YouTD v1.05 release
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Author:  MasterCassim [ Sun Apr 27, 2014 7:59 pm ]
Post subject:  YouTD v1.05 release

We've got a new release of YouTD today.

Changelog YouTD v1.05
Previous Bugs
-Fixed some more memory leaks.
-An investigative fix to the rare wavespawn bug. Either the bug will still be around or it won't, but it will provide me with feedback as to where the true cause of the bug might lie.
-Fixed a bug with the aura system where auragivers could queue up with the same auratype more than once per buff. This had potential to overflow lategame, and also resulted in auras not downgrading when the auragiver levelled down.
-Fixed a bug where some challenge waves were immune to silence.
-Fixed some lanes spawning airwaves with wrong initial facing.
-Fixed multiboard displaying wrong values when movespeedPerc was less than 100% (wasn't taking into account diminising returns).
-Fixed a bug with the vjass compiler, which was not properly deallocating instances of structs with extended allocation sizes. (credits to Deemzul)
-Fixed the TargetType struct (it was returning junk for custom targettypes ever since mass and boss challenge were added as creep types in Creep struct)
-Fixed onPurge events returning the Unit rather than the Buff..
-Fixed Unit.purgeBuff causing doublefrees when the onPurge event dealt lethal damage to the creep.
-Fixed a bad interaction between Projectile.destroy() and Projectile.avertDestruction().
-Fixed a little bug with 'creator joined' text not always fully displaying.
-Creep and tower lists now get properly flushed when a player is defeated. (Only caused problems with debugging)
-Fixed a possible zero division when detecting for 'cheated' onAttack events.
-Disabled projectile processing on the final tick of a projectile that's about to get destroyed. (This might give a very slight boost to performance as well as fixing a divideByZero issue that was loosely tied to this.)

-Fixed tooltip on basic oil of sorcery.

-Stun Revenge: HpModifier increased from 0.4 to 0.43.
-Slow: Minimum level required raised from 0 to 32.
-Unlucky: Chance to proc reduced from 100% to 30%; debuff's trigchance reduction increased from 3% to 10%.
-Gravid (re-added): Boss/champion only ability. Won't spawn with Second Chance. Bosses can have from 2-4 children, with a small chance for 5; Champs will always have only two children to prevent things from getting out of hand. Children take 12 secs to reach adulthood. Rest is same as before (except, of course, creeps should no longer be getting stuck in cliffs).
-Regen & Regen+: Creeps now enrage slightly earlier. Enrage SFX is now created on the unit, rather than at its position.
-Immune: hpModifier from 0.62 to 0.64; these creeps now have a manapool and need to have at least 10 mana to remain immune.
-Evolving: hpModifier from 0.8 to 0.7; changed proc threshold from damage above 10% of creep's max health to damage above 8% of creep's max health; changed element resistance on proc from a flat 10% each time, to 40% on the first, 20% on the second, 10% on the third, and so on. This ability will no longer pop up on air or boss waves.
-Protector (new creep ability): if a creep dies within 800 AoE of a champion, the champion will start channelling powerful negative energies onto the killing tower, reducing attackdamage and spelldamage by 130% until all other non-champion creeps have left its AoE. Silencable. minLvl: 64, hpMod: 0.65, will not spawn with regen. The champion takes -100% damage from attacks and spells while chanelling.
-Refreshed the creep ability exclusion group setup, which was starting to exclude even non-OP ability combinations.. If you find that any OP combinations have suddenly shown up again, please post them.
-The level 120 challenge (level 80 in trial; level 240 in neverending) has been renamed to 'final boss'. It also now eats 100% of the player lives if it reaches the finish regardless of how much damage was dealt to it, and thus it in most cases must be defeated to reach the bonus wave.
-Ground and air creeps now use the same waypoints.
-Better terrain checks now implemented to ensure creeps no longer get stuck from moving/teleporting abilities.

Extra modes
-Race mode would formerly be a little lenient where if you killed a wave, it would not start the next wave for players that were currently in the middle of spawning a wave. Now it is no longer lenient. It queues up these waves that can't get spawned immediately and spawns them as soon the current wave finishes spawning. This should be more 'racey' and also provide a much more intense game.

-getCurrentAttackspeed function now stays within the bounds of the wc3 engine limits (min -80%, max +400%).
-Attackspeed displayed in multiboard now accounts for the minimum attackspeed possible.
-Reduced the minimum period for EventTypeList periodic events from 0.2 to 0.1.
-Creep.getCurrentArmorDamageReduction can now return negative values if the creep has negative armour (takes more damage than tower deals).
-Builder no longer starts with the "StartNextLevel" ability. It is instead added once the first wave has started spawning.

