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LTW - Evolution v2.43

This is the newest version of my Line Tower Wars - Evolution map.
An alround LTW with an awesome performance due to the complete usage of vJass code.
The first player can choose from several game modes at the beginning of a game which influences the whole gameplay afterwards and is so able to customize his own game.


Play against the computer by occupying computer slots.
There are three available difficulties (easy, normal, insane) which have an influence on the power of the A.I. oponent.


Official Forum: www.goh-rpg.de.to
e-Mail: [email protected]
B.Net: Robbepop (at Northrend)




- Missile Tower - Medium tower which has got an average power against all creep types.
- Siege Tower - Deals splash damage but can only attack ground units.
- Anti-Air Tower - Can only attack air units but is very effective against them.
- Spell Tower - Deals chaos damage and has certain spells to protect you against attacker and boss creeps.
- Sharp Tower - Melee tower, attacks at a high ratio and damages all units around it.
- Aura-Tower - Buffs your towers or debuffs your enemies.
- Wall - Can't attack but can greatly protect your towers against enemy attackers.
- Elemental Tower - Very strong tower type with unique abilities. A player can only have one tower of this type at the same time.




-noattacker [-ns]
-noair [-na]
-nomagic [-nm]
-gold x
-lives x
-towers x
-food x
-fastmode [-fm]
-streamincome [-si]
-hardgame [-hg]
-randomspawn [-rs]
-terrainsnow [-ts]
-pro




-swapon / -swapoff / -son / -soff
-clear / -clr / -cls / -c
-income / -inc / -i
-lives / -l
-hintsoff / -hoff






  • Many modes from which the host can choose from and which influences the gameplay greatly.
  • It is fully coded in performant vJass with useful Systems and not with bad GUI codes.
  • Elemental towers largely got replaced with strategic towers.
  • The builder got helpful spells which he can use to win the game.
  • The balance is much better than in other LTW's. (opinions of players in b.net)
  • All tooltips and hotkeys are working and well made. (QWER hotkeys)
  • The game interface got slight improvements.
  • The game development is running and im ready for new stuff. =)
  • No cooldown for sending creeps.





  • Build Menu
    • Allow canceling of "versus ALL" and "versus Ground" towers.
    • Walls, Auras, Anti-Air and Elementals can no longer be built during the first 2 minutes of game time.
  • Sharp Tower
    • Increase attack rate from 90/min to 200/min
    • Decrease attack damage by 65%
    • Are now affected by Command Aura towers by increasing their attack speed.
    • => All in all about 77% of the original DPS
  • Siege Tower
    • Decrease attack rate from 30/min to 24/min (-20%)
    • Changed attack splash damage
      • Before: 100% to 150 area
      • Now: 100% to 100 area, 50% to 125 area, 25% to 150 area
    • Increase attack range from 600 to 700.
  • Spell Tower
    • Remove abilities: Fireball (Activ), Rebuild (Activ)
    • Add new ability: Chained Lightning Attack (Passive)
  • Water Elemental
    • Frost Slow
      • Attackspeed slow decreased from 50% to 25%
      • Movementspeed slot decreased from 50% to 35%
  • Unholy Elemental
    • Decrease attack rate from 80/min to 75/min
  • Thunder Elemental
    • Increase attack damage by 33.3%
    • Decrease attack range from 600 to 500
    • Paralyse
    • Decrease proc chance from 25% to 20%
    • Increase damage multiplier from 100/150/200% to 100/200/300%
  • War Elemental
    • Battle Roar
    • Increase attack damage bonus from 40/50/60% to 50/65/80%
  • Fire Elemental
    • Increase attack damage from 120 to 140 at level 1.



  • Reorganized tower build menu.
  • Scout Tower
    • Removed from the game.
  • Builder
    • Has now true sight to see invisible units.
  • Mine Tower
    • Removed from the game.
  • Water Elemental
    • Reduce frost attack slow from 50% to 40%.
  • Death Elemental
    • Reduce attack range from 600 to 550.
    • Soul Fire
      • Reduce AOE from 600 to 550.
  • Attackers
    • Now have a maximum cap of 10 at any time per attacker.
    • Have a send cooldown of 10 seconds.
  • Fast Units
    • Increase movementspeed from 400 to 425. (~ +6.25%)
    • Decrease hitpoints by approx. 7%.
  • Abomination
    • Decrease movementspeed from 511 to 425. (~ -17%)
    • Incrase hitpoints from 77000 to 82000. (~ +6%)
  • Known Bugs
    • AI got broken due to the new build menu.




- Remove "-transferlives" modus from the game.
- Make "-nomagic" modus enable by default. (So builder spells are disabled by default now.)
- Decreased creep armor aura bonus from 6 to 5.
- Decreased creep movementspeed aura bonus from 25% to 20%.
- Decreased creep attackdamage aura bonus from 25% to 20%.
- Set splash area of all splashing elemental towers from 150 to 175.
- War Elemental
- Increase mana maximum from 60 to 75.
- Increase attack damage from 180/900/2250 to 200/1000/2500
- Battle Roar
- Increase attack damage bonus from 35% to 40/50/60%.
- Change bonus duration from 9/12/15 seconds to 10 seconds.
- Holy Elemental
- Increase mana maximum from 60 to 75.
- Increase attack damage from 120/600/1500 to 155/775/1940
- Shielding
- Now also targets creeps. (Immortal creeps!)
- Fire Elemental
- Increase mana maximum from 45 to 50.
- Increase attack damage from 120/600/1500 to 140/700/1750.
- Unholy Elemental
- Increase attack damage from 240/1200/3000 to 260/1300/3250.
- Tech Elemental
- Increase attack damage from 60/300/750 to 70/350/875.
- Multitasking
- Increase maximum attack tagets from 3/4/5 to 4/5/6.
- Nature Elemental
- Increase attack damage from 360/1800/4500 to 400/2000/5000.
- Increase hitpoints from 500/1500/3000 to 750/2250/4500.
- Thunderclap
- Increases damage from 0 to 400/2000/5000 to all nearby enemy units.
- Thunder Elemental
- Increases attack speed from 240 attacks/sec to 300 attacks/sec.
- Death Elemental
- Soul Fire
- Decrease damage from 150/750/1875 to 110/550/1375.
- Abomination
- Movementspeed can be slowed now.
- Increase hitpoints from 75000 to 77000.
- Brutal Ghoul
- Decrease attack damage from 20 to 18.​
- Demolition Machines
- Increase hitpoints from 180 to 195.​
- Siege Engine
- Increase hitpoints from 3500 to 3600.​
- Banshee
- Increase hitpoints from 6000 to 6200.​
- Scout Tower
- Increase true sight (passive) AOE from 500 to 750.
- Increase true sight Reveal Area (Active) AOE from 500 to 750.​




