|
|
|
|
| Всё про Castle Fight |
| Статьи |
| Скачать |
| Турниры Castle Fight |
| Всё про WarCraft III |
| Стримы / Streams |
| Вещает Деккер |
|
|
|
|
|
|
YouTD
|
Характеристики карты
YouTD
Категория:
Русский язык:
Нет
Английский язык:
Да
Поддержка компьютера:
Нет
Игра:
Командная
Игроков:
1-8 Разработчик:
MasterCassim, geX
Web-сайт:
www.eeve.org
|
Описание карты:
Невероятно интересная и сложная YouTD. Скажу сразу, что если вы хотите просто по быстрому в что-то сыграть, то эта карта вам не подойдёт. Для того, чтоб получить удовольствия от игры в эту ТД вам необходимо потратить не мало времени, так как она очень логически сложная. Вам необходимо всё внимательно прочитать и изучить. В этой карте очень большое количество башен с разными возможностями.
Карта очень уникальная по башням и их способностям. В этой карте башни можно сопоставить с героями, они получают опыт! Башни можно улучшать и обучать разным способностям. В игре вы сможете построить более 600 разные башни !!!
Список версий
YouTD
Список изминений в YouTD 1.05 (ChangeLog)
Previous Bugs -Fixed some more memory leaks. -An investigative fix to the rare wavespawn bug. Either the bug will still be around or it won't, but it will provide me with feedback as to where the true cause of the bug might lie. -Fixed a bug with the aura system where auragivers could queue up with the same auratype more than once per buff. This had potential to overflow lategame, and also resulted in auras not downgrading when the auragiver levelled down. -Fixed a bug where some challenge waves were immune to silence. -Fixed some lanes spawning airwaves with wrong initial facing. -Fixed multiboard displaying wrong values when movespeedPerc was less than 100% (wasn't taking into account diminising returns). -Fixed a bug with the vjass compiler, which was not properly deallocating instances of structs with extended allocation sizes. (credits to Deemzul) -Fixed the TargetType struct (it was returning junk for custom targettypes ever since mass and boss challenge were added as creep types in Creep struct) -Fixed onPurge events returning the Unit rather than the Buff.. -Fixed Unit.purgeBuff causing doublefrees when the onPurge event dealt lethal damage to the creep. -Fixed a bad interaction between Projectile.destroy() and Projectile.avertDestruction(). -Fixed a little bug with 'creator joined' text not always fully displaying. -Creep and tower lists now get properly flushed when a player is defeated. (Only caused problems with debugging) -Fixed a possible zero division when detecting for 'cheated' onAttack events. -Disabled projectile processing on the final tick of a projectile that's about to get destroyed. (This might give a very slight boost to performance as well as fixing a divideByZero issue that was loosely tied to this.)
Items -Fixed tooltip on basic oil of sorcery.
Creeps -Stun Revenge: HpModifier increased from 0.4 to 0.43. -Slow: Minimum level required raised from 0 to 32. -Unlucky: Chance to proc reduced from 100% to 30%; debuff's trigchance reduction increased from 3% to 10%. -Gravid (re-added): Boss/champion only ability. Won't spawn with Second Chance. Bosses can have from 2-4 children, with a small chance for 5; Champs will always have only two children to prevent things from getting out of hand. Children take 12 secs to reach adulthood. Rest is same as before (except, of course, creeps should no longer be getting stuck in cliffs). -Regen & Regen+: Creeps now enrage slightly earlier. Enrage SFX is now created on the unit, rather than at its position. -Immune: hpModifier from 0.62 to 0.64; these creeps now have a manapool and need to have at least 10 mana to remain immune. -Evolving: hpModifier from 0.8 to 0.7; changed proc threshold from damage above 10% of creep's max health to damage above 8% of creep's max health; changed element resistance on proc from a flat 10% each time, to 40% on the first, 20% on the second, 10% on the third, and so on. This ability will no longer pop up on air or boss waves. -Protector (new creep ability): if a creep dies within 800 AoE of a champion, the champion will start channelling powerful negative energies onto the killing tower, reducing attackdamage and spelldamage by 130% until all other non-champion creeps have left its AoE. Silencable. minLvl: 64, hpMod: 0.65, will not spawn with regen. The champion takes -100% damage from attacks and spells while chanelling. -Refreshed the creep ability exclusion group setup, which was starting to exclude even non-OP ability combinations.. If you find that any OP combinations have suddenly shown up again, please post them. -The level 120 challenge (level 80 in trial; level 240 in neverending) has been renamed to 'final boss'. It also now eats 100% of the player lives if it reaches the finish regardless of how much damage was dealt to it, and thus it in most cases must be defeated to reach the bonus wave. -Ground and air creeps now use the same waypoints. -Better terrain checks now implemented to ensure creeps no longer get stuck from moving/teleporting abilities.
Extra modes -Race mode would formerly be a little lenient where if you killed a wave, it would not start the next wave for players that were currently in the middle of spawning a wave. Now it is no longer lenient. It queues up these waves that can't get spawned immediately and spawns them as soon the current wave finishes spawning. This should be more 'racey' and also provide a much more intense game.
Miscellaneous -getCurrentAttackspeed function now stays within the bounds of the wc3 engine limits (min -80%, max +400%). -Attackspeed displayed in multiboard now accounts for the minimum attackspeed possible. -Reduced the minimum period for EventTypeList periodic events from 0.2 to 0.1. -Creep.getCurrentArmorDamageReduction can now return negative values if the creep has negative armour (takes more damage than tower deals). -Builder no longer starts with the "StartNextLevel" ability. It is instead added once the first wave has started spawning.
Known Issues -Savecode gets written to wc3 directory when a replay is watched. We have a replay detection system (that doesn't waste a pause), but it's still in testing phase, so might switch this on in a later release. For now just be aware, that if you watch someone else's replay, your main savecode will get overwritten and you'll have to refer back to your backlog to find your last savecode.
|
|
|