Staredit Network > Forums > SC1 Map Showcase > Topic: Hero Sanctuary v1.10
Hero Sanctuary v1.10
Sep 26 2009, 8:33 pm
By: Norm
Pages: < 1 « 15 16 17 18 1944 >
 

Nov 2 2009, 9:39 pm Norm Post #321



Quote from name:MEMEME + Flashbeer
Do Crimson Wolf Next.

K. This guy has 8 spells, I think they're pretty good but I think i'm going to re-do one or two of them.

Quote from ShredderIV
Yo, i'll be happy to help with testing on this as well, although it's unknown for how many sessions or w/e i'll be around for.

Alright good, more testers are always needed especially now more than ever with the growing number of characters leading to more bugs and more imbalances for character 2 character interaction.



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Nov 2 2009, 11:53 pm Positively Post #322



Artifical Intelligence :)



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Nov 3 2009, 12:36 am Xero Post #323



I'd say Crimson Wolf.



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Nov 3 2009, 9:57 pm Norm Post #324



K voting is over >< I already decided on the wolf like a year ago. I was dozin off @ work today and tryin to brainstorm some better moves for him, and I think I'm getting somewhere.



None.

Nov 4 2009, 12:19 am MEMEME670 Post #325



Quote from Norm
K voting is over >< I already decided on the wolf like a year ago. I was dozin off @ work today and tryin to brainstorm some better moves for him, and I think I'm getting somewhere.

Vampire form could have a bat thing to get away, something like

Spell used:
Mutalisk spawns, with a largeish amount of hp, and with some attack.
Crimson Wolf is teleported to holding area
After a certain amount of time, mutalisk dies (or when mutalisk dies) and Crimson Wolf is teleported to mutalisks spot (if over unreachable terrain, eg water, is teleported to original spot.
If mutalisk is killed, Crimson Wolf spawns at mutalisk location (unreachable terrain same as above) and is stunned for a short amount of time.

This would cost a large amount of mana, but could be used as a fleeing or as a killing move.



None.

Nov 4 2009, 12:26 am Norm Post #326



Quote from MEMEME670
Quote from Norm
K voting is over >< I already decided on the wolf like a year ago. I was dozin off @ work today and tryin to brainstorm some better moves for him, and I think I'm getting somewhere.

Vampire form could have a bat thing to get away, something like

Spell used:
Mutalisk spawns, with a largeish amount of hp, and with some attack.
Crimson Wolf is teleported to holding area
After a certain amount of time, mutalisk dies (or when mutalisk dies) and Crimson Wolf is teleported to mutalisks spot (if over unreachable terrain, eg water, is teleported to original spot.
If mutalisk is killed, Crimson Wolf spawns at mutalisk location (unreachable terrain same as above) and is stunned for a short amount of time.

This would cost a large amount of mana, but could be used as a fleeing or as a killing move.

Ohhh, naw this doesn't fit his play style I'm designing =). Anyway, when I said I'm getting somewhere I meant to say that I got them all figured out lol...

If anyone has played diablo2, one of his daytime spells is a SC translation of a D2 druid shape-shifting move, that is pretty sweet.

Crimson wolf currently has 3 4 spells completed.

UPDATE: 1 MORE SPELL FOR HIM TIL HE'S READY FOR PLAY. Testers needed in 20-30 minutes.

Post has been edited 3 time(s), last time on Nov 4 2009, 3:22 am by Norm.



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Nov 4 2009, 6:54 pm fat_flying_pigs Post #327



The alchemist's beacon doesn't work in the latest version. I can't choose the hero.



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Nov 5 2009, 1:05 am Norm Post #328



Strange, I tested this out and it was indeed true. Fortunately, I re-saved the game and now the problem no longer persists.

I am currently in the process of tweaking CW a bit. We can test tonight ina bit.

p.s. I just found some Kool-aid and it is enjoyable.



None.

Nov 5 2009, 5:38 am fat_flying_pigs Post #329



firebat's steel L4 doesn't remove the dt in the spell area after the spell finishes, causing the spell to continue to cast till the player runs out of MP. Intentional or glitch?

CoM's lurker L1 creates a hydra at the temple, doesn't teleport lurk to near temple like it used to.

when using lurk's L1,2,3 hydra becomes unhot-keyed. Lurk always remains hotkeyed.

Com's lurk's L3 heals the hydra to above what it is healed at temple as well as creates 3 spawn hydras (and stuns?). glitch/op since com can just fight in hydra mode, become lurk, cast l3, and become hydra again at full health.

Post has been edited 1 time(s), last time on Nov 5 2009, 7:13 am by fat_flying_pigs.



None.

Nov 5 2009, 10:47 pm Norm Post #330



Quote from fat_flying_pigs
firebat's steel L4 doesn't remove the dt in the spell area after the spell finishes, causing the spell to continue to cast till the player runs out of MP. Intentional or glitch?

You mean STONE? I looked through and found a glitch for final stone move, but the last steel spell looks as if it is working. Nothing appeared to be wrong with steel4 when i tested it either.

The glitch for STONE4 has been fixed though, so I hope that's what you meant.

Quote from fat_flying_pigs
CoM's lurker L1 creates a hydra at the temple, doesn't teleport lurk to near temple like it used to.

when using lurk's L1,2,3 hydra becomes unhot-keyed. Lurk always remains hotkeyed.