  • -Multiboard: decrease Towers sections width.
    -Sharp Towers: their model no longer animates below ground.
    -Elemental Towers: they now turn their face to their prey on attack.
    -War Elemental: improved attack animation point timing.
    -Earth Elemental: improved attack animation point timing.
    -Added restriction to use Select Tier2/3 without selection of the tier below. (for noobs)
    -Added restruction to Anti-Air Tower and walls as well as Defense Aura Tower in certain modes via upgrades.
    -Fix a bug that creeps who reached the goal of a base and got teleported to the next prey are ordered to move to the previous player's end.
    -Rot Golem (Tier1): increased hitpoints to 1150 from 1100.
    -Troll Berserker (Tier2): decreased hitpoints to 1500 from 1600.




  • -Builder: increased priority so that the builder tops all other units when group selected with creeps.
    -Added a new healthbar visual for units in the game.
    -(Hopefully) fixed hotkey bug that Magic and Select Tiers both react to 'W'.
    -Spawn wand: improved visual.
    -Hint System: decreased message duration to 10 seconds from 20 seconds.
    -Hint System: hints now show every 35 seconds instead of every 45 seconds.
    -Hint System: added many new hints and reformulated old ones.
    -Hint System: code refactored.
    -Improved shadows of many elemental towers.
    -Sharp Tower: removed unused mana points.
    -Spell Tower: the model's book no longer disappears from time to time.
    -Spell Tower: made it easier to click on them.
    -Spell Tower: doubled attack damage.
    -Spell Tower: decreased attack speed from 40 attacks/min to 30 attacks/min.
    -Earth Elemental: Thunderclap - increased AoE to 600 from 450.
    -Earth Elemental: decreased attack range to 150 from 450.
    -Earth Elemental: increased attack damage by 50%.
    -Unholy Elemental: decreased attack speed to 80 attacks/min from 90 attacks/min.
    -Improved selection circle sizes of creeps to make healthbar visuals better looking.
    -Creep auras no longer affect the player's towers.
    -Mountain Giants: decreased hitpoints to 70k from 80k.
    -Ghoul: decreased hitpoints to 16k from 18k.
    -Siege Engine: decreased hitpoints to 3500 from 3600.
    -Phoenix: decreased hitpoints to 6000 from 6250.
    -Abomination: made model smaller.




  • -The builder now automatically teleports to issued points when the point is within the player's base and too far away.
    -Removed builder's Teleport [E] ability because it got replace by the system stated above.
    -Pressing the spacebar button will now focus the camera on the player's builder.
    -Add working tier selection buttons for the builder.
    -Builder can now select the Tier buildings via command card (buttons).
    -Removed visual tier buildings from the map. (They are only accessible by the player's builder!)
    -Redesigned player base according to the visual removal of the tier buildings.
    -Reordered builder's command card buttons.
    -Increased default starting gold and income to 30 from 25.
    -Builder: Thunder Strike (Magic) - decreased mana costs to 0 from 75.
    -Builder: Thunder Strike (Magic) - increased cooldown to 20 seconds from 15 seconds.
    -Holy Elemental: Shielding - buff effect now displays overhead instead of at origin of towers.
    -Abomination: decreased hitpoints to 75k from 80k.
    -Abomination: no longer is a fast unit.
    -Abomination: new ability - maximum speed: unit moves at maximum speed and can't be slowed.




  • -Tier1: Acolyt - increased hitpoints to 26 from 25.
    -Tier1: Corrupted Treant - increased hitpoints to 28 from 25.
    -Tier1: Swordsman - increased hitpoints to 50 from 47.
    -Tier1: Vile Temptress - increased hitpoints to 90 from 88.
    -Tier1: Rot Golem - increased hitpoints to 1100 from 1050.
    -Tier2: Knight - increased hitpoints to 525 from 510.
    -Tier2: Tauren - increased hitpoints to 1175 from 1125.
    -Tier2: Gnoll - increased hitpoints to 3600 from 3500.
    -Tier2: Troll Berserker - decreased hitpoints to 1600 from 1700.
    -Tier3: Abomination - decreased hitpoints to 80k from 85k.
    -Tier3: Mountain Giant - decreased hitpoints to 80k from 85k.
    -Tier3: Mountain Giant - decreased wood costs to 3 from 5.
    -Tier3: Mountain Giant (-ns) - decreased hitpoints to 275k from 300k.
    -Tier3: Mountain Giant (-ns) - decreased wood costs to 3 from 5.
    -Tier3: Hell Skeleton - decreased hitpoints to 325k from 345k.
    -Tier3: Hell Skeleton - decreased wood costs to 6 from 10.
    -Tier3: Frost Wyrm - increased hitpoints to 260k from 250k.
    -Tier3: Frost Wyrm - decreased wood costs to 10 from 25.
    -Tier3: Mathog - decreased wood costs to 10 from 25.
    -A.I. does not start building its maze on top of its buildable area.
    -F9-Log: update modes section and fix spellings in command section, fix elemental towers in tower section.
    -Fixed a huge exploit introduced in the last version of the game with War Elemental towers.




  • -Added new elemental tower: War Elemental (Activ: Battle Roar)
    -The actual creep spawning area of a player's base is now horizontally linear on top of the player's base.
    -Removed Marketplace: as it got replaced nearly entirely by an automated system.
    -Removed Mode: No-Limits (as it is equal to food and tower limit set to 150.)
    -Removed Mode: Enable Command (as it was only very rarely used)
    -Decreased AoE splash attacks of all towers to 150 AoE from 175 AoE.
    -Wall: increase hitpoints and hp-reg by ~33%.
    -Barricade: it is no longer possible to upgrade a barricade to an Elemental Tower. (it was exploitable)
    -Spell Tower: Rebuild: increased casting range to 1800 from 900.
    -Spell Tower: Rebuild: increased hitpoint repair to get along with the updated tower hitpoints for lower stages.
    -Scout Tower (2): Reveal Area: increased duration to 10 seconds from 6 seconds.
    -Scout Tower (2): fixed a bug that it did not grow in size on upgrade.

