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LEBOVIN

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Posts posted by LEBOVIN

  1. Maybe the anti patch cannot handle anything beyond 255. cause the new version should be 256 which suddenly requires 3 digits in hex?

    (maybe a developer knows this, I am just speculating)

    Kubik likes this
  2. This sort of issue seems to be also present on other (campaign) maps: (roughly same error message)

    I btw tried, and could not even download the map in the community map section, so something is broken at that point already.

  3. Replays are just step by step playing the game for you. 

    Scenario: For example, let's say Eruption was changed to cost 20 energy more.  In the game the replay was recorded, a unit attacked your monument. You defended it the last second before it got destroyed with an eruption you could just afford powerwise. 

    When you now playback the replay on the current patch, the Eruption would cost you more power than you have at that moment in the replay, so no spell is being played and you thus lose your monument. This creates a desynchonization issue where the playback starts to differ more and more from the original actions, as now you do not have a monument anymore, so all subsequent cards could not be played out. This then leads to the replays appear frozen and nothing happens anymore.

    The BF anti patch simply changes the replay version to the same version as the patched game, so that the blocker that prevents you from watching desynched replays no longer appears. The issue ingame remains present tho once a card played in the replay is altered by the new patch.

    So sometimes antipatched old replays will still work on a new patch, but especially with bigger patches, chances are high something that happend in the replay was touched.

  4. 1 hour ago, Cocofang said:
      Reveal hidden contents

    I think there are various signs that maps have issues with either being unintuitive or uniquely vulnerable.

    One such sign is when commonly advised tactics consist of outlier cards as crutches to easily overcome hurdles. These influence the progression in a round so heavily that runs with or without them become incomparable.

    Another sign can be that people avoid interacting with certain aspects of a map entirely and instead circumvent them.

    When the argument is that expert should be hard, then it completely undermines that point when those maps are rather broken in two. An expert map with half the enemies missing/not spawning or lots of its content not being engaged with no longer has a claim on being expert difficulty.

    However, as initially mentioned, when expert maps are unclear, sometimes on top of being hard, then the entire thing is running into major approachability issues. Which in turn make players feel like they have to employ some exploit or meta strat, which curbs the creative process.

    A big factor is also how easy a tactic that trivializes a map is to execute as well as how widespread it is. High-execution strats that are generally unsuitable or unknown for the broader playerbase don’t warp a map on a major scale. Meanwhile, low-execution tactics degenerate to “cheese strats” and make the content feel lame and unappealing.

    It also creates the issue that people come to rely on meta strats and exploits to the point where even thinking about alternatives becomes unappealing. The perceived power gap between the established default strat and whatever they might come up with seems so big that it feels futile to even attempt something else.

    The oppressiveness of meta strats and exploits erodes maps in multiple ways, effectively leading to a much shallower experience.

    So I want to first look at what issues a map has. Then why they might occur and what parts of the map are getting undermined. Afterwards spitball some ideas on how these issues could be addressed. And finally various elements that could be changed to make these maps more approachable from different angles. Can also be possible compensation nerfs to maps in response to fixes that make them harder.

    Reducing gold or XP rewards wouldn't solve it because people could still farm valuable upgrades.

    Well if you reduce the gold reward then this obviously includes the upgrade disenchant cost. Going just for the upgrades itself, the map has only like 3 valuable ones;

     image.png.b2656fa9292a134590b80fe78887e301.png

  5. On 9/14/2021 at 6:32 PM, Ggoblin said:

    Managed to try it with a nightguard. Could activate the ability just like I could play this spell, neither unit was switched however.

    Mind control does not work because Generic_Uncontrollable is a hidden ability of the bandit windhunter card. It is implemented in the worst possible way, allowing the player to spend power and then get nothing for it.

    Try on test server though. There a nightguard should at least no longer be able to waste your power, as the orb requirements of the windhunter should prevent swap. At a later stage the hidden ability would probably get removed and thus mindcontrol would work.

  6. 6 hours ago, Asher said:

    Saying 'haha' does not make a point, sorry. The fact is with the current Amii monument you don't need t3. The only reason why you would ever play t3 is if another player has Amii (or you think another player has / needs Amii and you don't want to take it away from them) or if you simply don't want to play Amii because it's too overpowered by your own volition. 

