TD drol's TD

drol

New Member
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
 

drol

New Member
Major update; v1.12 out 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: Fire in action;
 

drol

New Member
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
 

Weep

Godspeed to the sound of the pounding
Nerf regeneration plz kthx :eek:

At least, reduce their max HP so it's possible to one-shot them on a crit, because that is some powerful regen!

Also, are the fire turtles supposed to have a chance to proc their explosion on any damage? Because, rings of damage and venomous herbs become among the best items, causing masses of explosions/enemies to randomly explode as they walk along, respectively. (Please don't fix this. :D)
 

drol

New Member
Nerf regeneration plz kthx :eek:

At least, reduce their max HP so it's possible to one-shot them on a crit, because that is some powerful regen!
Creeps with regeneration have their max hp reduced compared to normal creeps, so they should be more easily one-shotted or burst damaged.

Also, are the fire turtles supposed to have a chance to proc their explosion on any damage? Because, rings of damage and venomous herbs become among the best items, causing masses of explosions/enemies to randomly explode as they walk along, respectively. (Please don't fix this. :D)
Yes that's intended to make it work on their multishot (Turtle upgrade). I don't know how to fix it from proccing off items so it'll probably stay ;)
 

drol

New Member
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
 

Weep

Godspeed to the sound of the pounding


We won again. :D Yes yes, play on a harder difficulty you'll say, I'm sure. :p
 

drol

New Member


We won again. :D Yes yes, play on a harder difficulty you'll say, I'm sure. :p
Damn you're good at this :p Makes me consider reversing the HP scaling reduction of last update.
Whats your strategy to winning? Because when I test it with a friend we usually lose at some point during endless waves.
 

Weep

Godspeed to the sound of the pounding
Well, for the most part, we've tried all the towers and figured out which are best...

In general: spells that towers cast are only worthwhile in early waves, nigh-useless in late waves. Hero towers usually aren't worthwhile. Splash damage generally isn't enough to be worthwhile. Chaos damage is very, very good to have. Buffing/aura towers are very, very good to have. Slowing/debuff aura towers are very, very good to have. Stun is useless since the endgame is now immune, except maybe on harder difficulties where the goal is to even get to wave 100 rather than to "win".

The towers are generally fairly balanced except for a few that stand out, which as you might notice, we spammed the heck out of :D: the air-tree tower that has chaos damage and slow on attack and true-sight (forgot the name) for focusing down leaks, fortified, divine, and regeneration waves, the turtles which can be abused in early/mid game, the Lifespring frost-tree towers which carried the late game, and with the following sprinkled throughout: air's slow aura and speed aura, frost's slowing towers, nature's buffing towers (war caster and ANGRY PIG SO GOOD), and death's Grim Wards.
 

drol

New Member
Well, for the most part, we've tried all the towers and figured out which are best...

In general: spells that towers cast are only worthwhile in early waves, nigh-useless in late waves. Hero towers usually aren't worthwhile. Splash damage generally isn't enough to be worthwhile. Chaos damage is very, very good to have. Buffing/aura towers are very, very good to have. Slowing/debuff aura towers are very, very good to have. Stun is useless since the endgame is now immune, except maybe on harder difficulties where the goal is to even get to wave 100 rather than to "win".

The towers are generally fairly balanced except for a few that stand out, which as you might notice, we spammed the heck out of :D: the air-tree tower that has chaos damage and slow on attack and true-sight (forgot the name) for focusing down leaks, fortified, divine, and regeneration waves, the turtles which can be abused in early/mid game, the Lifespring frost-tree towers which carried the late game, and with the following sprinkled throughout: air's slow aura and speed aura, frost's slowing towers, nature's buffing towers (war caster and ANGRY PIG SO GOOD), and death's Grim Wards.
Okay thanks, I'm considering nerfing Chaos slightly then. You think I should increase the HP scaling of endless waves? At this point it seems beatable, which it shouldn't.
 

Weep

Godspeed to the sound of the pounding
Well, it was on Easy. *shrug* Why not have a "secret ending" or an achievement when they stop increasing in strength, anyway? Victory is nice. :D
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Or maybe at some point in Insane Endless, make a bonus ending. Now I'm just playing with my friends until I lose...
 

drol

New Member
Well, it was on Easy. *shrug* Why not have a "secret ending" or an achievement when they stop increasing in strength, anyway? Victory is nice. :D
At the moment when they don't increase in strength anymore (wave 200) they spawn mass instead of 15 per wave.
Endless with an ending is pretty odd :p Though I agree that some kind of victory is more satisfying than just more creeps.
I think I'll end the waves at 210.

Or maybe at some point in Insane Endless, make a bonus ending. Now I'm just playing with my friends until I lose...
Thats a good idea! I'll add that too.
PS: You've beaten Insane? O_O
 

drol

New Member
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
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Well, technically I reached Endless in Normal. I haven't dared to try Insane ever since I tried v1.12b and my friend disconnected.

Could you make it so that players can designate any number of endless waves? 210 might still be too little for some people (not me).
 

Weep

Godspeed to the sound of the pounding
Fun TD. I enjoyed it. So far, one suggestion: Nerf the regeneration buff please.
That's what I said. ;)

Just further penalizing Regeneration's maximum health might be more suitable. Oh, and for some reason, Triple Armor doesn't seem to make much difference. You might want to make it like 10x or something. :eek:
 

drol

New Member
Well, technically I reached Endless in Normal. I haven't dared to try Insane ever since I tried v1.12b and my friend disconnected.

Could you make it so that players can designate any number of endless waves? 210 might still be too little for some people (not me).
Did he disconnect because of the game or because of an other issue?
I think its a bit overkill to make endless waves customizable. 210 waves is long enough I think :p

Fun TD. I enjoyed it. So far, one suggestion: Nerf the regeneration buff please.
Okay, at the moment Regen creeps have 75% of "normal" creeps HP and regen their entire HP in 5 seconds.
Maybe I should change this to 60% of normal creep HP?

That's what I said. ;)

Just further penalizing Regeneration's maximum health might be more suitable. Oh, and for some reason, Triple Armor doesn't seem to make much difference. You might want to make it like 10x or something. :eek:
For Regen check my comment above.
Triple armor is indeed pretty weak. I'm thinking of changing it to 5x instead of 3x without changing creep HP.
 
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