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 Post subject: YouTD v1.02 finally released
PostPosted: Sun Sep 22, 2013 6:08 pm 
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Alright, here it is. We finally managed to release a new version of YouTD. This version fixes some problems with the some game modes, shared stashes and neverending. There are also some new creep abilities, builders and a new savecode system which adds easier savecode management:

Quote:
Savecodes now get automatically written to a file titled 'savecode.txt' (overwrites itself each time) in the player's 'Warcraft III\save\YouTD\' directory. A backlog directory is also created at the same location, where a file is created with the version name and loadcode as the filename, so that players can keep a history of their codes. Just sort that folder by date modified. Please note that codes will not get loaded automatically by the map from this location. Although this is possible to do, (AFAIK) it is not possible without opening a huge window for shady characters to tamper with the map. So you will still need to copy paste your code from that location at the start of the next game.

This version also features 31 new, 59 updated and 2 deleted towers and 4 new, 2 updated and 3 deleted items. You can check the changed content in our new tower / item changelog (Changelog). These were some major changes; for all changes, check our changelog.

YouTD v1.02 - Changelog
Previous Bugs
-Fixed the bug with predefined buff 'cb_silence' which would cause the whole game to crash if the buff lasted longer than ~1 second on the unit. This should make Nortrom playable again!
-Fixed issue with screen sometimes locking in SHARED STASHES mode.
-Fixed issue with multiple keepers of wisdom popping up if player loads 0 xp (as a result of using a code from a no longer supported version).
-Fixed issue with bonus round timer not getting released in extreme mode.
-Addressed some possible divideByZero errors. This should definitely lessen the projectile system's fragility. (Thanks Deemzul for pointing this out.)
-Moving projectiles with no rotation now have their facing properly reset after creation.
-Moving projectiles now have their zspeed initialised properly on creation, and reset when recycled.
-Moving projectiles now have their zspeed updated properly at each tick (some random static variable was being referenced earlier, which could've resulted in threadcrashes D:).
-Fixed another issue with the aura system, where the expiration check would go haywire when executed while a tower was being upgraded (when tower unit was destroyed, but the wrapper struct still existed). Will also now fire an exipration check on an aurabuff before attempting to refresh/upgrade it.
-Fixed player starting gold being added to 'gold farmed' in player multiboard.
-Fixed buffgroups not carrying over for towers that were put into buffgroups of other players.
-Lightnings, Levelup/Oil and some other effects cast by towers are now properly centred on unit-based towers.
-Creep level (number under its name) no longer represents its tier. It is now just always 1. (Levels 6+ were giving creeps immunity to certain casts..)
-Cleaned up some more handle leaks here and there, plus some rare strain of doublefree.

Creeps
-The 'Abilities:' heading will no longer be displayed in a creep's MB if that creep has no abilities.
-Meaty ability now only has a 10% chance to drop food in the bonus round (this chance scales inversely with the creep's triggerchances)
-Gravid ability will be sitting this version out, and will be re-introduced again as a boss/champion ability in the next version, after more thorough cliff-stuck glitch testing has been done. :3
-New creep ability: Flock. Air only ability; double the usual amount of creep spawns; they fly out of the spawn point in cute little pairs.
-New creep ability: Brain Drain. Creeps grant negative experience. >:)
-Bonus round creeps now have 30% more health.

Items
-Reduced the chance of an itemdrop being an oil from 50% to 35%. Yes, we know this is drastic, but oils are currently the top dog in YouTD, completely removing the usefulness of any non-oiled carry tower lategame. By bringing oils back into check, we'll be able to start bringing this issue under control, along with lessening the craziness of lategame item overflow. We expect the game to be a little tougher as a result of this change; if it proves too hard, we might bring back creep hp a little with the next version to make lategame a little more forgiving. This change might also make it possible to lessen the harshness of diminishing returns, but this'll need further balance testing first.
-Consumable hobbit now also grants 2% lives, divided by the teamsize. (keeping this value low for the time being, in case it becomes exploitable.)
-Reduced the critdamage granted by Oil of Accuracy from 10% to 5%.
-Reduced the critdamage granted by Arcane Oil of Accuracy from 20% to 10%.
-Reduced the critdamage granted by Arcane Oil of Accuracy from 30% to 25%.

Builders
-Adventurer's item find chance from 20% to 15%.
-Waterknight's exp ratio rescaled from 80% to 60%+1%/lvl. This small nerf is to account for the massive buff he will be getting with exp loss also being scaled by exp ratio now. (See changelog, misc section)
-Fixed Benevolent witch having her bonuses all muddled and topsy-turvy. She now grants what is stated in her description.
-Some tincy tweaks to a few builder backstories.

