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Legion TD Mega 3.5 (B4) + 3.41 unprotect

original by LISK, Continue developed by HuanAk



Legion TD Mega 3.5(Beta4) is released ! !


(download link at the end of this post)

3.5 Changes Log :



3.5 (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)


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

Melee Heroe (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)

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.








LegionTD Mega is base on Legion TD War 1.50c (by LISK), he quit Warcraft 3 and left the map for anyone to continue development.

for this version (Mega), it will be X3 mode only, so I can spent more time to balance the map for X3 mode.



---Overview---


Build towers to defend your team's King from attackers.

Each level, your towers become units and fight for you.

Harvest lumber with workers. Use lumber to buy summons to attack the other team and

increase your income. Lumber can also be used to upgrade your team's King's stats.

Defeat the enemy King to win.

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

[rainbow]Game Mode[/rainbow] :

---(Update: 14th Oct 2011)


Primary Mode:
  • -AP : All Pick - All players can pick any race.
  • -AP : All Random - All players are given a random race.
  • -SD : Single Draft - All players are given 2 random races to choose.
  • -HP : Host Pick - host pick a race, every given same race as host.
Secondary Mode:
  • -mm : Master Mind - Restricted vision on enemy's map and information.
  • -hg : Hour Glass - Receive gold for enemy leaks (that reach the King).
  • -gg : Get Gold - Receive gold from kills at middle (near king).
  • -cb : Change Builder - You can pay to change to a new builder.
  • -li : Limit Incomer - Pure income is disabled untill lvl10+.
  • -X3 : 3 Time - more creeps spawn
Default Mode: if you don't enter mode in 15 seconds after game start, it will use "-aphgggmmcbx3" as defualt mode.

Quick Mode: if mode string is 3 characters long, it will use Quick Mode. eg "-ap"
  • -AP = "-aphgggmmcbx3"
  • -SD = "-aplihgggmmcbx3"
  • -AR = "-aplihgggmmcbx3"
  • -HP = "-aplihgggmmcbx3"
Short Mode: make mode shorter for Hostbot or player
  • "gm" = gg + mm
  • "gc" = gg +cb
  • "gl" = gg +li
  • "cl" = cb +li
    (hg & x3 is default, don't need to type)


Hostbot Support:---(Update: 16th Oct 2011)



How to set up map config file:

- Hostbot usually automatic created config for you (sometime they base on Dota, so you may need to changed slot structure).
- Below is working slot structure for 4v4

Information about slot structure
# slot structure
# [PID] [Download Status] [Slot Status] [Computer] [Team] [Colour] [Race] [Skill] [Handicap]
# - PID is always 0
# - Download Status is always 255
# - Slot Status is 0 for open, 1 for closed, 2 for occupied
# - Computer is 0 for no, 1 for yes
# - Team
# - Colour
# - Race is 1 for human, 2 for orc, 4 for night elf, 8 for undead, 32 for random (add 64 to any of these for fixed)
# - Skill is 0 for easy computer, 1 for normal computer or human, 2 for hard computer
# - Handicap is 50/60/70/80/90/100

Note:
- make sure slot 9 = team 1 (left king), computer and occupied.
- make sure slot 10 = team 2 (right king), computer and occupied.


Here is slow structure for 4v4
map_slot1 = 0 255 0 0 0 0 1 1 100
map_slot2 = 0 255 0 0 0 1 1 1 100
map_slot3 = 0 255 0 0 0 2 1 1 100
map_slot4 = 0 255 0 0 0 3 1 1 100
map_slot5 = 0 255 0 0 1 4 1 1 100
map_slot6 = 0 255 0 0 1 5 1 1 100
map_slot7 = 0 255 0 0 1 6 1 1 100
map_slot8 = 0 255 0 0 1 7 1 1 100
map_slot9 = 0 255 2 1 0 8 1 1 100
map_slot10 = 0 255 2 1 1 9 1 1 100



Here is slow structure for 3v3

map_slot1 = 0 255 0 0 0 0 1 1 100
map_slot2 = 0 255 0 0 0 1 1 1 100
map_slot3 = 0 255 0 0 0 2 1 1 100
map_slot4 = 0 255 1 0 0 3 1 1 100
map_slot5 = 0 255 0 0 1 4 1 1 100
map_slot6 = 0 255 0 0 1 5 1 1 100
map_slot7 = 0 255 0 0 1 6 1 1 100
map_slot8 = 0 255 1 0 1 7 1 1 100
map_slot9 = 0 255 2 1 0 8 1 1 100
map_slot10 = 0 255 2 1 1 9 1 1 100






This map is Hostbot Command Library ENABLE(since version 3.3)
  • you can enter mode from hostbot setting or .config file
  • you can enter mode in lobby room before game start. eg: !hcl apggcb
  • you don't need to type "-", just "ap" is enough
Hint:
  • hg, x3 is default (you don't need to type them)
  • Hostbot have those limitation: 1 character per player/computer(eg 4v4 = 10 chracter)
  • if mode string is too long, you can you short-cut mode. eg: you can replace "ggmm" with "gm"

here is list of shutern mode special made for Hostbot (normal player can use them too)
  • "gm" = gg +mm
  • "gc" = gg +cb
  • "gl" = gg +li
  • "cl" = cb +li
for example: ".hcl apgmcl" will become "-apggmmcblihgx3"

Null HCL Command
  • "hcl 0" or "hcl -0" is special HCL command
  • This command won't do anything to game mode (player can still type their own mode)
  • This command will disable -vk (map's votekick, Hostbot already have their own votekick)
  • This command will enable W3MMD
This map is W3MMD ENABLE (since version 3.41)
  • W3MMD is turn off on default
  • You can turn W3MMD on with any hcl mode (eg, "hcl 0")
  • Stat is update at the end of every wave
  • Final stat is update immediate after King die
  • Player leave within 3 minutes before king die will flag as "Winner" or "Loser"
  • Player leave more than 3 minutes ago will flag as "Leaver"
List of stats for W3MMD:
  • game_mode
  • gold_total
  • income
  • level
  • lumber
  • lumber_total
  • name // player name
  • race
  • score
  • seconds // how long they played, in seconds
  • value
  • flag "winner"
  • flag "Loser"
  • flag "leaver"
How to host Legion TD on playdota.eu bot ?
Step 1: join channel
Go to channel playdota.eu on server EuroBattle or FawkzBNET

Step 2: choose which map
Whisper "/w PlayDota.eu .map Legion TD Mega 3.3.w3x"

Step 3: start game, with your own game name
Whisper "/w PlayDota.eu .gopub Legion TD Mega -ap"

Note: you must use .gopub for custom games(!gopub is for Dota only).

