TY pacov. If that is possible than Fantastic!
However, atm I am not too concerned about getting a game against players, i have been testing out against ai and with the latest set of changes to skirmish AI, they seem to suffice as a basic player. (nightmare difficulty). Mostly, i just want to know if you still think that these items have had enough of a reduction in utility to make them more of an option and less of an I WIN button.
Currently have added another 6 units to the game: (not yet balanced)
Armadillo - Catapults that freeze enemy towers on hit (5% chance, 3 second freeze), 2 summonable - low health. May provide early tower pushing strategy if taken with demolishers.
Silence archers: cast a ring of silence (6m) on the a target that they hit (2% chance) however you can have 4 of them. Low range to limit their usabity for pushing towers (more a support for characters that have no interupts at all and could do with a meatshield (prbly useful for ub/reg)
Nightmare: Unit has been coded in but trying to come up with a unique effect for its "Rain of Fire" ability other than straight out damage.
Replicators - Cast AOE heal (12m) (uses chain of 2 from first target) of 4% health to ALL friendlies (including towers) every 6 seconds with a 9 second buff cooldown (ie you can only get healed every 12 seconds). This uses a chain effect so occasionally you will get more than a single heal. Heal has no priority for demigods. Heal also provides an armor bonus of 250 for 9 seconds.
Mega Ent - Currently does AOE ground spikes every 6 seconds (aura), debuffs armor. Will look into changing the utility of this skill.
Bloodlust Yet - Applies 5 second Stun immunity every 12 seconds to all allies in 12 radius. Due to testing constraints i am unsure if this effect will break an already active stun (although i doubt it). You cannot receive another buff if you already have one.
Other Balance changes to be made:
All Units (including towers) that use abilities will no longer be able to do so while frozen.
All minion units summoned through favor items have an integrated health/damage scale with level. This will allow me to balance these units more effectively.
Need advise here: what is an appropriate range for health damage scale for minions summoned in this manner? I was thinking at lvl 1 between 25/45 damage per unit and 500 --> 750 health
At lvl 20 50/ 75 damage per unit and 1400 --> 1800 health
DISCUSS
Brainstorm Area -
Rusty Ward - Reduces the armor of all units in the area of the ward by 900. Provides the user with base 650 armor bonus and 7% attack speed bonus. (low mana cost, 45 second cooldown.
Demistify- Unsummon up to 2 units (chain effect) of an enemy or unsummon up to 1 enemy created structures in range 12, cooldown 45, no mana cost, targeted. -----> regenerates 350 mana on use.
Escapism - Casts invunerability (but you cannot move) for 2 seconds (Think Orb of Defiance). Following this the unit becomes invisible for 7 seconds provided you dont attack/cast an ability/use an item. Invisibility slows the recipient by 15%.
Single targeted use, range 30. Cooldown 50, mana cost 300. (nerfed from previous post). Might provide some team utility to the invisiblity function, with the invulnerability period working as a limitation. --> i will also try to code it so that the invunerability period does NOT remove debuffs. Taking damage (ie through use of googles to see the player) should also remove invisibility.
New consumable - (@ PACOV and Hedgie)
Hedgies Arsenal: Cost 500 - Changed as per advise below (now named after the resident hedgehog!)
Scaling HP/MP restore (1---> 20) 700 / 250 --> 2500/ 750
Scaling HP damage and MP damage (1---> 20) 500/ 350 --> 1200/ 1100
Scaling Tower repair 1000 -----> 3000
This provides some control as to when the item become powerful. At early levels, it would be more efficient to take UG over this item. However at higher levels this item scales to become the more powerful. This removes the problem of it being OP at the start of the game where even small mana/health changes can have a large impact.
This has been done now. It was FRUSTRATINGLY difficult lol (i must be out of practice hehe). Anyway, this item is currently set with these stats:
if not IsEnemy( target:GetArmy(), unit:GetArmy() ) then
if EntityCategoryContains( categories.HERO, target ) then
mxhlth = 700 + 65 * herolvl mxenergy = 250 + 60 * herolvl
elseif
EntityCategoryContains( categories.STRUCTURE, target ) then
mxhlth = 1000 + 100 * herolvl
end
else if EntityCategoryContains( categories.HERO, target ) then
mxhlth = 500 + 35 * herolvl mxenergy = 350 + 82 * herolvl
elseif EntityCategoryContains( categories.STRUCTURE, target ) then
mxhlth = 500 + 50 * herolvl end end
It now does damage to enemy towers as well as heal friendly ones.
Comments/Cost changes/balance issues?
Forearm Crossbow - An item that turns a melee character to a ranged character.
Thief - Be able to pickpocket gold or items.
Consumables: (HAVE NOW BEEN ADDED)
https://forums.demigodthegame.com/399748/page/1/#2815962
1. Potion of Speed: 350, increase speed by 17% for 7 seconds.
2. Potion of Slow: 200g, decrease opponents speed by 20% for 10 seconds.
3. Potion of Interrupt: 300g, Interrupt ability. Stun for 1 sec.
4. Potion of Blink: 250 g, same as Cloak of Night.
Flag Mines:
These have been rebalanced they now do 2 sets of damage (4 seconds apart) according to the following formula:
Flagmine damage = 300 + 80 * herolvl
They now cost 450, dont actively show that they are present (no flag lock Mesh) and stay active for 90 seconds. They have also been increased to a 3 second cast with range 10 to prevent them from actively being overused in the midst of battle
Had an old version of skirmish AI. It has been removed, i wont replace it due to the rapid evolving nature of skirmish AI.