Legion TD Mega 3.5 (Beta 13), General Discussion and Feedback.

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Legion TD Mega 3.5 (Beta 13), General Discussion and Feedback.

Post  Saucer on Sat Feb 01, 2014 5:15 pm

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Latest version is Beta 13
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Download latest version here:

(link)
mediafire.com/download/26crjacc8jjnqxw/Legion_TD_Mega_3.5_(B13).w3x


Modes in Beta 13:

-ap:All Pick-All players can pick their race.
-ar:All Random-All players are given a random race.
-sd:Single Draft-All players are given 2 random races to choose from.
-ph:Prophet/Hybrid-All players can choose between Prophet or Hybrid builder.
-nc:No Cross-Prevent cross building. The build areas do not overlap.
-df:Disable Fog-Remove fog of war.
-ng:No Gold-No gold from kills at middle near King.
-nm:No Middle-No gold from kills at middle player areas.
-kb:Keep Builder-You can not change builder or perform Prophet re-roll.
-os:Old School-Lumber saving permitted. King heal instead of HP compensation.
-hr:Heroes-Enable hero construction (does not combine with -ph or -os).



Read the details for Beta 5 to 13 below.







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Beta 5
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Good news, everyone!

NEW BETA MAP : Legion TD Mega 3.5 (B5)

(link)
mediafire.com/download/htqhqqwdrfysz2q/Legion%20TD%20Mega%203.5%20(B5).w3x

Changes in this update include balance adjustments, improvements to antistuck and -ns, the Prophet re-roll is back, and a couple of other things. You can read the full list of changes at the end of this post.

HuanAK passed the map on to me, shortly before he left to pursue other activities. Sadly, I just havn't had time to work on it. I've been tied up with other Legion TD related projects and also, you know, real life.

But I've recently had some great help from Kongk to finally put together an update for the beta. I fixed some of the technical stuff, but he pretty much took care of the rest.

We'll try to keep the ball rolling now and keep those updates coming every once in a while.

A really big thank you to:

- Kongk for taking the lead on this and doing most of the work in World Editor.
- Many Clan UC members for providing valuable feedback and suggestions.
- HighestIncome for providing a large and useful list of suggested changes.


Changelog for Beta 5

Towers:
* Wandigoo -- Increased HP from 750 to 850.
* Darkpriest -- Increased attack speed from 0.82 to 0.75.
* Ascendant -- Reduced HP from 1450 to 1400.
* Blood Raider/Harbringer -- Reduced upgrade cost from 150g to 140g.
* Harlot/Mistress -- Increased attack speed from 1.05 to 0.95 for both Harlot and Mistress.
* Meat Wagon, War Maschine and Dwarven Engineer -- Made "splash" ability work on Air units too (area of effect slightly reduced though).
* Zombie and The Butcher -- Zombie damage increased to 75-80. Range of the Butcher's cloud increased to 200.
* Leviathan -- Made smaller. Upgrade cost is now 280 instead of 265. Attack speed increased to 1.6. Range increased to 280.
* Cyborg -- Increased attack speed from 1.3 to 1.2.
* Doomsday Machine -- Reduced model size a little bit (still bigger than Neotank).
* Footman -- Increased attack speed from 1.5 to 1.0. Decreased damage from 55-59 to 42-44. (DPS increased about +5)                
* Ranger -- Made "Vulture Eye" ability have critical strike on all units, not just air.
* Thunderbird -- Increased attack speed from 1.8 to 1.3. Decreased damage from 120-132 to 100-115. (DPS increased about +16)
* Hades -- Increased upgrade cost from 350g to 360g.
* Tree of Knowledge -- Forbidden Fruit area of effect will now only affect 12 enemies instead of 15.

Summons:
* Frost Wolf -- Reduced attack speed from 0.7 to 0.8.
* Warlock -- Reduced Corruption's armor reduction from 4 to 3.
* Gargoyle -- Increased attack range from 250 to 260.
* Kraken -- Reduced "Healing aura" heal from 10 HP/s to 9 HP/s.

Wave Changes:
* Creeps on lvl 20 and after lvl 30 have Chaos damage and Unarmored defense.

Gameplay Changes:
* Endgame Barracks added.
* Antistuck, ability removed from ALL builders (except on arena rounds).
* Antistuck, new automatic system added.
* Hero system disabled for now.
* Arena terrain has been made flat and even.
* Prophet re-roll works again as it did in Beta 3.
* Mercenary available when player value becomes too low.

