Aerospace/Cybersecurity Software Engineer
- Reaction score
Not really intended, I just didn't really think of it as a bug, since I always left room for it (just one of those things you have to have another person's look through to notice).- Flag takes an inventory slot, so the shop items cant be used to full extent. Intended?
- Returning flag takes an inventory slot, so a flag runner can really only have 4 items to be fully prepared
I have a fix planned for it now, though, so thanks for reporting it!
Just another one of those incomplete sections of the AI, which is why it's only in Beta testing. As of right now, they'll go to the original flag area, and then get ordered to pick up the flag (since if I outright order the units to pick up the flag, they'll just ignore anyone attacking them).- AI wont go after the enemy flag if they are killed and it isn't returned (which normally should happen)
- AI sometimes wont go for a flag that is dropped before death
Already fix'd in my personal version, thanks.- Gnoll: Blade turning hotkey doesn't work
- The human hunter (summons bear) has a hotkey confliction with Lay Trap and Flurry
- Flurry appears to happen much more than indicated chance
Just another one of the reasons I'm converting this almost entirely to JASS. I don't really want to have to re-create the entire capture trigger in GUI, just for this purpose, so I'll make a JASS version, and just call the trigger, so as to re-use code.- If someone is standing on the circle of power with the enemy flag, and the friendly flag is returned, it wont capture.
That's very true (another one of those things I won't usually see, since I'm so used to playing the game). I'll fix it in Beta 2 version.- Summons aren't selected when summoned. OK I know this is more of a suggestion, but for all of us that only have the dot in the middle of the keyboard it would be nice to have it get selected when summoned. Even with a mouse it is detrimental to have to select the wolf in a game that is fast paced like this one.
I'll fix it, thanks!- Hero isn't selected on respawn, follows same lines as the summons.
(sure you will, this is excellent feedback!!). I encountered this problem once while I was working on the AI, but I have no clue where its source could be. I've gone through all of my code several times, with no luck. I will be going through it again with fresh eyes, in a while, but for now I can't promise I'll be able to find the source of the problem.Fatal (no +2 replay rep for me )
I can assure you that Flurry's indicated chance is correct, but it is random, so multiple hits in a row can be expected.Balance
- Flurry seems to be a bit powerful. I can go for the AOE damage, but not the stun. I could keep the other team stunned about 1/3 to 1/2 of the time with just level 2 of it (hence why I think it was going off more than intended), so expand that to getting a whole team of rangers and them all traveling together... unstoppable mega-bulldozer of perma stunnage anyone?
This is sort of intended. The tooltip says level 2 and 3 are the same, though it is not true (I will be sure to change it). Actual durations are 1.5, 2, 2.5, 3 seconds. I am trying to make it fair for the Gnoll to be able to stop running constantly and fight a little bit, as he gets slaughtered if he is caught, which is why there is a short cooldown on ensnare.- Gnoll: Ensnare cooldown is as long as its duration, No difference between level 2 and 3
I would suggest it as such: 1 second ensnare with each level adding 1 second. This should end up with a 5 second end ensnare. Changing the cooldown to 20 or 25 seconds would balance this out. Right now any unfortunate melee hero is useless against the rogue. I also think that any kind of disable with a shorter/same cooldown as its duration is bad design. Why the long cooldown? Well the rest of your team has disables too!
I do not want him to be completely overpowered simply keeping an enemy ensnared with one use, and be able to fire at will (he has the highest damage output of all the heroes, but very little time to keep it consistent), which is why he has a short duration ensnare, and must be a fast clicker to keep an enemy ensnared. This will also drain his mana pool, so he must use this method sparingly (which can be frustrating for the enemy player).
This is true, I will add it to the restricted flag abilities list, which will disable it.- Gnoll: Can hide with flag, and hide is basically invulnerability
This is why I am putting in Artifact items (there are two in the game so far).- Gold: Nothing to spend it on. I'm not saying to add tomes, but maybe put in some high end items to help end the game
I plan on releasing these items slowly, though I might do something to raise prices a little bit.
In lower levels, yes. This is so you can't rush in early levels, and gives new players time to learn the game. However, when players reach the higher levels (10-15), respawn timers are much longer. This is intentional, as I don't a flag-grab after killing all enemy units to be the end of the round, I want players to be able to continue going after the flag. This way, some players may be able to catch up to the flag carrier, and stall him, and have a chance at returning the flag.- Heroes spawn too fast.
This sort of work is exactly what I was hoping for, which is part of the reason I'm giving you 2 +rep (other reason is because an untimely crash is not your fault, since you hoped to present me with a replay). I'm very happy to hear that you consider it high-quality.All in all, high quality map. It is a good size (maybe just a tid bit bigger than what I'd consider ideal), and I will play it a lot on B.net once the bugs are worked out. This has a lot of teamwork potential. Happy New Year and sorry for all the possible work I've given you .
Thank you so much!!