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Everything posted by Alhanalem

  1. I'm pretty sure the mobile version was essentially a tech demo.
  2. Your only option is to play on a new steam account. Bans can't be reversed.
  3. I didn't realise ToW had a performance issue. I've played a bit of the survival, only up to wave 23 though, and wasn't getting any lag, just the usual 25-45FPS. Is it really bad past that? edit: Lag as in, so little FPS you can't roll properlly, like on PI, TL and MB. The performance tanks most on ToW when looking down the hallway between the north and south crystals- it's the most open part of the map with the most stuff visible, including multiple water planes. The water actors themselves can't be tweaked much more without ruining their apeparance, however, we could disable the effects entirely on low detail settings.
  4. I believe that this "bug" might actually have been a poorly implemented design decision. "Max chain length" better reads as "max segment length" or "max distance between targetts". The "bug" is really that our endgame stats have reached a point where the number of times it can chain and the max distance gets stupid. Personally, given that this behavior has been this way for a very long time, I'd rather tweak the damage output with the current functionality rather than change the functionality. I mean, if it doesn't have drastic implications as stated I'd be okay with it, but I imagine quite a few ppl would be opposed.
  5. I think it would be a tiny, tiny edge case where having a line of sight check on the explosion had any measureable impact elsewhere in the game. Most maps don't have paths with the sort of arrangement that would Those edge cases might include a low rock or bump in the terrain somehow shielding a defense from an explosion, but I'd estimate it to be an extraordinarily rare occurrence. Of course, we will do some testing on this, though.
  6. While we can potentiall fix get out of the map stuff, it can be a significant amount of effort. It would also result in a gigantic patch, particularly if we fixed more than one map at a time. If you find something that really trivializes completing a map though, we can look at it.
  7. Seperate issue with same mesh. The mesh has "Accepts Decals" set to true.
  8. I believe the godray mesh may be colliding the aiming reticle or traces. We will look into this.
  9. We can add a line of sight check to the kobold's explosion, which will prevent any cases of them causing damage to objects on the other side of walls/floors/etc.
  10. VAC bans can't be reversed under any circumstances. VAC banned players can still use Open and Local modes to play. If it's not a VAC ban, it is generally because the player obtained ridicuously hacked items, whether they did it themselves or got them from someone else. If something looks way too good to be true it probably is. Unfortunately they won't do anything about such bans either. In some rare cases where items are only slightly illegitimate and you can demonstrate that you had no way of knowing there have been a few cases where second chances were given, however don't hold your breath. If you were VAC banned and you truly believe you did nothing wrong, it is highly advisiable that you at least scan your computer for malware, but ideally the best thing to do is reset/reinstall Windows to ensure that no traces of any cheats/programs/etc remain before attempting to create a new aco*** or rebuy a game, because if you don't do that you could just banned again.
  11. you can't get in trouble for asking ppl to leave or kicking ppl from a game.
  12. We may be able to address how the script picks targets to recieve the damage, so that any case of a kobold blowing up won't harm things on the other side of geometry. Otherwise, we can slightly re-position the crystal to make the probability of this happening much less likely.
  13. I'm pretty sure Orcs and Ogres are rarely used because they move off of buff beams when they swing. JitB would be too powerful if it could both knockback and do significant damage to ogres. I would strongly prefer that it knockback ogres as opposed to doing any significant damage. We already have towers that do that. Currently though, nobody uses them outside of people who create a jester as one of their first characters. That was one of the pruposes of it, of course, but I would like to see them get some use. The damage is obviously not high enough to be compelling, and like I suggested, I'd like to take more of a utility approach, which is why I suggsted tuning up the knockback. Unlike bouncers, jack in the box only goes in a single direction, which is part of the reason they were granted the special ability to push ogres around- but the rate is pretty low and the amount of knockback isnt great because we were concerned it might be OP (especially if you could easily knock them into the lava). But I'm thinking maybe we erred too far on the side of caution.
  14. Honestly minion stacking is pretty harmless. I don't see any reason to change anyhting here.
  15. Fish wyverns go after it, which they are supposed to be able to do since it is in water. I will not change this. However- Kobolds shouldn't hit the core through the floor but I'm not sure if/how I can prevent this. In fact in general kobolds shouldn't be able to hit things on the opposite sides of walls/floors in general. Adjusting the height at which the core "floats" may be able to address this though.
  16. physical beam doesn't need changes. As noted, physical beams still see some use late game. While a cheaper wall shouldn't have as much health as a more expensive one, the magic blockade does little of value past a player's initial campaign run since its special attribute is negated by aura stacks, so it should really have nearly as much HP as the 3 DU alternatives (which themselves should also have more HP other than the physical beam) I don't know if this would be difficult to do or not but perhaps enhance the Magic Barricade's effect to reduce the damage dealt or attack rate of the enemies that hit it. The orc summon was also intended to be something of a moveable wall, however they are mostly ignored because they lack range. I kind of think something should be done for these because currently people would rather just use archers and mages (maybe spiders) exlcusively. The jack in the box is also pretty expensive considering its limited coverage. It does have a unique ability in being the only defense that can apply knockback to ogres; however it doesn't always do this- I thought it would be too powerful otherwise. I had the following idea for the JITB: -buff HP in line with buffing the HP of other walls. -Increase rate and amount of ogre knockback -Limit the attack rate of the tower substantially but have it really send the enemies flying (edit: we're talking about distance, not damage) The one carveat to all of this: Buffing all blocade's HP will likely make the early game drastically easier. Does anyone have a problem with that?
  17. Due to the constraints on what we're able to do, the most helpful thing to us would be unreal engine experience- UnrealScript scripting and general Unreal level design/editor experience. We have the ability to add members of the community who have a skill the team needs. Get in touch with DDace who has already responded to this thread. If you have something the team can use you can be sure we'd love to have you. [[51772,users]], for clarity, the DDDK doesn't include source code except the unrealscript for the actors/objects/etc in the game. We can't make changes to the engine itself (i.e. C++ code) nor core engine scripts which are at least partially obfuscated behind C++ code.
  18. "Hello, I have been an active player for many many years, first on xbox and then PC. I was wondering if there's a specific reason why you don't make the game open-source kinda." The simple answer here is Trendy still owns the game. They have just granted us permission to make changes to it. Those changes still have to be vetted by Trendy who can ultimately decide not to do it if they don't want to, since only they can upload the builds to Steam.
  19. can you come up with a system for variable beam length? It's not that important, though i do remember the original planner having that.
  20. I think in most cases, people who wanted a new tavern more accurately just wanted a bigger tavern. from a visuals and curiosity standpoint I like the outside, but it is causing problems that were not forseen.
  21. frankly it amazes me how these spam bots figure out our terrible forum software.
  22. Keep in mind the benefits stack in parties.
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