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drol's TD v1.20

drol's TD
a robust, basic and fun tower defense

v1.20 release



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Introduction
Worked on this map for a couple of weeks. It's a tower defense map, quite like others but very solid and fun. I would like to have some feedback on it. Its pretty balanced if I say so myself, so check it out!




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Gameplay
The objective of the map is to prevent waves of creeps from running to the portal. You can use towers to kill, slow, stun or in any other way stop them.
The main thing you'll be doing is building towers and upgrading them to keep them good enough to survive the next wave.​





Features
Players1 - 4
ElementsDarkness/Nature/Frost/Air
/Fire/Astral/Metal/Arcane
Towers171
Waves100, then endless
Items62
Difficulties5
Achievements11
LandscapesTropical/Snow/Desert
/Forest/Lava/City




mapt.jpg


screenshot1dq.jpg

screenshot8x.jpg

screeshot4.jpg

screenshot7za.jpg

screenshot6mx.jpg


techtreedarkness.jpg




Creep Health
Players1234
Beginner60%132%204%276%
Easy80%176%256%332%
Normal100%220%340%460%
Hard120%264%408%552%
Insane140%308%476%644%




v1.20
  • Reduced the ingame map size (as well as the file size)
  • Attack notifications removed (you're base is under attack) when creeps with slow aura pass your buildings
  • Solved an issue where creeps would return to their starting position
  • Fixed some tooltip mistakes
  • A lot of other minor fixes
v1.19c
  • Increased the max mana for Flowing Lamp from 10 to 15
  • Properly added the new ability for Magic Battery; Mark
    Attacks have a 18% chance to Mark the creep. Each attack made on a marked creep by any tower will deal extra damage. The first hit will deal 2 damage, every next one will deal 2 extra damage up to a maximum of 200 damage per hit.​
v1.19b
  • Hero towers can now be build when you skill an element to level 4, down from level 5
  • Splash modifier reduced for non-slowing towers from 2 (150 rng) to 1.5 and 3 (250 rng) to 2.5 and keeping 3 for 350 rng, this will result in an increase in dps for splash towers
  • Battle stations properly removed from upgraded towers
  • Fixed a bug with the build animation (astral) for divine obelisk
  • Tooltip fixed for Spawn Tentacles (20% -> 25%)
  • Tooltip fixed for Fan of Knives range (400 -> 500)
  • A lot of other minor fixes
v1.19
  • Changed suggested players from 1 - 4 to 2 - 4, this is because some elements are too supportive based
  • Added a new multiboard that displays player stats, the builder has an ability to switch between the wave board and the player board
  • Solved improper cost of Arcane Elemental and Beacon of Wind
  • Changed the hotkeys of the last four elements from A - S - D - F to Z - X - C - V to make them not interfere with the attack and stop hotkey
  • Made the Nature Hero tower's ability mana dependant
  • Cthulu's attack speed is now lowered from 4 seconds to 1 second
  • Cthulu's Spawn Tentacle now has its chance to proc lowered from 100% to 25%
  • Increased the range and damage slightly for Tentacles
  • Increased the movement speed, damage and range slightly for the Vampire's Minion
  • Added a new ability to the Timevault; Chrono Attack, which makes it possible for the Time Vault to attack three targets at once. Attack damage is reduced to counter balance
  • Fixed Battle Stations tooltip mistake on Siege Tank
  • Increased the damage of Fan of Knives for the Anti Mage from 75 to 150 and for the Templar Assassin from 125 to 225
  • Increased the damage of Decaying Ground for Claw of Darkness from 65 to 85 and for the Deflagrated Rock from 85 to 110
  • Increased the damage of Blizzard for Serpent from 85 to 110 and for the Serpent of the Cold from 135 to 150
  • Improved the missile speed of all towers at Arcane that use mana to attack to reduce the chance attacks go to waste
  • A lot of other minor fixes
v1.18c
  • When a player leaves the game its towers are now under control of the remaining players
  • Building props are now properly removed upon losing the game
  • Wave 100 is now displayed once more in the wave list
  • Arcane Hero tower now can trigger achievements
  • Chaos ability stun part now no longer works on endless waves or bosses
  • Hidden Treasure ability is now mentioned in the tooltip for Skull Rock
  • Time Travel should no longer trigger off damage sources other than attack
  • Time Travel debuff is now counted as a negative buff
v1.18b
  • Fixed a bug where upgrades of the Arcane Hero tower had no mana
  • Changed the way creep pathing is handled, should be more efficient now (no gameplay change)
v1.18
  • Added an entire new element; Arcane, specialized in mana towers, increasing mana regeneration and special abilities
  • Added 21 brand new towers for Arcane, including a new Hero Tower
  • Added 2 new items to the game
  • Added a secret that players can unlock once they defeat insane mode
  • Rewrote a part of the core to make it easier to implement new features
  • Solved an issue which prevented the Enrage ability of the Magma Spawn to not work properly
  • Adjusted the dps and range of the following towers to their proper values; Flame Tower, Flamespray Tower and Fortress of Fire
  • Solved a mistake with the in-game credits, should now be properly displayed
  • Solved a bug with Lightning Stone, their number should now no longer be limited
  • Solved a lot of tooltip mistakes like the Enlightment tooltip
  • Fixed a lot of small mistakes and bugs
v1.17c
  • Rebalanced the damage of towers with splash
  • Added a new ability to the Goblin Junkyard; Reveal, makes the zeppelin able to view invisible creeps in 800 range
  • Added a new ability to the Goblin Headquarters; Display Health, shows the player how much health the tower has
  • Removed a player message when a Goblin Headquarters ability proccs
v1.17b
  • Changed the way cooldown abilities work; they now cost mana to cast and have a lower cooldown than the time it costs to regenerate the mana, meaning mana regeneration increasing abilties/items reduce cooldown time
  • Added three new items, one which restores lost lives
  • Started with adding the Arcane element, not fully implemented yet
v1.17
  • Added an entire new element; Metal, specialized in item and bounty increasing abilities and making things "boom!"
  • Added 21 brand new towers for Metal, including a new Hero Tower
  • Solved a few bugs
  • Minor tooltip fixes
v1.16
  • Added a new stat for towers; Bounty Collected, increases the gold the owner of a tower gets when the tower kills a creep, for example;
    A creep normally gives 4 gold when killed by a tower, if the tower has an item that provides +50% bounty collected it now grants 6 gold when killed by that tower.​
  • Added 5 brand new items, making a total of 57 items in the map now
  • Made the chance for a chain lightning by the Storm Accumulator increase when the tower has increased luck
  • Fixed a bug with Pillage Aura, now works properly
  • Added a new aura for Skull Rock; Hidden Treasure, increases the bounty gained by towers around it by 50%
