N 1.24 Update

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Re: N 1.24 Update

Postby Herosbane » Fri Aug 14, 2009 3:24 pm

I just want to play it.
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Re: N 1.24 Update

Postby Cassiel » Fri Aug 14, 2009 3:42 pm

RibbuM wrote:O is 5 years in the making.

People keep saying this, but we've actually been working on it less than 3, since January 2007.
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Re: N 1.24 Update

Postby Shenalia » Fri Aug 14, 2009 5:11 pm

Cassiel wrote:People keep saying this, but we've actually been working on it less than 3, since January 2007.


Wow, I was wondering when this thing came back to life...
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Re: N 1.24 Update

Postby Cassiel » Fri Aug 14, 2009 5:50 pm

The site's actually been here all along and remained fairly active.
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Re: N 1.24 Update

Postby herbyhancok » Sat Aug 15, 2009 1:42 pm

Drain_Pipe wrote:Because adding in additional fan made art , which would be something ewrt would make (or whomever else can make sweet pics), is gonna hold the game back another 3 years.. right.

You're both wrong, it's not out yet because you haven't been praying enough.
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Re: N 1.24 Update

Postby Merlin » Sat Aug 15, 2009 3:21 pm

That's ridiculous. It's not out yet because there haven't been any human sacrifices performed and pictures of it posted on these forums.
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Re: N 1.24 Update

Postby Belphy » Sat Aug 15, 2009 3:48 pm

Merlin wrote:That's ridiculous. It's not out yet because there haven't been any human sacrifices performed and pictures of it posted on these forums.

Blood Orgy!
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Re: N 1.24 Update

Postby johanderoderugridder » Sun Aug 16, 2009 1:39 am

Cassiel,

First of all thanks for all the work you did for Tides of Blood.
I've been playing this map for years now ( since version E to be exact ).

Unfortunatly the new blizzard patch makes version N unplayable even your updated version. The reason is the tower exploit. You can now have warlock legacy, frost wyrm, crown of kings at lvl 3.
Therefor I am hosting M4 again with my bot ( Northrend ) as this is the most recent one without bugs.

Is there any hope you will be fixing this in N or do we need to wait for O ?
Thanks for sharing your insight in this matter.

edit : corrected Cassiel's name :oops:
Last edited by johanderoderugridder on Sun Aug 16, 2009 4:28 am, edited 1 time in total.
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Re: N 1.24 Update

Postby Cassiel » Sun Aug 16, 2009 1:59 am

I just heard about the tower issue yesterday and it's an easy fix. It would be best if you guys continued playing N for at least a few days to see if any other bugs pop up though, that way I can fix them all at once.
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Re: N 1.24 Update

Postby johanderoderugridder » Sun Aug 16, 2009 2:20 am

Honestly that was the only issue I encountered.
And we play N version in AR mode. ( played about 100 games since patch )

Maybe some other forum visitors can share their experiences with the new patch as well?
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Re: N 1.24 Update

Postby Cassiel » Sun Aug 16, 2009 2:34 am

I found another issue the same bug could cause, so that's two.
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Re: N 1.24 Update

Postby Fledermaus » Sun Aug 16, 2009 3:00 am

Yeah I've been playing a ton of N games since the patch too and that's the only new bug I've found. Any chance of fixing Grav Well though?
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Re: N 1.24 Update

Postby johanderoderugridder » Sun Aug 16, 2009 3:16 am

Cassiel,

I assume you are referring to the fact that you can build more than 4 towers per barrack now? I saw up to 5 additional units spawned but more it simply stops producing units.

( if not consider this as nr 3 ? )


edit : corrected Cassiel's name :oops:
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Re: N 1.24 Update

Postby erwtenpeller » Sun Aug 16, 2009 3:18 am

Shit i had to look twice to identify that name as dutch.

De rode ridder is wel kankergeniaal, willy vandersteen strips <3
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Re: N 1.24 Update

Postby Cassiel » Sun Aug 16, 2009 3:21 am

I wasn't counting that separately since it's in the same trigger as the other tower business, but yeah that's an issue too. The second one was how Porky's fireflies behave when their target hops in a transport.

