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#151 |
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I think you are right 123456, it's probably related to the two spells clashing. Do you have a replay?
__________________The game crashing is probably due to the new system that refunds items if you buy them from the shop when you aren't allowed. It probably runs first rather than the remove tome trigger. I am keeping this stuff in mind. How is the balance for the map? Last edited by ShadowDestroyer : 11-28-2009 at 03:12 PM. |
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#152 |
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Change Log for 4.1:
__________________- [X]Stasis Wards will now purge instead of stun - [X]Changed damage of singularity to 25/40/50 per second and duration to 4/5/6 - [X]Changed cast range on icy waves from 750/750/750 to 600/700/800 - [/]Fixes for reported bugs (if possible) - [X]Lower cooldown on crusher ultimate back to 15, but make casting it again remove the previous wall. - [X]Slightly lower bash stun and increase tower attack speed. - [X]Fix spirit upgrade. It currently has been accidentally removed! - [X]Add new spirit ability to replace sleep. Probably a silence effect. - [X]Increased turtle jump teleport delay to 2.5 from 1.75. In addition, the speed buff has been lowered to 12.5 from 15. - [X]Change start spawn position system - [X]Change temporal phase, the hero no longer tries to go around walls. - [X]Change juke for easier use by new players. Juke is now a second Divine shield. - [X]Make the scroll wheel not override the camera - [X]Murloc now properly has unreduced vision at night - [X]Murloc daylight dash is now usable only at night and is replacing the previous fade ability. In addition, disruption slow has been reduced to 60% from 75% and night move speed bonus reduced to 33% from 40%. - [X]Allow a submerged sea dragon to move slowly underwater for 20 seconds. The sea dragon now has 65 mana, but diving costs 45 mana. - [X]Overpowering waves damage has been more normalized. Base damage is now 32/64/96 and echo damage is now 2/4/6. This allows the 3rd rank of the ability to now kill level 1 buildings, but also requires more buildings to be present to kill higher level buildings. - [X]Improve hotkey layout - [X]Illusions are now always the same player color as the player they are mimicing. - [X]Naga may now have 6 sentry wards. - [X]Fish now have a "Rescue Fish" ability with a 6 second cooldown and 200 range. Fish can no longer attack allied wisps. - [X]Naga are no longer alerted to a respawning fishs' location. - [X]Toss Trident now has a larger AoE, but the missile moves more slowly. X indicates implemented, but untested / indicates partially implemented Anything else? Last edited by ShadowDestroyer : 09-25-2011 at 05:26 PM. |
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#153 |
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Element Tower Defense
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I played a game and noticed that sometimes the wisps (Spirit) would be created in places that were not a jail. When this happened, I was free to move around the map. I could not be rescued unless I was in a jail, and once I went back to jail I couldn't escape again.
__________________Edit: Tome crashing is because the game is trying to increase the level of a unit that doesn't have levels. You must absolutely remove the tome/prevent the effect before any other system. Hopefully you can code it so they can still get the refund though. Last edited by Karawasa : 11-30-2009 at 05:27 AM. |
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#154 |
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Now THAT wisp issue is weird. I haven't seen that happen. You said they spawned entirely randomly? Doesn't make sense because the code that spawns wisps will only spawn them in 1 of 4 places. However, there is a trigger that disables the walls of the jail for a split second. Are you sure they weren't simply able to leave the jail? Do you have a replay Karawasa?
__________________I have already fixed the tome crashing bug. I knew what was causing it. I thought my new system would fix it, but it didn't. Karawasa, do you approve of the changes I made with 4.0? Edit: GOOD NEWS! Patch 1.24c restores mac compatibility! Last edited by ShadowDestroyer : 12-02-2009 at 11:34 PM. |
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#155 | |
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Element Tower Defense
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Quote:
Yes I do, and it is good that the game isn't just lying in a pile of dust. For example, I think what you did with the jails (except for the bug) was a good idea. Speaking of jails, I personally got wisp spawned to the land mass below where the old jail used to be. It's rare (more common to simply escape from jail), but you can definitely wisp spawn in odd places. |
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#156 |
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sheesh 123456. i was really hoping no one would figure that bug out. I had allready talked to kara about on the old versions, and I don't know if it can be fixed without recoding the temporal image spell. I'll message you with the details shadow.
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#157 |
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Join Date: Jun 2011
Posts: 13
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you guys made a neat map here, i hope it works for the new 2011 patch!
its too uber to fall--you should--RISE UP! and make a rly uber tag game--sheep tag got owld so loooooooong ago, still fun tho lol ya, good luck peeps-long live the murlocs hope to see this among the more modern wc3 maps, just because sc2 came out, dosent mean people will be able to mass migrate to the sc2 galaxy editor, iv seen the sc2 editor, its terrifying, trust me wc3 isisnt dieing, the sc2 editor is too high tech for people to just suddenly use it on a whim O.O just tryen to giv werds of in-cur-idge-mint good luck people--this maps a, 8/10 |
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