  • Added a new ability to the Gryphon Aviary; Recall Gryphon, with this ability its easier to call your gryphon back when it decides to travel around
  • Made item chance items able to work on the following towers; Gryphon Aviary, Skull Rock, Frost Wyrm Rock and Storm Accumulator
v1.15b
  • Added 4 new items to the game
  • Added version number to the game name in the map listing
  • Reduced the damage of Wellspring to its proper level
  • Added SFX effects to the abilities "Astral Burst" and "Quake"
v1.15
  • Added a new stat for towers; Item Chance, increases the chance for the tower to find an item when it kills a creep, for example;
    A tower has a default chance of 20% of finding an item when it kills a creep, with an item that increases item chance by 10% it now has a 22% chance to find an item when killing a creep.​
  • Added 5 brand new items, one increasing luck, all others increasing item chance
  • Changed the way creep HP scales with multiple players, instead of multiplying the creeps HP with the number of players, it now multiplies with a factor of 1.2 per player
  • Added a new aura to Altar of Resonance, since it was an underpowered tower, new ability is called Pillage Aura;
    Increases the item chance of all towers within 300 range by 30%.​
  • Added a new ability to Polar Bear, named Ravage;
    Increases the item chance of this tower by 30%.​
  • Altered Enlightment spell, reduced the damage and added luck increase
  • Adjusted the range display for Holy Fire Beacon and Stargate
v1.14c
  • Removed an Immortal tower at the start of the game
v1.14b
  • Bug fixed with Enlightment not buffing
  • Corrected the amount of inventory slots to the proper amount of the following towers; Firespray Tower, Fortress of Fire, High Temple of Light and Monolithic Obelisk
  • Reduced the slow of High Temple of Light from 25% to 18% and Temple of Light from 20% to 10%
  • Added the exceptions of Warp at its tooltip
v1.14
  • Added an entire new element; Astral, specialized in buffs and debuffs, and increasing luck
  • Added 21 brand new towers for Astral, including a new Hero Tower
  • Added a new stat for towers; Luck, increases the chance for some abilities to trigger, an example;
    A tower has a 20% chance to cast a spell. It gets an item that increases luck by 10%, now it has a 22% chance to cast its spell.​
  • Added 4 brand new items, all increasing luck by a percentage
  • Rebalanced regeneration creeps to 60% of normal creep HP down from 75%
  • Rebalanced Triple Armor; now named Extra Armor, armor modifier increased from x3 to x5
  • Added credits for testing in the Game Info tag in-game
  • Some minor bug and tooltip fixes
v1.13
  • Remade the ending of this game, when a player now gets to wave 210 he'll win (from wave 200 - 210 you'll get mass creep spawns)
  • Added a new achievement; Insanity, when you beat the first 100 waves on Insane mode you'll gain 100 bonus score points
  • Started with adding the Astral element, not fully implemented yet
  • Reduced the model size of Burning Totem and Totem of the Dragon
  • Some minor bug fixes
v1.12c
  • Solved a bug where endless wave leaks caused more lives lost than was intended
  • Solved a bug where endless wave HP upgrades affected creeps of the previous wave
  • Reduced the HP scaling in endless slightly
v1.12b
  • Solved a bug where insane mode was the default setting
  • Solved a bug where endless creeps dropped more items and gave more bounty than was intended
  • Recolored Immolation buff to red
  • Corrected some typo mistakes in Firelord tooltip
  • Renamed Tree to Tree Stomp in forest landscape
v1.12
  • Added an entire new element; Fire, specialized in splash attacks, damage aura's and damage over time effects
  • Added 21 brand new towers for Fire, including a new Hero Tower
  • Redesigned two Darkness towers that were Fire-like, made them pure Darkness towers now
  • Added a minimum speed for bosses
  • Solved an issue with splash attacks on two Frost towers
  • Numerous minor fixes
v1.11
  • Added 2 new creep abilities/possibilities; Mass waves and Slow Aura
  • Made bosses immune to most stuns, this way they won't be killed so easily
  • Solved a bug with Tombstone triggering at endless
  • Numerous minor fixes
v1.10b
  • Solved a bug with item and gold drops for endless waves, they were boss-drops
  • Solved an issue with the hero experience achievements
v1.10
  • Added 4 new creep abilities/possibilities; Regeneration, Triple Armor, Speed and Boss
  • Added 6 new achievements that award score points
  • Endless waves now have a chance to be air waves
  • Multiboard now keeps showing the current wave until the next one spawns
  • Solved a bug with HP scaling in endless
  • Minimap in-game should work properly now
  • Size of the Windcatcher model increased
  • Numerous minor fixes
v1.09
  • Rewrote the core engine of the map, this should have no effect on the gameplay only on efficiency and lag reduction
  • Tree of Life has its "Spirits" ability removed and replaced by "Life Force";
    Marks a target creep with nature for 5 seconds. If the creep dies while still affected it will burst its life force outwards, dealing 500 damage to all creeps in 250 range.​
v1.08
  • Endless waves now spawn continueously after wave 200
  • Creeps in endless waves are now immune to stuns, this to prevent perma stunning
  • Bloodlust duration increased for the Seer from 10 to 30 seconds, and from 20 to 60 for the Warcaster
  • Doodad buildings have their ground texture removed
  • The tooltips of resources are more clearer now
  • Multiboard now shows the wavenumber at endless waves
v1.07
  • Endless waves health scaling increased
  • Endless waves now have a minimum movement speed
  • Combustion and Breed aura's area's increased from 150 to 200
  • Solved a bug with Hero Towers attack after experience level 25
  • Added an item (Lightning Stone)
  • Added a model for Snow Tree
  • Minor tooltip fixes
v1.06
  • Reworked endless waves, they now have scaling armor and bounty, health scaling increased
  • Aura slow of Brittle Bones lowered from 15% to 12%
  • Aura slow of Hurricane Tower lowered from 10% to 8%
  • Added tooltip for Shock ability at the Gryphon Aviary
  • Solved a bug with Lightning Vault not working properly on endless
  • Solved a bug with Hero Towers attack damage not working properly when upgraded
  • Minor player message fixes
v1.05b
  • Added hotkeys to all towers
  • Added the next upgrades of a tower in tooltip
v1.05
  • Fixed a bug when selling Gold Generator
  • Added a lot of new items, total of 38 now
v1.04
  • Multiple times terrain switching disabled to prevent bugs, now only one change within the first minute is possible
  • Change the way triggers are activated when skills are researched
  • Black Spiders attack type changed from siege to chaos
  • Minor tooltip errors fixed
v1.03
  • Some positions of Rocks and Trees were improved
  • Frost Wyrm and Ghost Ship pathing improved even more
  • Hero tower now display kills above 250
  • Added lava and city terrain
  • Minor tooltip errors fixed
v1.02
  • Added forest terrain
  • Minor tooltip errors fixed
v1.01
  • Ground creep pathing fixed
  • Tooltip errors fixed
  • Player messages errors fixed
v1.0
  • Initial release




