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    posted a message on [MAP] No Mans Land Survival

    HOTFIX:

    • Updated tooltip
    • Improved Bosstracking, fixed it targeting some other units than bosses (should now only target bosses), also changed model
    • Nerfed Air drones damage by 5 and 3 more to bosses, decreased weapon speed by 40 % and decreased its duration by 2 sec
    • D.bazooka now have double ammo but reduced direct damage to 160 from 175
    • Fixed ravens attack (terran wave) (now fires hunterseeker missiles correctly)
    • Added Life/sec to UI
    • Fixed a bug where the cooldown on active skill and weapon would be lost if the player used any of them during gateways stun
    • Hellblazer damage is now reduced by very little from armor, this mainly affects its damage to bosses
    • Gateway/warpgate Fix
      -Reverted to the old system of scaling for gateway as new caused serious bug where it would not die and gain full life and shield when morphing
      -Increased it's life and shield by a fair sum and made it take more reduced damage (as it is sitting duck)
      - Reduced time for casting collapsing star (not how fast it collapses) also it should be able to use more of them now (this is now under testing)
    • Increased Zerg bosses life by very little and thier armor as well as damage
    • Increased Maar ability The ends search circle (for each explosion) by 20 % and damage is increased from 50 to 100
    • Updated some tooltips
    Posted in: Project Workplace
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    posted a message on [MAP] No Mans Land Survival

    @rbotnevik: Go

    Yes I noticed that and I'm currently looking into that, which is why I haven't released a hotfix with other stuff yet :/ .

    Posted in: Project Workplace
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    posted a message on [MAP] No Mans Land Survival

    And here comes the first patch of the year:
    Version 1.14
    Bosses & minions

    • Changed how life scales on bosses (this made bosses have new life values and especially protoss bosses harder) and different bosses now have different maximum life (not by much)
    • Gateway/warpgate
      -Increased Warpgate boss shield/sec to 15 from 5
      -Removed warpgates Life/sec
      -Decreased Gateway shield/sec delay to 2 from 10 sec
      -Reduced Core boost shield/sec to 40 from 60 and decreased it duration to 7.5 from 9 sec
    • Maar
      -Added a very small life/sec
    • Stone Zealot
      -Changed scaling and value on the Guardians, they now gain life/sec and shield/sec for each active player as they gain life and shield (should be harder now)
      -Decreased Mini stone zealots life by almost 50 %
    • Punish Wave now spawns randomly both kind of enemies instead of 1 where one would be better than other.

    Level & Active Abilities

    • Added a bonus feature on score gain, Gains maximum life by each hit taken. renamed to War Stories. Also corrected the exp gained from it (it gave more score than exp). also grants a flat maximum life bonus
    • Reduced Movespeed from energy shield to 5 % from 10 %
    • Added level ability: Growing Legs: +5 % movespeed and gain 1 % movespeed and 1 maximum life each 10 sec
    • Reduced Sentries damage to 70 from 75 and thier damage to bosses by 25
    • Reduced interval between blood boil to 4 from 4.5 and decreased the missiles movespeed
    • Decoys now explode upon death, dealing 100 damage in a small radius
    • Increased Mystic shield duration to 6.5 from 5
    • Reduced Immunity cooldown to 17 sec from 18 sec
    • Overload
      -Increased duration to 8 from 6
      -Increased cooldown to 23 from 20
      -Decreased Lifecost to 20 from 30
      -Removed life/sec from secondary buff
    • Lockdown
      -Decreased Lifecost to 15 from 20
      -Added 10 armor during the selffreeze duration
    • Rapid Recovery
      -Removed - damage resist
      -Increased cooldown to 46 sec from 35 sec
      -Decresed Movespeed to -75 % from -60 %
      -Increased Healing Effect to 125 % from 100 %

    Weapons

    • Decreased Blasting Gun damage to 110 from 125 and reduced damage to bosses by 10
    • Increased Wavegun Damage to 17 from 16
    • Increased D.Bazooka direct damage to 175 from 150

    Ui and fixes

    • Added Boss Tracking UI (when activated it will create a trail towards the boss and the hero). This is still experimental. Activated by pressing Q.
    • Added UI to show current movespeed, armor, damage resist and weapon CD length, displayed in the portrait
    • Increased creep spread (nerfed too much :/)
    • Nerfed Terran Wave (mainly the damage all units deal). Terran wave should still be very very hard
    • Updated toolstips