Modes:
* -PH mode added. This is a new mode where you can either pick Prophet or Hybrid builder.
* -PH shortcut added for -phmmhgggcbns.
* -NS modified so that extra lumber automatically gets spent in barracks.
* -NS limit changed to 80 from level 1 to 8, and then "10 x level" from level 9 and up.
* -NS added to default mode and all mode shortcuts.
* -LI mode removed from all mode shortcuts.

Other:
* W3MMD, "leaked" from Beta 4 is missing, but this will get fixed in a later version.





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Beta 6
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Legion TD Mega 3.5 (B6)

(link)
mediafire.com/download/effi2pi22u10592/Legion%20TD%20Mega%203.5%20(B6).w3x

The antistuck glitch at level 31 was a pretty serious bug, so I put together a quick fix for that. This update also includes some changes that Kongk have been working on.


Changelog for Beta 6

Towers:
* Mudman Cooldown decreased to 1.1.  

Summons:
* Stock Replenish delay decreased for Infernal and Demon.
* Decreased Stock Maximum from 3 to 2 for all summons in "Barracks".
* Maximum Stock reduced to 1 and Stock Replenish delay strongly increased for Milita, Bowman, Ghoul and Warrior after level 9. This will prevent people from massing.
* Fixed summons placements problem in Endgame Barracks.
* Endgame Barracks made bigger.
* Furbolg nerfed and lumber cost increased (priority slightly increased as well).
* Ancient Tree of Destruction buffed and lumber cost reduced to 2000.

Modes:
* NS limits adjusted. The new limits are as follows:
-- level 0-8 = lumber 80
-- level 8-20 = lumber 10 x level
-- level 20+ = lumber 200

Antistuck:
* Antistuck teleport glitch has been fixed and the system made more robust.
* Added new antistuck mechanism that checks all creeps every 5 seconds. If not moving, they are told to get a move on.





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Beta 7
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Legion TD Mega 3.5 (B7)

Some balance adjustments and other changes. Mercenary and -li removed completely. Prophet re-roll starts at 50 lumber.


Changelog for Beta 7

Towers:
* Golem -- Reduced attack speed to 1.1.
* Aqua -- Reduced hp by 50.
* Elite Archer -- Reduced hp by 100.
* Krogoth -- Reduced price to 260 gold.
* Thunderbird -- Reduced price to 135 gold and food cost reduced by 1.
* Dragon Aspect -- Price increased to 360 gold.
* Colt -- Attack speed increased to 0.7.
* Seer of Darkness -- Reduced cost to 320 gold.
* Fenix -- Reduced upgrade cost to 350 gold.
* Tree of Knowledge -- Forbidden Fruit explode range increased to 500.
* Soul of villian -- Violate armor penalty reduced to -3.
* Wolverine -- Changed "Finishing Blow" ability dramatically.
* Goblin Land Mines -- replaced with another tier 1 tower (will probably need balance adjustment).

Summons:
* Ancient Tree of Destruction -- made more "interesting".

Waves:
* Fire Lords -- made smaller and added special 300 damage hit on kings.
* Dooms -- made smaller and removed special effect.
* Various balance changes after lvl 31.

Gameplay:
* Removed -li from the game.
* Removed Mercenary builder from the game entirely.  
* Created a 16th lumberjacks upgrade (experimental, may need some adjustment).
* Changed prophet re-roll prices to the following:
-- 1st re-roll = 50 lumber (starting price)
-- 2nd re-roll = 25 gold, 100 lumber (+25 gold, +50 lumber)
-- 3rd re-roll = 50 gold, 150 lumber (+25 gold, +50 lumber)
-- 4th re-roll = 75 gold, 200 lumber (+25 gold, +50 lumber)
-- 5th re-roll = 100 gold, 250 lumber (+25 gold, +50 lumber)

Bugs:
* Fixed Turtle/Arena bug.
* Fixed King movement issue after lvl 30.
* Fixed Wind Rider, removed mana from building.
* Fixed tooltip for Goblin Blaster, Overclock (30%).
* Fixed tooltip for Kraken, HP regeneration (9/hp).
* Fixed tooltip for Tree of knowledge, Forbidden Fruit (12 Target(s)).
* Fixed tooltip for Leviathan (attack speed).
* Fixed tooltip for Highborne (abilites).
* Fixed the map version text in upper right corner.
* Fixed scoreboard update delay for -ns summons income.
* Fixed Defend ability on Guard. Now it will only activate on levels with piercing attacks.
* Attempted to fix Hybrid disappearing units.
* Attempted to fix rare antistuck glitch.





