Hey, here's the changelog of v0.3, we didn't post it yesterday because we published it *just* as Mapcraft started
Quote:
Runecraft v0.3 - BETA
Gameplay
Balance
The Reactor Rune has been removed
Transfuse energy cost increased to 65 from 50
Energy Regeneration of the Siege Tower has been increased to 2 from 1
The Energy Minor rune’s bonus regeneration has been decreased to 0.75 from 1.5
Spell rune base energy regen has been increased to 2 from 1
Interceptors are now invulnerable (Temporary fix until we have the time to do something more reasonable)
Other
All primary runes now have a unique texture and look. Textures are not final, if anyone wishes to submit their own texture for us to use, feel free to do so (Credit will of course be given)
There is no more ink cap, income is now static but can be increased via a button beneath the research and rune tree buttons for a price.
The Guardian Statues have had their team colors changed from white to red and green (To match the future doodads that will be placed in the bases)
Bug Fixes
Tooltips have been updated to show numbers
Reduced the scan range of most air units, hopefully preventing them from switching lanes
The Stone Zealots will (hopefully) no longer bug out and stand in place
Vikings should have their priorities straight now
Requirement tooltips now make sense
The Perdition turrets cost is now reasonable (25/1) and it will properly unburrow
The cancel button on the Minor Rune submenu for spell runes now works.
Trap rune health bars are now properly green instead of pink/purple
Thors should have their priorities straight
Observers on will no longer hold staring contests
There were a few more changes I did yesterday but forgot to list, but I forgot them. If I remember, I'll add them.
Also, I believe that the storm rune currently might be still reducing income, so I think its best you avoid it until that is fixed. (Just check its tooltip. If it still has a cost of 10/2, it is reducing income)
We've got a lot of feedback from yesterday and will begin resolving all currently known issues.
Thanks a lot for playing and giving your opinions :)
EDIT: If you can, please upvote our link on reddit: http://redd.it/orjpc
And like our video on youtube (if you do actually like it)
We'll be posting the thread on TL in 2 days - I can't open threads for 3 days after creating an account >.>
The AI decided to spam nothing but banelings in the latest version. (response to a few marines I started with, but it proceed to mass tons of them)
Defensive towers seem rather ineffective. They die too quickly, and deal insufficiant damage, especially due to energy limitations. I cannot see any reason to build defencive towers. Also, banelings seem to kill traps, so unless I give them shields (maybe) they die instantly when banelings die on them.
Yep, AI looked to me like it wasn't quite ready. I was going to suggest that in single player mode, any of your units that hit the end should magickally be reversed, on a separate lane, and sent back at you :p
Yea, Traps are somewhat problematic. An idea would be, they are *bound* to anouther rune, which is it's actual life. You build a trap rune, then use an ability to set it's indication point, where it will autocast it's spells when needed. Problem with that is how you could build them in the back, and that makes the traps invulnerable till your base starts dying (not much different to spells, except autocast on a set location)
How about, They are invulnerable unless detected? Problem with that is that detectors tend to come into play rather quickly, and they tend to have the same problem as towers as a result then.
Oh, the AI. It was not supposed to be released publicly... And even if it was, it should only come on if you are by yourself. Basically, I just built the "shell" and thought process of the AI. But I haven't tought it any good counters other than banelings. So it sees your units, and it's like- "hmm...whats the best counter I have for that?......banelings.....banelings....or.....banelings?" and then proceeds to spam them. But you can rest assured that AI is nowhere near complete, and will do more than just mass banelings in the actual game.
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
Oh, the AI. It was not supposed to be released publicly... And even if it was, it should only come on if you are by yourself. Basically, I just built the "shell" and thought process of the AI. But I haven't tought it any good counters other than banelings. So it sees your units, and it's like- "hmm...whats the best counter I have for that?......banelings.....banelings....or.....banelings?" and then proceeds to spam them.
The UNIT AI is working as intended. Like stalkers blink intelligently, marines use stim when they should, phoenixes will use graviton beam properly, etc... There is a SECOND AI that I was semi-working on. This AI is intended to take over if you leave. Say your in a 3v3 and the guy covering top leaves. Instead of your entire team being totally screwed, the AI will take control of that player and start building. This AI is very incomplete (I just started it) but was somehow turned on by mistake.
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
But I did some calculations to find out how many counters I need to program in. It's like 220-250 unit counters O.o So yeah, I'll be working on the AI for a while....
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
I found a bug! If you buy the decrease cost for Aura towers rune, it causes the aura tower to cost 7 income. There are others but i forgot, yuo really should checkl out the replay if u havent!
