Creeps Unite!

darkRae

Ueki Fan (Ueki is watching you)
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Creeps Blink? :p

I've once thought of a really cool Hero which can create Waygates from one point to another (but limited to one pair of Waygates) so that units can typically walk through the Waygates, causing the area between to be useless.

I called it the Dimension Crop ability.
But that idea was soon dismissed anyway :(

(what the? now I'm talking about abilities?)
 

R@i_no_Wyrm

New Member
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I mean creeps blink is...
If you use a kind of item or do a sort of quest, your creeps can reach the main camp by blinking or something...

And don't forget since it's a creep-based AoS make some aura items!

Add recipes and full out the item shop

Healing/restoring items kinds are too few

WTH with the last tower? 1 hit KO? Maybe make it weaker since people will enjoy attacking someone at their fountain...

Some of the heroes are too 'creeper' and some are too 'killer'

In heroes mode, I suggest you drop that critical strike. It'll make the lane very imba.

Make AI for the leaders to make the game more interesting.

Try give some research for towers/creeps

Towers are slow, thus make heroes can escape quickly. I suggest reduce the damage but increase the speed.

Towers has normal type attacks thus make heroes are strong enough to break it. imo, mentioning this is a creep-based AoS again, you should do the vice-verca. (protect creeps to kill towers, or you will be killed!)

(Will come up later)
 

darkRae

Ueki Fan (Ueki is watching you)
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> And don't forget since it's a creep-based AoS make some aura items!

The items in the earliest Creeps Unite were only Auras!
But now it's reduced.
There's Endurance Aura, Disruption Aura, what's next? Command?

> Healing/restoring items kinds are too few

If you're talking about the variations, yes, yes it is.

> In heroes mode, I suggest you drop that critical strike. It'll make the lane very imba.

What 'imbalance' are talking about here?
The point of implementing Heroes Mode is to give more chances for weaker Heroes to out-lane a stronger opponent.
Weaker Heroes are usually INT because they have less STR, but they can make it up by killing the opponent's Hero first :rolleyes:
Maybe I'll just weaken the Critical Strike.

> Towers are slow, thus make heroes can escape quickly. I suggest reduce the damage but increase the speed.

> Towers has normal type attacks thus make heroes are strong enough to break it. imo, mentioning this is a creep-based AoS again, you should do the vice-verca. (protect creeps to kill towers, or you will be killed!)

If I do it, the creeps will have the upper hand of the game, but Heroes have nukes to clear out creep waves fast.

INT Heroes mostly have powerful spells, thus able to clear creeps fast and rely on their creeps to destroy towers.

STR and AGI have less powerful spells, but they have the HP and damage (and speed) to destroy the tower, so they rely on themselves plus some creeps to destroy towers.

> Make AI for the leaders to make the game more interesting.

I can't make AI, plus, if I could make a strong AI, this will further strengthen the imba Heroes you were talking previously.

> Try give some research for towers/creeps

What for?
The towers are strong enough at start, and weak enough to be destroyed later.
Creeps are strong enough and annoying enough (blocking ways) but are vulnerable to spells,yes, but that's what being INT counts for.

However, I've been thinking for an upgrade ability for Creeps from the Dark Portal, since they are often overwhelmed by Heroes with items.

Fuuh... can't wait till Christmas :D
(can't wait till 3rd of January and 7th of January either)
 

R@i_no_Wyrm

New Member
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I see... you get a good points there.
But I'll make straight one thing : making AI for the hero in heroes mode won't make imba. It'll balance the gameplay afterall.

Try it : usually, a hero (leader) will move on. After the two forces clashes, one will win because the other's busy with other creeps, while attacked.
Then, the winner leader will gain level up to lv4 (on the 1st tower) or lv6-7 (second tower) and their crtitical strike matters! a tower can lose about 350-500 hp on lv4 hero + creeps and lose 600-800 hp on a single leader at lv 8-9 (you need to ecsort him) but this critical strike can kill a creep in 1-2 hit in lv3-4. So, luck is everything every 5 wave. Even your hero will get busy on keeping the leader off the track.

With AI, once a leader hit another leader, the other leader will attack back so the surviving leader will at least has a fatal damage. (without those super crit strike)

What do you think?

3 more days I'll enjoy the xmas version:D
Also can't wait

[off : Who's that in your avatar? Ueki? No, I never seen him like that but it's similar...[/off]
 

darkRae

Ueki Fan (Ueki is watching you)
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Hmmm....
Well.. I guess luck really plays on that.
But most of the time, your Hero is there to back him up, right?
Anyway, Heroes Mode is not always on, if you think it's imba, don't use it.

Yes, the Critical is very critically critical, so... hope you're lucky :rolleyes:
Like I said, it gives weak Heroes another chance...or the other way around giving the stronger Heroes an advantage.

Yes, that is Ueki. Ueki at his coolest state, ever.
(in The Law of Ueki Plus. I bet you've never heard about the sequel)

pure spoiler and off topic
 

R@i_no_Wyrm

New Member
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Whee~ SO it's for weak players...

