Saturday, September 26, 2009

Castle fight 1.14 changelog

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v1.14b(10.8.2009)
Fixing the mess from v1.14...

BUGFIXES:
-Tech mode should work like intended now and should not be on by default
-Assassins are no longer controllable. This was a bug related to the new native functions blizzard included into the patch...
-Specials should work properly again
-The game shouldn't lag that fast anymore. This lag was caused by the bugs mentioned before
-Druid uses its skill properly
-Energy tower should use chainlightning again
-Dragon Hawks uses their ability again
-Chilling Mushroom damage increased by 100. The damage was calculated wrong before
-Corrupted Ancient of Battle is now Tech Level 0

BALANCE:
-Repriced tech levels (cheaper now)


v1.14(9.8.2009)
This patch fixes the map for v1.24 and introduces a new intersting game mode "Tech Mode" where you have to tech before you can buy higher tier buildings. This could get an often played gamemode, it is kind of interesting. However, note that AI fails in this gamemode since it doesn't tech.


NEW FEATURES:
-The game now works with v1.24
-Balance is now enabled by default
-New gamemode: Income Timer (-itXXX): You can set the income timer to an amount between 2 and 120 seconds (standard is 10). Note that altering the income timer will seriously shift the balance between unit bounty and income.
-Reworked chilling mushroom. It is now a direct damage + stun spell against air only. It's more expensive now, but should be a good option for northern spending its wood
-The map now uses one hashing spell handler instead of one for each spell type. This should speed up the map in lategame.
-New gamemode: Tech Mode (-te): Buildings are divided into tier0,1,2,3. You need to buy a tech in your worker build buildings of higher techs.
-The ugly forest in the middle was replaced by a more beautiful one.
-Map uses a more sophisticated protection now. Will avoid some fakes hopefully

BUGFIXES:
-Fill will now fill only 5 players instead of six
-mp mode is no longer able to give 6 players which leaded to bugs
-Hydra is immune and has spell reduction like other legendaries now
-Silver Glade should no longer target buildings hit by a frost launcher
-Fixed the "Not enough food" message
-Infernal's immolation is now able to now hit mechanical units
-Corrupted builder now has the same sight range like all other builders
-Starfall will now make the area visible in FoW making it do damage to enemies
-Lightning orb is no longer undroppable when in cooldown
-Incubus should no longer be able to overtake legendary units
-Observers should no longer give gold to other players when leaving the game
-Fixed that not every unit was trained with hotkey 'Q' leading to some collisions with building upgrades
-Legendary buildings have the legend text now displayed in their tooltip again
-Rewrote the unit storage and random picking system which should fix some errors like erasor not erasing all enemies

BALANCE:
-Increased splashdamage and range on ancient hydra and its splash now also targets air units
-Anti Air tower's air attack was buffed
-Human tower buffed
-Red Dragon's splash damage was reduced from 66%,33% to 50%, 25%
-Reduced starting mana of nether and shadow drake by 25
-Increased range of Marksman and made it a bit slower, increased damage against air
-Increased Rocket Tank's rocket damage by 10
-Decreased Volcano's damage to buildings by 33% (the damage reduction to buildings is now stated in its tooltip)
-Buffed Veteran Grunt's and Axemaster's HP slightly
-Increased OoW's spell damage reduction by 5%
-Reduced Frost Launcher's lumber cost by 75 but increased Greater Frost Launcher's lumbercost by the same amount
-Reduced Banshee's hitpoints by 10
-Domination income gain was reduced to 15%. Maybe it is playable now. There could be better fixes, but I didn't have time to think of something better.
-Reduced legendary spell reduction by 5%
-Trippled the lifetime of repair goblins
-Legendary unit buildings now need (accumulated price / 2) lumber
-Fixed the button positions of some buildings
-Increased Blast Staff's lumbercost by 100 to make it compareable to towers


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Friday, September 25, 2009

Footmen frenzy download (v6.5e and 6.4b)

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Download Footmen frenzy 6.4b
Download Footmen frenzy 6.5e


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Thursday, September 24, 2009

