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Old 12-13-2009, 05:41 PM   #121
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Quote:
Originally Posted by Karawasa
The 4.2 release candidate is being tested now. The question for 4.3 then is what mode. You demand hero mode...what about a tower wars mode?

How about team vs team. Top vs bottom. Last man standing for team wins. U can add benefits like leading team with more players get more gold i don't care.
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Old 12-13-2009, 06:41 PM   #122
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4.2 Released!

Changelog:

-Added new gamemode: Draft Pick
-Reworked Magic/Sorcery/Wizardry to function with buffs correctly (DF)
-Reworked Quark/Electron/Atom to function with buffs correctly (EL)
-Reworked Flesh Golem/Patchwork Abomination Tower (ENW)
-Reworked Flamethrower/Flamespewer Tower (DEF)
-Reworked Disease/Decay/Death Tower (DN)
-Reworked Oblivion/Necromancy Tower (DLN)
-Reworked Poison/Pollution/Pestilence Tower (DW)
-Reworked Vapor/Mist/Steam Tower (FW)
-Reworked Mushroom/Toadstool/Fungus Tower (EN)
-Added a zoom library, type in -zoom xxxx (500-3000) to zoom in (lower value) or out (higher value). 1700 is the default.
-Added Game Time to multiboard
-Added "Sudden Death" for Ronald round at 2000 kills (becomes Undead/Healing/Mechanical and leaks for 3 lives)

-Tier 3 dual support down to 120%
-Tier 1 triple support to 10%
-All instances of 1100 range changed to 1125
-Napalm duration buffed to 3 seconds from 2 (DEF)
-Flame buffed to 150 damage up from 120 (FN)
-Voodoo/Witchcraft range buffed to 700 up from 500 (DFN)
-Tidal/Tsunami reverted to 0.31 speed and 10 attacks to charge (LEW)
-Zealot/Fanatic changed to 1 speed and 11%/20 cap on ability, changed range to 900, up from 700 (EFW)
-Laser/Phasor reverted to 0.31 speed (DEL)
-Flame/Solar/Sun changed to 0.66 speed (FN)
-Shrapnade (Gunpowder/Mortar/Vulcan) is now homing (DE)
-Hail/Comet to 1125 range from 900, and 3 targets from 5 (DLW)
-Hail buffed to 1200 damage from 750 (DLW)
-Buffed Spew Acid (Corrosion (DFW)) and Faerie Fire (Enchantment (ELN)) to 3 armor penalty
-Hydro/Spout/Geyser (EW) and Quaker/Earthshaker (EFN) now have "fairer" randomization
-Buffed Shrapnade (Gunpowder) to 150 damage from 133 (DE)
-Disease/Decay/Death range to 500 from 900 (DW)
-Disease damage to 500 from 375 (DW)
-Autocast added to Tidal/Tsunami Tower (LNW)

-Extreme Mode indicator removed, you can now build there too
-Difficulty selected by the host is now MINIMUM difficulty for all players in the game
-One life now counted as "full life" in Extreme Mode
-Mechanical creeps now play a blinking animation at 9/10/11 mana to give some indication of "going off"

-Fixed creep "stutter" when towers massed or speed too high
-Buildable on path bug for area 7 fixed
-Problems with Race Mode fixed
-Fixed attack delay after casting an ability for Magic/Sorcery/Wizardry (DF), Mushroom/Toadstool/Fungus (EN) and Hail/Comet (DLW)
-Element Query (on your builder) does not have a useless ability anymore
-Fixed maximum HP for Elementals/Ronalds
-Added message to announce round clear
-Added gold effect (like interest) above creeps when killed
-Removed "Not Enough Votes" message
-Singleplayer now has the same dialogs as if you were hosting the game
-Fixed position of default essences (the free ones)
-Fixed a bug when players left during loading that ended a game unexpectedly

-Optimized spawn performance throughout the game
-Optimized floating text and prevented limit cutoff
-Optimized trigger dealing with random bosses, hopefully reduced spawning lag
-Optimized loading time slightly
-Hopefully fixed the rare "towers stop attacking etc." bug
-Optimized kick system, now uses -kick only
-Fog removed for better compatibility with zooming and also performance increase
-Optimized Same Random trigger just a tiny bit