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Credits
Map made by me (drol/yuvixadun)
I would like to thank Ken Plattel by helping with multiplayer testing.
Additional testing credits are inside the Game Info tab in the map.
No custom models or icons were used in this map
except for SnowPine by Gottfrei





FEEDBACK IS APPRECIATED!

Keywords:
TD, Tower, Defense, Defence, drol, Defend, Lane, Towers, Creeps, Fire, Frost, Arcane, Darkness, Air, Astral, Metal, Nature
Contents

drol's TD v1.20 (Map)

Level 9
Joined
Jul 23, 2008
Messages
261
Okay, I downloaded the map, and tried it.
Review

Fun Factor

The map was indeed very fun for being a TD, I played it alone untill the end, I won it on the difficulty Easy.
It was sure possible to win it alone, I went with the ice line of upgrades, because... Well, I like the idea of freezing your enemies :)
I kept playing even tho I don't really had any time to do so, I just got caught up in it all... Lots of cool stuff to build, awesome colors on tooltips and descriptions etc.
5/5 in fun factor!

153485-albums4327-picture41365.jpg
Variation(Towers/creeps etc)

There were alot of towers, and all creep spawns were alot different from the others, also they had different armor types, some had unique spells and abilities.
The Towers can be upgraded into a line that you wanna keep going with,
For example frost, nature, darkness, which adds alot of fun and possibilties to the game!
Soely that felt awesome, and the idea to give towers the possibility to have items!
That's just genius! I've actually never seen a TD were the towers can have items!
That was liked alot!
The Towers had custom triggered spells which also were cool, one tower for example, the Frost Wyrm Rock, were kinda a cool one, were the wyrm flew around the map shooting at enemies ;)
But anyways, could write loads of more here! It's just awesomeness :p
5/5!
Wrongs/Needs fix

I found 2 errors total, which simply just must be a miss or something :p

153485-albums4327-picture41364.jpg


As you can see above, all flying units flew like... well, weird <.< .. which is kind of annoying.
Could be fixed by changing the pathing blockers (Ground) which you have placed around your trail to "Pathing Blocker (Both)" :)


Found a tooltip that displayed incorrectly on a frost tower named: Frost Serpent.
It says " A chance to cause a Rain of Fire " when the name is "Blizzard" and he actually does cause a blizzard.. :p


Just found those two errors, none else :p
Total

I'll give you an approval and 5/5 for the awesome map!
A fun new variation of Tower Defense which is in my opinion totaly playable by 1 player, and still fun!
Hope this has been to any help or anything!
/Mumbis
 
Level 10
Joined
Aug 14, 2009
Messages
309

Thank you very much for your feedback!
I'm glad you liked it so much :)

About the first error; that is actually the way Air waves are supposed to work, they don't mind the pathing and fly a different route.

About the second error; thanks for pointing it out, I'll fix it in the next update :)

Lastly, I have a question for you, the terrain in your screenshot looks a bit messy, you used the "-snow" in combination with another command? I found that using multiple landscape command can cause bugs so I'm fixing that too.

Thanks again for your feedback :)

drol
 
Level 9
Joined
Jul 23, 2008
Messages
261
No problemos :*

Lastly, I have a question for you, the terrain in your screenshot looks a bit messy, you used the "-snow" in combination with another command? I found that using multiple landscape command can cause bugs so I'm fixing that too.

Well, yes indeed I did, I tried all the commands in the order the texts were shown, when it turned into snow, The rocks and trees stayed like that after turning the terrain into something else.

This can be fixed by doing a "Destructible - Pick every Destructible matching unit type" or well, I think you used units right?
Then just do a Unit Group - Pick every unit in region temp_1 And do actions
If then Else
Condition = it's a snow rock
Then do
change itzzz!!! :D

Kinda something like that... Could help you with it if you wanna X)
Hard to explain ;P
But I really think you've just missed out something in your triggers ^^
 
Level 10
Joined
Aug 14, 2009
Messages
309
Updated to version 1.06

Changelog:
  • Reworked endless waves, they now have scaling armor and bounty, health scaling increased
  • Aura slow of Brittle Bones lowered from 15% to 12%
  • Aura slow of Hurricane Tower lowered from 10% to 8%
  • Added tooltip for Shock ability at the Gryphon Aviary
  • Solved a bug with Lightning Vault not working properly on endless
  • Solved a bug with Hero Towers attack damage not working properly when upgraded
  • Minor player message fixes
 
Level 5
Joined
Apr 17, 2009
Messages
34
Nice work.


It was WAY to easy on 2/5, at least for the first 10 rounds. 600g no leaks.
Skill points are tasty but...
Can you add a tip to the lumber hover to state what and why, not to mention when?
Why are there little lights on the ground here and there?
Can you add a 4 second camera z? Just set the cam to 3000 or w/e it is set at every 4 seconds.
I like the way you use your multi board but it was only armor data, I couldn't see any of the players names or even what round it was.
I like how you made the creep lvl = the round. Show it on the multi board plz.
I felt like massing is the only option.
Having one spawn for all team members will cause friction.
All together, it needs work but it could be fun.
 
