This topic was automatically created for the discussion and updating of Ancient Hydra v1
Author's comment about this tower:
Unique Ice tower. May either be used as a carry or as an offensive support for its debuffs only.
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Ancient Hydra v7
Ancient Hydra v2
Ancient Hydra has been updated to v2!
Author's reason for this update:
Fixed typo.
Author's reason for this update:
Fixed typo.
Ancient Hydra v3
Ancient Hydra has been updated to v3!
Author's reason for this update:
- Removed its regular splash attack damage as killing hits prevented breath ability projectiles to be shot out
- Splash attack damage is now coded into the breath ability projectiles themselves
- Breath attack projectiles are now also coded to align with the tower's delayed wind up animation on attack
Author's reason for this update:
- Removed its regular splash attack damage as killing hits prevented breath ability projectiles to be shot out
- Splash attack damage is now coded into the breath ability projectiles themselves
- Breath attack projectiles are now also coded to align with the tower's delayed wind up animation on attack
Ancient Hydra v4
Ancient Hydra has been updated to v4!
Author's reason for this update:
Fixed typo.
Author's reason for this update:
Fixed typo.
Ancient Hydra v5
Ancient Hydra has been updated to v5!
Author's reason for this update:
Fixed Threefold Fury not having a per level bonus.
Author's reason for this update:
Fixed Threefold Fury not having a per level bonus.
Ancient Hydra v6
Ancient Hydra has been updated to v6!
Author's reason for this update:
Increased ability factor.
Author's reason for this update:
Increased ability factor.
Last edited by Moppy on Sun Dec 14, 2025 10:26 pm, edited 1 time in total.
Ancient Hydra v7
Ancient Hydra has been updated to v7!
Author's reason for this update:
Removed TriggerSleepAction from onAttack and onDamage triggers as it is known to cause desyncs during multiplayer games.
Author's reason for this update:
Removed TriggerSleepAction from onAttack and onDamage triggers as it is known to cause desyncs during multiplayer games.
Re: Ancient Hydra v7
This tower lacks something to make it feel unique, both in terms of how flashy it is and in what it does. Stripping back the layers, this tower currently does a single splash attack that does one of the following;
-Damage Amp for Ice
-Slows
-DoT
Even having enough attack speed to give all three effects 100% uptime doesn't make them particularly impressive even among ice unique towers.
My proposal is that when it attacks and has chosen an effect, it should pick two random targets within the same range and fire off two attacks at the other targets that have the properties of the other attacks. NOT MULTISHOT, to be clear, but programmed in such a way that it fires off two additional attacks at random targets in range each time it attacks. The following things can be done to bring them in line for damage;
-Slow attack speed (it already attacks quite slow but I think that's part of the appeal)
-Reduce splash (I wouldn't go below 150)
-Make the "additional attacks" just a damaging effect based off attack damage, so it doesn't inherit the properties of an attack
--If you go this rout, it would might be possible to have a slight period delay before the effects fire off during which no additional shots can be fired (so the main can fire as fast as it has attack speed, but the additional shots can only fire occasionally with the main attack).
-In call cases where you add additional attacks buff the range to 1000 because this thing wants to spray shots everywhere. More range will theoretically offset splash damage.
-Damage Amp for Ice
-Slows
-DoT
Even having enough attack speed to give all three effects 100% uptime doesn't make them particularly impressive even among ice unique towers.
My proposal is that when it attacks and has chosen an effect, it should pick two random targets within the same range and fire off two attacks at the other targets that have the properties of the other attacks. NOT MULTISHOT, to be clear, but programmed in such a way that it fires off two additional attacks at random targets in range each time it attacks. The following things can be done to bring them in line for damage;
-Slow attack speed (it already attacks quite slow but I think that's part of the appeal)
-Reduce splash (I wouldn't go below 150)
-Make the "additional attacks" just a damaging effect based off attack damage, so it doesn't inherit the properties of an attack
--If you go this rout, it would might be possible to have a slight period delay before the effects fire off during which no additional shots can be fired (so the main can fire as fast as it has attack speed, but the additional shots can only fire occasionally with the main attack).
-In call cases where you add additional attacks buff the range to 1000 because this thing wants to spray shots everywhere. More range will theoretically offset splash damage.
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Ashbringer
- Site Admin
- Posts: 49
- Joined: Tue Mar 26, 2024 11:30 am
Re: Ancient Hydra v7
Not multishot, but is multishot?
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Ashbringer
- Site Admin
- Posts: 49
- Joined: Tue Mar 26, 2024 11:30 am
Re: Ancient Hydra v7
Also, please use the ground texture for Ice (YouTD N).