I'm having a lot of difficulty replicating this. Would you mind elaborating?
It seems it's not just cloak.
Buy four level 1 abilities (I bought 1-4).
Buy any level 2 ability (I bought Snare).
Die.
Now the first level 1 ability will be replaced with the level 2 ability. I didn't even had to have it equipped before dying.
Buy two more level 2 abilities (Cloak, Probe Launcher).
Die.
The two first slots will be replaced with these two abilities. It even replaces the 1st level 2 ability I bought.
After I've bought Containment Field every time I die slot 1 and 2 will be either Probe Launcher and Cloak or Micro Warp Drive and Containment Field.
Ability slot 3 and 4 seems also bugged, though level 1 abilities seem to affect those slots too switching places after dying.
This is with 1.15.
I just tried with 1.20, it seems to have the same bug. Maybe this isn't an ability bug but slot related. Though you rarely have more than 4 shields/armor so I only noticed this with abilities.
I tried it with armor, and same thing happens. So it's slot related.
Buy four armor level 1 and one level 2 and the level 2 will be automatically equipped in slot 1 after death.
Yeah, it does sound slot related. The thing is, the game doesn't remember where you put your items, only which items you had on you when you died.
There aren't many item functions in the editor, but I'll see if I can improve this.
On another note, I added a function that should shorten games. The more outposts you control, the more vespane you get. The more vespane you have, the more powerful your attackers are. I'll expand upon this system in the future (like letting the players choose their own upgrades) if it does what it's meant to do.
yes i feel the pain with the lobby everything aside melee maps the damn thing fails to provide the prper tools/options/ whatever i know this too
some thoughts
1. the most annoying thing are leavers in this game. one guy leaves the crew is screwed and often the only way to win is to max out and then run into the base and kill the CC before they do ... sad thing, so could you if a players leaves spawn an npc instead with the same gear either by letting an ai take control of the unit or keep duplicate player ais so a player leaves these get finally activated instead. so player buys x npc 6+x also gets this thing
player leaves npc 6+x gets activated now steering the exact same unit and is then going from there.
2. the ai play is pretty strong i mean there is foreseeability what it is going to do next but it executes so damn crisp like as human we need a minute to shop the ai just moves in the base and is back a few seconds later with a big dps boost...
you should do some changes here.
- make it select the next waypoint to conquer by Random/or location of allies on the map, most allies on the top way then i will join them and push for the waypoint because bigger chance of success
- the npcs are real opponents even for good players could you make them like not just scale up that fast? they don't even need time to shop they drive in the base and return refitted a few seconds later i mean wtf humans really spend time here when they shop even if they know what they need it just takes a while to click all that stuff and exchange the old parts and getting rid of them ...
3. the droppods seem to be like placeholders for those which are really going to go down then. so perhaps you could move them up more (above the users cameraplane) and when the drop occurs move them back to the right height start the drop animation and lift it up right after again.
4. the bios get too strong too fast...
honestly the most fearsome units on the field are the biopacks. i mean they killsteal they shred you to pieces when fighting human players and a ball gets close.... i mean honestly i killed like 10 guys and got 3 kills because just another ball came along and cought my opponent. well i also die to them more often than to playerfire. slow that down please.
5. could there be additional modes or a vote at the beginning about how fast the bios scale and esspecially how the mineralgain scales... i mean 30 minutes are a fine goal 4 sure but what about if the game would progress much slower according income? all the tactical aspects would be much more important...
Could you add more info to the tooltip of the vehicles so you can see the difference between them and the levels easily without buying one?
Is it possible to change the tip area during the load screen? Almost none of the tips aren't relevant for Catalyst. If you can't change the tips maybe just remove the tip area.
I'll tone down the upgrades for the bio units. This was mostly a trial to see how things went. Perhaps mineral gain is too high, or perhaps the game speed overall is just too fast. I get the feeling that the game just isn't meant to be played on Faster. I might give it a spin on Fast and see how that works out.
I'll update vehicle tooltips, sure.
Thanks for the feedback!
I also might try out some way to keep your vehicle always selected. User choice of course.
Okay I should have a system where leavers get replaced with AI players. Downside is that you won't get bonus minerals anymore (I imagine having both would be insane). I also might remove kill credit from AI players, or just try and improve their AI so that they aren't so suicidal.
I'll give it some trials to ensure that it works smoothly.
1.) go to alliance menu, request 500 minerals
2.) ???
3.) Profit!
repeat.
this otherwise nice design is in maps like this a really heavy flaw. it makes the map pointless beyond believe. seems like not many people know it however.. yet :-)
1.) go to alliance menu, request 500 minerals 2.) ??? 3.) Profit!
repeat.
this otherwise nice design is in maps like this a really heavy flaw. it makes the map pointless beyond believe. seems like not many people know it however.. yet :-)
Does this actually work? Who are you requesting from?
