Squadron TD
Overview
Tier 1 - Pincher -> Scorpio -> King CrabTier 2 - Scuba -> Water Nymph OR Undead Diver OR "JJ" Jubilant Juggernaut
Tier 3 - Pirate Reaver -> Davy Jones
Tier 4 - Siren -> Mermaid
Tier 5 - Cheeky -> Calamity
Tier 6 - Sea Drake -> Water Hydra OR Kraken
Stats
------------------------------------------------------------Tier 1------------------------------------------------------
Pincher
Model: Baneling70 HP/25 minerals/1 supply
3-5 damage/0.15 secs/0.1 range
Scorpio - 50 minerals to upgrade
Model: Scantipede
450 HP/75 minerals/1 supply
45 damage/0.78 secs/0.1 range
King Crab - 93 minerals to upgrade
Model: Zergling
950 HP/168 minerals/2 supply
72-76 siege damage/1.5 secs/0.1 rangeClaw Bash - In addition to the King Crabs normal attack, he will bash an enemy within a 90 degree arc for 35 bonus damage.
Earthquake - The King Crab has a 60% chance to create an earthquake stunning enemies within a 180 degree arc for 2 seconds, causing 70 damage. (Reduced on Bosses)
----------------------------------------------------Tier 2--------------------------------------------------------
ScubaModel: Murloc Marine
325 HP/72 minerals/1 supply
26-37 damage/0.85 secs/7 range
Water Weaving - The Scuba weaves a shield of water and surrounds his nearby allies in it, reducing 5% of the incoming damage. (Stacks up to 2 times).
Water Nymph - 40 minerals to upgrade
Model: Archon
300 HP/112 minerals/1 supply
30-37 damage/1.3 secs/6.5 range
Aftershock - Once shocked the enemy unit receives an aftershock, reducing movement speed by 10% for 4 seconds. Deals 2 damage per second.
Conducting Shot - Soaks the enemy with water, conducting a bolt of lightning towards it. The shot does x damage and removes spell immunity.
Undead Diver - 75 minerals to upgrade
Model: Dark Zealot
1500 HP/147 minerals/1 supply
52-57 damage/0.8 secs/0.1 range
"JJ" Jubilant Juggernaut - 142 minerals to upgrade
Model: Hammer Securities
2000 HP/214 minerals/1 supply
65-70 damage/1.2 secs/0.25 range
----------------------------------------------------Tier 3--------------------------------------------------------
Pirate Reaver
Model: Raynor1850 HP/114 minerals/1 supply
40-47 damage/1.4 secs/4 range
Davy Jones - 50 minerals to upgrade
Model: Miner
2000 HP/164 minerals/1 supply
54-71 damage/1.55 secs/5 range
Conjure The Flying Dutchman (Loki model) - 2000 health/125-133 damage/1.5 secs/0.1 range
----------------------------------------------------Tier 4--------------------------------------------------------
Model: Female Colonist
850 HP/173 minerals/1 supply
10 Energy/+2 regen/sec
55-70 damage/0.72 secs/5.5 range
Conjure Sea Dog (Dog model) - 400 health/19-23 damage/0.5 secs/0.1 range
Mermaid - 55 minerals to upgrade
Model: Feederling
1250 HP/228 minerals/1 supply
40 Energy/+1.25 regen/sec
75-83 damage/0.82 secs/6 range
Conjure Albatross (Male Karak model) - 2500 health/52-60 damage/1.25 secs/0.1 range
----------------------------------------------------Tier 5--------------------------------------------------------
Model: Changeling
3000 HP/220 minerals/2 supply
68-77 damage/1.15 secs/0.1 range
Calamity - 254 minerals to upgrade
Model: Infestor
5500 HP/254 minerals/2 supply
85-94 damage/1.25 secs/0.1 range
----------------------------------------------------Tier 6--------------------------------------------------------
Sea Drake
Model: Broodling
3000 HP/315 minerals/2 supply
105-115 damage/1.3 secs/5 range
Water Hydra - 62 minerals to upgrade
Model: Hybrid Reaver
3250 HP/377 minerals/2 supply
178-190 damage/1.4 secs/7 range
Kraken - 90 minerals to upgrade
Model: Corruptor
4250 HP/405 minerals/2 supply
200-225 damage/1.2 secs/2.5 range
Sorry guys, my main computer is blue screening every 60 seconds. Assuming I can get it working again, I will be uploading the patch preview shortly.