Fledermaus wrote:Yeah I've been playing a ton of N games since the patch too and that's the only new bug I've found. Any chance of fixing Grav Well though?

If you can give me a detailed account of the problem, I'm sure it's trivial to fix. I never really played N after saving it from the desync of doom and releasing it. Gravity Well doesn't level correctly or something?

erwtenpeller wrote:De rode ridder

Please tell me that's Dutchie for the road runner.
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Re: N 1.24 Update

Postby erwtenpeller » Sun Aug 16, 2009 3:44 am

No. Its dutch for "The Red Knight" which is in his name and i used to read a lot as a kid, my grandma had a huge pile of them. Road Runner's just Road Runner in dutch :P
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Re: N 1.24 Update

Postby Cassiel » Sun Aug 16, 2009 3:46 am

DAMN.

Anyway never mind about Gravity Well. I guessed the problem and was right. I also gave it a mana cost and removed the self-slow, but I have to test that real quick to make sure the W3A correctly inherits the SLK's values.

If there's anything else you'd like to have addressed, now would be the time.
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Re: N 1.24 Update

Postby Fledermaus » Sun Aug 16, 2009 3:57 am

Oh yeah, also red cannot get assists.

EDIT: and there's also the level 4/5 bug with Healing Wave, Blink, and Cows armor. (might be missing one more, don't think so though). Sorry, in a game atm - just ask if you need me to elaborate.
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Re: N 1.24 Update

Postby Cassiel » Sun Aug 16, 2009 4:04 am

Nope, mana cost for Gravity Well would be too much work, so it's staying with that stupid self-slow.

Kaz knows what the assist error was so I'll wait for him to get back to me on that one.

edit: "Level 4/5 bug" sounds like a Widgetizer error that I probably can't easily fix. If the object data in my oldest copy is still basically the same as N though I may be able to re-do it.
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Re: N 1.24 Update

Postby Xarius » Sun Aug 16, 2009 9:21 am

More specifically, the level 4/5 bug is the fact that levels 4 and 5 of Healing Wave, Blink, and Iceforged are exactly the same.

In addition, there are two issues with Jean. One issue is that only level 1 Flare is able to damage spawn towers, whereas levels 2 and 3 do not affect them.

The other issue is the Cauterize bug, which allows Jean to leave Cauterize animations on the map forever. The animation itself has no effect, but lots of Cauterize bugs can result in lag issues. If you would like me to tell you how this is done, I can tell you in a PM.

Finally, there's an issue with the tooltip of Battlerager's level 5 Blaze of Glory. It's supposed to do 1000 damage at level 5, but the tooltip says it does 800. I don't know if the damage that it does is actually incorrect, or if it's just the tooltip that has an error.
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Re: N 1.24 Update

Postby Viikuna- » Sun Aug 16, 2009 11:02 am

I remember someone doing that cauterize bug. I kinda always wanted to learn how it is done.
No Marlo, no game.
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Re: N 1.24 Update

Postby Turkey_Slayer » Sun Aug 16, 2009 11:33 am

Just quickly hit the hotkey for Cauterize and S (hotkey for stop) repeatedly. Prettiest bug known to man.
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Re: N 1.24 Update

Postby Chogall- » Sun Aug 16, 2009 11:35 am

When Antavahni is activated there is tooltip error with magic immunity. It has no icon. ( well I think its supposed to be this way but can you at least hide the text?) ->screen

Also, Pory's Detonate stops Antavahni. It' a little annoying. And can you make an auto-cast option for the scarab detonate ability? So it would be a lot easier to handle them. Also make burrowed scarabs undetectable for birds?
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Re: N 1.24 Update

Postby Dragon_Blade » Sun Aug 16, 2009 11:43 am

Has nobody mentioned the red bull bug because everybody loves doing it? :3
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Re: N 1.24 Update

Postby I_dohknow » Sun Aug 16, 2009 1:54 pm

Drag whyd u tell them noooooooooooo damn u
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