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Aeon of Storms 7 Beta Testing has Begun!


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#1 MOTHER

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Posted 05 May 2017 - 10:51 PM

I have just uploaded the first public beta of the new AoS map onto NA. You can find it by searching for "Aeon of Storms 7 Beta".

Things to note:

1- Jungle not yet updated with new creeps but functional.

2- The winning conditions involve you destroying the Protoss Nexus Prime or the Zerg Hivemind instead of the artifact. These structures will have unique but equal weapon mechanics in the near future.

3- Lots of stuff still not added and needs finetuning (new ranged super creeps for example), your patience is appreciated.

4- Please help us identify any problems, bugs, you may find. Use this thread.

5- Please voice your concerns and suggestions. Use this thread.

6- Let's try to get an inhouse running. Use this thread.

7- The Zerg/Protoss Sanctuaries' functions have not yet been implemented.

8- NEW ADAM HERO: KARAXXXXXX!!!!

Thank you.

#2 MOTHER

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Posted 05 May 2017 - 11:11 PM

P.S.

Side shops under still construction.

#3 MOTHER

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Posted 06 May 2017 - 12:36 AM

ONLINE NOW COME!!! NEED 9+ MORE :P

#4 MOTHER

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Posted 06 May 2017 - 05:17 AM

Updating with Beta 1.1. Thank you to the random handful of you who participated. <3

#5 HawKeYe

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Posted 06 May 2017 - 06:20 AM

Hey Mother (Jessica)

GREAT JOB! i like! nice new Hero Karax! I hope that sometime I play inhouse when 10 players are!

#6 Destroyer

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Posted 06 May 2017 - 07:27 AM

It looks pretty. I'm curious if the waterfall/volcano hurt performance? Also not sure on mid, going to have to play that a few times on both sides.

#7 MOTHER

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Posted 06 May 2017 - 03:53 PM

They shouldn't. They were both present in older AOS maps and didn't seem bother anyone then. If we are talking pure KB size, they aren't as heavy as you may think.

I tested for fps drops to make sure certain areas of the map don't affect performance. Overall, it's been running smooth for me. The mal actually has about 500-600 less doodads than the current live map, even though it's notably larger.

But please tell me if they do cause problems, there are always options.

Hope we can get a full house today.

#8 MOTHER

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Posted 06 May 2017 - 09:48 PM

Updating with Beta 1.2

Major fixes: Fountains should be working again and midlane pathing should also go the whole way to base (creeps not stopping at T3).

Also the map is available to our friends on EU under the same name now. :)

Thanks again to Zorro, Fell, Fetext, DC and everyone else who participated today.

EDIT-

1.3.

Adjusted new ranged super creeps, they should animate and work fine now. They deal the same damage with the same attack speed as before, but their attack range has increased from 2 to 4. They also look sexier while doing it. Supercreeps are also slightly larger on the minimap now so you know when they are coming.

#9 MOTHER

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Posted 08 May 2017 - 04:10 AM

Updating with Beta 1.5

- Made adjustments to the jungle camps so that there is less chance you aggro two camps when you attack one. This probably will need some more adjustments, we'll see.
- Fixed protoss bot melee suppressor not respawning and not spawning Zerg melee supercreep when destroyed.
- Random adjustments here and there to terrain (distance between both mid towers has increased for example)
- I'm afraid I can't make any attempt to balance or fix Karax for those concerned, this is Adam's forte and he is still lead dev. Rest assured, Karax won't go live in the main AoS without further balancing when our great leader returns.
- Will attempt to flesh out the Zerg and Protoss "Sanctums" in the jungles that ya'll have been asking about in the next revisions.

Thank you everyone who participated in today's testing, Destro, Guz, Sterilizer, Turbo, Zero, and the others. You guys rock.

#10 MOTHER

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Posted 09 May 2017 - 08:06 PM

Updating with Beta 1.7.

Lots of terrain adjustments, especially to the jungle camps (and distances in between)

Protoss towers got a sexy facelift. Now with 360 degree motions!

The Zerg and Protoss Sanctum's are structurally complete. Their stats, appearance and invulnerability is set. They become vulnerable to damage when any enemy T3 tower is destroyed. Haven't gotten their behavior to work correctly and to play the correct (BADASS) animations for when they are active just yet. But next revision hopefully with Adam's guidance.


Spoiler


#11 Fell

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Posted 10 May 2017 - 12:14 PM

View PostMOTHER, on 09 May 2017 - 08:06 PM, said:

Updating with Beta 1.7.

Lots of terrain adjustments, especially to the jungle camps (and distances in between)

Protoss towers got a sexy facelift. Now with 360 degree motions!

The Zerg and Protoss Sanctum's are structurally complete. Their stats, appearance and invulnerability is set. They become vulnerable to damage when any enemy T3 tower is destroyed. Haven't gotten their behavior to work correctly and to play the correct (BADASS) animations for when they are active just yet. But next revision hopefully with Adam's guidance.


Spoiler


Omg dat build on MK lul

#12 GenJutsu

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Posted 10 May 2017 - 03:42 PM

lets see

lets give it a try

#13 MOTHER

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Posted 12 May 2017 - 06:06 PM

Updated with 1.8-1.11.

Many terrain adjustments here and there. Gave Alarak's sound and visuals an update.

Focusing on new jungle creeps for next update.

#14 Zorro

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Posted 13 May 2017 - 11:40 AM

Sounds good

#15 MOTHER

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Posted 14 May 2017 - 07:23 PM

Updated with 1.13-116.

Some more terrain adjustments, especially to base. The biggest change though this time is that more than 98% of all abilities for all heroes finally have unique buttons. It's a total revamp of these understated aesthetics but really makes for hero individuality. The devil is in the details as they say. Many new spell animations and sounds like Null Magic Missile and Stukov Searing Concoction

#16 MOTHER

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Posted 16 May 2017 - 07:46 AM

Updated with 1.19.

Reduced number of jungle camps to 9 per side, and adjusted the distances a little between each.
Activated side shops (Supermarket building atop the cliff adjacent to each team's safelane towers)

Currently, the side shops function like your base shops and sell all items (Press B when next to them, they will be highlighted). This will change of course, and those shops will offer a far more limited number of existing items (and some unique ones too). But let's see how this plays out in beta and work from there.

Thank you to everyone who continues to help playtest. Last 2 games were insightful to say the least.

Update: Side shops only sell consumables.

#17 MOTHER

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Posted 17 May 2017 - 07:02 AM

For your reference

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