    Expect hotfixes

    Posted in: Project Workplace
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    posted a message on [MAP] No Mans Land Survival

    @rbotnevik: Go

    Yo rbotnevik

    Its great hearing that someone like my map. ;) please do spread the word about it. For the question: I am currently not able to fix anything (away for christmas but will return in just a few days from now) but have some things in mind to fix before starting my work on the final bosses in the terran level (the terran level is currently beatable as you will be killed if you reached the last wave but it is insanely hard right now as I haven't had the time to create the last content). But when I can some level abilities will be changed. As there are 2 current score abilities (one that also grants damage resist) one of them is kinda like you said a bummer (unless you get it as the first ability) and it will be changed. Not changed in reworked but I will add something to balance up the ability and make it affect the hero (just as the other ability). I will also add more active skills and level abilities hopefully (even if there are too many already).

    Posted in: Project Workplace
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    posted a message on Weekly Trigger Exercise #2: Many Bodies, One Mind

    @Algirdyz: Go

    I though the same thing. But that is more of an data editor thing than a trigger thing (althou most things are better in the data editor in my opinion). This shouldn't be that much of a problem with both.

    Posted in: Triggers
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    posted a message on [MAP] No Mans Land Survival

    HOTFIX:

    • Fixed a serious glitch that made it possible to keep weapon cooldown between restarts
    • Fixed gateways summoning stalkers
    • Improved activity bar for gateway
    • Reworked Mystic shield
      -No longer grants extra life
      -No longer turns enemies to stone (but they still turn black)
      -new tooltip:
      + 20 <c val="008000">Armor</c>
      Refreshes all ammo for the hero and 2 Life with each enemy hit. Also make them unable to attack for 2 seconds.
      Increased cooldown by 5 sec (to 30 from 25)
    Posted in: Project Workplace
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    posted a message on [MAP] No Mans Land Survival

    Mini hotfix (but not a very important one):

    • Kerrigans motherly call should stop spawning units after all heroes have died.
    • Corrected right and left on front page
    Posted in: Project Workplace
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    posted a message on [MAP] No Mans Land Survival

    HOTFIX

    forgot to set wave to 1

    to djimii11:

    ?

    Posted in: Project Workplace
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    posted a message on [MAP] No Mans Land Survival

    I guess this is big enough to be version 1.13:

    • fixed some tooltips and ingame text
    • Replaces Boss UI with new version
    • Changed gauss rifle and shotgun projectile art
    • Now same time for cooldown as reload in the graphical ui (the cooldown bar will have lenght appropiate to reload when reloading)
    • Changed style on loading page
    • Reduced Mystic shield increased life to 50 from 75

    Now I'm really out of things to do before terran bosses (if i don't suddenly want to rebalance some shit)

    Posted in: Project Workplace
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    posted a message on [MAP] No Mans Land Survival

    HOTFIX:

    • This time the freezelag that appears when green zealot dies should been fixed
    • Fixed the score in the end (it now shows the score and not 0 on all)

    Also some small notes:

    • Changed AI for warpgate to use more collapsing stars
    • Increased Stone zealots movespeed to 2.2 from 2
    • Increased red zealots missile speed little
    • Decreased Bioplasma damage and dot damage to bosses
    • Increased Decoy hp to 250 from 150
    • Nightreaver should no longer attack his own images
    • Added Arrows to the WASD system (can now use arrws up, left, dwn right) to move around
    • Fixed small robots AI AGAIN!!!!
    Posted in: Project Workplace
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    posted a message on [MAP] No Mans Land Survival

    Some fixes/patches/balances (but still same version on frontpage because I'm lazy):

