version v1.055

In this forum I post the changes on the DEVELOPER version of the game.
These versions are (at the time i post them) not yet published to google play, only registered testers can download it and test it before publishing.

Non-tester forumers: if you want to get the DEVELOPER version (to see the changes sooner, or you want to try your own map designs) please EMAIL me to zerotouchsystems at gmail dot com to register yourself as a tester.

version v1.055

Postby Stratego (dev) » Wed Nov 22, 2017 6:53 am

version v1.053+54 is published
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Re: version v1.055

Postby Stratego (dev) » Tue Dec 12, 2017 9:39 pm

new decoration tiles - uos 20
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Re: version v1.055

Postby Puss_in_Boots » Wed Dec 13, 2017 2:56 am

A Christmas tree?
:D
I was just starting the development of a 2017 map, so I dont miss the due date. It takes me over a week to design a map. I hope 2 will be enough.
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Re: version v1.055

Postby Stratego (dev) » Wed Dec 13, 2017 4:07 am

christmas tree was put in earlier, now it is coffins, crystal, gems and mybe something else i dont remember, all in the "obst" category
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Re: version v1.055

Postby Puss_in_Boots » Wed Dec 13, 2017 11:35 am

Never seen one before the update...
Oh well! :P
The new grave might could also be used.
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Re: version v1.055

Postby Stratego (dev) » Wed Dec 13, 2017 9:17 pm

again 9 new decorations - in decoration/obst section
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Re: version v1.055

Postby Stratego (dev) » Sun Dec 24, 2017 3:17 pm

2 new decoration (crístals)
also many 30+ obstacles, even tall 64px trees, here attached too

both in AOS and AOF uos 20

also here is a json for a 64x32 and a 64x64 neutral unit from the new 30 obstacles - if anyone interested
Attachments
unit_neutral_tree_pine1.json
(2.95 KiB) Downloaded 7 times
unit_neutral_tree_snowpine_big1.json
(2.96 KiB) Downloaded 6 times
neutrals.PNG
neutrals.PNG (29.78 KiB) Viewed 485 times
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Re: version v1.055

Postby General Brave » Sun Dec 24, 2017 3:59 pm

There are cool, but some need another version where it is facing the opposite way.
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Re: version v1.055

Postby DoomCarrot » Sun Dec 24, 2017 4:38 pm

Woah cool stuff!
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Re: version v1.055

Postby Stratego (dev) » Mon Dec 25, 2017 10:45 pm

i have found a serious bug in aos/aof: tha AI will not ever use transportships. the bug is in since i have made that the ai will not consume all slots in a factory (it was many updates before)
i wander how no one noticed :)

fixed in AOS/AOF, uos 20
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Re: version v1.055

Postby General Brave » Mon Dec 25, 2017 11:13 pm

I wonder when the next update.
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Re: version v1.055

Postby DoomCarrot » Wed Dec 27, 2017 10:22 pm

Well, the AI didn't hesitate to use a USELESS transport ship in the imperfect valley game I had with sunrise.... :evil:
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Re: version v1.055

Postby Stratego (dev) » Wed Dec 27, 2017 10:39 pm

the transportship bug is fixed, it is already uos.
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Re: version v1.055

Postby Ayush Tiwari » Sat Jan 13, 2018 5:16 am

Stratego (dev) wrote:the transportship bug is fixed, it is already uos.

Yes,I think it was important.
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Re: version v1.055

Postby Stratego (dev) » Mon Jan 15, 2018 6:08 pm

The first version of legion training is in.
please test it.

uos10
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Re: version v1.055

Postby Stratego (dev) » Wed Jan 17, 2018 5:16 am

ok we are now able to make techs that do nothing else just adding spell like effects to some units.
as i have implemented the "legion training" as a side effect we can define ANY kind trick by of adding an active spell on any group of units by a tech:

so earlier you could invent the "archery lv1" to add +1 range to archers
but from now you can add to a group of units any other effect that you can give with eg. a spell
eg:
- adding strengthen effect to all units of a player (that will vanish in a defined time)
- adding extra sight to units with vanishing effect
- regenerating all units immediately and so on (i think already could do that)
- adding poison/fire any effect on unts weapon with or without vanishing)
- increasing vanish counter for all units having vanishing
- adding +1 speed to units for 1 or 2 turns
- and so on
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Re: version v1.055

Postby Ayush Tiwari » Wed Jan 17, 2018 5:23 am

First of all comgratulations for 6000 posts.
And next thing....The above post of yours tells that the tech will work on a group of units,does that mean a random group of units?
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Re: version v1.055

Postby Stratego (dev) » Wed Jan 17, 2018 7:11 am

no. units/unit categories defined in its jsons
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Re: version v1.055

Postby makazuwr32 » Wed Jan 17, 2018 3:06 pm

Stratego (dev) wrote:ok we are now able to make techs that do nothing else just adding spell like effects to some units.
as i have implemented the "legion training" as a side effect we can define ANY kind trick by of adding an active spell on any group of units by a tech:

so earlier you could invent the "archery lv1" to add +1 range to archers
but from now you can add to a group of units any other effect that you can give with eg. a spell
eg:
- adding strengthen effect to all units of a player (that will vanish in a defined time)
- adding extra sight to units with vanishing effect
- regenerating all units immediately and so on (i think already could do that)
- adding poison/fire any effect on unts weapon with or without vanishing)
- increasing vanish counter for all units having vanishing
- adding +1 speed to units for 1 or 2 turns
- and so on


1 Question:
Can we also add reresearchable techs for these effects?
So for example tech "To the arms!" that costs 2-4 turns, gives buff to all melee units for 2 turns and you cen research it again 6-10 turns after?

Personally i will wait 'till "strengthen"-type effect would be availible in AoS. And preferably with ability to set if using it in triggers for this effect length, attack and defence bonuses.
Prefered AoS games: AoS, AoF (humans, elves, orcs)

I'm recruting forum members who want to balance this games.
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Re: version v1.055

Postby Stratego (dev) » Wed Jan 17, 2018 4:33 pm

Q1 yes it can, except it is not inventable again. But little modification to do so.
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Re: version v1.055

Postby makazuwr32 » Wed Jan 17, 2018 4:37 pm

Stratego (dev) wrote:Q1 yes it can, except it is not inventable again. But little modification to do so.

Not now but later maybe.

And what about
makazuwr32 wrote:... "strengthen"-type effect ... preferably with ability to set if using it in triggers for this effect length, attack and defence bonuses.

?
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