You can get the pattern map name list on this link:
http://www.playdota.eu/maps/map_list.php

How to enter mode in lobby/Hostbot setting ?
Option 1:
open config file and add the line below:
map_defaulthcl = apggcb

Option 1:
in lobby (waiting for player join before game start), type :
.hcl apggcb

Note:
1, you can only type 1 character per player(include computer). so if it is 4v4, max character is 10
2, you don't need to type "-" at begin
3, HG, X3 is default(not need to type)
4, if mode string is too long, you can you short-cut mode. eg: you can replace "ggmm" with "gm"

here is list of mode combo that can replace with shorter mode:
gm = gg +mm
gc = gg +cb
gl = gg +li
cl = cb +li

for example: ".hcl apgmcl" will give "-apggmmcblihgx3"


Creep's bounty, Bonus Gold and Value for every level---(Update: 20th Oct 2011)


Level Creep Bounty # of Creep Gold from Creep Bonus Gold Creep+Bonus Total Gold Creep Value
1 3 36 108 11 119 300 250
2 3 45 135 12 147 419 350
3 4 40 160 13 173 566 500
4 5 36 180 14 194 739 650
5 5 36 180 16 196 933 800
6 5 36 180 18 198 1129 1000
7 6 30 180 20 200 1327 1200
8 6 36 216 23 239 1527 1450
9 5 45 225 26 251 1766 1600
10 51 3 153 60 213 2017 1850
11 5 54 270 35 305 2230 2050
12 6 45 270 40 310 2535 2400
13 7 45 315 45 360 2845 2700
14 12 26 312 50 362 3205 3100
15 9 36 324 55 379 3567 3500
16 8 45 360 60 420 3946 4000
17 10 34 340 70 410 4366 4500
18 8 45 360 80 440 4776 5000
19 10 36 360 90 450 5216 5500
20 86 3 258 200 458 5666 6000
21 10 36 360 110 470 6124 6500
22 9 48 432 120 552 6594 7100
23 11 36 396 130 526 7146 7700
24 11 36 396 140 536 7672 8500
25 9 45 405 150 555 8208 9500
26 12 36 432 160 592 8763 10600
27 12 36 432 170 602 9355 11800
28 23 18 414 180 594 9957 13000
29 14 30 420 190 610 10551 14000
30 123 3 369 400 769 11161 15000
31 0 15 0 0 0 11930 15000

Link for All units stat




Changes Log for all version





=== This map is base on original 1.50c ===
=== Only version list below are made by me ===



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

3.41 (2011-10-23)

* add W3MMD (more detail on Hostbot Support Section)
* Intruduce "Score", it will use for title in next version
* "-vk" is working correctly (you can start votekick with less than 2 player now)
* GG rules slightly changed (0% bounty if leaked more than 150)
* Remove income cap (high income will get FULL bonus gold)
* level 2 give less gold, lvl3 give more gold (and harder)
* all boss level (10,20,30) will give double bonus.
* lvl7/11/17/25/26/27 are harder (require recommended value)


About Score:
- Calculate from: Value, Income, # of leaked, and how many time you use change builder/reroll
- It is average value from level 1 to current level
- value score = (100-150) x (your value / creep value )
- income score = 100 x income/(bonus*2)
- you lost 1 score per leaked
- for (100-150) modifier: never used change builder = 150, used once = 140, used 5 time = 100

How to turn on W3MMD:
- W3MMD is off on default
- you can turn W3MMD on with any hcl command
- "hcl 0" is special command that do nothing (eg, player can still type mode)
- you can turn W3MMD on with "hcl 0" command

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

3.4 (2011.9.30)

New Race (Undead)
- Tier 1: range, magic damage
- Tier 2: melee, lifesteal
- Tier 3: range, siege damage, with small splash.
- Tier 4: raise dead, Aura ( -1% hp per second)
- Tier 5: melee, tank. small range aura, both aura stack.
- Tier 6: splash (similar to beast)

Mecenary rework:
- 1st unit: 8 Gold, 25 Lumber.
- 2nd unit: 25 Gold, 50 Lumber, +1 income, 330 Value.
- 3th unit: 50 Gold, 75 Lumber, +3 income, 500 Value.
- 4th unit: 100 Gold, 100 Lumber, +5 income, 900 value.
- Mecenary can defend up to level 31 without change builder.

"Change to Mecenary":
- mode "-li" will disable this ability
- require "-CB" mode
- can only use once
- Available after wave start (if your value lower than 50% of recommend value)

Paladin
- Paladin night attack faster. (same dps)
- Guard attack faster. (same dps)
- Elite archer damage changed : 12->13 ( still 5 target)
- Priest spell change : 50hp -> 100hp (mana cost double)
- High Priest heal spell changed: 100hp -> 200hp (mana cost double)

Marine:
- Hydra's Tripple attack changed: 60% -> 80% damage
- Hydra's mini hydra: spawn 2-->3 mini Hydra
- Highbone : add sphere (cost 0 mana, 7 second cooldown, 10 second duration)
- Sky Dragon's have 100% critical hit on air (sky dragon is upgrade from Egg)

Artic
- Add AE slow to azure dragon
- Ancient Wandigo evasion work correctly(was 7% with fake description, now 12%)
- Dragon Aspect & Azure Dragon have better animation

Ghost :
- Apparition have new aura: 5% (stack with Gravekeeper's aura)
- Apparition/Gravekeeper attack range changed (600->500, so aura cover more unit)
- Meridian (Ghost's 6th unit) HP change from 100->1000
- Ghost's Insanity : remove -12hp effect

Element :
- Mana regen aura : 3% -> 5% (eg, if you have 30mana, it will add +1.5 mana/second)

Shadow:
- Nightmare/Doppleganster tank better (light -> unarmored)

Nature:
- Tree of Knowledge's AoE spell limit to 15 target

Demi:
- Alpha Male: reduce spell animation (almost instantly cast)

Orc:
- Poison cannot kill creep (will leave it with 1hp)

Goblin:
- Goblin's driver will elf-destructive when die ( same effect as small/medium land mine)

Creep:
- level 22, 28 is slightly easier (around 5-10% easier)
- 17,18,23,24,25,26,27 is harder

Summon:
- correct shortcut key for Pudge & shaman
- Add new summon: Infernal (1000 Lumber, melee, Bash, Burning AOE)
- Behemouch changes: add +3 armor aura
- Krakken changes: add healing aura (+4 hp AOE)

Arena:
- Level 10 Arena = 1x free Turtle.
- Level 20 Arena = 3x free Turtle.
- Unit/Turtle won't move untill fight start
- Summon/Pet will remove after fight finish.
- Add new result for Arena: "Draw" (if both team die, they share the prize).
- Builder cannot move outside their own area during arena fight(before teleport)

Bug fix :
- Frost Aura & Telescope Aura won't stay after fighter die.
- Chariot won't make crit on Ascedent/unarmor
- Map is visible to all afer level 31.
- "-next" command won't display anything after level 31.
- Player cannot use Holy Light more than once
- Player cannot use Holy Light on your own building (can only cast on king)
- Player cannot buy wisp at start if -li mode is on.
- Goblin steamroller should summon driver after die
- Correct many description/tooltip errors.

Game & Hostbot:
- Remove income/bonus gold cap on -AP (mode "-li" will enable this cap)
- New map layout & size
- New Loading screen & minimap (thank Shengshun)
- New spawn & pathing (Try out 4v4, lag is much better now)
- Creep enter dark green area will received +2 armor
- Automatic "-next" information at the end of every wave.
- Bounty on leaked is more accuracy.
- Poisons cannot longer kill unit (poison will stop at 1hp, to avoid no bounty bug)
- after game over, game will shutdown in 30 seconds (not more AFKer for 10 hours on hostbot).
- Remove player name "attacker" on player 9 and 10. (hostbot can use these slot for talking)


Votekick :
- add new votekick system.
- start by -kick or -votekick. (you can cancel votekick after it start)
- Host have unlimit -votekick, everyone else can only "Fail" once.
- Require 50% positive vote to kick
- "Positive vote" = "Yes" - "No"


3.3 (2011.6.29)
* Fix Fatal Error/Crash cause by Artic
* Infanty attack faster (still same 30dps)
* Juiced Mutant sell for 100% gold if freshly built
* Quick Mode -sd & -ar now include -li

