| 02-24-2005, 08:41 PM | #1 |
No, we're not dead (yet). Backup your ttor.mpq (or war3patch.mpq if you patched since 3.2) before patching seeing as there will be a final patch sometime. Then here you go: http://race.wc3campaigns.com/TToR323Beta.zip Find all bugs and stuff you can before I release the final. Here's the changelog: (+ means added, * means removed, - means fixed/changed) + All Objectdata converted into SLKs for MUCH quicker map load times and alot less lag, World Edit much easier to use with TToR as well. (Thanks PitzerMike) + Baselisk creep with model. + New dweller transport turtle model, also added a weak attack to the unit. (Thanks Pheonix_IV) + New Creeps with new models: Icemen, Ancients Of Flame, Amoebas Snotling Shamans, Ratman Scalper, Taros' and Ghris'Khnaj. (Thanks Pheonix_IV) + New Tree Sage model (Thanks Pheonix_IV) + Reworked Weather Effect and added fog for better visual effect as well as buffs. (Thanks Lord Vexorian) + Ambience movement sounds added for Balrog and Galapos Riders. + New Poison Flinger missile model. + Medium Water Elemental unit known as the Depth Knight added with new model. (Thanks Pheonix_IV) + New loading screens with concept art for each race. + Demon which replaces Hellfire Imp. Only model and name are changed. * Reveal ability removed from Divine-Fury Tower. - Major memory leaks in Chaos lumbering code fixed. (Thanks Lord Vexorian) - Memory leaks in Gate of Idramm spell fixed. (Thanks Lord Vexorian) - Added code to keep players from abusing god call spell to call on one extra Slarg King. (Thanks Lord Vexorian) - Improved The Orb model. - Improved Giant Rock model. - Improved Galapos Mage model. - Improved Punisher model. - Improved Fireskull missile model. - Improved Balrog model. - Galapos Mage's Maelstrom ability reworked and based off Death & Decay spell to remove conflict with Gate of Idramm spell. - Poison Flingers heatseek acid upgrade now works properly. - Scavenger health increased to 110. - Lumber Mill ents no longer block pathing. - Temporary intangible units now have a negative regeneration rate so they die automatically after a period. - Healing Wind now targets spell immune units. - Minute Meteor no longer stuns units. - Divinities no longer kill items with area off effect damage. - Trolls can now repair their Snotling Bombers. - Wood Elf workers can now repair, this due to AI not working properly. - Only 2 chaos refinieries harvest lumber. - Minute meteor hotkey fixed. - Maelstrom and Gate of Idramm order key conflict fixed. - God Call hotkey conflict fixed. - Hellfire Imps now recive armor upgrades. - Hotkey conflicts in Disciple of Phroze's abilities fixed. - Assassin building tip is fixed. - Greater Mirror Image and Spearstorm don't share the same hotkey anymore. - Hawks and Inquistrix now gets proper armor upgrades. - Point blank shot now deals the damage it's supposed to. - Strafe hotkey fixed. - Divinities no longer cause splash damage on themselves. - Force of Nature (Neutral Hostile) no longer summons Elder Entlords. - Troll Guard Tower fire rate cooldown increased to 2,50 from 1,20 - Elevate hotkey fixed. - Wood Elf max Redwood Trees increased to 4 from 3. - Horror aura for Arch Demon now works correctly. - Greater Pentagram Rune mana cost decreased to 110 from 175. - Replaced the Shadowcasters ultimate with a new ability; Sudden Death which gives him a 5% chance of instantly dealing 7000 damage to any unit on any attack. - Volcano mana cost decreased to 600 from 700. - Abyss wyrm lumber cost increased to 80 from 40. - Troll Watch Tower fire rate cooldown increased to 1.40 from 1.20. - Lost Soul fire rate cooldown increased to 2,00 from 1,50. - Frost Lizard gold cost up to 325 from 300. - Pixie Damage base increased to 12 from 10. - All tier 2 ships given piercing damage against air units. - Lumber Harvesting upgrade button at Swamp Trinkets placement corrected. - Lumber cost for Tower of the Eye increased to 110 from 40. - Frost lizard armor type changed to heavy from medium. |
| 02-26-2005, 05:33 AM | #2 |
Here are the Wood Elf and Troll bugs I found. I'll do the Chaos and Dweller tomorrow. Wood Elf -Farm doesn't have a construction animation (model issue) -Arrow and armor upgrades have the same hotkey Troll -Cold Skin and Phrozes Fury have the same hotkey -Snotling submerger and ship fortification have the same hotkey -Voodoo Priest and Priest Adept Training have the same hotkey -Snotling Dragongolem and Fragmentation shards have the same hotkey -Snotling Siege Wagon freezes on death sometimes, corpse does not decay (I can solve this for you with a trigger if you need me to.) And thanks for giving the Giant Rock attachment points and a base, it is much better now. |
| 02-26-2005, 11:31 AM | #3 |
Found a major bug that screws up the lumbering system for Chaos, gonna talk to Lord Vexorian to solve it. |
| 02-26-2005, 01:27 PM | #4 |
UPDATE: http://race.wc3campaigns.com/TToR323Beta2.zip Fixed those bugs you mentioned plus some more. Chaos lumbering not fixed yet though. for now use resource cheats. |
| 02-26-2005, 07:18 PM | #5 |
