version v1.060

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.

version v1.060

Postby Stratego (dev) » Thu Apr 05, 2018 6:17 pm

version v1.059 is published.
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Re: version v1.060

Postby Sunrise Samurai » Fri Apr 06, 2018 11:45 am

Slightly embarrassing to just now realize this, but Wolf den isn't buildable. I never tried to build it because most of my games are with someone using the public version. Now that it's published, I realized I can't use it anyway.

Image

Edit: can't even find it in map editor. Guess this one really slipped through. Probably because there were any new mechanics necessary to test.
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Re: version v1.060

Postby Stratego (dev) » Fri Apr 06, 2018 5:03 pm

bummer... sad it did not come out for this long
thx
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Re: version v1.060

Postby Sunrise Samurai » Thu Apr 12, 2018 6:52 pm

Wolf den is finally in, and on server. It works.....well, exactly as you might expect. A druid you can build basically.
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Re: version v1.060

Postby Sunrise Samurai » Sat Apr 14, 2018 1:19 am

New wolf den bug. It can summon wolves while under construction (meaning, right after laying the foundation)

Also, we might as well give them autocast. No sense in not summoning every turn.
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Re: version v1.060

Postby Sunrise Samurai » Sat Apr 14, 2018 1:28 am

They also don't use the "occupied" image
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Re: version v1.060

Postby Stratego (dev) » Sat Apr 14, 2018 4:43 am

good! in next will be in!
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Re: version v1.060

Postby Sunrise Samurai » Sat Apr 14, 2018 10:05 pm

Since they are a simpler tower that doesn't require careful use of what unit gets protection from it, can the ai default to wolf dens instead of outposts? The ai is likely to perform better using the extra wolves than the extra range to one unit at a time.

While you're at it, perhaps you can change guard towers over to fortresses for the ai. Most players don't use guard towers except in extremely close matches where there isn't time to make fortresses.
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Re: version v1.060

Postby Stratego (dev) » Sun Apr 15, 2018 3:21 am

Sunrise Samurai wrote:Since they are a simpler tower that doesn't require careful use of what unit gets protection from it, can the ai default to wolf dens instead of outposts? The ai is likely to perform better using the extra wolves than the extra range to one unit at a time.


ok, i have it in as 50-50% which to build.

Sunrise Samurai wrote:
While you're at it, perhaps you can change guard towers over to fortresses for the ai. Most players don't use guard towers except in extremely close matches where there isn't time to make fortresses.

same, 50-50%

wil be in in next. thanks!
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Re: version v1.060

Postby Stratego (dev) » Sun Apr 15, 2018 7:44 am

Hamletbach uipgrades are in!

uos 20
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Re: version v1.060

Postby Sunrise Samurai » Sun Apr 15, 2018 11:32 am

Stratego (dev) wrote:
Sunrise Samurai wrote:Since they are a simpler tower that doesn't require careful use of what unit gets protection from it, can the ai default to wolf dens instead of outposts? The ai is likely to perform better using the extra wolves than the extra range to one unit at a time.


ok, i have it in as 50-50% which to build.

Sunrise Samurai wrote:
While you're at it, perhaps you can change guard towers over to fortresses for the ai. Most players don't use guard towers except in extremely close matches where there isn't time to make fortresses.

same, 50-50%

wil be in in next. thanks!


Nice. Didn't know you could mix them.

Given that you can make a ratio, is it possible to do something a bit more complex with undead? 75% bone towers to 25% spirit towers, and the ai automatically transforms bone towers. Add to this bone and flesh golems actively attempt to stay within a location that has delayed vanishing aura, and only leave if they can attack as soon as the movement is finished. It's a bit harder to set up I know, but would result in the ai at least appearing to have a level of competence, rather than using bone towers like expensive gates.
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Re: version v1.060

Postby Stratego (dev) » Sun Apr 15, 2018 2:21 pm

That would need heavy coding
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Re: version v1.060

Postby Sunrise Samurai » Sun Apr 15, 2018 2:48 pm

Alright then. Might make undead just build spirit towers, to cooperate better with allied units. For example, allied elves can have wolves last longer if they end up nearby.

Can hamletbacks get matching images please. This looks rather odd to change skin color on upgrade.
Image
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Re: version v1.060

Postby Sunrise Samurai » Mon Apr 16, 2018 1:40 am

Warning to everyone about version disparity. It appears hamletback drops upgraded spikers based on the player who's turn it is. This means if your opponent researched master goblins and puts out a hamletback, but doesn't have a version that includes upgraded spikers, then the act of damaging said hamletback will spawn game crashing units. This includes poison damage.

@General Brave: I sincerely hope you have the latest version. I just discovered this in our tournament match, including the poison damage part. Tried to kill them all, but the ones spawning from poison I didn't catch. Sorry if this messed the game up.
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Re: version v1.060

Postby General Brave » Mon Apr 16, 2018 4:48 am

It was because I have the dev version.
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