Hi Ranak, in the 3.10 update that went live you can disable the B and C keybinds from the settings button at the top of the screen =)
Regarding the revive, are you saying if you right click a hero that is not incapacitated it starts reviving them, or if you use left click from the equipment toolbar? There is a condition that should prevent this, but I'll check it out next time I'm in game.
When you right click on the hero without using the toolbar, it tries to revive them, and sets their health to like 20% when it finishes. In the case of a medic with the *smart* healing ability, it only occurs if the target is invalid for healing(full health, being healed)(on that note, can the validation for energy restore and health restore be separated? I would like to be able to heal someone who is in range of a energy restore structure thingy.). Also, I just read the notes after posting, I saw that you could disable those :D
One thing I always find annoying in games like this, is the kill bounty, because aside from a few exceptions, such as in the RTS Supreme Commander(as you channel an ability on the wreckage of the units to reclaim resources), kill bounty is a significant problem in games. I would like, at least as a mode, to have kill bounty spread to all players evenly, or even if half goes to the killer, and half is split evenly. One problem with this is that heroes such as the medic, which are focused on healing rather than killing, will get much less cash, and the same of the stealth classes according to a guide on the forums. I made a thread on this on another forum for a different AOS, though it is slightly different.Post.
Yeah next update I will be splitting bounty at least for the bigger units like titans/titan bosses. Some players have suggested awarding bounty per damage, but that doesn't help healing classes either.
Nor does it help with buffing/debuffing. I personally would split all bounty evenly between all players, by making a central pool, probably belonging to the AI allies, that gets all bounty, and every 5 seconds would give as much as it can to each player, while keeping all of it divisibile by 5. Also, the AI player would get +10*player first, per 5 second, as I think thats how the periodic income is calculated.
I probably wouldn't split all of the income over all players, but I could make it work like experience, where it gets shared with heroes in range of the unit that died. Although I'm not sure I would include kills from AI in this.
I'll have a think about it and see what I can come up with. It's a bit like score though, which is not intended to be exactly equal among all players, the main issue being that all heroes have different capability as far as killing units goes.
Hey everyone, the new update 3.11 is now live, complete with the all new Invasion mode! This adds a new day/night cycle and weather system as well. Zerg will invade and attack your flanks during the night, they will even hack your bases!
You will need to use your wits and protect your forward bases against this new threat.
Well the feedback overall has been great, and people are enjoying the new invasion mode.
If you have been following the official forums, you will notice talk of a sequel game focused purely on co-op play. So if you are a fan of co-op and enjoyed Battle for Sky Fortress, be sure to check it out and join in the discussion:
http://www.battleforskyfortress.com/forum/index.php?topic=167.0
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hi Ranak, in the 3.10 update that went live you can disable the B and C keybinds from the settings button at the top of the screen =)
Regarding the revive, are you saying if you right click a hero that is not incapacitated it starts reviving them, or if you use left click from the equipment toolbar? There is a condition that should prevent this, but I'll check it out next time I'm in game.
When you right click on the hero without using the toolbar, it tries to revive them, and sets their health to like 20% when it finishes. In the case of a medic with the *smart* healing ability, it only occurs if the target is invalid for healing(full health, being healed)(on that note, can the validation for energy restore and health restore be separated? I would like to be able to heal someone who is in range of a energy restore structure thingy.). Also, I just read the notes after posting, I saw that you could disable those :D
Thanks I'lll look into that revive thing.
One thing I always find annoying in games like this, is the kill bounty, because aside from a few exceptions, such as in the RTS Supreme Commander(as you channel an ability on the wreckage of the units to reclaim resources), kill bounty is a significant problem in games. I would like, at least as a mode, to have kill bounty spread to all players evenly, or even if half goes to the killer, and half is split evenly. One problem with this is that heroes such as the medic, which are focused on healing rather than killing, will get much less cash, and the same of the stealth classes according to a guide on the forums. I made a thread on this on another forum for a different AOS, though it is slightly different.Post.
Yeah next update I will be splitting bounty at least for the bigger units like titans/titan bosses. Some players have suggested awarding bounty per damage, but that doesn't help healing classes either.
@KratsAU: Go
Nor does it help with buffing/debuffing. I personally would split all bounty evenly between all players, by making a central pool, probably belonging to the AI allies, that gets all bounty, and every 5 seconds would give as much as it can to each player, while keeping all of it divisibile by 5. Also, the AI player would get +10*player first, per 5 second, as I think thats how the periodic income is calculated.
I probably wouldn't split all of the income over all players, but I could make it work like experience, where it gets shared with heroes in range of the unit that died. Although I'm not sure I would include kills from AI in this.
I'll have a think about it and see what I can come up with. It's a bit like score though, which is not intended to be exactly equal among all players, the main issue being that all heroes have different capability as far as killing units goes.
Hey everyone, the new update 3.11 is now live, complete with the all new Invasion mode! This adds a new day/night cycle and weather system as well. Zerg will invade and attack your flanks during the night, they will even hack your bases!
You will need to use your wits and protect your forward bases against this new threat.
You can read the full update notes here: http://www.battleforskyfortress.com/forum/index.php?topic=120.0
Well the feedback overall has been great, and people are enjoying the new invasion mode.
If you have been following the official forums, you will notice talk of a sequel game focused purely on co-op play. So if you are a fan of co-op and enjoyed Battle for Sky Fortress, be sure to check it out and join in the discussion: http://www.battleforskyfortress.com/forum/index.php?topic=167.0