The map is public, but the only time I actually show up to test it with people is fridays cause I know people are gonna be online at that time. If anyone wants to test it another time and can bring a few friends, PM me (Or just play without me if you dont want to wait for me. As I said, its public)
The tower idea is interesting :p Not entirely sure about whether it would work in early game, but I believe if in late game you placed a line of perdition towers, then a line of photons/spines and then added in siege towers behind (and added range runes), together with summoning runes built earlier you could easily hold a lane. You can try out using towers that way :p
Played a few fun 1vs1 with Fate.
Please, check if all runes work. I noticed that Vortex spellrune doesn't have a button to cast spell >.>
Another bug I found: I had 2 spawn runes selected and I made a decision to upgrade them both to carriers. After I pressed Carrier button 2 times only 1 rune was upgraded, but it subtracted credits/income like if it was 2.
Other notes:
It is pretty easy to tech up, when you have a good income 30-50 credits is almost nothing;
Oh the joy of purchasing 120/6 cost rune and then doubling its efficiency for mere 60 credits. Mass carriers/Bcs FTW. Quite useful seeing how you basically increase your spawns for no income cost;
Synch up didn't seem particularly useful, manual sync is still much better;
Research/Upgrade dialogs are still not pleasant to look at. How about making unresearched upgrades grayed out, available - green/yellow or white, and researched tech. have normal icon(or if it looks bad, add a border around every icon and display colored border around grey icon when upgrade is available)? You know, to have your tech options right in your face after you open that dialog, would be a great improvement over having to look if icon is slightly transparent and having to hover over it to read tooltips. If you go with borders you could also color border grey for unavailable tech., green for available tech. and red for available tech. but not enough credits.
Better information output about what is spawners primary/secondary effect/rune;
Proper requirement display (remove those 1 and 0 from display);
That's all for now. Other than frustration because of lost income due to bugs and missing buttons I enjoyed it very much.
Played a few fun 1vs1 with Fate. Please, check if all runes work. I noticed that Vortex spellrune doesn't have a button to cast spell >.>
Another bug I found: I had 2 spawn runes selected and I made a decision to upgrade them both to carriers. After I pressed Carrier button 2 times only 1 rune was upgraded, but it subtracted credits/income like if it was 2.
I'll try and fix the first one, but there are only two possible results: The game's performance dies or it actually works and is still playable. The problem here is that you built 2 carrier runes in less than 0.0625 seconds, so the behavior that disables rune building wasnt applied yet. I'll see what happens if I reduce the period to 0...
About the second.. The button is there, but underneath the "spell rune info" button >.> Fixed that.
Other notes:
It is pretty easy to tech up, when you have a good income 30-50 credits is almost nothing;
Seeing as we're aiming for short game times, I don't see this as a problem. The real problem is that if I raise the cost and you don't happen to have good income, you very easily die as soon as your units get countered (It happened to me when I tested it against a friend. By the time I could afford the immortal tech and rune, half my base was gone. So I halved the costs since then)
Oh the joy of purchasing 120/6 cost rune and then doubling its efficiency for mere 60 credits. Mass carriers/Bcs FTW. Quite useful seeing how you basically increase your spawns for no income cost;
Ah yes, I forgot to remove the reactor rune. It's utterly imbalanced imo because of that and because its useless on cheaper runes as just building another one is more efficient. Also, it does reduce income but its not shown in the tooltip since I use a trigger to check the supply of the unit that rune makes. Doesn't matter, I dont like the reactor rune so it's going away (at least until someone tells me a more balanced way to implement it)
Research/Upgrade dialogs are still not pleasant to look at. How about making unresearched upgrades grayed out, available - green/yellow or white, and researched tech. have normal icon(or if it looks bad, add a border around every icon and display colored border around grey icon when upgrade is available)? You know, to have your tech options right in your face after you open that dialog, would be a great improvement over having to look if icon is slightly transparent and having to hover over it to read tooltips. If you go with borders you could also color border grey for unavailable tech., green for available tech. and red for available tech. but not enough credits.
