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    posted a message on [Solved]Pause Timer bug?

    They have GOT to be freakin kiddin us! And I was wondering what was wrong.

    I mean ok i made my share of bad patches too, but this has been up for a while, they should have noticed and fixed it by now.

    Posted in: Triggers
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    posted a message on Chrono Agents (Official Thread)

    @Nillo42: Go

    The specs range has been nerfed a little but it's simply his trademark and range alone doesn't win you a battle after all.

    Yes it is intended. As soon as the soul is starting to be revived, it's not a soul anymore. This way you can heal someone up so that he doesn't die right away. Actually it used to work with encourage too. Don't know why it doesn't anymore. I have also noticed that reboot on the defibrillator doesn't alsways apply so I was gonna look into that.

    Posted in: Project Workplace
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    posted a message on Chrono Agents (Official Thread)

    @TimSin112: Go

    Well the assasin is still very fast, just not completely absurd like before. :)

    Posted in: Project Workplace
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    posted a message on Chrono Agents (Official Thread)

    Update(1.9)

    Mostly modified movespeeds. Basicaly the fighters are now slower then the casters. Reason for that was the often complaint that elders were too slow. Also I had a change of heart as to wheter casters should be slower then the others or not and I came to the conclusion that it actually makes sense: They don't need to wear all this heavy stuff so wh can't they be faster.

    At any rate this one might be controversal since most of the agents are slower now, but I think it's a good call. The slower move speeds increase the neccessity to place yourself right and makes movespeed upgrades and the chronobot aura more neccessary. Now Bioroid actually have somewhat of a chance of chasing you. Still only celloids will be able to realy catch up if it comes to running. Which also makes logical sense to me. There is no running from a raptor-like creature.

    Anyway be free to tell me what you think of that slight adjustment.

    Posted in: Project Workplace
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    posted a message on Chrono Agents (Official Thread)

    @sniper3305: Go

    The rank too? I know that items are not always stable, but there should be no way how a rank can dissapear unless the bank has been modified from the outside.

    Posted in: Project Workplace
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    posted a message on Chrono Agents (Official Thread)

    Update (1.8)

    Now here is some new stuff for you guys to go on. I added quite a few new items. Some are Green(uncommon) and serve as alternatives to customize your inventory. The others are yellow(rare) and quite powerful but hard to obtain because they won't just drop, you have to craft them.

    I also fixed the Chronobot bugs and the end game UI inventor thing.

    I hope this will keep you entertained untill I get my next plans done. Sneak peak:

    There will be crafting recipes that are not there from the beginning but must be found first. These will be for creating items of the next higher quality. Aside from that I will be starting to develop chapter II soon, but that will take a while since I have rather big plans. If it turns out as planned, it will be far longer and more versitile then chapter I. And I will start telling the story I was about to tell. I have it all written completely by now.

    Posted in: Project Workplace
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    posted a message on Chrono Agents (Official Thread)

    @TimSin112: Go

    1.) Maybe I could but I don't see the point of enlarging the code with a useless big number. If you reached the max rank, congratz you are now officialy awesome. The only way to get any better is better items (which will be introduced soon)

    2.) Ok that's a good hint. Apparently the Speed aura also affects towers and therefore adds up to 1 to the Tower's 0 movespeed. Therefore it makes it moveable. Well that should make clear whats causing the problem.

    3.) Well it's a rather complicated Ability. It would need a lot of tests to grasp it. I can't tell you much right now, expect that obiviously the assasin remains hidden when the bug occurs. The "symptoms" all indicate it.

    4.) No integer has a pretty much higher max number, don't remember exactly. The reason why you ended up with 256057 is very clear: the only way to get to this number is the following scenario:

    • You have 255957 xp
    • You collect a chrono crystal and gain 100 xp from it
    • you end up with 256057 - more then you need for max rank
    • from now on, you don't gain any more experience

    Obviously I should've just set it to 256k in this event, but I don't think it hurts to have that little bit of overflow. It's completely harmless, but I will change it to stay at 256k from now the next patch.

    Posted in: Project Workplace
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    posted a message on Chrono Agents (Official Thread)

    @TimSin112: Go

    I actually just realized that he can move towers and I had quite a cow. XD thats so completely unintended don't realy know what causes that.

    Well about experience, I don't know, seems like you guys pla so much that at some point the number could blow the integer frame, which would probably be quite bad :P ...