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Beta 8
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Legion TD Mega 3.5 (B8)

The B7 got pulled quickly after initial testing and this B8 fixes a number of serious bugs that got introduced in B7.

This B8 version seems to work okay though.


Changelog for Beta 8

Bugs:
* Fixed -ns trigger that sometimes didn't run for some players at the end of round.
* Fixed bug with Hybrid tower value adjustments.
* Fixed that creeps sometimes didn't spawn for some players.
* Fixed 16th lumberjack upgrade that sometimes didn't give enough lumber.





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Beta 9
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Legion TD Mega 3.5 (B9)

King heal (Holy Lights) has been removed by default and replaced with HP compensation. You can still play the old way by adding -kh (King Heal) to the mode.

Added a new mode -nc (No Crossing). It works by simply reducing the available build area, so that the middle area is evenly split between the top and bottom players, with no overlap (sort of).

The -mm mode has been removed and fog is now part of the game per default. Use -df (Disable Fog) to remove the fog.

All the combined short modes (-gm -gc -gl -cl) have been removed, as they are no longer needed.


Changelog for Beta 9

Towers:
* Dwarven engineers -- Lowered splash effect.
* Dragon Aspect -- Changed price to 340 gold.
* Guardian of Death -- Changed price to 300 gold and lowered damage (base) to 105.
* Goblin's Beast -- Changed price to 170 gold and buffed ability (Goblin Armor).
* Wolverine -- Finishing Blow's percentage increased to 15%.
* Aqua Spirit -- Increased HP to 175.          
* Phantom and Hellraiser -- Made them Unarmored instead of Light Armored.
* Ancient Wandigoo -- Decreased cost to 235 gold.
* Nightcrawler -- Replaced old ability with Necromancy and decreased attack speed to 0.60 (may need further balancing).
* Doomsday Machine -- Decreased cost to 430 gold.
* War Machine -- Increased projectile speed (not attack speed).
* Trident -- Reduced cost to 220 gold. Increased HP to 2050. Changed Concussion to deal double damage instead of 200 bonus damage.
* Leviathan -- Increased range from 280 to 350.
* Dark Priest -- Added Energy Shield and increased mana to 150.

Waves:
* Nerfed level 32 and 33.
* Buffed level 25, 26, 27, 28 and 29 a bit.

Gameplay:
* 16th lumberjack, increased cost to 500 gold and research time to 50 secs.
* Moved the "enemies alive" counter into the King HP board.  
* Removed all combined short modes (-gm -gc -gl -cl).
* Removed -mm mode, and fog is now on by default.
* Added mode -df (Disable Fog). As name suggests, does the opposite of -mm.
* Added mode -nc (No Cross builds). Prevents players from performing cross build tactic.      
* Added shortcut -ent, will set -phggcbkh.
* New mode added: -kh (King Heals). There are no Holy Lights on builders unless you play -kh.
* Games without -kh has HP compensation on King:
-- Level 5: +500 x (number of players in your team)
-- Level 10: +500 x (number of players in your team)
-- Level 15: +1500 x (number of players in your team)
-- New maximum King HP is 28000.

Bugs:
* Fixed tooltip for Gnoll Warrior.
* Fixed tooltip for Ogre Basher.
* Fixed tooltip for Hydra and Mini Hydra.
* Fixed tooltip for Spawn of Dragon
* Fixed a lot of other tooltips (thank you NERV, for a detailed list).
* Fixed description for Shadow race.
* Fixed description for Necrolyte's Summoned Archer.
* Fixed mistake on the list of secondary modes.
* Fixed some wrong information with -info and -next commands.
* Fixed end game scoreboard, was showing 7/15 lumber when it should be 7/16.





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Beta 10
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Legion TD Mega 3.5 (B10)

Fixed some bugs that got introduced in B9. There are still some known issues with B10, but we'll have those fixed in B11.


Changelog for Beta 10

Bugs:
* Removed bonus armor for towers on middle green grass (it should be creeps only).
* Fixed a bug with gold bonuses on kills.
* Possibly reduced lag a little bit while fixing the above.





