I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
news:
- Sorcerer has now Charged Bolt learned on level 1 at start. This will help him to stay in combat longer, will lower the initial staff recharge costs because you got another spell and to give him a mana dump right away.
- Buffed mana regeneration by approximately 50%.
- Monsters with melee attacks on the first 6 levels have a new cap on their final to Hit chance. It raises from 25% to 95% and is influenced by the hero's char level. The default cap stays at 95%. This is the final chance that a unit has to hit another unit. This % value is used after including other factors like level difference or armor class (defense).
- Gave Sorcerer 10 more Life to let him survive more at start and let health potions have a greater effect on him.
- Added more stuff to preload. So the game will lag less because of loading assets during playing time.
- Traps with projectiles spawn less projectiles in first 2 levels. On level 3+ there will spawn 2 or 3 instead of 3 projectiles.
- Holy bolt has 5 CtH more as its base: 57 + char level + spell level*2.
- added Firebolt and Fireball explosion sound
- added Relic of Healing and Relic of Mana as usable items. Costs 25 gold each and refills some life and mana over 45 game seconds.
- Doubled Heroes' health regeneration
- Hopefully fixed a bug with Town Portal casting in the moment of death. Casting town portal from the belt will trigger a command now instead of instantly creating the portal. So it isn't usable during other stuff like blocking, casting, shooting or hit recovery.
- added a message if a user loads or creates a new char. You get the level and the class information. So you don't have to talk about your classes during selection or ask what other people picked. So you won't end up with 4 sorcerers fighting over every book.
- buff UI is updated every game second now instead of every 2 seconds.
I will publish the demo map on EU tomorrow evening, the fourth of November 2011.Hopefully US can come afterwards.
If you understand German, you might want to see the interview here:
I warned you that everything is German over thereIt will start in 21 hours 50 minutes from this post (7pm on gmt+1).
If you want to play the map with an English community, I would advice you to join sc2mapster's EU mapnight after the interview.
Remeber that the map is still under construction. So balance might be to high for newer players, help text for new players is lacking or distracting, models are buggy, stuff looks ugly, bugs might appear, etc...
If you wish to complain about the delay with the controls, blame battle.net's architecture and keep in mind that Blizzard can only improve it and won't make it worse. I've only added a delay with the animations.
If you find bugs or have some suggestions how to improve the learning curve for new players, feel free to post here.
know problems:
- sorcerer and warrior model have a strange appearance in most games (freely moving chest, huge finger, huge shoes while running) [that is an exporter problem because these models are WoW models. So it can't easily be fixed.]
- the heroes might not play the attack animation, if stunned. I'm not sure why that is happening. I had some actor events inside the map to run the stand animation, but I think I deleted all reference.
If you play the map, it looks best on High settings. Ultra has a problem with the model that has been used for Griswold (Swann).
It can be played on low, too, and it doesn't require widescreen for the UI stuff (you won't have overlapping dialogs that shouldn't overlap).
edit:
Demo Map is public on EUedit:
I guess the custom models can make the game crash in some random cases. I crashed and before I saw a green tint on a friendly warrior which shouldn't happen (only I saw it, the others didn't see it like that). So I guess that these wow models still cause some errors that shouldn't result in sc2 crashing.
Please report your crashes with a short description, so that Blizzard makes their game more stable and secure (any imported stuff shouldn't be able to crash the game).
They already fixed an after map crash (load any other map after mine -> crash), so they are already fixing my errors. ;D
news (changes aren't in demo map unless you find a new notification that I updated the demo map):- fixed another problem with town portals: The town portal creation function has a delay because of the casting animation. If you can change your area (for example: you died) during that animation, the town portal connection will receive a wrong area data. That results in your screen and the minimap staying in Tristram while your hero teleports to the correct location.
- item creation functions can't hit the trigger execution limit anymore (forced a wait fo 0.0 real time seconds after 2000 tries). Also it should help with random lags appearing due to the creation. Now stuff might be dropped/created with a delay instead.
- items with curses (= bad magic modifiers) aren't equipped on pick up automatically anymore
- if the inventory is opened, newly picked up items are floating in the inventory (picked up in inventory)
Updated EU demo map to version 0.251US will start with that version.
edit:
Demo Map is public on US
Post has been edited 16 time(s), last time on Nov 7 2011, 1:14 am by Ahli.