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Legion TD HELL v3.91z - Changelog
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General
Town Layout:
-Moved Rally button
Summoned units
(summoned from player units)
-Increase their call for help from 1200 to 2000
-Command -King
Now also displays 2 new skills leveling and available heals for each team
Builders
Skills:
*Command Attack!:
-Cooldown from 30sec to 40sec
-AoE from from 300 to 275
King
*King's Shockwave:
-Damage from 220 and 6dps for 20sec to 200 and 8dps for 20sec
-Manacost from 200 to 275
*King's Command Aura
-AoE from 1400 to 1800
*King's Immolation
-Now it has a manacost of 15 per second. You can turn aura on/off
Added 2 new King Skills
-This skills both have 10 level.
-Each level cost 400 wood and provides 15 income.
-The skill only activates when you have bought all 10 levels. Before that they do nothing.
Below are the 2 skills:
*Dark presence:
-Passively Provides 1% of maxmana as manaregen.
When activated increase King's damage by 350% of base and adds 25% lifesteal.
Cooldown 50sec
Duration 25sec
Manacost 350
*Royal Presence
-Passively Provides 1% of max mana as manaregen.
When activated King emits an aura that deals damage equal to 1% of the maxHp of the enemy units in 715AoE
Cooldown 70sec
Duration 30sec
Manacost 400
Units
Cavalier
Damage from 180-191 to 165-176
*Hardened Armor:
-Damage Block from 50 to 60
-Minimum damage taken from 3 to 2
Added new Skill:
*Siege Mastery: Deals 140% critical damage against Fortified enemy wave units and enemy player summons.
Maverick
-Cost from 170 to 180
-Damage from 96-104 to 148-158
*Mirror Image: Now activates only when Maverick is attacked.
-Cast time from 1.03 to 1.53
Adept
-Cost from 150 to 160
Tuskar
-Cost from 75 to 80
Footman
Damage from 60-66 to 70-76
Medicine Man
-Aggro range from 890 to 680
Oracle
-Aggro from 890 to 680
Peewee
-Hitpoints from 125 to 140
-Bugfix: Removed Finishing Blow
The Butcher
-Bugfix: Fixed his damage reduction aura
Servant
-Movespeed from 270 to 240
Slavemaster
-Movespeed from 270 to 250
Infernal (Player Send unit)
*immolation damage from 10 to 20
*AoE from 400 to 500
Load Code: 923qq
Legion TD HELL v3.91z
Moderator: HELLRAlSER
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Re: Legion TD HELL v3.91z
I don't know if was it said but after you construct Raiders some time later your gold disappear.
---edit---
nvm, it was happening on 3.91s
---edit---
nvm, it was happening on 3.91s
Re: Legion TD HELL v3.91z
@HellRaiser
Some really cool changes man, keep up the good work!
Like The Cavalier passive skill concept. Glad Maverick got some love. Tried out one of the kings new skill Royal Presence, Very useful skill for range units if your king running immolation. Haven't test it out with stomp or wave yet.
The Guardian Unit, (imo) the Entangle skill needs to be fixed. Made a line of them, mostly all of them died before using their ability. Maybe it should be changed to, once they get near a enemy they cast Entangle skill, And once the Guardian regains 20 mana he recast it right away.
Instead of 9 trees where the wisp harvest wood from, Maybe put one big crazy looking tree there? Most of the time wisp doesn't go to there own separate tree, Ya i know doesn't matter they can harvest on same tree. Guess it's just a OCD thing :-p
Some really cool changes man, keep up the good work!

