This doesn't mean that Temple Siege is going to end here.
iDT (myself) has volunteered to fix numerous of glitches and new balance adjustments in order to make Temple Siege the best UMS @ US EAST.
Will I be changing TS to a complete different map like Temple Siege Chaos and Temple Siege Beta? Of course not! iDT really inspires the work of the former TS creators, and he will be keeping almost all the triggers and terrains the same.
Then what is there for me to change???
There are just numerous glitches that was not fixed for this game. People eventually accepted all the glitches like "unplaceable glitch","Dark Mage's 4th spell Gremlin glitch", and "Assault's 3rd spell 2 vulture reload glitch" as glitches that cannot be fixed, and end up ignoring them, even though they are subconsciously frustrated by them.
"Wow, our team is uber countered". What can you do? Rage quit? Use it as an excuse after you lose? No worries, I'll make it slightly more fair for these kinds of situations.
Temple Siege i1a (Current Version)
Glitch/Map Symmetry fixes (as of 4/4/2011)(TS C3a)
- South Team now has pylon psi range sprite at hero selection area
- All the units at hero selection of South team will be removed after all the players have chosen their units
- Player 6 (Green)'s lives are placed next to Player 5 (Orange)'s lives
- All the non-status effect spells are removed after the caster's death
- All the left over spells (after elimination) will be removed
- Assault's L3: 2-Vulture-glitch is fixed
- Dark Mage's L4: teammate Gremlin (Broodling) spawn is fixed
- Queens beeing able to ensnare during DM's L3 is fixed
- "Unplaceable Unit" (Queen) error message during Dark Mage's L3 is fixed
- Light Mage's Multiple L4 Stack glitch is fixed
- Player Defense bunkers are removed after its owner has been eliminated.
- South team Minions (Goblins, Archer Companions, Abyssal Demon) will not heal at North Team Temple (C2 bug)
- Stacked Chaos Mutation (Mutant's L4) is fixed
As of April 9th 2011... (TS C3b)
- Alchemist's gold exploit is fixed
- Alchemist's L1 only decreased 1/12 second of the curse effect. Now it reduces 1 full second of curse duration
- South team's Alchemist auto level up when having exactly 100 ores is now fixed
- Special Op's l4 mine stacking is fixed
- Special Op's classic description is fixed
- DM's L4 Broodling spawn at middle capture gate (during transformations like super charged volt, Spec. Op Rifle, etc) is fixed
As of April 12th 2011... (TS C3c)
- Special Op farming gas with L4 on capture gate beacon is fixed
- Special Op's L3 used to extend the duration of L4, and is now fixed.
- Random beacon giving random minerals is fixed. It'll always give 10minerals.
- Eliminated players will never have leftover spells in game.
- Healing spirits (Non-classic medic's L1) and Flash Bang (Assault's L1) will be removed after death
- Alchemist's L1 (also educes Curse Duration) having bug with Curse is fixed
- a Doodad was placed near north team to barricade an unusual terrain that used to cause many glitches
As of April 24th 2011... (TS i1a)
- Archer's L3 attacking rate has been improved. All guardians will shoot
- Mutant's L3 Spikes (Lurker) irreplaceable error message is fixed
- Problems with spell duration glitch such as Light Mage's L1,L2, Mech's L1, Medic's L4 are ALL FIXED. (C3 bug)
- Random beacon now works with Alchemist (as well as the new hero, Bandit)
- Special Op's L3 will never turn Special Op invincible
- Science vessels turning invincible when out of game boundaries is fixed
- 3 Chooser (civilians) being able to upgrade both Mana Up and Spell Up is fixed (location glitch)
- The actual duration of Medic's disable was 25s. It has been adjusted to 20s just as its description.
- Using a civilian to money (+35 minerals) is unavailable until the player has chosen his hero
- Beacons at hero selection often altered the orientation of civilians (when clicked) and made them go into another beacon instead. This has been fixed by disabling (cloaking) the beacons. The appearance is exactly the same. The only difference is that the beacons are no longer click-able.
Updates
- All Defense upgrade starting cost has been adjusted to 8 (Terran Air Defense to 5)
- Mech (Bike Mode)'s Ion Thruster (Vulture Speed) now has to be upgraded for 100 mana (gas)
- Theoretically, Assassin now teleports to base 0.01s faster
- Assassin's stun now neutralizes Temple Builder (probe) and Defense Engineer (SCV)
- Medic's Disable (L2) range has been very slightly reduced
- Classic hero civilian can be now used until they disappear (before: Timer was at 8:30// Now Timer at 8:20)
As of April 9th 2011... (TS C3b)
- New Hero Selection Interface (15 beacons in total)
- Medic's base damage changed from 19 to 20
- A new path was made near the Top area of North Team
As of April 12th 2011... (TS C3c)
- Special Op now has "Extended Mine Drone" spell which extends the duration of his L4 by 12 seconds (10 seconds if only Mine Drone is used). Cast L4 again when the existing L4 is about to end
- Special Op's Mine limit has been re-adjusted to 300. If it exceeds, 50 mines will be randomly removed from the pre-planted mines
- Special Op's L4 will not end until all the mines have been used (Mine Stacking). This combos very well with the Extended L4.
