EotA: 1.14 Download
EotA: 1.14 Download
New Gloomreap!
DarnYak
DarnYak
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Re: EotA: 1.14 Download
So, Gloomreap probably has a memory leak somewhere since 3 people crashed. It also lagged a lot in the final game (~35 min). Surprisingly, this lag didn't occur for the longer second game (~57 min) for me.
Pushers and supportive heroes, particularly tanky ones, suit Gloomreap pretty well.
You already know about Digmasters.
PK heroes on Gloomreap don't seem so useful.
I think timed spawn cores might be interesting on Gloom.
Devil's Smirk looks a bit OP.
EDIT: I think the placement of the Ancient in the middle of the map favors the Blue side more than the Red side, since almost no one buys artifacts.
Pushers and supportive heroes, particularly tanky ones, suit Gloomreap pretty well.
You already know about Digmasters.
PK heroes on Gloomreap don't seem so useful.
I think timed spawn cores might be interesting on Gloom.
Devil's Smirk looks a bit OP.
EDIT: I think the placement of the Ancient in the middle of the map favors the Blue side more than the Red side, since almost no one buys artifacts.
Re: EotA: 1.14 Download
Double checked the code, don't see a memory leak anywhere. Probably from some hero ability I haven't found (or even an item), I know a Kedge game from yesterday or last week had a mem leak too.
PK heroes in general have always had their ups and downs, although their slightly more interesting here due to the ability to snipe off Digmasters.
Ancient placement might favor one side slightly but there's no good way to fit in perfectly evenly, plus the extra distance is fairly negligable. It's the kind of thing I can't really see ever changing the outcome of a game.
Changes:
- Devil's Smirk cooldown increased to 75s
- Digmasters can only be summoned if no enemies are near the site
- Reform artifact cost reduced to 25 crystal and increased the speed by about tenfold
DarnYak
PK heroes in general have always had their ups and downs, although their slightly more interesting here due to the ability to snipe off Digmasters.
Ancient placement might favor one side slightly but there's no good way to fit in perfectly evenly, plus the extra distance is fairly negligable. It's the kind of thing I can't really see ever changing the outcome of a game.
Changes:
- Devil's Smirk cooldown increased to 75s
- Digmasters can only be summoned if no enemies are near the site
- Reform artifact cost reduced to 25 crystal and increased the speed by about tenfold
DarnYak
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Re: EotA: 1.14 Download
The heroes used in the last game were Aero, Swashy, DW, Garg, Lich, and DS.
There weren't any games yesterday since it was Saturday.
Yeah, PK were probably less useful in the games today because it was easy to get the Digmasters back up. Are you still planning a cap on the miners?
Anyway, overall thought on Gloom was that the revamp is much better since lane control actually matters. Portals might be nice but the map isn't that large.
There weren't any games yesterday since it was Saturday.
Yeah, PK were probably less useful in the games today because it was easy to get the Digmasters back up. Are you still planning a cap on the miners?
Anyway, overall thought on Gloom was that the revamp is much better since lane control actually matters. Portals might be nice but the map isn't that large.
Re: EotA: 1.14 Download
Its already capped at 8 miners per spot, and staying that way.
I think the map's JUST large enough to justify adding portal stones, but that decision isnt' final yet.
DarnYak
I think the map's JUST large enough to justify adding portal stones, but that decision isnt' final yet.
DarnYak
- Dekar
- Jelly Doughnut
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Re: EotA: 1.14 Download
I think we had 2 miners on each of the ?8? crystals of a single outpost one time?
Did you forget to save the number of miners when the digmaster dies but no the workers and a new digmaster is summoned?
Did you forget to save the number of miners when the digmaster dies but no the workers and a new digmaster is summoned?
<EotA@Azeroth> YAKS GO MOOOOOOOOOOOOOOOOOOOOOOOO
Dekar: the ultimate ocean themed hero should buff and depend on spawn waves!
DarnYak: why is that
Dekar: WAVES
Dekar:
DarnYak: i was afraid that was the answer
Dekar: the ultimate ocean themed hero should buff and depend on spawn waves!
DarnYak: why is that
Dekar: WAVES
Dekar:
DarnYak: i was afraid that was the answer
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Re: EotA: 1.14 Download
Forgot to mention that False Alliance shouldn't be able to target the Digmaster since it could allow Neph to avoid getting hurt by towers and creeps.
- BustroQuick
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Re: EotA: 1.14 Download
I haven't tested this, but with team-owned heroes it might be a problem on Verdant Falls as well.watermelon wrote:Forgot to mention that False Alliance shouldn't be able to target the Digmaster since it could allow Neph to avoid getting hurt by towers and creeps.
Re: EotA: 1.14 Download
Did you try it or just theorize it? It should have code to completely ignore casts on red/blue (due to tavern heros always being present)
DarnYak
DarnYak
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Re: EotA: 1.14 Download
I remember reborn mentioning that he wasn't getting hurt by towers after casting it on the Digmaster. I have yet to try it out myself. The AI doesn't purchase Digmasters, right?
EDIT: Is the Digmaster supposed to gain experience? I thought he was supposed to only stay at the average team's level.
Last edited by watermelon on December 19th, 2011, 7:07 pm, edited 3 times in total.
Re: EotA: 1.14 Download
Digmaster currenty spawns at the average team level and then gains experience throgh combat. This is intended so that older ones tend to die a bit faster (although its not a huge issue)
DarnYak
DarnYak
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Re: EotA: 1.14 Download
Ah okay. Does his experience gain affect actual players?
Re: EotA: 1.14 Download
Nope, they gain exp but don't count towards the distribution
DarnYak
DarnYak