Footmen frenzy 6.5 changelog

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-Fixed crash bug
-Fixed Sheep/Ava Inventory
-Fixed Issues with mirror images
-Fixed some tooltips
-Devotion to 2/4/6/9/12/15
-Magic Frenzy to 15/20/25
-Tornado cd to 120/100/90
-AoE of shadow wave explosion to 150/175/200/225/250/275
Heal to 100/150/225/300/375/500
-Holy grace hero duration to 10/12/15/18/21/25
-ghost hp to 400/600/800
-Implosion range to 250/300/375/450/550/700
-bounties adjusted. Ranged units give higher bounties proportionately than melee units now.
-melee now has higher armor than ranged
-Appropriation to 50%, 75%, 125%
-Dudey cost to 350
-Initial TP's have no resale value
-Force of Nature buffed
-Shock range increased
-dispel force summon dmg to 40/80/120/200/300/550
-dispel force can now manually target invulnerable summons
-buffed Great Fishing Harvest
-healing ward bug fixed

Update for 6.5d

-bug with invulnerables being undispelable fixed
-crashes are (hopefully) fixed
-drake nest stock time increased and leash distance decreased
-creep camp symbols should no longer appear on map
-nerfed range of implosion and made the buff more visible
-nerfed the damage output of frost sphere
-Mirror Images have inventories again
-Ghosts from Curse of the Banshee are no longer spell immune
-Shift increased a bit



Updates for 6.5c
-Rod works correctly
-Curser and Tortured Soul added back - some spells are different.
-bug should be fixed where game ended if a player left during load.
- Slave cost to 50 gold
- Penguins armor increased
- Three bears are tougher to kill
- bug where some heroes only had one item slot has been fixed.
- GW choppers no longer get mana regen from middle
- Golem can once again be repaired by peasant
- Mine barrier cd to 8/9/10/11/13/15
- Flamestrike fixed
- Sharon attack speed increased
- pathing fixed (falcon cant knock anything off the map)
- soulburn and silence no longer disable item use
- attempting to repick without full health no longer counts as a repick attempt
- some tooltips have additional info
- Holy grace levels correctly
- Shift buffed
- Shadow wave buffed

- There is a known issue where healing wards will not heal a players second hero.


6.5

Note
The map size is 1.7 MB. Everyone asked for a prettier loading screen, new icons, new spells, new everything, and a lot was added. So the map is much bigger… however, it is also optimized much better and you should not notice an increase in load time or lag. My load time actually decreased from 45 seconds to 31 seconds due to the increased optimization.


Heroes
-tooltip issues should all be fixed
-Shift works correctly now
-Jungle Stalker level 1 Command Aura corrected
-Gargoyle duration fixed to what it was meant to be
-Ohboy creep now gains mana from the middle
- Awe aura now affects heroes
- Three Bears are harder to kill
- Issues with units dying as they spawn has been fixed. (I think)
- Falcon punch shouldn’t knock into the bases
- Tortured Soul and Curser have been removed just until issues with the new WC patch can be settled.
- A new HCL library was added for the bots. It allows bots to choose game mode. If you don’t know what this is, don’t worry about it.
- There is a known bug about the position of lich’s spells. However the hotkeys should still be exactly the same even though they are not in those positions.


Dark Ranger
Black Arrow - summons reworked. Number of units changed from 1/2/3/4/5/1 to 1/2/2/3/3/1. Stats changed on units. Level 4/5/6 gain attack and defense ups.

Jaood - has hero damage.

PotM -
Owls - level 4/5/6 are now ethereal
Owl Scout now summons two owls at levels 5 and 6.

Falcon - RoF changed to Falcon Punch!
Transmute replaced with The Three Bears
Hex replaced with Cripple

Countermage
Shock - cd to 10/9/8/8/7/6
Aura – Still 5/10/15/20/25/30 percent reduction on heroes.
Now 10/20/30/40/50/60 on units.
Lightning Storm – damage to 175/225/475. Cooldown to 150/130/110

Avalanche - Omnistrike - cd to 250/200/120

Roar- Jungle Stalkers - all levels of stalkers now have command aura - bonuses increase with level. level 3-6 now have blink - cd decreased from 30 to 15.
Increased slam dmg on Jungle Stalkers.
Stalkers now have fortified armor
Roar – AoE increased at all levels and unit duration increased
Increased cast range of ‘Hurl Boulder’

Assassin - Frost bolt dmg to 100/175/250/350/450/600
duration to 1.5/2/2.5/3/3.5/4

Goblin Warfare - mine barrier cd to 8/8/12/12/15/15.