-Added new effect for Quaker/Earthshaker Tower (EFN)
-Added new effect for Radius/Orbit Tower (DFL)
-Added new effect for Nova/Supernova Tower (FLN)
-Added new effect for Vapor/Mist/Steam Tower (FW)
-New effects for Impulse (FNW), Radius (DFL), Periodic (DWFNEL), Flamethrower (DEF)
-Added attack animation to Disease/Decay/Death Tower (DN)
-Improved tooltips for Vapor/Mist/Steam Tower (FW)
-Improved tooltips for Polar/Ice Age Tower (ELW)
-Fixed Sunburn tooltip error (FN)
-Fixed Orbit (upgrade) tooltip error (DFL)
-Fixed Focus (Laser) tooltip error (DEL)
-Incantation build tooltip error fixed (ELN)
-Various other tooltip improvements and fixes
-Electron model changed (EL)
-Steam model changed (FW)
-Impulse projectile scale reduced (FNW)
-Changed texttag color of Impulse/Velocity (FNW), Laser/Phasor (DEL) and Quark/Electron/Atom (EL)
-Slight color tint change for Electricity/Lightning/Energy (FL)
-Pure Essence model changed
-Returned Attack/Stop/Patrol/Hold/Move icons back to default
-Interest texttag duration increased to 1.5 seconds from 1
-Updated "Element Query" icon
-Stopped "You're the last survivor" message from popping up multiple times
-Added message to announce round clear
-Added gold effect (like interest) above creeps when killed
-Added new effect for Mechanical Creeps
-Order of elements in map description fixed

-meateor, Deaod added to credits
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Old 12-18-2009, 11:44 PM   #123
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Fire tower has got to be the weakest tower. U boost it to pure fire thats like 20x of it, but compared to other element, fire pure is the weakest. =(

Too many triple element combinations are slows.
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Old 12-19-2009, 04:44 AM   #124
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Quote:
Originally Posted by DreamRaider
Too many triple element combinations are slows.

An interesting comment. Out of the 20 triples there are four slows, and they are the only slows in the game. If you also consider something like stun as a slow, then there has been a dramatic decrease in the overall number of these towers since 2.0. I was expecting you to complain about the lack of slow!
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Old 01-16-2010, 06:23 PM   #125
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4.2b Released

Changelog:

-Optimized TextSplats (floating text)!
-Fixed Comet tower
-Fixed Necromancy tower
-Fixed construction cancel abuse with clones
-Fixed loss of interest and message display when players leave after being the last survivor
-Fixed "Switch" (Vapor Tower) hotkey conflict
-Fixed timed out difficulty selection (now sets to minimum possible)
-Fixed Sunburn (Flame) text display not decrementing
-Removed text display from Napalm (Flamethrower)
-Various performance optimizations
-First to clear round message only shows in multiplayer now
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Old 01-17-2010, 03:20 AM   #126
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first update in 2010 :).
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Old 01-20-2010, 10:22 PM   #127
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Fire towers buff plz?
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Old 01-25-2010, 01:00 AM   #128
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Quote:
Originally Posted by DreamRaider
Fire towers buff plz?

I remember the thought crossed my head but somehow it did not get written down and thus was forgot. I'll buff Fire from 11 to 12 damage for the next version.
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Old 01-31-2010, 05:54 AM   #129
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4.2c Released!

Changelog:

-Added a minimum range of 500 to Impulse/Velocity towers
-Buffed Fire to 12 damage from 11
-Yet another performance tweak to TextSplats
-Minor bug fix for TextSplats (regarding fading)
-TextSplats (combat ones) are now slightly larger but last a shorter duration
-Changed color of Quantum Beam TextSplat
-Added autocast option to Magic/Sorcery/Wizardry and Hail/Comet towers
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Old 02-28-2010, 02:23 PM   #130
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4.2d Released!

Changelog:

-Fixed "Towers Stop Attacking!" bug
-Fixed the location you could build on Blue's path
-Fixed 1 hp Karawasa's essence
-Interest upgrade cap decreased from 2 to 1 in random mode
-Ronald upgrade interval changed from 10/20/30/50/75/100/150/200/300/400/500/750/1000/1250/1500/2000 to 10/20/30/40/50/75/100/125/150/200/250/300/350/425/500
-Ronald "Sudden Death" spread over three instances...resurrection at 75, healing at 250, mechanical at 500
-Changed texttag display of bounty to WC3 default (for performance)
-Added texttag display for mechanical countdown (uses WC3 default)
-Added texttag display for Napalm (Flamethrower) (uses custom)
-Texttag displays are now local to the player (i.e. you only see your texttags)
-Tower texttag display duration shortened from 0.75 to 0.5 seconds
-Fade point for all texttags (custom ones) from 66% of duration to 80% (for performance)
-Added texttag display for Douse (Tidal) (uses WC3 default)
-Added texttag display for Wrath (Zealot) (uses WC3 default)
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Old 03-02-2010, 08:01 PM   #131
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4.2e Released!