Definitely putting that on the to-do list and will discuss how we do this with Zelda tomorrow (Time zone difference makes communication on weekdays hard)
Better information output about what is spawners primary/secondary effect/rune;
Proper requirement display (remove those 1 and 0 from display);
I modified most minor rune tooltips to actually show the numbers (2 armor, 20% damage, etc.)
Will go through all tooltips again today before map night to see whether I missed something. if you could list the specific tooltips that are bothering you, that would be very helpful :)
I'll start on fixing the requirements today, but there's a lot of them so I doubt I'll have them all done.
Show up for Map Night today (starts at 7 PM CET) if you want to test it, or get some friends to test it with you some other time :)
I'll be updating the map today, full changelog will come later. It'll mostly be bug squashing and polish, but I also retextured the rune circles so that each rune type has a more unique look. These retextures aren't final. If anyone has a good idea of how a rune circle should look, feel free to send me a sketch or the entire image and I'll implement it in the map.
Oh the joy of purchasing 120/6 cost rune and then doubling its efficiency for mere 60 credits. Mass carriers/Bcs FTW. Quite useful seeing how you basically increase your spawns for no income cost;
Like maity said, we will be removing reactor runes until we find a solid way to balance them.
Synch up didn't seem particularly useful, manual sync is still much better;
Didn't seem useful, or it didn't work at all? It's intended to help out newer players who didn't synch their stuff on their own. However, we I modify the triggers to actually make all the units spawn at the same time if you have synching on. This would probably solve any issues you had.
Research/Upgrade dialogs are still not pleasant to look at. How about making unresearched upgrades grayed out, available - green/yellow or white, and researched tech. have normal icon(or if it looks bad, add a border around every icon and display colored border around grey icon when upgrade is available)? You know, to have your tech options right in your face after you open that dialog, would be a great improvement over having to look if icon is slightly transparent and having to hover over it to read tooltips. If you go with borders you could also color border grey for unavailable tech., green for available tech. and red for available tech. but not enough credits.
Agree with you there- I will be adding colored borders in a day or two.
I don't see fast teching as problem either if reactors are being removed, that was the main issue - using 12 income to get 4 super strong air units. It was really fun/sad depending on which side you were =P
Didn't seem useful, or it didn't work at all? It's intended to help out newer players who didn't synch their stuff on their own. However, we I modify the triggers to actually make all the units spawn at the same time if you have synching on. This would probably solve any issues you had.
I had 6 zealot spawner and 2 carrier spawners. By default 2nd wave of zealots spawned 5 sec after 1st, and carrier timing was messed up. What happened when sync was on was that 3 2nd wave zealots waited for Carrier, then idled some more and then finally went to battle, 10 sec before new zealot wave was about to be made. Synch-up was desynching my army D: (yet, I believe that manually synching army spawns is a useful and fun skill to have)
I modified most minor rune tooltips to actually show the numbers (2 armor, 20% damage, etc.)
Will go through all tooltips again today before map night to see whether I missed something. if you could list the specific tooltips that are bothering you, that would be very helpful :)
I meant info on already upgraded rune. Would be cool to see icon of unit rune spawns after you choose spawn, instead of greyed out P/T/Z menu buttons (same goes for secondary effect, wish it would stay on Command Card for me to know that I selected that effect and not some other). Btw, I don't remember which exactly but some submenus didn't have "return" button. Probably spellrunes.
may be you could have a limited amount of units that gather up. So ill throw in a bit of bugs as well. I was testing out the game and it seems quite promising, I hope this is the map that knocks Nexus Wars off its old and rusty beta throne on front page.
There was one issue with the stone zealots that I'm not sure how to fix. When he was done attacking and lost aggro he would start walking back, but if a unit like a simple marine started attacking him while he was walking back and continued to do so until he was back to his spot were he punches the ground (btw very very cool) he would just stand there and do nothing but get shot He wouldn't turn around and attack the marine or punch the ground and make himself invulnerable. He would also just stand there if a bunch of fast zerglings were attacking him, guess the unit cant get a lock on all the units, gets overwhelmed, then just stands there and dies. I wouldn't stress too much about this, though it is a cool feature.