- Medic's L2 (disable) will disable the pylon near Gateway instead. This makes Gateway "Unpowered" rather than giving Gateway to player7/8
- Theoretically, when Light Mage casts L1, he will turn invincible 0.05s faster
- Alchemist's stat has been changed to: 3900hp 150shield 37 base attack + 6 bonus attack (Was 4000hp 125 shield 30base attack +6 bonus attack)
- Homunculus (Alchemist's L3) now has 100 hp and 150 shield (Was 230 hp 10 shield)
- Only 1 Homunculus will die per Kill/stun spells. Homunculus is also immuned to Warrior's L3
As of April 24th 2011... (TS I1a)
- Bandit Hero is now available
- Classic hero selection period has been extended from 40sec(8:20) to 60sec (8:00)
- If a player gets eliminated, the civilian that controls the spawn orientation is given to a non-eliminated player
- Mine limit has changed again from 300 to 200. 10 pre-planted mines are removed when one exceeds the limit
- The old method of Special Op's L4 Mine stacking is now available with Classic
- Alchemist's L4 (lvl 4 -countering spell) will no longer tilt your screen to where your gateway is. Also, only 4bombs will spawn instead of 5.
- Alchemist's L3 now summons 2 Hommunculus and up to 8 as maximum. Bonus damage was nerfed from 4 to 2. The base damage was increased by 4 (from 10x2 to 12x2)
- Computer Players (P7/P8) now have 12 protoss weapon upgrades (was 7). Zealot spawns will inflict the same damage as before. However, Dragoon spawns will do 59dmg (was only 44)
- New ordering spawn area layout (prevents opponent from civilian blocking)
- Capturing progression messages will be announced to all of your teammates
- Unfortunately, Warrior's l2 had to be modified due to the new hero, Bandit. This modified spell is somewhat luck based as well. In average, the modified L2 will do about the same damage as the original. Warrior will hit with 2~3 real bandits when his L2 lands successfully. Otherwise, Warrior will still hit with 3 other real bandits. The rest of the dark templars are just hallucinations. The dark templars also move x1.25 faster than the original dark templars.
- Metabolic Boost (Zergling speed upgrade) now costs 200 gas rather than 50 minerals
Upcoming Updates
- More spawn buildings purchasable with both minerals and gas
- Stun dodging system (I'll make this fair for everyone)
- A possibility of 5th spell (L5) of all heroes
- A new Hero (Magician), a very complex Ghost hero, who can travel through time.
- Temple Siege Awarding System will be added
I'm thinking of adding Temple Siege Awarding System, so that Temple Siege becomes more addicting and more popular (this is important due to lack of players on sc bnet).
It basically should work like this:
All players are given a civilian, which could be used to enter a prize code.
For example, let us say there were beacon 1, 2, 3, 4, 5.
The civilian may enter to those beacons as many times but the prize may be redeemed only once.
If the civilian had entered beacon 5,3,5,4 , award them with something very minor, so that they only get slight advantage in the beginning of the game.
The prize should be something as little as (2minerals, 5minerals, 10minerals, 12minerals, extra 4% hp boost (not permanent), starts with 30 mana at start, able to build a rare spawn building, gets few minions (gremlin, goblin), an additional cannon adjacent to temple, player turrets on base pylons, and MANY MANY more creative ideas.
This shouldn't affect the balance of the game too much just like how "randomed heroes" get additional 10minerals.
And now, about how to get the prize code??
Conditions:
The winning team wins the game over 10minutes = 1/2 * 1/2 * 1/2 * 1/2 * 1/2 = 3.1% chance
The winning team wins the game over 15minutes = 1/2 * 1/2 * 1/2 * 1/2 *= 6.3% chance
The winning team wins the game over 20minutes = 1/2 * 1/2 * 1/2 = 12.5% chance
The winning team wins the game over 30minutes = 1/2 * 1/2= 25% chance
The winning team wins the game over 45minutes = 1/2 = 50% chance
of getting 1 of the MANY codes!!!
At the end of the game, the trigger will kick out the lost team, and briefly interrupt the team that has won the match and a prize code. A random code will be displayed on the screen, so that the player may use it on their latter games . As mentioned above, a game that finishes more late has a higher probability for the winning players getting a random code.
Stay tuned. I'm working hard on TS everyday.
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Post has been edited 4 time(s), last time on Apr 24 2011, 5:28 am by idt.
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