I realize that I have screwed up by not releasing a hot-fix for the heroes re-spawning as warriors??!
To make up for it, I am going to release 10 completely new items for the next build. 7 out of 10 are purple/epic-rare, and most are much better than other current alternatives of the same item-type. Also, there are 6 new prefixes for items:
- X% more melee damage
- X% more spell damage
- X% more fire-spell damage
- X% more frost-spell damage
- X% more nature-spell damage
- X% more movement-speed
A reason why I am creating these high-level items, is because I plan to create a difficulty system soon. It will make it possible for players to play the whole map on three different difficulties - one difficulty is unlocked when at least one player in the map have cleared the previous difficulty (Then vote to play on it).
When this difficulty system goes live, enemies will be too hard to kill without some better items, but for fun, I release the items before the system goes live.
Expect the new build in the next 24 hours on both regions
EDIT: I just revamped the whole item-drop-system, and it works like a charm. It adds a bunch to the fun-factor! With the increased amount of items, I have taken the opportunity to make some items super-rare, for example a new legendary ring called "Ring of Destruction" has one to 1600 to drop from normal mobs, 3 to 1600 from elites, 30 to 1600 from bosses and 85 to 1600 from Story bosses. Meaning you will have to be lucky to ever see this item.
I might do some kind of a trading system soon
Build 50 uploaded to EU, and Nebuli is about to publish on NA
- Fixed an issue, where other heroes would sometimes re-spawn as a warrior
- 10 new items added to the drop-pool
- The item-drop system has been completely revamped
- Some units have had their stats changed
- New stat-types avaible for heroes
Feedback much appreciated, it has been great so far, both from EU and NA! Keep it coming :)
Did you try 6? I know 8 might be chaotic but 6 should be a happy medium at least for some people. But ya I'm sure iE4TM4PS saves the streams he records, I've had to delete mine due to quality issue and lagginess. I'm trying to work on it.
Good news i'm back, and better news iv'e got hell load of feedback :) . I was playing as the mage alone in single player and i maxed out in the end. fyi FB means Feedback.
PATCH NOTES FB-So, id have to say, all your patch notes were valid for NA except the objectives...After carefully scanning my screen i could not find any objectives nor could i find them along the way throughout the game, also i was not sure if the buttons were lighting up, they were more graying out, if that's what you meant for them then gj but it was hardly noticeable. Also on the map it would be cool if my name was hovering over my little arrow because it can be hard to find myself on that map at times. Overall it just seems like some of the features of the updates/builds have not successfully reached NA.going down the patch notes a page back, I assumed the psiconic saw worked never tested it, not sure what you mean by the spawn until event ends, of course like i said the objectives aren't working, and there was of course some more terrain and the bag when full one seemed to work. though i did not double check this one :( . going on the patch notes above the re-spawn as warrior seemed to successfully be fixed. couldn't really test the item drops part and i'm personally confused as to what you mean by "new stat types for heroes".
BOSS FB- Playing as the mage character the bosses kept on loosing aggro after their abilities and stopped chasing me and looked quite unpolished. Also on the roach boss when you pull him away from the spot he is positioned in then the adds become completely useless, possibly spawn the adds in a circle around him? (they would unburrow of course to give polished look) Also the boss in the loyte area could not attack me because the teeth/ spike things in the floor was blocking the path from me to him so he could not reach me. and give dem archons their zappy zap thing! lol. And obviously the three mages are a work in progress seeing as i could pull one at a time and the area looked unfinished. of course as you know, the boss fights could be a little bit more interesting.
NEW LOYTE INSTANCE (i think) FB- good news! your loytes don't explode as a panther model anymore! bad news! they don't do any damage...walking through the place i had purposefully made like 6 attacking me and i was loosing no health, also work on that boss down there, obviously i assume that area is a work in progress.
GENERAL BUGS FB- The rocks still need some more pathing just right of the first town/village/camp place and some of the rocks just below the roach place need some pathing as well. when you are walking down to the battle and you are attacked along the way with that zealot some of the zerglings do not attack and just sit there in a line. When you click on the temple WP the UI for it wont go away when you walk away from it, only goes away until used. At the river camp after the ultralisk boss i am able to blink across the destructible rocks, simply put more destructible rocks there and the problem should be solved (btw what was with that place?). also if i clicked fast enough on an ability I could double cast it (managed to triple cast the frost nova spell) i'm not sure how you could fix this but look into this. Also please give a model to the item dropped, it would look so much more polished, i would also tint the item dropped the color of the item level/ color.