Extra modes
-Timer countdown between levels for RACE mode reduced from 5s to 2s. This time is now also reduced further with every wave level, down to 0s at the last creep wave.
-Players must now roll their own starting towers before they are allowed to purchase from the stashes in SHARED STASHES mode.
-Chance to roll a tower now gets reduced in SHARED STASHES mode by a factor of [numPlayingPlayers / 2]. For example, when you research a level in an element in a 4-player game, rather than gaining a 10% chance to roll a tower of that element after each wave, you'll gain only a 10 / (4 players / 2) = 5% chance. This means that this change will only affect games with 3+ players. Note however, that there is still a minimum of 1 tower researched per player per level.
-Number of starting towers in SHARED STASHES mode reduced from 6 to 4.

Miscellaneous
-Savecodes now get automatically written to a file titled 'savecode.txt' (overwrites itself each time) in the player's 'Warcraft III\save\YouTD\' directory. A backlog directory is also created at the same location, where a file is created with the version name and loadcode as the filename, so that players can keep a history of their codes. Just sort that folder by date modified. Please note that codes will not get loaded automatically by the map from this location. Although this is possible to do, (AFAIK) it is not possible without opening a huge window for shady characters to tamper with the map. So you will still need to copy paste your code from that location at the start of the next game.
-All player commands are now case insensitive (some were already insensitive in previous versions).
-Player lives are now always rounded up to the nearest 1% in the multiboard.
-Reduced the decay time of bones from 15s to 8s to reduce lategame lag.
-Severed the tie that building towers from items had with Lists. Now, if/when Lists start to bug, you won't get a random tower building from a tower item.
-Non-interpolated projectiles can now have their positions changed during their own periodic events by setting their .x and .y coords.
-An upgraded tower's experience, kills, level, damageDealt and permanent effects are now transferred over BEFORE the successor's onCreate events fire.
-Once a mastery in the Keeper of Wisdom is maxed it will now disappear (rather than a message popping up when the player attempts to click it again).
-Next level timer dialog now says 'BONUS LEVEL in: xxtimexx' rather than 'Level 81/121/241 in: xxtimexx'.
-Added information on Diminishing returns to the Quests log. Also prettied up the whole log with some additional highlighting here and there (plus a typo fix).
-Unit.RemoveExp is now inversely affected by expRatio (previously it was unaffected). ie. if your tower is meant to lose 2 exp but it has a ratio of 160%, then it'll only lose 2/1.6 = 1.25 experience. Similarly, if your tower has an exp ratio of only 40%, it'll lose 2/0.4 = 5 experience. Any ratio below 10% is treated as 10%.

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

GHost++ Config
map_path = Maps\Download\YouTD_v1.02.w3x
map_localpath = YouTD_v1.02.w3x
map_size = 148 37 39 0
map_info = 185 125 41 143
map_crc = 40 8 46 161
map_sha1 = 30 244 14 43 8 128 136 240 232 197 76 216 79 193 241 209 131 140 98 93
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


-> Tower / Item Changelog
-> YouTD v1.02 Download

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 Post subject: Re: YouTD v1.02 finally released
PostPosted: Sun Sep 22, 2013 6:34 pm 
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Joined: Sun Dec 23, 2012 2:36 pm
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Well done


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 Post subject: Re: YouTD v1.02 finally released
PostPosted: Sun Sep 22, 2013 8:03 pm 
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Joined: Sun Sep 22, 2013 7:56 pm
Posts: 6
Can you specify exactly what should I do to host this map with a bot.
I.E. where should I put this file, what is the file extension(cfg, ini or else),
should I host in LAN or single player mode?
and also will I be able to load code in bot game?

P.S. sorry if this is repost


Last edited by SakhJack on Mon Sep 23, 2013 7:39 pm, edited 1 time in total.

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 Post subject: Re: YouTD v1.02 finally released
PostPosted: Mon Sep 23, 2013 6:50 pm 
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Joined: Sat Jun 30, 2012 11:29 pm
Posts: 46
Thumbs up for the great work. I'm super excited for the first match with the new version! :D


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 Post subject: Re: YouTD v1.02 finally released
PostPosted: Sat Sep 28, 2013 4:11 pm 
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Joined: Sat Jun 13, 2009 1:15 am
Posts: 2345
YouTD Score: 53
SakhJack wrote:
Can you specify exactly what should I do to host this map with a bot.
I.E. where should I put this file, what is the file extension(cfg, ini or else),
should I host in LAN or single player mode?
and also will I be able to load code in bot game?

P.S. sorry if this is repost

-> viewtopic.php?p=72662#p72662

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