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Beta 11
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Legion TD Mega 3.5 (B11)

We have greatly simplified the mode commands in Beta 11.

Everything default is included in the primary modes, and the shortcuts have been removed. So a mode like -apggcbns is now completely included in the primary mode -ap.

To turn off -gg, you'd have to use the new -ng (No Gold) mode. Same thing goes for the other modes.

And the -ns and -kh have been combined into a new -os (Old School) mode which disables -ns and enables -kh.

All this might sound rather confusing right now for existing players. But it will be easier to deal with in the long run, and easier to understand for new players as well.

To clarify, the new list of modes are as follows:

-ap:All Pick-All players can pick their race.
-ar:All Random-All players are given a random race.
-sd:Single Draft-All players are given 2 random races to choose from.
-hp:Host Pick-Host picks a race and every player is given that same race.
-ph:Prophet/Hybrid-All players can choose between Prophet or Hybrid builder.
-nc:No Cross-Prevent cross building. The build areas do not overlap.
-df:Disable Fog-Remove fog of war.
-ng:No Gold-No gold from kills at middle near King.
-nm:No Middle-No gold from kills at middle player areas.
-kb:Keep Builder-You can not change builder or perform Prophet re-roll.
-os:Old School-Lumber saving permitted. King heal instead of HP compensation.

Also, as reported by the Ministry of Silly Walks, there was some issues with unit pathing (movement). That should be fixed now.


Changelog for Beta 11

Towers:
* Meat Wagon -- Decreased attack speed to 1.15.
* Guardian of Death -- Decreased attack speed to 1.3.

Gameplay:
* Both kings now get the same random ability at the same time.

Modes:
* Modes have been greatly simplified, with shortcuts removed and the primary modes now including everything that needs to be default.
* Primary modes include the behaviour of the old -mm -gg -cb -ns -hg modes (that no longer exist).
* You can use these new secondary modes to override default behaviour:
-- mode -mm has been replaced with -df (Disable Fog).
-- mode -gg has been replaced with -ng (No Gold).
-- mode -cb has been replaced with -kb (Keep Builder).
-- mode -ns and -kh has been replaced with -os (Old School).
-- mode -os (Old School) will permit lumber saving and replaces the King HP compensation with builder heal (Holy Lights).
-- mode -hg is part of the game now and can not be disabled.
* New list of primary modes:
-- ap : All Pick
-- sd : Single Draft
-- ar : All Random
-- hp : Host Pick
-- ph : Prophet or Hybrid
* New list of secondary modes:
-- nc : No Cross builds
-- df : Disable Fog
-- ng : No Gold
-- nm : No Middle  
-- kb : Keep Builder
-- os : Old School

Bugs:
* Fixed "enemies alive" counter for Arena.
* Fixed defense type on Hell Raiser.
* Fixed some issues with King HP compensation.
* Fixed tooltip for Cleaving Attack.
* Fixed "silly walk" bugs:
-- Leaked units walking up to spawn instead of down to King.
-- Melee towers didn't attack ranged creeps.





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Beta 12
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Legion TD Mega 3.5 (B12)

Various balance adjustments and other changes.

Issues with unit movement should be fully fixed now.

Added mode -hr (Heroes) and removed mode -hp (Host Pick).