Archmage - Mass tp - units to 12/25/40

TheBigGame - unholy aura move speed to 10/15/20/30/40/50... renamed to Haste Aura

Dino - Renamed unholy aura 'Vigor Aura'

Death Knight - unholy changed to 2/3/4/6/8/10 regeneration

Metal.Bark - slam attack speed reduction to 30/35/40/45/50/60
AoE to 200/250/300/350/400/475

Protoss Warship - Hallucination now lasts 30/40/50/60/70/90 seconds on heroes
Cooldown is 40/35/30/30/25/20
Interceptor numbers now 2/4/6/8/10/15
Interceptor skill was reworked to be more effective

Firelord - Lava spawns 4/5/6 has a small splash radius... dmg % gets higher with levels.

Curser
Forced Taunt - Forces units in an AoE to attack the targetted unit.
Implode - Does damage to a target unit before the buff explodes and does damage to surrounding units.
Mind Rot - Targets an enemy hero and drains mana as the hero moves. The more the hero moves, the more mana is drained.
Mass hex - turns all enemy units in an AoE into critters

Holy Guardian
Holy grace - Regens a unit or heroes health and adds armor to the unit/hero
Frost tower - Summons a frost tower that does splash cold damage.
Divine Touch - A healing chain that bounces to several friendly units. At each bounce location, small AoE damage is done around the unit.
Shift - Increases friendly units armor and decreases enemy armor over time.

Tortured Soul
Wail of the Banshee- A scream that causes units in an AoE to have a % chance to miss.
Frost Orb - The banshee sends out an orb of frost toward a target location. Shards intermittently break off, damaging and slowing nearby units.
Summon gargoyles - Self explanatory.
Curse of the banshee - The banshee sends out a spirit to possess a target unit. The targetted unit is damaged over time. The spirit is able to split off after possession and possess nearby units as well. Damage and # of possessions increase with level.

Sharon
Summon penguins - Sharon summons cute penguins to fight with her.
Awe Aura - Nearby units are in awe of Sharon's beauty. Their movement speed is slowed.
Bloodrage - There are certain times when Sharon is very angry and irritable. While in effect, her attack speed is increased.
Appropriation - Sharon loves money. When activated, she cleans the pockets of enemies, making an extra % of each units gold cost.

Bill K –
Changed model to Admiral Proudmoore in an attempt to make items stop disappearing. Post in bug section if this is still happening.

Death Sheep –
Random sheep now has 4 items slots; Picked sheep has 3.

Units

Reworked damage to heroes. Melee units will all do full damage to heroes... ranged units will be slightly less depending on range distance, etc.

Undead
Flying meatwagons no longer fly. Collision size changed. and splash damage tweaked.

Human
Militia and Knights buffed slightly.
Steam Tanks base dmg, attack speed and blink range increased

Night Elf

Chimera's are now glaives. Range/Damage increased, splash removed.

Orc
Crit Strike racial dmg multiplier to 1.5/1.75/2/2.25/2.5
Wyverns to Kodo Beasts.


Items

Socks cd from 900 to 450
Changed cd of some lategame items.
Scroll of Saeki – units transported from 12 to 18
Drake Nest and Shinigami's Aura gold cost reduced to 4000
Drake’s Nest buffed
AoE of auto-salve increased. Now effects you and allied units (so you can get near any allied base for auto-salve)
Ring +30 replaced with Plate of the Stormlord - + 12 armor and 15% chance to purge attackers.
Added Staff of Revocation – Removes all buffs in an AoE. Contains 3 charges.
Added Circlet of Nobility - + 2 to all stats
Moved berserker mask to armor shop


Creeps

Item carrying creep added.
Demo now level 6 creep
Changed faerie range from 900 to 750
K-Rose Invisibility decreased
Demolisher AoE increased slightly and are raisable.
Ohboy creep added – Has mana charge and Replicate.
Mana charge restores a unit or heroes mana by 200 over 5 seconds.
Replicate creates a single illusion of any target hero or unit. The illusion does no damage and takes double damage.