3.2 (2011.6.26)
* New Race : Orc
* New Special Event: after level 10 & 20
* Mercenary have limit on how much they can summon.
* Mercenary's damage changed (Chao to other)
* Elf's Ascedent is more useful
* Nature's Ygg attack faster(wont' leak level 1)
* Ghost's Forsaken One become better tank(light->heavy armor)
* Marine's Mermaid ability change (+6 -> +3 armor )
* lvl5 is easier, lvl9 is harder, lvl28 is easier
* All race have same hotkey for all tower = Q, W, E ,R , A, S

combined mode (make mode shorter)
-gm = gg + mm
-gc = gg +cb
-gl = gg +li
-cl = cb +li
(hg & x3 is default, don't need to type)

Hostbot Command Library:
- you can enter mode from hostbot setting or .config file
- you can enter mode in lobby room before game start. eg: !hcl apggcb
- hg, x3 is default (you don't need to type them)
- you don't need to type "-", just "ap" is enough
- mode limited to 1 character per player/computer(eg 4v4 = 10 chracter)

3.1b (2011.05.21)
* Mercenary : spell is disable after wave start
* Add glowing aura to Prophet, Artic, Mercenary builder
* disable -cb should disable change to Mercenary
* Fixed Mutant fake anti-cheat warning
* Fixed : -ar mode & type your own mode will work correctly.
* Timer for each wave change (from 30-60 second to 40-55 second)

3.1a (2011.05.15)
* Quick fix bug on east side

3.1 (2011.05.15)
* new race: Mercenary
* Mercenary is BEST race for noob & pure-lumber.
* Mercenary is disable under mode -li.
* Player can change to Mercenary after 75% leaked.
* Mercenary only teleport to king after attacked.
* Mercenary can't defend lvl23+

* Fixed -HP & change builder bug
* Fix lvl31+ bug (scoreboard visible to all)
* Fix Arctic's aura stack & spell description

3.0 (2011.05.05)
Unit
* Fix Maverick's image (creep kill by image will give correct bounty).
* Maverick cannot cast image from building time.
* LoD/hades cannot summon 2 pet at same time.
* Change Royal Griffin's attack&ability( difference graphic, same dps)
* Update serveral ingame message/unit description/ability description

Game
* Game load faster.
* Remove value restrict on wisp (Pure incomer is back !)
* mode -li = Limit Incomer, disable pure imcomer.
* Max cost for lumber upgrade is 200 gold/lumber (8th,9th and higher).
* add 5 more level of lumber research (max = 15)
* can't buy summon from advance barrack untill level 10+
* can't buy Behemouth/Warden/Kraken untill 15+.
* New Race - Artic (difference spell & ability)
* New mode : HP (host pick, everyone will have same builder)
* gg mode changed : small leak = full gold. medium leak = 50% gold, huge leak=0% gold (100%, 75%, 50%, 25%, 0%)
* Anti-cheat monitor installed.

2.17 (2011.4.02)
* New Race - Goblin Builder
* New Race - Prophet Builder
* Warning ! lvl31+ is difference.
* lvl23 and lvl27 is easier.
* Lag reduce from summon system.
* Fix incorrect spell/unit description.
* Hybrid can only change builder once
* information from -next command will display to all allies

* Fix Hybrid error:
- Outcast move from T5 to T4
- Harlot move from T4 to T5
- Troll Fighter move from T3 to T4
- Phantom move form T4 to T3

v2.16 (2011.3.20)
* Change Crusader food (1->0)
* Correct dragon hawk Build's descrition (normal-> magic)
* Change hermit income (5->4)
* Adjust difficuly for -sd and -ar (5% and 10%)
* Lower difficult on lvl8 and lvl21
* Change bonus gold formula ( more gold for lvl 14+)
* Fix Komodo run too far issue
* Add new heal to builder(only work on king)
* Skip cinematic and display score after Victory/Defeat.
* remove lumber/wisp restrict after lvl10.

v2.15 (2011.3.15)
* Fix king upgrade refund bug.
* Fix change builder bug on -ar mode
* -ar = hard, sd=normal, ap=easy (5% difference in creep's hp)
* Maverick's illusion can teleport to king now
* Show list of full mode on startup
* reduce lag during fight ( almost no lag for 4v4 now)

v2.14e (2011.3.10)
* Fix change builder
* you can't train wisp or lumber upgrade untill 500 fighter value ( prevent pure incomer).
* lower starting gold to 270, creep is harder start from lvl3
* Fix Crusader's damage to match unit description
* Change Hybrid T6 cost 315->305
* Elite Archer building is same as Elite Archer fighter now
* level 16 creep hp reduce 335->315
* level 21 HP reduce 780->730
* level 14 bounty raise from 10-12
* level 15 bounty raise from 8-9
* add High Elven Farm 2,3,4,5,6 (200 food)

v2.14d (2011.3.9)
- add unit description(for new race) to Hybrid
- change starting gold to 300
- nightsaber hp change (950>850)
- introduce income cap = level x 20 (nerfed pure incomer, most people will never see this cap untill lvl25+)


v2.14c (2011.3.7)
- Quick Fix Moon Guard food cost (0->2)

v2.14b (2011.3.7)
- Fix Change Builder
- Fix hybrid (new race include)
- Fix doppleganger cost.
- Wave 14+ is easier(remove 15% hp buff for lvl14+)
- Add new command -kill for display total kill
- Add visual effect to Royal Griffin's multi attack
- Add visual effect to Sentry's magic attack
- Buff Cavalier's HP

v2.14a (2011.3.6)
- quick fix to 2.14 for creep won't spawn

v2.14 (2011.3.6)
* Add Change builder(you can only change 5 time)
* Hybrid unit will include elf & paladin
* Upgrade king regenation change(3->5 per upgrade) and reduce king upgrade cost (100-80)
* Add spell to Druid ( Wraith of Nature)
* Nightsaber food reduce from 2 to 1.
* Moon Guard food cost raise from 0 to 2
* Wisp food cost reduce form 2 to 1
* Fix Sentry's ability
* Fix incorrect sell value on certain unit
* Creep wave difficult adjust (1%-15% hp buff move from lvl1-lvl10 to lvl5-lvl19)
* Reduce lag, 4v4 is playable ! (map should be 99% FREE of memory leak)

v2.13 (2011.3.4)
* Change lumber system, research will cost lumber as well as gold (income is more balance)
* Creep wave is harder, from 1% hp buff to 15%.
* Tree of Knowledge changed ( buffed hp, nerfed AE damage to 20 target)
* change Battle cry is self only(+5armor, 20% damage)
* Buffed Golem(element) 's hp
* Buffed Seer/Phoenix's dps
* Buffed warden. it is as good as moon guard now.

v2.12 (2011.3.1)
* Fix texture/skin issue for builder
* Add new builder to random builder
* Correct unit/ability description
* Income and wisp count will update correctly
* Fix debug mode (-restart and -repick will work for all mode)
* Tweaked Spawn of Dragon's splash (increase range, but will never do full damage)
* Tweaked Dragon Aspect's splash ( splash will work on air creep, but never do full damage)
* Fix bounty from summon
* Tweaked lumber system (Wisp is more expensive, eg cost 2 food, 10 lumber.)
* Add 2 more lumber upgrade


----------------------------------------------------------
v2.11 (2011.2.27)
* fix bug with mode
* fix elite archer's multishot ability(increase range, so it will won't shot at 1 target)
* Dragon Aspect's splash work on air, but will never do full damage on splash(will do 40% & 10% depend on range)
----------------------------------------------------------
v2.10 (2011.2.26)
* add new race (alliance)
* remove worker(reduce lag), replace with wisp
* -gg mode only give half gold
* all summon will more bounty to other team
* high level summon have longer cool down
* farm can upgrade 10 time.
* player can see all unit's dps ingame
beast:
* modified spalsh damage(they will never do full damage on splash)
Demi:
* reduce cost on Mutant (400->300)
* buffed oracle's dps
* modified Minotaur/Bigfoot's AE spell (deal less damage)
Elf:
* remove starfall from Nightsaber
* new spell for Ascendent (-8 armor debuff)
Mech:
* buffed Zues's spell damage (40->100)
* buffed Krogoth's dps
Shadow:
* nerfed gate guard's pet hp (185->145)
Marine:
* fangtooth's feast change(from every 3 -> 5 attacks.)
----------------------------------------------------------
v2.0 (first version, 2010.2.19)
* base on 1.50c
* add new race (Elf)
* change unit stat base on forum feedback.


