• 0

    posted a message on Dialog Render Priority

    Probably depends on the order you created them. If the order is always the same, try to play with that.

    Posted in: Miscellaneous Development
  • 0

    posted a message on [Feedback] Xel'naga Relics

    I'll do many revamps to the heroes probably. I need more testing tought, but with the latest reset my map is in the 6-7 page, so I need to find testers again, sigh. Funny is, I have people said Maroon is overpower (specially because of Conc Shells + Stim Pack), Nova is overpowered, Tychus is overpowered, and Zeratul is overpowered (is almost impossible to kill my brother in PvP when he plays Zeratul :P). No one said Raynor is overpowered tought, but Defensive Shield + Air Support + Penetrating Shot on the other players mercs is pretty good. That's why I need more testing, *all* the heroes can't be overpowered, lol.

    The selection of the latest Maroon skill was based on that he really doesn't have anything defensive. And an AOE stun helps specially if you have many mercs, like Maroon usually has. Any ideas are welcome tought. A bit of brainstorming is always good. He doesn't have a special visual effect, that's why I was thinking you mean that with poor.

    Edit:

    I uploaded a small build, called 40b, because of some bugs. Part of the balacing I started is there, but not much.

    Change Log:

    -Tosh now have hotkeys for all skills.
    -Now you can recruit Scientist at maximum Supply Count.
    -Mercenary Marine DPS slighty nerfed (around 8%). Their damage is less affected by armor too, they'll do roughly double damage against an high armor hero. Using Marines against Tychus or Maroon was not useful. For example a Marine against a full armor Tychus did 1.1 DPS. Now it does 2.3 DPS, even if global Marine DPS is lower now.
    -Mercenary Medics will heal an additional 60% heal per cast, and energy cost increased by 20%. That will make them balanced against Marines cost wise.
    -Armor for heroes changed: maximum now is 4 armor. Tychus can get to 5, because he needs to use 3 skill points on it. With this changes, Tychus and Maroon lose 1 armor at maximum level. Zeratul now has 0 armor like designed, but can get up to 6 shield armor with skills.
    -Hit Points + Shields at maximum level increased roughly by 10% on each hero. Maroon and Nova got the best hit points upgrade.
    -Zeratul DPS is slighty lower now.

    Posted in: Project Workplace
  • 0

    posted a message on [Feedback] Xel'naga Relics

    New build published. Next build will probably be a full balance build. Tosh was really fun to code, Stealth and Fear were interesting skills to do. Added new ingame tooltips to the first post.

    XNR Change Log 0.40

    -New hero added: Tosh!
    -Better tooltips on hero selection.
    -Now all 3 levels of Expose Armor share cooldown properly.
    -Mutalisk quest will not fail now if you kill another Mutalisk not quest-related.
    -Dark Shrine quest now has his own text quest.
    -Overseer and Infestor quest has his AI upgraded. They must keep attacking if something stop them.
    -Fixed a potential bug with Reapers staying invulnerable if the player with that quest disconnects.
    -Nova now shows a cooldown over her head with the weapon cooldown.
    -Added some tips ingame. More to come.
    -Zergling Ambush quest should never fail again and show an error. Also it will be possible to complete it if other player abandoned it.
    -Medic Threat reduced.
    -Now Raynor starts with 1 armor, but doesn't gain +1 armor at level 9.
    -Now you recruit Marine Mercenaries, have 5 HP extra, and regenerate life. Medics also regenerate life now.
    -Supply cap is now 5, but Medics only cost 1 supply.

    Attachment with new tooltips on hero selection:

    Posted in: Project Workplace
  • 0

    posted a message on Save Nexus Wars in EU Bnet!!

    @EternalWraith: Go

    I don't really have lag problems with the latest version at least, if Fog of War is on like I prefer. I had serious problems with the beta version tought.

    Posted in: General Chat
  • 0

    posted a message on Save Nexus Wars in EU Bnet!!