    -Builder: now spawns at the beginning of each player's base.
    -Builder: Swapped Teleport and Modes & Commands buttons.
    -Builder: Teleport: changed hotkey to 'E' from 'R'.
    -Builder: Lust - reduced duration to 4 seconds from 4.5 seconds.
    -Builder: Downtime - reduced duration to 3 seconds from 3.5 seconds.
    -Builder: Headwind - now also decreases attacker's attackspeed by 50%.
    -Builder: Repair button is hidden, now.

    -Creeps: Phoenix - decreased hitpoints to 6250 from 7500.
    -Creeps: Armor-Aura - decreased armor bonus to 6 from 8.
    -Creeps: Damage-Aura - decreased damage bonus to 30% from 33%.

    -Improved text-layout of the welcome message.
    -Tier buildings are now visually different when inactive. (that is only the case in the beginning of a game)
    -Reordered some modes in the multiboard mode selection.
    -Swapped Mine (1) and Sharp Tower (1) build button positions.
    -Spell Towers: remade coloring of the towers. (looks less ugly, now)
    -Generally improved shadows and coloring of many towers.

    -Elemental - Earth: increased Thunder Clap AoE to 450 from 400.
    -Elemental - Earth: increased Thunder Clap duration to 5/6.5/8 from 4/5/6 seconds.
    -Elemental - Earth: increased Thunder Clap mana costs to 40 from 30.
    -Elemental - Earth: increased maximum mana to 60 from 45.
    -Elemental - Light: improved Shielding duration to 8/10/12 from 6/8/10 seconds.
    -Elemental - Tech: increased attack range to 1000 from 900.
    -Elemental - Tech: fixed a bug that this tower's attackspeed was lower than intended.
    -Elemental - Thunder: fixed a bug that this tower's attackspeed was lower than intended.
    -Elemental - Water: Frost Attack: decreased slow to 30% from 50%.




  • -Players now can't train units in the first 15 seconds after game start.
    -Lower Tower- and Foodlimitation set to 50 from 0 and 10.
    -Updated creep tooltips [si]+[fm] income value to the correct value since timer was set to 10 seconds instead

    of 5.
    -Fixed a glitch that Missile Tower (2) did not have a projectile.
    -Elemental - Thunder: increased attack damage by 50%:
    -Elemental - Thunder: improved Parlysis ability.
    -Elemental - Thunder: increased attack range to 600 from 550.
    -Elemental - Nature: increased attack range to 450 from 400.
    -Elemental - Unholy: increased attack range to 750 from 700.
    -Elemental - Unholy: increased attack ratio to 90 attacks/min from 80 attacks/min.
    -Elemental - Water: increased attack range to 600 from 500.




  • -Demolition Machine (Tier1): increased attack damage to 5 from 1.
    -Demolition Machine (Tier1): increased hitpoints from 150 to 180.
    -Siege Engine (Tier2): increased attack damage to 10 from 8.
    -Siege Engine (Tier2): increased hitpoints to 3600 from 2400.
    -Phoenix (Tier2): increased attack damage to 15 from 10.
    -Phoenix (Tier2): increased hitpoints to 7500 from 6300.
    -Brutal Ghoul (Tier3): increased attack damage to 20 from 15.
    -Brutal Ghoul (Tier3): increased hitpoints to 18000 frmo 16000.
    -Hell Beast (Tier2): decreased hitpoints to 40000 from 45000.
    -Mud Golem (Tier1): increased hitpoints to 235 from 225.
    -Draenei (Tier1): increased hitpoints to 245 from 240.
    -Fixed a bug that Gnoll (Tier2) soundset was 'Ghost' instead of 'Gnoll'.
    -Anti-Air Tower: increased attack range to 1000 from 900.
    -Missile Tower: increased attack speed to 80/min from 75/min.
    -Fixed a bug that Elemental Tower hp-reg was 5 hp/sec instead of 1 hp/sec.
    -Spell Tower: increased attack speed to 40/min from 30/min.
    -Fixed a tooltip bug with Elemental - Unholy (2) tower's hitpoints.
    -Increased base elemental tower (1) hitpoints to 250 from 150. (earth: 200%, holy: 166%, tech & fire: 66%)
    -Set repair time of all towers to 100 from 30. (repairing towers isn't worth it!)
    -Changed basic tower hitpoints to 25/50/100/250/500/1000 from 5/7/15/50/250/1000.
    -Dizzy Spell: fixed a bug that magic-immune creeps were effected.
    -Dizzi Spell: increased mana costs to 200 from 175.
    -Downtime: reduced duration to 3.5 seconds from 4 seconds.
    -Downtime: reduced mana costs to 400 from 425.
    -Lust: reduced duration to 4.5 seconds from 6 seconds.
    -Lightning Strike: reduced cooldown to 15 seconds from 20 seconds.
    -Earthquake: increased mana costs to 300 from 275.
    -Fixed a bug that it was possible to upgrade Aura Tower to Defense Aura Tower in no-attackers mode.
    -Removed creep armor bonus in hard game mode - creeps' hitpoints are still empowered by 25%!
    -Selling and misplacing tower refund will now automatically exchange into lumber in case of a gold overflow.




