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element-td's Issues

Support Tower Clones just stay there

Now that Trickery Towers can clone Support Towers, it seems to be a little.. buggy. I had a Trickery Tower clone a Blacksmith Tower. The clone, statswise, was identical to a Blacksmith Tower, but didn't actually do damage on attacks, and it had no abilities. The buff saying that it was clone was not actually there, and so the tower just stayed there. I was also able to clone the useless clone, thus giving me another useless clone.

Clones of towers that aren't supposed to rotate end up rotating, ie Well, Blacksmith, and Nova. I check out the clone bug with other support towers, and they all have the same issue.

The HP bar also hovers over them by default, just like creeps.

Elemental Summoner model

Got an idea, based on rune models:

  • Regen (Green) = Nature
  • DD (Blue) = Water
  • Haste (Red) = Fire
  • Invis (Purple) = Darkness

Then there's Illusion (Yellow) and Bounty (Golden-Yellow).
We could edit them to be Brown and White, and we got some good props to make a cool looking models!

Have the runes in a circle around temple_portal001.vmdl or rune_point001.vmdl

Finally, whenever each element is upgraded/aquired, the runes appear bigger on the circle.

Movespeed slow stacking additively

Currently, how slows work:

  • Creep Speed - Slow 1 - Slow 2 = Result
  • Ex: 300 - 30% (90) - 10% (30) = 300 - 40% (120) = 180

How they should work:

  • Creep Speed * (1 - % Value) * (1 - % Value) = Result
  • Ex: 300 * (1 - 30%) * (1 - 10%) = 300 * 0.7 * 0.9 = 189

It's not too big of an issue with that example, but when you go 6-ele and stack as many slows as possible, it drops creeps to 20% movespeed, aka 60. Multiplicatively, it's only supposed to drop down to minimum of 119 movespeed.

Ran into the gold cap

Believe it or not, I ran into the gold cap of 99999 gold. Not just once either; my gold tower build is more than capable of reaching that number consistently in extra gold (and yet I still get roflstomped by Icefrogs). Is there a way to have the cap increased beyond 99999 gold?

Tower Tree highlight too much

When hovering over a Triple Element Tower specifically in the Tower Tree, it should only be highlighting the duals that build into it, not all duals from the elements involved. For example, hovering over Flamethrower (Fire + Dark + Earth) should only highlight the elements involved & Gunpowder (Earth + Dark), Blacksmith (Fire + Earth), and Magic (Dark + Fire).

Remove "Support" Label from Triple Supports

It occurred to me the only towers that genuinely should be lowest priority on being buffed are just Blacksmith, Well, Trickery, Arrow, and Cannon, since they're pretty much the lowest DPS/Gold towers in the game. That said, the label of "Support Tower" should be removed from the Triple-Element Support Towers, as they do have pretty decent DPS, even if they're a bit under the main damage towers. Aka:

  • Windstorm (already done)
  • Muck
  • Roots
  • Nova
  • Jinx
  • Incantation
  • Polar
  • Erosion

Mechanical immunity not ignoring effects

Currently, Mechanical (creep type) is not immune to effects, namely slows. That is, if it has a slow on it prior to going invulnerable, it's still slowed down. It should completely ignore the slow when it goes invulnerable, up until the invulnerability wears off.

Major Changes

Todo list for major gameplay changes:

  • Express Mode
  • Tower Revisions 9e477d3
  • Swarm Creeps
  • Scoring System 566f63c
  • Creep/Tower Stats
  • First 5 waves removed 00a2175
  • Simplified difficulty/hp/armor relationships 96c1816

Bottom Mazes have a 1 row tile advantage

4 mazes at the bottom have a 1 row of tile advantage at the bottom of their mazes:

Although this doesn't allow for more towers to be build, just gives a 1 tile extra placement space which I suppose doesn't really matter when it's at the bottom there.

Add gold bonus to Pure Essence Upgrade

Not the free essences, specifically the upgrade that lets you manually get a Pure Essence. The gold bonus is:

([(Wave +5) ^ 2]) * 2.5 * Difficulty Bounty Bonus

Should help it stay valuable by comparison to getting an element upgrade.

Icefrogs still OP

Wave 55 - got 2 leaks but otherwise slaughtered 'em.
Boss Wave - got 2 kills, got slaughtered.

