I generally just post random changes in random places all over the board. I will try to keep the majority of my updates in here.
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BETA 10+++BETA 10+++BETA 10+++BETA 10+++BETA 10+++BETA 10+++BETA 10
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BANISH is now 50% increase in spell damage and 75% increase in healing.
UNHOLY FRENZY is 3 second CD.
DEFEND has been replaced with "Magic Defense" No drawbacks, simply gives spell damage reduction, and a chance to deflect spells!
IMAGES now deals more damage as it levels! 2 images, no matter what. 5+5% per level, 200+25% damage taken per level. Duration decreased.
HOLY ARMOR added, passive ult skill that gives a chance to heal yourself and nearby friendly units when attacked.
MANA EXPLOSION added, ult that consumes all of your mana to cast a high-damage spell, based on your mana.
INNATES: Without going into detail, as they can very clearly be seen... A handful of innates have had their values changed.
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Modes:
KOTH has had very minor display changes.
KOTH now pings the hills every 12 seconds, in whatever color the owner of the hill is.
KOTH now grants player experience from capturing hills, the whole team gets EXP.
KOTH gives bonus player experience to the winning team.
KOTH score changing options now actually work!
CTF now pings the flag carriers every 7 seconds, for both teams.
CTF now gives player experience for capturing and saving flags.
CTF now gives player experience to the winning team.
NORMAL mode now gives player experience to the winning team.
GLAD mode now works!
GLAD mode now gives player experience to the winning player.
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Other:
RAG QUEST has been completely redone. I leveled the ground, deleted 76 triggers, and started over. It is a bit less complicated, and a bit less buggy. All of the boss fights remain the same though. They are just much better scripted.
BOSSES have all been given increased spell damage reduction. After clearing all the archons at level 24, and finishing the rag quest in 35 minutes; I realized that bosses are weak to spells. Elementals got 20%, archons 60%, and rag bosses got 60%. (Not the non boss units)
LOADING SCREEN has been added. Something pretty to look at.
INTRO scene has had 6-7 seconds shaved off it. Weening it down to nothing... Slowly.
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BETA 11+++BETA 11+++BETA 11+++BETA 11+++BETA 11+++BETA 11+++BETA 11
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Added in a double check for the arena start, so it will move all players to the base TWICE. I guess there were some problems if units were hitting teleporters the exact second duels were starting; they werent getting moved to the arena. This should end, or at least lessen, the frequency of that happening.
Made it so you cant give gold in OBS mode, and you cant see invis players, or their peons, and OBS is turned off on game start; that is, you cant go OBS after game start. Game start of course being, when you can shop and creep. Any player can OBS now.
Fixed/changed some player leaving things; that I guess didnot found a bug with. As i have never seen it, I may not have done anything useful to fix it; if anyone gets a replay, i would love to see it. That is, a player leaves, and their hero stays, and fights and stuff.
Fixed mana explosion, it should now hit targets that have moved after you clicked "Cast".
Fixed a handful of tooptips.
no more invisible peons spawning.
Fixed some duel triggers, where I was still using "ally of player" opposed to "playergroup"
Fixed a diff problem with leaving players, they are now "defeated" also, so as to prevent some problems.
Yiff_Fox should respawn now. I didnt touch it last edit, so i have no idea why he wasn't respawns. However, he should work now; I changed the triggering.
Many on-screen text displays are now displayed higher up on the screen, with more space between them. Guess this will make it easier to see.
Fixed up CTF mode; works now!
Heroes, in their shops, now say if they are ranged or melee.
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BETA 12+++BETA 12+++BETA 12+++BETA 12+++BETA 12+++BETA 12+++BETA 12+++
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Players level 10 and higher can control the weather!
The whole "space after various text displays" yeah, that didnt work out; text substring boxes dont accept |n as a valid line break. Though, non substrings do; I need to combine substrings for 90% of the text commands. I did something special for -save and -save only. Not worth it for unimportant texts.
Fixed CTF mode more; the only problem was that leaving players still lowered the score by 2; causing the game to end early, when playing a 5v5 with pubs.
Fixed another potential problem that may cause yiff to stop spawning.
Added Slow Ward to a Dummy Unit
Added Bone Wall to a Dummy Unit
Added Befuddle to a Dummy Unit (Didn't work with scream)
Added Guardian Ward to a Dummy Unit
Auroric set, immortals boots, and immortals ring should no longer have problems. I had to abuse a bug in WE in order to put all the abilities straight into the items (No Spellbook)
No more multi-voting
Not even for me
KOTH now has "colors" on hills also, to represent ownership. Red fog for team1, green fog for Team2.
Frost Talons/sword got a buff to crit damage.
If red leave, is kicked, drops, obs's, or for any other reason isn't around during game start; the game will still start without him.
When players leave in Kill Rag Mode, the scoreboard isn't gonna go into the negatives anymore!