  • -Changed terrain so that all bases have now the same layout.
    -Minor map script optimization.
    -Updated tooltip of Sharp towers to correct the last update information with 90 attacks per minute.
    -Fixed a bug that auto exchange between gold and wood was not activated for every player on gamestart.
    -Fixed a bug with the information message when activating or deactivating auto exchange manually.
    -The game now creates the correct creep barracs on gamestart instead of exchange existing ones.
    -Commands are no longer case sensitive. (E.g. -clear and -cLEaR does both work now.)
    -Add camera operations to make a farsight possible.
    -Cut buildable area on the upper and lower side of every lane.
    -Fixed a bug that basic Elemental tower had no attack and thus got no attacker focus.
    -Add informational text to Aura Tower tooltip: "The same auras do not stack!"
    -Fixed a bug that the pro-gamer buff showed an income malus of 15% instead of 10%.
    -Improved gold and wood exchange system to also allow automatical exchange from wood to gold.
    -Treant: decreased hitpoints to 25 from 34.
    -Mud Golem: increased hitpoints to 225 from 210.
    -Harpy: increased hitpoints to 2000 from 1900.
    -Gnoll: increased hitpoints to 3500 from 3200.
    -Siege Engine: increased hitpoints to 2600 from 2500.
    -Siege Engine: increased attack damage to 7 from 6.
    -Faceless Void: increased hitpoints to 5000 from 4700.
    -Magnataurus: decreased hitpoints to 8000 from 8250.
    -Dragon Spawn: decreased hitpoints to 8500 from 8800.
    -Felhound: increased hitpoints to 15000 from 12000.
    -Set activation duration of Mines to 10 seconds from 1 second.
    -Anti-Air Towers: increased attack speed to 160/min from 150/min.
    -Fixed a minor memory leak in the block detection system.
    -Fixed a minor memory leak in the Downtime ability code.
    -Deactivated DEPCHECKALIAS in order to hopefully decrease the chance for a fatal error.




  • -Added a new custom ground texture for all towers.
    -Elemental Tower will no longer visually screw up near cliffs.
    -Changed sizes of different Elemental Tower stages to make them differently visualized.
    -Frost Attack of Water Elemental now slows for 50% instead of 30%.
    -Reduced selection scale to better fit towers with multiple selected towers at the same time.
    -Fixed a bug where Tech Elemental stage 1 could hit an unlimited amount of units.
    -Tech Elemental can now hit 3/4/5 units at the same time from 2/3/5.
    -Fixed a bug that the bases of players 7 to 12 were slightly smaller.
    -Defence Aura (aura tower) now increases armor by 2/4/6 from 4/6/8.
    -Make creeps slightly slower in general. (Normal, Air, Fast: to 250,100,400 from 300,150,450)
    -Increased hitpoints from Abonimations (creep) from 75000 to 85000.
    -Increased attack speed of Unholy Elemental towers from 60/min to 80/min.
    -Increased attack range of Unholy Elemental towers from 600 to 700.
    -Decreased Overheating (Fire Elemental) mana costs to 30 from 45 and set fire elemental maximum mana to this amount.
    -Increase offense value of all Elemental towers at stage 3 by 25%.
    -Fixed attack animation durations for all Elemental towers.
    -Increased attack speed of Holy Elemental towers to 90/min from 60/min.
    -Increased hitpoints of Nature Elemental towers of all stages by 20%.
    -Increased attack range of Thunder Elemental towers to 550 from 500.
    -Decreased hitpoints of Scout Tower to 100/250 from 250/500.
    -Decreased hitpoints of Aura towers to 100/250/500 from 250/500/750.
    -Increased attack speed of Sharp towers to 90/min from 80/min.
    -Increased hitpoints of all Wall towers by 50%.
    -Added a new ability "Razor Edge" to all Wall towers which damages attackers on hit.
    -Reduced aura effect range of all creep auras to 400 from 600.
    -There are no longer different stages of creep auras for every tier but just a single one.
    -Evasion now always grants 50% evasion chance.
    -Defense Aura now always grants 8 armor bonus to all nearby allied creeps.
    -Speed Aura now always grants 25% movement speed bonus to all nearby allied creeps.
    -Damage Aura now always grants 33% attack damage bonus to all nearby allied attacker.
    -Increased hitpoints of Faceless Void (creep) to 4700 from 4500.
    -Increased hitpoints of Demolishion Machines to 150 from 130.
    -Increased hitpoints of Siege Engines to 2500 from 2400.
    -Increased attack damage of Siege Engines to 6 from 5.
    -Increased attack damage of Phoenixes to 10 from 7.
    -Increased attack damage of Brutal Ghouls to 15 from 11.
    -Decreased slowing effect of Slow Aura (Aura Tower) to 15/20/25-% from 20/25/30-%.
    -Increased attack damage of Mountain Giants to 80 from 65.
    -Barricades are no longer able to upgrade into a Mine.
    -Fixed a minor typo in the Mine (1)'s tooltip description.
    -Updated the email adress string of the last hint message.




  • -Complete terrain overhaul - bases are now farer away from each other in general.
    -Improved the tower layout of bots to improve their survivability against air units.
    -Removed some unintentional debug message and debug code.
    -Elemental Towers now have 3 stages (2 upgrades) and made them earlier accessable. (Casts 5k, 35k and 250k)
    -Increased attack value of all elemental towers.
    -Decreased the defensive value of all elemental towers (hitpoints).
    -Added an additional Scout Tower stage with a unique active ability to improve scouting.
    -Added a third Aura Tower stage for each aura type.
    -Added a new elemental tower type: Death Elemental
    -Added a new elemental tower type: Thunder Elemental
    => (In total 22 new towers in this version!)




  • - Added Bots to the game - you can activate them by occupying computer slots.
    - Added a new tower type: Sharp Towers
    - Added a new tower type: Elemental Towers
    - Set mine damage from 75/750/7500 to 100/1250/20000.
    - Set mine damage AoE from 150 to 175.
    - Towers will now show buffs.
    - Spell Tower: can now use one ability every 30 seconds instead of 20 seconds.
    - Spell Tower: highly increased the damage of Fireball on later levels.
    - Spell Tower: increased the casting range of Rebuild from 800 to 900.
    - Fixed a bug that creeps were able to move while being stunned.
    - Fixed a bug that Earthquake didn't work.
    - Fixed a bug that Ultimate Spawn didn't work.
    - Fixed a glitch that sometimes towers were inproperly huge after an upgrade.
    - Fixed various bugs and glitches.
    - Blacked out the command button UI to make the button page clearer.
    - Towers are now built and upgraded nearly instantly.
    - Lowered the attack range of all attacking units.




  • - Recoded the entire map code (100%) with object orientated vJass.
    - Added a mode selection interactiv multiboard.
    - The two modes -fastgame and -hardgame are now slightly less effective.
    - Many minor improvements and a few bug fixes.
    - v2.11 fixes one major bug that inactiv playerslots were not removed.




