Littlewargame - Page 8
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TheScriptan
Lithuania152 Posts
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TheScriptan
Lithuania152 Posts
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TheScriptan
Lithuania152 Posts
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TheScriptan
Lithuania152 Posts
- players now get experience for playing games; they can level up and unlock new features - several new emotes have been added to the game - "skins" have been added to the game; they can be used as alternative graphics for some units, but dont have any gameplay effect - unit dances have been added to the game; they can be used ingame to make your units dance to show off your indisputable superiority over your opponent - most dances, skins and emotes can be unlocked by leveling up or buying them - achivements have been added to the game - several UI changes and improvements - maps and mods are now visisibly different in the pick map window - added new division icons - fixed a bug that made it impossible to kick spectators from a game lobby - Ballista: increased movement speed from 1,7 to 1,85; reduced AoE radius with Black Powder upgrade from 1,7 to 1,4 - Airship: reduced movement speed from 3,45 to 3,2; reduced movement speed bonus from upgrades from +0,3 to +0,2; increased angular velocity from 0,15 to 0,25 - Werewolf: reduced smash cooldown from 20 to 15 sec - logging into an account will terminate all existing sessions of this account now - invisible, enemy units dont show any longer on the minimap - several small improvements and fixes - fixed a bug where fireballs were invisible sometimes - buildings' waypoints can now be queued - several units graphics have been improved - ctrl + box now selects all units on screen of the boxed types - supply cost now is applied when a unit starts to be trained, not when it spawns. This also means you can not start to train a new unit anymore when you're supply blocked - when a building gets destroyed, units or upgrades in the buildings' queue get automatically cancelled now - clan admins and moderators can now delete clan board messages - Priests: "Heal" now places a unit with lifetime at target location, which heals nearby allied units - players should be kicked faster now from multiplayer games when they are lagging excessively - added a new unit: "Bird"; can be made from Castle Or Fortress; requires Fortress; light, unarmed, air scouting unit - Soldiers: reduced attack speed from 1,0 to 1,15 sec - Human / Beast Upgrades: reduced time increase from 25 to 20 sec - Mages and Priests are now made from the Mages Guild / Church - Mages Guild / Church: increased cost from 150 to 200 - reduced research time for all Mage / Priest spells from 100 to 80 sec - buildings can only be repaired by one worker at a time now - Catapults: increased attack delay from 0,2 sec to 0,65 sec; increased min range from 3 to 4 - fixed a bug that showed victory screen when a player lost in some cases - all stats (games, ladder ranking) have been resetted Editor: - only relevant fields now show in the data editor for an ability, depending on which type the ability is - its now possible to change units attack priority - its now possible to change the minimum distance a castle must be placed from a mine - its now possible to make spells channeled (beeing cast repediately); this also fixes the problem that this used to happen for some spells unintentionally - its now possible to disable abilities via modifiers - modifiers can now change a units image and attack effect - ability type "DAMAGING_PROJECTILE" has been removed, use UNIVERSAL now instead; added fields projectileDamage and projectileAoeRadius for that purpose - added a new ability field: goldCost - added a new unit field: isReflectingProjectiles (refrecting units reflect projectiles that hit them and throw them back in the other direction) - added a new unit field: isBlockingProjectiles (blocking units block (=kill) projectiles that hit them) - units can now provide supply - fixed a bug where units, that were "uniqueAndHeroic", could not be made in some situations - research / upgrade abilities can now be set to autocast - its now possible to modify units' start HP - its now possible to have units shoot while moving - its now possible to add bonus damage vs different classes (vs flying, vs biological, ...) - castles can not be placed next to custom goldmines anymore (but need to keep the same distance they need to keep with default goldmines); same for custom castles - fixed several cliff-related issues - fixed several things - units, buildings, abilities, upgrades and modifiers now show up in alphabetical order in the data editor - its now possible to set conditions for autocast abilities, to tell the AI on which targets to use the spell AI api: - fixed scope.getUpgradeLevel() - added a new function: scope.playerIsAlive(playerNr) | ||
KeksX
Germany3634 Posts
3.0 Patch goes live for Littlewargame! Now the game has in-game skins (SC2 doesn't even have it) You realize that SC2 does have skins? ... But anyway, looks nice. Probably going to fire up a few rounds! | ||
TheScriptan
Lithuania152 Posts
On July 27 2015 16:51 KeksX wrote: You realize that SC2 does have skins? ... But anyway, looks nice. Probably going to fire up a few rounds! Ahh, I said it wrong, SC2 doesn't have purchasable skins :D My bad | ||
johnbo
United Kingdom41 Posts
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Capresis
United States518 Posts
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hotcream
27 Posts
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