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Karawasa

Element TD 0.83

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Changelog:

-Fixed Spore (EN) boomerang return error

-Fixed Poison (DW) Tower damage error

-Restored sounds to SCV builder

-Disabled bank loaded/not verified messages

-Added XP gain for player die/leave as well

-Swapped -ma with -rank (solo), removed display at first wave

-Wait 10 seconds to vote more clearly displayed

-Tweaked hotkeys/button position for Magnify (DF), Flooding (DNW), Radius (DFL)

-Buffed Radius (DFL) to 100 damage up from 80

-Fixed Radius (DFL) double click (ray tower) issue

-Improved performance of water (area 2 and area 6)

-Added cooldown to "element query"

-Fixed Flooding (DNW) tooltip

-Nerfed Flooding (DNW) to 320 damage down from 363

-Changed Flooding (DNW) default status

-Tweaked Contamination (DW) to 1.2 bonus per attack, 6 cap from 1.5 and 9

-Buffed Poison (DW) Tower to 40 damage up from 32

-Only XP gain limited to 4 or more players, banks loaded all the time

-Lowered XP requirements for levels across the board

-Fixed ratio of XP bar fill (green versus black)

-Added "Change Builder" (see below)

**Change Builder**

Button on SCV allows you to call up a menu with new builders. Unlock and choose your favorite

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does harder difficulty offer more experience?

Do earlier levels give less Exp than harder levels?

Do fruit give exp?

All things should be the case IMO

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im not sure on the xp based on difficulty but

banks loading all the time means the game will always load your xp/level. so you can use builder swap even if you are playing singleplayer. but you cannot earn xp in singleplayer.

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Yes. Do you think we could possibly get a bit more information on exactly what does and does not give XP?

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Knowing this information can encourage different types of play.

For example, if random offered more experience, then I'd be more inclined to play that, or if competitive offered more, then perhaps more people will want to play that.

Experience distribution shouldn't be a hidden mechanical thing, it should be open knowledge which will be the deciding factor on what mode you would want to play.

If experience distribution is the same all around, maybe it'd be a good idea to start allocating more exp to different modes to encourage different play.

Experience is a very influential thing that can be used to encourage parts of the game. It's a bit of a waste if the game doesn't take full advantage of it's potential.

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Changelog:

-Fixed Spore (EN) boomerang return error

is this the thing where it would shoot off into space whenever it felt like it?

if so, kudos.

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Changelog:

-Fixed Spore (EN) boomerang return error

is this the thing where it would shoot off into space whenever it felt like it?

if so, kudos.

yes. it was an odd problem. i can't remember exactly. something to do with it not correctly reaching it's target point and losing it's direction.

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