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    posted a message on Chrono Agents (Official Thread)

    @Topsen17: Go

    Yes definitly. And I'll make sure they are not as easy to come by. Green actually only means "somewhat better" so there will be better qualities in the future.

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

    @MrEpping: Go

    Yea well I get what you mean. But not every agent has an ultimate. actually i would only call charged shot and psi barrage actual ultimates.

    And the assasin has a lot of low cooldown abilities. that defines him, fast and furious. That put aside, spamming clouds all over the place to disable all rangers is more usefull than having one strong cloud imo.

    EDIT: And frankly, I am planning abilties that will be unlocked at a certain rank. There i might consider giving the sin some kind of armor bonus or evasion or whatnot. We will see though.

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

    @Dustin374: Go

    Can't you actually just download it from here?

    @Ryaneko: Go Hmm strange. Need to test the saving a little more. I thought I had enough tests and it worked fine.

    Which pillar do you mean? Mostly the pathing for the specialist is not my fault. He uses basicly the same cliffjump as reapers. And as we all know reapers tend to be quite stupid when trying to find their way. XD

    The triggers are fine. It's nothing but luck really. They spawn at random spawn locations and take random paths, therefor if you are lucky you don't run into a lot of patrols and if you are unlucky you run into 3 groups at once. It really comes down to reacting in time and fleeing if the fight is too though.

    @MrEpping: Go

    You guys see now why I didn't want to add a "scrap all gray items" button? xD

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

    @Dustin374: Go

    I am very sorry but I am a little afraid of doing that. Even though its plain obvious from this thread that I am the creator, people believe what they see on battle.net. I am really hoping that Blizzard will make us able to publish on different servers soon. Or we find a sulotion on ourselves, but untill then I am afraid it can't be played in US. I hope you understand that.

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

    Update! (1.6)

    Finally I managed to publish it xD.

    This is a pretty big patch so I'll only go over the bigger changes:

    • 3 Items of the same type and the same quality can now be crafted into an item of the next higher quality
    • Ranks have been introduced. There are 8 Ranks (initial excluded) You can gain.
    • Each rank gives a bonus of +10hp +10nrg +2% dmg
    • You collect experience for Ranks which is saved completely. (Actually you have allready been collecting Experience since 1.4)
    • Time Machine had a few reworks.
    • and Many more

    This turned out quite a big patch because I had several problems trying to publish it and kept working instead. But now it's out. Let me hear what you guys think.

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

    Wow. That's a lat of feedback.

    I'll try responding to everyone.

    @MrEpping

    I think the cloud is actually pretty good but underestimated. The range disable basically means that only like half of the enemies will be able to attack. If you use that in single player, you'll notice how much less damage you suddenly take. The speed reduction is just a little bonus, nothing fancy.

    @s3rius

    Yes I know that as it stands now, you get a lot of crappy items. But I have allready made a crafting system that allows you to turn bad items into better once, and thus gives a sense to poor items. The Elder thing is a typical RPG problem. The challange is that he needs to be made interesting without being too strong a fighter. I'll think of something.

    Actually I am moving towards making the Elder less "musthave" and give players a choice whether they take him or not. The Time Machine Abilities were a step towards that direction. The other one is that the foreseer can now actually heal fairly decently with a high Will Skill.

    I heard about the bug when players leave at selection, but couldn't quite put a finger on it yet. I'll look at it more accurately for v1.7

    The Time Skip ability in it's nature is a little suspectible to bugs, but I sorted most of them out. I've seen a huge flashing light that was not supposed to be there myself. I'll keep trying to find the issues.

    @HMoon

    The Issue you metion are allready fixed in version 1.6^^

    In fact, the Elder's Encourage ability has not been changed since it's introduction. So it might be OP. Frankly, my main concern is getting bugs fixed and planned elements introduced. Balancing is important but a little on a back note right now.

    As for the foreseer, I think he is actually quite underestimated. Time Skipping Breeders and Chrono Sphereing the front makes an incredible difference. Aside from infinite energy supply. I've heard a lot of players who said foreseer is a little hard to play but fun. Some think he's imba, some find him useless. So it's basically a preference thing. I realize however that the Manipulation Skill is fairly useless as it stands now. It will be changed.

    @Dustin374: Go

    Are you on the EU server? Because I can't publish anywhere aside from EU. Blame Blizzard.

    And for everyone: Patch 1.6 is allready done with a lot of changes. But I am having GATEWAY_DOWN errors when trying to publish. I am trying my best to get it out^^

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

    Update!

    Version 1.5 features:

    • automatical reviving during the tutorial.
    • no key press required at loading screen
    • optimized save functionality. Items should no longer dissapear if the stash grows too large
    • Subititles will now allways be displayed to all players, not only those with subtitles on.
    • Time Machines can now use recall and reset during the survival part.
    • might have missed some

    PS: I am aware that 1.4 was causing a save file reset. This problem is fixed now with 1.5. I apologize to anyone who lost his items during the 40 minutes that version 1.4 was up.

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

    @eddydas: Go Actually I lost all my yesterday as well. I'ts bacause the savefile is getting too large i suspect.

    Posted in: Project Workplace
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    posted a message on Wait for key Option upload fail

    Well in my map I have used the "press any key to continue" option and realized it was a mistake by now.

    However the issue is that if I try to publish a new verison with this option turned off, it wouldn't let me.

    I have checked it. I uploaded it in private with "wait for key" still on and it published no problem, than the only option i changed was "wait for key" turned off and suddenly it would not let me publish stating "GATEWAY DOWN".

    Am I missing something? Seriously the lobby options are a major pain in the ars right now. Why would the edior even let you make a map that can't be published? I am getting quite distracted by it. I'd rather go on to more important things, but I heard a lot of complaints about it and thought it was just a 2 second change i needed to make. Aparently I was wrong. Anyone knows how this is caused? Did anyone ever have the same problems?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Chrono Agents (Official Thread)

    @Dustin374: Go Don't want to. I want them to flee. The problem is not that they flee. The problem is that they flee when the attack starts, not when they are hit. Which for me doesn't make much difference in the end.

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

    another "bug": when specialist shoots the enemy flees before the projectile hits

    Can't do anything about that. That's the starcraft engine. Frankly It doesn't make a difference and it's not worth fixing.

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

    Yes I know. Plans are in motion to make it easier. I am just not planning to do it the simple way so it takes a little time.

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

    @Ryaneko: Go

    Thanks for the reports. I'll look into it.

    What do you mean you cannot win? Do you mean its too hard or do you mean it doesn't function properly?

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

    @eddydas: Go

    Thanks for the feedback.

    Yes I know that the save system might have flaws here and there. I am trying to optimize it right now. I need to get a better understanding of what i can and can't do with banks. I'll keep you updated.

    This is also a good moment to give out a warning:

    I will be trying to keep all codes reserverse-compatible but I can't say with 100% certainty, that this will always be the case. At some point, all saves might be reset. In some cases that might not be avoidable, whoever I will try to restrain from making such huge changes that would leave me no choice but to reset.

    €: Right now It's not that much of a big deal I think, since there are not that many items yet and it is not that hard to earn a perfect inventory and even a semi perfect inventory gives you enough of an edge.

    Posted in: Project Workplace
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    posted a message on Bank files - Situation report 1.1

    Well that sounds interesting.

    But you guys are always talking about loading. Do these limitations also apply to saving or can we save as much as we want? Knowing that would allow me to find the next approach for my own map. Since I only load once per player but might want to save more then once per player.

    Posted in: Triggers
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