Changelog for Beta 12

Towers:
* Guardian -- Increased attack speed to 1.25.
* Carrion Spitter -- Increased HP to 150 and increased projectile speed (NOT attack speed).
* Sword Mage -- Increased HP to 1950.
* Raider and Blood Raider -- Changed to Medium defense type and Chaos attack type on both units.
* Gnoll Savage and Gnoll Warrior -- Changed to Unarmored defense type on both units.
* Bigfoot and Minotaur -- Created a 10 seconds delay on abilites from the beginning of each round.
* Mistress -- Changed "Seduce" ability. Enemies affected will now have 25% to miss.
* Oracle -- Reduced "Guardian Spirit" effect to 90% of original for all levels after 30.
* Sky Dragon -- Increased HP to 720.
* Specter, Wraith and Mecurial -- Changed prices to 20, 80 and 115 gold.
* Rider -- Added "Numb" ability to the unit.
* Rider -- Increased range to 350.
* Veteran -- Added "Heavy Armor" ability to the unit.
* Milita -- Added "Deadly Strike" ability to the unit.
* Revenant -- Added "Violate" ability to the unit.
* Adept -- Added "Magic Bolt" ability to the unit.
* Adept -- Changed range from 250 to 350.
* Adept -- Changed to Unarmored defense type.
* Messiah -- Changed price to 230 gold.
* Messiah -- Increased mana regen rate of "Amplify Magic" to 6%.
* Violet -- Changed price to 130 gold.
* Violet -- Added "Magical Restoration" ability to the unit.        
* Tree of Life -- Increased attack speed from 1.2 to 1.05.
* Pandaren -- Reduced food cost by 1.
* Ancient Wandingoo -- Changed damage from 173-187 to 168-192 (same DPS).
* Knight -- Decreased price to 180 gold.
* Guardian of Death -- Decreased attack speed to 1.35.
* Guardian of Death -- Decreased splash effect by appoximately 5%.
* Thunderbird -- Decreased attack speed to 1.5.
* Thunderbird -- Increased damage of "Aftershock" to half of the Thunderbird's normal damage (about 56).
* Thunderbird -- Increased price to 145.
* Thunderbird -- Increased HP to 820.
* Necrolyte -- Decreased number of summons to 1.
* Necrolyte -- Increased damage of summon to 28.
* Necrolyte -- Increased HP of summon to 750.
* Necrolyte -- Increased attack speed of summon to 0.30.
* Hades -- Decreased number of Imps to 2.
* Hades -- Increased HP of Imps to 700.
* Hades -- Increased attack speed of Imps to 0.40.
* Hades -- Increased size of Imps by 25%.          

Gameplay:
* Mode removed: -hp (Host Pick).
* Mode added: -hr (Heroes). Enable the construction of heroes (does not combine with -ph or -os).
* Farms upgrade time greatly reduced.
* High elven farms changed. New cost is 48 gold and 160 lumber for 16 food. It can now be upgraded 7 times.

Following changes does not apply to -os (Old School) mode:
* All players gets an extra farm at Level 10 (extra farm does not increase your amount of food until upgraded).
* Wisps are no longer capable of building farms.  

Bugs:
* Fixed unit movement issues.
* Fixed various tooltip bugs (thanks goes to NERV for providing a detailed list).
* Fixed cripple ability (wasn't affecting summons).
* Fixed warrior bug (chance to stun was 25% and stuns were affecting king).
* Various changes to reduce lag.

Other:
* Some minor adjustments in "Quest" tab.





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Beta 13
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Legion TD Mega 3.5 (B13)

Fixed some bugs.


Changelog for Beta 13

Bugs:
* Fixed a game breaking bug with -os mode.
* Fixed King heal in -ar mode. Should not be available unless -os mode.
* Fixed Hero Altar. Should not be buildable during fights.
* Minor technical adjustments.


Last edited by Saucer on Mon Nov 23, 2015 10:16 am; edited 27 times in total

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Re: Legion TD Mega 3.5 (Beta 13), General Discussion and Feedback.

Post  Saucer on Sat Feb 01, 2014 6:32 pm

Known issues:

* Endgame - Creeps teleport instead of walking to King on the first wave after boss.
(should be fixed in B6)

* Hybrid -- Fighter sometimes disappears if you start building it just before round starts.
(should be fixed in B7)

* Summons -- Summon sometimes disappear if you send it just before round starts.
(is this still happening?)


Please let us know if you run into any other bugs and/or have suggestions on how to improve the map Smile


Last edited by Saucer on Sun Feb 23, 2014 12:34 pm; edited 8 times in total

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Re: Legion TD Mega 3.5 (Beta 13), General Discussion and Feedback.

Post  Nortan on Sat Feb 01, 2014 7:36 pm

First of all YAY! Secondly, why not just remove mercenary? When a player switches mercenary from prophet aren't they just as useless as in the previous versions? I feel that mercenary should have never been put into the game to begin with  Crying or Very sad 
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Re: Legion TD Mega 3.5 (Beta 13), General Discussion and Feedback.

Post  Saucer on Sat Feb 01, 2014 7:58 pm

Thank you! and I see what you mean.

Actually, Mercenary was supposed to have been removed in Beta 5 but was accidently included.

Kongk and I have since spoken about it and we're currently considering to keep it, as it doesn't really do any harm. But I'm not sure what's going to happend with it.

Thanks for the feedback.

