The first build you gave us had a lot of stuns, we pointed this out and now it has less stuns, but now there is damage up the wazoo, just because we say less/diffrent stuns dosn't mean don't make interesting and cool stunning items and abilities. For example: 25% chance on hit that one of the enemy skills will become unactivateable for x seconds all cooling down abilitys becomes unactivateable for an addtional x seconds target can not leave sma
mOoEyThEcOw
I think this would be another way to customize stuns beyond, it's a stun! How diffrent stuns could work diffrently: TB: Full lock down no evades, it's a piece of ice, if you can't hit that you suck at aiming... Rook: Normal/half evade bonus, you dancing around drunknely, you could evade based off reflexes Unclean: You get unclean's evade, because he's the one grappling/eating you, you can avoid shots because he pulls you out of the way so he ca
The music sounds like it might be good... I say sounds like because it keeps skipping like crazy, as does evrey other sound. It's less so on smaller maps but on bigger ones echh. ram ram ram amp amp amp pa pa pa ag ag ag gin gin gin ng ng Yea.... (also when the music is cohearent it sounds AWSOME!)
I agree rook is a little lacking some Ideas: Increase the damage on the trebuchae, as it is it's doing very little damage, it should hurt like a catapulsaur hit, also it should target demis not some random buildings I can niether see, nor for that matter, currently care about. ToL's are pointless, they need to either have no limit, or not decay, because both is way to limiting. I'd go for a limit with their current strength, that way you can build chains of them. The
The loading screen you have now is AWSOME! But it's also a lying screen. I think it would be really cool to have a generated vs. screen, with portraits of the heros, player names (colored) and loading bars. Escpecially in the style you have it now.
A couple torch bearer ideas: Torchbearers temporary switcing buffs: Awsome idea, but to expand, perhaps make it so the percentage (i'm assuming it's a percentage to make it scalabel) is based off of the number of skills you have in that area. For example if you have 3 ice skills, and 1 fire skill, heart of ice is 3 times more powerful (3/4 as opposed to 1/4) OR make it so each skill in that area just adds a straight bonus (i.e. +10 dmg/+1% for each fire skill) or even make it s
And if they're going to add widgets like that, thigs you can move and customize add it to the main screen too! (i have plenty of real estate on my widescreen)
Love this idea, it's simpler than skill trees, and more complex than what they have now, and adds tons of customization.
Actually that sounds cool, plus it adds the fact you'd get 16 demigods (essentially) or they can do what some other AoS maps do (dota like maps) and let you choose which abilities you want, including wheather you want to be able to make units. Though stylistically rook kind of already has units, don't really see TB or regulus with units, and unclean beast, hell no. But one thing I just realized we need more skills to choose from, that was one thing I hear a lot, but if I reach level 25, I'll
You guys have made, and have been making, a number of awsome items! And I really like a lot of them, some that have passed away as well. Also I tend to get sick of the same items over and over again so here are some suggestions to fix both of these issues. Have each map be custimizable with respect to items. (i.e. each map has they're own item list) Have pre made item sets (i.e. The host picks from a variety of diffrent 'sets' of items) Let players cho
The health bar over lays seem to corrupt instead of moving a bar down. I.E. diffrent pixles in the health bar move iddfrent distances when something is hit, though the lower right corner box is correct and works fine P.S can you make the two health bars match? that would look nicer.
[quote]Towers raised by the Rook, decay after a period of time.[/quote] Perhaps put that in the tool tip? Also ALL the towers disintergrated at the same time...
you missed a few annihilator x in addtion to that is: Unclean Beast, Queen of thorns, and vampire lord. so thats.. 12!
I typically find that newer FPS games have more... >.> Unless you count shift+1 and shift+2 as seperate hotkeys in an rts then they have a ton more. Plus unlike an fps, a lot of those keys are useable with the mouse. A newer fps (CoD4) has me using evrey key on the left side of the keyboard: move, tilt camera, use, gernade, special gernade, reload, jump, crouch(hold/toggle), prone(hold/toggle), weapons, sprint(hold/toggle), scores, inventro
I have to agree with the general idea of Jebobek, I'll work on an image to more clearly illustrate my point.
Regulus: Bag o' Mines: On death drops 1-3 mines in the area, (20% are stuns) Angeleic Harpoon tips: When using the snipe skill, it has a small splash of angelic power at the target. Torch Bearer: Overpowering Fury/Power: When ever TB casts an ice spell/fire spell, he stuns/damages nearby eneimies (1/3 the size of nova) Final Fury: When ever TB dies, he unleashes a nova appropria
Riding I bet.... >.> Her TIGER you sickos >.>
This blog has reassured my some what waning interest, good job! The thing that got me most was the confirmed "there are more things to a demigod besides this' kind of lines. I was stupidly thinking that the rook, regulus and torch bearer were mostly finished >.>
I wonder which is occulus, i'm guessing the tauren dude >.>. (hehe come on gpg, taurens!) But an insect dude, a crystaline dude, and a falconer from what I can tell. Probably crystaline and insect are assassins.
Mine the game just crashed, Never happened before, he was just walking along. I think it was prolly the warcraft3 map editor being open.
A lot of cool suggestions something I'd like to add: The way innocivs latest photoshop UI looks like is cool and reminds me of wow UI add-ons. (God Tyo you must really suck [e digicons];P[/e] ) For example, instead of forcing all that on the player take a hint from MMORPGS (which you guys said you were doing anyways). And have a ton of pre made dialogs that one can open and move around arrange depending on their pleasure, that way you can have all these cool UI ideas with out
Its not too diffrent, maybe space wise its an extra 50 kb for a game with like 50 items (i.e. each item has diffrent upgrade paths). But I meant its not as simple as if you have 'this this and this' because wc3 dosn't know how to check if you have 'this' on a unit. It can only check if a slot has this so it can get very complex to write because you have to check evrey slot then compare, blah blah. The upgrading system is actually easier: <a href="http://www.bikeland.info/mason
Here I'll make it right now, and it's not really that much 'simpler'. As what you posted is not how you code it, have you ever coded a recipe system in wc3, a good one (ala DotA) , not a crap ass one I mean?
You need a .BIK player like: This In the demigod folder under movies there is some awsome stuff, included is: (not counting stuff in the beta) Portraits (the thing on the bottom of your ui in game) of:QoT, Sedna, Oak, Unclean, Vampire lord, (Occulus??) Hero selection screen: QoT A strange random QoT video which serves no purpose in my mind. The dev team seems obssesed wi
Hey in the GameTips.lua there are commented tips for the other demigods: # "Unclean Beast can offset the damage it takes from Ooze by purchasing health rengeration items.", # "Use Foul Grasp on an enemy Demigod to heal.", # "Venom Spit deals most of its damage over time.", # "A well-placed Aftermath can des