CREDITS



Credit:

special thank to :
PanicX and his clan "UC" for all testing, ideas & bug hunting.

Game :
LISK - source code on 1.50
Ezge - Goblin & Artic race
von_Oberstain - many game design ideas, loading screen and testing
BkO21 - loading screen
Shengshun - loading screen/preview/minimap

and many many people on forum/email with lots of useful imformation.

Unit Models :
Anarchianbedlam - Goblin's Helicopter model
Donut3.5 - Goblin's Mobile Turret / Goblin Drillbot / Goblin Steamroller
Frankster - Goblin's Assault Tank
Tranquil - King's model

Items:
Sunchips - Mecenary's Dagger

Effect:
Ayane - Hero's color Aura
Daelin - Ice troll's Glaciar Aura

-------
The Hive Workshop (http://www.hiveworkshop.com )
The Helper Net Forum (http://www.thehelper.net/forums/index.php)
Warcraft 3 Campaign forum ( http://www.wc3c.net/forums.php )


Forum Link:

Forum :
http://legiontd.in-goo.com/f14-legion-td-mega
http://jx3.net/tdg/forum/viewtopic.php?f=106&t=3913





Keywords:
Legion, Legion, Legion, Legion, Legion, Legion, Legion, Legion, Legion, Legion, Legion, Legion, Legion, Legion, Legion, LegionTD, Legion TD, LegionTD
Contents

Legion TD Mega 3.41 (Map)

Legion TD Mega 3.5 (B4) (Map)

Reviews
05:44, 29th Apr 2011 -Kobas-: Status: Approved Update: Re-moderating with review Date: 2011/Oct/07 23:46:38 Vengeancekael: VM // PM: Status: Approved Rating: 4/5 Recommended Rep Received: 2Reasons: Other: If you have any complaints or...
Level 2
Joined
Sep 3, 2011
Messages
15
I think that elf nature orc and mech are really strong. Dont know how to do good income with arctic but y. and beast and demi are just weak vs magic so u have a hard time with lvl 8 ^^
 
Level 8
Joined
Apr 26, 2011
Messages
403
@HuanAK - Necro is not good dps anymore. Undead dragon is still good slow + dps. Pudge is so-so tank with only ~1700 hp. No one builds the T1 and T2 undead units.
Yes, Merc is not fun anymore because it's very hard to start as Merc and then change to another race permanently. If you don't change back to Merc, you will leak at the later levels.

@mightym8 - I agree that Marine is a little weak. Overall, Mech/Arctic/Orc are pretty good even up to the last levels. In most games, with those 3 races I can get to 7/10 or 7/11 by level 20. If there's some leak in the game, 7/13 is possible at 20. Shadow/Demi/and Elf are above average. I'm not so good with Nature, but I've seen some good Nature players. Goblin, Element, and Marine are OK races but they are too weak later and always need to change builder earlier. You have to fix Hybrid. There is no big advantage to using Hybrid over Prophet. It just don't make sense to pick Hybrid.

The game influenced by duration of each wave is fine I think. The noob players that just income have a hard time with the later levels and don't have enough wood to send high summons.

--Bugs-
-Moon guard mana doesn't regen.
-creep counter is wrong. All the creep can be dead, but the counter still show's 2 creep alive, and it only counts them dead like 5-8 seconds after the last creep dies.
-creeps get stuck more often now.
-one unit on level 20 team fight still runs out to die before round starts sometimes
-the west side's king disappeared at around 22. It had 0 hp (we never killed him) and the game just kept going.
-Bigfoot does NOT stun anymore. 8 Bigfoots just fought normally without one stun. The Tauren does do quake.

Beta 8 is out, all bug on your list is fixed.

except I am not sure about King disappear bug (possible fixed, I tested them in 2 game with 3v3, look like it gone, let me know if it still happen)
 
Level 8
Joined
Apr 26, 2011
Messages
403
I know u are very buisy right now with fixing lot of things and improving code
but i just wanted to add some things that came to my mind.

I already mentioned marine and ghost some posts ago.
Cause i think marine is very weak. they got so weak long range. hatchling upgrade is good vs boss lvls but eggsack and bottomfeeder are just useless units. and t4 is providing a shield to a unit and the upgrade has a small healing "aoe" but if u compare it to goliath or elder witch doctor it is just a joke. like goliath is providing almost the hole team and this t4 unit only gives a shield to a single unit. same with healing aura.
The Upgrade of commodo is pretty useful cause it is tankie and got medium armor and therefore strong vs magic. But i dont feel like sea giant is useful at all. and its upgrade is hmmm ... u build it to tank a little bit. but compared to other t6 units it is trash. I think sea giant is the worst t6 unit and since this race hasnt got many good units it is just unbalanced.

There is one big problem about ghost called gravekeeper. This unit has very slow attack speed but a nice aura. But it becomes useless vs ranged units.
Pls correct me if i am wrong. but especially in the last waves like 24 28 and 29 i got the feeling that their aura doesnt affect the enemy units cause they are out of their range. Or only a few units are affected.

last but not least something i like to talk about. A game i pretty much influenced by the duration of each wave. I know both teams got the same time to lumber and increase income per round. But I really prefer games that gives more advantage to guys that spend more money on whisps and upgrades. i saw many games where noob teams had 3/0 whisp/upgrade on level 20 and just built units. so every level was pretty short. And it is very hard to manage to get like 7/9 till level 20 with so less time. and u dont got much profit from it.
I dont got a good idea how to improve it. but i really appreciate to benefit players that have a hard time with building many whisps in the beginning. e.g. for every whisp and lumber upgrade u get 2 extra gold per level. so it would affect early game quite well and has almost no influence on late game.

Hope my english is not too bad. since it is 1 o clock in the morning and i just drunk some cocktails :D

if beta 8 have not major bugs, then I will stop working on map for next week, so I can play some game.

making map is so boring.
 
Level 1
Joined
Sep 6, 2011
Messages
8
Orc T1 Units have difrent dmg
Orc Warrior building 10-10 mobile 11-13
Blood orc warrior building 50-50 mobile 45-45
Orc T5 units don't attack they just stay and shake ...
and now poisons don't kill
Night elf T5 unit don't release chain lightning when gathers 10 mana
AR mode is bugged it's like HP mode but random
Mech Zues building 450 HP mobile 350
Beast Graymane don't use it's buff
Elf Moonguard still don't regen mana
Beast Minotaur don't use skill when he gets mana
 
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Level 8
Joined
Apr 26, 2011
Messages
403
Orc T1 Units have difrent dmg
Orc Warrior building 10-10 mobile 11-13
Blood orc warrior building 50-50 mobile 45-45
Orc T5 units don't attack they just stay and shake ...
Mech Zues building 450 HP mobile 350
and now poisons don't kill

these are mino bug:
- stat on orc/zeus fighter is correct, need update on building
- orc T5 do attack, the graphic is too fast so you can't see it (I need to make it slower)
- Poison can't kill is correct -- avoid some bug, eg, sometime creep won't give bounty if fighter die(and corpse disappear) before creep die, game can't identify who kill it.


