You can get the final version of CrazyTown 1.4 in Pacov's excellent mod compilation package. (Click on the link BESIDE the big "Recommended Download" button heh)
This mod should be enabled with the latest version of Uberfix, and it is also recommended that you enable the Enhanced UI and Enhanced AI mods as well. (All of these excellent mods are also found in Pacov's mod compilation).
Working on Content- it will all get there eventually
CrazyTown version 1.4
Synopsis: Regulus needs a little more to hold his own in his lane, and some additional level 15 improvements so he has a role other than the pew-pew-pew guy. Also it would be nice if his quote "this would be faster with wings" made sense.
Change 1: Mark of the Betrayer is an Interrupt.
A fast, ranged interrupt gives Reg some new respect in the lane. You'll need to watch the skill timings to use slow skills and items (like teleport or flag lock)
Change 2: Deadeye and Impedance Bolt will proc on a snipe once you have acquired them.
These are the level 15 improvements. These 2 skills are not really note worthy on their own, as they have low proc rates on auto-attack. The deadeye proc on snipe gives Reg a unique ability; to prevent flag locks by sniping you from the mist when he sees you about to try it. The Impedance bolt change will give snipe some additional cross lane power to change battle outcomes.
Change 3: Angelic Fury grants 5% speed when active
This will give Reg some kiting potential if you choose to sink a point into this auto-attack skill.
Synopsis: Demon Assasin is supposed the be the guy that you can't get away from, so it's kind of embarrasing that 1/2 the demigods can outrun him when considering base speed. He also has 2 ignored skill lines that could use some adjustments; elusiveness and precision.
Change 1: Base Speed increased to 6.3
DA now has the highest speed potential in the game by 5% (speed 6.3 + 15% from 3X Demon Speed).
Change 2: Elusiveness grants 10% dodge per level instead of 5. Assassin's Speed gives an additional 10% dodge while it is "on".
This gives DA the possibility to reach the 40% Dodge cap from skills alone at level 15, or to reach the cap with minimal investment in items and skills.
Change 3: Increase Demon Precision by 10% per level.
If we were to calcualte the criticals over time, this translates to a 5% increase in average DPS perlevel. However since you cannot always be auto-attacking with DA on a demigod, the improved chance to score a hit is nice, so it may go off 1 time instead of 0 times.
Queen of Thorns
Synopsis: Queen has several lines of skills that are beyond bad and thus never taken by anyone sane. The main theme is to tweak entourage and compost to bring her minions up to par with Oak and Erebus.
Change 1: Entourage;
+10 Shambler Damage per level (normally +6)
+100 Shambler Armor per level (normally no armor)
+5% Shambler Attack Speed per level (normally no attack speed boost)
Change 2: Compost (previous Shambler Damage Scale 4,6,8,10,12)
Shambler Damage Scale is now 5,10,15,20,25,30 (you must use Uberfix to get the effect level VI +30 damage, because compost is broken)
Change 3: Reduce Mulch Explosion timer to 0.5 seconds (It is normally 2 seconds before damage from the mulch explosion is applied)
This is a useability change, now you can intentionally damage something with mulch via kamikazi shamblers.
Change 4: Reduce Spike Wave III cooldown to 10 (normally it is 15)
Level I and II are at 10 so it makes no sense to have the cooldown suddenly jump to 15 at level III. (My opinion is that this is an oversight. Spike Wave used to be 15 cooldown across the board, but the snare amount was MUCH higher [50% at level III].)
Change 5: Increase Uproot range to 25 (normally 20)
This is a safety change. Closing to Range 20 to fire this skill exposes you to surprise" skills like Bat Swarm and Warp Strike.
Synopsis: Form transitions limit the potential of Torch Bearer. Ice Mode needs a bit more burst damage potential.
Change 1: Decrease form transition times to 0.8 seconds (It is normally 1.5 seconds)
This gives much more potential to hybrid builds, as the form change is now fast enough to be performed in battle without getting yourself killed.
Change 2: Add Permafrost to the deep freeze consumable effect list.
This will increase the shatter multiplier by 1X throughout the entire game for a Frost Torch Bearer, and give you access to a 4X shatter at level 15.
Synopsis: Yetis are bad and need to be brought up to the power of Spirits and Night Crawlers. There are a few skills that need tweaks for utility.
Change 1: Yetis
+30 Damage per level (normally +7)
+400 life per level (normally +300)
Change 2: Inspiring Roar grants 20% minion Evasion. (normally 15%)
The dodge cap went up to 40% when Demon Assassin was released, there will be a way to get to 40% with Sedna's minions.
Change 3: Pounce Followthrough is 0.7 seconds (normally 1.5 seconds)
The delay is pretty rediculous, forcing high speed items to catch up to your target after a pounce, or to use Cloak of the Night. The new 0.7 second follow through still prevents you, however, from repouncing a fleeing target if their speed is equal to or faster than yours.
Change 4: Life's Child trigger amount is 50% life (normally it is 30% life)
The original amount was questionable, as it is easy for Sedna to heal out of the effect the moment it kicks in.
Synopsis: The absolute worst minions need to be fixed. Even Yetis laugh at ball ligtning.
Change: Ball Lightning
+35 Damage per level (normally +5)
Mana Cost per level 250,375,500,625 (normally 450,625,800,975)
The damage output puts Occ in the same place as full Spirit and Night Crawler armies hitting you. The mana cost needed to come down, these minions have an expirtaion timer so it makes no sense to have them as expensive as Shamblers and Yetis.
