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    posted a message on [Open Beta] Formation Defense 2.0 [Now on B-Net!]

    I apologize to everybody for my prolonged absence. Real life called me away from modding since I last posted here, but I'm back to finish off the half-finished v2.5 update. I've only been working on it again for about 2 days, but the changes are already coming along nicely.

    V2.5:

    Bug/Fault Fixes:

    -The Broadcast Tower was only firing one missile instead of two

    UI:

    -More work has been done to the achievement system. Previously, I left the scroll bar so that it could be dragged across the screen regardless of where your mouse was. I've since found a way to make it act more like a normal scroll bar, so you'll have to click directly on it from now on

    -24 new achievements

    -Psionic Enchanters now have a lot more information on their tooltips (the tooltips also stay relevant even after upgrades)

    -A few typos were fixed

    -The "Anti-Avian Rounds" icon has been changed

    -Many new tips were added to give information about recent changes

    -Tips can now be disabled partway through a game if you don't want them or find them annoying

    Gameplay:

    -The Heavy Machine Turret now hits only 5 targets, but for 3x the damage (same damage, just split between fewer enemies)

    -The Restrain enchantment was made much worse. There is no initial target damage anymore and its duration has been halved. Psionic Enchanter upgrades in the CC will now improve duration and slowing speed instead of damage

    -Bunkers and Bastions were a little too weak for their cost. They've been made considerably more powerful. Broadcast Towers have been adjusted accordingly

    - Two new buttons have been added to the game, which allow you to 1) select your leader from anywhere or 2) use a leader power anywhere, anytime, without needing to control your leader directly. These are accompanied with hotkeys (1 and 2 respectively)

    - Quick-build. Tired of creating civilians/automatons and upgrading them in the middle of battle? You won't have to anymore! Leaders can now purchase upgraded units directly and put them into your formation. This costs the same amount of minerals/defenders, so all it does is save you time

    - Units enter your formation slower. Purchased units (except mercenaries) now have a cool 'fade-in' effect when being added to your defensive formation. This delays combat for that unit for 0.7 seconds (roughly). Civilians no longer have temporary immunity after creation

    - A new specialty has been added to competitive mode: the Splitter! Splitters break into two smaller versions of themselves when they die

    - New types of solo rounds: Explosive, Teleport, Swarm, and Cloaked (you will not need detectors)

    - The wave 17 creeps ("Knights") have been renamed "Vengeful Spirits" and had their appearance altered

    - Solo mode enemies have had their health reduced by 25%

    - Solo players will now have to fight off Assassins from wave 6 onwards

    - Wave 24 and 26 creeps in solo mode will now fire from a distance

    Posted in: Project Workplace
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    posted a message on [Open Beta] Formation Defense 2.0 [Now on B-Net!]

    Just letting everybody know the game is still very much alive. It's regained ground popularity-wise recently and the strange clone of it that appeared has finally disappeared (the stolen version is still going though...apparently Blizzard doesn't care).

    I've taken a week or two off of modding non-stop, but don't worry, 2.5 is still in the works.

    Posted in: Project Workplace
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    posted a message on Formation Defense 2.0

    Nobody? It shouldn't be so hard to get feedback :P.

    Posted in: Map Feedback
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    posted a message on [Open Beta] Formation Defense 2.0 [Now on B-Net!]

    It's crashed in popularity over the last two days (US). Anybody know why? I'm wondering if I created a massive bug somewhere...

    If anybody knows of any bad bugs that have shown up recently, please report them.

    Posted in: Project Workplace
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    posted a message on Formation Defense 2.0

    I'd like some feedback from anybody who's played this game.

    It's been out on US servers for some time now and just hit the EU and SEA servers this and last week respectively.

    Despite advertising on three sites, getting a news post on this site, creating promotional videos, and responding to all feedback quickly and kindly, feedback has been sparse.

    The good news though, is that [nearly] every single response I've gotten has been from fans who love the game and think it should be higher on the popularity charts than it is (although I hear it's quite high on the SEA servers already). The one bit of negative feedback I received was from Dogmai (one of Project Tofu's creators), who said he left the game early because he wasn't impressed with the dialogs (which surprises me...how many games have a damn scroll bar?).

    Anyway, I'd like some proper feedback so I know what to improve. It's listed as a tower defense, but that classification really doesn't do it justice. It was really just a way to have it in a custom category so it would get noticed easier. In solo mode, there are towers, but it's almost like saying anything with a hero in it is automatically SOTIS. In competitive mode, there are no towers at all and it provides a completely unique form of gameplay that you can't find anywhere else.

    In my opinion, it's one of the most polished games on b-net (that I've seen). I have many custom icons (almost all made by myself) and stylish dialogs that have an addictive feel to them. There's 51 achievements too (plus 22 more coming next update), so there's lots to unlock for the achievement lovers out there.