Also on the trap rune there is a useless button that makes it spawn units faster lol. Also i was wondering if you meant to even keep those buttons on the trap runes, i put a shield on one trap rune and a bomb on another and found it kind of funny.
Also I found the bomb rune on buildings quite interesting but the upgrade for it had a different icon for it. In the dialog it had a blue bomb looking thing and on the unit it had a nuke strike on it and it confused me a bit at first, but it would be nice to change the icon to the blue bomb thing on the unit to avoid confusion.
One last thing, i agree completely with what was said earlier about the better descriptions. For example, the Chrono boost, it says increases the speed a unit spawns, but i do not know the %. Or the buff rune that increases damage, by how much damage or percent does it increase? How much faster does this unit go? or How much damage does this tower do? I know, I know its more of a polishing thing but it would be nice if i could know the details about the thing before I purchase it it the dialog as well as in the tab. like said earlier it would help players better judge how effective an item really is.
There was one issue with the stone zealots that I'm not sure how to fix. When he was done attacking and lost aggro he would start walking back, but if a unit like a simple marine started attacking him while he was walking back and continued to do so until he was back to his spot were he punches the ground (btw very very cool) he would just stand there and do nothing but get shot He wouldn't turn around and attack the marine or punch the ground and make himself invulnerable. He would also just stand there if a bunch of fast zerglings were attacking him, guess the unit cant get a lock on all the units, gets overwhelmed, then just stands there and dies. I wouldn't stress too much about this, though it is a cool feature.
You wouldn't believe how much time it took maity to make them punch the ground all cool like that :P Anyways- this was a bug that occurred earlier, although we thought it was fixed. I'm not sure which version you were playing, but on the US servers it should have been fixed a few days ago. I'm not 100% sure if the EU version has that fix as well. What region are you in? I'll take another look, though. They have a bit of a confusing AI.
Also on the trap rune there is a useless button that makes it spawn units faster lol. Also i was wondering if you meant to even keep those buttons on the trap runes, i put a shield on one trap rune and a bomb on another and found it kind of funny.
We will be revamping trap runes soon. In fact, the version we have locally has made a bunch of changes. Our current plan is this: The "spell" effect is on a cooldown. When units step on it, it fires the spell and then has to cool down before using it again. The 2nd rune you attach will be a passive AOE debuff that applies constantly to nearby units. We hope this will make trap runes more viable and useful.
One last thing, i agree completely with what was said earlier about the better descriptions. For example, the Chrono boost, it says increases the speed a unit spawns, but i do not know the %. Or the buff rune that increases damage, by how much damage or percent does it increase? How much faster does this unit go? or How much damage does this tower do? I know, I know its more of a polishing thing but it would be nice if i could know the details about the thing before I purchase it it the dialog as well as in the tab. like said earlier it would help players better judge how effective an item really is.
Like maity said, he just added a LOT of detail to the tooltips, and we'll be adding more. The map should be patched soon-ish.
may be you could have a limited amount of units that gather up. So ill throw in a bit of bugs as well. I was testing out the game and it seems quite promising, I hope this is the map that knocks Nexus Wars off its old and rusty beta throne on front page.
I'm glad you still like it after all those- we're hoping to take down Nexus Wars as well ;)
I wanted to play it with a few people on the Looking for Custom Games channel and got a few people to play. This eventually led to me checking that chat channel and constantly having people wanting to play. Also, the biggest misconception was that this game was like Runescape.
You should add like 5 seconds at the end of the video just showing my cloaked siege tanks harassing, without epic music :D Other then that awesome map, awesome trailer.
I'd have liked that to be in there, but I don't think people watching the trailer would've realised what the hell was going on :p And I actually do have a recording of them, with me mousing over and showing your name tag :p It'll be shown on todays mapcraft.