    I think Nexus Wars US is up to date. At least was the last time I played it.

    Posted in: General Chat
  • 0

    posted a message on [Feedback] Xel'naga Relics

    Relic capturing isnt really buggy, works as intended. Probably you are talking about the last one, the harder to understand how it works. The other simply if you don't die or go too far away, the player that activates the relic reclaims it. I'll try to make it clear how it works, so people can really help me improving it.

    The skills are more or less balanced, still much work to do tought. Marauder is not a bad hero, probably a bit too based on mercs, but that's his best point. Concussive Shells can get some work, that's true. I didn't understand what you mean with Shock Wave is bad AND overpowered. Is really not that overpowered, and probably with bad you mean doesn't fit on the character or something. If you could explain a bit better...

    The mobs and factions are still a work on progress. I'm thinking what to do to make everything more active, but isn't that easy. All I think can do things too hard or too easy depends on the luck. I'll probably add something mid-late game for more active mobs, but the start must be like is now, really.

    About the mercenaries:

    -More mercenaries is a thing i have in mind. Just don't wanna add many for the sake of adding them. I'm thinking about an upgrade system for mercs too.
    -I think they are cheaper enough, you'll need to make good use of them, don't spam infinitely. The Scientist can help giving some extra minerals now, so you can use more in a game.
    -Limit the supply... I'll think about it. But 3 is too low, maybe 4. I'll need to reduce medic supply cost to 1 then. And if I put better mercs will sustitute the Marines because you'll be too supply limited. Uhmm. Needs thinking.
    -I'll make mercenaries regen life. I always think I need to do that, but I'll never do when I'm at the editor, lol.
    -I can give the mercs more HP, but not less damage. Marines are too dependant on enemy armor, if I reduce the damage, the heroes with high armor like Tychus or Maroon will be totally overpowered versus heroes with 0 armor. I can try to increase speed attack, tought. I'll need more testing before deciding this.

    And bug anoted. I'll try to sort it out for next build.

    Thanks for the feedback!

    Posted in: Project Workplace
  • 0

    posted a message on [Feedback] Xel'naga Relics

    In multiplayer the levels seems ok, I almost never hit 12 until the last artifact. If people keeps getting maximum level I'll do something about it.

    The Scientist quest, probably some zergs killed the Scientist, multiples quest does not matter if you kill them or not, you can get lucky. Or sometimes unlucky because they spawn near many friendly units.

    I'll reduce Medics threat again probably, I almost always play with 2, maybe that's why I don't find them dying that fast.

    About the Artifact, probably you played an old version if the bars didnt looked like the image I showed a few post ago. Also I'll need to explain how the last Artifact works, is not really intuitive like the other Relics. Is a competition, you don't need to get a full bar, only the longest bar :P (kill and not get killed basicaly)

    I'm now working on the next hero, Tosh. I have him 50% ready. A little preview of my favourite skill, Fear:

    Embed Removed: https://www.youtube.com/v/3yWRlCieQ6M?fs=1
    Posted in: Project Workplace
  • 0

    posted a message on Blizzard Reseted Popularity

    Funny is the last reset helped my map greatly, I could do great tests and recieve extra feedback. But with this one, I'm back to 4th page.

    This popularity system is so random... lol.

    Posted in: General Chat
  • 0

    posted a message on [Feedback] Xel'naga Relics

    No, no, I love to get feedback.

    The Mutalisk one is fixed for next build. My old code is messy as hell, didn't updated that quest to the new system (the condition needs to be unit in the quest group, not unit is Mutalisk, it failed because you killed 2 Mutalisk but one of the quest's one was alive).

    Overlord drop, that is a recurring bug with many quest, you can cancel orders with some interactions. I'll try to get it fixed for that and Infestor one.

    The Dark Shrine don't know how it ended with the other quest text. Fixed.

    What quest do you have problems with? Many of them aren't with ping, but with revelators or shared visibility.

    There is already a timer in the chat text, if I undersand you correctly. I can try to make it more visual or something.

