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Old 10-15-2012, 08:13 PM   #21
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After play testing Axiom Eternal for the first time I've come to the conclusion that Blade Master's Rage skill is fine where it's at at 12.5 seconds. I'll be changing that back in the next update.
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Old 10-26-2012, 02:15 PM   #22
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Due to a lack of response from the server host, I've been forced to postpone play testing once again. If you would like to host my mod on your server -- which would be immensely appreciated -- and are willing to give the time commitment to maintaining it, you can contact me at rhatdog@gmail.com or by private message. Likewise, if you have any information on how to rent server space for a Savage 2 server or how to set a server up, please contact me.

Edit: Pidgeoni has begun using his awesome powers to push updates to the server! We're in the clear for now, but I would really like to have full control over a server in the future so that if something malfunctions it will not only be my problem but my responsibility. I don't want to obligate other people!

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Old 11-04-2012, 05:30 PM   #23
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Actually got a decent turn-out for yesterday's play testing. We got about 5 people on the server at one given time! Not as good as the results from the first play testing but we got lucky with that one, haha. Here's some things I noted from just messing around with those other 4 people:

- Sorcerer's Defile spell needs to be fixed in some way. At the moment it's too powerful for its mana cost

- Sorcerer's Meteor spell probably needs a slight increase in damage

- When a Trickster is hit, his Stealth skill exhibits a quick cooldown. This isn't exactly how I want the Trickster to behave. I'll consider either making the on-hit cooldown much shorter or removing it altogether.

- Making the units cost gold to spawn as is still a great idea.

- Requiring 14 players total to start a match of Axiom Eternal is asking far too much. I'll be trying to communicate with the server host to see if he can reduce the minimum players required to start a match down to roughly 8 players (4 per team).

- Along with this I'll be working on a new map designed for smaller-scale play. There will be just one lane instead of three and the garrisons, behemoths, and strongholds will all be closer to one another.
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Old 11-04-2012, 06:56 PM   #24
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Just a note: the minimum number of players to start the game is a map constant, not a server variable. You can edit worldconfig.xml inside the map to set many things to your liking.
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Old 11-05-2012, 01:58 AM   #25
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Just a note: the minimum number of players to start the game is a map constant, not a server variable. You can edit worldconfig.xml inside the map to set many things to your liking.
Thanks, man! I had no idea... I'll change that when I can. This actually helps enormously. Still, I'd like to have a smaller map so less people are needed to play a somewhat balanced version of the mod. The bigger map simply requires too many people, I think.
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Old 11-09-2012, 01:40 AM   #26
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Good news, the new map is coming along pretty well. There's one lane with one stronghold, garrison, and behemoth per team. The map is surrounded by rocky natural (seeming) walls. I think it looks pretty cool so far considering it's the only map I've ever really made! Pictures coming soon!
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Old 11-28-2012, 09:47 PM   #27
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That's a nice map, good job
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Old 11-29-2012, 12:55 AM   #28
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That's a nice map, good job
Hey, thanks! Tell your friends about it! I'm currently trying to put together a promotional video to try and get some publicity in this. Then I'll launch the most recent update on a given date. Stay up-to-date even though there's no activity on the mod currently! I highly encourage you to go on facebook/twitter and make a post or tell your friends about this specific thread.
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