Other Changes

New loading screen.
Removed cross teams and reverse heroes.
Many new icons
Pocket Factory bounty from 20 to 20/40/60/80/150/150
Chimera of Wind bounty to 50/100/150
Avatar of Nature bounty 50/80/100
Keldyn’s skeletons bounty reduced
Reduced restock and pathing of wisps a tad.
Reduced collision size of some units.
Random heroes get ‘Ring of Courage’ (+1 to all stats)
Added additional Tavern Protection – you should not be able to get up there with any spell.
Any stray units of a defeated player should be removed immediately. There is no delay like before.
Added a Quest Log with basic a gameplay guide and a small changelog.
Heroes now start with 20% mana at the beginning of the game.
The game starts with 6 spawned footmen at each base.
-Repick command added. You can repick one time and it will replace your current hero with another random hero. You can only repick a hero if you have full health.

-Swap command added. You can swap heroes with an ally hero. Both commands are only available for the first 3 minutes.


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Wednesday, July 08, 2009

Tales of Monkey Island Episode 101 Launch of the Screaming Narwhal v1.0.0.15-TE

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Woooooooohooooooo! Ive been waiting for this since it was first announced at E3 since i was a huge fan of the original Monkey Island games, I just hope they dont stuff this up. Tales of Monkey Island is an upcoming adventure game being developed by Telltale Games (Who was founded by a group of ex Lucas Arts employees to focus more on adventure style games) in collaboration with LucasArts. It takes place after an imaginary fifth game in the Monkey Island series. Players take control of Guybrush Threepwood who accidentally releases a voodoo pox that spreads throughout the Caribbean. He must save the Caribbean from this voodoo pox whilst at the same time rescue his love Elaine Marley from his nemesis LeChuck. The game will be episodic, with the adventure being split into 5 parts. From July 7th they will be released on a monthly basis.

Telltale’s Tales of Monkey Island brings the adventures of pirate Guybrush Threepwood into a new era with an explosive storyline that becomes deeper and more entangled during the course of the five-episode saga. While battling his nemesis, the evil pirate LeChuck, Guybrush accidentally unleashes an insidious voodoo pox that threatens to transform the buccaneers of the Caribbean into unruly pirate monsters. Players will experience the humor, romance, and swashbuckling action the Monkey Island games are famous for and unravel an insidious plot which is revealed across the course of the series.


General Features

  • A five-part saga with an intriguing storyline that becomes deeper and more entangled as it unfolds
  • Series favorites Guybrush, LeChuck, Elaine, and the Voodoo Lady are joined by a new cast of characters
  • Streamlined adventure gameplay with all the humor, romance, and swashbuckling excitement that made the franchise famous

System Requirements:

  • Operating system: Windows XP / Vista
  • Processor: 2.0 GHz + (3 GHz Pentium 4 or equivalent rec.)
  • Memory: 512MB (1GB rec.) Sound: DirectX 8.1 sound device
  • Video: 64MB DirectX 8.1-compliant video card (128MB rec.)
  • DirectX®: Version 9.0c or better


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Tuesday, July 07, 2009

Element Tower Defense Tips N' Tricks

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General

-VH Arrow opening reference (s=super, n=normal, a=advanced, e=element):

1 S
2 SN
3 SA
4 SS
5 SS
6 SS
7 E
8 E
9 EN
10 ES
11 EE
12 EE
13 EE

-Remember that for undead waves, cannon AoE always works better.

-Round 2 and 3 (and simliar rounds) are easy to get wrong, I struggle with them a lot myself. The problem is getting both arrow towers to always shoot at the same creep. Usually I select both of them and spam the (S)top command until the creeps are in range. This seems to work a good percentage of the time, for me at least. Remember that you can use temporary towers as a safety net in case you screw up. For round 4/5/6 the problem isn't so bad since you can just manually target half-dead creeps with a temporary tower placed at 5.

-My style of play is to never sit around waiting for a creep wave. Just after interest hits it is -always- beneficial to build temporary towers (although in AP you are limited to element arrow towers). The exception is if you are too busy doing other things, in which case you must always prioritize your main tower setup over temporary towers. Even if you can kill a creep wave entirely with only the towers you have on the field, it is still beneficial to build temporary towers, because it will lead to finishing the wave faster (more useful in multiplayer than singleplayer) or it will lead to more creeps being dead when interest hits.