Elf Moonguard still don't regen mana
Beast Minotaur don't use skill when he gets mana

are you sure ? it was bug, I though fix it on beta 8

Night elf T5 unit don't release chain lightning when gathers 10 mana
AR mode is bugged it's like HP mode but random
Beast Graymane don't use it's buff

will check

keep adding more, and please write version number too so I will know if this is new bug or old.
 
Level 8
Joined
Apr 26, 2011
Messages
403
I know why some unit move to attack in Arena before fight start.

It is because they cast spell after teleported.

here is list of unit that move before fight start (let me know if you found other unit)
- Seer of Darkness (cast mana shield)
- Phenix (cast mana shield)
- Meridian


----------

Undead's meat wagon / war machine will change:
- similar to Mecenary's 1st & 4 unit,
- more damage on normal, lower damage on splash.
- splash is very small and just a bonus.
- this unit become main dpser for Undead (like Elite archer in paladin)
 
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Level 3
Joined
Jan 13, 2010
Messages
44
don't think so just played ... and they don't regen mana

I only tried a few one player games and made a bunch of units that use mana to test and they all used their magic skills and their mana regened in B8. I will try a multiplayer game and see if other players besides red have this problem.
 
Level 3
Joined
Jan 13, 2010
Messages
44
-Don't have mana bugs.. not sure what Agal is saying.. Maybe he sees the animation so fast now that he thinks they aren't using the magic skills? The mp regens.
-Huge bug in B8. Random units you make just disappear. I lost a Tidehunter (280g Marine) and someone on the other team lost a Ogre.
I lost my Tidehunter after level 11.
The other player on the team lost his Ogre after level 12.
 

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Level 8
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Apr 26, 2011
Messages
403
-Don't have mana bugs.. not sure what Agal is saying.. Maybe he sees the animation so fast now that he thinks they aren't using the magic skills? The mp regens.
-Huge bug in B8. Random units you make just disappear. I lost a Tidehunter (280g Marine) and someone on the other team lost a Ogre.
I lost my Tidehunter after level 11.
The other player on the team lost his Ogre after level 12.

I watch the replay, and check my code.

still can't figure out why it happen, so it must be rare bug (like king disappear bug).

I will fix it by same method as king disappear bug.

try keep an eye for this bug again, I *think* it only happen when build in dark green area ?
 
Level 1
Joined
Sep 20, 2011
Messages
2
another bug finded on b8
Time event:in both arenas before fight start
description:seer of darkness and phenix foward to the middle of arena to fight
unledieq.png

Another idea:can u insert the switch command(it will be very usefull when ppl leaving)
Pls rebalance young frost dragon/azure dragon and goblin tanks(steam roller and their upgs) ...they was more powerfull in pass
Wandingo are now more weaker when u change their armour medium-> heavy
and they had very fast attack if i'm not wrong
Bigfoot had big problems with air and magic attack...they are useless...lvl 21 is hard for bigfoot as tank and lvl 29 is impossible...u will leak 100%
ty
 
Level 8
Joined
Apr 26, 2011
Messages
403
another bug finded on b8
Time event:in both arenas before fight start
description:seer of darkness and phenix foward to the middle of arena to fight

Another idea:can u insert the switch command(it will be very usefull when ppl leaving)
Pls rebalance young frost dragon/azure dragon and goblin tanks(steam roller and their upgs) ...they was more powerfull in pass
Wandingo are now more weaker when u change their armour medium-> heavy
and they had very fast attack if i'm not wrong
Bigfoot had big problems with air and magic attack...they are useless...lvl 21 is hard for bigfoot as tank and lvl 29 is impossible...u will leak 100%
ty

I will fix the Arena.

-switch is next to impossible, because you have to move tower, wisp to correct position. (in Dota, you only need to move Hero and Item, which is easy)

every race have their own good/bad point. like Bigfoot can eat level 19, 22, like piece of cake.

for Artic, it is pretty good atm. and I want people use polarbear in early game rather than spam Wandigoo.
 
Level 2
Joined
Aug 8, 2011
Messages
25
bigfoot in beta 8 is useless though. it waits almost 5 seconds before it uses the stun (after the mana is full again, that is).
i leaked at lvl 6 with a 800 value - a bigfoot included here. too damn useless, demi should be back to its 3.3 version, its weak enough on air and magic lvls, dont nerf it down :|
 
Level 3
Joined
Aug 12, 2011
Messages
44
bigfoot in beta 8 is useless though. it waits almost 5 seconds before it uses the stun (after the mana is full again, that is).
i leaked at lvl 6 with a 800 value - a bigfoot included here. too damn useless, demi should be back to its 3.3 version, its weak enough on air and magic lvls, dont nerf it down :|

That's because of the Stun Cooldown.
 
Level 2
Joined
Sep 21, 2011
Messages
27
inbalanced

played b8 like 15 times and my opinion is:
lvl 5 too strong
deathdragon bit too strong
hades still way too strong, in arena no chance against mass hades
all fortified lvls a bit too strong because there are almost no units with siege attack, when u play proph most of the time even with lots of rerolls u dont get tanks and tier1-5 units with siege dmg not strong enough

but its fun too play and much better then last one
 
Level 8
Joined
Apr 26, 2011
Messages
403
played b8 like 15 times and my opinion is:
lvl 5 too strong
deathdragon bit too strong
hades still way too strong, in arena no chance against mass hades
all fortified lvls a bit too strong because there are almost no units with siege attack, when u play proph most of the time even with lots of rerolls u dont get tanks and tier1-5 units with siege dmg not strong enough

but its fun too play and much better then last one

Beta 9 will come out this weekend (if I don't get stuck in map making)

It will have race balance, as well as spell/pathing bug fix.

then I will do creep difficult adjust next, with Pro/Master title system.
 
Level 1
Joined
Aug 24, 2011
Messages
2
and to add on, during the arena when its 2v3 the arena at lvl 10 the turtle doesnt walks back to the side with less players. it just got stuck.
 
Level 2
Joined
Sep 23, 2011
Messages
11
helllo, in the b9 version, towers in the middle go straight for creeps in the middle instead of waiting near the king :s
 
Level 3
Joined
Sep 23, 2011
Messages
87
B9

Yeah I noticed a few bugs, when creeps spawn, if you build far from entrance as I always do, 1 or 2 creeps walk first and sometimes split your defense and makes you leak.

Also I noticed that only with blue player for now, when leaking, all creeps will walk close to the wall instead of doing a "L".
Nice changes with marines, makes it more fun to play (if there was a delay on casting like panda's spell, highbone's spell could make hp reg more usefull when building a few highbone)

Its the first time ever I lost on lvl 18 I think xD I had a good army of hydras, which are weak at lvl 18, and all my team leaked, me included with fine value so yeah its much stronger now lol. I'm not saying to change it, just need to get use to it.

