Version 0.9 hero preview

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Version 0.9 hero preview

Postby SnotlinG » Fri Oct 05, 2012 11:42 am

For all of you waiting eagerly for version 0.9, here is a small preview to keep the morale up while we wait for the launch! :-)
Version 0.9 will introduce a new herotype for you, so the choice will be even harder...

Let me introduce the Ranger:
Rangers are expert pathfinders and fighters in the forest. They are very difficult to surprise and also great versus flying armies.

Image
Hero ranger exploring the river...

Image
Inspecting the hero ranger
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Re: Version 0.9 hero preview

Postby Negern » Fri Oct 05, 2012 7:45 pm

Great!

Just one question. What does "ward" do? Or will that be a surprise? ;)

Edit:

Ward = Resistance vs ambush? Hahaha, I truly hope so! :lol:
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Re: Version 0.9 hero preview

Postby KGB » Fri Oct 05, 2012 8:43 pm

I too would guess Ward functions against Ambush as it did in DLR.

The problem is that as it shows there it looks to be way too powerful. Unless Ward only functions against one enemy like Ambush does.

KGB
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Re: Version 0.9 hero preview

Postby Igor » Sat Oct 06, 2012 12:14 am

Will it be group ward or personal only?
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Re: Version 0.9 hero preview

Postby piranha » Sat Oct 06, 2012 5:19 am

We never played DLR so our take on ward is like this. It's a group_ward (just like the antiair is group instead of leadership/chaos based). It is a percentage that the ambush level is multiplied with. For example the ranger unit starts with group ward 10 and it increases with 15 per 10 points. So the calculation is:

ranger with ward 25.
Enemy unit with total ambush 50%

100 - 25 = 75%
0.75 * 50 = 37.5% ambush

So it will always lower ambush chances but never completely erase it.


I've also updated ambush to remove 3 HP instead of instant kill so a upgraded barbarian and the mammoth can take one hit without death.
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Re: Version 0.9 hero preview

Postby smursh » Sat Oct 06, 2012 12:18 pm

How will this work with units who's ambush is over 100%. Will the ambush get capped prior to removing the ward.

For example:
lvl 8 assasin(64% group ambush
1 ghost(+8% group)
Unit in question is medusa.(65% personal ambush)
Facing ranger stack with 70% ward.

Currently the medusa get 135% calculated, but set at 100% max.

Will the medusa get the 70% removed from theroretical ambush of 135%, or from the practicle ambush of 100%? Or does the ward first come off the group ambush?(theoretical of 74% vs cap at 70%)
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Re: Version 0.9 hero preview

Postby piranha » Sat Oct 06, 2012 1:46 pm

Haven't had time to think about that yet but the group ambush is caped at 70. With no code change I think it will be 135% that is reduced by ward. What do you think is the best solution?
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Re: Version 0.9 hero preview

Postby Omen » Sat Oct 06, 2012 2:31 pm

piranha wrote:With no code change I think it will be 135% that is reduced by ward.


Looks fine to me.

I can't wait to play this hero! 8-)
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Re: Version 0.9 hero preview

Postby smursh » Sat Oct 06, 2012 4:48 pm

I think giving the ambush over 100% and then removing ward is best. Otherwise the difference between an ghost with 70% group ambush added(95% total), and a medusa with the same group ambush added(135% but reduced to 100%) is minor once ward is removed. The medusa should get its full ambush value in the calculation.
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Re: Version 0.9 hero preview

Postby KGB » Sat Oct 06, 2012 5:32 pm

Piranha,

piranha wrote:We never played DLR so our take on ward is like this. It's a group_ward (just like the antiair is group instead of leadership/chaos based). It is a percentage that the ambush level is multiplied with. For example the ranger unit starts with group ward 10 and it increases with 15 per 10 points. So the calculation is:

ranger with ward 25.
Enemy unit with total ambush 50%

100 - 25 = 75%
0.75 * 50 = 37.5% ambush

So it will always lower ambush chances but never completely erase it.


DLR had both individual and group warding skills. This one works slightly differently than how DLR's did (theirs removed 1 for 1 so a 70% ward would be immune to a 70% ambush) and is obviously weaker.

I agree with Smursh and others than individuals going over 100 shouldn't be capped.

I've also updated ambush to remove 3 HP instead of instant kill so a upgraded barbarian and the mammoth can take one hit without death.


I disagree with this change. You've now changed Ambush into what DLR had as Trample (extra damage). This means in the future if you wanted to add an extra damage skill (some players asked for a really strong ground unit equivalent to the Green/Demon and suggested a Colossus. A Colossus doing 2 damage instead of 1 might make an attractive new unit) or you want to add some item/power/temple that granted extra hits it's going to be very hard to balance out because you always have to come back and balance it out with ambush. I suggest you leave Ambush as instant kill.

For example Gabriels Heart will make any hero immune to Ambush and an upgraded Barbarian might be able to take 2 ambush hits (his 5 + 2 from the item) and still live.

KGB
Last edited by KGB on Sat Oct 06, 2012 6:20 pm, edited 1 time in total.
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