UPDATE: Computer is done blue screening, but now my SC2 Windows 8 installation is corrupt. This might be a while.
It's up! You can find it under "Squadron TD Patch Preview"
SQUADRON TD PATCH PREVIEW NOTES:
BUG FIX SUMMARY:
☐ Watcher spell damage increase fixed to 25% (down from accidental 250% increase)
☐ Elders now choose the target with the largest amount of life. (Need more research to determine whether or not TSPriority is a better option)
☐ Technological Breakthrough now completely disabled
☐ Haunt no longer deals splash damage, and no longer damages friendly units.
☐ Prophet and Dark Mage behavior icon update
☐ Roach ability fixes - removed invalid period, added valid duration. Needs confirmation
☐ Tree of knowledge now grants bounty for units that are killed when they attack. This was a deeply rooted problem and required a re-work, so the damage is no longer 25% of attacker damage. It is straight 100 damage.
☐ SS orbs have been changed a bit to not allow for abuse while making it able to quickly upgrade.
TAKE NOTE:
☐ Automaton racial has been disabled temporarily
☐ Automaton and Ancient units are still lacking many things since merging (see 'Dependencies')
☐ Error messages have been turned on. Please report any errors you see.
DETAILED BUG LIST:
✔ Watcher compounds too much for spell damage @done (13-04-22 17:23)
✘ Ancient race can go over the food supply when upgrading multiple units at the same time @cancelled (13-04-22 17:24) unconfirmed, provide steps to replicate
✔ Elders cast requiem on support and weak towers @done (13-04-22 17:26)
☐ Automaton needs a racial
✔ Dark priests harm themselves with haunt and hurt trophy towers (check for global effects) @done (13-04-22 17:45)
✔ Celestial racial not applying to Encoder, Encrypter, Apparitions, Graveyards @done (13-04-22 18:21) (fix applied, untested, please provide feedback)
✔ Prophets and Dark Mage skills conflict with icon @done (13-04-22 18:26)
✔ Roach ability tooltip says it applies to 4, but it does more @done (13-04-22 18:31) (some confusion, perhaps fixed)
✘ Mechanical racial stats do not increase @cancelled (13-04-22 18:36) This racial needs a full rework, it is ridiculous
☐ Gateguards/Harbingers have no cooldown on taunt with elemental racial
☐ Bone Overseers/Keeper of Souls do not give ranged lifesteal sometimes
✔ Celestial racial applies to dead units sometimes @done (13-04-27 00:01) This should be fixed with the similar one above. Needs testing
✔ Tree of knowledge forbidden fruit does not give gold for kills (also other bugs) inc. greymane abil @done (13-04-27 01:01) re-work
☐ Cupid ability gives bosses huge attack buff
☐ Golem ability doesnt work without racial
☐ Boss kill bounty for opposing players
☐ Blue orb on opposing SS not visible
☐ Warden and Elite Warden do not push units
✔ Click exploit with SS upgrades @done (13-04-26 23:51) needs multiplayer testing
✘ Auto racial still shows up in RCB @cancelled (13-04-26 23:58) Fine for now.
☐ Auto/Ancient attributes need fixing
☐ Can place over automaton constructs
☐ Double HP for support constructs + errors
☐ Centurion ability not working
☐ Some units do not group-select (executioner, dreadnought...)