Level 10
Joined
May 20, 2008
Messages
433
This looks really interesting. My only concern is what happened to tower 9 in the tech tree?
I am also noticing a lot of "down grading" possibilities in the tech tree. Is there supposed to be a strong tower and a weak tower (other than the basic), or are they all supposed to be good in certain situations?
 
Level 10
Joined
Aug 14, 2009
Messages
309
Wonderful tower defense ;)

oh and you might want to consider removing the ground texture on the doodads err well units with doodad model files.

Thanks, I'll think about it :)

Great job on the description, now light bolt30 can't hound you over using BB code and stuff!

Personally I don't like to play TDs but this is able to be approved. :D

Cheers, thanks :)

Nice work.


It was WAY to easy on 2/5, at least for the first 10 rounds. 600g no leaks.
Skill points are tasty but...
Can you add a tip to the lumber hover to state what and why, not to mention when?
Why are there little lights on the ground here and there?
Can you add a 4 second camera z? Just set the cam to 3000 or w/e it is set at every 4 seconds.
I like the way you use your multi board but it was only armor data, I couldn't see any of the players names or even what round it was.
I like how you made the creep lvl = the round. Show it on the multi board plz.
I felt like massing is the only option.
Having one spawn for all team members will cause friction.
All together, it needs work but it could be fun.

- With 2/5 you mean difficulty level?
- I'll improve the tooltips
- I'm not sure what you mean with the little lights on the ground, haven't seen them. Maybe you mean the attack caused by "Ring of Damage", that causes a light/astral missile to fly
- You can already adjust the camera by typing -zoom, or -zoom x where x can be a value between 600 - 4000 :D
- I'll improve the multiboard, thanks for the suggestions
- Spawns give gold to all players, so it won't cause friction I hope :)

Thanks for your feedback, it's appreciated

This looks really interesting. My only concern is what happened to tower 9 in the tech tree?
I am also noticing a lot of "down grading" possibilities in the tech tree. Is there supposed to be a strong tower and a weak tower (other than the basic), or are they all supposed to be good in certain situations?

Tower 9 is Cthulhu in the Darkness tree.
Towers are indeed supposed to be better at certain situations, I'm not really understanding what you mean with downgrading, but the arrows that point to the right towers show alternative upgrades.
Hope you like the map :)




Thanks all for the feedback! I will try to improve my map!
 
Level 10
Joined
Aug 14, 2009
Messages
309
Updated to v1.08, more feedback is always welcome :)

Changlog
v1.08
  • Endless waves now spawn continueously after wave 200
  • Creeps in endless waves are now immune to stuns, this to prevent perma stunning
  • Bloodlust duration increased for the Seer from 10 to 30 seconds, and from 20 to 60 for the Warcaster
  • Doodad buildings have their ground texture removed
  • The tooltips of resources are more clearer now
  • Multiboard now shows the wavenumber at endless waves
 
Level 9
Joined
Jul 23, 2008
Messages
261
Suggestion?

  • Snow
    • Events
      • Player - Player 1 (Red) types a chat message containing -snow as An exact match
    • Conditions
    • Actions
      • Set Temp_Group1 = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Desert Rock))
      • Unit Group - Pick every unit in Temp_Group1 and do (Actions)
        • Loop - Actions
          • Unit - Replace (Picked unit) with a Snow Rock using The old unit's relative life and mana
          • Custom script: call DestroyGroup( udg_Temp_Group1 )
      • Set Temp_Group1 = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Forest Rock))
      • Unit Group - Pick every unit in Temp_Group1 and do (Actions)
        • Loop - Actions
          • Unit - Replace (Picked unit) with a Snow Rock using The old unit's relative life and mana
          • Custom script: call DestroyGroup( udg_Temp_Group1 )
      • Set Temp_Group1 = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Desert Tree))
      • Unit Group - Pick every unit in Temp_Group1 and do (Actions)
        • Loop - Actions
          • Unit - Replace (Picked unit) with a Snow Tree using The old unit's relative life and mana
          • Custom script: call DestroyGroup( udg_Temp_Group1 )
      • Set Temp_Group1 = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Forest Tree))
      • Unit Group - Pick every unit in Temp_Group1 and do (Actions)
        • Loop - Actions
          • Unit - Replace (Picked unit) with a Snow Tree using The old unit's relative life and mana
          • Custom script: call DestroyGroup( udg_Temp_Group1 )
      • Environment - Change terrain type at (Center of (Playable map area)) to Lordaeron Winter - Snow using variation -1 in an area of size 50 and shape Square
Wouldn't it work to do it like this? Then vice versa when entering another command?

If you wanna be able to use em again I mean ;O
Works for me :S

Then there was something else I was going to suggest... but I can't remember it... <.<
haha, well hope this was to help atleast X)
 
Level 10
Joined
Aug 14, 2009
Messages
309
  • Snow
    • Events
      • Player - Player 1 (Red) types a chat message containing -snow as An exact match
    • Conditions
    • Actions
      • Set Temp_Group1 = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Desert Rock))
      • Unit Group - Pick every unit in Temp_Group1 and do (Actions)
        • Loop - Actions
          • Unit - Replace (Picked unit) with a Snow Rock using The old unit's relative life and mana
          • Custom script: call DestroyGroup( udg_Temp_Group1 )
      • Set Temp_Group1 = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Forest Rock))
      • Unit Group - Pick every unit in Temp_Group1 and do (Actions)
        • Loop - Actions
          • Unit - Replace (Picked unit) with a Snow Rock using The old unit's relative life and mana
          • Custom script: call DestroyGroup( udg_Temp_Group1 )
      • Set Temp_Group1 = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Desert Tree))
      • Unit Group - Pick every unit in Temp_Group1 and do (Actions)
        • Loop - Actions
          • Unit - Replace (Picked unit) with a Snow Tree using The old unit's relative life and mana
          • Custom script: call DestroyGroup( udg_Temp_Group1 )
      • Set Temp_Group1 = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Forest Tree))
      • Unit Group - Pick every unit in Temp_Group1 and do (Actions)
        • Loop - Actions
          • Unit - Replace (Picked unit) with a Snow Tree using The old unit's relative life and mana
          • Custom script: call DestroyGroup( udg_Temp_Group1 )
      • Environment - Change terrain type at (Center of (Playable map area)) to Lordaeron Winter - Snow using variation -1 in an area of size 50 and shape Square
Wouldn't it work to do it like this? Then vice versa when entering another command?