However, rather than having Shield nuked, I got some second opinions on this: nuke Fast from the Boss Wave. Shield isn't that big a problem especially since it's only 1 second invulnerability on Swarm splits. Fast, on the other hand, screws over a lot of defenses.

Hotkeys

X = Sell

U = Upgrade to next tier of same tower

First letter of name = Build and/or upgrade to different tower (i.e. build a Fire Tower with "F" then upgrade to Blacksmith Tower with "B")

Gray Icons

If you don't have the elements needed, gray out icon to indicate it's unavailable.

Disease ability using wrong formula

Currently, Disease Tower (Dark + Nature) is using the following damage formula:

  • Damage * (Max HP % - Current HP %) = Result
    Aka, it only goes to a maximum of x2 damage.

It should be:

  • Damage * (Max HP / Current HP) = Result
    Which is an exponential gain that lets it do some super duper damage vs. near-death targets.

Acquiring Lumber in Multiplayer

In a multiplayer game, right now, when you clear Wave 5, 10, or any multiple of it, you get a Lumber; or in Random mode, that's when the element auto-summons. However, that's not quite right.

When the first player clears Wave 5 (or any multiple of it), EVERYONE gets the Lumber (or in Random, the element auto-summons). Or in the case of Rush mode, when Wave 5 finishes spawning (or any multiple of it), that's when the Lumber/Elemental Summon kicks in.

Deprecated content

Apart from every Scaleform interaction, this are the things in use that must go away:

  • addon_init.lua
  • dafuqs going on in addon_game_mode.lua
  • every SetContextThink 8502a48
  • global dummy caster 896cf04
  • proper timers CreateTimer 54893f3
  • PhantomManager.lua
  • commands.lua
  • Pages system. Just use items or a custom UI for the builder.
  • script_reload issue

Flamethrower Tier 2 causes 5 stacks

Level 2 version of Flamethrower tower is causing 5 stacks of Napalm per hit. It should only be causing 1 stack per hit. I believe this was from the old version and I just now noticed it's doing x5 the damage it's supposed to, lol.

Damage and Build Summaries

On demand (button click) display how much % does the player do to each element, considering all its tower damage/DPS, and each % chosen buildings

img

Test Report - 3 Bugs

Bug 1: Infinite gold gains due to shift-queue building

Pay attention to the gold before and after, in this video im basically shift-queue spamming a-ton of buildings while hold is active, this is also doable WITHOUT hold but this allows me to click infinitely.


Bug 2: Sometimes shift-queue buildings double builds


Bug 3: Incorrect ability tooltips for some tower building
Observed examples:
Nature Tower has 125DMG, but the tower building tooltip says 123
Light Tower has 125DMG, but the tower building tooltip says 83

I did not check all the tooltips.


Irreproducible bug: I also managed in the process of spam clicking shift-queue to block the navgrid with no building ontop but I am unable to reproduce it.

Improve tooltip format

img

ToDo:

  • The Requires and Element lines must match the Primary Element+Second/Third order visible on the ability icon.

Discuss:

  1. Do we need "Requires" on the tooltips that are enabled (i.e. doesn't require anything else to build)?
  2. Should the ability tooltip be on the very top of the description? What about the Damage type (if the Elements are in order, it would be redundant?)?
  3. Should X and Y and Z be X + Y + Z?

Map

  • Add devs to the center area 9c03fba
  • Finish painting borders to indicate non-buildable areas
  • Add logo to the center area
  • Review some edge border paints

Icefrog Super OP

Wave 55 - completely slaughtered it.
Boss Wave - didn't kill a single one. Undead needs to be removed from the wave. The rest of the effects are already practically doubling it; Undead is doubling it further (or possibly more) due its interaction with the rest of the effects.

Ghost particle issue

If you build a tower and then subsequently build another in a disallowed area, the ghost stays untill another order has been commanded.

Expected outcome should be for it to be removed, this is not using anything, just two normal ability cast.

Rush Mode should give a bounty bonus

As the title says, but rather than increasing the Bounty Base, this would just be a flat multiplier bonus that applies on the total. I'mma say a 25% Bounty Bonus.

It may need to be increased in combination with Express Mode, but let's see how the 25% Bounty goes first.

Blacksmith/etc. should target highest DPS

Rather than targeting towers with highest Damage, Blacksmith, Well, and Trickery should prioritize towers with highest DPS. It's not perfect, but it's better than Damage. Still have Support prioritized last.

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