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 Changelog of MM&M (Version 7.20)

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Rhys
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PostSubject: Changelog of MM&M (Version 7.20)   Wed Jan 28, 2009 1:27 am

===New Features===
Code Reset - All Codes prior to 7.20 will no Longer work

===Multi-Elements===

-M-Books-
Dark/Wind - Replaced Invisiblity[F] with Raise Skeleton Mage[F]
Dark/Wind - Replaced unholy aura[D] with way of the wind[D]

Lightning/Wind - Replaced Invisibility[F] with ThunderBolt[F]
Lightning/Wind - Replaced Purge[E] with Winged Steps[E]

Lightning/Fire - replaced Lightning Strike[Q] with Firebolt[Q]
Lightning/Fire - Replaced Flaming essence[A] with Precision Strike[A]

Earth/Water - Moved Mana Shield Out Of Book, Moved Water Spike into the [R] Slot

Dark/Water - Moved Mana Shield Out Of Book, Moved Water Spike into the [R] Slot

Ice/Water - Replaced Kiss Of Ice[C] With Flash Freeze[C]
Ice/Water - Moved Absorb mana Into the [R] Slot

Holy/Water - Moved Mana Shield Out Of Book, Moved Water Spike into the [R] Slot
Holy/Water - Replaced Dispel Magic[E] With Heal[E]
Holy/Water - Replaced Pacifism[A] with Crushing Wave[A]

Earth/Holy - Replaced Bless[R] With Dust Devil[R]



-M-Spells-

Flash Freeze : Ice/Water - Caster Aoe
Cast Time : 0.75 Seconds
Aoe : 500
Mana Cost : 355
Cool Down: 55 Seconds
Initial Effect : 5.0*Power Damage
Secondary Effect : Freezes All Movement And Physical Attacks
Secondary Effect Duration : Heroes 4 Seconds : All Other Units 8 Seconds
Note :This does not stop Spells from being cast and will not interupt current spells on the stack.
Note :This will NOT prevent Towers from attacking

===Terrain===
Slight Changes On Multiple Islands and Aos Island


===Coding===
Optimize the Channel System
Note : This should solve issues relating to FireWall, geyser, earthquake and Vortex. Please Post Further Bugs on Forum.

===Game Modes===
All New : Set to 4*Gold and 4* Experience Rate of a Normal Game, Harvest Crops Set to 150% Production Rate of A Normal Game
No Save : Set to 8*Gold and 8* Experience Rate of a Normal Game, Harvest Crops Set to 200% Production Rate of A Normal Game



===Spells===

-Arcane-
Magic Missile : reduced Casting Range to 2000
Magic Missile : Now Deals Damage Equal to 2.5*Essence
Magic Missile : Tool Tip Corrected Displaying false Range and Cooldown.

-Dark-

-Earth-
Earth Morph : Removed From Game. Saved in Logs for future consideration.
Dust Devil : New Earth Spell at the [R] Slot. Please Post any Bugs.

Dust Devil : Target Location
Cast Time : 0.5 Seconds
Casting Range : 400
Aoe : 400
Maxed Mana Cost : 215
Cool Down: Scales With Level 20 through 16 Seconds
Initial Effect : Scales With Level 1.5+(0.5*Level)*Power Damage
Secondary Effect : Causes Blindness To Units Within the Aoe. Percentage is Based on Level from 15%-75%.
Secondary Effect Duration : Blindness Effect Duration Sclaes With Level from 4 to 8 Seconds.
Note : This Effect At Maxed Level Causes a 75% Miss Chance to All Physical Attacks, Ranged or Melee.

-Fire-

-Holy-

-Ice-

-Lightning-

-Water-
Replenish : Re-Write in Jass from GUI
Replenish : Now Scales 200 Aoe per Level
Replenish : Now scales 1* Power Per Level
Note :Level 3 Will Replenish 3*Power in a 600 Aoe
Phase Shift : Scaled Cooldown
Sea Morph : Removed From Game. Saved in logs for future consideration.
Mana Shield : Moved to Ultimate Position.
Water Spike : New Water Spell at the [R] Slot. Please Post any Bugs.