If you wanna be able to use em again I mean ;O
Works for me :S

Then there was something else I was going to suggest... but I can't remember it... <.<
haha, well hope this was to help atleast X)

I know what you mean, but somehow the terrain type bugs when I change it more than once :s
This is my -snow trigger:

JASS:
function Trig_Set_Snow_Terrain_Conditions takes nothing returns boolean
    return TimerGetElapsed(udg_TimeGame) <= 60.00
endfunction

function Trig_Set_Snow_Terrain_Func008002002 takes nothing returns boolean
    return (GetUnitTypeId(GetFilterUnit()) == 'n01L' or GetUnitTypeId(GetFilterUnit()) == 'n01M' or GetUnitTypeId(GetFilterUnit()) == 'n001' or GetUnitTypeId(GetFilterUnit()) == 'n01C' or GetUnitTypeId(GetFilterUnit()) == 'n01H')
endfunction

function Trig_Set_Snow_Terrain_Func009A takes nothing returns nothing
    call ReplaceUnitBJ( GetEnumUnit(), 'n019', bj_UNIT_STATE_METHOD_RELATIVE )
endfunction

function Trig_Set_Snow_Terrain_Func011002002 takes nothing returns boolean
    return (GetUnitTypeId(GetFilterUnit()) == 'n01K' or GetUnitTypeId(GetFilterUnit()) == 'n000' or GetUnitTypeId(GetFilterUnit()) == 'n01B' or GetUnitTypeId(GetFilterUnit()) == 'n01I' or GetUnitTypeId(GetFilterUnit()) == 'n01J')
endfunction

function Trig_Set_Snow_Terrain_Func012A takes nothing returns nothing
    call ReplaceUnitBJ( GetEnumUnit(), 'n01A', bj_UNIT_STATE_METHOD_RELATIVE )
endfunction

function Trig_Set_Snow_Terrain_Actions takes nothing returns nothing

    // Declaring ground types
    set udg_TerraNoise = 'Isnw'
    set udg_TerraNoise2 = 'Nsnr'
    set udg_TerraPath = 'Idtr'
    set udg_TerraRock = 'Nrck'
    set udg_TerraSnow = 'Nsnw'
    
    // Replacing trees
    set udg_TempGroup = GetUnitsOfPlayerMatching(Player(PLAYER_NEUTRAL_PASSIVE), Condition(function Trig_Set_Snow_Terrain_Func008002002))
    call ForGroup( udg_TempGroup, function Trig_Set_Snow_Terrain_Func009A )
    call DestroyGroup(udg_TempGroup)
    
    // Replacing rocks
    set udg_TempGroup = GetUnitsOfPlayerMatching(Player(PLAYER_NEUTRAL_PASSIVE), Condition(function Trig_Set_Snow_Terrain_Func011002002))
    call ForGroup( udg_TempGroup, function Trig_Set_Snow_Terrain_Func012A )
    call DestroyGroup(udg_TempGroup)
    
    set udg_TempPoint = Location(GetRectCenterX(gg_rct_TD_Map), GetRectCenterY(gg_rct_TD_Map))
    call SetTerrainType(GetLocationX(udg_TempPoint), GetLocationY(udg_TempPoint), udg_TerraRock, -1, 80, 1 )
    call SetTerrainType(GetLocationX(udg_TempPoint), GetLocationY(udg_TempPoint), udg_TerraSnow, -1, 17, 1 )
    
    set bj_forLoopAIndex = 1
    set bj_forLoopAIndexEnd = 90
    
    loop
        exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
        set udg_TempPoint2 = Location(GetLocationX(udg_TempPoint) + GetRandomReal(-2000.00, 2000.00), GetLocationY(udg_TempPoint) + GetRandomReal(-2000.00, 2000.00))
        call SetTerrainType(GetLocationX(udg_TempPoint2), GetLocationY(udg_TempPoint2), udg_TerraNoise, -1, 1, 1 )
        call RemoveLocation(udg_TempPoint2)
        set bj_forLoopAIndex = bj_forLoopAIndex + 1
    endloop
    
    set bj_forLoopAIndex = 1
    set bj_forLoopAIndexEnd = 50
    
    loop
        exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
        set udg_TempPoint2 = Location(GetLocationX(udg_TempPoint) + GetRandomReal(-2000.00, 2000.00), GetLocationY(udg_TempPoint) + GetRandomReal(-2000.00, 2000.00))
        call SetTerrainType(GetLocationX(udg_TempPoint2), GetLocationY(udg_TempPoint2), udg_TerraNoise2, -1, 1, 1 )
        call RemoveLocation(udg_TempPoint2)
        set bj_forLoopAIndex = bj_forLoopAIndex + 1
    endloop
    
    call RemoveLocation(udg_TempPoint)
    set udg_TempPoint = Location(GetRectCenterX(gg_rct_TerraFormat), GetRectCenterY(gg_rct_TerraFormat))
    
    set bj_forLoopAIndex = 1
    set bj_forLoopAIndexEnd = 14
    
    loop
        exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
        set udg_TempPoint2 = Location(GetLocationX(udg_TempPoint) + 10.00, GetLocationY(udg_TempPoint) + ( ( -300.00 * I2R(bj_forLoopAIndex) ) + 300.00 ))
        call SetTerrainType(GetLocationX(udg_TempPoint2), GetLocationY(udg_TempPoint2), udg_TerraRock, -1, 3, 1 )
        call RemoveLocation(udg_TempPoint2)
        set bj_forLoopAIndex = bj_forLoopAIndex + 1
    endloop
    
    call RemoveLocation(udg_TempPoint)
    set udg_TempPoint = Location(GetRectCenterX(gg_rct_TD_Map), GetRectCenterY(gg_rct_TD_Map))
    
