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 Post subject: YouTD v1.01 released
PostPosted: Fri Dec 28, 2012 3:18 pm 
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Joined: Sat Jun 13, 2009 1:15 am
Posts: 2350
YouTD Score: 53
The next YouTD version is released. This version includes (among others) fixes for the aura bug, new creep abilities and some builder balancing. There are also 2 major changes / additions:

  • "Introduced some basic competitive gamemodes [...]"
  • "Reduced Neverending Mode to 240 levels [...]"

Some basic tower / item statistics (next version will probably feature a new tower / item changelog):
  • added towers: 31
  • updated towers: 32 (not counting admin updates)
  • removed towers: 1
  • number of towers in the map (total): 593

  • added items: 4
  • updated items: 0 (not counting admin updates)
  • removed items: 0
  • number of items in the map (total): 244

Changelog YouTD v1.01
Previous Bugs
-Projectile colouring is now properly reset in the recycling process.
-Fixed bug with projectiles spawning to the side of their towers instead of from them.
-Fixed issue with projectiles initially facing the wrong direction when released (bug could be seen most prominently on Quillboar, Crypt and Sapphiron's Cold Grave)
-Fixed non-champion-only abilities from being added twice to champions in the bonus round, causing most modifications to be doubled at the cost of severe hp reduction. This was also the cause of inifite gravid growth.
-Fixed air-only and boss-only abilities from being added to champions in the bonus round.
-Fixed creep hpRegen and hpRegenPercent from being restricted to only positive values. Apart from fixing geyser and bronze dragon abilities, this means that creeps can now die from negative regen (will be treated as anonymous kill and thus no exp will be granted, but gold&points will still be gained).
-Fixed a LAN savecode exploit.
-Fixed Auras often not being reapplied properly when the auraGiver was upgraded.
-Fixed a nasty typo in the DoubleList struct, which was causing chaos with the List struct. This would have been causing countless random errors in the game (including with auras, tower boni, tower effects, projectiles, etc..), as the game uses a lot of Lists..
-Took care of doublefrees that were occuring when a buff was removed during its 'onExpire' event.
-Fixed getBuffOfType returning 0 if the BuffType had been given a stackingGroup.
-When a tower is upgraded/replaced, the onDestruction events will now fire BEFORE the predecessor passes over it's items and stats to its successor.
-Fixed a bug where base damage oils would have no effect on paused (eg stunned) units.
-Fixed stun and banish buff icons not appearing on units.

-Rescaled the constant, linear, quadratic and cubic components of creep hp growth to make early game a little easier for beginner, easy and medium difficulties, and a little harder for hard and extreme difficulties.
-Gravid is now an air-only creep ability. To accomodate better for this, children will now mature within 8 seconds rather than 12 and the hpMod has been reduced from 0.45 to 0.4. Chance weighting has also been increased a little so the ability should now appear more often.
-Gravid will no longer spawn with Second Chance.
-Added some new creepAbils, play to discover them!
-Movespeed in creepMB will no longer be displayed as any less than 100 (as this is the slowest a unit can move).
-Renamed lvl 112 mass challenge to 'Challenge 14' from 'Challenge 13', as it was meant to be. Fixed tier number displayed under challenge name.
-Fixed Challenge hint typo: loose -> lose.
-Fixed a double-negative description error for demana aura.
-Creep abilities are now listed in the creep multiboard.
-After all creeps of a wave finish spawning, there is now a delay of [5secs / numCreepsSpawned] before the earlyStart button becomes available again.

-Increased Minecart's income rate bonus from 2% to 10%. Also changed floating text to display the bonus as a percentage rather than a decimal.
-Increased Arcane Book of Power's fp boost from 6 to 8.
-Increased Hobbit's bonuses: fp from 10 to 20, food from 4 to 8, income remains as is at 6%.

-Unit.calcChance is no longer affected by the tower's triggerchances if the original chance is equal to or greater than 'certain'. This will fix the issue with Realist severely restricting most towers.
-Pandaren Monk rescaled: attackspeed from 30% to 25%, base damage from 30% to 15(+1.4/lvl)%, spell damage from 30% to 20(+1.2/lvl)%, itemdrop from -70(+1/lvl)% to -60(+1.2/lvl)%, removed -50% debuff duration modifier, added -10% item quality modifier.
-Arch Sorceress rescaled: spell critical strike damage from 80% to 50(+2/lvl)%, base damage from -15(-1/lvl)% to -10(-1.2/lvl)%.
-Realist rescaled: base damage from 15(+1/lvl)% to 15(+1.5/lvl)%, spell damage from 15(+1/lvl)% to 15(+1.5/lvl)%.
-Elementalist rescaled: bonus fp per level from 1 to 2, damage to orcs from 15% to 25%, damage to undead from 15% to 20%, damage to nature from -15% to -20%, damage to humanoid from -15% to -5%.
-Royal Assassin buffed: itemqual bonus from 1%/lvl to 2%/lvl
-Spirit Warden rescaled: debuff duration from -50% to -30%, buff duration from 50% to 60%.
-Benevolent Witch rescaled: mana regeneration from 100% to 50(+2/lvl)%.
-Blademaster buffed: critchance from 6% to 8%.
-Farseer buffer: attack range bonus from 50 to 75.