☐ Magnetic Resonator does not affect units
☐ Preserver and sentinel incorrect actors
☐ Archive defender error message
☐ Resurrection for archive and defender does not use energy
☐ Encrypters do not generate matrix shields
☐ Encoders encode ability does not trigger
☐ Matriarch empower does not activate
☐ Error messages on waves past 31
☐ Chaos builder no build past wave 1
☐ Roach fighter ability does not apply to some units
--- ✄ -----------------------
MISC NOTES:
Dependencies:
--- ✄ -----------------------
Archive:
✔ Support construct creates permanent, unpathable structure @done (13-04-17 22:08)
✔ Captain/Admiral auras lag issue @done (13-04-18 20:47)
✘ Dark priests rush the final wave mob @cancelled (13-04-17 19:40) (intended)
✘ Messiah mana regen stacking @cancelled (13-04-17 19:40) (intended)
✔ TIMESTAMP @done (13-04-22 17:23)
UPDATE: Computer is done blue screening, but now my SC2 Windows 8 installation is corrupt. This might be a while.
It's up! You can find it under "Squadron TD Patch Preview"
SQUADRON TD PATCH PREVIEW NOTES:
With the patch preview, there are several things to take note of. Most importantly, this release is not in any way complete. In many respects it is even a step back from past versions. There are two reasons for this. First, quite a lot of work has gone into making this version less coupled with dependencies (see below). Secondly, I am still reacquainting myself with ST2 development and its new features, so it may take a few releases to get things smooth.
☐ Watcher spell damage increase fixed to 25% (down from accidental 250% increase)
☐ Elders now choose the target with the largest amount of life. (Need more research to determine whether or not TSPriority is a better option)
☐ Technological Breakthrough now completely disabled
☐ Haunt no longer deals splash damage, and no longer damages friendly units.
☐ Prophet and Dark Mage behavior icon update
☐ Roach ability fixes - removed invalid period, added valid duration. Needs confirmation
☐ Tree of knowledge now grants bounty for units that are killed when they attack. This was a deeply rooted problem and required a re-work, so the damage is no longer 25% of attacker damage. It is straight 100 damage.
☐ SS orbs have been changed a bit to not allow for abuse while making it able to quickly upgrade.
TAKE NOTE:
☐ Automaton racial has been disabled temporarily
☐ Automaton and Ancient units are still lacking many things since merging (see 'Dependencies')
☐ Error messages have been turned on. Please report any errors you see.
DETAILED BUG LIST:
If any of these are inaccurate, please post below
☐ Waves post-31 have bugged armor✔ Watcher compounds too much for spell damage @done (13-04-22 17:23)
✘ Ancient race can go over the food supply when upgrading multiple units at the same time @cancelled (13-04-22 17:24) unconfirmed, provide steps to replicate
✔ Elders cast requiem on support and weak towers @done (13-04-22 17:26)
☐ Automaton needs a racial
✔ Dark priests harm themselves with haunt and hurt trophy towers (check for global effects) @done (13-04-22 17:45)
✔ Celestial racial not applying to Encoder, Encrypter, Apparitions, Graveyards @done (13-04-22 18:21) (fix applied, untested, please provide feedback)
✔ Prophets and Dark Mage skills conflict with icon @done (13-04-22 18:26)
✔ Roach ability tooltip says it applies to 4, but it does more @done (13-04-22 18:31) (some confusion, perhaps fixed)
✘ Mechanical racial stats do not increase @cancelled (13-04-22 18:36) This racial needs a full rework, it is ridiculous
☐ Gateguards/Harbingers have no cooldown on taunt with elemental racial
☐ Bone Overseers/Keeper of Souls do not give ranged lifesteal sometimes
✔ Celestial racial applies to dead units sometimes @done (13-04-27 00:01) This should be fixed with the similar one above. Needs testing
✔ Tree of knowledge forbidden fruit does not give gold for kills (also other bugs) inc. greymane abil @done (13-04-27 01:01) re-work
☐ Cupid ability gives bosses huge attack buff
☐ Golem ability doesnt work without racial
☐ Boss kill bounty for opposing players
☐ Blue orb on opposing SS not visible
☐ Warden and Elite Warden do not push units
✔ Click exploit with SS upgrades @done (13-04-26 23:51) needs multiplayer testing
✘ Auto racial still shows up in RCB @cancelled (13-04-26 23:58) Fine for now.