    Posted in: Project Workplace
  • 0

    posted a message on Units in Range Matching Condition missing

    Probably Add Unit to Unit Group (Variable_Group[2], (random unit in unit group Variable_Group[1])

    Thre is a Count of Units in Unit Group trigger too.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Cooldown added to weapon makes the image flick

    Well, i did a buff, and shows the bar like a buff over the head. I don't know if I like it or not, I'll keep it for a while and I'll see.

    Posted in: Data
  • 0

    posted a message on [Feedback] Xel'naga Relics

    Zeratul needs at least one point on Shadowstep or Mind Over Matter to be able to compete. I'll try to put online a basic character guide with all skill. Probably easier for people to help me with balance. Anyway Zeratul is a pretty good hero in PvP, no one can outrun him with those skills, a 4 second lock, high base damage, and a second life when you are level 8.

    I'm thinking about giving for free a Skill for each heroe (what I consider a "base" skill), and putting another Level I skill trainable.

    The goal is simply to amass the higher Reputation. There are multiple ways, but usually the best is to do the maximum number of quests while you actively search Relics. People underuse the Scientist, but are great for rapid relic hunting. One Scientist is probably a must. The last Artifact is worth 225 reputation, so in many games is a decisive battle, but not always. I did it that way because almost everyone has a chance to win until the end. If not people can start to drop the game if they are 100+ points under the leader. The way its designed you can win if you do great in the last Artifact if you have even 225 less reputation than the leader.

    Usuallly the last battle is the better. If you are the leader, you wanna take the Artifact, or at least kill anyone near you in points. If you are not the leader, you wanna make sure you kill everyone over you in points, and try to survive until the end of the reclaiming.

    The Reapers are invulnerable until they are close to you. If not they'll die too easily (i made them spawn in the moebius base, for a random direction and time to come to your position). The bug was that if they killed you, the code didn't sent the survivors back to the base, and delete them, as planned. Probably I'll need to take a look at what happens if someone with that quest disconnects.

    Posted in: Project Workplace
  • 0

    posted a message on [Feedback] Xel'naga Relics

    XNR Change Log 0.38

    -10 new level 8+ quests added.
    -The Scientist now can choose two specializations: Engineer and Battlefield Support. With the first one you can build Narud Scanner that give you a Mineral income. With the second one, they get more hit points and armor, and have the skill Radar.
    -New system of Chosen One bars. Easier to understand now.
    -Reaper quest bug when failed is fixed. Now the Reapers will return to their base, and not stay there, probably one or more of them invulnerable.
    -Infested Terran now properly gives xp and minerals when killed.
    -New quest assignement system. Must be ten times faster in multiplayer with high number of players.
    -Thor no longer gives 300 minerals when killed.
    -Hotkey for Stop, changed for all languages to Stop (Hotkey: S). Before was "Parar" (P) for the Spanish players. Many hotkeys adapted to this change, so they don't use 'S'.
    -Scientist no longer cost supplies.
    -Less Protoss units will attack the Artifact now. Was a bit unbalanced with the Terran and Zerg units.
    -The Artifact or other buildings can no longer spawn under the library in the triangular zone.

    In the attachment the new Artifact's Chosen One UI:

    Posted in: Project Workplace
  • 0

    posted a message on Cooldown added to weapon makes the image flick

    I'm adding the visible cooldown on weapon icon like the Siege Tank to my hero Nova (she hits every 3 seconds). But when I activate the Option Show Cooldown, instead of the circular cooldown, i get some extrange flickering on the icon until the weapon is ready (then the icon return to normal).

    Anyone knows what I can do?

    Posted in: Data
  • 0

    posted a message on [Feedback] Xel'naga Relics

    Thanks for the feedback.

    The Reaper bug will be fixed next build. The new code for "hunt" quests wasn't properly applyed to the Reapers one.

    Posted in: Project Workplace
  • To post a comment, please or register a new account.