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 ChangeLog *Bout time I made one*

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Glorn2
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PostSubject: ChangeLog *Bout time I made one*   Sat Jun 12, 2010 2:29 pm

I generally just post random changes in random places all over the board. I will try to keep the majority of my updates in here.

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BETA 10+++BETA 10+++BETA 10+++BETA 10+++BETA 10+++BETA 10+++BETA 10

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Skills:
BANISH is now 50% increase in spell damage and 75% increase in healing.

UNHOLY FRENZY is 3 second CD.

DEFEND has been replaced with "Magic Defense" No drawbacks, simply gives spell damage reduction, and a chance to deflect spells!

IMAGES now deals more damage as it levels! 2 images, no matter what. 5+5% per level, 200+25% damage taken per level. Duration decreased.

HOLY ARMOR added, passive ult skill that gives a chance to heal yourself and nearby friendly units when attacked.

MANA EXPLOSION added, ult that consumes all of your mana to cast a high-damage spell, based on your mana.

INNATES: Without going into detail, as they can very clearly be seen... A handful of innates have had their values changed.

=================================================

Modes:
KOTH has had very minor display changes.
KOTH now pings the hills every 12 seconds, in whatever color the owner of the hill is.
KOTH now grants player experience from capturing hills, the whole team gets EXP.
KOTH gives bonus player experience to the winning team.
KOTH score changing options now actually work!
CTF now pings the flag carriers every 7 seconds, for both teams.
CTF now gives player experience for capturing and saving flags.
CTF now gives player experience to the winning team.
NORMAL mode now gives player experience to the winning team.
GLAD mode now works!
GLAD mode now gives player experience to the winning player.

=================================================

Other:
RAG QUEST has been completely redone. I leveled the ground, deleted 76 triggers, and started over. It is a bit less complicated, and a bit less buggy. All of the boss fights remain the same though. They are just much better scripted.

BOSSES have all been given increased spell damage reduction. After clearing all the archons at level 24, and finishing the rag quest in 35 minutes; I realized that bosses are weak to spells. Elementals got 20%, archons 60%, and rag bosses got 60%. (Not the non boss units)

LOADING SCREEN has been added. Something pretty to look at.

INTRO scene has had 6-7 seconds shaved off it. Weening it down to nothing... Slowly.



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BETA 11+++BETA 11+++BETA 11+++BETA 11+++BETA 11+++BETA 11+++BETA 11

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Pretty much all bug fixes and "other" changes:

Added in a double check for the arena start, so it will move all players to the base TWICE. I guess there were some problems if units were hitting teleporters the exact second duels were starting; they werent getting moved to the arena. This should end, or at least lessen, the frequency of that happening.

Made it so you cant give gold in OBS mode, and you cant see invis players, or their peons, and OBS is turned off on game start; that is, you cant go OBS after game start. Game start of course being, when you can shop and creep. Any player can OBS now.

Fixed/changed some player leaving things; that I guess didnot found a bug with. As i have never seen it, I may not have done anything useful to fix it; if anyone gets a replay, i would love to see it. That is, a player leaves, and their hero stays, and fights and stuff.

Fixed mana explosion, it should now hit targets that have moved after you clicked "Cast".

Fixed a handful of tooptips.

no more invisible peons spawning.

Fixed some duel triggers, where I was still using "ally of player" opposed to "playergroup"

Fixed a diff problem with leaving players, they are now "defeated" also, so as to prevent some problems.

Yiff_Fox should respawn now. I didnt touch it last edit, so i have no idea why he wasn't respawns. However, he should work now; I changed the triggering.

Many on-screen text displays are now displayed higher up on the screen, with more space between them. Guess this will make it easier to see.

Fixed up CTF mode; works now!

Heroes, in their shops, now say if they are ranged or melee.


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BETA 12+++BETA 12+++BETA 12+++BETA 12+++BETA 12+++BETA 12+++BETA 12+++

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-Random now selects your ult also

Players level 10 and higher can control the weather!

The whole "space after various text displays" yeah, that didnt work out; text substring boxes dont accept |n as a valid line break. Though, non substrings do; I need to combine substrings for 90% of the text commands. I did something special for -save and -save only. Not worth it for unimportant texts.

Fixed CTF mode more; the only problem was that leaving players still lowered the score by 2; causing the game to end early, when playing a 5v5 with pubs.

Fixed another potential problem that may cause yiff to stop spawning.