    @tigerija: Go

    Well he says collect the crystals, the objectives say that as well, the minimap shows objective pings, if you hover over them, it tells you it's a chrono crystal. The tips tell you how you can only collect them after ou killed the quards... I mean what more can I do to make it any more clear?

    Quote from tigerija: Go

    Add more variety with tasks. Look at half life games. Try to give some kind of story trough gameplay. Not with cinematics!

    I am sorry but I utterly completely don't understand that statement. Care to explain it?

    I think the tasks can't get much more different. The Agents all play very differently. As for the half life comparison: I mean half life is just a completely different game and frankly all story has been told by some guys talking to you.(I did not play part 2 by the way, just the classic)

    @MrEpping: Go Well I have been thinking back and forth with the Attendence ability and if all your allies are hurt, it certainly is imba. But the fact of the matter is that mostly only one or two of your allies get attacked at the same time, so you still usually just heal one target, which the elder can do way better.

    I think time lapse is just way more fun when it's an uber buff but only for a glimpse of an eye. I basically comes down to teamplay, if your ally doesn't realize you time lapsed him, then sure its wasted. Analize has an armor reduction because it's the only armor reduction I have right now. I think that's a good additiom. I mean look at the Composite - 10 Armor. with the Striders 2 x 16 or something damage, the Strider is really bad against the Composite. Not so if the Composite is analized, that 2 x 5 extra damage is about 30% for the Strider, and these are also multiplied with the other % it gives.

    The Barrier spell is quite experimental and actually its much more usefull for defense, you just didn't figure that out yet. If you used it on the elder, it doesn't effect his zap ability. So he basicly becomes invincable but can still fight. You can also use it on the tank if he's about to die, they will bite of their teeth on him. Moreso you can turn the assasin into a tank with that(Or any Agent at that matter). Not to mention you can protect Towers. The fun thing about that spell is that it can be used in a variaty of ways. I didn't want to add any damage spell because the elder allready does more damage then a healer is supposed to.

    Posted in: Project Workplace
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    posted a message on Chrono Agents (Official Thread)

    Update (1.7)

    Well has been a while but now it's done. It was quite a huge patch too, so here are only the big ones:

    • New Agent - Chronobot
    • Items can now be double clicked to equipp
    • Added a save button + stash will be shown upon game end
    • Elder now has the Barrier Ability
    • Specialist nerved severely xD
    • Foreseer Manipulation now makes chronosphere affect Allies positively
    • Tons of balance changes...

    I might have missed something important again. As always: please look up the full change log in the game UI.

    Posted in: Project Workplace
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    posted a message on Chrono Agents (Official Thread)
    Quote from TimSin112: Go

    Will there be anything what you can do with skillpoints after 10|10|10?

    No there will not. In fact I am planning to limit the amount of Skill Points you can save from each chapter. So that you can end up with 100% at the start of the last chapter. So if it's 4 chapters, starting skillpoints will be something like 30% in chapter 1 | 60% in chapter 2 | 90% in chapter 3 | 100% in chapter 4.

    That will also mean that you'd need to have played all chapters to reach max.

    But It's gonna be a while untill I start adding chapters.

    Posted in: Project Workplace
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    posted a message on Chrono Agents (Official Thread)

    @HMoon: Go

    OOOPS! :P Well that certainly explains things xD. Forgetting one 0 can make quite the difference. Thanks for telling me.^^

    Posted in: Project Workplace
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    posted a message on Chrono Agents (Official Thread)
    Quote from HMoon: Go

    Once again, of course! But same reasoning applies to HP and energy imho, that was my point.

    Well the thing is that 10 hitpints are 10 hitpoints no matter how many of them you have - ergo same gain for everyone. However 10 damage is waste if you're attack takes 5 seconds and awesome if you have a 0.1 second attack.

    Quote from HMoon: Go

    "I can tell you it's annother supporter. "

    Sentry-like? :P

    You guessed it xD I am allready done with abilties, now doing skills and adjustments. He's gonna be pretty cool I think.

    Quote from HMoon: Go

    "I have no plans for any changes to him right now."

    I agree, I like the warrior as it is now. He needs support and that's fine ... It doesn't mean only heals, the agents with AoE damages should clean things around him as often as possible, and you'd be surprised to see how effective is an elder with max zap at it (of course not the only option).

    I am actually quite aware of how strong self defense can make the elder. However I'd say its more of a single player skill, because in a team your support skills should come first. I am adding an ability to the elder as well btw. Since zap is just a replacement for an attack, I think it's quite fine that he has 5 abilities instead of 4. Afterall he's the main caster.

