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Vexorian HA (Beta Test Current version = 0.506)

06-22-2004, 12:22 AM#121
1)ragonspawn
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
Shimrra
Quote:
Originally Posted by 1)ragonspawn
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?

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:
Originally Posted by Lord Vexorian
Shimrra: thanks for the replay
You're welcome. I just wanted to offer some sort of proof that what I was saying was happening and wasn't just something that I was making up because I didn't like it. I also thought it might be helpful so you can better see the problem and thus be more able to fix it.

Quote:
Originally Posted by Lord Vexorian
Edit II: didn't change anything from the item chances since the first beta, so there is no reason of set items not appearing besides the fact that creeps no longer have a big range of movement

That's odd... Did you do anyhting with the number of creeps? It seems like there are fewer creeps.

Quote:
Originally Posted by Lord Vexorian
I accidentally left the beastmaster before finishing / nerfing him, sorry (was testing a trigger enhanced stampede)

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
Vexorian
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
Vexorian
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
Shimrra
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
Vexorian
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
Shimrra
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:
Originally Posted by Shimrra
[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.
06-26-2004, 04:36 PM#128
Pyrus
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
Vexorian
That is what priority do?, thanks that post was actually very helpful
06-26-2004, 11:13 PM#130
Pyrus
Glad to be of service.
06-27-2004, 01:29 AM#131
Murloc Lover
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
Vexorian
Quote:
Originally Posted by Murloc Lover
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. :(

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
Vexorian
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
It is at http://www.wc3sear.ch/index.php?p=Maps&ID=937
07-08-2004, 06:46 PM#134
Pyrus
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
Shimrra
I'm back...

Table of Contents
  1. Foreward
  2. On Advancements
  3. Shimrra's Inevitable List
  1. Foreward
    First, I would just like to apologize to Lord Vexorian for constantly posting massive lists of problems with his game an thank him for the effort he puts into it. I also want to thank him for actually taking the time to read my lists and take them inot consideration.
  2. On Advancements
    I found the new fountain replacement system to be much less cheap and more fair. Also, I enjoyed the new spider creep and new Heroes are always a plus.
  3. Shimrra's Inevitable List
    • Hurl Boulder: The Protector's Hurl Boulder has a far too long cooldown to be of any real use. I don't know if his ability is different from the others or not, but if al of them are like this, then please decrease the cooldown on all of them. Also, with the Boulder's speed, it looks more like Toss Boulder in Low Gravity... Please increase the boulder's movement speed so it'll look better.
    • Protector: Update: After playing with him again, I realized he is not particularly weak, but the use of Thorns Aura is negligible. Perhaps a damage reduction ability would be better; he is, after all, made of solid wood and that's not easy to destroy... Also, it shouldn't take mana to unroot. This is gaurenteed death with those obnoxious, mana buring felhounds. Make it take 50 mana to root, but none to unroot.
    • Protector's Ultimate: This ability is really rather weak... The probability of the plants appearing close enough to a target to actually attack is very low; with the exception of mass summoners like the Eredar. You need to try one of these:
      • Make the plants appear next to enemies in the AoE
      • Make the plants do mass damage so it's worth the low probability
      • Decrease the AoE so more plants will appear in a smaller area
    • Goblin Mechwarrior: This guy needs a nerf. Really badly. Earlier I stated the Protector was weak, but I am unsure whether he's weak or this guy's cheap. This mechwarrior is an agility Hero, but, especially early game, he has more life then the Protector and even late game he does more damage. Please, either nerf this guy's damage and life or make him a strength Hero. This coupled with his RANGE makes him very, very cheap. Please remedy this.
    • Deathlord Shield Buff: The Deathlord Shield buff does not show up correctly. It's icon is just a neon green square...
    • The Eredar Warlock: This guy's summons need nerfing. At higher levels they dominate like no other, which I paritally attribute to the Feedback. The feedback needs to be lowered because it makes Heroes like the Mountain King worthless.
      Update: I have fought anotehr Eredar and now know that his felhounds can drain 50 MANA per hit! That is cheap! The Felhound's mana burn should be removed and the Eredar nerfed significantly. The ONLY reason I could take him on is because of the Orb of Freezing and its really low cooldown. Please fix the Eredar.

    • Thunderclap: What is the point of this move? It barely does any damage, only slows the enemies, and doesn't even last all that long... Please buff this move.
    • Taunt: I didn't notice any effect with this ability except that all the units attacked me (which they had been doing previously). I saw no particular attack missing or any other such thing... This move needs a complete revamp or a replacement as it is really not all that useful, the second ability that is such...
    • Summon Items: Summon items like the Tome of Summoning often have the same order string as a different ability that the Heroes might have. For example, Summon Sea Elemental contradicts the Archmage's Summon Water Elemental. ALso, the Boar summoning spell overlaps the Eredar's Summon Felhound. This is cheap because the unit can cast the overlaping ability and get both the abilities worth of summons for the price of one...
    • Tooltips: Tooltips for the Mountain King only go to level three... you can't see what's beyond that. Also, the Protectors root ability doesn't give any numbers, it just says that it increases armor and strength... How much, I wonder...
    • Jade Helmet Buff: Same problem as with the Deathlord Shield buff; it's just a green square.
    • Spelling: I noticed the following spelling errors:
      • "Mistic Poition" should be "Mystic Potion"
      • On the bear summoning claw, fight was spelt something like "figth"