    Dude it is not like t4 is everything, just to list a few t3 cards I am surprised that u don’t need: the relevant void return cards like cultist master, or sow, mutating frenzy, infect, frenetic assault, Ashbonr pyro, bloodhealing, fallen skyelf… 

    Lots of great stuff! And just to give you another reason you missed in ur list why not to use amii sometimes: it slows your map clear down.

    Metagross31 likes this
  7.  

    3 hours ago, Asher said:

    In fact if there wasn't a limitation of one amii monument per map, nobody would ever bother collecting T3 unit cards in this game.

    Haha that’s not a fact. Lots of great cards are at T3 and for some maps u don’t even need t4.

  8. Due to technical issues, this will likely be entirely removed in the longterm :

    On 7/3/2021 at 9:57 PM, Wurgel said:

    Summoned units (f.e. from Satanel):

    - Ignore Unit cap

    They might get converted into a soft exceed of the cap (a category that was not shown in the list, but is already the case for stuff like viridya's tree spirits.) Then you could summon them at least X times if you have already exceeded the cap, but not unlimited.

  9. Everybody who has ever tried to transform a campaign map into a community map knows this is sadly way more work than it might seem, usually a lot of things break. It certainly can be done but each map will require a customised solution.

    I could imagine a slightly different solution, but we prolly need to wait for the new updater to have something like that be realistically possible…

  10. Actually the range of the comet catcher does indeed increase, but not the impact radius of the ability. Unfortunately the impact indicator gets increased here too, this issue is present for many more cards.

    @Zyna Perhaps this can be fixed using a different preview for the comet impact? Like one with a fixed radius? If that works, same thing should be done for World breaker.

    Reminder : Reconsider usage of fixed indicators for ranges due to potential issues with bandit sorceress / bandit lancer! 😞 

  11. 1 hour ago, Cocofang said:

    Dwarven Riddle

    If removing the possibility of a solo-carry was a goal it would be rather straightforward, wouldn't it? Just adjust the map in such a way that the middle becomes uncrossable for flyers, warps or tunneling. Would that really stop "Dwarven Riddle" from being "Dwarven Riddle"?

    Clearly this is not a goal atm. Also if this what u propose here was implemented. The map would require the unpleasent auto lose of empire. Cause otherwise u end up stuck after x crystals cause you cannot access the remainig ones without teammates. And I think removing the option to solo the map in the sense of actually playing alone could really be considered a drastic map change, stopping them map from being what it used to be for those. 😉 

  12. Hi,

    NAME: Blight crash due to MissionTimer "12300_01_01_SecondTimer" already set.

    DESCRIPTION: This is a bug report on behalf of @DutchyDutchy. The scenario Blight reportedly crashed for him on Friday evening, 27. August 2021. He played on position 4. Player 3 has killed the 1st garrison exactly at the moment the timer was up.

    REPRODUCIBILITY: Untested but very likely possible.

    SCREENSHOT/VIDEO/LOG: Attached the displayed error report and the slightly longer lasting replay.

    1541017111_BlightCrash.png.71a353cd6e512fbb646997211541d7e3.png

    Blight Crash.pmv

    SOLUTION: Add a condition to the events in the goals.lub file to catch this occurence. Ideally both options as how the map can continue would include a check in their respective OnOneTimeEvent if the other is not already triggered. A possible check condition could look like this:

    MissionTimerIsNotDisplayed    ({Player = "ALL", TimerTag = "12300_01_01_SecondTimer"}),

    If not treated differently introduce the same for the other timers afterwards.

    Best regards,
    LEBOVIN

  13. Here is an additional suggestion:

    To further encourage exploration of the proposed new boss area in Passage to Darkness, one could also move one of the gold chests there? Since the map has an achievement of opening all gold chests for 10k gold, for that achievement's sake people would clear the area then for sure.
    unknown.png.b2828dc82c33bbe336345220529fa173.png

    Let me know what you think.

    WindHunter likes this
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