 sees the addition of the last two outstanding towers. The map is now nearly complete in terms of new content, and ready to be balanced. There are also a lot of fixes, tweaks, and performance optimizations. The historic healing creep bug for varying difficulties has finally been fixed. By far though the most important change is the new DPS Counter(replacing Damage Counter) along with the damage display functions(-start xx). Getting useful numbers on balance is now very easy and accurate.

Get the beta here: http://www.eletd.com/beta

You must use the following info:

Username: tester

Password: carleton

First:

In order to play the beta, you must type -carleton before the first round spawns. If you do not do so, the game will end.

Make sure to put to good use the -level, -gold, and -lumber commands.

Also use the -start xx, and -stop(if you need to) commands.

Second:

The following things are no cause for concern:

Nothing, i.e. if it seems wrong report it!

Third:

Things to test:

-Try out Flesh Golem and Jinx Tower. How do they feel? Do you like them?

-How does the extra time feel for Short and Extra Short modes?

-Do you notice an overall performance increase? Are Ice and Gunpowder better now?

-For those of you who play on a lower difficulty, how do healing waves feel now? Undead waves?

-How balanced does Hail feel now? Ice? Electricity? Kindle?

-Most importantly, put the new DPS Counter and Damage Display Functions to good use. Here are some great tools to get easy, useful, and accurate numbers on tower and build balance.

Fourth:

Here is the changelog:

-Damage counter remade(more on this below)

-Lower difficulties now have max hp adjusted instead of current hp, preventing healing/undead imbalance

-Increased starting time for Short Mode (45) and Extra Short Mode (60)

-Changed Flesh Golem to Prism ability

-Changed Jinx Tower to Orbit ability

-Significantly improved performance of Frost Helix

-Improved performance of Shrapnade

-Improved performance of Contamination/Gaia's Wrath(the two shockwave spells)

-Optimized creep leak trigger, hopefully fixed undead bug

-Performance further optimized by modifying periodic functions

-Changed Gunpowder from 3 fragments to 2, damage buffed to 150

-Sharpnade clusters now spread out less

-Maledict now ignores armor type as well

-Voodoo Tower buffed to 4000 damage up from 3000

-Clones can now be sold for 0 gold, also clones have the "Do not clone" effect on them for easy recognition

-Hail changed to 6/3(active time/inactive time)

-Nerfed Ice to 300 damage down from 400

-Light and Darkness towers now have faster projectile speeds

-Kindle changed to attack based, now buffable by all supports

-Conjure Lightning nerfed to 400 damage, down from 500

-Hydro Tower now switches targets when ability fires

-Fixed Quantum Beam tooltip error

-Conjure hotkey © now working

-All buffs removed from a tower when it upgrades. This stops Mushroom/Quaker abuse and should also eliminate the massive model size bug

-Ronald Counter should work properly now

-Sunburn effect now destroys correctly after wearing off

-Fixed Corpse Explosion blowing up sold towers

-Hopefully fixed Quark max damage bug

-Flame support buff autocast(and all others) should be working now

-Interest now appears above the Beta Leader model

-Beta Leader model changed

**Damage Counter**

-Present in SP only

-Works for all damage sources

-Doesn't count overkill damage

-Now displays 3 second moving average DPS

-command -start xx will start a countdown that expires in xx seconds, will display total damage done, total time, and average dps over the period when expires

-command -stop will stop a current countdown and display the same information

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I'm happy to present to you guys the thirteenth beta. You will notice a new user interface look. The two SP balancing tools are now MP compatible, and I hope this allows them to be used for our balance efforts ahead. There have been a significant amount of tower balance changes. You will also noticed more streamlined AoE values, and more variety in range values. Finally, the creep hp have been reverted back to PB values.

Get the beta here: http://www.eletd.com/beta

You must use the following info:

Username: tester

Password: carleton

First:

In order to play the beta, you must type -carleton before the first round spawns. If you do not do so, the game will end.

Make sure to put to good use the -level, -gold, and -lumber commands.

Also use the -start xx, and -stop(if you need to) commands.

Second:

The following things are no cause for concern:

Nothing, i.e. if it seems wrong report it!

Third:

Things to test:

-Report any problems with Undead(walking backwards, revives at full hp etc.) if you encounter them

-Report any problems with the new tools

-How do the elemental bosses feel now?

