version v1.059

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.
Stratego (dev)
Site Admin
Posts: 7106
Joined: Fri Apr 25, 2014 9:28 pm

version v1.059

Post by Stratego (dev) » Sun Feb 11, 2018 5:56 pm

version v1.058 is published

i hope there are no major bugs left - however Alexander have not andwered if he found any bug in json about the "multi-tree-upgrade-tree"

User avatar
Alexander82
Posts: 5802
Joined: Thu Feb 26, 2015 8:18 pm

Re: version v1.059

Post by Alexander82 » Mon Feb 12, 2018 4:03 pm

I never experienced those bugs. My only problem was the orc leader never upgrading its production

User avatar
Sunrise Samurai
Posts: 2644
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: version v1.059

Post by Sunrise Samurai » Mon Feb 12, 2018 6:33 pm

Any word on triggers during anybody's turn other than player 1?
Currently residing at the local ninja academy. I'm still watching though.

Stratego (dev)
Site Admin
Posts: 7106
Joined: Fri Apr 25, 2014 9:28 pm

Re: version v1.059

Post by Stratego (dev) » Mon Feb 12, 2018 7:16 pm

Sunrise Samurai wrote:Any word on triggers during anybody's turn other than player 1?
sorry: what? :)

User avatar
Sunrise Samurai
Posts: 2644
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: version v1.059

Post by Sunrise Samurai » Mon Feb 12, 2018 7:25 pm

Triggers still don't run on anyone's turn but the player who started the match still. Remember our match in regicide? I killed your king and it didn't declare victory for me.
Currently residing at the local ninja academy. I'm still watching though.

Stratego (dev)
Site Admin
Posts: 7106
Joined: Fri Apr 25, 2014 9:28 pm

Re: version v1.059

Post by Stratego (dev) » Mon Feb 12, 2018 7:48 pm

oh. you forgot to say you are talkig about muktiplayer scenario maps - i had no time to check. i hope in campaign maps triggers are ok

User avatar
Sunrise Samurai
Posts: 2644
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: version v1.059

Post by Sunrise Samurai » Mon Feb 12, 2018 7:50 pm

Yeah. It's just in multiplayer that the problem exists.
Currently residing at the local ninja academy. I'm still watching though.

Stratego (dev)
Site Admin
Posts: 7106
Joined: Fri Apr 25, 2014 9:28 pm

Re: version v1.059

Post by Stratego (dev) » Tue Feb 13, 2018 7:59 am

Wolf den is in! Thanks to impeccable jsoning of Alexander!
also faramir fixes



uos 10

User avatar
Alexander82
Posts: 5802
Joined: Thu Feb 26, 2015 8:18 pm

Re: version v1.059

Post by Alexander82 » Tue Feb 13, 2018 1:31 pm

Thanks! Now elves have definitely a standalone tower to aid them.

User avatar
Sunrise Samurai
Posts: 2644
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: version v1.059

Post by Sunrise Samurai » Thu Feb 15, 2018 3:24 pm

Please remove regicide from the public version until we get triggers working properly in multiplayer. It's become a gem betting death trap where player 1 has an alternative victory condition that player 2 doesn't.
Currently residing at the local ninja academy. I'm still watching though.

Stratego (dev)
Site Admin
Posts: 7106
Joined: Fri Apr 25, 2014 9:28 pm

Re: version v1.059

Post by Stratego (dev) » Thu Feb 15, 2018 5:25 pm

if someone let king to die than pl. should lose - it is ok

Midonik
Posts: 2654
Joined: Mon Sep 05, 2016 5:27 pm
Location: Poland

Re: version v1.059

Post by Midonik » Thu Feb 15, 2018 5:47 pm

He means that if player 2 kills king of player 1,trigger doesn't work-I guess.
Support new AoS variant, Age of Galaxy,its si-fi themed: viewforum.php?f=135
All help will be welcome.

Fielderan Crown's Great Hetman
viewtopic.php?f=66&t=4729

User avatar
Sunrise Samurai
Posts: 2644
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: version v1.059

Post by Sunrise Samurai » Thu Feb 15, 2018 6:37 pm

Midonik wrote:He means that if player 2 kills king of player 1,trigger doesn't work-I guess.
Exactly. Player 1 can send out their king without​ worry, because it doesn't matter if it dies. Player 2 actually has to care, because if player 1 kills their king then the game is over. That's a huge advantage to player 1.
Currently residing at the local ninja academy. I'm still watching though.