    Bosses

    • Stone zealot
      -Red attack weapon speed increased to 2 sec from 4 sec & range increased to 8 from 6, and damage increased to 18 from 15 and it is now reduced by armor.
      -Green weapon damage increased to 50 from 35 and made its splash to 2 seperate areas (it deals more damage to the center and less if its not a direct hit). The actual effect of this is that if the hit is more direct it will deal alot more damage and slighty less if you are able to half dodge the attack. Decreased its range a little
      -Red repel aura slighty smaller
      -Increased damage on stone zealots energy release: big ones now deals 80 from 50 damage, small ones deals 40 from 20 damage. Stone zealot now takes 50 % reduced damage while in slow form before releasing energy. Also stone zealot have been given a strong energy/sec depletion. Reduced energy gained from point of damage to 0.6 from 0.66
      -The guardias scaling stats increased but base stats reduced.
    • Kerrigan
      -Reduced Base Life/sec to 6 from 9
      -Reduced base armor to 8 from 10
      -Reduced range damage to 25 from 30
      -Increased Range on range attack by 1 (now 7) and increased attack period by 0.3 (now 1.2)
      -Reduced chance of using motherly call and added a spell "neural network" which creates creep tumors at random locations depending on number of heroes on the field (includes decoys)
      -Reincreased number of zergling called from motherly call to 35 from 32 *number of active players
      -Reduced damage resist while casting motherly call to 45 % from 50 %
    • Increased how often queen spawns creep tumors (from 8.5 to 7 sec)
    • Increased nightreavers damage reducing to 40 % from 25 % and its chance to proc to 35 % from 25 % (in second form).
    • Reduced creep tumors life and reduced their lasting time by much (from 90 secs to 20) Also Reduced their growth rate by alot (the queens creep tumor are better than kerrigans)

    Characters

    • Increased speed on specialist to -5 % from -7.5 %
    • Medic
      -Increased Speed from -10 % to -7.5 %
      -Increased life/sec to + 2.5 from 2.25
      -Increased Guardian angel damage resist to 6.5 % from 5 % (now max 19.5 %)
    • Experiment
      -Increased Movespeed to 12.5 % from 10 %
      -Increased life to 15 % from 10 %
      -Added 1 more small robot and increased their slowing effect on hit to 5 % from 4. Also increased their range a little, increased damage to 20 from 15 but reduced attackspeed.
    • Increased Beautys weapon cooldown to 40 % from 30 %
    • Crazy now gains 2 % damage resist from bloodbombs and its stated in his tooltip
    • Increased Heavys basic shield armor to 3 from 2

    Active skills

    • Pistol is now removed from reroll weapon (also fixed so you can get E.M.D which you couldn't before)
    • Air drone now targets 3 units at the same time but damage is reduced to 35 from 60
    • Increased overload life/sec when magazine is overloaded to 1 from 0.2

    Weapons

    • Increased E.M.D damage to 150 from 130
    • Decreased Shredder guns damage to 87 from 92 and corrected tooltip
    • Decreased Blasting Gun damage to 125 from 140

    Fixes

    • Fixed terranwave to stop spawning after a restart
    • Fixed immunity showing correct time and now visual model last the duration
    • Added visual text to see who wants to do a restart after a game
    • Most likley have fixed medic being green after level up
    • Should fixed a bug making the game sometimes end up in a semi infitite loop when stone zealot guardians dies
    Posted in: Project Workplace
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    posted a message on [MAP] No Mans Land Survival

    Some fixes/patches (still same version :P):

    • Increased Score drop for killing boss and legendary mob
    • Fixed some wrongs
    • New UI for temporary buffs (shield and time)
    • All cooldowns have been reworked to match the game ticks (and thus have exact times) and this means that all cooldown have been rebalanced as they now were faster than before. Although most of the cooldown have been keept the same (meaning that many skills is now improved). This also affects reload time. Each reload time have been increased 0.3 sec (but the cooldown fix should have reduced the reload time by 25 %)
    • Reduced life gained from mystic shield to 75 from 100
    • Reduced cooldown on immunity to 18 sec from 23
    • Reduced reroll weapon cooldown to 15 from 20 sec
    • Reduced Reload time for wavegun to 3.1 sec from 3.2
    • Removed any cooldown on shreddergun (it now have 0 cooldown)
    • Increased Pistol damage to 200 from 185
    • All normal minions have now a maximum range of 3 for range weapons.
    • Terran Wave Have been added
    • Increased beauty passive to reduce active skills by 2.5 sec from 1 sec
    Posted in: Project Workplace
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    posted a message on Game speed and triggers

    Oki Thanks s3rius for the answer. Even though I think that is retarded I guess I have to live with it.

    Posted in: Triggers
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    posted a message on Game speed and triggers

    I just have a quick question and a problem that really isn't a problem but very annoying.