-How does the reverted creep hp feel?

-Test Flesh Golems

-Most importantly, put the new DPS Counter and Damage Display Functions to good use. Here are some great tools to get easy, useful, and accurate numbers on tower and build balance.

Fourth:

Here is the changelog:

-Creep hp factor changed back to 1.17(PB)

-User Interface skin changed to Night Elf from Human

-Undead now revive at 33% health, as they should

-DPS Counter and Damage Display Function are now multiplayer compatible

-Elemental boss hp growth rate decreased again

-Split the Tower Query into dual and triple abilities

-Fixed the Trickery bug where you could clone/autocast clones

-Flesh Golems tier 2 are now bug free

-Ronald leak trigger optimized, ronalds always have correct max hp now

-Changes to undead reincarnation trigger hopefully will prevent walking backwards

-Changes to leak trigger along with other changes hopefully will prevent the unable to attack/does not get destroyed upon losing bug

-Chain lightning lingering effect bug hopefully fixed

-Changed all basic and single element towers to Divine armor(now all towers have divine armor and thus impossible to kill)

-Flesh Golems now cannot upgrade while in Link Mode

-Orbit orbs are now cosmetically larger, and move slightly slower

-Quark now takes advantage of Fire Up, max level of 50 is increased by bonus percentage

-Oblivion/Necromancy towers now more alike 3.0 version cosmetically

-Tornado(Storm Tower) now flies and thus cannot body block(clump creeps) anymore, it can now move over ledges though

-Flesh Golems now at 400 movespeed up from 300

-Frostbite(Polar Tower) CD reduced to 1 sec down from 2.5 sec

-Orbit range now 500-1100 instead of 250-750, ability icon changed

-Conjure Lightning(Electricity Tower) nerfed to 333 damage, down from 400. Range buffed to 1100 up from 900. Bonus 10% damage bug on primary target fixed, and now it can bounce back to a previously hit target

-Corpse Explosion find range from 750 to 700, damage buffed to 750 from 500

-Gunpowder projectile speed increased, spread of fragments decreased, and damage nerfed to 125

-Voodoo tower down to 500 range from 900, AoE of Maledict increased to 300 from 250

-Quaker tower nerfed to 500 range down from 700, ability AoE now matches attack range

-Kindle tower nerfed to 150 damage down from 200, ability AoE now matches attack range

-Gold tower range buffed to 1100 from 700, damage nerfed to 4000 from 5000

-Skeleton Minions(Oblivion Tower) ranged nerfed to 500 from 900

-Life tower range buffed to 1100 from 700

-Quark tower range nerfed from 700 to 500

-Splash(Tidal Tower) AoE now matches tower attack range(700)

-Flame tower nerfed from 300 to 250 damage

-Ice tower nerfed to 250 damage from 300

-Nova tower nerfed to 750 damage from 1125, AoE now matches tower attack range(700)

-Corrosion tower nerfed to 700 range down from 900, damage nerfed to 750 down from 1000

-Roots tower damage nerfed to 500 down from 750

-Windstorm tower damage nerfed to 500 down from 750, AoE now matches attack range(700)

-Flamethrower tower range buffed to 900 from 700, AoE buffed to "large splash"

-Muck tower AoE buffed to "large splash"

-PTOTE changed to "small splash"

-Hail tower nerfed to 560 damage down from 620

-Laser tower damage factor buffed to 2480 up from 2170

-All cannon towers changed to "small splash"

-Water towers changed to "small splash"

-Earth towers changed to "large splash", damage nerfed to 27 down from 41

-Fire towers changed to "large splash", damage nerfed to 11 down from 15

-Darkness towers changed to 1100 range, damage buffed to 141 up from 126

-Zealot tower changed to 1 attack speed, damage to 4000, ability to 6% and 40 levels

-Quark tower changed to 0.31 attack speed, damage to 225, ability to 4% and 50 levels and 3 second reset, hopefully fixed reset failure bug

-Beta Leader builder voice fixed

-Updated Beta Leader Builder group

-Quests menu now lists Well instead of Spring

-Link Mode hotkey fixed (D)

-Fixed the armor type of skeleton minions(Oblivion Tower)

-Contract/Expand abilities now reflect minimum/maximum ranges, hotkeys added (C,E)

-Cleaned up Link Mode tooltip for easier understanding

**Small Splash**

100 Full Damage/200 Half Damage

**Large Splash**

150 Full Damage/300 Half Damage

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This quick release comes as a touch up for B13.