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Re: Legion TD Mega 3.5 (Beta 13), General Discussion and Feedback.

Post  Nortan on Sat Feb 01, 2014 8:51 pm

Okay massive glitch discovered. At the very end of the game there was waves automatically teleported to the king on lvl 31. It was a 2 v 3 game at that time(level 31) and it appeared that the missing players still spawned a wave that was instantly teleported to the kings location and killed the king in seconds. Since there was only 2 players on my side they managed to kill the king before before me or my teammate finished our own wave. There was a ton of yellow text that was saying something about automatic teleport as it was all happening. This needs further investigation but currently it seems to create an awkward end game situation for this version.
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Re: Legion TD Mega 3.5 (Beta 13), General Discussion and Feedback.

Post  Saucer on Sat Feb 01, 2014 9:00 pm

Ouch! That sounds pretty serious. We might have to put together a Beta 6 real soon to fix that.

It's a bug with the new automatic antistuck teleport system. The way it works, is that if creeps are not killed in the player areas within a certain time limit, then they get automatically teleported down to middle at King. But clearly, this doesn't work as intended at endgame.

Thanks for the report and detailed description.

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Re: Legion TD Mega 3.5 (Beta 13), General Discussion and Feedback.

Post  Saucer on Sun Feb 02, 2014 7:05 pm

Beta 6 has been uploaded.

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Re: Legion TD Mega 3.5 (Beta 13), General Discussion and Feedback.

Post  NERV on Mon Feb 03, 2014 2:07 am

Thanks for the fast fix mister.



btw, why decreasing demon delay? I believe it was set to take as long as much time is necessary to gather 1500 wood. implying 7/15 lumberjack upgrades.
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Re: Legion TD Mega 3.5 (Beta 13), General Discussion and Feedback.

Post  Kongk on Mon Feb 03, 2014 2:25 am

NERV wrote:Thanks for the fast fix mister.



btw, why decreasing demon delay? I believe it was set to take as long as much time is necessary to gather 1500 wood. implying 7/15 lumberjack upgrades.


I played some games in (B5) where i managed to gather 1500 lumber, but wasn't able to send a demon because of the slow Stock Replenish.. Now with the new -ns mode, it doesn't do any good anyways, and it still takes some time for the Demon to replenish.. So I believe it's better now.. One must be able to send a demon if one manage to collect 1500 lumber Wink

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Re: Legion TD Mega 3.5 (Beta 13), General Discussion and Feedback.

Post  NERV on Mon Feb 03, 2014 3:34 am

I see your point there, seems fair enough , I haven't yet played these betas, but if I may, I'd like to suggest a reduce of cost for High Elven farms. Maybe 120wood and 36 gold for 12 food. and am.. maybe increasing speed of construction of all farms a bit as well.
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Re: Legion TD Mega 3.5 (Beta 13), General Discussion and Feedback.

Post  Mr.Teach on Mon Feb 03, 2014 4:50 am

hey there
thank you so much for the new map - i am in love with the proph hybrid and the ns mode

but some minor things i have noticed

the hotkeys in the barracks no not work any longer after level 9 - except for Q
furthermore some tooltips are still old ( in noticed kraken still saying that it gives 10hp/s aura)

these are just the things i have noticed until now

and somewhere here in the forum was a description for how to make it that the barracks are not getting replaced but instead unlock the new things so you wont have to put it on hotkeys again and again

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Re: Legion TD Mega 3.5 (Beta 13), General Discussion and Feedback.

Post  Nortan on Mon Feb 03, 2014 10:33 am

Personally I disliked the new PH mode. The reason why is that it lets people decide separately whether to play hybrid or prophet and I do not feel that both races are balanced against one another. Hybrid should gain an advantage due to auras and unit diversity so I still use hp ^_^. I'm sure lots of people like it but It's not for me.
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Re: Legion TD Mega 3.5 (Beta 13), General Discussion and Feedback.

Post  Saucer on Mon Feb 03, 2014 2:10 pm

Thanks for the feedback, guys.



Mr.Teach wrote:and somewhere here in the forum was a description for how to make it that the barracks are not getting replaced but instead unlock the new things so you wont have to put it on hotkeys again and again

Yup, that is exactly how we do barracks in the Revo map actually. Replacing the items in barracks, instead of replacing the entire barrack.

I think Kongk did this in B6, or perhaps he just spoke about doing it. I'm not sure. In any case, we can make it happend.