Like The Cavalier passive skill concept. Glad Maverick got some love. Tried out one of the kings new skill Royal Presence, Very useful skill for range units if your king running immolation. Haven't test it out with stomp or wave yet.
The Guardian Unit, (imo) the Entangle skill needs to be fixed. Made a line of them, mostly all of them died before using their ability. Maybe it should be changed to, once they get near a enemy they cast Entangle skill, And once the Guardian regains 20 mana he recast it right away.
Instead of 9 trees where the wisp harvest wood from, Maybe put one big crazy looking tree there? Most of the time wisp doesn't go to there own separate tree, Ya i know doesn't matter they can harvest on same tree. Guess it's just a OCD thing :-p
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Re: Legion TD HELL v3.91z
@Zulthar
How about Dark Presence? Any feedback?
I have figured out what caused mines to get call for help in insane ranges. So am thinking if i should it (its a bug) or let it be. Or even replicate it to all units. Have in mind that formations will be pretty much gone, all units having this "bug" will cause mass pull from pretty much anywhere.
Honestly, I can fix that bug with the trees and wisps, but it is a LOT of work, for just that. I rather use my limited time on doing something better for the map.
About guardian and entagle, i slightly improved them, the issue is, that guardian wont use his skill on a unit that already is entagled, and it can die before it has the chance to do so. having full mana, doesnt mean there is a target in range (that is not already entangled) and neither it means the skill is off cooldown (in case you have mana regen aura).
edit: Ok i decided to beta test this. I will make most units to be pulled from very great distances. I will leave command attack for now, altho it wont be needed, i will eventually recycle it to a new skill.
So far 3.92 changes, i hope i finish by tonight the re-aggo of all units that i want them to have the enhanced aggro, so its hosted tomorrow.
Guardian
-Increased aggro range to 600
*Entagle
-Increased casting range to 600
-Improved little casting behavior
-Duration from 6(3) to 8(4)
-Cooldown from 8 to 12sec
Mines
-Greatly reduced call for help
-Changed Kaboom skill icons
-Changed graphics of explosion
Cavalier
Siege Mastery:
-Now only affects units with fortified armor.
How about Dark Presence? Any feedback?
I have figured out what caused mines to get call for help in insane ranges. So am thinking if i should it (its a bug) or let it be. Or even replicate it to all units. Have in mind that formations will be pretty much gone, all units having this "bug" will cause mass pull from pretty much anywhere.
Honestly, I can fix that bug with the trees and wisps, but it is a LOT of work, for just that. I rather use my limited time on doing something better for the map.
About guardian and entagle, i slightly improved them, the issue is, that guardian wont use his skill on a unit that already is entagled, and it can die before it has the chance to do so. having full mana, doesnt mean there is a target in range (that is not already entangled) and neither it means the skill is off cooldown (in case you have mana regen aura).
edit: Ok i decided to beta test this. I will make most units to be pulled from very great distances. I will leave command attack for now, altho it wont be needed, i will eventually recycle it to a new skill.
So far 3.92 changes, i hope i finish by tonight the re-aggo of all units that i want them to have the enhanced aggro, so its hosted tomorrow.
Guardian
-Increased aggro range to 600
*Entagle
-Increased casting range to 600
-Improved little casting behavior
-Duration from 6(3) to 8(4)
-Cooldown from 8 to 12sec
Mines
-Greatly reduced call for help
-Changed Kaboom skill icons
-Changed graphics of explosion
Cavalier
Siege Mastery:
-Now only affects units with fortified armor.
HELLHALT
https://hellhalt.com
https://hellhalt.com
Re: Legion TD HELL v3.91z
[edit]
Player named Wicher found a bug, when you can move king off in to the corner only 3 bosses on king only to hit him, once you move kill his skill doesn't work.
Player named Wicher found a bug, when you can move king off in to the corner only 3 bosses on king only to hit him, once you move kill his skill doesn't work.
Last edited by Zulthar on Sat Apr 23, 2016 8:22 pm, edited 2 times in total.
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Re: Legion TD HELL v3.91z
Zulthar wrote:You can move king off in to the corner in water once you move kill his skill doesn't work
what?
can i see a replay?
HELLHALT
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https://hellhalt.com
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Re: Legion TD HELL v3.91z
@Zulthar
Well wasted 3 hours, its been impossible for me to replicate this. DId the guy remembers how he triggered it?
Well wasted 3 hours, its been impossible for me to replicate this. DId the guy remembers how he triggered it?
HELLHALT
https://hellhalt.com
https://hellhalt.com
Re: Legion TD HELL v3.91z
HELLRAlSER wrote:@Zulthar
Well wasted 3 hours, its been impossible for me to replicate this. DId the guy remembers how he triggered it?
Well we picked dark skill, and fully up king. before 10 and then he was able to move king during 10.
[Edit]
Wicher said there was a uproot option when he clicked it he was able to move king.
When we made another game we did same thing he try to do it again but the uproot option wasn't there.
Re: Legion TD HELL v3.91z
HELLRAlSER wrote:edit: Ok i decided to beta test this. I will make most units to be pulled from very great distances. I will leave command attack for now, altho it wont be needed, i will eventually recycle it to a new skill.
I think everyone would like this idea, a lot don't enjoy the hard splits.
Some viewers had some ideas, wanted to share so just some feed back from them. you know when we get hero in AP mode, one thought of the idea of controlling that hero during the wave with skills.
Another idea from viewer, When you choose Hpgmcb mode and then choose prophet, you would also get a random hero that you can build, Cuase only can get hero in AP mode, And no one really chooses AP mode.
And have a question, do you think turtles should be unarmed armor type? Cause people always spam Demon Kra and shamans. and if you don't have magic units kinda screwed. Cause those turtles with blood lust are a pain :-p But i have pass with zero magic units before but that's pretty rare or i am just doing something wrong. But if the turtles got unarmed armor type they probably would have to have there health boosted a bit or probably be to easy, I don't know just a thought only.
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Re: Legion TD HELL v3.91z
@Zulthar
The King moving delayed me greatly, I dont know when the patch will be ready... wont take very long but I dont know when. About the bug, I may have or may have not fixed it. I found the bug and it cant be reproduced in single player, only on multiplayer, thus I can't test my fix. I think I fixed it but multiplayer testing is needed to be sure.
I will consider all feedback, but that turtles thing wont happen
(I dont try to make the game easier, just more interesting). Unless you want 26k hp maccabeus instead!!!
I will be increasing the cost of Presence from 4000 to 5000.
The King moving delayed me greatly, I dont know when the patch will be ready... wont take very long but I dont know when. About the bug, I may have or may have not fixed it. I found the bug and it cant be reproduced in single player, only on multiplayer, thus I can't test my fix. I think I fixed it but multiplayer testing is needed to be sure.
I will consider all feedback, but that turtles thing wont happen

I will be increasing the cost of Presence from 4000 to 5000.
HELLHALT
https://hellhalt.com
https://hellhalt.com
Re: Legion TD HELL v3.91z
HELLRAlSER wrote:@Zulthar
thus I can't test my fix. I think I fixed it but multiplayer testing is needed to be sure.
If you have free time today, We can test it out together, Pretty sure wicher will be down for it also.

HELLRAlSER wrote: but that turtles thing wont happen(I dont try to make the game easier, just more interesting). Unless you want 26k hp maccabeus instead!!!
Are you going soft on me 26k hp maccabeus? 35k

Haha, Nah I just keep trying to find different combos to get those dirty turtles with out magic units then, But ya don't want the game to get easier either cause it's suppose to be HELL

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