Reworked the mini-arena "leave" trigger. Rather than simply waiting 7 seconds then performing a check, it now checks every other second; to make sure the player is on the portal, and that the arena trigger isnt on. Hopefully this will fix the whole "i was leaving the mini-arena, and now I can't duel" problem.
Fixed text on immortals armor recipe; but you cant get it still.
Added in PLANT THE BOMB mode. Still working on it... More info later.
fixed a couple of skills, like mana explosion, and holy armor, for glad mode.
Changed animations for level 17-19; so every level it changes. Once you hit 17, you are only halfway to 20; so... you deserve the unique graphics...
Changed up the scoreboard scaling, so longer names are visible on it.
Added in master of the elements (an ult)
Forget a small list of things I did this morning...
Got pissed, and found a bug; well, two bugs. There was no EXP for killing rag (after I killed him 5 times, I found out) a silly (picked unit) rather than (picked player) will do that; so, killing rag gives player exp now!
Creeps at all levels leave a corpse, and can be raised; for the sake of beetles that is.
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_-=-_ BETA 20 _-=-__-=-_ BETA 20 _-=-__-=-_ BETA 20 _-=-__-=-_ BETA 20 _-=-_
=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=/=Bunch of spelling and tooltip shit changed, not going into detail... GRAMMAR!
NEW TERRAIN! Because we made it to 20 (19 really) there is a new terrain! Forest terrain now. Well, mostly forest. New arena layouts.
Map is a little more "Field PVP" geared. Only 1 exit from base now. The "Back" creep spawns now spawn 5, rather than 3, to make up for this. The field has been shortened a bit, so, it doesnt take as long to get to midfield; AKA, the other teams side.
The score needed now goes down by 3 when a player leaves, rather than 2. At the rate of leavers in pubs, it had turned into a 1v1 with a score count of 20.
Creep spawns are now based on the number of players in the game. The number of REAL players in the game (cant set computers) The spawn rate is 30-(number of players X 2) so, a 1v1 is a 26 second creep spawn, 3v3 is 18, 6v6 is 6. For comparison, normal spawn was 24 seconds, fast was 16, extreme was 8. For "special modes" slow spawn will still be the creep spawn, at 40.
Puppet master has gotten a slight nerf, and the tooltip has been changed from a previous WRONG value; so it will LOOK like a big nerf, but it isnt.
Vortex also had a wrong value in the tooltip, the value was updated with the new tooltip.
A text command abuse has been fixed.
PTB mode, MAY work better now. Rather than 1 kick ass trigger, I branched the triggers off, so it isnt running so much code the second a bomb explodes (what was causing a crash)
Int ranged heroes have gotten a BAT nerf; ranging anywhere from .1 to .2.
A few heroes have had modifications to their stats.
Cameras should now lock onto your hero while picking skills.
a few skills changed
observer mode has been fixed
line of sight has been increased on all heroes (dark mode is fun)
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BETA 21 BETA 21 BETA 21 BETA 21 BETA 21 BETA 21 BETA 21 BETA 21 BETA 21
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figured, you guys might want a list of how the skills will be changed for the level 15 system. I came up with all these figures with no game or info nearby; so some of these ideas may be broad...
Offensive:Corrupt Flesh:
Change scaling 1-3 is +1, 4-6 is +3, 7-9 is +8, 12-15 is +12; leaving the level 15 version of CF with -85 armor reduction. This is an overall nerf to the skill, but a buff at the same time.
Dragon Punch:
Scale Stun down, so final lvl is same duration, +200 dmg lvl 12+
BoF:
+160 dmg 12+
Nova:
+180 dmg, 12+ (plus added nova dmg)
Chain Light:
is now damage increased per bounce increases per level. So, 2%+1% per level, then +3% 12+. 24% increase per bounce at lvl 15. 12-15 dmg is same as 7+ though. (making this a later game skill, to be used with some sort of brain power)
PSN Nova:
12+ is a ~50% dmg increase per lvl from the 8+ value (cant recall values)
Shockwave:
Increased distance traveled with level, 12+ increases AoE
Vamp soul:
Continuing the same leveling pattern
Feedback:
Same
MOTW:
same
Pulv:
Increase AoE with lvl, +50% dmg per proc (from old values) 12+
Frost Fall:
Same dmg increase 12+, but -1 second CD for 12+
T-Clap:
12+ +15% slow (rest same increases)
Soul Burn:
Scale duration down, so max lvl is the same, but dmg redux and slow still increases
Chain Heal:
Increased healing per bounce (rather than neg) similar to chain light, but a solid 1%. Rest the same.
Barrage:
Increased AoE 12+, and 50% more dmg increase
Death Strike:
***Same*** (subject to change if it becomes OP)
Wolves:
Scale down rank 4, make rank 5 for 12+, gets spikes, good HP boost and spell dmg redux
Beetles: (what is that?!)