LAST BATTLE FB- HOLY HELL THAT WAS HARD lol good thing i like to play challenging maps. my mage was at an item level of 990 and i still could not get past the third pylon. i was kicking some massive ass but i still lost in the end, i eventually got pushed back and after 20 mins the enemy had made their way into the temple and killed any friendly adds that came along. Possibly some heavy defenses at the temple so the player had a fallback, or if you did not want defenses you should make a restart option for the place, could be helpful on other quests. So i had completed this part by slipping past the waves and just took down the pylons ignoring any spawns that came out (i was max level anyway so i was not gaining any exp from the 500 spawns i killed). Also i was wondering if the friendly high Templar was supposed to run out of the temple and start attacking because he had done so after the second pylon was killed just bout every time. So some work could be done on the battle, i love the idea though and it was fun but i just ended up loosing every time i tried to fight with the comp forces. And add another "this is the end of the beta!" text before the 3 Templar boss fight.
(yay first post with colors!)Overall I'm loving the map tho max level 9 made the battle really hard, with so much potential exp on that part id recommend to make completely different units (same stats and looks) just with less exp gain, also id raise the lvl cap to 10 or 11 for now with more terrain and get dem objectives working! Well once again gl on your map.
WOW! That is some awesome feedback! Thanks a bunch :)
You have pretty much nailed all the things I have found to improve myself, as well as some new things to consider.
I am as always trying to improve boss-battles, but I have to learn how to make them more fun, before using too much time on them (playing other games like Diablo to seek inspiration)
Even though I like the way the war at the end works, I am going to dramatically change it. It will be more about sniping the pylons and letting the war being fought in the background. I like difficult maps as well, so I am sorry to inform that this area will be a lot easier next build. BUT! this brings me to a new feature I will introduce very soon. A difficulty option: There will be three difficulties, each unlocked after the previous one is completed (completion conditions will be moved until the last boss-battle is done). Each difficulty option makes the game harder in multiple ways: Units gain more health/mana/damage and even new/changed/other spells. This is on my list for build 52, build 51 will fix the war as well as the bugs you reported and some I found myself.
ETA for build 51: End of this month
ETA for build 52: Not yet set
Thanks again, and I am glad you enjoy the map :)
Fyi it was not until 30 mins ago when i watched the corruption commentary youtube video that i learned that the abilities were not automatically upgraded on the UI button frame. If i was the average player i would have probably gone 8 more games before i discovered that, so just make it more obvious that you have to manually drag the upgraded ability down to the ability bar. and that is probably the reason why i had such a hard time during the battle, i plan next weekend to tell you how the battle goes with the upgraded abilities that i did not know that i was not using.
Hey sorry for posting in this thread but i dont know where else should i write. Jake it's almost week had passed since my last personal message to you. If you refusing to help for some reasons pls tell me so i wont bother you anymore.
Just so you know the PMs are kind of broken on the site right now. Randomly you'll get a 1PM or 2PM or any number of PMs and nothing could be there or you could have no PMs show up and really have a PM. I rarely check my PMs now a days too because that bug keeps playing tricks on me so it might not be he's ignoring you just hasn't been told there's a PM.
Work on the map have been slow lately, but I have done another map-related thing over the last couple of days. A map-website! Right now I have no plans to actually release the website though, but still, I would love to get some feedback on the design, and maybe on some of the unique features (explained later in the post)
I have no web-host as of now, but in the attachment is a picture of the "home" page of the website on a 1920x1080 screen running local (all text is obviously just fillers)
The "unique features" is for example that when you're logged in, you can actually click a button to run a script on your computer that locates and uploads your bank-file as an XML-file in the online database. This means that, just like in-game, other people can then see your hero-stats by hovering over your avatar whenever you post a reply or topic on the website. Other things like which difficulties you have completed, if any, will also be visible to other people in another unique way, at the moment, by changing the background-color of your posts.
As mentioned, I have no plans as of now to publish the website, it's just for fun and practice, but like everything else, I plan to get it to a fully functional state. I might release it if/when the map gets a large enough fan-base.
Feedback is as always much appreciated!
More on topic, here is a change-log of what is already done for the next build:
- Ultralisk-battle and abilities revamped
- A new Camera-shake function added, which is triggered by many abilities and events
- Green and Gray items are now dropped on the ground as standard SC2 items, unlike more rare items which are still being rolled for.
- Charge-ability totally revamped, and does now deal damage
- A spawn-point in the temple
- Started the work of a trade-system