Synopsis: 1 small tweak
Change: Poisoned Arrows reduce speed by 15% (normally 10%)
Now the 6.3 speed demigods will be brought down to your 5.4 speed if affected.
Synopsis: 1 small tweak
Change: Rally duration is 10 seconds (normally 5)
The extra 5 seconds doubles the regenerated life amount you will get.
Synopsis: Bat Swarm range is inconsistent
Change: Reduce BatSwarm II to 25 yards. (normally 30)
If you really must have 30 yards, it's yours at level 15.
Synopsis: The nerf bat swings true, and these changes come direct from your favorite pros. (identities concealed). Also bestial wrath is unusable so gets a tweak.
Change 1: Spit reduced to range 12 (normally 15)
This is just enough to let the range 20 shooty skills get you without retaliation unless you are running right at them.
Change 2: Ooze Self-Damage increased per level to 20,40,60,80 (normally 20,30,40,50)
Ooze is an awesome skill, and now the consequence of using that skill will continue to scale even with the health regen provided by your items and levels.
Change 3: Acclimation reduced to 25% (normally 40%)
40% is rediculous. 25% is still VERY good.
Change 4: Bestial wrath duration increased to 7 (normally 5); Unrelenting Wrath duration increased to 15 (normally 10)
This will allow you to actually get some auto-attack damage out of this skill before the timer runs out. Remember: Grasp -> Roar for best results.
-Sabatons: +3 Health Per Second, +2 Mana Per Second (normally no regen: This is now 50% Banded Armor and Scaled Helm in one item)
-Assassin's footguard: 8% attack rate (normally 5), +5 health per second (normally no regen), 20% Chance to do 1.5 Damage (normally no crit)
-Iron Walkers +600 Armor (normally no armor) +800 Mana (normally no mana)
-Desperate Boots: Activate on 50% Health, +500 health (normally 400) +500 mana (normally 350)
-Plate Visor: +70% Mana (normally +35% mana)
-Theurgist's Hat: +70% mana (normally +35% mana)
-Vinling Helm: +105% Mana Per second (up from +70%) 5% proc effect (up from 3%)
-Duelists Cuirass CritChance 20% (normally 10%)
-Armor of Vengenance: Cost 2750 (down from 3250) +10 life per second (normally no life per second)
-Groffling Warplate chance 5% (up from 1%)
-Platemail of the Crusader Chance 3% (up from 1%)
-Godplate cost 8000 (down from 10000)
-Gauntlet's of Depair: 600 mana (normally 350) OnWeaponProc: Increase cost of skills 50% for 8 seconds, +7 mana per second (normally no mana per second)
-Slayer's Wraps: Cost 2500 (down from 3300), CritChance 20% (up from 10%)
-DoomSpite: Cleave Radius 2.5 (normally 1.5) Cost 4000 (down from 6750) Proc Chance 50/33 (up from 25/16)
-Blood Stone Ring LifeSteal 6% (normally 3%)
-Warlord's Punisher: Range = 20 (up from 15)
-Ring of the Ancients: +750 mana (normally no mana)
-Universal Gadget: 1 Second Cast Time
-Hex Scroll: Increase target's damage by 20%. Tied to sigil of vitality cooldown.
-Restorative Scroll: Reduces cooldowns by 20% for 15 seconds. Tied to sigil of vitality cooldown.
Rejuv Cost 250
Robust Rejuv: 375
Enhanced Health: 400
Enhanced Mana: 400
Revit Elixir: 500
Supreme Health: 750
Supreme Mana: 750
Supreme Elixir: 900
Favor Item Changes
Goggles: Special Proc chance on items for ranged Auto Attacks = melee proc rate, 25% chance to do 25% critical hit
Charm of Life +15 Health Per Second
Brilliant Bauble: +400 Mana (normally no mana)
Symbol of Purity 400 life (Up from 250)
Staff of the Warmage: +70% mana regen (normally no mana regen) + 1050 mana (normally 800 mana)
Diamond Pendant: Mana 400 (up from 250) Cooldown 13% (up from 10%)
Amulet of Teleportation: Cooldown 30 (down from 45)
Cape of Mana: Increase mana pool 20% during Useable affect
Saam-Els Cloak: +10% Movement (up from +5%)
Wing's of the Seraphim: Effect broken on interrupt/stun instead of damage, added a visual effect to indicate when this power is "on".
Mard's Hammer: +600 Armor (normally no armor)
Poison Dagger: 10% Attack Speed (normally 5%), prevents health regeneration (normally no effect on health regeneration)
Essence of Magic: Cooldown 30, free spell timer 5 (normally 45 second cooldown, and 3 second free spell)
Furious Blade: 400 life (up from 150)
Chared Totem of War: +5% Attack Speed added to minions (normally this bonus only applies to the demigod) Demigod damage bonus increased to 35 (up from 15)
Pendant of Grace: +20 dodge for demigod and minions
Blood Soaked Wand: 30 second cooldown (normally 45) 1 second cast time (normally 2 seconds)
Fortified Structure cost: 900,1200,1500
Building Strength cost: 500, 750, 1000, 1250
Death Penalty cost: 500, 1000, 1500
XP cost: 1200, 1800, 2400, 3000
Gold Production Level II: Produces +3 Gold (normally +2)
Target List: Catapultasaurus, Everything
Increase max cooldown cap from 40% to 50%