Exxcentric

Exxcentric

Joined Member # 3716385
20 Posts 84 Replies 27,000 Reputation

This is the internet and I feel left out...but are you guys serious or did you not notice the bosses? Rofl: 10, 18, 19 and 20 all have bosses and now: 19. Shambler Boss now uses Ground spikes I every 5 seconds. I am going to Unoffically release ver1.1 *i havent checked all the code to make sure it runs perfect so please forgive me if there are some bugs (i am going to my mates house for some playtesting now :)

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Ok now i have a fully functioning seperate multiplayer and single player versions of the mod update to changelog: 14. Removed Teleport Scrolls 15. Removed Fortified Structure from the citadel 16. Altered health of towers and citadel to 9000/60000 respectively 17. Added Consumable Item to Consumable tab 2: Structure Buffer - cost 3500: On use: Summons a ward which will buff all structures in range 14 with 40% more health

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rofl -- good too know that it is still worth investing in :) looking at increasing death time quite a bit so it is more significant when you die and death timer upgrade is better value (will increase its affect)

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Questions The armory and blacksmith upgrades still work -- these will increase damage and armor of ALL creeps (including bosses as far as i know) and so i assume in multiplayer they should be well worth investing into. Has anyone used these much? What about exp bonus or death timer?

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@ OMG_Teseer ty :) For gold flag -- i want to make creeps be able to catch the gold flag back, so that you have more incentive to hold back the creep waves at the portal, though i will look into your solution too With citadel health - ok done :). </

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See Changelog - Post 2 wow theres alot of posts lol ty all for your feedback! I hope you like the new changes. Dude, can you take out the ability to warp over walls? Or is that part of the game being able to go to enemy's side and take there cit down? If it is it is just another dimension. But clarification would be great. Fixed -- let me know if i missed any @pacov so... you can TP dire

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Thankyou both so much for your replies. It really helps and saves me testing stuff myself (and i am limited to testing regularly with only 1 other person). For constantly improving creeps: This only requires moving a single line of code from the warrankwave subroutine to the creep timer and so will be implemented by next patch. Note that now creeps will upgrade every spawn by 4.25%. NB: I will increase building health/regen citadel upgrade till i figure

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@ OMG_Splitshadow I suggest you remove hellfires from the creep waves. They aggro you or your monks and attack you from behind the walls. lol then you should be up at the portal :) Exxcentric, I have an idea to prevent illegal border hopping. Place permanent, invincible towers of silen

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hey guys. Currently the difference between the two files is two lines of code (effectively) - delete portal and increase the wave counter variable check to account for 2 portal being active. I knew when i released the mod that they would conflict ie: Further, to switch between mods you currently have to remove all other versions of enfos before installing. Both mods currenlty use the same install path. but it was really late at night lol, and i

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agreed. Did you get my pm? If not then: Try deleting, redownloading and reinstalling. Sometimes it corrupts (dont know why but seems to happen with all the mods for demi :( ) I am bringing out new version soon so it might be worth waiting for that :). Exx

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hey guys, its now 9pm here. I think that i will do another couple of hours of work on this version and then i will post it up to give you guys some time to play it over the weekend :) Cheers Exx

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hey guys, didnt get to do much coding last night, GF came over....... so see how we go. I will release it some time this weekend (hopefully) but i cant promise whether it will be sat night or sunday.. New change. There will be 2 waves per warrank, however the amount of summoned units will be divided between these two waves. The second wave will come after 18 seconds. The time in between warrank waves has been lifted from 31 seconds to 41 seconds ie spawn wave 1 18 sec<

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Overly easy? How many ppl were you playing with? What would you like me to add to make it harder (already the next version should be much more difficult). Also, tonight i am going to work on code for wave buff (to buff units per wave). I was thinking that i will add a 6.25% buff to health and damage per wave (this will stack with the number of players buff) would be enough (it would raise the health of a standard minotaur from 300 on wave 1 to 1200 on wave 20. &

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All shops have been moved to the other side of the citadel now, so you will no longer be able to purchase items while at the end of the creep lane. Teleports will be removed to prevent movement to the gold flag from the shops. @ OMG_Splitshadow - wow thats new, i have seen something similar with occulus' lighnting b

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Ok changelog for next version: EDIT MOVED UP TO SECOND POST! @hedgie - Speaking of which... the 2x Gold flags at the end may need to be removed... I really needed the money for Single-Player but in Team Games I think it makes it EZ-Mode. You also still gain gold and xp from capping flags. Ok, will look into it - Currency would need to be vast improved to be made worth it. The game only lasts 5-10 minutes anyway and

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Just came up with an alternative for oaks spirits: Clone - Copies an enemy unit summoning it as a minion: Level 1: Meta infantry only Minotaurs: 4 Archers: 6 Level 2: Meta infantry, priest types and baby golems - including crystal monks Minotaurs: 6 Archers: 8 priests: 2 crystal monks: 2 baby golems: 2 Level 3: Copies all ground units except giants and babylon titan and boss mobs Min

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lol glad so many of you like it! This is still very much a work in progress so forgive me for the bugs lol. I will be trying to get out some newer versions out rather quickly as i update things now so keep an eye on this thread :). It was 5am when i released the mod so i didnt get to do a good writeup on how this currently works: Warscore level is currently used to determine which creep wave you will receive, after every creep wave your

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Changelog for next patch: (V1.1) 1. Adjusted creep code buff code to occur every spawn, should continue to increase after level 20 (not yet tested). Adjusted code so that creeps are buffed by: MaxHealth = { Mult = 0.0625, AdjustHealth = true }, DamageBonus = { Mu

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