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by Alexander82
Wed Sep 18, 2019 5:12 pm
Forum: DEVELOPER version changes
Topic: version 1.102
Replies: 4
Views: 35

Re: version 1.102

In next we'll have all dwarven techs, haberdier and double axeman, merman king with its special abilities and 3 auras and 2 techs to unlock 2 of them. I've also fixed keep category, allowed attack from inside ghost ship and set magic arrow as default spell of elven wizard. I'll try adding something ...
by Alexander82
Wed Sep 18, 2019 4:28 pm
Forum: Undead
Topic: New skeleton pirates
Replies: 10
Views: 77

Re: New skeleton pirates

I talked about that with makazuwr32 and we agreed for captain to come in and about the gunner we'll add, instead, a tech that gives a cooldowned gunshot to normal skeleton pirate and to the captain (that will have a double barrel gun with 2 indipendent shots) The gunner might be better for a land un...
by Alexander82
Wed Sep 18, 2019 2:12 pm
Forum: Others
Topic: User's maps folder ANSWERED
Replies: 4
Views: 23

Re: User's maps folder

I don't know but I think that @Stratego (dev) can answer your question
by Alexander82
Wed Sep 18, 2019 12:28 pm
Forum: Dwarf
Topic: Mountain stronghold
Replies: 18
Views: 884

Re: Mountain stronghold

Nice indeed
by Alexander82
Wed Sep 18, 2019 12:28 pm
Forum: DEVELOPER version changes
Topic: version 1.102
Replies: 4
Views: 35

Re: version 1.102

But at least tjere aren't just bug fixes. We are adding a lot of things with every upgrade.
by Alexander82
Wed Sep 18, 2019 12:27 pm
Forum: Human
Topic: New Cheap Defender
Replies: 2
Views: 35

Re: New Cheap Defender

Btw I guess it might looks like an unshielded swordsman with a small weapon like a short sword or a small mace.
by Alexander82
Wed Sep 18, 2019 12:26 pm
Forum: Human
Topic: New Cheap Defender
Replies: 2
Views: 35

Re: New Cheap Defender

I agree with that. I want to add 1 turn units on a similar level to all races. Stats are fine for me although, being a base human unit, it must be tiered. I suggest these: Cost: 1 Hp: 8/10/12 (half of swordsman) Attack: 4/5/6 (affected by melee weapons techs that at max is half of swordsman) Speed 3...
by Alexander82
Tue Sep 17, 2019 5:01 pm
Forum: IMPLEMENTED - ARCHIVED
Topic: Orc Balance - ANSWERED
Replies: 38
Views: 312

Re: Orc Balance - ANSWERED

Btw I also need to mention players like @StormSaint373 @makazuwr32 @DoomsdayDragonfire @Lynx Shafir and, obviously, @General Brave that are helping me everyday on discord with suggestions, reports, images and testing
by Alexander82
Tue Sep 17, 2019 4:58 pm
Forum: IMPLEMENTED - ARCHIVED
Topic: Orc Balance - ANSWERED
Replies: 38
Views: 312

Re: Orc Balance - ANSWERED

They are getting implemented one day after another. I can't really give you an esteem of the time because we have also business out of AoF with work or study. I'm trying to implement everything something new and lately, thanks to Stratego (dev) 's implementations, we have the chance to go further. P...
by Alexander82
Tue Sep 17, 2019 3:53 pm
Forum: Dwarf
Topic: Mountain stronghold
Replies: 18
Views: 884

Re: Mountain stronghold

It definitely isn't fit for the game as it is.
by Alexander82
Tue Sep 17, 2019 3:52 pm
Forum: DEVELOPER version changes
Topic: version 1.101
Replies: 4
Views: 62

Re: version 1.101

Orc Drake/Dragons/Wyrm have been changed so their cd are now 4/5/6 and they require 4/5/6 sacrifices thanks to Stratego (dev) 's fast implementation of extended range of special cost. Some human units had wrong spell resistance values and have been corrected. Orc crusher has lost bonus against some ...
by Alexander82
Tue Sep 17, 2019 3:46 pm
Forum: Undead
Topic: New skeleton pirates
Replies: 10
Views: 77

Re: New skeleton pirates

I think he meant how to make them reanimated.

Anyway I wanted to make a leader corpse for skeleton noble/baron (I guess the name was something similar).

Water leaders at the moment are just merlock king and the mermen king I am drawing.
by Alexander82
Tue Sep 17, 2019 3:42 pm
Forum: Elf
Topic: Sanctuary tree
Replies: 64
Views: 3398

Re: Elven sanctuary

I'd like a third counter for mini megas but @Stratego (dev) doesn't want to make it 😭
by Alexander82
Tue Sep 17, 2019 3:41 pm
Forum: Undead
Topic: Skull cove- Undead docks
Replies: 90
Views: 4573

Re: Skull cove- Undead docks

That reminds me I have to put it in next version 😂
by Alexander82
Tue Sep 17, 2019 1:14 pm
Forum: Reporting Issues
Topic: Auto Spell Activation problem
Replies: 1
Views: 29

Re: Auto Spell Activation problem

That should be cause some spells are set as default options.