    set bj_forLoopAIndex = 1
    set bj_forLoopAIndexEnd = 10
    
    loop
        exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
        
        set udg_TempPoint2 = Location(GetLocationX(udg_TempPoint) + ( 200.00 + ( 200.00 * I2R(bj_forLoopAIndex) ) ), GetLocationY(udg_TempPoint) + 100.00)
        call SetTerrainType(GetLocationX(udg_TempPoint2), GetLocationY(udg_TempPoint2), udg_TerraPath, -1, 2, 1 )
        call RemoveLocation(udg_TempPoint2)
        set udg_TempPoint2 = Location(GetLocationX(udg_TempPoint) + ( 200.00 + ( 200.00 * I2R(bj_forLoopAIndex) ) ), GetLocationY(udg_TempPoint) - 75.00)
        call SetTerrainType(GetLocationX(udg_TempPoint2), GetLocationY(udg_TempPoint2), udg_TerraPath, -1, 2, 1 )
        call RemoveLocation(udg_TempPoint2)
        set bj_forLoopAIndex = bj_forLoopAIndex + 1
    endloop
    
    set bj_forLoopAIndex = 1
    set bj_forLoopAIndexEnd = 9
    
    loop
        exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
        set udg_TempPoint2 = OffsetLocation(udg_TempPoint, 400.00, ( ( 200.00 * I2R(bj_forLoopAIndex) ) - 100.00 ))
        call SetTerrainType(GetLocationX(udg_TempPoint2), GetLocationY(udg_TempPoint2), udg_TerraPath, -1, 2, 1 )
        call RemoveLocation(udg_TempPoint2)
        set udg_TempPoint2 = OffsetLocation(udg_TempPoint, 600.00, ( ( 200.00 * I2R(bj_forLoopAIndex) ) - 100.00 ))
        call SetTerrainType(GetLocationX(udg_TempPoint2), GetLocationY(udg_TempPoint2), udg_TerraPath, -1, 2, 1 )
        call RemoveLocation(udg_TempPoint2)
        set bj_forLoopAIndex = bj_forLoopAIndex + 1
    endloop
    
    set bj_forLoopAIndex = 1
    set bj_forLoopAIndexEnd = 6
    
    loop
        exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
        set udg_TempPoint2 = OffsetLocation(udg_TempPoint, ( ( -300.00 * I2R(bj_forLoopAIndex) ) + 300.00 ), 1700.00)
        call SetTerrainType(GetLocationX(udg_TempPoint2), GetLocationY(udg_TempPoint2), udg_TerraPath, -1, 2, 1 )
        call RemoveLocation(udg_TempPoint2)
        set udg_TempPoint2 = OffsetLocation(udg_TempPoint, ( ( -300.00 * I2R(bj_forLoopAIndex) ) + 300.00 ), 1525.00)
        call SetTerrainType(GetLocationX(udg_TempPoint2), GetLocationY(udg_TempPoint2), udg_TerraPath, -1, 2, 1 )
        call RemoveLocation(udg_TempPoint2)
        set bj_forLoopAIndex = bj_forLoopAIndex + 1
    endloop
    
    set bj_forLoopAIndex = 1
    set bj_forLoopAIndexEnd = 6
    
    loop
        exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
        set udg_TempPoint2 = OffsetLocation(udg_TempPoint, -1500.00, ( ( -325.00 * I2R(bj_forLoopAIndex) ) + 2025.00 ))
        call SetTerrainType(GetLocationX(udg_TempPoint2), GetLocationY(udg_TempPoint2), udg_TerraPath, -1, 2, 1 )
        call RemoveLocation(udg_TempPoint2)
        set udg_TempPoint2 = OffsetLocation(udg_TempPoint, -1425.00, ( ( -325.00 * I2R(bj_forLoopAIndex) ) + 2025.00 ))
        call SetTerrainType(GetLocationX(udg_TempPoint2), GetLocationY(udg_TempPoint2), udg_TerraPath, -1, 2, 1 )
        call RemoveLocation(udg_TempPoint2)
        set bj_forLoopAIndex = bj_forLoopAIndex + 1
    endloop
    
    set udg_TempPoint2 = OffsetLocation(udg_TempPoint, -1500.00, 100.00)
    call SetTerrainType(GetLocationX(udg_TempPoint2), GetLocationY(udg_TempPoint2), udg_TerraPath, -1, 2, 1 )
    call RemoveLocation(udg_TempPoint2)
    set udg_TempPoint2 = OffsetLocation(udg_TempPoint, -1425.00, 100.00)
    call SetTerrainType(GetLocationX(udg_TempPoint2), GetLocationY(udg_TempPoint2), udg_TerraPath, -1, 2, 1 )
    call RemoveLocation(udg_TempPoint2)
    
    set bj_forLoopAIndex = 1
    set bj_forLoopAIndexEnd = 4
    
    loop
        exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
        set udg_TempPoint2 = OffsetLocation(udg_TempPoint, ( ( 300.00 * I2R(bj_forLoopAIndex) ) - 1800.00 ), 225.00)
        call SetTerrainType(GetLocationX(udg_TempPoint2), GetLocationY(udg_TempPoint2), udg_TerraPath, -1, 2, 1 )
        call RemoveLocation(udg_TempPoint2)
        set udg_TempPoint2 = OffsetLocation(udg_TempPoint, ( ( 300.00 * I2R(bj_forLoopAIndex) ) - 1800.00 ), 100.00)
        call SetTerrainType(GetLocationX(udg_TempPoint2), GetLocationY(udg_TempPoint2), udg_TerraPath, -1, 2, 1 )
        call RemoveLocation(udg_TempPoint2)
        set bj_forLoopAIndex = bj_forLoopAIndex + 1
    endloop
    
    set bj_forLoopAIndex = 1
    set bj_forLoopAIndexEnd = 5
    
    loop
        exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
        set udg_TempPoint2 = OffsetLocation(udg_TempPoint, -600.00, ( ( -300.00 * I2R(bj_forLoopAIndex) ) + 400.00 ))
        call SetTerrainType(GetLocationX(udg_TempPoint2), GetLocationY(udg_TempPoint2), udg_TerraPath, -1, 2, 1 )
        call RemoveLocation(udg_TempPoint2)
        set udg_TempPoint2 = OffsetLocation(udg_TempPoint, -800.00, ( ( -300.00 * I2R(bj_forLoopAIndex) ) + 400.00 ))
        call SetTerrainType(GetLocationX(udg_TempPoint2), GetLocationY(udg_TempPoint2), udg_TerraPath, -1, 2, 1 )
        call RemoveLocation(udg_TempPoint2)
        set bj_forLoopAIndex = bj_forLoopAIndex + 1
    endloop
    
