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Let's get it done! Champions TD Boss level!

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Blog Poll! You decide!
A new decision has appeared for you guys and gals to decide! It has to do with your units moves. Unlike PTD your units in Champions TD (so far) can use all attacks, active and passive, all the time. The game can be more like PTD where you have to choose which of the moves you want activated and which ability you have activated. So in Champions that would mean only have one "active" skill and one "passive" skill activated at one time. I would redesign the moves to make each individual move more powerful for it to make more sense since currently they are design to all be on at the same time. So let your voice be heard and tell me what you think.

Let's get it done! Cave Boss Level
Last week Unova took a lot out of me, I worked long hours to get the Unova Invasion done and so I wasn't able to complete the cave boss level for champions. This week has also been pretty hectic with helping a friend move so I won't have a lot of time to tackle a lot of things this week. For these reasons this week I will focus my energy on finish this boss level for all of you! I got a good chunk done last week but I still have a decent amount left. Next week we will get a ptd2 challenge level plus other goodies. Let's get it done! Are you with me?

Weekly Progress

Champions TD v0.06 - Cave Boss Level - Released!
  • Cave Boss Level (100%)
    • New Cutscenes (100%)
    • Level and Boss Mechanic explained screens (100%)
    • New Unit Graphics (100%)
    • New Unit Icon (100%)
    • New Unit Attacks (100%)
      • Avalanche Stomp (100%) - The unit will begging stomping the ground furiously aiming at a target in range. After a few seconds a large ice rock will fall in that area and stun all targets, for a certain amount of time, in range of the rock.
      • Frost Breath (100%) - The unit freezes its main target in place while it inhales cold air. After inhaling enough air it will blow out frost breath that hits all targets in front of the target. Damage multiplies by the number of targets hit.
    • Boss Behavior (100%) - Boss focuses on the first unit that attacks it until it dies or it runs way too far.
    • New Loot (100%)
      • Loot drop percentages (100%)
      • Armor Stats (100%)
      • Animal and Trogg Armor (100%)
        • Set up units (100%)
        • Set up graphics and icons (100%)
        • Stats (100%)
      • Weapons (100%)
        • Set up graphics and icons (100%)
        • Stats (100%)
      • New Unit (100%)
        • Set up weapon slot (100%)
    • Level Waves (100%)
    • Timer Mechanic (100%) - Every certain amount of time you will lose a certain amount of level lives.
    • Level Background, Path Points, Tent Points (100%)
  • Game Change (100%) - Make some casting spells cast faster but have longer cooldowns. This will enable spells to hit targets that are in range quicker instead of casting and possibly having the target get out of range while the cast is going.
  • Bug Fix (100%)  Enemy getting stuck while doing certain attacks.
    • Bug Fix (100%) Fixed an issues when using a unit with no chest pieces.
    • Game Change (100%) - Made the Boulder Throw's Red Shadow more accurate as to where it will hit.
    • Game Change (100%) - When a friendly unit dies you will lose a level life but you can now replace them with another unit.

    So that's what we are working on this week, got any ideas or feedback for this week's update let me know!

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