☐ Auto/Ancient attributes need fixing
☐ Can place over automaton constructs
☐ Double HP for support constructs + errors
☐ Centurion ability not working
☐ Some units do not group-select (executioner, dreadnought...)
☐ Magnetic Resonator does not affect units
☐ Preserver and sentinel incorrect actors
☐ Archive defender error message
☐ Resurrection for archive and defender does not use energy
☐ Encrypters do not generate matrix shields
☐ Encoders encode ability does not trigger
☐ Matriarch empower does not activate
☐ Error messages on waves past 31
☐ Chaos builder no build past wave 1
☐ Roach fighter ability does not apply to some units
--- ✄ -----------------------
MISC NOTES:
Dependencies:
Blizzard offers a way to import data from other files, these files are called dependencies. Unfortunately, these dependencies are a terrible hassle to maintain due to the fact that they require a separate editor instance to change any of the values (Say, changing the attack speed of a unit). Not only this, but if you do change values in the dependencies from the map that requires it (as was done a lot in Squad code), the dependency still retains its now invalid data, while the new map has the changed data. There is no built in way to merge this data back to the dependency without meticulous copy-pasting. To bypass this and remove the issue of dependencies altogether, I wrote a python script to merge the changes made to the map back into the dependency, and then permanently move the fully correct data to the main map. Unfortunately, this had several side-effects and mis-copied data values here and there. TL;DR: Automaton and Ancient will both have some issues due to dependency related things.
--- ✄ -----------------------
Archive:
✔ Support construct creates permanent, unpathable structure @done (13-04-17 22:08)
✔ Captain/Admiral auras lag issue @done (13-04-18 20:47)
✘ Dark priests rush the final wave mob @cancelled (13-04-17 19:40) (intended)
✘ Messiah mana regen stacking @cancelled (13-04-17 19:40) (intended)
✔ TIMESTAMP @done (13-04-22 17:23)
>>>>>>>>>>>>>>(ROLLED BACK UNTIL FIXED)<<<<<<<<<<<<<<<<<
Fixed Bugs and Misc:
-Captain/Admiral ability bug has been fixed
-Start bug is fixed
-Auto racial bugs fixed
-Updated many tooltips
-Splashes associated with sends no longer hit creeps
-Medic income from 4 to 3
-Vet mode nerfed to be more playable
Ancient:
-Ancestry (Racial)- Shield % increase from 8% to 8.5%
-Encrypter- Matrix shield- From 80% block to 90% block
-Archive- New ability added: Resurrection- Summons a defender to its aid
-Matriarch- Damage from 165 to 175
Ghost:
-Etheral Cloaking (Racial)- Dodge % chance from 15/7.5% to 16/8% chance to dodge.