Stratego (dev)
Site Admin
Posts: 7106
Joined: Fri Apr 25, 2014 9:28 pm

Re: version v1.059

Post by Stratego (dev) » Thu Feb 15, 2018 8:30 pm

Sunrise Samurai wrote:
Midonik wrote:He means that if player 2 kills king of player 1,trigger doesn't work-I guess.
Exactly. Player 1 can send out their king without​ worry, because it doesn't matter if it dies. Player 2 actually has to care, because if player 1 kills their king then the game is over. That's a huge advantage to player 1.
yes yes. but that is not a "gem betting death trap" the king is only one unit - not that huga advantage - imho.

i can not remove it easily if it has running hgames - all games would crash.

i will try find out the problem instead.

Stratego (dev)
Site Admin
Posts: 7106
Joined: Fri Apr 25, 2014 9:28 pm

Re: version v1.059

Post by Stratego (dev) » Sat Feb 17, 2018 9:16 pm

The multiplayer scenario trigger problem is fixed.
please test it

at least the last joining player needs to have this latest DEV version with this fix!

uos 20

User avatar
Sunrise Samurai
Posts: 2644
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: version v1.059

Post by Sunrise Samurai » Wed Mar 14, 2018 2:57 am

Stratego (dev) wrote: - if undead lich reanimates and player owns some skeleton techs than all reanimated unit will be spawned as the "upgraded" versions.
The main player impacting change mentioned in the AoS version update. Figured I'd better reply to it here.

This might be problematic for balance. Raise dead was expected to bring mass quantities of weaker units, not full strength golden knights and armored warriors. Haven't gotten to test yet though.
Currently residing at the local ninja academy. I'm still watching though.

Stratego (dev)
Site Admin
Posts: 7106
Joined: Fri Apr 25, 2014 9:28 pm

Re: version v1.059

Post by Stratego (dev) » Wed Mar 14, 2018 5:41 am

Sunrise Samurai wrote:
Stratego (dev) wrote: - if undead lich reanimates and player owns some skeleton techs than all reanimated unit will be spawned as the "upgraded" versions.
The main player impacting change mentioned in the AoS version update. Figured I'd better reply to it here.

This might be problematic for balance. Raise dead was expected to bring mass quantities of weaker units, not full strength golden knights and armored warriors. Haven't gotten to test yet though.
Alexander, what do u think?

User avatar
Alexander82
Posts: 5802
Joined: Thu Feb 26, 2015 8:18 pm

Re: version v1.059

Post by Alexander82 » Wed Mar 14, 2018 8:22 am

I see Sunrise Samurai's point. That is why I wasn't too keen about giving skeletons upgrades.

What I think is that we can test it and see how it will affect balance.

We might always scale down a bit skeleton's upgrades stats to balance everything.

User avatar
General Brave
Posts: 4009
Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

Re: version v1.059

Post by General Brave » Wed Mar 14, 2018 1:46 pm

This might be a problem, you guys test that out.
Wise, Might, Loyalty. Forever stands Warfell.

Stratego (dev)
Site Admin
Posts: 7106
Joined: Fri Apr 25, 2014 9:28 pm

Re: version v1.059

Post by Stratego (dev) » Wed Mar 14, 2018 7:53 pm

Alexander82 wrote:I see Sunrise Samurai's point. That is why I wasn't too keen about giving skeletons upgrades.

What I think is that we can test it and see how it will affect balance.

We might always scale down a bit skeleton's upgrades stats to balance everything.
i can remove it if most of u think it is too much.
it just came to me how weird if
a) i have raised knights and AFTER i research armored skeletons than they will be upgraded too
a) if i have raised them AFTER researching trhey will not be upgraded...

but ok, i am removing it, it will be in in next, with old setup. tell me if turns out it can be put in again

User avatar
makazuwr32
Posts: 2772
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: version v1.059

Post by makazuwr32 » Wed Mar 14, 2018 9:31 pm

i have a testing game with Sunrise and we will have i hope few more and faster battles.
Prefered AoS games: AoS, AoF (humans, elves, orcs, dwarves)
Nature Defenders: Recruting

User avatar
Sunrise Samurai
Posts: 2644
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: version v1.059

Post by Sunrise Samurai » Thu Mar 15, 2018 2:29 am

It was suggested a long time ago that we could have 2 upgrades for undead. One for production, and one for raise dead. We could consider that, and just give the raise dead upgrade tech a secondary upgrade effect for anything caught as the weaker form between the two.