Changelog:

-Countdown changed to 30/22/15/9/4 from 20/16/12/8/4

-Element bosses now have correct max hp

-Fixed element bosses to not register as a kill when leaked

-Fixed Oblivion/Necromancy model sizes

-Fixed Sunburn buff tootltip

-Ice tower now at 1.5 speed and 300 damage

-Quark tower changed to 0.66 speed, 480 damage, and 8% bonus with 25 levels

-Laser tower changed to 0.66 speed, 5280 damage factor, and faster projectile speed

-Zealot tower changed to 1.5 speed, 6000 damage, 12% bonus and 20 levels

-Fixed -random for extra short mode

-Fixed Orbit tower range problem

-Tidal tower changed to 1 speed, 4000 damage, 3 attacks to level

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This even quicker release fixes two bugs found in B13b.

Changelog:

-Fixed the countdown being 0 on H and VH

-Fixed the insta-kill of elemental bosses

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I'm happy to present to you guys the fourteenth beta. There have been some bug fixes, tower balances, and important changes to interest and also random. You will all be pleased to hear that healing and fast got nerfed back to PB values.

Get the beta here: http://www.eletd.com/beta

You must use the following info:

Username: tester

Password: carleton

First:

In order to play the beta, you must type -carleton before the first round spawns. If you do not do so, the game will end.

Make sure to put to good use the -level, -gold, and -lumber commands.

Also use the -start xx, and -stop(if you need to) commands.

Second:

The following things are no cause for concern:

-Hotkeys for buying elementals don't work...zzz

Third:

Things to test:

-Report any problems with Undead(walking backwards) if you encounter them

-How do the elemental bosses feel now?

-How does interest feel now?

-How does random feel now?

-Test Flesh Golems

-Most importantly, put the new DPS Counter and Damage Display Functions to good use. Here are some great tools to get easy, useful, and accurate numbers on tower and build balance.

Fourth:

Here is the changelog:

-Healing back to 1%, fast back to 350, extreme back to +100

-Interest changed to 1%, max level changed from 5 to 3

-Pure Essence max level changed from 8 to 3(this does NOT include ones given automatically)

-First Tier 2 Elemental at level 25 up from 20 in AR/SR/VR

-Elemental hp growth rate increased to 1.5 from 1.0

-Purchases from the Summoning Center now have hotkeys

-Perhaps fixed the Undead walking backwards bug

-Mirage tower autocast bug fixed

-Optimized a trigger related to Mechanical creeps, slight performance improvement

-Clones can now sell with other towers

-Poison nerfed to 300 damage down from 333

-Hydro ability buffed to 1500 damage up from 1200

-Quark buffed to 11% and 18 levels from 8% and 25

-Quaker buffed to 25% chance up from 20%, damage to 3500 up from 3000

-Magic buffed to 375 damage up from 310

-Mushroom range buffed to 1100 up from 900

-Hail buffed back to 620 damage up from 560

-Disease buffed to 1000 damage up from 750, attack range and corpse seek range(i.e. AoE damage radius stays the same) changed to 500 down from 700

-Oblivion minions spawn every 10 seconds down from 15, last 30 seconds down from 60, and have 4000 damage up from 3000

-Orbit minimum range changed to 400 down from 500

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This quick release comes as a touch up for B14. Refer to above post for testing notes.

Changelog:

-Another shot at fixing the undead walking backwards bug

-Undead reincarnation trigger optimized(like Mechanical), slight performance increase

-Decay time changed from 5 flesh/5 bone to 5 flesh/0 Bone, this fixes weird cosmetic bug with units such as Stone Giant and also should increase performance

-Time Warp added to Spell Bringer(Super Weapons)

-Reset added to Spell Bringer(Super Weapons)

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I'm happy to present to you guys the fifteenth beta. This one has some bug fixes, tower balances, and global cosmetic changes. And the polish phase begins...

Get the beta here: http://www.eletd.com/beta

You must use the following info:

Username: tester

Password: carleton

First:

In order to play the beta, you must type -carleton before the first round spawns. If you do not do so, the game will end.