  • - Fixed some bugs with Slow Aura Towers.
    - Increased the attackrate of Anti-Air Towers from 120/min to 150/min.
    - Decreased costs of Mine (1) from 100 to 50 gold.
    - Decreased costs of Mine (2) from 750 to 500 gold.
    - Decreased costs of Barricade from 3 to 1 gold.




  • - Spell Tower stun missile flies faster now and can target air units while having increased damage.
    - Added information about casting range for Fireball and Rebuild of Spell Towers.
    - Increased the casting range of Rebuild of Spell Towers.
    - Increased costs of Aura Tower (1) from 4000 to 5000.
    - Added one new stage for every Aura Tower type to improve their auras.
    - Increased costs of Scout Tower from 2500 to 4000 and decreased its vision range from 600 to 500 AoE.
    - Decreased hitpoints of Scout Tower and Aura Tower (1) from 500 to 250.
    - Decreased the upgrade costs of Mine (2) and Mine (3).
    - Minor code optimization.
    - Decreased Earthquake AoE from 400 to 300 and increased damage from 50% to 60%.
    - Added a new tower type: Barricade
    - Changed icon of Wall.
    - Added damage information for mines into their command card.
    - Fixed a minor tooltip glitch at Aura Towers.
    - Changed position of Sell button.
    - Changed position of the upgrade tower button for all tower types.




  • - Optimized map code. (removed FrostSlow, RandomTechInit triggers)
    - Decreased hitpoints of the upgraded version of Aura Tower from 500 to 400.
    - Fixed a bug that Walls are disabled when picking NoAir mode instead of NoAttackers.
    - Set the attackspeed of all attacking units to 1 second to create more transparency over their dps.
    - Improved tooltip readability (colors) of some creep tooltips.
    - Banshee in now an invisible creeps in "-noair" mode.
    - Decreased signals for enemy attacks on the minimap for players.




  • - Updated the hint messages.
    - Fixed a bug that Mines were able to screw up the anti-tower-block system.
    - Fixed a bug that Siege Tower (2) and (3) had wrong button positions.
    - Increased gold costs of Scout Tower from 500 to 2500.
    - Increased gold costs of Aura Tower from 2500 to 4000.
    - Fixed a bug that units stunned by Fireball of the Spell Tower continue with their order.
    - Fixed a bug that Missile Tower (5) and (6) were able to see invisible units.
    - Fixed a bug that Walls, Aura Towers and Scout Towers didn't pull attacker aggro.
    - Disable Anti-Air when playing -noair.
    - Disable Wall when playing -noattackers.
    - Decreased hitpoints of Scout Tower and Aura Tower from 500 to 400.
    - Fixed a bug that Siege Tower (1) costed 30 gold instead of 10 gold.




  • - Fixed a bug that Anti-Air Tower (3) didn't upgrade correctly.
    - Fixed a bug that Missile Tower (2) was able to upgrade in two different ways.




  • - Fixed one bug which occured due to testings for v2.00.




  • - Initial release!




Keywords:
line, tower, war, towers, Robbepop, ltw, performance, line tower war, line tower wars, evolution[/hidden]
Contents

LTW - Evolution v2.43 (Map)

Reviews
01:24, 7th Jan 2012 Vengeancekael: Fair enough - approved.

Moderator

M

Moderator

01:24, 7th Jan 2012
Vengeancekael: Fair enough - approved.
 
Level 11
Joined
Mar 6, 2008
Messages
898
Hiho,

I uploaded this new LTW - Evolution as a new map on the hive because I want to keep both versions for download.
They are very different and I think most people won't like this new concept in LTW - Evolution v2.00 but I hope that they will find it better and more strategic than the old versions over time.

Could somebody please approve this? =)

Robbepop
 
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Hiho,

no, I completely changed the whole towers.
There were many many elemental tower which got all removed and replaced by strategical towers.
So there is a big difference in both gameplays.

Some modes also had to be removed because they were influenced by elemental towers.

So I want to keep a version with elemental towers and with the new gameplay for the players. =)

Robbepop



edit: thanks for approving !!
 
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The only difference here is that the elemental towers got removed by tactically used towers which require more skill to place and use correctly.

Perhaps I will create some extensions for the towers to give players back their beloved customization.

Robbepop
 
I wasn't complaining, I was just saying that you made it all from scratch, so you might as well give it a new name, as the way it's played is entirely different, and I would consider it a different game. That's why I have both this, and your 1.65, in my maps folder, and I play them both.

Although, I would appreciate it if you brought back branches into the basic towers.
 
(copied from my previous comment on v1.65)

For 2.06, hmm... You should definitely put the branches back together into basic towers. I liked the idea of archer splitting into guard tower and cannons later on, and blade tower splitting into blade and ogre later on; you should have kept that. I also really miss having the blade and ogre towers, they added some strategy as you had to make sure you used them in places where they could take advantage of their qualities.

While you're at it, if you do bring branches back into the game, you could make the anti-air tower another branch out of the guard tower, and add a new "rocket tower" branch from the cannon towers, rocket tower having a smaller splash radius, but being able to target air. Basically, the archer tower would have a total of four different end-game results that it could end up as.

The blade could be a branch out from the wall, which would then later split into more blades, or the mauler.

I've got a few more ideas, but I'm going to save them for the map I'm working on, and then give the ideas to you after it's released. If you implemented them before my map was released, people would probably accuse me of stealing from you, and I would rather avoid being accused of stealing my own work XD.
 
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hiho and thank you very much! =)
I have already spoken with the 1/5 rating-user and he said that he will re-vote this ...

The new version is partially very different from the old versions.
Many new ideas have been brought to LTW during that time! :D

Robbepop

edit: btw, I am currently making an AI for this map.
Could anybody need such an AI for line tower wars - I mean a good one, not such crappy ones which already exist ... ;-)
 
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Yes Ai would make this awsome. If it really is as good as you say, like they can build completely random mazes, that would be soooo cooool!!! xD
 
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ok thank you!

but what about my question?
would you like to see bots (AI) in this map? ;-)

Robbepop

Well having ai building random maze could be good, however it'll definitely raise the size of this map.
the map is good to me because it is nicely packed in size I wish it could be kept minimum.
we seldom have people playing with ai either, then it would be a waste.
 
