Legion TD Mega 3.5 (Beta 4 is out)

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Legion TD Mega 3.5 (Beta 4 is out)

Post  HuanAk on Wed Dec 21, 2011 6:26 pm

Download Link: http://www.hiveworkshop.com/forums/maps.php?u=huanak

=================
Status update:
* mean finish
- mean still working on

-----------------
Beta 5 (working in progress)

I will working on unlock code next, here is rules for unlock: (cannot use change builder)
A, reach level 30 with 16,000 value and 600 income
or
B, reach 360 score at any level after level 20+

the code will be 7 characters long, eg: "abcdefg" or "abcd123"
and you can enter code in capital on or off, eg: "-hero abcdefg" or "-hero ABCDEFG"

possible not new race in 3.5 because this beta already take too long


------------------

B4 changes log:

* Elite archer --> upgrade cost increase from 155 to 160.
* Tree of Knowledge --> AoE range reduced from 600 to 400
* Goliath --> attack speed changed from 1.6s to 1.8s.
* Mini Hydra --> HP reduced from 800hp to 600hp.
* Druid --> initial mana change from 10 to 0
* Goblin Blaster --> lower overclock's damage from +40% to +30%
* Necrolyte --> cost increase from 170 to 220, HP increase from 750 to 1000.
* Mutant --> Inject Steroids change from 20% damage&hp to 20% damage only.

* Red/Azure/Death dragon --> increase attack speed from 1.6 to 1.3.
* Red/Azure/Death dragon --> Lower AE damage to 5%/20% on 300 and 30 range.
* Tree of Life --> attack speed increase from 1.8 to 1.2
* Trident --> 20% chance to deal 200 damage and stun for 2 seconds.
* Tuskarr --> Spearman's range increase from 350 to 450
* Ancient Wandigoo --> attack faster : 1.0s to 0.9s
* High Priest --> attack faster: 1.0 to 0.8
* The Butcher --> attack faster: 1.6 to 1.5
* Frenzy Ghoul --> HP increase from 660 to 700
* Gravekeeper --> attack faster: 1.1 to 1.0
* Sky Dragon --> attack faster against air (1.0 speed to 0.6 speed)
* Forsaken One --> Insanity buff change from 20% damage to 30% damage

* add 1000 value requirements on Altar of Heroes.
* Altar of Heroes will disable if player use change builder.
* remove Mercenary race.
* King can move at level 30.
* Enable Anti-stuck for Arena fight (can only use after fight start)
* add "leaked", "int" to W3MMD.

* Fixed change builder bug.
* Fixed King's autocast bug.
* Fixed level 11 Tauren chieftain's critical hit

New mode: -ns (no saving)
- player cannot save lumber above cap
- minimum cap = 200 (eg, cap won't work if you have less than 200 lumber)
- cap = 100x(wisp + lumberjeck) , eg 7/15 = 100 x (7+15) = 2100 lumber.
- cap will check at the end of every wave, and any lumber above cap will remove from game.


Beta 3:

* Level 3 : hp lower (55->45), damage lower by 1 (roll back to 3.41)
* Level 17: hp lower (699->650), damage lower by 3 (roll back to 3.41)
* Elite Archer: same dps, but slower ( 13dmg/0.55s to 18dmg/0.8, 5 target)
* DOOM: increase attack range from 100 to 500
* King & Hero will take 90% damage from all attack type (except Chaos and spell)
* Change minimum movement speed from 0 to 100 (you can't slow unit to 0 speed anymore)
* LTDAC 3.0 (LegionTD Anti-Cheat)
* change builder will disable after built hero

Note: This beta will have -AP as default mode, so player can try out new heroes .