Level one moves your lurker to base, and then transforms it into hydra. It has always been this way.

As for hotkey... it's difficult to deal with it when it comes to hydra. Remember that hydra technically isn't a hero, rather it's part of a spell. This is (also part of an explanation for the next part) why he functions independently from vitality.

Quote from fat_flying_pigs
Com's lurk's L3 heals the hydra to above what it is healed at temple as well as creates 3 spawn hydras (and stuns?). glitch/op since com can just fight in hydra mode, become lurk, cast l3, and become hydra again at full health.

Hydra SHOULDN'T spawn at full hp, but it is a set hp based on your power. I may have set the wrong numbers as the %'s, so i'll have to check it out. EDIT: No, the max % the hydra appears with after this move is 38%, which out of ~1.2k max hp is not that much especially since that 38% spawn is WITH elixer. Of course the move is subject to change as balancing continues, but it should be alright for now.

UPDATE: Re-working the capture system for bases, moving some units around.

Post has been edited 1 time(s), last time on Nov 5 2009, 10:52 pm by Norm.



None.

Nov 7 2009, 1:46 am Norm Post #331



UPDATE:

1. Edited OP to contain some corrected Information.
2. Did two spells for Mind&Machinery. One is a spell that was just thought of today, bringing my expected spells for BETA release to a total of 88 (But will probably hit 90 before BETA is out).
3. Modified the stats of some units.
4. Psychopath must now exit airship in order to capture bases. He can still collect items while in the ship though.
5. Changes around CW's eclipse spell to be less annoying for people who are hit by it =).
6. Took the pen down to my notebook and planned out some re-done spells for the currently incomplete heroes. They will prove to be even more epic.


7. I'll need lots of testers at 9:30 Eastern time. (~45 minutes from now)



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Nov 7 2009, 2:35 am Positively Post #332



Whoo! Keep on going. You moved to USEasty? :(



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Nov 7 2009, 4:45 am Xero Post #333



Ah, that last test was so much fun! Found plenty of bugs (like my invincibility bug). Alchemist was really unique, by the fact I can switch between different elements to suit my needs. But towards the spawn lvl where fbats start comin out, there was some allying bug or something. I'm sure you noticed that when I just waltzed right into enemy cannons. Ah, can't describe how much fun Alchemist is, you guys gotta give it a try! Anyways, I'm sleepy right now and I'll list some bugs later, but I probably already told you in game.

Note: Great job on the characters. So far, every single one of them is very fun to play as. Keep up the great work!



None.

Nov 7 2009, 6:57 pm Norm Post #334



Quote from Xero
Ah, that last test was so much fun! Alchemist was really unique, by the fact I can switch between different elements to suit my needs... Ah, can't describe how much fun Alchemist is, you guys gotta give it a try!

Note: Great job on the characters. So far, every single one of them is very fun to play as. Keep up the great work!

Whoa, compliments =). Thanks, I aim to please the players of course.

Quote from Xero
Found plenty of bugs (like my invincibility bug).

Fixed. Also in the process of fixing Carnivore spell. Fixed.

Quote from Xero
But towards the spawn lvl where fbats start comin out, there was some allying bug or something. I'm sure you noticed that when I just waltzed right into enemy cannons.

ORLY?

Post has been edited 1 time(s), last time on Nov 7 2009, 7:10 pm by Norm.



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Nov 7 2009, 8:33 pm Xero Post #335



I'll have to look at that bug again. I think it was only the spawns that were ignoring me. I believe cannons were fine though.



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Nov 8 2009, 4:08 am Norm Post #336



Quote from Xero
I'll have to look at that bug again. I think it was only the spawns that were ignoring me. I believe cannons were fine though.

We'll see.

In lighter news, testing was epic today. Found a couple more bugs of course, but HEY I FINISHED MIND MACHINE, SO THAT'S GOOD RIGHT?

Thanks to all the testers, I dunno if there will be testing tomorrow, but whenever there is, i'm looking forward to it.



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Nov 8 2009, 4:12 am Xero Post #337



Do Illusionist next! We need a super slow guy in the mix.

Edit: Omg, I think I knew why I lagged all the time. I had Farmville out... >.>



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Nov 8 2009, 4:20 am ClansAreForGays Post #338



Played a game without you in it and it didn't have any lag at all. I think me and Norm have IP conflicts. I'm just glad there isn't any trigger lag though.




Nov 8 2009, 5:57 am Xero Post #339



Gah! The dmg for defiler's L4 is lowered?? Eh, well it would make sense, gonna have to play serpent again to try that out.



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Nov 8 2009, 8:36 pm Norm Post #340



Quote from Xero
Do Illusionist next! We need a super slow guy in the mix.

Who said anything about a super slow guy? Illustionist has one of the fastest movement speeds with spell effects factored in, and he can travel large areas in a second as long as he isn't stunned with some of his spells.

Quote from ClansAreForGays
Played a game without you in it and it didn't have any lag at all. I think me and Norm have IP conflicts. I'm just glad there isn't any trigger lag though.

I told you that I went through all my triggers and killed the trigger lag, I did this a while ago actually. Glad to know that you were able to play without lag though, how did it go?



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