Water Spike : Target Location
Cast Time : 0.5 Seconds
Casting Range : Scales With Level 600 to 800 Range
Aoe : 250
Maxed Mana Cost : 225
Cool Down: Scales With Level 20 through 16 Seconds
Initial Effect : Scales With Level 3 to 4*Power Damage
Secondary Effect : Causes A Reduced Movement Speed to all Units Effected
Secondary Effect Duration : Reduced Movement Speed Duration Scales with Level for 2 through 6 Seconds.

-Wind-

===Units===
Reduced Price of Druid Of The Talon by 1

===Neutrals===
Fire Island : Succubus Have Appeared
HolY Island : gnolls Have Appeared
Wind Island : Tuskarr Have Appeared
Lightning Island : StoneMaul Ogres Have Appeared
Dark Island : Skeletal Creatures have Appeared
Water Island : Murloc's Have Appeared


===Quests===
Dark Island : 2 New Quests
Earth Island : 2 New Quests
Fire Island : 2 New Quests
Holy Island : 4 New Quests
Ice Island : 2 New Quests
Lightning Island : 2 New Quests
Water Island : 2 New Quests
Wind Island : 2 New Quests



===Items===
Implemented a New Item Tier System and Replaced the old Item System
Elemental Shops : New Shops On Each Elemental Island
Elemental Shops : 32 New Items Dispersed to Each Island respectively
Lightning Boots : Changed Buff to Lightning Strike to 0.25*Power
Lightning Glove : Changed Buff to Lightning Strike to 0.75*Power

===Other/Optional===
Shops : Re-Arranged Shops on Home Island to better disperse them
Note :Almost Every Npc in the game is now a Shop or Quest Giver or Combination of the two.
Note :This Is To create a sense that every Npc in the game suits a purpose.
Note :If You find any that are not a Shop or Quest giver or Both then please Post its location and Name on the Forum.


===Bugs===
Way of The Wind : No Longer Produces a Unholy Aura
Geyser : Now Correctly Channels for full 3 Waves

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Last edited by Rhys on Fri Jan 30, 2009 8:16 pm; edited 2 times in total
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Dragonheart91
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PostSubject: Re: Changelog of MM&M (Version 7.20)   Wed Jan 28, 2009 3:56 am

This is quite a bit to take in.

I really don't like the new Water spell or putting Mana Shield on the ultimate. But, I guess I'll give it a try for a bit. It kinda makes all my previous mages useless though. I would much rather have Aqua Sphere if we are talking about something in the Ultimate slot. Just make it able to target self and you've got a more interesting version of Mana Shield that is much more versatile and worthy of being in the ultimate in my opinion. (Although it would need a significant cooldown reduction and/or other buff if it was going to be an ultimate.)

Holy Island was like the peaceful island and was kept battle free intentionally so far. It's not a big deal to me though.

The M-books need to be redone a bit since the morphs are removed. I can understand taking Invisibility out of M-books, but it really weakens certain element combinations unfairly.

The whole point of Arcane was to be a non-scaling element for beginners to actually be able to do something. You nerfed that pretty hardcore by making their default ability scale to be worthless at level 1. In addition, scaling from Essence gives them the wrong outlook on the game considering that it's the only ability that does that.

The two new spells are kinda drab. Basic aoe nuke with minor secondary effect? Meh... I could have sworn there were alot of more interesting ideas floating around the forum for both elements.



My thoughts on what these changes will create:

Water is much more focused on Power now. No one can build a mage that is heavily Essence if they are planning to use an M-book or other element at all. Element/Water is nerfed because of losing Mana Shield.

New people will have more trouble and confusion because of the Arcane Missile change.

All Water mages (and possibly all of them period depending on the items) have to have a very similar and much more evenly spread stat layout now. That's boring in my opinion.