-The maximum Speed Reduction allowed on creeps is 66%. Creeps cannot be slowed to any less than 33% of their normal speed.

-Pures always always deserve to be buffed by well/blacksmith when it's available. This might mandate manual casting in some cases.

-Impulse tower micro is always very important, but Laser tower micro can help too (clicking on the closest creep). However, it's not quite as important as Impulse, so if you have something else to build/etc, that should take precedence.

-Drowning/Life towers should ideally be placed as the last line of defense since they help the most when they fire at creeps after everything else. If you are placing towers along 3/6/9, for example, life towers and drowning towers should go at 9. If building at 4/5 exclusively, life/drowning would probably work best at 4.

-Impulse towers and other long-range towers are also very deadly to elementals.

-Blacksmith/Well towers can often be placed on otherwise undesirable positions (such as -) to make room for other towers.

-LWN and EFD are very good element combos because they cover each others' weaknesses. Of the two I prefer EFD as Quaker, Zealot, and Muck are all very strong towers that can be used as primary sources of damage. In addition, Quaker and Zealot can be "chainmorphed" (see random mode section).

-For 2-pass placements, Magic/Mushroom/Hail/etc towers are better at 9 than 3 since they need time to recharge their abilities. On the other hand, Zealot is often better at 3 because it does best when there is minimal time between passes.

-In singleplayer, F11 will display the message log, which pauses the game. If you've used tower query anytime in the past few minutes (and I tend to use it a LOT) you can look at your available towers here as well. Some may consider this "cheating" but if you need time to plan, this is your chance to do it.

-Along the same lines, you can use the - and + keys to speed up and slow down the game as needed (or you can go into the options menu). Again this is a bit shady, but only usable in single-player, so you should be the judge over what you want for your own EleTD experience.

-Know where to place the windstorm tower, and more importantly, the tornado it makes.

-Hotkeys can help you micro more effectively. In general I like to have hotkeys for each of the following if I have them:

-Builder
-Impulse
-Tidal
-Windstorm tornado
-Laser

-The builder only moves at a certain rate. Therefore try to avoid situations where you need to wait for him to move a long distance. If you are expecting to have to catch leaks, for example, move your builder there beforehand.

-Catching leaks is always nice, but in general it is more important to be prepared for the next wave. This is especially true in multiplayer where creep waves come at you nonstop without any chance for pause or respite.

-If possible, it's better to make a LOT of super arrow/cannon towers vs composite waves than a bunch of element arrows/cannons, simply because composite armor reduces elemental damage. However, you may not have the time to set up so many towers. Use your best judgment.

-For waves like 14/15 where you can't one-shot a creep with 2 element arrow towers, it's better to spread your damage out more, either by using cannons or by reverting back to a bunch of super arrows. This is because using 3 element arrow towers will be inefficient--2 shots will almost kill a creep, so the third shot is mostly wasted.

-Always be prepared for fast waves. Knights won't wait for you.

-Never underestimate Mechanical waves. Fear the shredders.

-Never underestimate Healing waves. Fear the Murlocs.

-Of course, on chaos mode you must be prepared for anything! Playing random chaos mode requires you to be very quick at thinking and adapting your tower build...

-Gold from your reserves gets subtracted when you issue the build command, not when the tower is actually constructed. Minor difference, but can be important when trying to, for example, squeeze in interest before building a periodic. Also, this is another reason to favor B click B click over shift-click rallying in order to build towers, since with shift-click ALL of the gold needed for the towers is subtracted at once, before any of them are even built!

-Waves with special properties are always stronger than other waves. So if you just managed to squeak by a wave that was a normal Fire wave, be prepared to build significantly more if the next wave is Composite Undead or something.

-Not all towers are created equal! In the current build some towers are underpowered and should be avoided in general. It is also true that some towers are good, but tricky to use and may not fit your playstyle. In general I would recommend sticking with something that you are comfortable with as opposed to trying out "weird" towers like summon, trickery, disease, jinx and not knowing how to use them properly.

