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Ancient Hydra v1
Posted: Tue Aug 13, 2024 6:26 pm
by Moppy
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.
Ancient Hydra v2
Posted: Tue Aug 13, 2024 6:31 pm
by Moppy
Ancient Hydra has been updated to v2!
Author's reason for this update:
Fixed typo.
Ancient Hydra v3
Posted: Tue Aug 20, 2024 5:56 pm
by Moppy
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
Ancient Hydra v4
Posted: Sun Nov 10, 2024 5:28 pm
by Moppy
Ancient Hydra has been updated to v4!
Author's reason for this update:
Fixed typo.
Ancient Hydra v5
Posted: Tue Nov 12, 2024 5:25 pm
by Moppy
Ancient Hydra has been updated to v5!
Author's reason for this update:
Fixed Threefold Fury not having a per level bonus.
Ancient Hydra v6
Posted: Thu Nov 14, 2024 6:56 pm
by Moppy
Ancient Hydra has been updated to v6!
Author's reason for this update:
Increased ability factor.
Ancient Hydra v7
Posted: Thu Feb 05, 2026 5:03 pm
by Moppy
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.
Re: Ancient Hydra v7
Posted: Sat Feb 28, 2026 4:45 am
by Patcharoo
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.
Re: Ancient Hydra v7
Posted: Sat Feb 28, 2026 10:58 am
by Ashbringer
Not multishot, but is multishot?
Re: Ancient Hydra v7
Posted: Sat Feb 28, 2026 11:51 am
by Ashbringer
Also, please use the ground texture for Ice (YouTD N).