I'll be releasing a relatively big update today (Im counting the changes I did during map night as part of that update), mostly just a ton of bugfixes and some balance fixes, together with the new income system.
@TheAlmaity:
FOUND A BUG:
I was having fun playing Runecraft (2v2) when suddenly, my partner left. I was thinking "Aww, now I have to cover two lanes", when suddenly, BAM!, I had over 3 digits of income. I couldn't see because the field was too small, but it showed "63...". Then, rather than telling the other team that there was a bug, I massed chrono VRs. I saved the replay if you want it.
Also, the quit button disappeared. I'm not sure if you changed that or anything, bit I just thought I'd let you know.
I thought I fixed that bug >.> ah well, it doesnt matter. Im uploading a new version as soon as I can (My upload bandwidth is currently being taken up by a video I need for mapcraft later) which completely revamps the income system and makes it a more static one, in which that bug cant happen.
About the quit button... Ill look into that tomorrow. Your stats are saved as soon as the score screen shows them, so you can quit without the button after that and itll be no problem.
Good news guys! On US, if you check the "tug of war" category, you will see RuneCraft on page #1! We're still not so amazing on the actual popularity list, but hey, progress is progress. Thanks for playing the map, and we hope you continue to push RuneCraft up through the ranks, and (hopefully) higher than Nexus Wars.
Income boost cost goes up as the game goes on, even if you do not buy it, making it quickly out of reach.
Income needs to decay over time somehow, to reduce buildup rate. Its a bit too high atm.
The income price going up without you was a little bug, where other players purchases would boost your own costs. We stopped the income from deteriorating when we changed this, so we will see how it works out in the next week or so.
Hey Zelda, your most annoying uhh friend is here, i think i broke yourmap, there were things to tell you but i forgot cos i am tired but i uploaded some bugs and a lolzy screenshot of my internet dieing...
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The map is public, but the only time I actually show up to test it with people is fridays cause I know people are gonna be online at that time. If anyone wants to test it another time and can bring a few friends, PM me (Or just play without me if you dont want to wait for me. As I said, its public)
The tower idea is interesting :p Not entirely sure about whether it would work in early game, but I believe if in late game you placed a line of perdition towers, then a line of photons/spines and then added in siege towers behind (and added range runes), together with summoning runes built earlier you could easily hold a lane. You can try out using towers that way :p
Played a few fun 1vs1 with Fate. Please, check if all runes work. I noticed that Vortex spellrune doesn't have a button to cast spell >.>
Another bug I found: I had 2 spawn runes selected and I made a decision to upgrade them both to carriers. After I pressed Carrier button 2 times only 1 rune was upgraded, but it subtracted credits/income like if it was 2.
Other notes:
That's all for now. Other than frustration because of lost income due to bugs and missing buttons I enjoyed it very much.
sounds really promising, didn't read everything so far but would like to test it to look if the "flow" is there :)
Thx a lot for your feedback :)
I'll try and fix the first one, but there are only two possible results: The game's performance dies or it actually works and is still playable. The problem here is that you built 2 carrier runes in less than 0.0625 seconds, so the behavior that disables rune building wasnt applied yet. I'll see what happens if I reduce the period to 0...
About the second.. The button is there, but underneath the "spell rune info" button >.> Fixed that.
Seeing as we're aiming for short game times, I don't see this as a problem. The real problem is that if I raise the cost and you don't happen to have good income, you very easily die as soon as your units get countered (It happened to me when I tested it against a friend. By the time I could afford the immortal tech and rune, half my base was gone. So I halved the costs since then)
Ah yes, I forgot to remove the reactor rune. It's utterly imbalanced imo because of that and because its useless on cheaper runes as just building another one is more efficient. Also, it does reduce income but its not shown in the tooltip since I use a trigger to check the supply of the unit that rune makes. Doesn't matter, I dont like the reactor rune so it's going away (at least until someone tells me a more balanced way to implement it)
Sorry to hear that :/ Zelda is the one in charge of triggers, so he'll have to answer whether and how he's gonna change anything about that.
