Hey guys,
Sorry about multiplayer bug. Fixed version below
Version 1.1_ With Bugfix
http://www.mediafire.com/file/jmjzno5jtyt/Exxcentrics Enfos - Both Multi and Singleplayer V1.1_Final_Bugfix.exe
version 1.3 test - single player only .rar file
http://www.mediafire.com/?tjoooizzqmn
Please remove (delete) any previous versions of the mod before installing.
Also Enfos is NOT compatible with favormod - i have used a fair amount of the code for favormod in my Enfos.
Further, to switch between mods you currently have to remove all other versions of enfos before installing. Both mods currenlty use the same install path.
For .zip install - extract \enfos\ folder into demigod\bindata\mods\
Solo - Allows for 1-5 players on a single team, no opposing ai team is required to play. When ingame select "The Brothers" as your map and keep all human players on a single team! you will also require an AI on the forces of darkness.
Team Survival - Play team vs team
When ingame select "The Brothers" as the map.
Let me know how far you get!
Also any balance changes, item /creature ideas are welcome as per usual!
Changelog for V0.9 -> 1.0
1. Moved item/artifact shops and the crystal to the other side of the citadel. You will now be able to shop much more quickly after spawning and you will no longer aggro creeps through the wall while shopping.
2. Fixed walls to be more wallish. - tb can no longer pass through walls, and now minions are not able to pass through walls either. However reinforcements will remain able to for the present time (unless requested). This includes nitecrawlers.
3. Fixed Exp gain for all Creep types (was previously not giving exp for new creeps).
4. Changed shield (crystal idol animation) to take up less resources and make it unique and distingiushable. Credit to Ptarth for the code for this change.http://forums.demigodthegame.com/383243
5. Changed Crystal idol shield summon rate : 5 sec --> 8 Sec on aurapulse, compensated for this by increasing shield effect from 150-200.
6. Removed all flags but the ones near the portals. Removed gold/exp gain from capture. This flag owns to resources (2 mines) which each produce 4 gold per tick.
7. Number of player creep health and damage adjustment code completed. Creeps will have 0/25/50/75/100% for 1/2/3/4/5 players.
8.Creep Health and damage will now incease by 6.25% per warrank wave.
9. There will be 2 waves per warrank, however the amount of summoned units will be divided between these two waves. The second wave will come after 18 seconds. The time in between warrank waves has been lifted from 31 seconds to 41 seconds
ie spawn wave 1
18 sec
Spawn wave 1 (2)
41 sec
spawn wave 2
etc.
Hopefully this will reduce the pressure applied on players and allow them more time to move back to the citadel and shop
10. Amount of gold given per wave has been reduced from 250 to 100 per wave. - this will be changed further soon - looking to implement a system which distributes a set amount of gold between the players so i can cap max gold gain for balance reasons. (ie a given pool of resources will be used and divided out evenly amongst the players).
11. All warscore requirements have been removed from the citadel. Now purchases only depend on available gold.
Modifications to citadel:
Removed purchasable creep upgrades
Removed purchasable treb/finger of god upgrades
12. Increased Albatross flight path to prevent them getting caught in the citadel.
13. Fixed all creep types from getting caught in the citadel.
14. Fixed a number of icon problems
15. Rewrote the spawn tables to be more reflective of wave buff. -- Note lvl 16 is an air wave
16.First boss unit added. Currently only passive abilities though i will be looking at adding some active abilities in the following patch (so i can get this out soon )
Second Boss unit added - No abilities but does High area damage - Uses Ptarths Ancient Shambler mod - http://forums.demigodthegame.com/382470
17. Currency changed to
10/20/35 gold per tick. changed to 2000/4000/6000 (gold per wave was again reduced to 100*wave per portal spawn; see above)
18. Imported 14 favor items over from favormod.
Dejavu Essence
Ice Shard
Venom Stone
Static Orb
Armourment
Wand of the Wastes
Wraith Gloves
Helm of Fortune
Architects Mechanism
SlowWard
Claymore Mine
Merlins Magic Missile
Beserker
LifeSource Katana
Changelog for V1.1
1. Adjusted creep code buff code to occur every spawn, should continue to increase after level 20 (not yet tested).
Adjusted code so that creeps are buffed by:
MaxHealth = { Mult = 0.0625, AdjustHealth = true }, DamageBonus = { Mult = 0.0625 },
every wave (twice the previous buff)
2. added 2 starting towers to both sides of the map, close to the citadel
3. changed lobby option gold to:
StartingGold = { Normal = 3500, High = 7500, Rich = 25000, },
and experience rate to:
ExperienceMultiplier = { Low = 1.5, Normal = 3.0, High = 6.0, },
To account for these changes the number of player buff is now :
50%/+200%/+300%/+400%/+500% health and damage per 1/2/3/4/5 players
4. Removed Items:
Cloak of the night favor item
warpstone
amulet of teleportation
elfin cloak (artifact - teleport cloak)
5. Editied abilities:
Batswarm
---Now teleports you back to your start location 0.5 seconds after arriving. Consider it to now be an aoe that lets you go immune for .5 seconds. - To compensate for the change of mobility, this ability will now do damage twice.
ie
start position -----damage------> selected area- 0.5sec
<-----damage-------
Damage by batswarm has been adjusted to:
Ability.HVampireBatSwarm01.DamageAmt = 400Ability.HVampireBatSwarm02.DamageAmt = 545Ability.HVampireBatSwarm03.DamageAmt = 720
Blast off has been done the same way.