Known Issues
-Savecode gets written to wc3 directory when a replay is watched. We have a replay detection system (that doesn't waste a pause), but it's still in testing phase, so might switch this on in a later release. For now just be aware, that if you watch someone else's replay, your main savecode will get overwritten and you'll have to refer back to your backlog to find your last savecode.

GHost++ Config
map_path = Maps\Download\YouTD_v1.05.w3x
map_localpath = YouTD_v1.05.w3x
map_size = 151 161 41 0
map_info = 240 230 8 185
map_crc = 213 47 143 177
map_sha1 = 86 50 22 227 79 68 163 61 234 203 8 120 248 248 169 86 135 152 185 239
map_width = 148 0
map_height = 148 0
map_numplayers = 9
map_numteams = 2
map_slot1 = 0 255 0 0 0 0 1 1 100
map_slot2 = 0 255 0 0 0 1 2 1 100
map_slot3 = 0 255 0 0 0 2 8 1 100
map_slot4 = 0 255 0 0 0 3 4 1 100
map_slot5 = 0 255 0 0 0 4 1 1 100
map_slot6 = 0 255 0 0 0 5 2 1 100
map_slot7 = 0 255 0 0 0 6 8 1 100
map_slot8 = 0 255 0 0 0 7 4 1 100
map_slot9 = 0 255 2 1 1 8 1 1 100
map_options = 96

-> Tower / Item Changelog
-> YouTD v1.05 Download

Author:  SirCoqaLot. [ Sun Apr 27, 2014 8:26 pm ]
Post subject:  Re: YouTD v1.05 release

yay finally

Author:  H4uZ [ Sun Apr 27, 2014 9:36 pm ]
Post subject:  Re: YouTD v1.05 release


Author:  Aristarx [ Sun Apr 27, 2014 10:32 pm ]
Post subject:  Re: YouTD v1.05 release

i had a dream tonight that i was reading 1.05 changelog :o

Author:  betphoenix [ Mon Apr 28, 2014 1:03 am ]
Post subject:  Re: YouTD v1.05 release

hell yea! finally got this

Author:  capbuddy [ Tue Apr 29, 2014 1:56 am ]
Post subject:  Re: YouTD v1.05 release

can anyone host this so I can play. How long will it take for the ent bots to obtain the new version.

Author:  cedi [ Tue Apr 29, 2014 8:24 am ]
Post subject:  Re: YouTD v1.05 release

I intend to create a thead in the ENT forums once master posted the ghost bot config. After that they should update their bot within a few days.

Author:  MasterCassim [ Tue Apr 29, 2014 11:48 am ]
Post subject:  Re: YouTD v1.05 release

Updated with GHost++ config.

Author:  cedi [ Tue Apr 29, 2014 12:10 pm ]
Post subject:  Re: YouTD v1.05 release


Author:  Sukichan [ Wed Jul 16, 2014 2:51 pm ]
Post subject:  Re: YouTD v1.05 release

This was played during 1.04 but I didn't find the specific bugfix in the summary so just wondering if it's a fixed/known bug.

Short description: Creeps suddenly get fully healed and will continue to fully heal whenever they take damage. Might be a combination of Ash Geyser and Vol'Jin as I've never had those two together.
Issues start somewhere at level 110+ and I quickly die from the levels after since the enemies can't be killed.

Author:  Deemzul [ Mon Jul 21, 2014 9:15 am ]
Post subject:  Re: YouTD v1.05 release

Not a lot of forum people check the comments on News topics; these kinds of questions should be done at the YouTD subsection. Anyways, the bug you're talking about is a general mess of things, and is not caused by any one thing, more like it is caused by a large stack of one or more things; that is, if there's a bug, it builds up and eventually something will bug out and even more eventually everything will bug out. I believe the cause at heart is an indexing issue and therefore I think that there is likely never going to be a specific mention of any such essentially random bug being fixed. Other similar bugs include permanent effects and wild -200% damage on tower until replace.

Additionally one bug was fixed in the YouTD engine that was revealed after in-depth viewing of why Vol'jin specifically was bugging out.
-Fixed onPurge events returning the Unit rather than the Buff..
Vol'jin is the only tower in the game to use purge as of yet, if I remember correctly. Vol'jin was thinking that it was handling Buff #5, but it was handling Unit #5 and that was likely quite prone to causing some issues (because Buffs and Units are wildly different things).

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