Empowered Necromancy 1
Cost 5 at crypt
Requires skeletons to armored skeletons
Upgrades any skeletons to armored that haven't been upgraded yet, and causes raise dead to yield armored units.

Empowered Necromancy 2
Requires armored skeletons to gold
Cost 7 at crypt
Same as 1, but to gold level.

This helps preserve balance by adding some research cost to the ability to raise stronger units.

Alternatively, as Alexander said we could adjust the stats of armored/gold skeletons to be fair.

Either way, let's test it as is before changing it back. It may not be so bad, as merely an alternative to golems and dragons which are already as strong as any other race's troops.
Currently residing at the local ninja academy. I'm still watching though.

User avatar
makazuwr32
Posts: 2772
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: version v1.059

Post by makazuwr32 » Thu Mar 15, 2018 12:00 pm

Also i think that they need to be researched normal upgrade from graveyard first.
Right, Sunrise?
Prefered AoS games: AoS, AoF (humans, elves, orcs, dwarves)
Nature Defenders: Recruting

User avatar
Sunrise Samurai
Posts: 2644
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: version v1.059

Post by Sunrise Samurai » Thu Mar 15, 2018 12:45 pm

Requires skeletons to armored​ skeletons
That's what I said lol
Currently residing at the local ninja academy. I'm still watching though.

User avatar
Alexander82
Posts: 5802
Joined: Thu Feb 26, 2015 8:18 pm

Re: version v1.059

Post by Alexander82 » Thu Mar 15, 2018 12:48 pm

I agree with sunrise. The old idea was good already but with the current project of making more complex trees would be especially good. We might simply have both levels have as a requirement the armored/golden skeleton's tech (as in Sunrise proposal)

This way you will benefit from advanced reanimatable undeads only in the advanced part of the game.

Other things we might do are:

1) set a certain percentage of raising an upgraded unit with every tech level

2) create different bodies for upgraded units that, after researching the right tech, can reanimate upgraded units

User avatar
Sunrise Samurai
Posts: 2644
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: version v1.059

Post by Sunrise Samurai » Thu Mar 15, 2018 1:12 pm

No for #2. I don't think we want more corpse types than the basic unit types, since each one is a little more space the game takes and a little more load time for very little benefit.

I do like #1 though. Taken straight from animation mastery, we could add animation mastery as another prerequisite and expand that system.
Say with animation mastery we have a 30% (??? I forget exact %) for skeleton monster. Add empowered Necromancy 1 and it's 30% skeleton monster, 30% armored skeletons, and 40% basic skeletons. Empowered Necromancy 2 adds 30% gold skeletons, dropping basic to 10%
Currently residing at the local ninja academy. I'm still watching though.

User avatar
Alexander82
Posts: 5802
Joined: Thu Feb 26, 2015 8:18 pm

Re: version v1.059

Post by Alexander82 » Thu Mar 15, 2018 5:29 pm

What about a final result of 25% each?

User avatar
Sunrise Samurai
Posts: 2644
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: version v1.059

Post by Sunrise Samurai » Thu Mar 15, 2018 6:02 pm

Sounds good to me. 25% chance of each in the end. Upgrades would be mostly about raising chances to get anything better than basic skeletons.
Currently residing at the local ninja academy. I'm still watching though.

User avatar
makazuwr32
Posts: 2772
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: version v1.059

Post by makazuwr32 » Thu Mar 15, 2018 6:45 pm

i also like this idea.
Prefered AoS games: AoS, AoF (humans, elves, orcs, dwarves)
Nature Defenders: Recruting

Stratego (dev)
Site Admin
Posts: 7106
Joined: Fri Apr 25, 2014 9:28 pm

Re: version v1.059

Post by Stratego (dev) » Fri Mar 23, 2018 8:53 am

here are also in the first few achievements - with the "shitty" images.

Alexander: if u have time to check the images and tell me which is shitty.

also i used images from these free stuffs opengameart.org

Locked

Return to “DEVELOPER version changes”