Nature:
-Winter's Grasp (Racial)- I've reworked the deep roots portion 15 damage per second that the unit is stunned
-Tree of Travel- Helping Hand- Ability also slows attack speed by 5% now
-Tree of Time- Chrono Trigger- Ability also slows attack speed by 15% now
-Thunderbird- Afterburner- Cleaned up the target system, allowing better use of it. Also decreased its regular attack speed from 1.89 to 1.7
-Tree of Knowledge- Forbidden fruit- Reworked to give nearby enemies a -1 armor reduction while causing them 25 damage per second
Automaton:
-Technological Breakthrough (Racial)- Reworked to give an all time standard 4% discount off units, only to be activated after the first unit is placed. Bugs across all game modes are fixed
-Prototype- Damage from 70 to 60. Experimental unit- Ability now has 10% to hit and causes 10% dam
-Obliterator- Concussion Shell- The units attacked by this ability will receive a 15% movement reduction
-Pulveriser- Attack range from 4 to 5. Attack speed decreased from 1.0 to 0.5. Damage decreased from 37 to 22. Explosive rounds- Now have a 33% chance to deal 40 base damage with a 50% splash
Celestial:
-Fallen- Tempt- The associated bugs have been fixed. The % chance for the enemy to receive tempt has increased from 6% to 15%
-Theos- Creation- Spawn Celestians have a damage increas from 90 to 125 and attack speed decrease from 1.3 to 1.2
-Vanguard- Hp increased from 900 to 1000
-Templar- Righteousness- Ability now lasts 10 seconds rather than 1
-Cupid- Infatuate- Hp heal from 20 to 30. Cooldown from 20 seconds to 10 seconds
Elemental:
-Fenix- Damage from 127 to 150. Energy Rage- Damage from 50 to 100
CONTINUED >>>>>>>>>>>
Release Notes v2.64
- Automaton Racial exploits have been fixed. Instead of using chat messages, the tooltip charge count indicates the number of stacks of Technology Breakthrough.
As of now, the development team for Squadron TD consists of 4 members - Swentz, SyCo, Wade and myself. We are still getting organized so the first few updates may be slow coming error-prone, but we have many new features on the way.
--
Confirmed bugs
Auto racial:
- Newly built units at reduced price are not allowed to upgrade until the next round.
- Occasionally, the upgrade price will remain for more than one purchase
- Stacking to 5 and then switching racials causes price reduction to persist
- Automaton Racial exploits have been fixed. Instead of using chat messages, the tooltip charge count indicates the number of stacks of Technology Breakthrough.
As of now, the development team for Squadron TD consists of 4 members - Swentz, SyCo, Wade and myself. We are still getting organized so the first few updates may be slow coming error-prone, but we have many new features on the way.
--
Confirmed bugs
Auto racial:
- Newly built units at reduced price are not allowed to upgrade until the next round.
- Occasionally, the upgrade price will remain for more than one purchase
- Stacking to 5 and then switching racials causes price reduction to persist
Patch Notes 2.62:
-Captain/Admiral bug fixed
-Wave 36 Zombies armor reduced from 10 to 9 to help with armor bugs
-Wave 36 Zombies acceleration increases each time they upgrade
-Beast Racial reworked to give +1 Hp regen. Yes I am intending on the +1 rather than the 1%
-Double Builder Exploit/Bug fixed
-SS control Fixed
-Game now remembers builder preference again
-Auto Racial works as intended when you get Auto after selecting Random. However, the infinite 5 stacks in chaos is not yet fixed
Comments:
So I decided to go ahead and release this now so you guys can at least get a good temporary fix on a few things. I know theres a few things that need to be done yet, but that can still be worked on and I saw no reason to not give you guys this patch. Enjoy.
-Captain/Admiral bug fixed
-Wave 36 Zombies armor reduced from 10 to 9 to help with armor bugs
-Wave 36 Zombies acceleration increases each time they upgrade
-Beast Racial reworked to give +1 Hp regen. Yes I am intending on the +1 rather than the 1%
-Double Builder Exploit/Bug fixed
-SS control Fixed
-Game now remembers builder preference again
-Auto Racial works as intended when you get Auto after selecting Random. However, the infinite 5 stacks in chaos is not yet fixed
Comments:
So I decided to go ahead and release this now so you guys can at least get a good temporary fix on a few things. I know theres a few things that need to be done yet, but that can still be worked on and I saw no reason to not give you guys this patch. Enjoy.
Patch Notes 2.61:
Game/Bugs:
-Hellion income from 15 to 14.
-Shadow Temp income from 27 to 26.
-High Temp income from 18 to 17.
-Queen income from 12 to 11.
-Goliath income from 5 to 4. Its ability increased from 8% to 13%.
-RCB now displays Necromancy instead of Mortem Tactus.
-Removed Tournament and Frenzy Modes.
-Slowed down game speed (for lag purposes, trust me you will adjust)
-Killem now removes the slowed worker when the leak dies, rather than timer based.