Nortan wrote:Personally I disliked the new PH mode. The reason why is that it lets people decide separately whether to play hybrid or prophet and I do not feel that both races are balanced against one another. Hybrid should gain an advantage due to auras and unit diversity so I still use hp ^_^. I'm sure lots of people like it but It's not for me.

Ah, well on the flip side, this might actually encourage us to make Hybrid and Prophet become better balanced against one another. Many people seem to like PH mode, so we might as well try to make it work well Smile

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Re: Legion TD Mega 3.5 (Beta 13), General Discussion and Feedback.

Post  Mr.Teach on Tue Feb 04, 2014 2:11 am

Nortan wrote:Personally I disliked the new PH mode. The reason why is that it lets people decide separately whether to play hybrid or prophet and I do not feel that both races are balanced against one another. Hybrid should gain an advantage due to auras and unit diversity so I still use hp ^_^. I'm sure lots of people like it but It's not for me.

well this is actually quite true i think
hybrid is in my eyes by far easier and you can income earlier and harder with them even if you have mediocre tower - the mix of damage and armor as well as the high chance for multiple auras is the best way to ensure not to leak end game

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Re: Legion TD Mega 3.5 (Beta 13), General Discussion and Feedback.

Post  missgreen on Tue Feb 04, 2014 6:55 am

Very nice that things are moving and that someones actually working on Mega.

And where is HI now to see this? Very Happy

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Re: Legion TD Mega 3.5 (Beta 13), General Discussion and Feedback.

Post  Nortan on Fri Feb 07, 2014 4:44 am

missgreen wrote:Very nice that things are moving and that someones actually working on Mega.

And where is HI now to see this? Very Happy

He's around.

Anyways I've noticed extreme lag spikes at the end of the game occurring that are even worse than usual for legion. At points that seem somewhat random the entire game just locks up for everyone for 10 - 15 seconds and then it all speeds up. The only reason this bothers me is that you can't control the king at all during this. On wave 35 we had one of the bosses split off onto our king but the lag was so intense that no one could heal or move him so even though we had stuff still alive fighting the other legion lords the king nearly died. The game ended with our king literally at 600 hp Very Happy. These lag spikes seem more extreme than what I'm accustomed too but of course it's not such an easy task to reduce it. I just though I would bring it up and see if anyone else has been experiencing nearly unplayable end game where everyone present gets extreme lag spike lockups worse than in previous versions.
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Re: Legion TD Mega 3.5 (Beta 13), General Discussion and Feedback.

Post  Nortan on Fri Feb 07, 2014 7:15 am

Okay update the lag on lvl 35 specifically is so intense that it took everything I had to move the king to the corner. Your entire screen freezes up and you only probably only get a frame per second it seems. You have to guess to even try to type cause you can't see what you are typing. Is there anyway to reduce the lag on 35? It was worse than on the previous levels so I assume it has to do with those massive legion guys. If not their visual affect than it is the processing of their actions that is causing a complete lock up for everyone that whole lvl.

Edit: if your screen is in the right spot you might be able to move the king but healing is absolutely impossible. The lag 32 - 34 is still really intense but the lag at 35 was just insane.
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Re: Legion TD Mega 3.5 (Beta 13), General Discussion and Feedback.

Post  Kongk on Fri Feb 07, 2014 8:23 am

Hello Smile

Yup, those massive lvl 35 dudes are a lag-disaster to be honest.. Way too many graphic effects.. I haven't experienced the lag as bad as you mention though, but i believe it could be a huge problem for some players.. Will be taken care of.

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Re: Legion TD Mega 3.5 (Beta 13), General Discussion and Feedback.

Post  Nortan on Fri Feb 07, 2014 2:55 pm

Alright here's the replay of the most recent game I played that made it to lvl 35. Even in the replay my computer has a hard time rendering it unless I go to 1/2 speed and at that point  it struggles a bit but it's definitely more playable than what I experienced. I named the replay "lag lol" ^_^. Perhaps your computers can handle it better but let me know.

http://rghost.net/52255176

Edit: I'd hate to throw them under the bus cause I like them so much but meliai definitely seem to cause a massive amount of input lag for the game. You can really tell the difference between having them and not having them. Amazing debuffer for certain units but a real lag contributer.


