As I previously announced you in my last post, I've finished implementing the artillery system by adding one heroic artillery ability for each one of the builders: the Warp In Carrier ability and the Spawn Leviathan one.
From the matches that I got to see from the last EU Arcade Night, I found the games were being resolved quite too soon. Therefore, I've decided introduce some balance changes to the game to increase the length of the games. On the one hand, I'm reducing the overall damage of artillery abilities, while also reducing the time it takes for your builders to level up. On the other hand, I've increased the damage of the builders' weapons.
Most of the feedback that I got from the last EU Arcade Night was related to the tutorial. It seemed not to be a good idea to force new players to complete the tutorial while their experienced mates were already playing the game. That's why I've decided to completely remove the tutorial from public games, while moving it to an individual tutorial game mode.
Finally, I want to thank all the gamers that played my map during the last EU Arcade Night, allowing me to collect some valuable feedback about my game. Keep the feedback coming so I can keep improving the game.
v 4.9:
GENERAL:
- Decreased life of the Core from 4000 to 3000.
- Builders won't collide with attacking units.
- Increased builders' attack from 6 to 8.
TUTORIAL:
- Tutorial won't be accessible in public games, but only when playing the tutorial mode.
- Increased the speed of all the text writeouts.
- Camera won't shake when placing your structures in an invalid spot.
- When playing the tutorial, AI players will receive half income.
- When playing the tutorial, human players will receive double energy.
- Rescue Strike won't be highlighted to avoid players from wasting it.
ARTILLERY:
- Added support for heroic abilities.
- Added new Probe's Warp In Carrier heroic ability.
- Added new Drone's Spawn Leviathan heroic ability.
- Decreased overall artillery effects by 20%.
- Baneling Trap: Decreased damage to structures by 40%.
- Baneling Trap: Increased damage to builders by 50%.
- Baneling Trap: Decreased burrowed timed life to 120 seconds.
- Life/shields and cooldown of defensive structures is now adjusted depending on the number of players.
- Creep Tumor: Fixed button referencing the values of the wrong unit.
- Chain Lighting: Increased stun duration by 20%.
- Creep Pod: Increased Infestation duration by 20%.
- Decreased level-up time intervals from 6 min to 5 min.
- Chain Lighting II: Fixed stun visual effect not showing up.
UNITS:
- Adjusted the size of the Dark Shrine and Creep Tumor death models.
- Units won't target defensive structures.
UI:
- Fixed final statistics panel not showing Gained Score.
AI:
- Fixed a bug preventing the AI from upgrading their artillery abilities for some specific builds.
- Fixed a bug causing the AI to not update their row placement preferences when gaining a new artillery level.
I've just uploaded a new version!! Just some minor changes this time. I think the game is now ready for being submitted to the Rock the Cabinet contest. I'll wait for tonight's last Arcade Night to make sure everything is working as intended.
v 4.10:
GENERAL:
- Reimplemented sport balls, just for fun.
ARTILLERY:
- Increased damage of heroic artillery abilities by 20%.
TERRAIN:
- Finished char forest at the right edge of the map.
AI:
- AI won't prioritize to launch their artillery abilities at the heroic artillery ships under construction.
First of all, I want to thank all the people who were playing my map yesterday at the Arcade Map Night. Based on your feedback, I've uploaded a new version introducing some changes on how the cancel queue command works. Now, the cancel queue button will make your structures cancel the first training slot, instead of the last one. This way, if you want to upgrade several buildings at once, all you have to do is to first add their respective upgrades to their training queue and then cancel the first queue slot so they will stop training units and start their upgrades.
I think the map is now ready to rock the cabinet, so I'll be submitting it today to the contest. Thank you again for all your feedback, and good luck to all the other mapmakers taking part in this contest.
v 4.11:
GENERAL:
- Cancel Queue Slot command will cancel the first item in the training queue of the structures.
UNITS:
- Omegalisk: Fixed Omegalisk icon not being properly rendered on its structure queue.