Definitely putting that on the to-do list and will discuss how we do this with Zelda tomorrow (Time zone difference makes communication on weekdays hard)
I modified most minor rune tooltips to actually show the numbers (2 armor, 20% damage, etc.)
Will go through all tooltips again today before map night to see whether I missed something. if you could list the specific tooltips that are bothering you, that would be very helpful :)
I'll start on fixing the requirements today, but there's a lot of them so I doubt I'll have them all done.
Thanks a lot for your feedback! It's hard to polish and improve a map without it :)
@b0ne123: Go
Show up for Map Night today (starts at 7 PM CET) if you want to test it, or get some friends to test it with you some other time :)
I'll be updating the map today, full changelog will come later. It'll mostly be bug squashing and polish, but I also retextured the rune circles so that each rune type has a more unique look. These retextures aren't final. If anyone has a good idea of how a rune circle should look, feel free to send me a sketch or the entire image and I'll implement it in the map.
@DuckyTheDuck: Go
Agree with maity here- we're going for fast and furious games, not long and drawn out ones.
Like maity said, we will be removing reactor runes until we find a solid way to balance them.
Didn't seem useful, or it didn't work at all? It's intended to help out newer players who didn't synch their stuff on their own. However, we I modify the triggers to actually make all the units spawn at the same time if you have synching on. This would probably solve any issues you had.
Agree with you there- I will be adding colored borders in a day or two.
Maity is working on that for sure.
Glad you enjoyed it!
I don't see fast teching as problem either if reactors are being removed, that was the main issue - using 12 income to get 4 super strong air units. It was really fun/sad depending on which side you were =P
I had 6 zealot spawner and 2 carrier spawners. By default 2nd wave of zealots spawned 5 sec after 1st, and carrier timing was messed up. What happened when sync was on was that 3 2nd wave zealots waited for Carrier, then idled some more and then finally went to battle, 10 sec before new zealot wave was about to be made. Synch-up was desynching my army D: (yet, I believe that manually synching army spawns is a useful and fun skill to have)
I meant info on already upgraded rune. Would be cool to see icon of unit rune spawns after you choose spawn, instead of greyed out P/T/Z menu buttons (same goes for secondary effect, wish it would stay on Command Card for me to know that I selected that effect and not some other). Btw, I don't remember which exactly but some submenus didn't have "return" button. Probably spellrunes.
@DuckyTheDuck: Go
Aint that desync more buff than a bug. Its better if you get your units clumbed up. Big balls of death rule!
may be you could have a limited amount of units that gather up. So ill throw in a bit of bugs as well. I was testing out the game and it seems quite promising, I hope this is the map that knocks Nexus Wars off its old and rusty beta throne on front page.
There was one issue with the stone zealots that I'm not sure how to fix. When he was done attacking and lost aggro he would start walking back, but if a unit like a simple marine started attacking him while he was walking back and continued to do so until he was back to his spot were he punches the ground (btw very very cool) he would just stand there and do nothing but get shot He wouldn't turn around and attack the marine or punch the ground and make himself invulnerable. He would also just stand there if a bunch of fast zerglings were attacking him, guess the unit cant get a lock on all the units, gets overwhelmed, then just stands there and dies. I wouldn't stress too much about this, though it is a cool feature.
Also on the trap rune there is a useless button that makes it spawn units faster lol. Also i was wondering if you meant to even keep those buttons on the trap runes, i put a shield on one trap rune and a bomb on another and found it kind of funny.
Also I found the bomb rune on buildings quite interesting but the upgrade for it had a different icon for it. In the dialog it had a blue bomb looking thing and on the unit it had a nuke strike on it and it confused me a bit at first, but it would be nice to change the icon to the blue bomb thing on the unit to avoid confusion.