Extra modes
-Introduced some basic competitive gamemodes, which allow for more interactivity between players. Currently, these extra modes are in beta and so there is no guarantee they'll be balanced or won't be exploitable.
-Race: As soon as a team has defeated a creepwave, the next level timer is released for all players who are fighting a creepwave of the same level or lower. Next level timer is set to 5 secs for this mode instead of the regular 15 secs.
-Shared stashes: Whenever a player researches a new tower, it becomes available in the stashes of all other players. Whenever a player buys a tower from their stash, that tower is removed from all other players' stashes. Rerolling towers is disabled for this mode. BEWARE: If playing random upgrade and you take a tower that another player has researched, you won't be able to level it unless you have forcepoints in that element!
-Same builder: Host chooses builder; all other players get that builder. This means that players might end up playing with builders they wouldn't normally have access to due to their level. It also means that if the host has lost their savecode then he/she can choose only beginner builders for everyone. :3

-Reduced Neverending Mode to 240 levels. The reason for this was threefold:
One - wc3 was struggling with holding the game together in the later waves, leading to users often experiencing lag, weird overflow issues that could reset tower stats/bug aura system, and the occasional gamecrash;
Two - little more was being brought to the table during waves 240-360, leading to a somewhat monotonous experience with item overflow and no use for gold. Plus playing a game for 6hrs straight can't be healthy. :P
Three - the reason for neverending mode was to give players more time to screw around with the lategame towers rather than have their game finish on them abruptly. A bonus 120 waves should be more than sufficient for this.
-Reduced cube conversion cooldown from 1s to 0.1s.
-Tower.doAttackDamage crits will now be displayed red instead of cyan, except they will appear above the target unit, rather than above the tower like normal crits.
-Spellcrits and Tower.doAttackDamage crits will no longer be shown if they are crits of 0 damage.
-Removed all the random crap from the upkeep tooltip (when you hover mouse over it). It now says stuff relevant to YouTD.
-Can now only roll a common tower on your last re-roll if you lack the forcepoints to buy an uncommon.
-Renamed all 'lumber' messages and variable names to 'forcepoints'.
-Capitalized 'Distribution' in 'Bounty Distribution' in the little game mode summary box at start of game for consistency (yes, I am that pedantic).
-Reduced the cap for tower EventTypeList PeriodicEvents from 0.2 to 0.1 (most of the descriptions in the tower creation maps were already saying cap is 0.1 anyway..).
-Autocasts with zero range no should no longer have their range displayed.

We created a new GHost++ Config file if you want to host the map with a bot.

GHost++ Config
map_path = Maps\Download\YouTD_v1.01.w3x
map_localpath = YouTD_v1.01.w3x
map_size = 185 42 39 0
map_info = 226 217 35 19
map_crc = 195 133 200 62
map_sha1 = 198 27 171 54 201 103 192 239 148 216 180 38 93 233 249 118 240 103 142 0
map_width = 148 0
map_height = 148 0
map_numplayers = 9
map_numteams = 2
map_slot1 = 0 255 0 0 0 0 1 1 100
map_slot2 = 0 255 0 0 0 1 2 1 100
map_slot3 = 0 255 0 0 0 2 8 1 100
map_slot4 = 0 255 0 0 0 3 4 1 100
map_slot5 = 0 255 0 0 0 4 1 1 100
map_slot6 = 0 255 0 0 0 5 2 1 100
map_slot7 = 0 255 0 0 0 6 8 1 100
map_slot8 = 0 255 0 0 0 7 4 1 100
map_slot9 = 0 255 2 1 1 8 1 1 100
map_options = 96

You can download the latest version in our download section.

League of Legends (MasterCassim @ EUW)

 Post subject: Re: YouTD v1.01 released
PostPosted: Fri Dec 28, 2012 4:18 pm 
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Joined: Wed May 09, 2012 1:30 pm
Posts: 483
-Projectile colouring is now properly reset in the recycling process.

Wow, i thought that was my personal glitch ^^
I will miss those randomly colored projectiles...

 Post subject: Re: YouTD v1.01 released
PostPosted: Fri Dec 28, 2012 7:08 pm 
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Joined: Tue Jan 17, 2012 12:33 am
Posts: 10
I would autohost this but there seem to be some problems with the server im renting.

 Post subject: Re: YouTD v1.01 released
PostPosted: Sat Jan 12, 2013 1:46 pm 

Joined: Wed Nov 02, 2011 1:55 pm
Posts: 83
Which tower was removed?

On a tooltip hunt.

 Post subject: Re: YouTD v1.01 released
PostPosted: Wed Feb 13, 2013 10:36 am 
New User

Joined: Wed Feb 13, 2013 10:27 am
Posts: 1
We have been enjoying YouTD around these parts for a while, finally got around to registering so I could say "Thanks!".

I am generally more attracted to mazing TDs but 'you people' have managed to create something very cool here - my gf is addicted and I have yet to not look forwards to the next game.

I couldn't seem to find which tower it is that has been removed in the changelog - any hints?

Thanks for everything so far, and thanks in advance for what comes down the road :)

 Post subject: Re: YouTD v1.01 released
PostPosted: Sat Feb 23, 2013 12:10 pm 
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Joined: Sat Jun 13, 2009 1:15 am
Posts: 2350
YouTD Score: 53
unomi wrote:
I couldn't seem to find which tower it is that has been removed in the changelog - any hints?

I don't remember but next version will feature a full changelog of all towers / items changed.

-> viewtopic.php?f=32&t=7487

League of Legends (MasterCassim @ EUW)

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