Lightning/Wind and Dark/Wind are SEVERLY nerfed now. Almost beyond use. It's less because of the removal of Invisibility and more because of the other spell that was changed caused them to lose one of their more useful spells. (Although the removal of Invisibility hurts them alot.)

Switching the [A] spell in Lightning/Fire is pointless since they are both active no matter what anyway. I guess it was just to keep the book balanced?

I don't have any idea what mage to build now since all the ones I was interested in got significantly nerfed. I guess it's back to the drawing board for me. I'll have to examine the items and see if I can make any kind of viable build there anymore either.


P.S. I know you can't take criticism, so I apologize for complaining. Even though my post sounds harsh, I'm mostly reserving judgment until I play around with it for a while. There are also multiple new positive things like the increased amount of quests. However, you skipped some of the most important and simplest changes that were suggested.

Except me to be creating threads detailing the incredibly important things that were totally eschewed still.

P.P.S. Sorry that I forgot to note all the positive things. I'll get around to it eventually. It's just easier to complain about the negative first. Assume that if I didn't mention it, it's awesome and stuff.


Last edited by Dragonheart91 on Wed Jan 28, 2009 4:04 am; edited 1 time in total
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diaster
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PostSubject: Re: Changelog of MM&M (Version 7.20)   Wed Jan 28, 2009 3:59 am

o wow, forgot u had decided to rape the wind multi-books by removing invisible from them...
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Jay.J
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PostSubject: Re: Changelog of MM&M (Version 7.20)   Wed Jan 28, 2009 11:19 am

I'm going to go ahead and assume there was a code reset with this right? And also ya - Arcane missle + Scaling = Pointless IMO.

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Rhys
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PostSubject: Re: Changelog of MM&M (Version 7.20)   Wed Jan 28, 2009 2:03 pm

Actually alot of people enjoyed the arcane missile during testing, it opened up a specific strategy with Water Element.

And yes there's a code reset

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PostSubject: Re: Changelog of MM&M (Version 7.20)   Wed Jan 28, 2009 5:31 pm

diaster wrote:
o wow, forgot u had decided to rape the wind multi-books by removing invisible from them...
ditto that made me sad +(
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PostSubject: Re: Changelog of MM&M (Version 7.20)   Wed Jan 28, 2009 6:44 pm

Im not opposed to setting my eyes on the next mspell being a Wind one. If the right suggestion comes along on the forum I will work on it.

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PostSubject: Re: Changelog of MM&M (Version 7.20)   Wed Jan 28, 2009 6:46 pm

I don't really get the new items. What purpose do they serve besides being better early game equipment? Meh, I like it for that though I guess, (although they obviously need price changes) and it's not like it could detract anything.
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PostSubject: Re: Changelog of MM&M (Version 7.20)   Wed Jan 28, 2009 6:55 pm

From MM&M Project Outline
Quote :
-Determine Weakest Element, Introduce First Buff to New Elemental Items According to Weakest Element

The basic plan with the New gear is that every one of them will eventually have a Buff applied to it much like the Final Tiered Elemental Gear does, except it will not have two buffs just one and that single buff may in some cases be strong or weak, who knows.

The point being is that over the course of the games release versions it will now be a priority for me to determine the weakest strategy and element at the time of release in order to inject proper buffs onto the gear that is placed in the map now. So for instance if by chance holy ends up being the worst element in the next version I will apply a buff to a piece or multiple pieces of gear based on what I feel is necessary to equal the playing field for that element (such as +2 Second Duration Restore or Pacifism Aoe Increase 100)

In all honesty each of the 32 new gear pieces you see (which is about 1/4th of what is actually saved in the coding as of now) already went through a phase of having buffs applied to them, however when I test ran them all at once I felt that it was wiser to introduce them in response to balance issues rather then creating more balance issues.

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PostSubject: Re: Changelog of MM&M (Version 7.20)   Wed Jan 28, 2009 7:29 pm

I think that all the elements should have at least 1 M-spell before you begin to double up. I know many already have more than one, but Holy has none. I understand that its a support element, and therefore not as important to some, but balance-wise every element should have at least one.
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