Range hero(attack speed):
* Darkness Aura (-15% damage) -- Dark Ranger
* Trueshot Aura (+15% range) -- Priestess of the Moon
* Brilliance Aura (5%) -- Archmage
* Frost Aura - 50% slow -- Medusa

Melee Heros (offence):
* Command Aura (+10% melee damage) -- Mountain King
* Endurance Aura (+10% attack speed) -- Chieftain
* Vampiric Aura (15% life steal) -- Dread Lords

Melee Hero (Defence):
* Unholy Aura (30% movement, 10hp/s) - Death Knight
* Thorns Aura (20% damage shield) - Keeper of the Grove
* Devotion Aura (+3) and Heal (500hp) - Paladin


level 11 ability:
* Dark Ranger -> Black Arrow (-4 armor)
* Priestess of the Moon -> Frost Arrow (30% slow)
* Archmage -> Inner Fire ( 30% attack, 3 armor buff, can cover 3 target)
* Medusa -> Water Shield ( same as sphere, 3 target)
* Death Knight -> dealy poison (150dmg poison, 30% slow)
* Keeper of the Grove -> Healing Wave ( 400hp 4 target with 50% diminishing)
* Paladin -> +3 armor aura
* Mountain King -> Bash (20% chance for 100dmg, 3 seconds stun)
* Chieftain -> Critical hit (20% chance for x2 damage)
* Dread Lords -> Evasion (20% miss)

Beta 2
* Fixed Spawn of Dragon & Guardian of Death's Splash damage
* Lower splash damage on 3 big dragon
* Fixed Holy Light on King
* Remove active ability on King after level 31 (and king can move faster)
* Anti-stuck.. work on creep, and only work on fighter it after teleport to king.
* Fixed "Most leaks" for RED Player in single player game
* Fixed hot key for summon
* level 35 is harder (deal more damage)
* Level 32 & 34 have 0 armor (was -2)
* Add new debug command -kingmax (upgrade king to max)
* Add new beta command -hero (will give you 10 hero points)
* Add first Hero: The Death Knight


Beta 1 changes log :

Descriptiom bugs:
* Fixed DragonHawk's range description (300)
* Fixed Greymore's damage description (142-168)
* Fixed Machine Robot's damage description (62-68)
* Fixed Soul of Villain's hp description (530hp)
* Fixed Mercurial's range description ( 650 )
* Fixed Gravekeeper's range description (500)
* Fixed Meridian's hp description (1000)
* Fixed Tempest's Range description (300)
* Fixed Defiler's damage type (Chaos)
* Fixed Fangthtooth's damage type description (Normal)
* Fixed Sky Dragon's damage description (magic/piercing)
* Fixed Mitorsis description, should be magic

Other Bugs/changes
* Arena -- Removed bug music
* Arena -- melee will teleport to front, range behind
* Mercenary -- can summon after level 30
* "li" mode -- lower value requirement for 2nd upgrade (1300 to 1200).
* Advance Barrack -- won't reset your hotkey
* Vote Kick -- Only host can start -vk or -votekick command
* Enable poison kill, bounty bug fixed
* King can move after level 31
* Cooldown on Behemouth/Krakken/Infernal/Demon change from 25/30/60/120 -> 40/60/90/135
* disable anti-stuck on fighter, it only work on creep from now on

Unit changes:
* Clockwreck -- AE is working now.
* Sky Dragon -- increase damage on air (90-100)
* Fire Archer(undead) -- increase HP from 100 to 250.
* Young Frost Dragon -- can attack air now
* Violat -- cost reduce from 150 -> 120
* Meat Wagon -- HP increase from 265->280
* War Machine -- HP increase from 600->750
* Guardian of Death -- Life steal aura will include this unit
* Spawn of Dragon -- Life steal aura will include this unit
* Wolvorine -- finishing blow do not work on Boss unit.
* All 3 big dragon-- lower backswing, increase splash area.


Creep Level:
* Level 3 : hp lower (55->45), damage lower by 1
* Level 17: hp lower (699->650), damage lower by 3
* Level 31 = Pit Lord ( ~15,000 value)
* Level 32 = Crypt Lord ( ~16,000 value)
* Level 33 = War Lord ( ~17,000 value)
* Level 34 = Fire Lord ( ~18,000 value)
* Level 35 = DOOM ( too hard to kill)

-----------



will post update here untill first beta done.


=================

I will post plan and update here.

