| 06-22-2004, 12:22 AM | #121 |
Something that I think would be totally awesome is if you used your Diablo II summon function. Maybe not on all of the summon spells, but it would really help in cases like Raise Dead. Some people may not like it though. Perhaps, a poll for the future of summoned units? |
| 06-22-2004, 01:46 AM | #122 | ||||
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The big problem with that would be that the most effective thing to do is to focus fire. Not being able to control your creeps would cause you to lose efficiency. Quote:
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That's odd... Did you do anyhting with the number of creeps? It seems like there are fewer creeps. Quote:
Nothing wrong with another (even partially complete) Hero. It's actually more fun when there's more Heroes. |
| 06-22-2004, 12:40 PM | #123 |
Creeps sometimes go to the upper areas since 0.501 btw Edit: I actually want the summons to be controllable, that adds some extra factor to the gameplay |
| 06-23-2004, 07:33 PM | #124 |
Shimrra, after looking at the replay I have to say: - Fountains are going to be replaced with something - We were the victims of the Tome bug, (remeber war3x beta?) , it still tends to happens with computers, I managed to fix that though |
| 06-23-2004, 08:05 PM | #125 |
I actually never played played the BETA, so I'm not sure exactly what the tome bug is. As for the fountains, perhaps you can give them a modified Unholy and Brilliance aura. This way you can control the level of life\mana regeneration. One question as well: Are you currently plannig to do anything to the Water Elemental? [edit] - If you need more Heroes ideas, try making a Doom Guard and\or Void Sludge based Hero. [Edit II] - I recieved thate error recently: I was greatly perterbed at a computer Hero in my 1v1 match, so I turned on 'whosyourdaddy' to get reveange. The onstant I instant-killed that computer, the game glitched, froze, and cut off. |
| 06-23-2004, 08:13 PM | #126 |
The tome bug was allowing people to use a tome a lot of times without spending it, and I am thinking on something different for the fountains. Water Ellies will be nerfed. |
| 06-23-2004, 08:20 PM | #127 | |
Hmmm... I edit my post and come back and see that you have already replied... Thus you probably didn't see my edits, so I'll post them here. They're two things: A report of an error instance and some Hero suggestions. Quote:
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| 06-26-2004, 04:36 PM | #128 |
I think I might know why the Comps always hunt you instead of the creeps. I think it is has something to do with the priority values of the units. Heroes most likely has a higher value than creeps, and since everybody has full access to the map the comps take you (the hero) as top priority over the creeps. |
| 06-26-2004, 09:39 PM | #129 |
That is what priority do?, thanks that post was actually very helpful |
| 06-26-2004, 11:13 PM | #130 |
Glad to be of service. |
| 06-27-2004, 01:29 AM | #131 |
Pretty good map, I was really looking forward to using my ultimate, nearly lvl 6, when i killed a paladin. I found some Leather armour an orb of fire an mannortohs thign of cleaving. I think mannoroths thing crashed the game. well something crashed it. and i never got to lvl 6. :( |
| 06-28-2004, 08:37 PM | #132 | |
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Something related to the death of a neutral hero is causing a crash, I am at the moment trying to find what it is and that's the only thing delaying the release of 0.504 |
| 07-06-2004, 04:22 PM | #133 |
0.504 released Code:
0.504:
- Fixed a strange bug that was making comps get 2 levels with tomes of power instead of 1.
- AI chance to chase you lowered.
- AI priority hopefully fixed
- Fixed a bug that wasn't allowing comps to go creep.
- Hero kills will directly give you bounty, you no longer need to die before geting the gold
- Fixed a bug in the prize calculation.
- Fixed a crash when Neutral Heroes died - More likely when they became revivable
- Neutral Heroes (event) were using an ai similar to the old creep ai, now they got the
new creep ai.
- Fountains were replaced by circles of power that spawn random runes and other stuff
- Fixed a group leak in blinding light
- Fixed a bug in death rockets and arrow storm that was allowing a rocket/arrow to explode
more than once.
- Fire Elementals duration now increases by 10 with level
- Fire Elementals are healed by flamestrike
- Water Elementals were nerfed in damage, hit points, cooldown and duration
- Slow got hopefully nerfed enough.
- Death Rockets' damage increases by 1.5 per strength instead of 6 per agility
- Death Rockets are now homing, can be really 'deadly' if all of them hit your hero, but
I added a flamestrike like warning so you know when to get out.
- Death Rockets duration reduced by 1 second, but defense system increases it by 0.5 per level.
- Electric Beam mana cost halved
- Mana Shield hit points per mana point doubled
- Paladin was lacking a damaging spell, Replaced Holy light with blessed hammer
- Shield of divinity heal doubled, but cooldown increased.
- Frost arrows cooldown is now 5
- Envenomed arrow movement speed factor is now 0.75 instead of 0.5
- Ranger Speed lowered by 50
- Added Mountain King.
- Added Grove Protector.
- Staff Of the fire no longer can be selled to a merchant
- The objective of future versions is to allow infinite levels of non passive skills,
the system is already designed , I only need to make trigger enhanced versions of the
premade abilities, But It won't allow the usage of the tome of retraining, so I started
removing it, and replaced it with the tome of the learning.
- Added Spiked Armor
- Added Staff of the ice mage
- Added Glove of summoning
- Added Crystal of lightning
- Added Yellow rune of invisibility
- Added Green rune of detection
- Added Imported Box |
| 07-08-2004, 06:46 PM | #134 |
Played the 5.04 and found some bugs: -I was playing as the Druid of the Claw hero, and 2 comps (blademaster and necromancer). All of us were on different teams. I went to initiate a duel (the right gate) and while waiting for one of the comps to reach the other gate the blademster came to attack me, so i changed to bear form (since i never used it b4). When the necromancer reached his gate the duel initiated but my Druid (in now druid form) didnt move out of the gate. when the duel initiated my hero was stuck behind the door. I managed to kill the necromancer with a bear summon but only the bear returned to the base. I tried to kill the hero with another summon but the summon would not attack the hero even when ordered to. I ended up restarting the mission. -Another me and 2 comp FFA. I was Grove Protector, a comp was also one and the other comp was a goblin mech. Apparently whenever the Grove Protector comp died he remained in his base (rooted?) and after a while his mini map "blur" was over by where he would teleport out of his base, yet the treant was still in the base. If i selected the comp his red selection circle would be where the blur is. If i went to attack his selection circle he would attack back (you saw the attack animation) and after while he apparently uproot and appear where his selection circle is. However when I died all was well. -Grove Protector's Toss Boulder has too long a cooldown. Also for his ultimate, the plants that attack should have a ranged attack as most of them dont appear close enough to the heroes. |
| 07-09-2004, 03:08 AM | #135 |
I'm back... Table of Contents
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