-Nerfed Leaver Bonuses
-Arcade Exploit Fixed
-Auto/Chaos Racial Bug is fixed
-Scv's no longer give mineral value when sold.
-Lag reduced
Shadow:
-Necromancy no longer spawns double bone warriors.
-Bone Overseer/Keeper of Souls- Armor changed from light to Armored.
Beast:
-Racial fixed to give 1% hp increase instead of +1.
-Roach fighter/Roach Champ- The graphics for their abilities are less intense (lag reduction)
Mech:
-Infantry- Damage from 45/65 to 55/65.
-Leviathan- Shrapnel damage from 125 to 250.
Celestial:
-Theos- Attack speed from 4.8 to 4.0. Celestians from Theos now have a timed lifespan. Theos now has the same attack during boss as it does during normal waves.
Elemental:
-Watcher- Hp increase from 335 to 350.
-Racial "Static Discharge" now gives +1 energy, along with its normal effect.
Automaton:
-Satalite- Designate threat speed boost has been reduced from 10 to 3.
-Brawler- Cost increased from 80 to 85.
-Android- Cost increased from 100 to 105. Hp decreased from 700 to 650.
-Prototype- Attack type changed from Magic to Spell.
-Battery- Attack speed from 0.3 to 0.6.
-Grav Lance- Cost from 220 to 200. Supply cost from -3 to -2.
-Racial in Chaos mode gives automatic 4/5 stacks. Intended.
Ghost:
-Apparition- Damage from 110/130 to 90/110.
-Gravekeeper- Despair stacks 2 times instead of 3.
-Meridian- Ability graphic was changed to reduce lag.
Ancient:
-Encoder- Cooldown on decode has been shortened.
-Sentinel/Defender- Both units received a +0.5 shield regeneration rate.
Comments:
Ocean builder was planned to be released along with this patch but it still has a few kinks/bugs that need to be taken care of before I can release it. I wanted to get this patch out asap as promised so I just released the patch first.
Game/Bugs:
-Hellion income from 15 to 14.
-Shadow Temp income from 27 to 26.
-High Temp income from 18 to 17.
-Queen income from 12 to 11.
-Goliath income from 5 to 4. Its ability increased from 8% to 13%.
-RCB now displays Necromancy instead of Mortem Tactus.
-Removed Tournament and Frenzy Modes.
-Slowed down game speed (for lag purposes, trust me you will adjust)
-Killem now removes the slowed worker when the leak dies, rather than timer based.
-Nerfed Leaver Bonuses
-Arcade Exploit Fixed
-Auto/Chaos Racial Bug is fixed
-Scv's no longer give mineral value when sold.
-Lag reduced
Shadow:
-Necromancy no longer spawns double bone warriors.
-Bone Overseer/Keeper of Souls- Armor changed from light to Armored.
Beast:
-Racial fixed to give 1% hp increase instead of +1.
-Roach fighter/Roach Champ- The graphics for their abilities are less intense (lag reduction)
Mech:
-Infantry- Damage from 45/65 to 55/65.
-Leviathan- Shrapnel damage from 125 to 250.
Celestial:
-Theos- Attack speed from 4.8 to 4.0. Celestians from Theos now have a timed lifespan. Theos now has the same attack during boss as it does during normal waves.
Elemental:
-Watcher- Hp increase from 335 to 350.
-Racial "Static Discharge" now gives +1 energy, along with its normal effect.
Automaton:
-Satalite- Designate threat speed boost has been reduced from 10 to 3.
-Brawler- Cost increased from 80 to 85.
-Android- Cost increased from 100 to 105. Hp decreased from 700 to 650.
-Prototype- Attack type changed from Magic to Spell.
-Battery- Attack speed from 0.3 to 0.6.
-Grav Lance- Cost from 220 to 200. Supply cost from -3 to -2.
-Racial in Chaos mode gives automatic 4/5 stacks. Intended.