Wow, cool one. Can't wait 'till it's available in DVD... (or it has?)
 

darkRae

Ueki Fan (Ueki is watching you)
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Not specifically for weak players, but to make it more balance so skilled players don't always win and weak players can have a chance to beat the.

Errr.. this is not the correct place to discuss about this, but
Not yet currently. Not even in Japan. Let alone in Indonesia.
The Manga has been running though (in Japan)
 

R@i_no_Wyrm

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OK; I get it now. So? How's the version? Still updating or done already, waiting for the release date?

Ahh... too bad... but Ueki seems really confident in that picture.
 

darkRae

Ueki Fan (Ueki is watching you)
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Finished with everything necessary.
All I have to do is wait until 25th of December to upload it.

Indeed. After reading the 1st chapter of the 1st Manga, I thought the comic had evolved.
 

FhelZone

Have a drink of a nice cold mellowberry juice!
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103
Hehehe no one would play it on its first day maybe
Its Christmas :)
 

darkRae

Ueki Fan (Ueki is watching you)
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173
Eh? What do you mean?
25th Christmas is scheduled to be its next update.
Creeps Unite is running already.
 

darkRae

Ueki Fan (Ueki is watching you)
Reaction score
173
The update is finished!

Creeps Unite! v1.04b
Changelog:
Changelog for Creeps Unite! v1.04b :
- See my 'Christmas Tree' only in Creeps Unite.
- Optimized Meteor Rain's triggers.
- Optimized Seikuu's triggers.
- Fixed a lot of buffs' tooltips.
- Changed Titanus' attack-type from Normal to Hero.
- Changed TItanus' armor-type from Medium to Hero.
- Decreased Seikuu's duration from 12 to 10.
- Changed "Sacred Treasures" to "Sacred Weapons"
- Increased Kurogane/Ranma/Seikuu's mana cost from 65 to 70.
- darkRae's splash attack now damages Wards.
- Lava Lord's splash attack now damages Wards.
- Updated Shadowdancer's (ability) tooltip. It now states that he can walk on water.
- Fixed Drenzel's skill. Now it will correctly hit units, and units cannot be hit twice within 1.00 second.
- But I changed it, so it's 0.5 second now.
- Also increased its Missile Speed from 1100 to 2000.
- Increased Spellbinding Circle's damage per second from 70 to 80.
- Decreased the duration of Spellbinding Circle from 6/12 to 6/7.
- Increased Spellbinding Circle's cooldown from 60 to 70.
- Decreased Crushing Wave's cooldown from 9.5/9.0/8.5 to 9.5/8.5/7.5
- Increased Crushing Wave's mana cost from 110/115/120 to 110/120/130.
- Decreased Murgul Basher's damage from 43-48 to 18-23.
- Decreased Murgul Bash' chance from 25% to 20%.
- Decreased Murgul Bash' bonus damage from 50 to 30.
- Decreased Murgul Bash' duration from 2/4 to 1.5/2.5
- Increased Watery Minion's mana cost from 75/75/75 to 75/80/85.
- Fixed Watery Minion's cooldown from 20/25/30 to 25/25/25.
- Increased Ocean's area of effect from 600 to 650.
- Increased Ocean's mana cost from 200 to 230.

New custom loading screen. PM me if you want the original one.
Download in the first page, first post.
 

darkRae

Ueki Fan (Ueki is watching you)
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173
BUMP
Returning this to the First Page.

No one's interested? Seems like this thread is going to die soon.
 

FhelZone

Have a drink of a nice cold mellowberry juice!
Reaction score
103
Its seems age withered it, but you can still save it by some major changes.
 

darkRae

Ueki Fan (Ueki is watching you)
Reaction score
173
> by some major changes

Such as?
Anyway, update is finished, featuring a new item.

Creeps Unite! v1.04c
Changelog:
Changelog for Creeps Unite! v1.04c :
- Restored the previous Loading Screen (the crappy bushes; they're gone now :( )
- Widen the terrain where the creeps usually clash (mid-part) a bit.
- Did a little re-terraining.
- Added a new item, Crippling Fang.
- Fixed a typo in Ranma's learn tooltip. Sacred Weapon not Sacred Treasure.
- Increased Kurogane/Ranma/Seikuu's mana cost from 70 to 75
- Increased Mur'gul Basher's movement speed from 275 to 350.
- Removed the lumber cost of Blood Helmet.
- Reduced Lich's Freeze's duration for units from 2.5/5.0/7.7 to 2/4/6.
- Reduced Ice Staff's Freeze's duration from 3/10 to 2/3.
- Reduced Ice Staff's Freeze's damage from 50 to 40.
- Reduced Ice Staff's mana cost from 90 to 85.
- Reduced Spellbinding Circle's duration from 6/7 to 4.5/6.5
- Increased Spellbinding Circle's cooldown from 70 to 80.
- Reduced Death Slash' cooldown from 110 to 80
- Reduced Death Slash' duration from 2.5 to 2.0
- Reduced Death Slash' mana cost from 210 to 200.
 
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