Legion TD HELL v3.91r

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Legion TD HELL v3.91r

Postby HELLRAlSER » Sun Mar 27, 2016 9:08 am

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Legion TD HELL v3.91r - Changelog
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General

-Fixed a bug that caused level 30 bosses to stop moving occasionally

-Fixed bosses leveling up

-Added x5 upgrades to Home Town for all King upgrades

-Changed some King upgrades icons

-Fixed a few memory leaks


Units

Veteran
-Removed Berserk icon

Mercurial
*Traumatize: Cast range from 600 to 650

Priest
-Starting mana from 10 to 7
-Attack range from 450 to 550
-Heal: Cast range from 450 to 550

High priest
-Starting mana from 10 to 4
-Mana regen from 1 to 1.25
*Greater Heal: Cast range from 450 to 550

Load Code: p9233
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Last edited by HELLRAlSER on Mon Apr 11, 2016 12:02 am, edited 8 times in total.

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Re: Legion TD HELL v3.91r

Postby HELLRAlSER » Sun Mar 27, 2016 3:03 pm

Map uploaded.

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Re: Legion TD HELL v3.91r

Postby HELLRAlSER » Sun Mar 27, 2016 8:13 pm

Well, i had to re upload cause of some misstyped i did with Priest unit, I apologise to everyone that had already downloaded v3.91r.

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Re: Legion TD HELL v3.91r

Postby kexaxe » Mon Mar 28, 2016 2:52 pm

What do you think about repositioning town buttons? The reason behind the idea is that when you do an lumber upgrade or train a wisp the order changes because of the cancel button, also the logic would suggest lumbering together and king together. With this order it will maintain the layout all the time.

Is possible to keep the lumber upgrade button in the menu giving it an option to queue the upgrades - exactly the same as wisps do?
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Re: Legion TD HELL v3.91r

Postby HELLRAlSER » Mon Mar 28, 2016 3:47 pm

@kexaxe

Thats... actually a lot of work for very little benefit...

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Re: Legion TD HELL v3.91r

Postby durzo_blint » Tue Apr 05, 2016 10:20 am

@HELLRAlSER

is it allowed to post some thoughts here?

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Re: Legion TD HELL v3.91r

Postby HELLRAlSER » Tue Apr 05, 2016 10:54 am

@Zahnstocher
Sure go ahead.

On a side note, am about to release v3.91s. Well by tonight.

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Re: Legion TD HELL v3.91r

Postby durzo_blint » Tue Apr 05, 2016 4:32 pm

@HELLRAlSER first of all, super nice map and thanks for your work.

is it intendet that landmines doesnt move at all and dont TP in the middle?
the fire archer from necromancer wont tp aswell.

i think the new hellraiser is way too good. besides his weak wave 1, they have no weaknesses at all and clear with super low value even 20+ waves and they have no drawback at all.
the bounce attack from mutants should do less damage, they are like phantoms but with way better early game +super easy hold 10 with avarage value. If you have a team mate who holds 10 100% like colts or something you can just push your lumber so incredible hard.

I feel like its super hard to kill the enemy team without demon/kraken etc. so the waves 11-14 are kind a free.

yeah thats it for the moment :d i really love HELL and i hope you wont stop working on this awesome mode

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Re: Legion TD HELL v3.91r

Postby HELLRAlSER » Tue Apr 05, 2016 5:19 pm

@Zahnstocher

1. It is intended for now, but am open to debate about them. As it is tho they are still quite efficient and worth building.

2. Hellraisers are not that good as you make them out to be... the dps is normal to say the least.(390gold and 2farms for aoe 240dps. they have very low range and they are not that tanky even with the 33% evasion, and they do suck during boss levels. A counter example, mercurial, deals ~190 single target dps, 650 range, an amazing debuff for only 290gold and 1 farm, and they deal with bosses on top. I will tho increase their price a bit.

3. Mutants, they may need a slight nerf but they are not that amazing as you make them out to be, they need wood to keep working, so you can push more wood cause you need to feed them wood. Maybe i will reduce their damage jump a bit tho.

4. Levels 11-14: Its hard to kill on 11 but 12-14 it really depends on how the game went. You can easily kill king at those levels if the conditions are right. Even tho this whole point is not that important, if you can make enemy leak, its a win even if they dont die. You get gold, they lose gold, you get time to mass lumber.

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Re: Legion TD HELL v3.91r

Postby durzo_blint » Tue Apr 05, 2016 9:18 pm

@HELLRAlSER

i dont think you can't compare 2 units with diffrent jobs. I'm talking about units with such an amazing ability to clear the wave that its near impossible to break them during non-boss waves. Thats all i'm saying.

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Re: Legion TD HELL v3.91r

Postby HELLRAlSER » Wed Apr 06, 2016 6:31 am

@Zahnstocher

Well thats exactly how you compare them, but I didnt take under consideration that hellraisers deal spell damage. I did test them and they are indeed above average, thus I will raise their price.

Thank you for the report.

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Re: Legion TD HELL v3.91r

Postby kexaxe » Sat Apr 09, 2016 12:30 am

@HELLRAISER

Missed heal bug.
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Re: Legion TD HELL v3.91r

Postby HELLRAlSER » Sat Apr 09, 2016 6:43 am

@kexaxe

Damn ty, i was about to release.

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Re: Legion TD HELL v3.91r

Postby kexaxe » Sat Apr 09, 2016 10:24 am

@HELLRAISER

yeah its pretty nasty bug. helped them survive.

we've found another minor bug. Velens didnt follow the route, instead of that they went down to the blue's player base (red player leaked). we had to antistuck them in order to repair their path
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Re: Legion TD HELL v3.91r

Postby HELLRAlSER » Sat Apr 09, 2016 1:21 pm

@kexaxe

Did that valens went there for no reason? Was there any units? Did they got antistuck before that? I try to pin point the bug.


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