    I have a skill that apply a behavior for 5 seconds and want to make a custom ui (dialog) of it so I put a variable to 5 (real) and every 0.1 gametime I substract the number 0.1 to make a image become smaller and smaller until it reaches 0. However as I do this the behaivor will wear off exactly 25 % faster than the variable reaches 0. With behaivor 5 sec it will wear off when the variable is 1 sec and at 10 sec behaivor it will wear off when the variable number reaches 2. I have normal game time locked as game variant and in a trigger in the trigger editor.

    My problem thus lies within the graphics and not the actual game mechanics (I simply have a larger number than 0 and a longer image than 0 when the behaivor runs out). Why it aint a real problem is because I can just put the number that substracts each 0.1 sec to 0.125 (25 % more) and it will look alright but I would like to know why this is happening).

    Can anybody explain this? I have looked at how game speed affect the game but it seems unlikly as for it to be possible the game speed and dialog ui update speed must then be 2 different timelines (which it shouldn't be). I also timed a skill that should be 10 sec cooldown but in real time it had approx 13 (prob 12.5 sec).

    Posted in: Triggers
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    posted a message on [MAP] No Mans Land Survival

    This is supposed to be the last patch before I add Terran wave (final wave) and before the restart function will work perfectly (this is a dream but its far from perfect at the moment). Thus it will be last patch for a while for the execption of hotfixes. I haven't been able to try out the changes multiplayer yet and thus some fixes might be soon.

    Version 1.12

    • Stone Zealot
      -Mini zealots are no longer classified as a boss
      -Decreased Mini zealots life and shield to 350 from 500, removed life/sec and shield/sec and lowered timed life to 17 from 20 sec
      -Stone Zealot boss and its minions (not mini) are now completly immune to slowing effects (hellblazer, E.M.D etc)
      -Stone zealot now gains 0.66 energy from each hit and not 1
      -Added a explosion effect on death on green, red and blue zealot
      -Reduced base armor to 13 from 15 increased its shield armor to 17 from 15
      -Green minion have been given a dodgeable melee attack with splash instead of range lockon beam. It now have faster movespeed and deals 35 dmage on hit. It also gets a passive 50% speedboost every 15 seconds for 3.5 sec.
      -Red minion now have single line of shadow chaos lookalike as normal attack. It deals 15 damage sec inside the trail. It also have a permanent repel aura that repels only hero units.
      -Blue minion is unmodified (it still have long range attack)
      -Stone Zealot boss now uses green and red weapons himself
    • Changed Nightreaver path for some projectiles of the alternative shadow chaos spells
    • Added a very small splash on mothership summoned from Gateway
    • Maar
      -Added a small armor to shield, +5 shield armor from 0
      -Reduced time until shield regen kicks in to 4 from 6.5
      -Changed movespeed from 2 to 1.7

    Characters and active skills

    • Increased number of small robots for the experiment to 7 from 5
    • Should again have fixed the smallrobots ai
    • Crazy gains 4 % from 5 % less cooldown from free reload
    • Crazy gains 3 from 4 life from medikit
    • Crazy now starts with 60 % increased cooldown
    • Changed icon on blod boil as it was the same as rage
    • Immunity now heals 5 life/sec during its activation

    Weapons

    • E.M.D
      -Shorten the paralyzeing buff to 0.25 sec from 0.5
      -Increased its damage to minions by 5 but reduced damage to boss by 15
    • Gauss rifle
      -Decreased Cooldown to 0.6 from 0.7 sec
      -Decreased reload time to 2.4 from 2.6
      -Increased Aoe hitbox a little (back to 0.5)
    • Increased Blasting Gun cooldown from 0.7 to 0.9 sec
    • D.Bazooka
      -Increased direct damage to 150 from 135
      -Increased burn damage to 10 from 8
      -Increased its reloading time to 2.8 from 2.6
    • Shreddergun
      -Increased damage to 92x2 from 90x2
      -Increased reloading time to 3.7 from 3.5
    • Doubled the projectiles of bioplasma shotgun but reduced its damage to little less than half, also reduced the dot effect to half
    • Fixed the + life on random (it didn't give any bonus before)
    • Updated some tooltips
    • Changed the loadingscreen again
    Posted in: Project Workplace
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