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Why is the game spammable, you can keep spawning runners and win.
or is nocd summon a part of a mode?
It can't be played when summoning don't take a cooldown.
 
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this was very experimental and the creeps should have been balanced so that the no-cooldown feature shouldn't be that rough to the balance.
besides that the fast-mode was too fast before I did this and the AI would be harder to realize.

The hardest thing on making the AI is to make it extremely efficient so that the AI makes good decisions without much computation.
I have already formed some datastructures which should be working in order to make this happen. =)

Besides from that the AI wouldn't take up much map file size so it will stay a small map.
What do you mean with completely random mazes?

Let's say you make a game with you and 11 AI oponents. Then every AI will make a maze depending on what enemies you send to it. So if you send many attacking units the AI will make many walls and siege towers in order to stop that etc. ...
However, the general build-up of mazes will be the same.
(Line after line, which is btw. the most efficient build-up.)

Robbepop
 
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initial gold 25, just started barricade mazing and summon sheeps, at first it is quite smoothly played, and the income beats the tower damage soon.
I set the 2500 initial gold command, just spam wars.

What you're saying is people who know how to defend well, can prevent the sheep spam.
However, most line tower players are beginners, some realised fast they would only spam sheeps for income, some might even be slow that they don't know where to summon and only build towers.
build tower = low income
spam spawning sheep = lots of income and most likely winning the game.

I just played a few games, initial gold 25, the income rate is too fast towers are unable to handle tier 2 mobs. I had like a whole maze of cannon tower level 4 and level 5, that cost a hell lot, and can't even kill trolls fast unit costing 4k, however my tower cost like
1k to tier 4, 10k to upgrade to tier 5 tower.
and what tier 5 tower do is they barely kill tier 2 mobs,
it cost 4k to summon a troll, which surely can run pass a small maze of 30 tier 4 towers.
and a 4k troll beats a 30k maze, isn't that very amusing.

-----------------------------------------------------------------------
Bug command :
in load screen it says -lives x.
start game choosing mode it says -life x to set initial life to x,
actual command is -lives x
start game choosing mode it says -transferlifes or -tl
actual command is -transferlives or -tl
start game choosing mode it says -enablecmd or -ec,
actual command is -enableorders or -eo
start game choosing mode it says -noattacker or -ns
actual command -noattackers or -ns
-food x should be within 50-200
type -food 1000 and it gives 200 food limit.

-----------------------------------------------------------------------
Suggestion for improvement.
*To make the game at least a little playable, players shouldn't enable the mode -ts, it just make the players keep summoning.
*Build tower should be instantly build finish.
*Magic towers should have autocast fireball ability, to turn casting fireball on/off, initial to be on.
*Make button for host to choose mode, the buttons including all the modes and a -ready button
*Random Spawn should be spawning randomly to different players instead of randoming all the mobs to go to the same player.
-----------------------------------------------------------------------
It isn't a tactical game just by spamming. thus, shall lower the rating to 3.
Haven't reached tier 3 mobs at all.
tier 2 20k cost mob can barely use them before winning game.(Because tier 4 towers cost 1k, and that amount cost of mob can just run through maze easily.
The game is too unbalanced.
You should consider balancing the game before making AI, or perhaps calling it Spam tower war(AI).w3x

this was very experimental and the creeps should have been balanced so that the no-cooldown feature shouldn't be that rough to the balance.
Experimental? Try creating the map and play with the public.
build a quick barricade maze with 1 attacking tower at start.
spam all the income and you will enjoy the smooth game play at start.
Try to be able to play up to a time that you can summon a tier 3 mob,
and if you could, convince yourself the map is experimental.
------------------------------------------------------------------
I put in a lot of effort in replying to you because I've tested it a lot of time and what other gamers replied is,
Gamer said:
Why did the my own summoned mob come to my own lane and is not randomizing?
Gamer said:
what kind of bullsh*t game this is, I haven't even started building and i died.
Gamer said:
You call this a game?
 
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Hiho,

first of all thank you for your suggestions.
However, I really can't understand some of your points because it works actually very different from what you say.

Suggestion for improvement.
*To make the game at least a little playable, players shouldn't enable the mode -ts, it just make the players keep summoning.
*Build tower should be instantly build finish.
*Magic towers should have autocast fireball ability, to turn casting fireball on/off, initial to be on.

- Why has the mode -ts (-terrainsnow) which just switches the terrain to a snowy one any influence on the gamers at all?
- I tried to enable instant building of towers but it seems to be not possible at that time, perhaps I can achieve it now ...
- I am against an auto-cast of the fireball ability. First of all spell towers should only be used by people who actually can handle them. They are meant for big and huge creeps to stun them to death and besides that they can help defending your maze actively by healing the towers in the front.

*Make button for host to choose mode, the buttons including all the modes and a -ready button

- Okay, what do you mean with this? In the last version I have added a full multiboard where you can select all the map's modes with your heyboard, isn't that enough? It should actually be like buttons.

*Random Spawn should be spawning randomly to different players instead of randoming all the mobs to go to the same player.

- Ehm, ... I don't really understand but that's exactly how this mode work. And in my tests it worked like that so I am extremely surprised that it doesn't work like that for you, too.

It could be that the game is too harsh and fast for new players. That's because I have created this map with especially one guy who was extremely talented in this game and he always told me how to balance things right in the "pro" area - for players like him who already know how to play this.
I will add a starting cooldown for all creeps so that it shouldn't be possible to spam sheeps in the first second but giving players the option to build up a maze first.

I think your main problem is that all the good LTW players have gone these days and you have no real oponent anymore. :-/

Robbepop
 
I'm still here, and have never been defeated in a 1v1 of line tower wars! If you feel that the public games are getting too boring, I look forward to having an opponent who is challenging. Robbepop, maybe you could tell me who that pro player was, so that I could have a go at him, have some fun.

As for all of the complaints in the post above yours, they don't make any sense. Seems like the guy was pointing out flaws that didn't exist. Except for the initialization sending, that is a real issue that can discourage most new players from staying to learn how to play.
 
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alright i saw the mode selection multiboard, it's good.

Hiho,

first of all thank you for your suggestions.
However, I really can't understand some of your points because it works actually very different from what you say.