-For interest abuse, it becomes more and more important to "prebuild" as the game goes on. During early game you should generally wait until the interest hits before even building a new tower, but as the game goes on, the price of normal arrow towers becomes insignificant compared to your gold reserves, so it is more efficient to build 12 normal arrow towers before interest hits, then upgrade them afterward. Later on you may even build 12 super arrow towers before interest hits, then upgrade them to element arrows once interest hits. Upgrading takes time, and you can't always afford to sit there and wait for towers to upgrade 4 times.

-Learning hotkeys for tower upgrading and building is essential for quick tower build and micro technique. "U" will always upgrade a tower to its next level, and in all cases that I can think of, you can upgrade a tower by pressing the first letter of the upgrade (ex: Gunpowder -> (M)uck). X is the hotkey for sell.

-As in Warcraft, Ctrl+click (or double-click) will select all towers of the same type. Very useful for rapid upgrading.

-TFT 1.22 introduced a new feature that permanently enables health bars over units and buildings so you won't have to hold alt down all the time. I don't see why you would ever NOT use this for EleTD.

-Always know how to prioritize. For example, microing the impulse tower is usually very important, but if it's an Earth wave that will be easily killed without any micro anyways, and the next wave is a fire wave and you have insufficient defense set up, you should concentrate on preparing for the next wave instead of microing one tower. Of course if you are good at multitasking, you can do a little bit of both at once...but you must know your own limits.

-During the last few levels (~55 and above) and even before that, most towers that would have served you well in earlier levels become almost completely obsolete. While supporting towers are ALWAYS effective no matter what level, damaging towers such as zealot, quaker, gunpowder, etc. no longer have that much of an effect when you consider the insanely high amounts of HP that creeps have at this point. Thus, it is important to have lvl 2 duals, lvl 3 triples, or preferably pure element towers as the backbone of your defense at this point. This holds even more true during the Ronald round, where only the strongest towers will do significant amounts of damage.

-Well towers and Blacksmith towers in general can be left on autocast if you have enough, but sometimes it becomes necessary or preferable to activate their abilities manually. This is especially true if you have certain towers which are much stronger than others--for example your first lvl 2 triple tower probably deserves the buffs more than your lvl 1 triples, and pure element towers always have priority over everything else.

-Although for normal situations it is only beneficial to slow creeps down as or before they go into tower range, during the Ronald round it is usually beneficial to slow the Ronalds down =everywhere= on the map. This is because the Ronalds come at a constant and neverending stream, so it's better to have more time to deal with them as they come. Of course, this is dependent on your tower setup, but the general principle usually holds.

Pick

-In general towers that require micro (impulse, tidal) are a little stronger in All pick since the emphasis is not so much on selling/rebuilding.

-Past midgame ~round 30 or so, sell/rebuild tactics with element arrows/cannons become essentially useless, so it's better to devote micro time to something else (e.g. the aforementioned towers).

-Always attempt to plan for lategame towers. Not always possible, but try to place your towers where you would want then at the end. This isn't SR so you can't just sell and rebuild things to replace them! Know before you place a tower whether it's going to be permanent or just serving as an upgrade to another tower (i.e. "this kindle here will eventually become a windstorm...").

-In the early game arrows and cannons deal roughly comparable amounts of damage. Later on, cannon towers become more effective since slowing comes into effect, making creeps bunch up.

Random

-Blacksmith/Zealot/Quaker towers and Well/Drowning towers can be "chainmorphed" somewhat akin to chainmorphing destroyers in WC3. Assuming you have the ability to build both blacksmith and zealot, ideally for each wave you want to have a bunch of zealot towers that are all buffed. One solution is to build a bunch of zealot towers and then build a bunch of blacksmith towers to keep them all buffed. If you're quick you can sell/rebuild the zealot towers in between rounds, or you can sell/rebuild the blacksmith towers between interests. But it's very very hard to build all of it at once. My solution requires very active micro but with a little bit of practice it isn't too hard. This needs to be done before the wave actually hits because otherwise blacksmith towers will autocast and that ruins everything. The idea is that you build a bunch (like 10) fire towers, upgrade to amp fire, then upgrade ALL to blacksmith. Then, when the timing is right (ideally right after interest and about 10 seconds before the creeps hit) you do the following:

-Tower 1 -> zealot
-Tower 2 buffs tower 1, Tower 2 -> zealot
-Tower 3 buffs tower 2, Tower 3 -> zealot
-etc etc

-This allows you to have all except one of your zealot towers buffed, and in the end you have no blacksmith towers sitting around doing nothing! Note that this is strictly an interest abuse tactic and not recommended if you aren't experienced with timing sell/rebuild tactics.