    Posted in: Project Workplace
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    posted a message on Chrono Agents (Official Thread)

    @Nillo42: Go

    Yes actually I was going to do that anyway. In fact I will not end the game automaticly anymore after the next patch. Instead I will hide the Game World and show you the stash and crafting UI. Therefore you will be able to take all time you want to sort/craft your stash items after the game is over. I will add a save Button for that purpose too, of course.

    @Ryaneko: Go

    The auto equipp is a good suggestion. Sadly there seems to be no event for right clicking on a custom UI button, but I'll do it with double click.

    Well the warrior is the one who is supposed(!) to be surrounded by celloids and keep their attention. I think if you could just bypass everything with sprint, it would make him imba. Bascially he has to rely on his allies to heal him/kill the threats while he keeps them at bay. But I realize that it makes the warrior unable to help his allies sometimes. I have no plans for any changes to him right now.

    Posted in: Project Workplace
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    posted a message on Chrono Agents (Official Thread)

    @MrEpping: Go

    Well actually I don't want them to neccessarily sound protoss-ish since they are not protoss.

    And I think that for an "Agent" the name "Specialist" sounds completely fitting. I was tring to give names that would make them sound like they are not simple Chrono population but the elite forces of their race. Even though "Strider" and "Warrior" doesn't sound like that, but the others do.

    In fact if you look at Blizzard's naming completely unbiased, you will find that a lot of names don't make much sence, we just got used to them. Terrans just name most of their units like either gods or mythical creatures. Well Vikings being raiders does fit, but for instance my association with "Goliath" would be something way larger and i don't see why a "goliath" is good against air. The Reaper has no need for hit and run, although the association they were going for was that the reaper comes surprsingly, which fits. I would actually rather have called a Zerg unit Reaper.

    The thing with Protoss-ish names is that you quickly run out of them. They are basically always either behaviors/jobs (sentry,stalker,zealot,scout,observer) or ranks (high templar, dark templar) or mythical creatures once again(Colossus, Pheonix) . And actually ou'll find it hard to find a mythical creature's name that fits for you and is NOT taken yet in sc1 or sc2.

    I mean what's left? xD Pegasus? Leviathan? Centaur? Scylla? ... don't know where these names might fit in sci-fi. Ow actually Leviathan is taken too for that giant zerg flyer.^^

    Anyway that was just a small excerpt of my thought process when looking for names.^^

    @HMoon: Go

    I can tell you it's annother supporter. ^^

    Yes I think more variaty in items would give the inventory more of a personal thouch. I'll probalby go for a second variation of each item that has non yet atm.

    Well kills is not all that matters. You can't tell from the score screen:

    • How often he saved your butt by time skiping the composite
    • How often he stopped that celloid supply from those Breeders
    • How often he made enemies weak as hell with chrono sphere
    • How much energy he gave you
    • wait ... You actually look at the score screen? xD I never do that for customs.

    Actually I am surprised that so many people are Sages allready. After all that's about 60 full games played (vage estimation). I didn't expect for anyone to reach the last rank within less than a week but I suspect some people have it allready. It's "only" twice the xp for Sage.^^

    The damage bonus is % because otherwise it would be a waste to slow attackers like the specialist. So everyone basically gains a certain numeric DPS bonus and numeric hp/nrg boni. I think that's fine. Ranks are supposed to only have a very small impact.

    Well I didn't explicitly make it easier, but the ranks and the fact that you can use the Time Machine during survival, automatically worked in that direction.

    Posted in: Project Workplace
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    posted a message on Chrono Agents (Official Thread)

    @Nillo42: Go

    Yea sure I remember :)

    The suggestions are fine and pretty much what I was going to do anyway xD I realize by now that permanent revealing was a little bit of an overkill. I think the range is ok though, I wanted him to be realy high ranged, and 20 is actually not that much of a range. Well maybe I'll change it to 1.5 per level. That would make 25 at max, which is fine I think.

    The Charged shot will also be nerved because it realy does too much damage considering the giant area of effect it has. It was fine before skills made the range longer and before the foreseer was there so that the spec could really just use it twice in a long time. But I found that a forseer supplying a spec with energy all the time, is powerful beyond reasoning.

    At any rate, the next patch is gonna take a while longer because I am working on the 7th Agent.

    @MrEpping: Go

    What's wrong with the name? xD I didn't want to call him "Sniper". and "Lancer" sounds pretty medival if you ask me.

    Posted in: Project Workplace
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