Added Slow Ward to a Dummy Unit
Added Bone Wall to a Dummy Unit
Added Befuddle to a Dummy Unit (Didn't work with scream)
Added Guardian Ward to a Dummy Unit

Auroric set, immortals boots, and immortals ring should no longer have problems. I had to abuse a bug in WE in order to put all the abilities straight into the items (No Spellbook)

No more multi-voting Sad Not even for me Sad

KOTH now has "colors" on hills also, to represent ownership. Red fog for team1, green fog for Team2.

Frost Talons/sword got a buff to crit damage.

If red leave, is kicked, drops, obs's, or for any other reason isn't around during game start; the game will still start without him.

When players leave in Kill Rag Mode, the scoreboard isn't gonna go into the negatives anymore!

Reworked the mini-arena "leave" trigger. Rather than simply waiting 7 seconds then performing a check, it now checks every other second; to make sure the player is on the portal, and that the arena trigger isnt on. Hopefully this will fix the whole "i was leaving the mini-arena, and now I can't duel" problem.

Fixed text on immortals armor recipe; but you cant get it still.

Added in PLANT THE BOMB mode. Still working on it... More info later.

fixed a couple of skills, like mana explosion, and holy armor, for glad mode.

Changed animations for level 17-19; so every level it changes. Once you hit 17, you are only halfway to 20; so... you deserve the unique graphics...

Changed up the scoreboard scaling, so longer names are visible on it.

Added in master of the elements (an ult)

Forget a small list of things I did this morning...

Got pissed, and found a bug; well, two bugs. There was no EXP for killing rag (after I killed him 5 times, I found out) a silly (picked unit) rather than (picked player) will do that; so, killing rag gives player exp now!

Creeps at all levels leave a corpse, and can be raised; for the sake of beetles that is.

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_-=-_ BETA 20 _-=-__-=-_ BETA 20 _-=-__-=-_ BETA 20 _-=-__-=-_ BETA 20 _-=-_

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Bunch of spelling and tooltip shit changed, not going into detail... GRAMMAR!

NEW TERRAIN! Because we made it to 20 (19 really) there is a new terrain! Forest terrain now. Well, mostly forest. New arena layouts.

Map is a little more "Field PVP" geared. Only 1 exit from base now. The "Back" creep spawns now spawn 5, rather than 3, to make up for this. The field has been shortened a bit, so, it doesnt take as long to get to midfield; AKA, the other teams side.

The score needed now goes down by 3 when a player leaves, rather than 2. At the rate of leavers in pubs, it had turned into a 1v1 with a score count of 20.

Creep spawns are now based on the number of players in the game. The number of REAL players in the game (cant set computers) The spawn rate is 30-(number of players X 2) so, a 1v1 is a 26 second creep spawn, 3v3 is 18, 6v6 is 6. For comparison, normal spawn was 24 seconds, fast was 16, extreme was 8. For "special modes" slow spawn will still be the creep spawn, at 40.

Puppet master has gotten a slight nerf, and the tooltip has been changed from a previous WRONG value; so it will LOOK like a big nerf, but it isnt.

Vortex also had a wrong value in the tooltip, the value was updated with the new tooltip.

A text command abuse has been fixed.

PTB mode, MAY work better now. Rather than 1 kick ass trigger, I branched the triggers off, so it isnt running so much code the second a bomb explodes (what was causing a crash)

Int ranged heroes have gotten a BAT nerf; ranging anywhere from .1 to .2.

A few heroes have had modifications to their stats.

Cameras should now lock onto your hero while picking skills.

a few skills changed

observer mode has been fixed

line of sight has been increased on all heroes (dark mode is fun)


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BETA 21 BETA 21 BETA 21 BETA 21 BETA 21 BETA 21 BETA 21 BETA 21 BETA 21

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Level 15 skills:
figured, you guys might want a list of how the skills will be changed for the level 15 system. I came up with all these figures with no game or info nearby; so some of these ideas may be broad...
Offensive:

Corrupt Flesh:
Change scaling 1-3 is +1, 4-6 is +3, 7-9 is +8, 12-15 is +12; leaving the level 15 version of CF with -85 armor reduction. This is an overall nerf to the skill, but a buff at the same time.

