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
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.
I finally played this mod with soccer mom......I hate you soccer mom you could have warned me!
Artifact shop doesn't seem to be working in v1.1
Something might need to be done about Regulus' Snipe -- the enemy's tower and citadel are both within sniping range. Perhaps reduce the maximum snipe range? Or move the walls closer to each team's base.
working for me on 3 different computers (mine, and both of my mates computers).
redownload and reinstall-- make sure that you delete both old mods
Could you make Assassin favor items available to Generals?
ok
Apologies to Giardia - artifact shop is broken i will look into it soon. (you cant purchase)
Ok fixed - Cloak of elfkin kind re added to the shop (cause of the bug) however, it will no longer teleport you.
To do:
Fix citadel structure damage buff costs
fix structure buffer icon and tooltips
Add back in a modified version of fortified structure
NB: will post up fixed version when done
@ 12. Added Ending to singleplayer.
haven´t seen it in v1.1, artefact shop broken, creeps still can go through walls (minor prob),
2x jump works totaly fine, played alone on high gold income and high exp rate.
thx for the mod!
may i ask how many waves you got to after warrank 20?
My math might be a bit off...
Currently handled by a single variable that is increased every wave, after so many waves:
if singleplayercounter > 44 then for k,v in ArmyBrains do if(v.Conquest.TeamArmy == "TEAM_2") then ForkThread( function() LOG('*DEBUG: Stronghold killed') Victory.DefeatConditionsMet(v.Conquest.TeamArmy , 'Citadel') end ) end end end
The end game function works because when i set it at a lower warrank it is fine,
if it is increased each wave for 40 waves (2 waves per warrank) then it should go off after wave 44. (what should be the start of warrank 22.
BTW, nice work on finishing it solo with no artifacts! Note that with new settings "high" xp is ALOT higher (x6) while "normal" is what high used to be.
Recommended settings for this version is normal xp and normal gold.
Edit : After finding a couple other bugs caused by artefact shop bug i think that this might have been why you couldnt finish the above game.
Glad you enjoyed it!
artefact shop broken -- found and fixed. As stated above will release a new fix soon.
creeps still can go through walls (minor prob) -- Will stay like this to prevent ppl farming them from over the wall (ie they will run through and attack you,)
@ may i ask how many waves you got to after warrank 20?
i watched the incredible boring replay and there were kind of 43 waves before WR20 and 55 after (including^^) WR20
but the forces of darkness stoped at WR19 ! (i think around 14800 points or something)
grüße
uploading bugfixed version now. See changelog: post 2
-- NB let me know what you think of the new fortified structure upgrades.
nice - checking it out now.
I just gotta say it again, Kudos Exxcentric for such an awesome mod!
One thing I did want to mention:
You want people to fight at the portal in a best case situation. I personally (and this is just me, if no one else feels this way, go ahead and ignore it ) feel that fighting at the portal takes a LOT away from the game. As TB (You know me), I just cast Circle of Fire and RoI and its...just not as fun as with the creeps actually emerging. I think the portal should not be able to be gotten to. Just like 30 yards of Creep Only spot so that they have a chance to actually emerge, rather then just spawn->deaf.
Oh, and any ideas for the gold flag?
SP mode test v1.1
Test1
2 players - ub and occ
no slow down at any time with ooze/post mortem/plague1/plague2/natures reck, etc.
i noticed gold 2 is still 400
My team never fought at the portal We fought next to the citadel.
Pretty much every game I've played we got the the Portal, fought till we shopped, then got back to the portal. It made the game really dull, at least to me.
In the old version, at normal settings you can fight to the portal and hold your ground for maybe a minute or so. With high gold, you could pretty much hold at the portal until the other team upgrades their creeps, which is admittedly lame
I like the new version so far, it's a hell of a lot harder to survive against the creeps because they deal sooo much damage
Good to hear!
Other thoughts - when you are releasing test candidates, use a convention like 1.01, 1.02, 1.03, etc. I had a few invalid gamestates from folks that had your "old" 1.1 test and it took me a minute to figure out what the problem was.
SP comments - I like what you are doing with the bosses. Good content and good ideas. Maybe make a bigger reg model as an additional boss. I really liked whatever you did with the rain of ice attack spell (the one that hits the dgs). I think maybe that came from one of the nightmare bosses, but I really don't know for sure.
What is the overall goal of SP? To get it to a point where you are eventually overwhelmed and lose - then you can say "I made it through wave 57." But can you tell what wave you are on past 20? Also, if you can't scale the enemies past level 20 to make them stronger, then it just gets silly. I was playing SP as ub that could not die against creeps that I could only slowly push back... if I had played 3 more hours, I would have pushed them all the way back to the crystal, but then I'm just sitting there... fighting the same creeps over and over.
So, I think SP mode should do 1 of 2 things. It should have a final boss that is ridiculous, but still possible to beat. This would likely mean that your SP and MP code would start varying quite a bit, which might be more of a pain in the ass to maintain. Or it should have the waves of creeps continue to get stronger even past level 20 until you reach a critical mass... where even if I own every artifact, I can't possible get any further and will lose my citadel. It's pretty anticlimactic to play for awhile, then realize that all you have to look forward to is another wave that can't hurt you.
Is it possible for your mod to increase in difficulty at the start of the game if the host chooses settings like high gold, high xp, etc?
And, I really think we should come up with some standard ways to play this. For instance, in SP, high gold/normal xp might be the settings we go with. Its difficult to think of how to balance if people are playing it using different settings as their experience will be VASTLY different.
Thank you so much for this mod. My friends and I have had a blast with it!
Ty all guys, glad to see that you are all enjoying yourselves.
lol the previous version of test was only out for about 4 hours so i didnt think that many ppl would have got it. will fix from now on.
-- Fire Rain comes from nightmare to make it a more unique creep. More bosses/creeps/waves are on their way it just takes time to code them in and i have been fixing niggling issues for the last few patches and so i havent had much time to make any content. Larger reg model is easily doable - and he will prbly have snipe or mines!
-- I just rechecked the SP code agian to ensure that the function has not been thrown off. it works when set between 1 and 20 (ie i can only easily test these because of lobby warrank starting restrictions. I should go off a bit after wave 20. Effectively the code destroys the enemy citadel.
The real aim of singleplayer is just simply to allow you to play demigod - enfos without requiring 2 teams, to test builds and most importantly to allow me to test the game (i only really play much with one friend at the moment). I can further scale creeps in singleplayer if everyone would like me to?
Probably but this would require alot of work. I would prefer to go with what is below.
Normal XP normal Gold, both have been boosted for this version of the mod and items/citadel upgrades were balanced to this amount.
Cheers Exx
-- Fire Rain comes from nightmare to make it a more unique creep. More bosses/creeps/waves are on their way it just takes time to code them in and i have been fixing niggling issues for the last few patches and so i havent had much time to make any content. Larger reg model is easily doable - and he will prbly have snipe or mines! Now most of the bugs have been fixed i can work mostly on new content for the next patch!
I think the multiplayer version is a bit bugged - my friends and I noticed that our demigods attacked friendly buildings occasionally, which is quite bizarre. I was playing Regulus and he was just sitting there taking out my own tower lol.
Imo, I think the mod should be balanced so that it can be played by most on normal settings.
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