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Below are the warfare results, apparently a few squares were broken in the new map. They have since been reverted. A few were incorrectly unbuildable and a couple were not blocked when they should have been.
Warfare: April - June 2014
1: Blade of Dawn - 1,750,750 points
2: Dark Flame - 749,780 points
3: Outcasts - 652,220 points
4: Chapter - 352,360 points
I'll be back on the road map soon, we'll also be devising a new road map to follow on from this one as I feel is was quite successful. Just going to clear out my tickets first and a few of the random assortment of jobs that were left on my desk while I was away.
Warfare: April - June 2014
1: Blade of Dawn - 1,750,750 points
2: Dark Flame - 749,780 points
3: Outcasts - 652,220 points
4: Chapter - 352,360 points
I'll be back on the road map soon, we'll also be devising a new road map to follow on from this one as I feel is was quite successful. Just going to clear out my tickets first and a few of the random assortment of jobs that were left on my desk while I was away.
I have finally returned, kind of. I made it through the wedding and honeymoon, and moving house that just happened to be the week that followed. My time is slowly starting to free up again as I get back on top of tickets and my other jobs. Sorry for the lack of updates and delay it has caused in the road map.
We will be using the rotating bridge / sentry control Phoenix Hive map next in warfare. The switch over will happen tonight at the normal time. I've chosen to skip over the desert map for now as I know it's quite unpopular and so is the one we just played.
Starting positions are listed below:
TC: 14, 14
DF: 6, 14
BD: 10, 14
OC: 2,14
The bridge will start facing south and sentries will be active and attacking everyone.
Map Layout: http://wiki.legacy-game.net/index.php/File:Southbridgeopen.png
We will be using the rotating bridge / sentry control Phoenix Hive map next in warfare. The switch over will happen tonight at the normal time. I've chosen to skip over the desert map for now as I know it's quite unpopular and so is the one we just played.
Starting positions are listed below:
TC: 14, 14
DF: 6, 14
BD: 10, 14
OC: 2,14
The bridge will start facing south and sentries will be active and attacking everyone.
Map Layout: http://wiki.legacy-game.net/index.php/File:Southbridgeopen.png
So I have been busy with uni recently and moving around the UK. I'll be back to some activity next week so all tickets will be done with and I'll chase Zorg on some stuff before then.
Just a quickie update
<3
Just a quickie update
<3
I've been playing about with the combat simulator all morning and have finally settled on initial stats for crystals. The system is going to be coded in a way that it can be changed at a later date if it is found to be unbalanced or leads to a lack of variety in crystal usage.
I'll leave it to players to work out the best crystals for the best items as it's incredibly complicated and situational. I imagine it will be possible to tailor make your item set-up to defeat certain players, for example... the exact usefulness of damage is based on your opponents armor and hit points. Having more speed or damage than required renders any excess useless and so on.
Fragments and Shards will not be socketable and can only be used to make larger crystals.
Null (Speed), Pink (Def), Orange (Melee), Green (Gun) and Yellow (Proj) Crystals:
Small +4%, Medium +8%, Large +12%, Giant +16%, Perfect +20%
Void (Armor) and Fire (Damage) Crystals:
Small +2%, Medium +4%, Large +6%, Giant +8%, Perfect +10%
Air (Accuracy) and Water (Dodge) Crystals:
Small +1%, Medium +2%, Large +3%, Giant +4%, Perfect +5%
I'm going to release with these values and no diminishing returns for stacking crystals on one items. Any changes to the system will come with free unsocketing of items.
The percentages of all socketed crystals will be added up before being applied. So 4 perfect fire crystals will grant +40% min and max damage on a weapon. Still lots to code and test, feedback is welcome and things will be tested on the Dev server before being implemented here.
I'll leave it to players to work out the best crystals for the best items as it's incredibly complicated and situational. I imagine it will be possible to tailor make your item set-up to defeat certain players, for example... the exact usefulness of damage is based on your opponents armor and hit points. Having more speed or damage than required renders any excess useless and so on.
Fragments and Shards will not be socketable and can only be used to make larger crystals.
Null (Speed), Pink (Def), Orange (Melee), Green (Gun) and Yellow (Proj) Crystals:
Small +4%, Medium +8%, Large +12%, Giant +16%, Perfect +20%
Void (Armor) and Fire (Damage) Crystals:
Small +2%, Medium +4%, Large +6%, Giant +8%, Perfect +10%
Air (Accuracy) and Water (Dodge) Crystals:
Small +1%, Medium +2%, Large +3%, Giant +4%, Perfect +5%
I'm going to release with these values and no diminishing returns for stacking crystals on one items. Any changes to the system will come with free unsocketing of items.
The percentages of all socketed crystals will be added up before being applied. So 4 perfect fire crystals will grant +40% min and max damage on a weapon. Still lots to code and test, feedback is welcome and things will be tested on the Dev server before being implemented here.
- Updated by Charlie
- Updated by Charlie
- Updated by Charlie
- Updated by Charlie