Ghost:
-Apparition- Damage from 110/130 to 90/110.
-Gravekeeper- Despair stacks 2 times instead of 3.
-Meridian- Ability graphic was changed to reduce lag.
Ancient:
-Encoder- Cooldown on decode has been shortened.
-Sentinel/Defender- Both units received a +0.5 shield regeneration rate.
Comments:
Ocean builder was planned to be released along with this patch but it still has a few kinks/bugs that need to be taken care of before I can release it. I wanted to get this patch out asap as promised so I just released the patch first.
I will ask the host youdice politely to let more people join the 2v2 NA tournament
I understand that there is a time issue here. But, from what i read, increase the team from 16 to 32 will ONLY extent the tournament by 1 more round!
more players means more community involvement and popularity for the game. I see no compelling reason not to do this.
I understand that there is a time issue here. But, from what i read, increase the team from 16 to 32 will ONLY extent the tournament by 1 more round!
more players means more community involvement and popularity for the game. I see no compelling reason not to do this.
Official 2v2 EU Tournament
Participants:
Max 16 teams. Post your team's character name + code in this thread (i.e. KateAteWilly 829).
you can still sign up if you dont have a team. however, you will be randomly teamed up with other loners!
sign up will close on 11: 59 p.m. CET Jan 13th.
Reward:
Pride, Honor and hopefully something else
Channel:
Squadron TD
Sign Up:
Closed
Schedule and Rules
Update: Tournament mode should be checked
http://www.squadtd.com/threads/2v2-eu-schedule.2997/
Bracket:
http://challonge.com/squadEU
Participants:
Max 16 teams. Post your team's character name + code in this thread (i.e. KateAteWilly 829).
you can still sign up if you dont have a team. however, you will be randomly teamed up with other loners!

sign up will close on 11: 59 p.m. CET Jan 13th.
Reward:
Pride, Honor and hopefully something else
Channel:
Squadron TD
Sign Up:
Closed
Schedule and Rules
Update: Tournament mode should be checked
http://www.squadtd.com/threads/2v2-eu-schedule.2997/
Bracket:
http://challonge.com/squadEU
IT HAS BEGUN!
Round 1 will end on the 1st of Feb.
Round 2 will end on the 8th of Feb.
Round 3 will end on the 15th of Feb.
Finals will end on Feb. 22nd!
For all rules, refer to http://www.squadtd.com/threads/official-2v2-na-tournament-1-sign-ups.2901/
All character codes are posted so there is no reason that you didn't find/talk to your opponents.
Game 1 : hulk (702)/cptriple (656) vs Quappybla (919)/Sephyrix (174) quappybla/sephrix wins 2:0
Game 2 : oopth (675)/beaston (920) vs jennabearrat (758)/benthor (997) beaston/oopth wins 2:0
Game 3 : supermanrox (979)/lokidman (744) vs kngmidas (327)/beerandbanes (441) kngmidas/beerandbanes wins 2:0
Game 4 : drkxfactr (156)/iwintolose (687) vs flyingbison (648)/cyclonex (742) flyingbison/cyclonex wins from forfeit
Game 5 : yare (759)/kriptikone (572) vs winning (559)/gunner (684) yare/kriptikone 2:0
Game 6 : punch (476)/localmax (118) vs smashem (218)/thebarron (138) smashem/thebarron wins 2:0
Game 7 : llimagic (369)/alkene (594) vs sullivan (381)/aqua (907) llimagic/alkene wins 2:0
Game 8 : yodice (237)/moutom (999) vs smellyboy (607)/mrhighkilla (184) smellyboy/mrhighkilla wins from forfeit
(Hope I have everyone's name/code correct)
Winner of Game 1 will face winner of Game 2.
Winner of Game 3 will face winner of Game 4.
Winner of Game 5 will face winner of Game 6.
Winner of Game 7 will face winner of Game 8.
Good luck all and if you have any questions please don't be afraid to ask.
Please post all replays on THIS thread!