- Why has the mode -ts (-terrainsnow) which just switches the terrain to a snowy one any influence on the gamers at all?
- I tried to enable instant building of towers but it seems to be not possible at that time, perhaps I can achieve it now ...
- I am against an auto-cast of the fireball ability. First of all spell towers should only be used by people who actually can handle them. They are meant for big and huge creeps to stun them to death and besides that they can help defending your maze actively by healing the towers in the front.



- Okay, what do you mean with this? In the last version I have added a full multiboard where you can select all the map's modes with your heyboard, isn't that enough? It should actually be like buttons.



- Ehm, ... I don't really understand but that's exactly how this mode work. And in my tests it worked like that so I am extremely surprised that it doesn't work like that for you, too.

It could be that the game is too harsh and fast for new players. That's because I have created this map with especially one guy who was extremely talented in this game and he always told me how to balance things right in the "pro" area - for players like him who already know how to play this.
I will add a starting cooldown for all creeps so that it shouldn't be possible to spam sheeps in the first second but giving players the option to build up a maze first.

I think your main problem is that all the good LTW players have gone these days and you have no real oponent anymore. :-/

Robbepop
Your Modes are not the same as what it is shown, thats what I mean.
-----------------------------------------------------------------------
Suggestion for improvement.
*To make the game at least a little playable, players shouldn't enable the mode -fg, fastgame i meant, it just make the players keep summoning.

*Build tower should be instantly build finish. No Cool down to build towers.
*Make button for host to choose mode, the buttons including all the modes and a -ready button
*Random Spawn should be spawning randomly to different players instead of randoming all the mobs to go to the same player. Meaning your random spawn only go to 1 player. If only he leak, others plays will get the random spawn.
-----------------------------------------------------------------------
Look at the gold cost of of mobs and gold cost of tower, as your income grows, the lane defense is not manageable.
 
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*Make button for host to choose mode, the buttons including all the modes and a -ready button
*Random Spawn should be spawning randomly to different players instead of randoming all the mobs to go to the same player. Meaning your random spawn only go to 1 player. If only he leak, others plays will get the random spawn.

these two points still don't make any sense.
as I have said randomspawn mode sends units RANDOMLY. xD

and the button for mode selection you mentioned is exactly the multiboard where you can choose modes with your arrow keys. 0.o

your other suggestion with the cooldown to build towers will hopefully get implemented in the next version.

Robbepop
 
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these two points still don't make any sense.
as I have said randomspawn mode sends units RANDOMLY. xD

and the button for mode selection you mentioned is exactly the multiboard where you can choose modes with your arrow keys. 0.o

your other suggestion with the cooldown to build towers will hopefully get implemented in the next version.

Robbepop

So does your random spawn summon the creep randomly?
When you click sheep once, it goes to you, when you click sheep again, it goes to other player?
What I've observed is that when you summon creeps 5 times, the spawn all go to the same person, I don't see how that is uhm, random.
 
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in my tests random spawn always sends creeps randomly (note that I am just using the wc3 randomization algorithm) to other player's bases. so for example: first creep to player 3, second to player 12, next to player 7 etc. ...

and that's how it actually works for me ingame. 0.o

perhaps you forgot to activate it?

Robbepop

btw: 666th post!!!! will make a new account and let this number be like that. :D
 
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No, they are good. Its just that the 1x versions are more fun to play among others. Without the elements this just feels like your own TD. xD But no seriously, 2x versions are great. :D
 
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I will add new tower types to v2.x versions so that they won't be that repetitive.

Today I have tested the new and upcoming AI with me and 11 (!!) bot players and everything ran fluently without any additional lags. =)
Actually the hardest part on making an AI is that it is intelligent and doesn't require much computation power.
However, the AI still needs much fine tuning before I will release it.

How eagerly are you awaiting sharp towers (like in the good-old ltw) and hero towers?

Robbepop
 
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Interesting ai sounds like it would pwn! xD Also the sharp and hero towers seem interesting as well. Would love to check them out!
 
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The hero towers should replace the elemental towers.
Every player can have only BUILD one hero tower in a whole game.
This hero tower can then be upgraded into 5 different elementals (Fire, Water, Earth, Holy, Unholy) and can level up to gain new abilities or to improve existing ones.
Besides that the hero tower will costs much at the beginning and will only be viable after about level 3-4 which will be reached after about 5 minutes the hero tower exists. Afterwards the hero tower will then be a major element of your towers.
If it gets destroyed you won't be able to rebuild it so build a good defense around it with walls etc. ... ;-)

Maybe I will add another spell to the spell towers - Chain Lightning which is able to damage multiple targets.
However, I am still not sure about that since hero towers should have at least one activ ability, too.

Robbepop
 
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hm, ... atm I have problems with the elemental towers which I have planned to be very customizable. However, the wc3 engine once again cuts my plans because there are only 5 hero abilities allowed.
now I have to do an ugly work around or life with it ...

Robbepop
 
hm, ... atm I have problems with the elemental towers which I have planned to be very customizable. However, the wc3 engine once again cuts my plans because there are only 5 hero abilities allowed.
now I have to do an ugly work around or life with it ...

Robbepop

Do what I've done many times, and what most RPG's do...

Don't use the regular hero skill system. Use a spellbook, and have a different method of spending skill points to learn abilities to put into that skill book and level them up.
 
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that's what I have meant with an ugly work around.
however, I am currently figuring out if the elemental uber-towers would fit into the current gameplay.
they are meant to be a super-tower which players can highly customize but they actually don't fit into a classical tower defense game.

Robbepop

edit: ok I have made a non-filan decision to not implement the elemental towers yet. however, it could be that I will implement them in future versions.

the next version basically focuses on the newly added AI.
to be honest the AI isn't immortal but it is either non-cheating!
so if you activate one or multiple bot slots as host you will actually be facing normal oponents and that was the goal.^^

What the AI can do:
- It builds towers in a maze and upgrades specific tower types dependent on what creeps you send.
- The AI sends creeps in order to increase its income.
- If you destroy towers the AI builder will rebuild them dependent on what it needs most.
- It currently supports all possible tower types however until now is not able to use the abilities of the spell towers - may be added later.

So you can see that the AI has one major weakness - it can not use builder spells and the creep sending isn't implemented offensively but only in order to increase income. For that the AI orientates on its own income and the average income of the players.

