Aerospace/Cybersecurity Software Engineer
- Reaction score
Ok, I'll work on that next. :thup:
The intent behind the flare gun was to reveal the flag areas, so players would be able to scout the area, before charging in. That way, players can see if others are camping, and prepare themselves for it. However, it was made when the flag zones had higher cliffs, and players couldn't see without being next to the flag. So you're, right, it is due for a buff. I'm thinking about lowering the gold cost to 25 to 30, and improving the aoe slightly.Improve the Flare Gun!
You only use it to guess, and to reveal invisible units.
Either improve the AOE or duration or lower the Gold Cost.
The right lane is a long stretch of land, but in the end it is shorter. However, players who follow another player through this area can see where they are going. They can also be hit by ranged units from afar.beh, what's with the lane? right is shorter than the left.
The exp/gold bonus is every minute and a half (90 seconds).Wow, the exp bonus is only once? loser will got pawned over n over again TT
I enabled an option in the gameplay constants that lets movement speed items stack, but I found out recently that it does not work. I'll work on a system to add movement speed manually, but until then, only buy one.Nah, does the boots really stacks? I dunt think so...
That's precisely why that ability only has 2 levels. I wouldn't want the Paladin healing himself to full with one ability, and just have to stack up health to make himself near invulnerable.aaaa, then please put the one w/o AI first. This game is too interesting so I can't wait 4 the next version w/o tooltip conflicts!
Hmm... idea : why don't make the abilities are at an "unlimited" level and no level skip requirements? so a player can max out one of their ability coz it's too great (or it will be imba?)
Because some abilities only has 2 levels and it's very good so we always wanted to get that ability.
I'm pretty much looking for feedback and ideas. If you guys don't give me any, i'll just continue on improving the game, until people come up with cool ideas.Or anything we can give?
Changes in 1.01 -Weakened the Hunter's Flurry of Arrows / 30/40/50/60 damage -Weakened the Lay Trap's damage - 15 damage per second (was 20). / -New Hero Selection System. Click once to see information, twice to pick. -Commands: -Repick : Repick your hero, only works when your hero is level 4 or lower. -cam# (1-3) : sets your camera to standard view, zoomed out/more top down, and 3rd person view. -ms : displays the current movement speed of your hero -Fixed hotkey conflicts -Flare gun cost reduced to 30 (was 35), cooldown decreased to 30 (was 35), area of effect increased to 1200 (was 1100). -Trap range decreased slightly. New items: -First Artifact Item: Lightning armor: Deals 6 damage to nearby units, increases armor by 4, and reduces spell damage taken by 25%. Costs 75 gold. Available in Gnomish Trinket Shops near you! -Potion of Speed: Increases movement speed by 30% for 15 seconds. Costs 8 gold. Available in Goblin Strat Shops near you!
-dialog - Displays mode voting in a dialog. -vote - Players vote for game modes they want. -skip - finishes mode choosing time limit (host only) --Game Options-- -ar - All Random -ap - All Pick (default) -enrep - Enable Repick (default) -disrep - Disable Repick -#towin - # is the amount of scores needed to win. (default is 3) -balance[on/off] - Enables Computers to even out teams. (Available to enable at any time). (default is on) -[UNNAMED] - Flags must be at the bases in order for players to capture flags. (default) -[UNNAMED] - Players can cap flags even if an enemy player has their flag. --Damage Modes-- -death - One hit kills [1% HANDICAP] -fragile - Flag carriers die in a few hits. -sturdy - Bonus health to all units --Extra Modes-- -extrapower - Extra Powerups -superpower - Enables Super Powerups -power - Players start at level 5, with 40 gold. (if enabled, players can repick up until level 9). -speed - All units have 522 movement speed (maximum). -deathmatch - No revive until end of round (round ends when flag is captured, or all players on one team die). -reveal - Revealed map mode -classic - Players are invulnerable on their own sides of the map, and die in one hit on the other side. -noults - No ultimate abilities. -noabils - No abilities. -nopower - No powerups
Maybe I read this wrong, but did you post multiple screenshots? I've only seen the one in the request thread. It's good to hear progress....from the entire map. 2 screenshots to you :3.
I sent all of the terrainers a PM about this, including yourself. I think I was a little overexcited when I got more than one offer to terrain.And if I'm not the terrainer, at least I show some work .