Dragon Punch:
Scale Stun down, so final lvl is same duration, +200 dmg lvl 12+

BoF:
+160 dmg 12+

Nova:
+180 dmg, 12+ (plus added nova dmg)

Chain Light:
is now damage increased per bounce increases per level. So, 2%+1% per level, then +3% 12+. 24% increase per bounce at lvl 15. 12-15 dmg is same as 7+ though. (making this a later game skill, to be used with some sort of brain power)

PSN Nova:
12+ is a ~50% dmg increase per lvl from the 8+ value (cant recall values)

Shockwave:
Increased distance traveled with level, 12+ increases AoE

Vamp soul:
Continuing the same leveling pattern

Feedback:
Same

MOTW:
same

Pulv:
Increase AoE with lvl, +50% dmg per proc (from old values) 12+

Frost Fall:
Same dmg increase 12+, but -1 second CD for 12+

T-Clap:
12+ +15% slow (rest same increases)

Soul Burn:
Scale duration down, so max lvl is the same, but dmg redux and slow still increases

Chain Heal:
Increased healing per bounce (rather than neg) similar to chain light, but a solid 1%. Rest the same.

Barrage:
Increased AoE 12+, and 50% more dmg increase

Death Strike:
***Same*** (subject to change if it becomes OP)

Wolves:
Scale down rank 4, make rank 5 for 12+, gets spikes, good HP boost and spell dmg redux

Beetles: (what is that?!)
12+ gets high spell redux (60%), slow poison, and an armor reduction aura.

D-Pulse:
DPS increase will stay the same, but 12+ duration decreases 1 per lvl. (Max level lasts for only 1 second)

Storm Bolt:
Same stun duration increase, but CD increased a touch.

Life Drain:
Drain increased 50% for 12+ range increased

Fire Ward:
Same damage increases, but a large boost to HP and armor on the ward 12+

Fire Wall:
-2 CD per level 12+

Frenzy:
I wanna add a dmg boost or something at 12+; gotta look into it...

Monsoon:
+50% dmg, +50 AoE 12+

Flamestrike:
12+ +100 AoE per lvl, and 50% dmg increase

Tentacles:
New rank of tents, with ~350 range or so, chaos dmg!

===========================================================
Note: This is the order I can remember the skills in... Flamestrike and Tents are the most forgettable skills for me Sad All of these are subject to change of course, but these are the general ranges I am looking at to start.
===========================================================

Defensive:

Evasion:
3.5% per level, that is, 52% at level 15.

Holy Light:
Same

Stun Field:
Stun scaled down a bit, 15 better than current 12 though, +100 dmg per lvl 12+

Combat Master:
Same

Watery Defenders:
New Rank is healed by spell damage, and can move very fast.

Spikes:
Same increase pattern

Devotion:
Same as spikes

Frost Armor:
+12 per lvl 12+

Hardened Skin:
Scaling like feedback and other skills, will be a little over 200 at 15

Hex:
Same

Magic Defense:
Scales over 100% (you get healed from spells)

Slow Ward:
same slow with lvls, but huge boost to HP on ward, slight boost to AoE

Slow:
12+ is 25% slow per lvl

Cripple:
Same

Terrify:
Scale it back a touch, leaving max level ~75-80%

Static Shock:
Same

Bone Prison:
Boost to HP 12+, and +1 "bone" per lvl, 12+

Shadow Strike:
Same dmg/slow increase, CD down .5 per level 12+

Mana Steal:
+200 per lvl 12+

Unholy Aura:
Same Scaling

Rally Cry:
Same Increase

Befuddle:
Scaled down a tiny bit, larger final value though

vortex:
12+ restores 2%xLevel (over 12) of the casters mana

Wind Walk:
+200 dmg 12+

Invisibility:
Same (is this a defensive skill?)

Mana flare:
Same

Spirit Link:
Same

============================================================

MISC

Rejuv:
Same

Parasite:
Same as psn nova, +50% per lvl from 8+ values

Flash Heal:
+50% healing per lvl from 8+ 12+

Endurance:
+10% per level 12+

G-Ward:
range, dmg, HP of ward increases per lvl 12+

Battle Roar:
Continue scaling it up, similar to the current pattern

Farie Fire:
-7 Armr 12+

Bash:
Same, dragged out over 15 lvls

Banish:
Same

Psn Strike:
10% Slow per lvl 12+

Skellys:
12 is the same, 13 gives 20, 14 gives 10 stronger, 15 gives 20 stronger

Gobs:
Big HP boost, minor dmg boost 12+

Darkness:
+30 AoE lvl 12+

Restore Mana:
+300, -1 duration, for 12+

Acid Rain:
Same pattern increase, Cd-1 per lvl 12+

Scream:
Same

Mana Burn:
+250 for 12+

Unholy Frenzy:
+40% attack 12+, mana cost down for all lvls

AMS:
+500 per level 12+, -1 second CD

Blood Bath:
Same

Immolation:
+30 per level 12+

MEA:
Same

Bonus Stats:
+3 1-3, +5 4-6, +8 7-9, +12 10-12, +25 13-15

Sleep:
Same

Impale:
Same

Mana Regen Aura:
Continue Scale

Consume:
Continue scale, but -1 sec CD per lvl

ULTS have also been upgraded; but, kinda just following their pattern for level 5.