Changelog:

-Fixed the kick system
-Fixed lag with electricity tower
-Various performance optimizations
-Undead reincarnation time from 5 to 3 seconds
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Old 05-14-2010, 02:08 AM   #132
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4.3 Released!

Changelog:

-Added a 5 second fade in cinematic with web address
-Fast creeps now move at normal speed and speed up periodically instead (see below)
-Added 6 abilities to the builder by default via items (see below), "Disable Weapons" mode removes them
-Added new creep type "Image" (see below)
-Ronald upgrade system tweaked (see below)
-Balanced bounty (see below)
-Nerfed Life to 1500 damage down from 1625 damage
-Fixed multiple Trickery autocast issue
-Nerfed Hail to 1140 damage down from 1200 damage
-Shortened singleplayer dialog menu by eliminating multiplayer only options

**Builder Weapons**
-Builders have 600 mana with 1 mana per second regen, the six abilities are cast via items
-Heal creeps in 500 AoE for 25% of max HP instantly, 300 mana cost
-Give creeps max armor in 500 AoE for 5 seconds, 300 mana cost
-Give creeps max speed in 500 AoE for 5 seconds, 300 mana cost
-Steal 4% of target player's (builder) gold, 150 mana cost
-Put target builder to sleep for 5 seconds, 150 mana cost
-Instantly sell target tower (giving full refund), 150 mana cost

**Image**
-When this creep has full mana (15), it will spawn an image the next time it is damaged
-Image lasts 5 seconds and takes normal damage, image doesn't leak or give gold
-Levels 13, 23, 27, 38, 42, 51, 57

**Fast**
-When this creep reaches full mana (3), it will burst for one second
-Burst gives 100% increased move speed

**Bounty Balance**
-The base number used in the calculation of bounty is now variable depending on difficulty level
-VH is 1.1, this was the past default value
-H is 1.0985, N is 1.097, E is 1.095, VE is 1.0925
-Bounty is equal to Base^(Level-1)

**Ronald**
-Gains Undead at 75 killed
-Gains Image at 200 Killed
-Gains Healing at 350 Killed
-Loses Image, Gains Mech at 500 killed
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Old 05-22-2010, 09:10 AM   #133
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very good update! this map ,we are like it!
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Old 07-04-2011, 08:20 PM   #134
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Hello everyone!
I am a TD addict and i LOVE element TD survivor. I thought gemcraft was good, then i found this, which brutally shames all other TD maps ever made. I was searching for a tower list for this (doesn't exist) and came across this page. I have read this entire thread though i only started playing recently (4.3b) so i cannot comment on previous versions or the improvements made. All i can say is that the original creator and the current coder and both masterminds and utterly genious. The amount of variable strategies in this map are seemingly endless, it makes me stoked this map isn't dead and still being worked on. Since I fiend on this map daily anyways i would love to give detailed feedback and help with whatever i can. I have really only been playing one or two modes so far, all pick / normal difficulty / short mode (short usually because i can get impatient wanting to refine strategies). I sometimes go random when not playing red (as host usually chooses options), but i prefer to refine strategies for now and start playing random when i have a few main builds properly tested and refined. I haven't tried any wacky modes yet just normal normal normal ronald finale, my record is 57 ronalds with the following build: light, water, nature, light, water, nature, light, water, nature, pure, pure, all my towers in middle, 4 pure light, 2 waterfalls, 4 tsunami, 4 eternal, and a few low nature with the last gold. Anyways I think I have ranted enough for now, happy to have found this page and forum. Will be sending lots of detailed feedback soon, if there is anything in paticular that needs feedback or testing let me know and I can jump on it. Just so you guys know, element td survivor seems to me to be an underground legend among the custom map community, people might not talk about it all the time but trust me everyone fiends on this map hardcore, myself i have gone entire nights (8 hours+) just playing this map and never getting bored of it, that says a lot, considering I am also a DotA fiend, and element TD seems to be the only map interesting enough to draw me away from dotacash games. Anyways, there is my rant for now and i hope you liked it. Anyone interested in discussing strategies or whatever let me know, i will be available.
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Old 07-04-2011, 08:49 PM   #135
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No moderator was deleting your posts. What happens is that when a new user makes his first posts someone has to approve them. It usually takes me less than 30 minutes to do it (as you could verify). I just wish this old version of vBulletin would make it more obvious that your post is not showing up not because it has been deleted but because it wasn't approved yet.

If you paid attention to the message that shows for a couple of seconds after you posted, you would have known about that.
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