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New patch 4.9 is out!!
As I previously announced you in my last post, I've finished implementing the artillery system by adding one heroic artillery ability for each one of the builders: the Warp In Carrier ability and the Spawn Leviathan one.
From the matches that I got to see from the last EU Arcade Night, I found the games were being resolved quite too soon. Therefore, I've decided introduce some balance changes to the game to increase the length of the games. On the one hand, I'm reducing the overall damage of artillery abilities, while also reducing the time it takes for your builders to level up. On the other hand, I've increased the damage of the builders' weapons.
Most of the feedback that I got from the last EU Arcade Night was related to the tutorial. It seemed not to be a good idea to force new players to complete the tutorial while their experienced mates were already playing the game. That's why I've decided to completely remove the tutorial from public games, while moving it to an individual tutorial game mode.
Finally, I want to thank all the gamers that played my map during the last EU Arcade Night, allowing me to collect some valuable feedback about my game. Keep the feedback coming so I can keep improving the game.
v 4.9:
GENERAL:
- Decreased life of the Core from 4000 to 3000.
- Builders won't collide with attacking units.
- Increased builders' attack from 6 to 8.
TUTORIAL:
- Tutorial won't be accessible in public games, but only when playing the tutorial mode.
- Increased the speed of all the text writeouts.
- Camera won't shake when placing your structures in an invalid spot.
- When playing the tutorial, AI players will receive half income.
- When playing the tutorial, human players will receive double energy.
- Rescue Strike won't be highlighted to avoid players from wasting it.
ARTILLERY:
- Added support for heroic abilities.
- Added new Probe's Warp In Carrier heroic ability.
- Added new Drone's Spawn Leviathan heroic ability.
- Decreased overall artillery effects by 20%.
- Baneling Trap: Decreased damage to structures by 40%.
- Baneling Trap: Increased damage to builders by 50%.
- Baneling Trap: Decreased burrowed timed life to 120 seconds.
- Life/shields and cooldown of defensive structures is now adjusted depending on the number of players.
- Creep Tumor: Fixed button referencing the values of the wrong unit.
- Chain Lighting: Increased stun duration by 20%.
- Creep Pod: Increased Infestation duration by 20%.
- Decreased level-up time intervals from 6 min to 5 min.
- Chain Lighting II: Fixed stun visual effect not showing up.
UNITS:
- Adjusted the size of the Dark Shrine and Creep Tumor death models.
- Units won't target defensive structures.
UI:
- Fixed final statistics panel not showing Gained Score.
AI:
- Fixed a bug preventing the AI from upgrading their artillery abilities for some specific builds.
- Fixed a bug causing the AI to not update their row placement preferences when gaining a new artillery level.
I've just uploaded a new version!! Just some minor changes this time. I think the game is now ready for being submitted to the Rock the Cabinet contest. I'll wait for tonight's last Arcade Night to make sure everything is working as intended.
v 4.10:
GENERAL:
- Reimplemented sport balls, just for fun.
ARTILLERY:
- Increased damage of heroic artillery abilities by 20%.
TERRAIN:
- Finished char forest at the right edge of the map.
AI:
- AI won't prioritize to launch their artillery abilities at the heroic artillery ships under construction.
First of all, I want to thank all the people who were playing my map yesterday at the Arcade Map Night. Based on your feedback, I've uploaded a new version introducing some changes on how the cancel queue command works. Now, the cancel queue button will make your structures cancel the first training slot, instead of the last one. This way, if you want to upgrade several buildings at once, all you have to do is to first add their respective upgrades to their training queue and then cancel the first queue slot so they will stop training units and start their upgrades.
I think the map is now ready to rock the cabinet, so I'll be submitting it today to the contest. Thank you again for all your feedback, and good luck to all the other mapmakers taking part in this contest.
v 4.11:
GENERAL:
- Cancel Queue Slot command will cancel the first item in the training queue of the structures.
UNITS:
- Omegalisk: Fixed Omegalisk icon not being properly rendered on its structure queue.