Make sure to put to good use the -level, -gold, and -lumber commands.

Also use the -start xx, and -stop(if you need to) commands.

Second:

The following things are no cause for concern:

-Flesh Golem/Patchwork Abomination Towers don't work

Third:

Things to test:

-Does XSM work as it should now?

-Thoughts on passive icons and color coded names?

-Most importantly, put the new DPS Counter and Damage Display Functions to good use. Here are some great tools to get easy, useful, and accurate numbers on tower and build balance.

Fourth:

Here is the changelog:

-Fixed getting tier 2 elementals too much in XSM

-All passive abilities now have passive icons

-All ability names in tooltips now have a standard color (so you don't get a wall of white text when you mouse over an ability)

-Reincarnation trigger modified for slight optimization

-Hotkeys for summoning are impossible thanks to a blizzard bug...however you can still hotkey interest upgrades and pure essences

-Reset (Super Weapons) tooltip fix

-Fixed the clone a clone bug

-Pestilence Tower now able to be buffed as it should be

-Fixed an order conflict between Theft and Time Warp (Super Weapons)

-Maledict now ignores armor and damage type as it should

-Added Life Boost (Super Weapons)

-Armorer and Inciter movement speeds increased to 450 from 400

-Magic/Mushroom now return 9/15/30 mana when having the "bad" buff

-Shrapnade (Gunpowder) fragment spread further reduced

-Disease Tower now has a 1000 damage attack

-Sunburn (Flame Tower) nerfed to 200 damage down from 250, but now fully stacks

-Napalm (Flamethrower Tower) now causes explosion if creep dies (by any source) within 0.3 seconds of being damaged by tower, damage nerfed to 2000

-Enchantment Tower now has small splash (100/200)

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This release comes as a touch up for B15. Most noticeable change is a working Flesh Golem. Also note the completion of Super Weapons mode.

Changelog:

-Frostbite (Polar Tower) duration increased to 10 seconds up from 5 seconds

-Frost Helix (Ice Tower) nerfed to 250 damage down from 300

-Contamination (Poison Tower) nerfed to 250 damage down from 300

-Sunburn (Flame Tower) nerfed to 133 damage down from 200

-Waygate ability added to Spell Bringer (and Summoning Center in SW Mode), when clicked shifts camera between Summoning Center and Spell Bringer

-Trickery ability level bug fixed (tested fine for me...)

-Victor of game (person with most ronald kills) now declared at end

-Flesh Golem reworked (see below)

**Flesh Golem**

-Each link can boost up to 3 attacks per second (notice the change in behavior) in a 700 range

-Each boost adds 2000 damage

-Base damage is 4000

-Fully boostable by Fire Up and Spring Forward (increases numbers of attacks boosted per second)

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I'm happy to present to you guys the sixteenth beta. This one has some essential bug fixes, a good amount of balance changes, and some cosmetic improvements. Race Mode finally makes an appearance, and with that new content is essentially done.

Get the beta here: http://www.eletd.com/beta

You must use the following info:

Username: tester

Password: carleton

First:

In order to play the beta, you must type -carleton before the first round spawns. If you do not do so, the game will end.

Make sure to put to good use the -level, -gold, and -lumber commands.

Also use the -start xx, and -stop(if you need to) commands.

Second:

The following things are no cause for concern:

Third:

Things to test:

-Test Race Mode. Do you like it? Any bugs?

-Like the new host dialog structure?

-Is Extreme Mode more viable now?

-Test Flesh Golem? Is it strong enough? Bug free?

-Are the changes to Super Weapons enough? I feel all the abilities are solid and the announcement adds more intensity and visibility.

-Radius/Orbit Tower hot or not?

-Undead still walking backwards?

-Cloned Pures/Periodics working?

-BALANCE!