    set udg_TempPoint2 = OffsetLocation(udg_TempPoint, -600.00, -1300.00)
    call SetTerrainType(GetLocationX(udg_TempPoint2), GetLocationY(udg_TempPoint2), udg_TerraPath, -1, 2, 1 )
    call RemoveLocation(udg_TempPoint2)
    set udg_TempPoint2 = OffsetLocation(udg_TempPoint, -800.00, -1300.00)
    call SetTerrainType(GetLocationX(udg_TempPoint2), GetLocationY(udg_TempPoint2), udg_TerraPath, -1, 2, 1 )
    call RemoveLocation(udg_TempPoint2)
    
    set bj_forLoopAIndex = 1
    set bj_forLoopAIndexEnd = 5
    
    loop
        exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
        set udg_TempPoint2 = OffsetLocation(udg_TempPoint, ( ( -300.00 * I2R(bj_forLoopAIndex) ) - 500.00 ), -1300.00)
        call SetTerrainType(GetLocationX(udg_TempPoint2), GetLocationY(udg_TempPoint2), udg_TerraPath, -1, 2, 1 )
        call RemoveLocation(udg_TempPoint2)
        set udg_TempPoint2 = OffsetLocation(udg_TempPoint, ( ( -300.00 * I2R(bj_forLoopAIndex) ) - 500.00 ), -1175.00)
        call SetTerrainType(GetLocationX(udg_TempPoint2), GetLocationY(udg_TempPoint2), udg_TerraPath, -1, 2, 1 )
        call RemoveLocation(udg_TempPoint2)
        set bj_forLoopAIndex = bj_forLoopAIndex + 1
    endloop
    
    call RemoveLocation(udg_TempPoint)
    
    call DestroyTrigger(gg_trg_Set_Forest_Terrain)
    call DestroyTrigger(gg_trg_Set_Desert_Terrain)
    call DestroyTrigger(gg_trg_Set_Lava_Terrain)
    call DestroyTrigger(gg_trg_Set_City_Terrain)
    call DestroyTrigger(gg_trg_Set_Snow_Terrain)
    
endfunction

function InitTrig_Set_Snow_Terrain takes nothing returns nothing
    set gg_trg_Set_Snow_Terrain = CreateTrigger()
    call TriggerRegisterPlayerChatEvent( gg_trg_Set_Snow_Terrain, Player(0), "-snow", true )
    call TriggerAddCondition( gg_trg_Set_Snow_Terrain, Condition( function Trig_Set_Snow_Terrain_Conditions ) )
    call TriggerAddAction( gg_trg_Set_Snow_Terrain, function Trig_Set_Snow_Terrain_Actions )
endfunction
 
Level 10
Joined
Aug 14, 2009
Messages
309
Updated to v1.09

Changelog:
v1.09
  • Rewrote the core engine of the map, this should have no effect on the gameplay only on efficiency and lag reduction
  • Tree of Life has its "Spirits" ability removed and replaced by "Life Force";
    Marks a target creep with nature for 5 seconds. If the creep dies while still affected it will burst its life force outwards, dealing 500 damage to all creeps in 250 range.​
 
Level 10
Joined
Aug 14, 2009
Messages
309
Updated to v1.10!

Changelog
v1.10
  • Added 4 new creep abilities/possibilities; Regeneration, Triple Armor, Speed and Boss
  • Added 6 new achievements that award score points
  • Endless waves now have a chance to be air waves
  • Multiboard now keeps showing the current wave until the next one spawns
  • Solved a bug with HP scaling in endless
  • Minimap in-game should work properly now
  • Size of the Windcatcher model increased
  • Numerous minor fixes
 
Level 10
Joined
Aug 14, 2009
Messages
309
Updated to v1.11

Changelog
v1.11
  • Added 2 new creep abilities/possibilities; Mass waves and Slow Aura
  • Made bosses immune to most stuns, this way they won't be killed so easily
  • Solved a bug with Tombstone triggering at endless
  • Numerous minor fixes

EDIT: I've uploaded two new screenshots to give a better impression of the game.
 
Level 10
Joined
Aug 14, 2009
Messages
309
Oh interesting. I've seen this thread at TheHelper whenever I frequent Members Projects, never really checked it out.

Maybe you should, if you like TD's you'll probably like this one :)

Your TD is like others please create something unique.

It's pretty hard to create an unique TD, I made this TD because so many others are crappy or badly balanced. This one should provide a lot of fun and some challenge :)
 
Level 10
Joined
Aug 14, 2009
Messages
309
Major update; v1.12 up now!

Changelog

v1.12
  • Added an entire new element; Fire, specialized in splash attacks, damage aura's and damage over time effects
  • Added 21 brand new towers for Fire, including a new Hero Tower
  • Redesigned two Darkness towers that were Fire-like, made them pure Darkness towers now
  • Added a minimum speed for bosses
  • Solved an issue with splash attacks on two Frost towers
  • Numerous minor fixes

EDIT:
screenshot8x.jpg
 
Level 10
Joined
Aug 14, 2009
Messages
309
Quick patch to solve some bugs caused by the last update.

Changelog

v1.12b
  • Solved a bug where insane mode was the default setting
  • Solved a bug where endless creeps dropped more items and gave more bounty than was intended
  • Recolored Immolation buff to red
  • Corrected some typo mistakes in Firelord tooltip
  • Renamed Tree to Tree Stomp in forest landscape
 
Level 10
Joined
Aug 14, 2009
Messages
309
Another small patch to solve some bugs; v1.12c

Changelog

v1.12c
  • Solved a bug where endless wave leaks caused more lives lost than was intended
  • Solved a bug where endless wave HP upgrades affected creeps of the previous wave
  • Reduced the HP scaling in endless slightly
 
Great job! I didn't test it, but i absolutely LOVE TDs. Btw, you said you've been working on this for a few weeks. Is that even possible?? For terrain, yes it is Definitely possible, but when i saw that it had 100 waves i was shocked. I was about to start work on a TD, and i was trying to decide how many waves i should include. You've inspired me! Thank you for taking the time to create this masterpiece :D
5/5 and vote for Approval! I might even create a few fake accounts just to keep giving it 5/5s and many votes for approval ;)
 
Level 10
Joined
Aug 14, 2009
Messages
309
Great job! I didn't test it, but i absolutely LOVE TDs. Btw, you said you've been working on this for a few weeks. Is that even possible?? For terrain, yes it is Definitely possible, but when i saw that it had 100 waves i was shocked. I was about to start work on a TD, and i was trying to decide how many waves i should include. You've inspired me! Thank you for taking the time to create this masterpiece :D
5/5 and vote for Approval! I might even create a few fake accounts just to keep giving it 5/5s and many votes for approval ;)

You should try it out, if you like TD's you'll probably enjoy this map a lot :)

It did take some work, but it was worth the effort I think.