Damage on Blast off adjusted to:
.HOculusBlastOff01.DamageAmt = 400.HOculusBlastOff02.DamageAmt = 525.HOculusBlastOff03.DamageAmt = 610.HOculusBlastOff04.DamageAmt = 720
6. Edited Items:
Scroll of teleportation cost increased to 750.
Sigil of Vitality cost increased to 1000.
Armorment: On active ability armor multiplier reduced from 40% to 20%
##
7. Fixed currency II cost. Was costing 400 when it should have been 4000. Adjusted currency III up from 35 to 40 gold per tick.
Somehow has come undone: will be in next patch (maybe a later ver1.1 or ver 1.2)
8. Fixed a favoritem import problem
9. Crystal idol shield aura change:
Aura pulse time increased from 8 to 16.
Shield absorb affect increased from 200 to 450. -- this should be more friendly to everyones computers.
10. rewrote the unit tables. reduced number of units by 30-50%
11. changed the wave times :
Warrank Wave timer 41 --> 55
secondary wave 18 seconds-->25
Hope that this reduces the number of creeps on screen.
12. Added Ending to singleplayer.
In the singleplayer version, you will now win the match if you reach warrank 20 and are able to survive through 3 waves at this warrank.
13. Added Additional difficulty level after level 20 for multiplayer.
Creeps will now gain another 12% difficulty bonus for each wave after reaching warrank 20
Standard angel damage --> reduced from 89 --> 50
14. Removed Teleport Scrolls
15. Removed Fortified Structure from the citadel
16. Altered health of towers and citadel to 9000/60000 respectively
17. Added Consumable Item to Consumable tab 2:
Structure Buffer - cost 3500:
On use: Summons a ward which will buff all structures in range 14 with 40% more health and +12 regen.
Creeps will attack and destroy this ward, removing the effects after 20 seconds. The ward has been given 4000 health, and is permanent until destroyed.
It should also be able to be sniped now .
18. Death penalty lobby options changed:
Low: 0.5 -----> 1
Normal: 1 ---> 1.5
others remain the same
19. Shambler Boss now uses Ground spikes I every 5 seconds.
Ver 1.1 Test :
Changes - Added a new ability to nightmare.
Fixed artifact shop - now cloak of elfkin kind can no longer teleport you however, the cost has been reduced to 7500.
Fixed tooltip for Structural Reinforcement -- ^^item above 17.
Fixed Costs for Building Firepower tree
Fortified Structure is back but with better returns now (lol citadel strength is better than it was before but it is still swiss cheese, so you better upgrade!
upgrades are now I - 20% health and 15 regen --- cost: 1800
II - 60% health and 20 regen --- cost -- 2800
III -- 100% health and 25 regen -- cost -- 3800
IV -- 140% health and 30 regen -- cost 4800
Added ability Rain Of Fire to Nightmare
Have fun! Exx
Edit:
Double post.
Um....
TB is fun as fuck in this mod?
This is why we don't play with Max's settings anymore
Excellent idea!
You can teleport to the flag where your allied creeps are spawning. So, if you can tele over directly to the enemy citadel basically and tear it down.
The Mexican List
Soccer-Mom (Not Empty)
Kickass
SmokeMonster_ft_DavidGuet
Avoid these people if you want a fun game
Otherwise, you'll be playing with whiny five year olds who can't follow rules.
I suggest removing teleports completely. They're not really necessary in this mod anyhow.
you need to reduse or completly get rid of the angels that do the lightening attacks at lvl 20 or higher they just over run your base and can completly kill your cit before you can get back to itthere to op you need to fix themmaybe make them easier to kill
I think the Cit also needs a bit of a health boost each wave. Would be nice if it didn't dissolve like a wet 1-ply square of toilet paper to 5 angels that happened to deek by ya that you couldn't catch.
@ OMG_Teseer
ty
For gold flag -- i want to make creeps be able to catch the gold flag back, so that you have more incentive to hold back the creep waves at the portal, though i will look into your solution too
With citadel health - ok done .
Zalera, ive played 3v3 (QOT, TB and ROOK vs OAK, REG, TB). Started with "starting gold" High and High experience rate. Currency, currency, pots, armor, run to flag, spamm what u can, quick tp, get Clerics, fight some more get Gridle of Giants and Mage Slayer ... and thats it... another 20 mins are too obvious to watch... How the game should end ? Who will stay longer in game ? ...just saying I dont like it, not hate. Cheers
Ok, well the mod will no longer be this way:
Creeps now start off with ALOT more health and damage (first warrank wave of minotaurs has 1200 health)
Less creeps are present each wave (particularly flying) and the wave spawn timer has changed to be a fair bit longer too allow you to kill them.