Fourth:

Here is the changelog:

-Race Elimination implemented into the game

-Extreme Mode speed bonus nerfed to 50 down from 100 (to make it a more viable option)

-Dialog menu restructured to give host option to select/skip additional modes (SW, EX, Race Elimination - RE)

-When a player casts a spell in Super Weapons mode it is now announced

-Jinx/Hex renamed/remodeled/reiconed to Radius/Orbit

-Slight modification to reincarnation trigger hopefully fixing undead backwards bug

-Fixed essence bug with cloned pure/periodic

-Fixed Fire Up bonus for Dragon Minions (it was using old 3000 damage values)

-Napalm trigger optimized to be more accurate (timer instead of wait)

-Slight performance optimization to interest trigger

-Waygate now shifts camera view between builder and bringer

-Flesh Golem buffed to 6000/3000 from 4000/2000

-Blacksmith/Trickery/Well buffed to 1000 damage up from 500

-Quark Tower buffed to 22% bonus per attack, max 9 levels from 11% and 18 levels

-Flamethrower changed to 0.31 speed and 930 damage

-Armorer/Inciter (SW Mode) now immobile, larger scaling value, AoE of aura buffed to 1800 up from 1500, give buff effect to creeps and also have an effect when summoned

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This quick release fixes three issues found in B16.

Changelog:

-Fixed the double elemental bug

-Napalm effect duration buffed to 0.62 seconds up from 0.3

-Fixed Flesh Golem

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This additional quick release comes to fix a few things in B16b.

Changelog:

-Flesh Golem reworked (see below)

-Clones now get support buffs if cloned tower has them

-Periodic build time increased to 10 seconds up from 5 (now equal to Pures)

-Only Smith/Well buffs cleared upon upgrade/cancel now (so no more clone abuse)

-Fixed Napalm tooltip to reflect 0.62

**Flesh Golem**

-6000 base damage

-522 (i.e. max) movespeed

-1000 range blink with 10 sec cd

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I'm happy to present to you guys the seventeenth beta. More bug fixes, balance changes, and some cosmetic improvements. In the absence of serious problems, Beta 18 will be the equivalent of 4.0 RC (release candidate).

Get the beta here: http://www.eletd.com/beta

You must use the following info:

Username: tester

Password: carleton

First:

In order to play the beta, you must type -carleton before the first round spawns. If you do not do so, the game will end.

Make sure to put to good use the -level, -gold, and -lumber commands.

Also use the -start xx, and -stop(if you need to) commands.

Second:

The following things are no cause for concern:

Third:

Things to test:

-Trickery Tower working as it should?

-Thoughts on Flesh Golem?

-Hydro stacking?

-BALANCE!

Fourth:

Here is the changelog:

-Trickery now uses a ratio system to control clones instead of a buff on towers you target, for instance level 1 you cannot have less than 0.8 ratio of real/clone meaning not more than 2 clones for every 1 real of a specific tower type, this prevents abuse on pures etc. and also sell/rebuild to clear marker on tower

-Fixed the Conjure level bug for Mirage/Eidolon Tower

-Clones cannot sell anymore, but you can still group real/clone and sell the real easily

-Trickery now autocasts by default when built

-Darkness buffed to 151 damage up from 141

-Earth buffed to 29 damage up from 27

-Frostbite duration buffed to 15 seconds up from 10

-Quaker now 33% chance to do 3200 damage from 25% to do 3500

-Flesh Golem movespeed nerfed to 450 down from 522, blink now has "strategic delay" it moves 500 range per second

-Erupt (Hydro Tower) buffed to 2000 damage up from 1500, can now stack

-Shrapnade (Gunpowder Tower) buffed to 150 damage up from 125, max fragment spread reduced to 100 down from 150

-Life Tower changed to 1500 damage/1.5 speed from 1000 damage/1 speed

-Gold Tower changed to 6000 damage/1.5 speed from 4000 damage/1 speed

-Summon (Oblivion Tower) changed to minion every 15 seconds with 45 duration, from every 10 and 30 seconds, minions now move at 450 up from 400

-Drowning Tower changed to 2640 damage and 0.66 speed, from 4000 damage and 1 speed

-Focus (Laser Tower) changed to 600/distance up from 500/distance

-Quantum Beam (Quark Tower) changed to 25% and 8 levels, from 22 and 9

-Wrath (Zealot Tower) changed to 18% and 14 levels, from 12 and 20

-Disease buffed to 900 range up from 500

-Flamethrower now 0.66 speed, 1980 damage, 1.32 second duration on Napalm (for fast attack stun bug reasons)

-Fixed the Gunpowder hurting buildings bug (hopefully)

-Various text fixes (thanks echinodermata)

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