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New Versions

09-04-2004, 08:32 PM#1
Panto
10-2-06: A new release for 1.20e, including a new name, Call to Arms. Most if not all of the concerns that were put down after the last have been dealt with.

1-13-06: Finally a new version, for 1.20c! AI functions have been settled into place, a couple artistic bugs were handled, and the map has been Widgetized!

10-1-04: The release version is available now for patch 1.17! See the version history below for the significant updates in this version. Download the map from any of the links in the Download Locations thread and play it with everyone you know.

9-4-04: Pantokrator Footman Wars is ready for release for 1.16. Thing is, 1.17 is rapidly approaching. So, I'm going to hold on to the map for a few weeks and just check it over when 1.17 comes out, so I'll release it as a 1.17 map then.

Just as soon as I know when patch 1.17 will be out I'll post a guess as to when PFW 1.17 will be released.
09-05-2004, 06:55 AM#2
Panto
  • Made from scratch
  • Four new races with four new heros each.
  • Rally points work for spawned units
  • Dialog box race and range selection before the game begins
  • Computer players give control of their units to their allies
  • Players that leave the game give control of their units to their allies
  • Custom upgrades (including rate of spawn) and items
  • Free gift system promotes the use of some items to spice up gameplay
  • Both ranged and melee units balanced and in the same map
  • No lag when heros are summoned
  • Cohesive and complete "feel" for all races
  • Corpses for units that were previously visually-corpseless
  • Custom loading screen
  • Four unique hero skins
  • Rally points work for spawned units. I haven't encountered this for any other Footman Wars map to date, and I think it's a really invaluable skill for micromanaging your developing armies. Just as you can get skilled at automating your base in melee Warcraft, so can you control your base structure, remote armies, your hero, and your deployment in this map. Being capable of doing that is a decided advantage for skilled players.
  • Computer players and players that leave during the game are not lost. They give control of their units to remaining allies. While this requires more micromanagement for the remaining players, it also gives you unified control of more units, which can be an advantage. Furthermore, you can get a full house a little easier by fleshing out a couple teams with a computer player. You can make a 2v2v2v2 game much more interesting by adding a computer to each team. The "difficulty" level of the computers does not change their behavior in-game.
09-05-2004, 07:02 AM#3
Panto
TFT patch 1.14 and earlier
  • First final release
  • Balance fixes
  • Race-specific towers
  • Bug-free dialog race and range selection system
  • Uses the new 1.13 buff editor, thus removing several inserted files and reducing the map-file size
TFT patch 1.17
  • Minor balance fixes
  • Improved skins for Arachnid Lord and Elf Adept
  • Townhalls face the map center
  • Playable in single-player with computer enemies
  • Teams with no human players train heroes and assign skills
  • Defeated human players retain control over undefeated computer allies
  • Brief opening and victory cinematics
  • Custom "clean" Victory dialog box
  • Recurring memory-leaks eliminated
  • Foundation laid for eventual computer-team AI behaviors
  • Some skills modified to have visual indicators
  • Sky
  • Cleaner code (still mostly GUI)
  • Creative icon paths to avoid importing most DIS icons
TFT patch 1.20c
  • AI functions fully implemented
  • Graphic and text bugs and typos repaired
  • Map Widgetized for 30-second-decreased loading time (65% of object data loading removed!)
TFT patch 1.20e
  • Improved terrain
  • Completely revamped items
  • Augmented troop types allow for different tech options
  • Ability to switch between Archers and Footmen added to all townhalls
  • 40 sec skippable intro cinematic describes the "plot"!
  • Revised unit upgrade options for more levels and more sensible layout
  • Added additional racial abilities to each race. Now all have one offensive and one defensive special ability each, trainable at townhalls! These abilities are exclusive
  • Icon color commandment obeyed! All heroes now have icon color themes
  • Variable-skill computer enemies based on difficulty level chosen at game creation
  • Even more that I can't remember!