Round 1 will end on the 1st of Feb.
Round 2 will end on the 8th of Feb.
Round 3 will end on the 15th of Feb.
Finals will end on Feb. 22nd!
For all rules, refer to http://www.squadtd.com/threads/official-2v2-na-tournament-1-sign-ups.2901/
All character codes are posted so there is no reason that you didn't find/talk to your opponents.
Game 1 : hulk (702)/cptriple (656) vs Quappybla (919)/Sephyrix (174) quappybla/sephrix wins 2:0
Game 2 : oopth (675)/beaston (920) vs jennabearrat (758)/benthor (997) beaston/oopth wins 2:0
Game 3 : supermanrox (979)/lokidman (744) vs kngmidas (327)/beerandbanes (441) kngmidas/beerandbanes wins 2:0
Game 4 : drkxfactr (156)/iwintolose (687) vs flyingbison (648)/cyclonex (742) flyingbison/cyclonex wins from forfeit
Game 5 : yare (759)/kriptikone (572) vs winning (559)/gunner (684) yare/kriptikone 2:0
Game 6 : punch (476)/localmax (118) vs smashem (218)/thebarron (138) smashem/thebarron wins 2:0
Game 7 : llimagic (369)/alkene (594) vs sullivan (381)/aqua (907) llimagic/alkene wins 2:0
Game 8 : yodice (237)/moutom (999) vs smellyboy (607)/mrhighkilla (184) smellyboy/mrhighkilla wins from forfeit
(Hope I have everyone's name/code correct)
Winner of Game 1 will face winner of Game 2.
Winner of Game 3 will face winner of Game 4.
Winner of Game 5 will face winner of Game 6.
Winner of Game 7 will face winner of Game 8.
Good luck all and if you have any questions please don't be afraid to ask.
Please post all replays on THIS thread!
Patch Notes 2.60:
Misc:
-Added Smellyboy's name to the NA tournament winner statue.
Lag reduction:
-Slowed down gameplay a bit
-Applied various measures to likely reduce some lag
Bugs:
-Auto racial exploit fixed
-Bone Warrior no longer controllable. As an added safety net, if someone finds a way to control the bone warrior, it will still die with a timed life function.
Ghost:
-Wanderer damage increased from 17 to 18.
-Dark Priest Haunt spell range was slightly increased to match its attack. Its still just a tad shorter but I didn't notice any issues with it.
-Apparition damage decreased from 120 to 110.
Auto:
-Android hp decreased from 750 to 700.
-Weldtech should no longer be able to heal enemies.
-Grav Lance damage decreased from 20 to 10.
Ancient:
-Encoder damage speed from 1.1 to 1.0.
Comments:
Issues I am already informed of include the team mate scv related exploit and the slight buff in the Auto racial. No more necessary need to inform me of those. On a further note, if there are other bugs/exploits then please explain them in great detail. Also feel free to post on other matters such as balance.
Misc:
-Added Smellyboy's name to the NA tournament winner statue.
Lag reduction:
-Slowed down gameplay a bit
-Applied various measures to likely reduce some lag
Bugs:
-Auto racial exploit fixed
-Bone Warrior no longer controllable. As an added safety net, if someone finds a way to control the bone warrior, it will still die with a timed life function.
Ghost:
-Wanderer damage increased from 17 to 18.
-Dark Priest Haunt spell range was slightly increased to match its attack. Its still just a tad shorter but I didn't notice any issues with it.
-Apparition damage decreased from 120 to 110.
Auto:
-Android hp decreased from 750 to 700.
-Weldtech should no longer be able to heal enemies.
-Grav Lance damage decreased from 20 to 10.
Ancient:
-Encoder damage speed from 1.1 to 1.0.
Comments:
Issues I am already informed of include the team mate scv related exploit and the slight buff in the Auto racial. No more necessary need to inform me of those. On a further note, if there are other bugs/exploits then please explain them in great detail. Also feel free to post on other matters such as balance.
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