Immortals Mask is now a regen aura, that only works on you. What you need to know: regen doesnt stack on masks anymore.

a few really minor hero changes; trying to switch up the more commonly used heroes.

Removed a handful of trees from the terrain... like... 20; which is actually a lot! like, 40% of them. I spread the others out; so the foresty areas are just as large; but you can kinda see through them; and not as much pathing being blocked.

Fixed the arena problem, causing teams to be awarded with multiple wins.

Took another stab at making sure yiff doesnt respawn in the arena (if he was set to respawn the same second as the arena starts, he would spawn while players were being moved in)

Moved tomes in part of the rag Q, to be more easily seen.

more to come ----later happed

magic defense was broken and then fixed

battle-mage was made on par for other heroes in his range. (had insane stats for a 2.0 BAT time)

Necro's BAT was reduced from 2.35 to 2.3

Fixed a problem I created with the arena

slithery took a small hit to int

Changed a lot of things on a lot of heroes; all tiny things, that i realized needed to be changed to make more heroes usable.

****************************************************************


Last edited by Glorn2 on Tue Sep 21, 2010 10:10 am; edited 11 times in total
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Shankz
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PostSubject: Re: ChangeLog *Bout time I made one*   Sat Jun 12, 2010 3:51 pm

whens beta 10 being released or is it already?
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PostSubject: Re: ChangeLog *Bout time I made one*   Sat Jun 12, 2010 5:21 pm

uhhhhh; gotta test some rag quest stuff. buttttt, pretty soon. ^_^

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PostSubject: Re: ChangeLog *Bout time I made one*   Sat Jun 12, 2010 7:10 pm

what about those wands you mentioned? i thought they seemed pretty cool
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PostSubject: Re: ChangeLog *Bout time I made one*   Sat Jun 12, 2010 8:00 pm

yeah; I am yet trying to figure out a way to trigger them; and it would seem as though there is a possible abuse with the way I was thinking. so, before I can create them, I have to figure out how to prohibit the abuse.

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PostSubject: Re: ChangeLog *Bout time I made one*   Sat Jun 12, 2010 8:27 pm

so is it just kinda gonna be like magic enhanced attacks as a weapon? and will the fact that its magic dmg affect the damage stacking?
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PostSubject: Re: ChangeLog *Bout time I made one*   Sat Jun 12, 2010 11:30 pm

see; that is the thing. i want to trigger it; NOT add it like that. or else it will use silly on ranged. And triggering it, allows it to be abusable.

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PostSubject: Re: ChangeLog *Bout time I made one*   Tue Jun 15, 2010 7:13 pm

I havent seen it so exactly what happens when two teams are doing rag at about the same time? Does the team that comes in slightly later get the free and clear of just jumping to the next level of boss or do they retrigger the first boss. Also still seeing the dsyn drop problem when beating the General guy. Another thing with dsyn is even when its your own team and not their dropping it subtracs the needed kills to win. One example I was in a game about to do the boss had about 3 kills needed to win or something any ways I kill the General my partner gets drop and it says I need 0 kills to win even though none of the oposing team was dropped.
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PostSubject: Re: ChangeLog *Bout time I made one*   Tue Jun 15, 2010 9:48 pm

when a player leaves, BOTH teams get dropped 2. Why? less players for your opponents to kill. Why else? Less players to kill your opponents.

The decync, I cant figure out what the hell it is happening. it is caused by using single player target triggers. that is a trigger that affects only a single player, like "cause player 1 (red) to explode" there is a tiny chance, other peoples computer wont keep up with the game change.... but the entire rag quest is based around player groups...

to answer your question: If the other team is in an area, you cant get into that area. IF they spend 4 minutes on a fight and you downed the fight before it in 1 minute; you can either wait there; or go through the portal, which will take you out of the rag quest. If you really want to be an ass, in KR mode, you could get up to rag, and have an ally sit in there forever, so the other team cant do the quest. but, duels happen eventually; and that guy cant do anything in there. <<Not too abusable of a system.