Plan:
1.1, collect all bugs put in a list, and fix them, as well as some minor balance adjusted.
1.2, write save/load code for title system.
1.3, work out reward for title (tier 7, can upgrade to any aura)
1.4, add difference monster/final boss for level 30-35 (final boss = Burning Legion, he is standing below Arena)
1.5 First Big Beta
2.1 fix bug in first beta,
2.2 maybe smaller beta
2.3 new race
2.4 Second Big Beta
3.1 whatever happen after 2nd big beta

1.3 : Title System
- player received icon on scoreboard (a star with number in middle)
- every time you unlock a new race, you will earn +1 star (eg, 0 star, 1 star, 2 star ...)
- will work out rules for unlock (need more feedback from top player about level/value/income)

1.4: Reward for title
- add new tier 7 tower.
- new tower can upgrade 10 time, upgrade cost : 1 food, 10 gold.
- new tower can fight like normal tower(work out detail later), can upgrade to many difference aura.
- require minimum 1 star to build tier 7 tower (tower will disable if you don't have star)
- can only build/upgrade 1 time per star (eg, you can only build 10 x level 1 tower, or 1 x level 10 tower)
- change builder will disable after build(or upgrade) tier 7 tower

so players can play game in two difference way:
A, play with change builder or Prophet
B, master every races and earn as many stars as possible, then show off your skills without change builder.

** above detail may changed, depend on how hard to implement them **




PS: anyone want to become moderator for this sub-forum ? because I can't really read & reply to all post.


Last edited by HuanAk on Sun Oct 07, 2012 7:25 pm; edited 20 times in total

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Re: Legion TD Mega 3.5 (Beta 4 is out)

Post  pravesh on Wed Dec 21, 2011 8:54 pm

nice cant wait for it...

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Re: Legion TD Mega 3.5 (Beta 4 is out)

Post  Dazzlee on Thu Dec 22, 2011 2:42 am

Sounds really good, im totally excited Smile

Well i could do Mod, im looking up for new Posts at least once per day.

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Re: Legion TD Mega 3.5 (Beta 4 is out)

Post  hhhiii on Thu Dec 22, 2011 4:55 am

I already feel tat tis game last too long, now got extra 30~35 level....

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Re: Legion TD Mega 3.5 (Beta 4 is out)

Post  Zehiir01 on Thu Dec 22, 2011 5:03 am

Hhhiii, the lvl 20+ are already for elite players. Game ends usually at level 17, so no problem. Smile I am excited about new version. New race will be pirate, yes? Oh and one thing. You should buff team if someone leaves from it. Maybe more gold? Or better king?

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Re: Legion TD Mega 3.5 (Beta 4 is out)

Post  hhhiii on Thu Dec 22, 2011 5:25 am

80% of my game go to level 28, only "elite" can survive lvl 17?

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Re: Legion TD Mega 3.5 (Beta 4 is out)

Post  Zehiir01 on Thu Dec 22, 2011 7:22 am

Maybe i just play with wrong people. Razz

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Re: Legion TD Mega 3.5 (Beta 4 is out)

Post  HuanAk on Thu Dec 22, 2011 9:23 am


add 2 new Moderators.

and forum title with following post count :
1
10
30
60
100
150
300

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Re: Legion TD Mega 3.5 (Beta 4 is out)

Post  NERV on Sat Dec 24, 2011 12:48 am

Zehiir01 wrote:Oh and one thing. You should buff team if someone leaves from it. Maybe more gold? Or better king?


I don't think that's necessary. One player can carry a team if he has enough income and value. And team with less players have less creeps, so king have less creeps to kill.

Also, the king gets 500 hp for each absent player at the beginning of the match.


HuanAk wrote:
1.1, collect all bugs put in a list, and fix them, as well as some minor balance adjusted.

I'm looking forward for this!
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Re: Legion TD Mega 3.5 (Beta 4 is out)

Post  Dazzlee on Wed Dec 28, 2011 2:19 am

Hey Huan,

i recognized that the Kings get different random abilitys/auras. I think it would be more balanced if both Kings get the same.