The requesting part isn't that only when you play with computer?!? when computer makes money and they just have it sit there... and u ask for money they automaticly give it
Edit: Computer AI
yes.. im requesting it from base ai =) it makes much more money than players/computer hellions can do.
edit: thats actually not right. you request to everyone of your team, the base ai however answers if possible.
btw
i would like to see differences in the vehicel classes like weapon slots or abilitys. right now it all comes down to range. so everyone buys missiles (which do a sick amount of damage), the next important step is speed. when every tank has the same dps you would like to have the fastest vehicel available, wont you?
There's a few kinks to work out with inventories. Ideally I'd like some vehicles to have different slots to others. Like scouts would have more abilities/drones, while tanks more shields/armour, and mechs more weapons.
However the game says no. I'll find a workaround eventually.
some more items to support drones would be nice. espeacialy a reduction of buildtime would be just awesome. also i have trouble playing healer. all the time creeps get healed, but the dieing player gets ignored by the healing system. i cant tell it who to heal.... it was yesterday so i dnont know if its already been fixed or if it is working as intended.
al in all, i have to admit that you do a great job and its nice to have updates so frequently
The healing beam graphic is a little buggy. It doesn't always display what the healing weapons are actually healing.
As a general rule they will always, always heal the lowest % hp target in range. I may end up just making them only work on players. Not sure that's a good thing though. I'll see if it's possible to prioritise players over AI units though.
the heal system heals everything simultaiously in a radius of x around you.. at least the one i just tested seemed to do that. maybe it just heals and switches targets really fast..
the constant energy drain however would scare me to buy one, equipping in a fight is not an option at that speed =)
as last resort you could fill out the slots with dummy items, wouldnt that work?
I'll fix the tooltip bug.
Cancelling the tutorial is difficult. If I allow keyboard interaction, it'll track all keyboard interaction which is bad. I could make a dialog.
The countdown timer... the game is currently running on Faster. If I get the game length sorted, I might just knock the speed down to Fast or Normal.
Vespane, you can't remove that without removing minerals. It's unfortunate.
Landing towers stop the dropships spawning in the opponent's base. I'll add a tooltip onto their command card.
@bass0r2: Go
@fenzon: Go
I'm having a lot of difficulty replicating this. Would you mind elaborating?
It seems it's not just cloak.
After I've bought Containment Field every time I die slot 1 and 2 will be either Probe Launcher and Cloak or Micro Warp Drive and Containment Field. Ability slot 3 and 4 seems also bugged, though level 1 abilities seem to affect those slots too switching places after dying.
This is with 1.15.
I just tried with 1.20, it seems to have the same bug. Maybe this isn't an ability bug but slot related. Though you rarely have more than 4 shields/armor so I only noticed this with abilities.
I tried it with armor, and same thing happens. So it's slot related. Buy four armor level 1 and one level 2 and the level 2 will be automatically equipped in slot 1 after death.
Yeah, it does sound slot related. The thing is, the game doesn't remember where you put your items, only which items you had on you when you died.
There aren't many item functions in the editor, but I'll see if I can improve this.
On another note, I added a function that should shorten games. The more outposts you control, the more vespane you get. The more vespane you have, the more powerful your attackers are. I'll expand upon this system in the future (like letting the players choose their own upgrades) if it does what it's meant to do.
Good development Eiviyn
yes i feel the pain with the lobby everything aside melee maps the damn thing fails to provide the prper tools/options/ whatever i know this toosome thoughts
1. the most annoying thing are leavers in this game. one guy leaves the crew is screwed and often the only way to win is to max out and then run into the base and kill the CC before they do ... sad thing, so could you if a players leaves spawn an npc instead with the same gear either by letting an ai take control of the unit or keep duplicate player ais so a player leaves these get finally activated instead. so player buys x npc 6+x also gets this thing player leaves npc 6+x gets activated now steering the exact same unit and is then going from there.
2. the ai play is pretty strong i mean there is foreseeability what it is going to do next but it executes so damn crisp like as human we need a minute to shop the ai just moves in the base and is back a few seconds later with a big dps boost... you should do some changes here. - make it select the next waypoint to conquer by Random/or location of allies on the map, most allies on the top way then i will join them and push for the waypoint because bigger chance of success - the npcs are real opponents even for good players could you make them like not just scale up that fast? they don't even need time to shop they drive in the base and return refitted a few seconds later i mean wtf humans really spend time here when they shop even if they know what they need it just takes a while to click all that stuff and exchange the old parts and getting rid of them ...