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PostSubject: Re: ChangeLog *Bout time I made one*   Thu Jun 17, 2010 3:53 pm

Bump for beta11 updates.

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PostSubject: Re: ChangeLog *Bout time I made one*   Sun Jun 27, 2010 10:58 am

Bump for Beta12, which should be out semi-soon.

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PostSubject: Re: ChangeLog *Bout time I made one*   Sun Jun 27, 2010 12:22 pm

Wow I might actually start to save now Wink was multi voting really that bad? I only saw it used for swapping which was never abused in the wrong way
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PostSubject: Re: ChangeLog *Bout time I made one*   Sun Jun 27, 2010 12:38 pm

Eh people just use swap to stroke their egos. Havent seen a swap yet that has balanced teams.

1. You swap your star player he now pawns you.

2. You swap your weakest guy and the game now ends much quicker as he feeds

3. You have maybe a fair balanced team but it doesnt matter because all you have to do is score 2 kills to win.
.

Not to knock swap it has its uses but mainly its just a way to slightly increase the game time as you increase your kills to pad your stats. Theres a reason why you sometimes see the instant leaves after swaps

Are you going to add tomes to Glads did you fix that never ending bug yet?
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PostSubject: Re: ChangeLog *Bout time I made one*   Sun Jun 27, 2010 1:35 pm

uhhh; gotta test glad to see if it actually ends now; but again, I changed some triggers. had a few of the wrong variables being used; which may have broke thing. the game *should* end. by that, everything dies, all trigger turn off; and... well... you leave the game.

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PostSubject: Re: ChangeLog *Bout time I made one*   Mon Jun 28, 2010 4:52 am

Do you have a link or something on the site to get the maps?
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PostSubject: Re: ChangeLog *Bout time I made one*   Mon Jun 28, 2010 10:02 am

v-bot should generally have the newest public edit on it. I'm still doing some things with 12 before I release it. (Working with Element Mastery)

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PostSubject: Re: ChangeLog *Bout time I made one*   Tue Jun 29, 2010 5:43 pm

LOL didnt really ask this when you say they can change the weather

Do you mean they can turn the snow on off make it rain what? Also what will be the commands for those?

When they reach level 20 you said something about Taunts which one are you going to put in old ones you adding different new ones, You putting the name change ones in there? Wait are they still in the game?

What will be all the commands availaible when or if somebody finally reaches the impossible to reach level 20?
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PostSubject: Re: ChangeLog *Bout time I made one*   Wed Jun 30, 2010 12:02 am

not giving out any commands... yet...
but yeah, rain, snow, sunlight, moonlight, i forget them all...

Nothing set up for level 20... The two highest level players (myself and miki) are barely past the halfway mark to 20.

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PostSubject: Re: ChangeLog *Bout time I made one*   Thu Jul 08, 2010 7:27 pm

I think i understand why you made wc castable. in teams it'd be unbeatable w/ moe
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Britlind
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PostSubject: Re: ChangeLog *Bout time I made one*   Sun Jul 11, 2010 8:34 pm

could you put up the beta 15 updates and perhaps the commands for the weather please?
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Glorn2
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PostSubject: Re: ChangeLog *Bout time I made one*   Mon Jul 12, 2010 1:37 am

never! they are to be learned!

Updates, other than phantom bolt, between 12 and 15; are moslty major bug fixes, minor bug fixes, and very minor skill changes. and no, I wont tell any skill changes!

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i_4got_my_user
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PostSubject: Re: ChangeLog *Bout time I made one*   Mon Jul 12, 2010 3:47 pm

how about.... you stop changing things cept for bugs and small errors? the ult houses arent evenly spaced. thats the most significant thing that i noticed...
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Glorn2
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PostSubject: Re: ChangeLog *Bout time I made one*   Mon Aug 16, 2010 3:33 pm

bump, beta 20

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carefulibite
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PostSubject: Re: ChangeLog *Bout time I made one*   Mon Aug 16, 2010 3:56 pm

Interesting havent played this game in nearly 3 months so it should be fun. Is this version out right now or is this a teaser before it comes out?
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PostSubject: Re: ChangeLog *Bout time I made one*   Mon Aug 16, 2010 3:58 pm

still in testing, but i am kinda openly testing it with prominent members of the CHA community... no passwords or anything. Mostly for terraining ideas and creep spawn ideas, ATM

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