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Re: Legion TD Mega 3.5 (Beta 4 is out)

Post  shengshun on Wed Dec 28, 2011 6:00 am

wow.. nice plans for a year ender map Smile hope it gets better and better next year ^^

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Re: Legion TD Mega 3.5 (Beta 4 is out)

Post  twisteD on Wed Dec 28, 2011 11:25 pm

is it possible to give the "colts update"(cant remember the name right now^^) (elf race) a higher range than 100? that would be asum^_^
that twoer would be interistign with range like 300 if it is possible somhow, for sure it needs a dmg nerf but its would be usefull in any sight bcuz its would survive as range dmg dealer


Last edited by twisteD on Thu Dec 29, 2011 2:07 am; edited 1 time in total
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Re: Legion TD Mega 3.5 (Beta 4 is out)

Post  Zehiir01 on Wed Dec 28, 2011 11:47 pm

Irritating in admirals is that, that they are meele. They simply die too fast. Helicopters also die fast because they range is too low. Also Skeletal Mages (shadow, tier1) often give buff to themselves.

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Re: Legion TD Mega 3.5 (Beta 4 is out)

Post  Dazzlee on Thu Dec 29, 2011 5:36 am

Build smarter and your aura towers wont die that easily, later on you can build a second one.

Sceleton Mage most of time gives the tower in front of him.

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Re: Legion TD Mega 3.5 (Beta 4 is out)

Post  Zehiir01 on Thu Dec 29, 2011 6:54 am

What is actually building smarter? I build my support at last lane.

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Re: Legion TD Mega 3.5 (Beta 4 is out)

Post  Dazzlee on Thu Dec 29, 2011 7:40 am

Ofc last lane but then are ur tanks or your ranged damage not strong enough to kill the waves fast enough

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Re: Legion TD Mega 3.5 (Beta 4 is out)

Post  Zehiir01 on Thu Dec 29, 2011 8:02 am

If they are 3 lanes then mostly they are buffed well.

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Re: Legion TD Mega 3.5 (Beta 4 is out)

Post  Dazzlee on Thu Dec 29, 2011 8:24 am

We should play together or i'll send you a replay of mine.

@Huan: Little question, will you change the difficult of the levels seriously??

I ask cause im just trying to get decent builds for every race.

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Re: Legion TD Mega 3.5 (Beta 4 is out)

Post  Visitor on Sat Dec 31, 2011 4:17 am

Waiting for the new version...I'm sick of these fake 3.42 and 3.43...
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Re: Legion TD Mega 3.5 (Beta 4 is out)

Post  Zehiir01 on Sat Dec 31, 2011 5:26 am

I do hope that title system will stop hp spam.

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Re: Legion TD Mega 3.5 (Beta 4 is out)

Post  Dazzlee on Sat Dec 31, 2011 5:41 am

Right now hp is much better because of those lazy merc noobs.

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Re: Legion TD Mega 3.5 (Beta 4 is out)

Post  Zehiir01 on Sat Dec 31, 2011 6:01 am

But for now 99% games are hp. And in prophet you must be lucky. Like people can't just pick prophet.

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Re: Legion TD Mega 3.5 (Beta 4 is out)

Post  Dazzlee on Sat Dec 31, 2011 6:46 am

Its really rare that ur pool is crap only. But i have to admit 99% are hp.

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Re: Legion TD Mega 3.5 (Beta 4 is out)

Post  Captain_Aizen on Sat Dec 31, 2011 10:17 am

Man I'm REALLY looking forward to a new version of the game, I feel like it hasn't been updated in forever.

One thing I have to say, IMO flesh golem wave is WAY WAY too hard compared to every other wave. It just makes no sense that you can have a good team of players who are playing well, didn't leak at all during the game, have good bases and then suddenly all 4 players get WTFPWNED by flesh golems. Then the NEXT wave after is way easier then the one before it, so that makes no sense. Clearly the golems need to be nerfed or switched to another wave.

I know all you super pros who obsess over this game will say flesh golem wave is fine because YOU personally can pass it, but widen your awareness a bit and notice that the other 99% of players leak on that wave even when they are well above suggested base value. I'm not saying to make the game easier, I'm saying that wave is retarded compared to the general flow of the game.

---

Another change that needs to be made is the Arena dragon turtle that appears when the teams are uneven, please correct the level gaining on that thing because as it currently stands it's not correct at all. Case in point, 4v3, the 1 turtle can gain 6-7 levels of experience during the arena battle and becomes UNSTOPPABLE even if the 4 player side had completely better units. THEN if the teams are 4v2, the 2 turtles don't gain nearly enough experience and are EASILY killed which makes it impossible for the 2 players to win that battle even if they clearly had the best units.