Last edited by Nortan on Fri Feb 07, 2014 10:18 pm; edited 1 time in total
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Re: Legion TD Mega 3.5 (Beta 13), General Discussion and Feedback.

Post  Nortan on Fri Feb 07, 2014 10:10 pm

I'm sorry but I just can't ignore this. Using lvl 34 to block lvl 35 is still a problem and I just got a good replay to show it. Wave 34 does hardly anything to the king but wave 35 kills him in seconds. My team still won the game after holding off the massive legion guys for a long time but it was really close and I honestly thought the other team was going to win. I sometimes like to joke that the weaker team has an advantage at the end if they can use 34 to block off 35 but it's kind of sad that is true Sad

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Re: Legion TD Mega 3.5 (Beta 13), General Discussion and Feedback.

Post  Kongk on Sat Feb 08, 2014 8:21 am

Hey Guys

Yea, the lvl 34 blocking for "doom" dudes is a huge problem.. Noticed it as well.. Might have an idea how to fix it Wink

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Re: Legion TD Mega 3.5 (Beta 13), General Discussion and Feedback.

Post  Nortan on Sat Feb 08, 2014 6:19 pm

Okay new issue that rockabilly has already informed saucer about. We were on lvl 13 and 2 of the flying things got stuck together half way down the hallway to the king. With no way to resolve this we were forced to !end the game. I don't want the old antistuck back but definitely can't have stuff actually getting stuck ;d
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Re: Legion TD Mega 3.5 (Beta 13), General Discussion and Feedback.

Post  Saucer on Sat Feb 08, 2014 9:16 pm

Antistuck issue, yup, thanks guys!

I watched the replay that Rockabilly sent me and I see what the problem is.

Haha, damn it. Well, that should be a really rare occurence, but the creeps managed to get stuck just exactly outside the area of the antistuck teleport. That is, the creeps got stuck very far down the middle lane, but out of range of the defending fighters that got teleported to middle.

The reason that the antistuck teleport doesn't work that far down, is that creeps and fighters often battle in this area, and we don't want to accidently teleport somebody who are actually fighting.

There is also another automatic antistuck mechanism in B6, but it failed as well.

Anyhow. I'll figure something out.

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Re: Legion TD Mega 3.5 (Beta 13), General Discussion and Feedback.

Post  NERV on Sun Feb 09, 2014 4:04 am

Hey Saucer (or kongK)!

I was wondering what you'll do with the heroes system and if you'd care to share more about your plans towards 3.5 final version.


and mmm, the "highest income", "most lumber gathered", "most kills" stuff at the end of the games, would be cool if you add highest score and most creeps send? Most creeps send I believe fits the -ns.


Also about the anti stuck tool, it's cooldown is so big in b6 that maybe wouldn't be a problem if you could actually use it during rounds? Maybe increase cooldown even more. On arena is like every player can only use it once or twice.
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Re: Legion TD Mega 3.5 (Beta 13), General Discussion and Feedback.

Post  Kongk on Mon Feb 10, 2014 12:29 am

NERV wrote:Hey Saucer (or kongK)!

I was wondering what you'll do with the heroes system and if you'd care to share more about your plans towards 3.5 final version.


and mmm, the "highest income", "most lumber gathered", "most kills" stuff at the end of the games, would be cool if you add highest score and most creeps send? Most creeps send I believe fits the -ns.


Also about the anti stuck tool, it's cooldown is so big in b6 that maybe wouldn't be a problem if you could actually use it during rounds? Maybe increase cooldown even more. On arena is like every player can only use it once or twice.

Hey Smile

The hero system is deactivated for now.. We have thought about creating a new and not very similar (similar in some ways though) system for another legion version, and i guess, if most Mega players like it, it will be added to Mega as well.. The idea hasn't even come to the drawing board proces yet, so we are very open to ideas and it will not happen until somewhere down the road.. It will take alot of time before it is ready, in other words Smile

Hmm.. Highest score should be a part of the list after the game ends, as you mention.. I actually thought it already was, but apparently not Wink About the "Most creebs sent".. I can't really see, why it is an accomplishment to send alot of creebs.. In my opinion its better to send strong creebs.. Quality before quantity Wink

The problem about the antistuck on builders, is that even 1 well Placed antistuck can do a lot of harm.. So even with a huge cooldown, people will still be able to abuse it Sad

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Re: Legion TD Mega 3.5 (Beta 13), General Discussion and Feedback.

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