Community Forums > Voobly Community > Age of Empires II: The Conquerors > Custom Scenario > Scenario Design > Roulette Blood
9 User(s) làđọc chủ đề này 30 phút vừa qua
0Thành viên9 Khách
0Thành viên9 Khách
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All player can see middle now.
Reduced hero cost to 1500 food.
Sabs now spawn where vils spawn.
Removed cloak and spies costs 10000 food.
Added day/night cycle.
Added rain event.
Other fixes.
Map needs to run in Userpatch 1.5.
Anything is random, so kills mean nothing... 1500 food for just 5 RANDOM heroes? ARE YOU KIDDING ME?
Have you tested this scenario with your friends?
Added random heroes as spawnable units for 5000 food.
Removed looting and mid powerup (can create unfair advantage) Still get food for mid.
Bug fixes.
Players unit now also show like this to easily see what unit each player has.
Much more.
Bug fixes.
Instead of checking tower behind base for your tower limit just check the towers you have built.
Trigger clean up.
Tamerlane now gets +3 attack.
Fixed P5 Eagle Warrior spawn.
I noticed a lot of the time games get prolonged because of the use of the panic.
It can be pretty frustrating.
I didn’t want to just increase the cost of the panic because that can have a negative effect if you get stuck in the early game.
My 2 ideas.
Lock panic for 5 minutes after use.
Increase panic by 500 or 1000 food after every use up to 10k.
Thoughts? Personally I like the second option.
Enemy Kings are now hidden (unless u have spies)
There was a possibility that you could move the store king if game lagged at the start (before change ownership triggers) this is been fixed.
Changed hero line-up so it makes a bit more sense (hopefully).
Hope to catch you in lobby, so we can play.
Explain mid, for what is it? i didnt understand
All boar deers and bushes respawn in this area and villagers gather from food sources super fast.
Lowered Archers of Eyes to 70 pop.
Panic is now locked for 5mins after use.
More minor bug fixes.