3. the droppods seem to be like placeholders for those which are really going to go down then. so perhaps you could move them up more (above the users cameraplane) and when the drop occurs move them back to the right height start the drop animation and lift it up right after again.
4. the bios get too strong too fast... honestly the most fearsome units on the field are the biopacks. i mean they killsteal they shred you to pieces when fighting human players and a ball gets close.... i mean honestly i killed like 10 guys and got 3 kills because just another ball came along and cought my opponent. well i also die to them more often than to playerfire. slow that down please.
5. could there be additional modes or a vote at the beginning about how fast the bios scale and esspecially how the mineralgain scales... i mean 30 minutes are a fine goal 4 sure but what about if the game would progress much slower according income? all the tactical aspects would be much more important...
Could you add more info to the tooltip of the vehicles so you can see the difference between them and the levels easily without buying one?
Is it possible to change the tip area during the load screen? Almost none of the tips aren't relevant for Catalyst. If you can't change the tips maybe just remove the tip area.
I'll tone down the upgrades for the bio units. This was mostly a trial to see how things went. Perhaps mineral gain is too high, or perhaps the game speed overall is just too fast. I get the feeling that the game just isn't meant to be played on Faster. I might give it a spin on Fast and see how that works out.
I'll update vehicle tooltips, sure.
Thanks for the feedback!
I also might try out some way to keep your vehicle always selected. User choice of course.
Okay I should have a system where leavers get replaced with AI players. Downside is that you won't get bonus minerals anymore (I imagine having both would be insane). I also might remove kill credit from AI players, or just try and improve their AI so that they aren't so suicidal.
I'll give it some trials to ensure that it works smoothly.
I did a recording of a round i played earlier today. All games took like 15-20mins or so. Version is 1.20.
http://www.livestream.com/bass_live/video?clipId=pla_f806273b-c48a-4c61-bd4e-ae446431f30b Game starts at minute 5, don't mind the music.
As you can see from time to time you see the droppods of respawning players just in front of your cameraposition. Can you alter that?
I've tried. I honestly don't know what's causing it. I might just remove the whole drop pod concept.
Edit: Thanks for the video. Was an interesting watch! Hopefully the upcoming changes should let you spend more time outside the base though.
1.) go to alliance menu, request 500 minerals 2.) ??? 3.) Profit!
repeat.
this otherwise nice design is in maps like this a really heavy flaw. it makes the map pointless beyond believe. seems like not many people know it however.. yet :-)
Does this actually work? Who are you requesting from?
I'll hotfix it right now if it works.
@Eiviyn: Go
The requesting part isn't that only when you play with computer?!? when computer makes money and they just have it sit there... and u ask for money they automaticly give it Edit: Computer AI
Ah. Fixed it anyway. Only users receive minerals now. The AI will just continue to buy in it's preset order.
I was worried people were requesting money from their base.
yes.. im requesting it from base ai =) it makes much more money than players/computer hellions can do.
edit: thats actually not right. you request to everyone of your team, the base ai however answers if possible.
btw i would like to see differences in the vehicel classes like weapon slots or abilitys. right now it all comes down to range. so everyone buys missiles (which do a sick amount of damage), the next important step is speed. when every tank has the same dps you would like to have the fastest vehicel available, wont you?
There's a few kinks to work out with inventories. Ideally I'd like some vehicles to have different slots to others. Like scouts would have more abilities/drones, while tanks more shields/armour, and mechs more weapons.
However the game says no. I'll find a workaround eventually.
some more items to support drones would be nice. espeacialy a reduction of buildtime would be just awesome. also i have trouble playing healer. all the time creeps get healed, but the dieing player gets ignored by the healing system. i cant tell it who to heal.... it was yesterday so i dnont know if its already been fixed or if it is working as intended. al in all, i have to admit that you do a great job and its nice to have updates so frequently
The healing beam graphic is a little buggy. It doesn't always display what the healing weapons are actually healing.
As a general rule they will always, always heal the lowest % hp target in range. I may end up just making them only work on players. Not sure that's a good thing though. I'll see if it's possible to prioritise players over AI units though.
the heal system heals everything simultaiously in a radius of x around you.. at least the one i just tested seemed to do that. maybe it just heals and switches targets really fast.. the constant energy drain however would scare me to buy one, equipping in a fight is not an option at that speed =)
as last resort you could fill out the slots with dummy items, wouldnt that work?
Yeah, it's something I wanted to try. Use something like a cancel icon for unused slots.
Right now though, I'm focused on making the gameplay smooth and enjoyable. Or at least, trying to!