Ok, I got the updated version. Chaos -The base of the chaos models needs to be bigger, they they visible when placed on cliffs or hills. -The construction animation for the smaller buildings is too big. -The point that the bolt of lightning leaves the Chaos Tower is too high. -The refinery that spawns with your workers and hall at the start is sometimes inside of the hall. -There is no unsummon animation. -Most of the workers animations don't end when he stops. ie, summoning, unsummoning, etc. -Shrink Curse needs a new icon and a fixed description. -Fire Stream icon is too dark, it looks like it needs to be researched. Dweller -Swampling and Aid have the same hotkey. -The lumber harvesting icon needs to be at (3,0), it is currently covered by another research. -None of the buildings can set themselves as waypoints. -Triceradons can't repair. -When the Temple dies, its ring stays in the air. Creep Crystal Draco Mage doesn't have a portrait. Troll Ground texture doesn't dissipate. Also I was wondering if you could try and find a way to restrict submerged units from moving in shallow water. I only ask because your working on the final version. |
| 02-27-2005, 01:07 AM | #6 |
my friend and I started to play this because we got bored with everything else. I am spidertaker23 on bnet and he is Bigwu. I am happy to see that you are working some on final bug fixes. My clan which is clan roofies (a footmen frenzy clan) has been doing a little bit of playing of this mod. So far I have noticed a couple of odd things. It is a little difficult to differ between enimy units and your units. Maybe a color scheme problem. Also with wood elf you can only build 3 lumber plants ... which makes it a bit hard to get lumber (not sure if you fixed this already). I will promptly try out the beta that you have posted to see if I can help you find things that are buggy. Do you have any idea when the next version will be released? |
| 02-27-2005, 10:33 AM | #7 | |||||||||
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Unfixable seeing as they have to be looped for the working anim for the goldmine to look good. Quote:
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The description is screwed due to the fact that it's based upon an autocast spell, not quite sure what I can do about it right now. Quote:
That's what you got swamplings for. ;) Quote:
Not possible, not even with jass, seeing as there is no function to detect whenever a unit is at shallow water or not. Quote:
I do know that some units lack teamcolor, especially with chaos, though adding it would take waaay too much effort. Too many models to fix, just hover your cursor over the unit and you know to who it belongs. :P Quote:
Already fixed, in the new beta you can build 4. Quote:
When the worst bugs are fixed and the wood elf loading screen concept is done I will release it. Shouldn't be too long, it all depends on how long it will take untill Lord Vexorian manages to fix the lumber bug I suspect. |
| 02-27-2005, 05:26 PM | #8 |
Lol it seems I found most of the "unfixable" bugs. I was thinking though, can't you use the function that detects if a unit can submerge or not? The game obviously restricts the act of submerging, so can't Jass reverse that to restrict movement? Just my thoughts. |
| 02-27-2005, 05:49 PM | #9 |
well my questions were answered lol I haven't gotten to play the new beta yet ... cuz I sorta got addicted to reg tft last night...so it didn't happen....maybe tonight or something. |
| 03-03-2005, 12:46 AM | #10 |
Guest | Excellent job on reducing loading times. I haven't found much so far, but here's what I have found: Mind assault causes intangible frost golems to appear when used near enemy corpses. Wood Elf AI only builds 3 Redwood Trees. I'm pretty sure the Burning Horror's Corrupt Soul ability will never work with Firestream unless Blizzard changes attack-modifier abilities to allow them to stack. I can't check the AI's handling of scarabs due to the Chaos lumber bug. AIs still don't learn hero skills. Have you heard from AI programmers about this yet? Wood Elf lumber floating text can be seen by all players, and the text is never removed. The text eventually stops appearing altogether. I still recommend using a Bundle of Lumber and giving it to a temporary unit; this generates its own floating text that can only be seen by the applicable player. |
| 03-18-2005, 07:42 AM | #11 |
A few interesting things I found so far. Hopefully be able to update the list ;) : -The menu screen seems to have the temple pitch black. Model file missing? -In normal games, after the first music score is played, it seems to stop playing music perhpas except for trolls? (unconfirmed) Trolls- -Snotling thieves and merchants are missing their model file. They're just plain shadows. -After a building's death, the ground texture doesn't dissipate. I think the majority may have something to do with removing my TTOR 3.22.w3o file. Otherwise, do respond. |
| 03-19-2005, 01:43 PM | #12 |
1. That's a problem with your video card. Works fine here. 2. Nope, doesn't happen here. 3. Already fixed for next update 4. Already mentioned. |
| 03-22-2005, 04:54 AM | #13 |
So how comes the patch? |
| 03-28-2005, 03:40 PM | #14 |
Been on easter holiday. I'll talk to Lord Vexorian as soon as I'm able. |