I saw many different opinions regarding mercenary, in my opinion that race should simply be removed, or make a mode ap without merc. Merc will always be "op" since it use wood to build defense, you will always be able to save alot of wood to send massive army (even if make merc more expensive, by stoping lumberjack at some point you could still save alot of wood for around lvl 20). BUT now being weaker than on 3.3, I cant save enough gold to switch race around lvl 17 (with few or no leaks), this makes merc less interresting to play.
I dont think hades is too strong now, sure they can own at arena, but its like saying that trees sucks cause they are weak at arena, each towers have their uses...But nightmare's new armor makes shadow a pretty strong race and very easy to play.
Young frost dragon on B9 cant kill with frost breath on lvl 2, I tried it and leaks more than half creeps, when usualy it was killing most or all creeps.

Since its my first time posting on this thread I could also start complaining than many towers are too weak and useless. But what is happenning right now is that you're improving towers when someone complain, then other become too weak, so you improve the other etc, soon all races will be too strong. Since new races are very strong like orc, trying to put all race to that lvl is not the right thing to do, you should make new races weaker instead. The game with armor and attack type strategy is becoming a noob game where you can mass a few units and win.
I'm playing Legion TD from about version 1.3 and back then, all races had strong point and weakness, beast was very hard at air but strong on the other waves, now... mass dragons they splash air! no need to think just makes dragons lol. But I understand that more and more people will play your version since its easier than it was, so I understand why you,re doing it.

One last thing, in x1 building tier 6 need alot of saving and are hard to get. Since x3 has become the "normal" way to play there should be either tier 7 which would cost over 600-700 gold. Or new ups on already existing units, because at lvl 30 the defenses are becoming too croudy, having stronger units would remove lag, and improve gameplay.

I hope this will help improving the game even though I complained a bit I like your work and play your versions alot, just trying to help improving it :)
Sorry for my bad english hope you can still understand!

Good Luck,

Gaz
 
Level 8
Joined
Apr 26, 2011
Messages
403
Beta 10 is out, for quick fix on pathing issue after teleport, as well as Arena.

I will keen an eye for unit's issue.

for the game as a whole, it is hard to make every race same level. all I can do is make sure they are playable for late level.

and last 5 level should be really hard for any race.

then I make last 5 level really hard for any race :)

------

some minor bug still not fixed yet :
- Priest/high Priest stand still and do not heal (sometime)
- Creep spawn: only 1-2 creep move first, the rest move a few second later after first 1-2 die. (should move at same time)
- Leaked creep charge toward king and ignore fighter (happen on air, those can fly over fighter and charge king)
- Leaked king move close to wall, should move in middle
 
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Level 2
Joined
Sep 3, 2011
Messages
15
I think it would be nice to discuss about gameplay, races and so on.
Cause there is one thing i really don understand. How do u calculate the values.
especially units that have auras.
e.g. gravekeeper:this unit costs 450 gold = 450 value
lets assume that the unit would cost 350 gold without the aura so the aura is 100 gold worth. Sure the aura's effect works percentaged.
So in lvl x the recommended value = 1000 so u invested 100 gold equals 10% and u got 9% damage reduction. lets compare this to level y with recommended value = 10000. We still got 9% damage reduction but now the aura's gold investment is only 1% of recommended value.
so in early game this is much weaker than in lategame.
And therefore the units value is increasing too.
 
Level 3
Joined
Jan 13, 2010
Messages
44
I think bugs should be stamped out before gameplay mechanics should be addressed, but small balance changes should be put into the new betas if they are easy enough to implement. There hasn't been a stable version since 3.3 and that had the king heal bug.

--B10 Bugs--
-The creep pathing is bugged. One or two units always walks about 1000 range ahead of all the other creep for the level. It causes the build formation to mess up if you build a certain way because your most front unit will attack the first creep and then only some of your units will walk forward to fight, while others stay behind.
-Leaked level 10 bosses just walks past the defending troops at the king and attack the king directly.
-It feels alot more laggy than B8. Nearly everyone we were playing with complained that they had so much lag when trying to send barrack units. You can click for 10 seconds and no barrack units will send out.
 
Level 8
Joined
Apr 26, 2011
Messages
403
sorry for so many beta, here is another one

Beta 11:
- better pathing
- Priest/high Priest can heal double (cost 2x mana)
- Creep won't stuck on spawning
- Creep difficult adjusted

Warning :
- Game is much harder after level 15
- build with recommend value after level 15
- Try get higher than recommend value after level 25

- 17,18 is much harder
- 24,25,26,27 is hard too
- of course, 19/22/28 is slightly easier now

I spent whole day to test them with difference race, and it should be safe with recommend value.

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

Beta should be over soon, just fixing last bit of bug, then I will release 3.25 while continue work on 3.4 with private beta.
 
Level 8
Joined
Apr 26, 2011
Messages
403
I think it would be nice to discuss about gameplay, races and so on.
Cause there is one thing i really don understand. How do u calculate the values.
especially units that have auras.
e.g. gravekeeper:this unit costs 450 gold = 450 value
lets assume that the unit would cost 350 gold without the aura so the aura is 100 gold worth. Sure the aura's effect works percentaged.
So in lvl x the recommended value = 1000 so u invested 100 gold equals 10% and u got 9% damage reduction. lets compare this to level y with recommended value = 10000. We still got 9% damage reduction but now the aura's gold investment is only 1% of recommended value.
so in early game this is much weaker than in lategame.
And therefore the units value is increasing too.

you should try out this forum for discuss, because it is hard to talk in this single thread.
http://legiontd.in-goo.com/f14-legion-td-mega

for fighter : Value = gold cost
for creep : it require lots of test with tester unit (chao damage/unarmor unit)
 
Level 3
Joined
Jan 13, 2010
Messages
44
Like simongign says, B11 can't be played. The dino summon gets stuck if you don't kill it. It stops right before the green land. Anti-stuck doesn't work. Anti-stuck makes the dino just walk forward 100 range and walk back to stuck position.

Another bug, the units you build at the beginning just walks to fight the creep without even seeing them. If you build on the green, as soon as the round starts, your units will walk right up to the creeps to fight.
 
Level 8
Joined
Apr 26, 2011
Messages
403
ok, I just release Beta 12: (last beta for this weekend)

Beta 12:
- fix pathing on dark green area
- leaked creep will have +2 armor
- creep enter dark green area will have 0 collision. (collision is back to normal after enter hall)
 
Level 1
Joined
Sep 20, 2011
Messages
2
Another bug finded on b12:
unledfah.png

Pls restore the movement speed of units who foward to the king...they have very fast movement speed...this is insane...e.g: 4 Dark Draenei leaked and they advnce to the king with max speed(they had slow movement spd)... in this scenario(wich i often encounter) u dont have time to upg ur king or kill them...and usually it will be game over....any leak was an enjoy for me and other cuz u can store wood...u destroy entire game with all units have max spd...pls restore all the spd....and dont listen to all nabs who have no patience to play a strategy game.... let them all to play mario but pls dont destroy this game...cuz all of nabs who has urged to u increase spd(cuz of their impatience)they ussually have 0 income...or they dont care about income.The income is like a complement for a pro player but never for a nab... I dont know if u noticed that nabs are very anxious
 
