Thanks for the suggestions all! Mirroring should. be better now though there might still be some issues
Tiebreaker will be implemented in as ritic suggested with combined energy and mana counting
As for balance I haven’t gotten the time to check the meta around but will do later,
Thanks all!
it was buddeycc btw
Ah yeah buddeycc sorry, I guess the jetlag kind of got me haha
for buffs, id say
ROBOT-GOLEM:
Reduce cost to 7 energy. buff attack speed by 5-7% but reduce hp by 20. makes it more cheap and more offensive (as offensive characters are ruling meta rn) but nerfs the tank aspect.
ROBOT-TURRET:
for this one, i thought of something special. since the animation shows a laser shooting, i think every 2nd shot (or 3rd idk) would “shock” the opponents units and stun them for 0.5 seconds. and buff hp by like 10
I think speed would be a better buff for the golem. It takes forever to get across, and ranged units deal a lot of damage before the golem can. I think a possible buff for the turret would be area damage, that could make it more different from the towers.
hero.choose
can be used to make sure choices. you can choose not only type but specific item.
hero.chooseItem = function(){
if(hero.energy <= 8) return "energy";
return "mana";
};
def choose():
if hero.energy <= 8: return "energy"
return "mana"
hero.chooseItem = choose
hero.chooseItem = function(){
let items = hero.findItems().filter(
(item) => item.x < 60 && item.y > hero.y);
if(items.length > 0) return items[0];
return hero.findItems()[0];
};
def choose():
items = [item for item in hero.findItems() if item.x < 60 and item.y > hero.y]
if len(items) > 0: return items[0]
return hero.findItems()[0]
hero.chooseItem = choose
Yes, I have a function, it is just that when I call it, it always says there is a problem. I haven’t figured out why it doesn’t work. I call hero.choosItem = the name of my function in my while loop, and it says that there is an error, but when I fix it, my code does nothing once it gets to the loop.
@Venneth There seems to be a bug with the robot-towers shooting at the base. It seems like it might be related to the enemy summoning a collector. The shots just bounce off randomly, and no damage is done to the base
This should be fixed, moved temporary spawn position to be below the hero, thanks!
Hey @Venneth I think there’s something wrong with the mirroring of gems, but I’m not sure exactly what it is, I just think it’s weird. From my side, I used a set of collected gems that didn’t use color variables, and it works fine here , but the mirror will always go to the enemy’s side, which I find strange. I have use the pos of hero and the item’s ,have any one know why
By gems, do you mean items (energy and mana) ?
Yes,I don’t know what get wrong,but I can tell u I have use item.value and item.x, and hero.x or y,but I think the problem is the mirroring didn’t turn or what
can you give an example code that wouldn’t mirror?
The Y and X value should be mirrored, there might still be some stuff that I missed but I couldn’t pinpoint where and why
Hey @Venneth , could you make a change log like in the Sunfire arena?
Yep, could add, thanks for the suggestion!
A slow spell could be great ngl. It would slow down any units caught in it for 2 seconds (including your units)
Hmmm, that is an interesting idea, I was originally thinking about an “immobilize” or freeze spell, will take it into consideration, thanks for the suggestion ritic!
Will close this topic since this is more or less the same as Topic for "System Shock"!, discussions can continue there