All in all I have tried my best to make everything as fast as possible.
I have tested the AI with 11 bots in total and the game was nearly running for me like it was without bots.
So 1-4 bots shouldn't have an impact on even lower systems. ;-)
If you play completely without bots the computing time is nearly not enlarged compared to previous versions.

I will do some fine tuning and further improve the AI and then release the next version soon. =)

Robbepop
 
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Hiho,

I don't think that I develop an AI for the v1.x versions as the AI is bound to all the new encoding which I have made just before (recoded the whole map). So to implement this AI I would have to recode the whole v1.x versions too.

At first I want to know how good or bad the current version of the AI is.
I will release it soon after I have made some adjustments.

Robbepop
 
Awesome! I can't wait to try it.

Edit: Well, in the beginning, it seemed as though the bots were cheating. When I had 60 income and 14 level 1 towers, the bots had 200-400 income and 50 towers each. Towards the end it balanced out, and I ended up stomping them, but in the first few minutes it seemed like they were getting extra gold out of nowhere.

The instant tower build feature is neat and convenient, but at the same time... Unfortunately, it can easily be abused. If a player is being attacked, he doesn't even need to make a wall. He can just run back and forth instantly making rows of towers to distract the attackers from proceeding to the maze, which, when EC is off, can't be corrected by sending the units down.

The gold didn't seem to be automatically converting to lumber like it used to, which is extremely annoying when you're playing streaming income mode with an income per sec of 1 million. The mountain giants, why did you make them attack fast with low damage? I liked the way they were like bosses, sort of, before. I'd like to see their attack speed cut in half and their damage tripled (They are a bit weak for a 500,000 gold unit that hugely destroys your income... When 20,000 gold buys units with about 1/3 of the strength without lowering income.

I like what you did with the blade towers, it's cool that they have an AoE damage now, I'd been thinking of that for a while.

The elemental towers have too much health. With 3,000 health without upgrades, players can repeatedly place them to stall attackers. They should be given a longer build time, say, 10 seconds, so they can't be repeatedly placed to stall attackers. I also think, since we get only one of them, they should have their cost doubled and their efficiency doubled.

The "No Limits" mode didn't seem to work when I tested it. We were all still limited to 50 towers and 50 food at the start.

I like the new multiboard for modes. But at the same time, I'd like to still have the option of using the commands, because one particular mode I liked to do, I called "famine" in which I would give players 15 tower limit and 10 food limit.

The builder's build list is getting too filled up. Blades should be added as a branch of walls. Elementals should be a branch of spell towers. Cannon towers should be a branch of missile towers.

It's cool that you've got the AI's playing, though. They seemed to be OP in the first couple of minutes, but they balanced out later.
 
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Awesome! I can't wait to try it.

Edit: Well, in the beginning, it seemed as though the bots were cheating. When I had 60 income and 14 level 1 towers, the bots had 200-400 income and 50 towers each. Towards the end it balanced out, and I ended up stomping them, but in the first few minutes it seemed like they were getting extra gold out of nowhere.

Have you played against easy bots? Normal bots gain +50% income and insane bots have a 100% income boost. Only easy bots really don't cheat. =) For that you could have looked into the F9-Log. >.>

The instant tower build feature is neat and convenient, but at the same time... Unfortunately, it can easily be abused. If a player is being attacked, he doesn't even need to make a wall. He can just run back and forth instantly making rows of towers to distract the attackers from proceeding to the maze, which, when EC is off, can't be corrected by sending the units down.

I haven't thought about that in the first place while adding the fast build and upgrade feature to the map to be honest. It could be a problem but as long as you are building towers to defend your maze you aren't able to do anything else which is going to damage your income gain in the long terms.

The gold didn't seem to be automatically converting to lumber like it used to, which is extremely annoying when you're playing streaming income mode with an income per sec of 1 million. The mountain giants, why did you make them attack fast with low damage? I liked the way they were like bosses, sort of, before. I'd like to see their attack speed cut in half and their damage tripled (They are a bit weak for a 500,000 gold unit that hugely destroys your income... When 20,000 gold buys units with about 1/3 of the strength without lowering income.

Have you tried to enable autoswap? Look into the F9-Log for the correct command. In v2.x players have to activate it in order to have autowap gold to lumber.

I like what you did with the blade towers, it's cool that they have an AoE damage now, I'd been thinking of that for a while.

The elemental towers have too much health. With 3,000 health without upgrades, players can repeatedly place them to stall attackers. They should be given a longer build time, say, 10 seconds, so they can't be repeatedly placed to stall attackers. I also think, since we get only one of them, they should have their cost doubled and their efficiency doubled.

I also thought about empowering elemental towers but I wanted to test them first. =)

The "No Limits" mode didn't seem to work when I tested it. We were all still limited to 50 towers and 50 food at the start.

It works but I am sure that you had autolimit tower/food still enabled while playing with nolimits mode. If you really want to play without any limitations then you have to deactivate those pre-activated modes. I have made it work like that because then players can decide whether they want to have unlimited towers and food, unlimited towers or unlimited food.^^

I like the new multiboard for modes. But at the same time, I'd like to still have the option of using the commands, because one particular mode I liked to do, I called "famine" in which I would give players 15 tower limit and 10 food limit.

You actually CAN still use the commands. Just use them. In the beginning of the game they are listed like in the old versions. Only some typos have been changed.

The builder's build list is getting too filled up. Blades should be added as a branch of walls. Elementals should be a branch of spell towers. Cannon towers should be a branch of missile towers.

Yeah, you are right. Perhaps I can find a clean way to improve the overview of the build page. I already thought about adding a new build page for advanced structures like the elemental towers, aura towers, mines and scout towers.

It's cool that you've got the AI's playing, though. They seemed to be OP in the first couple of minutes, but they balanced out later.

Robbepop
 
Right, I'm just too used to the 1.x versions. Some of the points I made had already been dealt with, and I just hadn't noticed XD.

Well then there are only minor issues.

The instant build (No, it does not handicap the players income) as, when using hotkeys, a player can queue actions and spam hotkeys to use his gold on sending every now and then while still constantly insta-building towers. So this instant build feature still needs to be removed. Instant upgrades are okay, though.

As well as a few other issues which you already addressed.
 
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