- Joined
- Oct 17, 2008
- Messages
- 123
Have gotten one fatal error, right on the third "burst" from the tau's ultimate. Might be unrelated, thats what I was looking at.
(14 ratings)
Well released it some minutes ago.So how is the progress ?
K will check the balance.Fire raven's third ability is jumping out at me as broken. It scales way too well for a no mana AoE. Instead of 1/2 agility make it 1/3, and trim back it's base damage by a bit too. Right now combined with fire arrow fire raven can take out entire rows of infantry without even blinking.
Ok.Item system is nice. Compound bow seems a little too good though. Fantastic stats + 5 second entangle ? I'd either lower it to 20 agility 20 damage or 3 second entangle.
That would lead to the complicated item recipe system we had before, i simply dont like the idea. I would rather prefere to tune down all other items or increase the stats boni on the basic items.I'd still like to see "+10 stat" items between the base items and the super items though. You go from +5 agility to +30 agility +30 damage, seems too much of a jump.
Ok i will take care of that problem, but i already told you that they mostly just give awesome, mostly passive, spells. They wont morph your hero to superman ^^Super artifact items could be interesting, but I'm just worried that all the focus on damage and little on actually surviving 2 spells would make the game seem too fast.
Yes we canCreeps seem to still be giving a little too much gold. When I'm a hero who can AoE I seem to just be floating obscene amounts of gold. Can we cut the current gold from kills by maybe 20% ? In addition, black golems are still giving 660 some gold, cut that right in half.
Just played last version... enemy just pushed, got giant army and once again we could not do anything against that much units. Or better to say we just lost by the timer, that I had no idea how to stop. Game took like 10 mins... Tatally worse than b4.
Well i worked on it maybe 10hrs in the last week and should have finished days ago. Don´t worry about my study, it wont miss out. I worry more about my sleep, which is getting shorter and shorter each day.Well hey, you don't have to work on neatherland lol. Take your time with more important stuff, like school.
thx.And happy 22nd birthday.
Yes, thats intended. Dmg+Stunlock would be a bit too strong, wouldn´t it?-though that might be intended cause the deer do most of the work while the targets are stunned
Debug scripts removed.good patch, just the lag and the debug scripts =(
fear?
Well its not a spell, it's calculated. Units fear when 2 conditions are met:
- at least two enemy units near target
- the hp-sum of all near units is twice as high as the sum of the allied hp
Again, it´s heavily triggered, not done with spells
Regarding the problem: well maybe i should decrease creep spawn rate. Or limit number of units on a lane?
Edit postet the sandstorm trigger in forum, i dunno whats wrong, i really have no idea.
http://www.hiveworkshop.com/forums/triggers-and-scripts-269/help-function-causes-fatal-error-127667/
Hey I just wanna assert again:
1. This is not a problem, this is how its always been.
2. Good side is capped at 5 upgrades.
Hey I just wanna assert again:
1. This is not a problem, this is how its always been.
2. Good side is capped at 5 upgrades.
K but the fear system improves the battles a lot. Can you give other suggestions to solve that problem, or at least to defuse the issue?
Well currently fleeing units reunite with the next wave when reaching them or spread out, which both improves the battle and makes much more fun then just killing wave by wave.
Make them immune would destroy the first point, fall back and reunite.
Spreading out also means that it takes much longer for enemy creeps to kill the wave, so the wave wont get far on the lane till the next wave reaches it.