I will set magic arrow instead since it can affect enemies only and has no cd
by Alexander82
Tue Sep 17, 2019 11:16 am
Forum: Others
Topic: To-Do list priorities for AoF
Replies: 22
Views: 592

Re: To-Do list priorities for AoF

Great! Thanks!
by Alexander82
Tue Sep 17, 2019 11:14 am
Forum: IMPLEMENTED
Topic: Raptor Rider is bugged - ANSWERED
Replies: 10
Views: 58

Re: Raptor Rider is bugged - ANSWERED

Of course.

Can you post both old and new stats for them?
by Alexander82
Tue Sep 17, 2019 9:04 am
Forum: IMPLEMENTED
Topic: Raptor Rider is bugged - ANSWERED
Replies: 10
Views: 58

Re: Raptor Rider is bugged - ANSWERED

All scouts should be useful in late game too (when speed 6 is no more something rare) that's why they have been upgraded. At the time was suggested to make human one double action but if you feel that late game is too weak is possible to make its stats better. Headless horseman is a seeker for invis...
by Alexander82
Tue Sep 17, 2019 7:45 am
Forum: IMPLEMENTED - ARCHIVED
Topic: Orc Balance - ANSWERED
Replies: 38
Views: 312

Re: Orc Balance - ANSWERED

I personally don't want to add miss chance to any unit that isn't a siege one. I removed miss chance from skeleton archer either since I think current miss chance, that is speed based, is a too strong downside. Units that are meant to be able to dodge attacks can already do that though. Rock hurler ...
by Alexander82
Tue Sep 17, 2019 7:39 am
Forum: Undead
Topic: New skeleton pirates
Replies: 10
Views: 77

Re: New skeleton pirates

I didn't miss that. Before spending time planning the units I wanted to ask if he had idea how to handle reanimation of these units since we have currently a single water corpse and the only gunner units we have are in the dwarven army. About the aura I would make the captain give a +1 speed to all ...
by Alexander82
Tue Sep 17, 2019 7:34 am
Forum: IMPLEMENTED
Topic: Goblins slave is has faster build than humans - ANSWERED
Replies: 12
Views: 55

Re: Goblins slave is has faster build than humans - ANSWERED

I would rather start increasing all factories for all races at least to 40/50 hp

At the moment they are too exposed to any kind of attack.

We just need to set for all a construction bonus to make them in 4 hits (ambidextria excluded).
by Alexander82
Tue Sep 17, 2019 7:16 am
Forum: IMPLEMENTED
Topic: Goblins slave is has faster build than humans - ANSWERED
Replies: 12
Views: 55

Re: Goblins slave is has faster build than humans - ANSWERED

Yes. Small factories were made to be built in 4 turns (except th cave that was meant to be faster on mountain tiles).

Elite buildings are made to require more turns though
by Alexander82
Tue Sep 17, 2019 5:33 am
Forum: IMPLEMENTED
Topic: Raptor Rider is bugged - ANSWERED
Replies: 10
Views: 58

Re: Raptor Rider is bugged

At the moment bonus of mounted anti cavalry against other cavalry (included scouts) are standardized.

Orc raptor riders can be handled by simply not sending cavalry against them (e.g. Support your scouts with archers or using high p.armor units works).
by Alexander82
Tue Sep 17, 2019 5:27 am
Forum: Undead
Topic: New skeleton pirates
Replies: 10
Views: 77

Re: New skeleton pirates

Any hints about their reanimation process?

Btw those should also be able to enter ghost ahips.
by Alexander82
Tue Sep 17, 2019 5:25 am
Forum: IMPLEMENTED
Topic: Goblins slave is has faster build than humans - ANSWERED
Replies: 12
Views: 55

Re: Goblins slave is has faster build than humans

Currently a human worker has 10 mend rate for cost 3 while the orc one has 7 for cost 2 (basically human worker lack 0.5 mend rate to be on par with the orc). Having more cheap workers at the start is better because the first hit always provide 1hp to the building instead of the full amount normally...
by Alexander82
Mon Sep 16, 2019 5:46 pm
Forum: Races
Topic: Scalefolk rework
Replies: 160
Views: 4373

Re: Scalefolk rework

Of course. I think they could be affected by most of other techs and have other exclusive techs
by Alexander82
Mon Sep 16, 2019 5:45 pm
Forum: IMPLEMENTED - ARCHIVED
Topic: Orc Balance - ANSWERED
Replies: 38
Views: 312

Re: Orc Balance - ANSWERED

Btw scalefolks will be pending for some time. I want to implement properly Dwarves before starting another long project.
by Alexander82
Mon Sep 16, 2019 5:40 pm
Forum: IMPLEMENTED - ARCHIVED
Topic: Orc Balance - ANSWERED
Replies: 38
Views: 312

Re: Orc Balance - ANSWERED

If you're that intent on not scaling the units to be on par with other races' current ones then what about slower but bigger updates that focus on other races? A unit can be on par in different way witg another. A unit that can only be produced will be better than a unit of the same cost that can b...
by Alexander82
Mon Sep 16, 2019 3:00 pm
Forum: Races
Topic: Scalefolk rework
Replies: 160
Views: 4373

Re: Scalefolk rework

All dragons in game will be able to get buffs (if you meant enchantments)

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