Patch coming soon with lots of bugfixes, balance tweaks, and more!
But here's some great news- we've moved up from page 12 to page 7 on the US severs! Thanks for playing the game, and we hope you continue to play & enjoy.
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
Upgraded Siege Tank Range has been reduced to 9 from 10
Upgraded Siege Tank Attack Speed increased to 2 from 1
Void Ray cost increased to 65 from 55
Void Ray spawn time increased to 45 from 30
Nuke runes are now limited to 3 per player. (Remember, scramble stops them)
Income cost now increased to 75x up from 50x
Base income decreased to 4 from 5
Other
Buttons in the tech trees now desaturate if they aren’t available
later research/rune unlocks now cost 2-3x more
Bug fixes
Aura Cost Upgrade no longer sets it to cost 7 income
Shield visuals have been added to all non-protoss units. If you do find one without shield visuals, please tell us.
interceptors now get their host carriers buffs
Just fyi, the income will be getting yet another nerf (to shorten game time. The slower you can counter, the faster the game ends), and we'll fix the cost tooltip as well.
We are going to look into the odd error messages and see if we can find out what causes them.
Also, the current US version does not have the unlock tree and income changes listed in this changelog (as I made these before zelda was available today) He will no doubt update it to the latest version really soon.
If you have any suggestions, feel free to post. We base our work almost entirely on feedback right now. Once we're out of bugs and balance issues to exterminate, we'll start adding new content.
I heard a suggestion that i thought was good from a player i was playin with; What if the increase in rank gave you something aesthetically nice? EX: Different Mage model, different Rune texture, etc.
Made a project page :) Click on the orange "2" beside where it says maps under my pic (or click my username) to find it.
Right now its just the first 2 posts of this thread, will try to add more content to it.
It's on our to-do list. We plan on adding pets, retextures/modelswaps for the mage, and modelswaps/retextures for units (Dark Protoss, Merc Terrans, etc.)
They wont be unlocked through ranks, but will require a certain amount of score invested in it (You dont lose the score) or some arbitrary currency that is increased with score. But this is pretty much on the bottom of our list right now (although, the list is pretty short itself...) and isn't completely planned out yet.
messaged Zelda about that right now, but he said he won't be home much today... If I find the time, I'll see if I can solve the issue so that he simply publishes it.
Taking a look at it right now, Could you be a bit more specific as to your exact problem? We tested it yesterday and it seemed to work fine. The income being 1 higher than it should is fixed. I also found (and fixed) a few other minor issues. But I'm playing it right now, and all my upgrades are removed, dialogs are reset, and unit/spell research is removed. I'll patch the game later today in case it's an old version or something.
Also, I'm making some progress on the AI. Hopefully it's ready for testing in a week or so.
Well, if you know about the +1 income part, I suppose that was just coincidence, as I only got +1 income.
As for the upgrade part, My friend I was playing with said he was having trouble researching, but that might also have been a mistake he made.
Ill test again after the update.
Darn coincidences...
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hey, here's the changelog of v0.3, we didn't post it yesterday because we published it *just* as Mapcraft started
There were a few more changes I did yesterday but forgot to list, but I forgot them. If I remember, I'll add them.
Also, I believe that the storm rune currently might be still reducing income, so I think its best you avoid it until that is fixed. (Just check its tooltip. If it still has a cost of 10/2, it is reducing income)
We've got a lot of feedback from yesterday and will begin resolving all currently known issues.
Thanks a lot for playing and giving your opinions :)
EDIT: If you can, please upvote our link on reddit: http://redd.it/orjpc
And like our video on youtube (if you do actually like it)
We'll be posting the thread on TL in 2 days - I can't open threads for 3 days after creating an account >.>
The AI decided to spam nothing but banelings in the latest version. (response to a few marines I started with, but it proceed to mass tons of them)
Defensive towers seem rather ineffective. They die too quickly, and deal insufficiant damage, especially due to energy limitations. I cannot see any reason to build defencive towers. Also, banelings seem to kill traps, so unless I give them shields (maybe) they die instantly when banelings die on them.
@Ranakastrasz: Go
The AI is enabled? O.o lol, it's still a work in progress, Zelda should be able to tell you exactly how much work he has left.
I'll definitely buff up towers in the next version.