One last thing, i agree completely with what was said earlier about the better descriptions. For example, the Chrono boost, it says increases the speed a unit spawns, but i do not know the %. Or the buff rune that increases damage, by how much damage or percent does it increase? How much faster does this unit go? or How much damage does this tower do? I know, I know its more of a polishing thing but it would be nice if i could know the details about the thing before I purchase it it the dialog as well as in the tab. like said earlier it would help players better judge how effective an item really is.
You wouldn't believe how much time it took maity to make them punch the ground all cool like that :P Anyways- this was a bug that occurred earlier, although we thought it was fixed. I'm not sure which version you were playing, but on the US servers it should have been fixed a few days ago. I'm not 100% sure if the EU version has that fix as well. What region are you in? I'll take another look, though. They have a bit of a confusing AI.
We will be revamping trap runes soon. In fact, the version we have locally has made a bunch of changes. Our current plan is this: The "spell" effect is on a cooldown. When units step on it, it fires the spell and then has to cool down before using it again. The 2nd rune you attach will be a passive AOE debuff that applies constantly to nearby units. We hope this will make trap runes more viable and useful.
Like maity said, he just added a LOT of detail to the tooltips, and we'll be adding more. The map should be patched soon-ish.
I'm glad you still like it after all those- we're hoping to take down Nexus Wars as well ;)
@DuckyTheDuck: Go
I changed the synch system. Units will no longer be "left behind" if they are spawned a few seconds to late.
Also- you guys can expect a trailer very soon! ;)
Christmas has come early this year (or late, if you prefer to think of it that way). Sorry for the odd resolution, movie maker hates us.
Also, mapcraft will be restarting tomorow, at the regular time. Make sure you come and watch- me and Maity will both be there!
I wanted to play it with a few people on the Looking for Custom Games channel and got a few people to play. This eventually led to me checking that chat channel and constantly having people wanting to play. Also, the biggest misconception was that this game was like Runescape.
@zeldarules28: Go
You should add like 5 seconds at the end of the video just showing my cloaked siege tanks harassing, without epic music :D Other then that awesome map, awesome trailer.
@jaxter184: Go
Sweet :) Did you open to public so that we start gaining popularity?
Also, any feedback on things that might be imbalanced or need to be changed?
Oh, and the income system will be completely changed today or tomorrow.
@SheogorathSC: Go
I'd have liked that to be in there, but I don't think people watching the trailer would've realised what the hell was going on :p And I actually do have a recording of them, with me mousing over and showing your name tag :p It'll be shown on todays mapcraft.
I'll be releasing a relatively big update today (Im counting the changes I did during map night as part of that update), mostly just a ton of bugfixes and some balance fixes, together with the new income system.
I thought I fixed that bug >.> ah well, it doesnt matter. Im uploading a new version as soon as I can (My upload bandwidth is currently being taken up by a video I need for mapcraft later) which completely revamps the income system and makes it a more static one, in which that bug cant happen.
About the quit button... Ill look into that tomorrow. Your stats are saved as soon as the score screen shows them, so you can quit without the button after that and itll be no problem.
What a intuitive idea, I look forward to test it and see how I mess up. I'm pretty sure to give some feedback after "few" games :p
Nuh-uh, gonna watch movie now, 'till tomorrow, I guess.
@E8itium: Go
Good news guys! On US, if you check the "tug of war" category, you will see RuneCraft on page #1! We're still not so amazing on the actual popularity list, but hey, progress is progress. Thanks for playing the map, and we hope you continue to push RuneCraft up through the ranks, and (hopefully) higher than Nexus Wars.
@zeldarules28: Go
Two issues I see.
Income boost cost goes up as the game goes on, even if you do not buy it, making it quickly out of reach. Income needs to decay over time somehow, to reduce buildup rate. Its a bit too high atm.
@Ranakastrasz: Go
The income price going up without you was a little bug, where other players purchases would boost your own costs. We stopped the income from deteriorating when we changed this, so we will see how it works out in the next week or so.
Hey Zelda, your most annoying uhh friend is here, i think i broke yourmap, there were things to tell you but i forgot cos i am tired but i uploaded some bugs and a lolzy screenshot of my internet dieing...