Level 1
Joined
Sep 6, 2011
Messages
8
i still haven't played B12 but on B11 there ware a lot buggs where creeps stuck and you can't move them or on Arena Match where i see 1 unit VS 58 units but there are no other units (it was at the end of the arena and my team won with 1 last unit but still the counter said that there are 58 more enemy units and the arena battle didn't ended) and i had some buggs with creeps just passing by my units or my units just start to move to the king w/o atacking or when they are ported in the middle they want to return to their start locations it's realy annoying i played more than 20 games and i finished 3-4 because of those buggs
and i think Level 7 is too strong some times you have the value but you just can't kill them with your units they are just too small and too many and do too much and they have 213 HP ... level 9 have less HP and 12 too ... but i think level 12 they are just too many and level 13 are too less (yes they have lot more HP and dmg but still ... )
and i think that you should do better antistuck or something because this is not working fine sometines i had problem with 4 murlocks stucked and the whole triyed and nothing ... just another rmk
and i found some annoying bugs with the combinated mods like arcl or sdcl ... i didn't saw anywhere that CL reveals the whole map and that Limited income it's LOL 350 value for worker and 350 for upgrade you should make it like 500 worker and 600-700 for upgrade and of course it needs to increase with every level that you pass for example
level 1 500 worker 650 upgrade
level 2 600 worker 700 upgrade
level 3 700 worker 750 upgrade
or something similar it's easy to get 7/2,3,4 with almost any race (i am not such good player i still lack few races) till lvl 10 and w/o any problems to kill everything including bosses and i still think Marine and ghost are a bit weaker if you compare them to Mech,Actric on bother T1 units are almost equal but T2 units ... or T3 units and what about that hydra 1600 HP lol i know it attack 3 targers with hight dmg but still this Doomsday machine it has lot of dmg lot of HP lot of attack speed and have good armor those dragons they have splash dmg + frozen armor better HP and better armor ... and about those T5 units on marine they are just too expensive they have low HP low atk speed and the only good think that they do is to keep enemy units for few seconds
 
Level 8
Joined
Apr 26, 2011
Messages
403
I will release beta 13 tonight. (beta will finish, after fix current bug)

I know lots of people got piss off with so many buggy version. just remember this is my first try on public beta, with fast beta release. (normally I send them to private tester, and release 1 beta every 1-3 days for them to test).
 
Level 2
Joined
Aug 8, 2011
Messages
25
could u please erase those lines when the lvl changes...
--------- <- those. they're annoying the crap out of me, leave that message as it was in 3.3 :D
and also, you're not helping good players whatsoever. the income system really screws you, if you have something like 7/5 on lvl 13 its like having 7/1 cause you dont get income-or too little-for that lvl, and since you made some lvls harder now, its so hard to research and get better income :| from 11 to 20 you only stay undervalue, from 20-25 a little overvalue then if u try researching in this time you'll fall undervalue, better just screw it and play for value and save up for a demon at a tricky lvl and gg. that's what i call getting the game retarded, i dont like playing like that, i like my income and the endgame.
didnt notice any bugs in beta 13 yet.
the pathing is a bit odd-used to the one in 3.3-have to rethink the way i build the towers, cause the focus on the units isnt the same now.
 
Level 8
Joined
Apr 26, 2011
Messages
403
if you good at math, you will know each research take 8 level to make profit.

that is why you are screw if you try research after level 20.

also, research is max at 7/7, but "Pro" ask for more, so I add 7/15 for anyone who can reach it before level 22.

so if you can't do it, then don't try go higher than 7/7.
 
Level 8
Joined
Apr 26, 2011
Messages
403
... i didn't saw anywhere that CL reveals the whole map and that Limited income it's LOL 350 value for worker and 350 for upgrade you should make it like 500 worker and 600-700 for upgrade and of course it needs to increase with every level that you pass for example
level 1 500 worker 650 upgrade
level 2 600 worker 700 upgrade
level 3 700 worker 750 upgrade

you can find those "combine" mode on Page 1 (under Hostbot or Mode0, or inside game --> Quest->mode.

and for -li mode, it have "requirement" for first 3 or 4 level, (eg, up to 1200 value). most people only see first one, if you try for pure income, you will see you the first 4 have requirement.

for Mech, it is the most OP race atm, and the race is made by LISK, that is main enough reason to leave it as it is so old player won't piss off.
 
Level 2
Joined
Jul 4, 2011
Messages
20
Good job man.


after king die, players have 30 seconds before game disconnect

Thank you, thank you, thank you :)



Rewrite the code for -votekick (or -kick) <--need feedback

(in case you didnt consider / fix this already)

Votekick/kick commands are of course great for normal-hosted games :) However, bot-hosters do absolutely NOT want their own votekick/kick system bypassed by a map command.

Easy for you to solve though:

- Map should disable -votekick and -kick if HCL command detected (only bots use HCL)
- Add a "dummy" HCL command that does nothing (the bot owner may then use this as default HCL command)

Problem solved.

I used the single-character command "0" (zero) as a kind of dummy HCL command in 2.7c, but you may of course use whatever you feel like. Just make sure to let us know what the command is.

By the way, and I will never use map-based votekick system myself, but... If you add a -kick command for Red player (its fair to assume that Red is host in a normal-hosted game), then I suggest that you also add some kind of vote-cancel command for Red player ("-cancel" perhaps) and put a timer on the votekick, so that you provide Red player with enough time to cancel a votekick if necessary.



this is possible last beta, all I need to do is add W3MMD

Well, W3MMD would be pretty sweet. Make sure to include all the Legion TD stats, and also (just off the top of my head) which race(s) played and highest level (game round) reached. The more stats, the better.
 
Level 8
Joined
Apr 26, 2011
Messages
403
Good job man.




Thank you, thank you, thank you :)





(in case you didnt consider / fix this already)

Votekick/kick commands are of course great for normal-hosted games :) However, bot-hosters do absolutely NOT want their own votekick/kick system bypassed by a map command.

Easy for you to solve though:

- Map should disable -votekick and -kick if HCL command detected (only bots use HCL)
- Add a "dummy" HCL command that does nothing (the bot owner may then use this as default HCL command)

Problem solved.

how often do they use HCL when play game from hostbot ? I think this HCL+disable votekick is help but won't solved 100%

if I change my command to -kick, do it still interface with hostbot's command? t


I used the single-character command "0" (zero) as a kind of dummy HCL command in 2.7c, but you may of course use whatever you feel like. Just make sure to let us know what the command is.

I havn't try yet, but you can find out which command will cause invalid mode and force to use default. I think it already work like this :
- mode trigger start when red enter "-" in chat
- if player enter -abcderf, it will become default mode immediate.
- if player enter "- " , it should trigger tha mode, then mode become invalid and automatic use default mode ? (any 1 character after "-", since HCL automatic add "-" to front, so you can try it out)


By the way, and I will never use map-based votekick system myself, but... If you add a -kick command for Red player (its fair to assume that Red is host in a normal-hosted game), then I suggest that you also add some kind of vote-cancel command for Red player ("-cancel" perhaps) and put a timer on the votekick, so that you provide Red player with enough time to cancel a votekick if necessary.

try out my votekick system. I think it is more useful than other vote kick :
- It popup menu for select which player (include a "cancel" button)
- every player get pop up menu for "yes", "No" and "I dont' care"
- pop up expired after 20 seconds
- vote only success with more than 50% success vote
- success vote = "yes" - "no"
- everyone can vote (include the person you want to kick)
- red can open vote for unlimit time
- everyone else can only fail one (so they can't spam votekick after fail one)

for example:
in 8 player game (4v4)
6 yes, 2 no = 4 positive vote = kick success
5 yes, 2 no, 1 don't care = 3 vote = fail
(remember, the person you want to kick always vote "No")

or 6 player game (3v3)
4 yes, 2 no = 2 positive vote = fail
4 yes, 1 no, 1 don't care = 3 positive vote = pass





Well, W3MMD would be pretty sweet. Make sure to include all the Legion TD stats, and also (just off the top of my head) which race(s) played and highest level (game round) reached. The more stats, the better.