    For you strategy lovers, it's a strategy game first and a defense map second. The entire thing is built around strategy and if you fail to think thing's through....chances are your dead.

    See my sig link for more info.

    Posted in: Map Feedback
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    posted a message on [Video] It's almost here...

    Good to know that you guys are on this stuff. I can't recall if I saw that generic icon anywhere else, but I think the fact that it's the upgrade progress bar icon makes it stand out more.

    "I thought the current icons were easily recognizable as is, but perhaps I was wrong?"

    I might just be slow on learnign the icons :P. I find the earth one to be the most confusing. For some reaosn I always forget what it represents. Light and darkness were very clear though.

    Posted in: General Chat
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    posted a message on [Open Beta] Formation Defense 2.0 [Now on B-Net!]

    Be sure to come back with feedback for me :)

    Posted in: Project Workplace
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    posted a message on [Contest] Themed Creature

    Yeah I noticed the portrait right away :P. I've never thought of texture swapping portraits before. Well done. I think it might look a bit better without the banker though.

    I think I prefer Keukens, but that's only because I like monsters and fantasy settings over starships and futuristic settings. Sorry Borg! Nothing personal :P.

    Posted in: Project Workplace
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    posted a message on [Open Beta] Formation Defense 2.0 [Now on B-Net!]

    Devilish Monkey (and others), it turns out Eaglesight accidentally uploaded it as private gmae (oops). It should be public and available now.

    Posted in: Project Workplace
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    posted a message on [Contest] Themed Creature

    Nice Keuken. Pure awesomeness as always. The scantipede model is so underrated.

    I recently started making a hero game and system. Custom UI, fantastic aiblities and animations, great themes to each of them, but I don't think they'll be done in time for this contest (one is sort of done though...didn't even notice the contest until today).

    I'll be showing them off whenever I can get out and buy a darn computer microphone so I can explain each of their abilities properly.

    Is anybody else working on an entry?

    Posted in: Project Workplace
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    posted a message on [Open Beta] Formation Defense 2.0 [Now on B-Net!]

    Hmmm, let me contact my EU uploader and see what's going on.

    Posted in: Project Workplace
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    posted a message on [Open Beta] Formation Defense 2.0 [Now on B-Net!]

    Hopefully my EU uploader didn't have any problems with it. Did you try actually searching "Formation"?

    Here is the v2.5 changelog so far (will keep updating as I add things):

    [Edit]: Look down a few posts.

    Posted in: Project Workplace
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    posted a message on [Open Beta] Formation Defense 2.0 [Now on B-Net!]

    EU and SEA are up!

    With it came a small update that took care of localization, changed some loading screen text, and fixed one achievement that was bugged. It also locked the Faster game speed.

    2.5 is in progress. If anybody from any server has ideas for a future update, post them!

    Posted in: Project Workplace
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    posted a message on [Video] It's almost here...

    @Diaboro: Go

    Same in US...it took all it's hours out of other TDs (all except mine...so I jumped up. YAY)

    A few issues:

    • The difficulty dialogs at the start really mess up if the host disconnects before pressing anything. I had multiple difficulty dialogs on top of each other and wasn't able to choose half the settings (easy and very easy disappeared...luckily I don't play that low)
    • The balance is a little confusing. It's not a bug, more just an enquiry. It seems that up until level 30 or so, on any difficulty the game is just too easy, but then once you go up past 30 you lose lives nearly every round and there's nothing you can do about it (maybe I just suck?)
    • Some towers seem incredibly strong for their price (the long range warbot tower (cannon) and the boomerang towers), but others just seem useless, like the buffing towers for instance. The poison tower is also misleading, because it doesn't actually poison anybody and its damage is really low (I know about its splash ability)
    • Light and fire towers are waaaaay stronger than the other starting element towers
    • The weapon icons on the towers don't say what element the tower uses. It tells you what element the tower will hit with when you're looking at upgrades, but after that you just need to figure it out by looking at the strength/weaknesses. Maybe some custom icons that match your loading screen would make the elements more identifiable as weapon icons?
    • A lot of the icons in the game are just the generic heart
    • It seems like a ton of the game's towers all use the same missile, occassionally coloured. It's not really an issue, but more variety is always good. Plus it's sort of tough for me to tell what's shooting what
    • In one game I played where the host left during difficulty selection, nobody got any starting resources

    Loved the warcraft III version of the game. The SC2 version still has that addictive feel, but it seems like it needs a little more love :). Good progress so far though!

    @TacoManStan: Go

    Formation Defense. :P

    Posted in: General Chat
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    posted a message on Percentage Damage Increase

    Yeah...the whole trigger issue seems like a bug (or flaw? Not sure it's actually a bug) within the editor. I may just need to scrap my attribute system if I can't find a solution to this.

    Posted in: Data
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