Also, it seems to influence the arena greatly if the turtles end up in front or back. If in front, they die almost instantly becoming worthless to the team. If in the back they gain massive experience becoming retardedly strong and then are pretty much unkillable. I might suggest having 3 'mini' dragon turtles per missing player for a more even balance. Those mini turtles would have set stats that aren't based on level gains during battle.

--

Lastly, I think there should be a general guide to how the game is played available on the FRONT page of this website so that people who want to play the game and don't know how everything works can read and learn without having to newb up 50 live games with pros cursing them because nobody wants to give advise during a game.

Thanks,
-Aizen
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Re: Legion TD Mega 3.5 (Beta 4 is out)

Post  NERV on Sat Dec 31, 2011 10:56 am

Captain_Aizen wrote:
One thing I have to say, IMO flesh golem wave is WAY WAY too hard compared to every other wave. It just makes no sense that you can have a good team of players who are playing well, didn't leak at all during the game, have good bases and then suddenly all 4 players get WTFPWNED by flesh golems. Then the NEXT wave after is way easier then the one before it, so that makes no sense. Clearly the golems need to be nerfed or switched to another wave.

I know all you super pros who obsess over this game will say flesh golem wave is fine because YOU personally can pass it, but widen your awareness a bit and notice that the other 99% of players leak on that wave even when they are well above suggested base value. I'm not saying to make the game easier, I'm saying that wave is retarded compared to the general flow of the game.

Probably you guys had a lot less value than the recommended (4500 value), I've seen a lot people doing well and then mass-leaking lv 17 because they don't pay Attention to value. Most people prefer to rush wisp/lumber instead of rushing value/income, well, that's where things went wrong! You should try to prioritize your value/income before wisp/lumber. Try to mantain a closer value to the recommended value, and don't spend too much gold buying upgrades, unless you can pay for them with your income! That's how you play legion td mega, keep an eye on your value.

Captain_Aizen wrote:
Another change that needs to be made is the Arena dragon turtle that appears when the teams are uneven, please correct the level gaining on that thing because as it currently stands it's not correct at all. Case in point, 4v3, the 1 turtle can gain 6-7 levels of experience during the arena battle and becomes UNSTOPPABLE even if the 4 player side had completely better units. THEN if the teams are 4v2, the 2 turtles don't gain nearly enough experience and are EASILY killed which makes it impossible for the 2 players to win that battle even if they clearly had the best units.

Also, it seems to influence the arena greatly if the turtles end up in front or back. If in front, they die almost instantly becoming worthless to the team. If in the back they gain massive experience becoming retardedly strong and then are pretty much unkillable. I might suggest having 3 'mini' dragon turtles per missing player for a more even balance. Those mini turtles would have set stats that aren't based on level gains during battle.
HuanAk words: "you can't be too serious about arena, it is just a mass fight for laugh." And indeed, it is. If you set to many rules for spawning position and stuff, you're probably going to give a free win to turtles every time. If you wanna do better in arena, just send some auras (like furbolg's, they are really good in arena, unless you already have some goliath's).

Captain_Aizen wrote:
Lastly, I think there should be a general guide to how the game is played available on the FRONT page of this website so that people who want to play the game and don't know how everything works can read and learn without having to newb up 50 live games with pros cursing them because nobody wants to give advise during a game.

Yeah, Von_oberstain said he plan on working in sort-of-a-guide for legion UE....and it maybe be useful for other version as well.
I would do that myself, but atm i'm kinda busy with other stuff, but I do plan release some minor guides myself in near future.




Zehiir01 wrote:And in prophet you must be lucky.
Not really, most people screw up by "saving gold to build X tower" and them they leak. Just make you sure you're close to recommended value (lol, me saying this again), and the most important: know the real value of your towers. Some towers (like Zeus/Nightsaber) can't do much all by themselves, so, to survive early game you should try to focus on units that can out-tank/are hit-kill (meaning: can tank and kill, like Wandingo/Sword Mage/Goblin Blaster).
But each game is different, so you have to be careful to not screw things up.
Also prophet/hybrid are the strongest builder in late game, 'cuz of combos and stuff.
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