I'll work on traps soon as well, still have to think of an alternative method to destroy/disable them
@TheAlmaity: Go
Yep, AI looked to me like it wasn't quite ready. I was going to suggest that in single player mode, any of your units that hit the end should magickally be reversed, on a separate lane, and sent back at you :p
Yea, Traps are somewhat problematic. An idea would be, they are *bound* to anouther rune, which is it's actual life. You build a trap rune, then use an ability to set it's indication point, where it will autocast it's spells when needed. Problem with that is how you could build them in the back, and that makes the traps invulnerable till your base starts dying (not much different to spells, except autocast on a set location)
How about, They are invulnerable unless detected? Problem with that is that detectors tend to come into play rather quickly, and they tend to have the same problem as towers as a result then.
About the feedback site. I would note that although it could make it easier to collect feedback, it makes discussions hard, unlike, say, Mantis (http://www.arcengames.com/mantisbt/my_view_page.php)
@Ranakastrasz: Go
Oh, the AI. It was not supposed to be released publicly... And even if it was, it should only come on if you are by yourself. Basically, I just built the "shell" and thought process of the AI. But I haven't tought it any good counters other than banelings. So it sees your units, and it's like- "hmm...whats the best counter I have for that?......banelings.....banelings....or.....banelings?" and then proceeds to spam them. But you can rest assured that AI is nowhere near complete, and will do more than just mass banelings in the actual game.
How is the AI not complete again?
@Mozared: Go
What?
The UNIT AI is working as intended. Like stalkers blink intelligently, marines use stim when they should, phoenixes will use graviton beam properly, etc... There is a SECOND AI that I was semi-working on. This AI is intended to take over if you leave. Say your in a 3v3 and the guy covering top leaves. Instead of your entire team being totally screwed, the AI will take control of that player and start building. This AI is very incomplete (I just started it) but was somehow turned on by mistake.
@zeldarules28:
It spams banelings... Seems Complete to me :D
@Taintedwisp: Go
Exactly! Taintedwisp's got my drill! :D
@Taintedwisp: Go
Oh I get it ;)
But I did some calculations to find out how many counters I need to program in. It's like 220-250 unit counters O.o So yeah, I'll be working on the AI for a while....
I found a bug! If you buy the decrease cost for Aura towers rune, it causes the aura tower to cost 7 income. There are others but i forgot, yuo really should checkl out the replay if u havent!
http://www.sc2mapster.com/forums/general/general-chat/31328-i-think-i-broke-zelda-rules28s-map/#p1
@CrazyTwigman: Go
Patch coming soon with lots of bugfixes, balance tweaks, and more!
But here's some great news- we've moved up from page 12 to page 7 on the US severs! Thanks for playing the game, and we hope you continue to play & enjoy.
Just fyi, the income will be getting yet another nerf (to shorten game time. The slower you can counter, the faster the game ends), and we'll fix the cost tooltip as well.
We are going to look into the odd error messages and see if we can find out what causes them.
Also, the current US version does not have the unlock tree and income changes listed in this changelog (as I made these before zelda was available today) He will no doubt update it to the latest version really soon.
If you have any suggestions, feel free to post. We base our work almost entirely on feedback right now. Once we're out of bugs and balance issues to exterminate, we'll start adding new content.
Runecraft doesn't have a project page?
Plus, I can't check how awesome the map is doing in the pop list :(
@Mozared: Go
Made a project page :) Click on the orange "2" beside where it says maps under my pic (or click my username) to find it.
Right now its just the first 2 posts of this thread, will try to add more content to it.
@jaxter184: Go
It's on our to-do list. We plan on adding pets, retextures/modelswaps for the mage, and modelswaps/retextures for units (Dark Protoss, Merc Terrans, etc.)
They wont be unlocked through ranks, but will require a certain amount of score invested in it (You dont lose the score) or some arbitrary currency that is increased with score. But this is pretty much on the bottom of our list right now (although, the list is pretty short itself...) and isn't completely planned out yet.
Replay (in US) is bugged atm
Does not reset reserach correctly, nor income.
messaged Zelda about that right now, but he said he won't be home much today... If I find the time, I'll see if I can solve the issue so that he simply publishes it.
Taking a look at it right now, Could you be a bit more specific as to your exact problem? We tested it yesterday and it seemed to work fine. The income being 1 higher than it should is fixed. I also found (and fixed) a few other minor issues. But I'm playing it right now, and all my upgrades are removed, dialogs are reset, and unit/spell research is removed. I'll patch the game later today in case it's an old version or something.
Also, I'm making some progress on the AI. Hopefully it's ready for testing in a week or so.
@zeldarules28: Go
Well, if you know about the +1 income part, I suppose that was just coincidence, as I only got +1 income. As for the upgrade part, My friend I was playing with said he was having trouble researching, but that might also have been a mistake he made.
Ill test again after the update.
Darn coincidences...