12+ gets high spell redux (60%), slow poison, and an armor reduction aura.
D-Pulse:
DPS increase will stay the same, but 12+ duration decreases 1 per lvl. (Max level lasts for only 1 second)
Storm Bolt:
Same stun duration increase, but CD increased a touch.
Life Drain:
Drain increased 50% for 12+ range increased
Fire Ward:
Same damage increases, but a large boost to HP and armor on the ward 12+
Fire Wall:
-2 CD per level 12+
Frenzy:
I wanna add a dmg boost or something at 12+; gotta look into it...
Monsoon:
+50% dmg, +50 AoE 12+
Flamestrike:
12+ +100 AoE per lvl, and 50% dmg increase
Tentacles:
New rank of tents, with ~350 range or so, chaos dmg!
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Note: This is the order I can remember the skills in... Flamestrike and Tents are the most forgettable skills for me
All of these are subject to change of course, but these are the general ranges I am looking at to start.
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Defensive:Evasion:
3.5% per level, that is, 52% at level 15.
Holy Light:
Same
Stun Field:
Stun scaled down a bit, 15 better than current 12 though, +100 dmg per lvl 12+
Combat Master:
Same
Watery Defenders:
New Rank is healed by spell damage, and can move very fast.
Spikes:
Same increase pattern
Devotion:
Same as spikes
Frost Armor:
+12 per lvl 12+
Hardened Skin:
Scaling like feedback and other skills, will be a little over 200 at 15
Hex:
Same
Magic Defense:
Scales over 100% (you get healed from spells)
Slow Ward:
same slow with lvls, but huge boost to HP on ward, slight boost to AoE
Slow:
12+ is 25% slow per lvl
Cripple:
Same
Terrify:
Scale it back a touch, leaving max level ~75-80%
Static Shock:
Same
Bone Prison:
Boost to HP 12+, and +1 "bone" per lvl, 12+
Shadow Strike:
Same dmg/slow increase, CD down .5 per level 12+
Mana Steal:
+200 per lvl 12+
Unholy Aura:
Same Scaling
Rally Cry:
Same Increase
Befuddle:
Scaled down a tiny bit, larger final value though
vortex:
12+ restores 2%xLevel (over 12) of the casters mana
Wind Walk:
+200 dmg 12+
Invisibility:
Same (is this a defensive skill?)
Mana flare:
Same
Spirit Link:
Same
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MISCRejuv:
Same
Parasite:
Same as psn nova, +50% per lvl from 8+ values
Flash Heal:
+50% healing per lvl from 8+ 12+
Endurance:
+10% per level 12+
G-Ward:
range, dmg, HP of ward increases per lvl 12+
Battle Roar:
Continue scaling it up, similar to the current pattern
Farie Fire:
-7 Armr 12+
Bash:
Same, dragged out over 15 lvls
Banish:
Same
Psn Strike:
10% Slow per lvl 12+
Skellys:
12 is the same, 13 gives 20, 14 gives 10 stronger, 15 gives 20 stronger
Gobs:
Big HP boost, minor dmg boost 12+
Darkness:
+30 AoE lvl 12+
Restore Mana:
+300, -1 duration, for 12+
Acid Rain:
Same pattern increase, Cd-1 per lvl 12+
Scream:
Same
Mana Burn:
+250 for 12+
Unholy Frenzy:
+40% attack 12+, mana cost down for all lvls
AMS:
+500 per level 12+, -1 second CD
Blood Bath:
Same
Immolation:
+30 per level 12+
MEA:
Same
Bonus Stats:
+3 1-3, +5 4-6, +8 7-9, +12 10-12, +25 13-15
Sleep:
Same
Impale:
Same
Mana Regen Aura:
Continue Scale
Consume:
Continue scale, but -1 sec CD per lvl
ULTS have also been upgraded; but, kinda just following their pattern for level 5.
Immortals Mask is now a regen aura, that only works on you. What you need to know: regen doesnt stack on masks anymore.
a few really minor hero changes; trying to switch up the more commonly used heroes.
Removed a handful of trees from the terrain... like... 20; which is actually a lot! like, 40% of them. I spread the others out; so the foresty areas are just as large; but you can kinda see through them; and not as much pathing being blocked.
Fixed the arena problem, causing teams to be awarded with multiple wins.
Took another stab at making sure yiff doesnt respawn in the arena (if he was set to respawn the same second as the arena starts, he would spawn while players were being moved in)
Moved tomes in part of the rag Q, to be more easily seen.
more to come ----later happed
magic defense was broken and then fixed
battle-mage was made on par for other heroes in his range. (had insane stats for a 2.0 BAT time)
Necro's BAT was reduced from 2.35 to 2.3
Fixed a problem I created with the arena
slithery took a small hit to int
Changed a lot of things on a lot of heroes; all tiny things, that i realized needed to be changed to make more heroes usable.