Legion TD 3.42
Posted: Mon Dec 05, 2016 10:19 am
general
this update mainly includes internal changes to increase the performance.
rewrote big parts of the mapscript with native language to increase the perfomance and fix the majority of memory leaks.
the old map had multiple 10 thousands of those leaks in a long game which are down to a few hundreds now. (for technical questions pm)
for the game this means much less delay spike and faster delay decay.
so far while testing there was no delay during the building phase after round 20 but as it depends on the slowest computer ingame it might be possible that all testers just had good computers.
another sideeffect less delay -> less clog but this is just hardly noticeable and not a solution for the global clog issue.
Fixes for clog
there were a few ideas to limit the power of early game clog but for now i would like to go with this solution.
early game
-added 30% minumum bounty on kingkills just for the enemy team the bounty increase up to 30% depending on the time the unit spend on the king.
the exact numbers are not defined yet and will decrease depending on the amount and value of units being sent.
midgame
on no mid mode units lose their collision on entering the dark green area and are slowed down by 10% movementspeed.
each following entering unit gets less slowed and after a specific amount it turns into a up to 10% movementspeed boost which depends on the value of the leaked unit.(leaking small units like miltias bowmen have no impact on the speedboost)
this should cover the problems with the old system, makes mass leaking less efficient and balance clog on race levels.
both soultions are implemented but not yet activated.
awaiting input and opinions.
this update mainly includes internal changes to increase the performance.
rewrote big parts of the mapscript with native language to increase the perfomance and fix the majority of memory leaks.
the old map had multiple 10 thousands of those leaks in a long game which are down to a few hundreds now. (for technical questions pm)
for the game this means much less delay spike and faster delay decay.
so far while testing there was no delay during the building phase after round 20 but as it depends on the slowest computer ingame it might be possible that all testers just had good computers.
another sideeffect less delay -> less clog but this is just hardly noticeable and not a solution for the global clog issue.
Fixes for clog
there were a few ideas to limit the power of early game clog but for now i would like to go with this solution.
early game
-added 30% minumum bounty on kingkills just for the enemy team the bounty increase up to 30% depending on the time the unit spend on the king.
the exact numbers are not defined yet and will decrease depending on the amount and value of units being sent.
midgame
on no mid mode units lose their collision on entering the dark green area and are slowed down by 10% movementspeed.
each following entering unit gets less slowed and after a specific amount it turns into a up to 10% movementspeed boost which depends on the value of the leaked unit.(leaking small units like miltias bowmen have no impact on the speedboost)
this should cover the problems with the old system, makes mass leaking less efficient and balance clog on race levels.
both soultions are implemented but not yet activated.
awaiting input and opinions.