-In late game when you finally receive an element that hasn't come into play before, it is often advisable to just spam a lot of amplified towers of that element if you don't know what to build. You only have 3 seconds in between waves in VH, so waiting for Element Query to tell you all of your new options can leave you with too little time. You can get to every new tower from an amplified tower of the new element, so it can be better just to start from there.

-In early-mid game, always build arrow towers before the next element comes.

-If the random element is an interest pick or a pure element, sell as much as possible. Since you are given a long period of time before the next wave and there's no elemental to deal with, you should be able to sell/rebuild a lot. Judge how much depending on your own build speed and the current status of the interest timer.

-Sells can't be quite as last-minute on battle.net. Aim to sell towers ~1 second earlier than you would offline to make sure that you sell in time.

-Pures are the most expensive towers in the game, and as such always deserve to be sold/rebuilt unless you absolutely need them to always be firing in order to survive a particular wave. This should probably take priority over all other sell/rebuild tactics. However, pures also take a prohibitively long time to build from scratch (except for periodics which are imba ^^;). As such, you should concentrate on maintaining two groups and alternating between the two in time with interest. For example, assuming you are building pure earth towers and can build at most 2, you build a group of 2 pure earth, but at the same time have another group of 2 focused/refined earth towers. Before interest hits you sell the pures and upgrade the focused/refined to pures, then build 2 more focused/refined towers. Selling and rebuilding pures works better with longer ranged pures (light, dark) and might not be quite as applicable with water/fire.

-Towers that require constant micro (impulse) are not good for random because they prohibit you from selling/rebuilding tactics. (unless you are REALLY good and can do both simultaneously! Possible, but very stressful...believe me, I've tried) Tidal, Laser, Trickery etc is still alright as long as you are confident enough in your multitasking ability but mainly this is a problem with Impulse.

-Know how much you can sell/rebuild, and what types of towers are better to do it with. It's a LOT easier to sell/rebuild 10 of the same tower, than it is to sell/rebuild 10 completely different towers. Thus, I usually keep most of my support towers as permanent towers which I never sell, then I have a bunch of damage towers which keep on being constantly sold/rebuilt between waves/interest timings.

-If you are just starting out and don't know what to sell/rebuild, the best advice is to make sure your main damage towers always fit the next wave. That means obviously use strong elements vs waves if you have the right towers, but it also means things like having AoE damage vs Undead.

-Building towers is most efficient using a zigzag pattern since the builder has to travel the least distance that way.

-Using Shift-click to rally your builder is not efficient since doing b-[x]-click repeatedly will cancel his "summoning" animation and allow him to build faster. However, shift-click is useful if you need to divert your attention to other things. For example if you wish to build towers but you're also timing an interest sell, you can use shift-click in that instance (then go back to manual building once you've done the sell).

-Arrow towers take up a relatively minimal amount of gold later on so you can always feel free to build a mass of them before elementals come, and your interest won't be hurt significantly at all.

-Selling/Rebuilding more than 12 towers becomes a little harder since you can't select them all at once. But it's still possible.

-When you click-drag a rectangle over a bunch of towers, the unupgraded ones are selected by default. Can be useful when trying to upgrade a bunch of towers as fast as possible.

-Magic/Mushroom/Summoning/Disease/Hail towers cannot be sold/rebuilt as aggressively as other towers since they all require time to charge their abilities.

-As the game progresses when you are selling/rebuilding you will have to start rebuilding sooner, since towers take longer to get up.

-Generally the fastest and easiest way to rebuild towers is to build all the base towers first as fast as you can, then once the final tower is complete, ctrl+click/double click and upgrade them all at the same time.

-The more interest picks there are in play, the more powerful and worthwhile interest abuse becomes. however, you will have to build more than usual since your towers will not be as efficient as if you had stronger elemental picks.


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