Thanks for voting :)
 
Level 10
Joined
Aug 14, 2009
Messages
309
New version out; v1.13

Changelog

v1.13
  • Remade the ending of this game, when a player now gets to wave 210 he'll win (from wave 200 - 210 you'll get mass creep spawns)
  • Added a new achievement; Insanity, when you beat the first 100 waves on Insane mode you'll gain 100 bonus score points
  • Started with adding the Astral element, not fully implemented yet
  • Reduced the model size of Burning Totem and Totem of the Dragon
  • Some minor bug fixes
 
Level 1
Joined
Mar 4, 2011
Messages
1
btw your tower 1HKO chance (darkness) is not working. I built an entire of 4% to instant kill under single player and it doesn't work at all
 
Level 10
Joined
Aug 14, 2009
Messages
309
btw your tower 1HKO chance (darkness) is not working. I built an entire of 4% to instant kill under single player and it doesn't work at all

I'm guessing you've build those during endless waves am I correct? The instant kill doesn't work on bosses and on endless wave creeps. Should be working on normal creeps though.

I'll add this in the tooltip when I'm done with the next version (thats today or tomorrow).

Thanks for your feedback :)
 
Level 10
Joined
Aug 14, 2009
Messages
309
Another big update; version 1.14 is up!

Changelog
v1.14
  • Added an entire new element; Astral, specialized in buffs and debuffs, and increasing luck
  • Added 21 brand new towers for Astral, including a new Hero Tower
  • Added a new stat for towers; Luck, increases the chance for some abilities to trigger, an example;
    A tower has a 20% chance to cast a spell. It gets an item that increases luck by 10%, now it has a 22% chance to cast its spell.​
  • Added 4 brand new items, all increasing luck by a percentage
  • Rebalanced regeneration creeps to 60% of normal creep HP down from 75%
  • Rebalanced Triple Armor; now named Extra Armor, armor modifier increased from x3 to x5
  • Added credits for testing in the Game Info tag in-game
  • Some minor bug and tooltip fixes
 
Level 10
Joined
Aug 14, 2009
Messages
309
Minor update to fix some bugs;

Changelog
v1.14b
  • Bug fixed with Enlightment not buffing
  • Corrected the amount of inventory slots to the proper amount of the following towers; Firespray Tower, Fortress of Fire, High Temple of Light and Monolithic Obelisk
  • Reduced the slow of High Temple of Light from 25% to 18% and Temple of Light from 20% to 10%
  • Added the exceptions of Warp at its tooltip
 
Level 1
Joined
Apr 15, 2008
Messages
4
Okay map but it got really, really, really, really, boring in the end. My teammates also nearly lagged out due to gold generators and mass creeps.
 

Attachments

  • score.png
    score.png
    3.5 MB · Views: 144
Reviewed by Midnighters
Triggers/Scripts
Your triggers seem well made, and nothing really bugged at all, your systems worked, and were flawless, you had a multiboard which showed helpful information, and time. You spawn trigger didn't bug, your difficulty system worked well as well.
Object Editor Work
You towers worked well, they upgraded well, and my friend commented that the way you made the towers balanced, and able to split into two tiers was very good as well.
Terrain
The terrain was good for a TD, but in the preview, you have a ton of room that is unused, why is that?
Gameplay
The gameplay was smooth, and well done, I didn't really get bored, nor did my friend. This seems like a map that would be good to expand into a larger area, and more levels and towers and such.
Final Judgment
Overall, I give this map a rating of 5.0. Vote for Approval
 
Level 10
Joined
Aug 14, 2009
Messages
309
Reviewed by Midnighters
Triggers/Scripts
Your triggers seem well made, and nothing really bugged at all, your systems worked, and were flawless, you had a multiboard which showed helpful information, and time. You spawn trigger didn't bug, your difficulty system worked well as well.
Object Editor Work
You towers worked well, they upgraded well, and my friend commented that the way you made the towers balanced, and able to split into two tiers was very good as well.
Terrain
The terrain was good for a TD, but in the preview, you have a ton of room that is unused, why is that?
Gameplay
The gameplay was smooth, and well done, I didn't really get bored, nor did my friend. This seems like a map that would be good to expand into a larger area, and more levels and towers and such.
Final Judgment
Overall, I give this map a rating of 5.0. Vote for Approval

Thanks for your review :) Glad you liked it.

The unused terrain in the map is there because when I start making the map I had no idea how big it would become so I picked the size a bit to big.
 
Level 10
Joined
Aug 14, 2009
Messages
309
Updated to v1.15

Changelog
v1.15
  • Added a new stat for towers; Item Chance, increases the chance for the tower to find an item when it kills a creep, for example;
    A tower has a default chance of 20% of finding an item when it kills a creep, with an item that increases item chance by 10% it now has a 22% chance to find an item when killing a creep.​
  • Added 5 brand new items, one increasing luck, all others increasing item chance
  • Changed the way creep HP scales with multiple players, instead of multiplying the creeps HP with the number of players, it now multiplies with a factor of 1.2 per player
  • Added a new aura to Altar of Resonance, since it was an underpowered tower, new ability is called Pillage Aura;
    Increases the item chance of all towers within 300 range by 30%.​
  • Added a new ability to Polar Bear, named Ravage;
    Increases the item chance of this tower by 30%.​
  • Altered Enlightment spell, reduced the damage and added luck increase
  • Adjusted the range display for Holy Fire Beacon and Stargate
 
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