W3MMD should include in next Beta, let me know if work or not (because I can't test them). I will try finish W3MMD tomorrow.

if W3MMD work without bug (after a few day), then I will release 3.4, then take a break before working on next version.
 
Last edited:
Level 2
Joined
Jul 4, 2011
Messages
20
how often do they use HCL when play game from hostbot ? I think this HCL+disable votekick is help but won't solved 100%

Basically all hostbots today have the HCL command, unless they (1) run a very outdated version of GHost++, or (2) use something else than GHost++, but thats rare.

In almost every case, the bot will have HCL support. Many people don't use it, but the bot supports it and they could simply add the "dummy command" to the HCL default setting to solve the issue.

The only problem with the solution I propose, is a minor cosmetical annoyance: When the game has just started, the GHost One bot (a bot based on GHost++) will announce to red player:

"-0 auto set, no need to type it in PlayerName"

(in that example, the HCL command has been set to "0")

That message is not a big deal, and better than having a map-based votekick that you're forced use - at least you have a choice. Personally, I can just edit out that announcement from the bot source code anyway, but not all people is able to do that of coourse.

With that little announcement-message in mind, yeah, its not 100% perfect solution, but otherwise I'd say its damn close to 100% :) Better than no solution.

if I change my command to -kick, do it still interface with hostbot's command?

the standard "trigger" on hosting bots is the ! symbol, so thats !votekick.
but some bots may choose to use different trigger, like . or - and then yes, a conflict is possible.

!votekick is used by the bot votekick system
!kick is used by bot admins

But, and I can't stress this enough, a map-based votekick should NOT be active when hosting with bot. In other words, there should never be any conflict anyway ;)

I havn't try yet, but you can find out which command will cause invalid mode and force to use default. I think it already work like this :
- mode trigger start when red enter "-" in chat
- if player enter -abcderf, it will become default mode immediate.
- if player enter "- " , it should trigger tha mode, then mode become invalid and automatic use default mode ? (any 1 character after "-", since HCL automatic add "-" to front, so you can try it out)

What I meant, is that you should add a mode command that did not do anything at all.

If you write (example) the command -0 (or just "0" in HCL) it should simply ignore it, and not pick the default mode or do anything. Red player should be able to type in a mode like usual.

This allow the map to detect that HCL is present (and therefore know that a bot is hosting), but otherwise not interfere with the behaviour of the map.

In other words, I suggest that some specific dummy command (like "0" in my example) behave exactly like an empty HCL, and allows red to type in a mode immediately after the game has loaded.

If any HCL string is present (bot detected), then -votekick is disabled.

if(HCL == "") then enable votekick, and allow Red player to type in a gamemode
if(HCL == "0") then disable votekick, and allow Red player to type in a gamemode
if(HCL == "apgmcl") then disable votekick, and run the gamemode from HCL

Or, in other words:

if(HCL != "") then disable votekick
if(HCL == "0") then ignore this HCL command, go on with your business as usual


try out my votekick system. I think it is more useful than other vote kick :

Sure, I will try it out :) It sounds very neat. Visually it can do things that the bot-based votekick system can not, with the pop-up menu and all.

I also like the way that you have configured it. Above 50% make sense in my opinion (but bot owners have different preferences on this setting). The anti-spam votekick detail is good also.

However, its technically impossible to achive the same things that you get from the bot-based votekick system. Sorry, but it will just never be a suitable replacement for bots. Let me explain.

For one thing, the bot !votekick system respects the access levels of the bot, exempting admins from being votekicked, and allowing admins to cancel a votekick, or locking the votekick command from being used at all while the admin is in the game.

(Also keep in mind, that bot hosted games have random people in all slots. Red player is just some random person)

Your map has no knowledge of who is bot admin(s), and who is not. Because this is maintained entirely on the bot-side of things, in its database.

Another issue is that.. technically speaking, from the bot side of things, we can't distinquish between a player leaving voluntarily or being votekicked by the map -votekick command. The host bot only knows that "player left the game".... However, if (1) connection drops or (2) game crashes or (3) the bot !votekick system was used to disconnect a player.. well, then, the bot will know that. And the bot can distinquish between such events and the "player voluntarily leaving" event. But this gets ruined by the -votekick command.

And why is that important? Well, the map-based votekick command effectively puts the auto-ban-leaver system out of business, because we can no longer rely on the "player has left" status.

We just got that fixed with the "after game 30 seconds disconnect" feature, now its all ruined again! lol

If I were crazy enough to enable it anyway, then the map -votekick would simply become a -voteban system. This, I do NOT want.

And yeah, different bot owners have different preference for votekick percentage. Personally, I have mine set to effectively a "majority vote" (anything above 50%), just like your map setting... This works for me, but not for everybody.

Bot owners can even modify their bot code and change their votekick system to their liking, adding new features, etc. They want freedom to do that, and not be dependent on a map that they can not, and do not want, to edit to make such changes.

Don't get me wrong, I think the -votekick and -kick commands is great for normal-hosted games, and I think you got the right idea on how to make it work well.

But its just not useful for bot hosts :)


W3MMD should include in next Beta, let me know if work or not (because I can't test them). I will try finish W3MMD tomorrow.

if W3MMD work without bug (after a few day), then I will release 3.4, then take a break before working on next version.

All right, cool.. I'm a rather busy myself this week, but I'll have a word with Morijarti. He could probably do some testing on this.
 
Level 2
Joined
Aug 8, 2011
Messages
25
if you good at math, you will know each research take 8 level to make profit.

that is why you are screw if you try research after level 20.

also, research is max at 7/7, but "Pro" ask for more, so I add 7/15 for anyone who can reach it before level 22.

so if you can't do it, then don't try go higher than 7/7.

i usually play with 7/6, i keep pushing it forward for that pro title, to see if i could make it, even if it's not 3.4 :p
the point is, if the title were in 3.3, it would've been easy, but here you get close to 0 gold per lvl if your research is too high for that lvl (7/5 at lvl 13 for example). its crazy hard to get back to value after 7/6 unless your team leaks.
 
Level 8
Joined
Apr 26, 2011
Messages
403
Beta 14 change log :

Unit changes:
- Lower damage on Finishing blow ( can kill level 10 in one hit, but need 2 hit for kill levle 20)
- Thrall damage type change: Chaos -> Normal
- ogre : 2 second delay -> 1 second delay, same dps
- lvl28 : reduce dps by 8-9%

lvl28 will have siege damage (90% to all, except fortified armor)
fortified armor have not risk for whole game, so it should take some risk in 2 level.

Bug fix:
- Holy Light can heal on king (if king is selected by youself)

Hostbot
- add W3MMD for hostbot
- hcl command will disable -votekick or -kick
- hcl with "0" won't trigger hcl command

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

here is detail for W3MMD stat :


"player_name" // set up at beginning, never update again (do I need update it ?) all stat below are update 2 time every wave

"race" //string
"value" // everything from here are "int"
"income"
"kills"
"leaked"
"leak_caught"
"gold_total"
"gold_income"
"lumber_total"
"wisp"
"lumberjack"
"food_used"
"summons_sent"
"king_upgrade"
"level"
"time" // total game time minutes, I can do seconds if you think it is better.

FlagPlayer: FLAG_LOSER, FLAG_WINNER, FLAG_LEAVER, FLAG_PRACTICING

===========

Value is update when:
- wave start
- wave end
- player leave event (include vote kicked)
- Game end (after display message "the highest value is : HuanAK")

for Flag:
- leave before Game end = FLAG_LEAVER
- update every wave = FLAG_PRACTICING
- Game End final update : either FLAG_LOSER or FLAG_WINNER
 
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