Full notes
Full Cyber Team Manager update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello everyone, The May has ended, meaning a new update has arrived. Throughout May, we mostly focused on the importing of heroes from the design document, to the game, also adding new skills. We’ve fixed many bugs with hero positioning on the map, along with conceptualizing what remains to be added before the game is playable. Bringing some good news to light, we’ve been working efficiently, bringing us closer to the playable product than previously estimated. Our goal is to bring out a playable version within the coming two months. What has been done:
What changed
- Maps
- Gameplay
- Balance
- Fixes
- UI and audio
- Performance
Cyber Team Manager changes
Added more heroes, strength 17, agility 16, intelligence 21.
Added skills for 7 more heroes
Added skills for Dark Ranger
First skill gives decreases enemy movement speed
Second skill silences for an amount of rounds
Third skill gives bonus attack damage against all ranged heroes
Ultimate gives bonus agility to dark ranger
Added skills for Flying Poison
First skill adds poison to standard hero attack, which decreases enemy movement speed and attack speed
Second skills gives passive bonus attack damage, increasing based on victim's missing health
Third passive spell gives hero magic resist and grants poison debuff to enemy when taking damage
Ultimate gives huge poison debuff (damage, attack speed, movement speed) which lasts several turns
Added skills for Dead King
First skill gives damage and applies stun
Second one gives passive lifesteal ability to whole team
Third one adds passive critical chance
Ultimate gives second life if the hero dies
Added skills for Apothecary
First skill stun enemy hero
Second skill gives fire damage per second
Third skill boost allied hero attack speed
Ultimate gives a chance to cast spells 2/3/4 times per a cast
Added skills for Necromant
First skill heals allies and damages enemies
Second gives permanent damage to enemy, based on enemy's health
Third skill gives bonus amount of HP and Mana after getting a kill
Ultimate damages enemy based on victim's missing health
Added skills for Fire Witch
First one gives area based damage
Second one gives area based stun
Third one temporarily increases attack speed with consecutive attacks
Ultimate deals huge amount of damage to the victim
Added skills for Thunderer
First spell damages enemy hero and jumps to nearest enemies
Second spell damages target enemy and nearest enemies
Third passive spell damages enemy heroes each time when Thunderer use spells
Ultimate damages all enemy heroes
Added the displaying of spell cooldown timers. Timer is shown when mouse hovers over skill.
Fixed problem with displaying all heroes in heroes screen.
Fixed problem with init teams. When team is init, then by default its primary tactic is set to 1-1-3 and players assign their roles on the map, based on their role in the game.
Fixed the problem with displaying players positions in the positional map inside the tactics screen from the start.
Fixed problem with position view and changed the player grid a bit.
Fixed select positions on map.
Added “reserve” value to positions. Players which in reserve, cant play in the match.
Added additional checking when you are selecting position. When you are selecting the positions, it's unavailable until you free it of any players in that position. Only one player can be assigned to a position at a time.
You can now only have 5 different positions assigned at a team in a team.
Fixed the problem with positions on match view. Changed position assigning in algorithm, so from now positions will depends on what you are selecting from positions screen.
Changed the idea of position selection. It will now depend greatly on the tactics you’re planning to use/train, and the match fights.
What we need to do in the next month:
Manager panel, match panel, positions panel, team panel, transfer panel, refresh UI.
Add heroes statistics panel.
Add ability to train second tactic.
Fix formula's for calculating training and form.
Fix player condition calculations
Add teams with names and players instead of current randomly generated teams
Add the micro economy for teams. Calculations for salaries / selling / profit, etc
Add contract requirements for players
Fix the player count for each team. Each team will only have 6 players (5 main and 1 in reserve).
Add scouts.
Add organizations. This is will be first step towards implementing FPS mode. The next step will be implement FPS mode :)
Add skills for 5 more heroes
Add ranking system where players will play where scouts will pick up hot prospects for your team
Add steam cards.
Add team logos.
The next update will be near the end of June 2016. If you’d like to share your thoughts or ask any questions about the game, please contact me here: email: cyberteammanager@gmail.com Twitter: @CyberTeamManage Sincerely yours, The Tambourine Team
Source
Changelog.gg summarizes and formats this update. How we read updates.