Wave buff is now 2x the current buff per warrank wave (12.5% health and damage)
At warrank 20 on singleplayer mode, you will have 6 waves of creeps after which the game will end (auto destroy enemy citadel)
At warrank 20 on multiplayer mode, creeps will continue to get their wave buff of 12.5% and will gain an additional buff of 28% per wave.
number of boss units on warrank waves 10, 18, 19 and 20 increased to 4, 4, 4 of both, 10 of both
To compensate for this:
Lobby option changes:
starting Gold has been changed too 3500 on normal -- all others remain the same
Experience rate: low - doubled from previous of 0.5 to 1
normal -- tripled from previous 1 to 3
high -- tripled from previous 2 to 3
Towers have been added near the citadel to catch stray creeps.
@Giardia
ok done
@OMG-howboutnoooo
Number of air units has been reduced with the exception of wave 16 which still has 15 Angels and 15 albatross (i like this wave just be prepared for it -- it is meant for shopping so maybe move back to the citadel for it).
Questions
The armory and blacksmith upgrades still work -- these will increase damage and armor of ALL creeps (including bosses as far as i know) and so i assume in multiplayer they should be well worth investing into. Has anyone used these much?
What about exp bonus or death timer?
Split makes me buy blacksmith and armory
rofl -- good too know that it is still worth investing in
looking at increasing death time quite a bit so it is more significant when you die and death timer upgrade is better value (will increase its affect)
Ok now i have a fully functioning seperate multiplayer and single player versions of the mod
update to changelog:
FYI this mod pretty much requires a quad core to run well. Played a game with smokemonster last night and he was hitting negative sim speed fairly early on unfortunately for him.
In this game we had gold, XP & spawn rate set to high, and high starting gold. This is the first enfo mod game where it would've gone on forever if we didn't start goofing around.
After a rather length discussion with Soccer Mom last night we came to the conclusion that porting to the enemy's teleport is ok. My main issue with Mexicans (previously to the discussion) was the following:
Sending Spirits to the enemy citadel is a cheapass move. Waiting for the enemy team to split up then your entire team TP'ing to the enemy portal, blinking over the fence and rushing the citadel was a cheapass move as well. The reason being is that you simply can't kill an oak w/ 15k HP & last stand before he can take the citadel down (even if the citadel is at 100% health)
However porting in to take out the enemy team members could be a strategic move and is a viable option to enhance game stats.
This brings me to teleports. I know they've just been removed but i find them quite useful for characters that dont have jumps. Warpstone isn't really a viable option at the beginning of the game and cloak would suck as a favor item. I guess it would just add more of a challenge to the game knowing you have to run all the way back to purchase and use a slot for warp.
Sounds like the changes are making the creeps a bit stronger which is awesome!
And I love playing with the artifacts and having artifact builds. I think that's one of the things i like the most since we can't really get to ash+girdle+bulwark in a regular game lol.
thanks for the Exx !
j
I buy both currency and xp1 and usually the first couple upgrades to creeps. Max buys nothing for the citadel even though he takes coin purse
There is definitely something up with your code and/or Demigod Exxcentric.
Using the multiplayer mod, I selected cataract just to test my computer. I shouldn't be getting such low sim speeds in the game, it doesn't make sense.
Even with this mess and plague and nature's reckoning on high settings at 1600x900, my sim speed almost never dropped below 0. But, in a game with other players, when they get plague on brothers everyone's sim speed drops to -4 to -7.
when's 1.1 coming out? fun stuff.
I actually think the problem might be related to specific players or computer setup... maybe anyway. I've played with mod with folks and had a ub with plague and this -4 to -7 stuff never happened. Maybe you should get very specific with your feedback... # of players in game when the issue happens? Which version of the mod - SP or MP?
Ok. Hear me out on this one.
I think there should be a final boss of a HUGE Oak Spirit.
The way the spirit moved would make it CRAZY fun fights if you made it like...1 or 2 shot people. Stun, backoff, etc.
Oh. make it so it counts as a DG so its stuns are much shorter. Oh, and a longer immunity to stuns. And some crazy proc that does something.
Iuno.
Yes, this mod needs bosses.
I like the idea of bosses as well.
This is the internet and I feel left out...but are you guys serious or did you not notice the bosses?
Rofl:
10, 18, 19 and 20 all have bosses and now:
I am going to Unoffically release ver1.1 *i havent checked all the code to make sure it runs perfect so please forgive me if there are some bugs (i am going to my mates house for some playtesting now
http://www.mediafire.com/file/3uyqmtm22lk/Exxcentric_Enfos_Multi_Single_1.1_setup.exe
but they were just really big! they weren't like, awesome and fear-inspiring.
I really liked them, honest. But they could be more badass.
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