version v1.057

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.
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version v1.057

Post by Stratego (dev) » Wed Dec 27, 2017 12:28 am

version v1.056 out in google play.

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Re: version v1.057

Post by Stratego (dev) » Tue Jan 02, 2018 12:28 am

some fixes on undead
- dark altar also gets 5 pierce damage
- bone golems have similar armors as the tower it is coming from
- gravediggers can floatthe corpses
- spirit tower has carry capacity

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Sunrise Samurai
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Re: version v1.057

Post by Sunrise Samurai » Tue Jan 02, 2018 12:25 pm

Float corpses? You mean spawn them in water?

Dark alter: finally. Wondered when that was gonna happen.
Spirit tower: great idea.
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Re: version v1.057

Post by Constantin » Tue Jan 02, 2018 12:59 pm

Sunrise Samurai wrote:Float corpses? You mean spawn them in water?
He meant that you can move corpses with your finger across the screen with the green color of the indicator
(also as a builder chooses a place to build a building), which makes grave diggers very convenient to use. Also you dont need to put them any more at special to create skeleton dragons.

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Re: version v1.057

Post by Stratego (dev) » Wed Jan 03, 2018 7:55 pm

new feature: we can animate a building that can carry units!

here as a sample the "spirit tower", and its json for sample

uos 10
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Re: version v1.057

Post by Stratego (dev) » Tue Jan 09, 2018 7:46 am

imperial crossbowman is in.
uos 5

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Re: version v1.057

Post by makazuwr32 » Tue Jan 09, 2018 8:58 am

Good.
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Re: version v1.057

Post by Stratego (dev) » Fri Jan 12, 2018 8:55 am

new updates on how-shadow-grows campaign, uos 20

i must point out that these maps by Julien Pope are AWESOME! they are very detailed
-> i thought of running a vote on nicest campaigns in game (in different aspects: most detailed and nice, best gameplay, best triggered gameplay, what else?)

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Re: version v1.057

Post by makazuwr32 » Fri Jan 12, 2018 10:31 am

Best storyline maybe?
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Re: version v1.057

Post by Sunrise Samurai » Fri Jan 12, 2018 12:32 pm

Might want to mention a few things like goblin grenade and combining the orc cavalry upgrades into one tech.
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Re: version v1.057

Post by makazuwr32 » Fri Jan 12, 2018 12:37 pm

In this update?
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Re: version v1.057

Post by Stratego (dev) » Fri Jan 12, 2018 1:34 pm

Sunrise Samurai wrote:Might want to mention a few things like goblin grenade and combining the orc cavalry upgrades into one tech.
those are buggy yet, working on it

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Re: version v1.057

Post by Ayush Tiwari » Fri Jan 12, 2018 1:36 pm

With this update,can we make Olog Hai?
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Re: version v1.057

Post by Alexander82 » Fri Jan 12, 2018 1:46 pm

Sunrise Samurai wrote:Might want to mention a few things like goblin grenade and combining the orc cavalry upgrades into one tech.
The requirement for cavalry will br both race tech + cavalry tech

I plan to do the same for giants.

I want to make the Orc tech tree a bit more complicated cause at the moment there are techs you can just ignore to research to go directly toward the best options.

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Re: version v1.057

Post by Sunrise Samurai » Sat Jan 13, 2018 4:22 am

Sounds good to me. I noticed the work in progress kind of names for the techs, that look like file names more than anything. Figured that would get worked out soon, probably with some more changes to it. Looking forward to seeing a more in depth tech tree. I like seeing goblin grenade requires goblin shout, for example.
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Re: version v1.057

Post by Ayush Tiwari » Sat Jan 13, 2018 5:14 am

What about Olog Hai?Can we build them now?
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Re: version v1.057

Post by Stratego (dev) » Sat Jan 13, 2018 9:26 am

in the productions list you see the required tech to upgrade a unit to a upggraded version of the unit (in detailed mode)

uos 20

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Re: version v1.057

Post by Stratego (dev) » Thu Jan 18, 2018 8:26 pm

mega orc race rework techs and tech dependencies and so on.

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Re: version v1.057

Post by Alexander82 » Fri Jan 19, 2018 5:44 pm

All uruk units will be tied to their subrace and to other categories' techs

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Re: version v1.057

Post by DoomCarrot » Wed Jan 24, 2018 11:42 pm

Lol we still need the dragon rebalance so I can use them against menselot without feeling guilty about it. :lol:
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Re: version v1.057

Post by Ayush Tiwari » Thu Jan 25, 2018 3:30 am

Please tell what is that tech from where we can research the raptor to elite,because O researched the upgrades tech,I knew I have to research one more tech,but I can't find it,where?
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Re: version v1.057

Post by Sunrise Samurai » Thu Jan 25, 2018 12:28 pm

Raptor upgrades are now combined with the warg upgrades. One tech does all.
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Re: version v1.057

Post by General Brave » Thu Jan 25, 2018 2:13 pm

?
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Re: version v1.057

Post by Sunrise Samurai » Thu Jan 25, 2018 2:29 pm

Developer version thing. You'll see when it's published General. Orcs are getting some massive changes. Mostly to make their tech tree make sense.
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Re: version v1.057

Post by Ayush Tiwari » Thu Jan 25, 2018 4:45 pm

I thinl that idea is a good one.
However,to make sense,warg is completely different from raptos :D
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Re: version v1.057

Post by Sunrise Samurai » Thu Jan 25, 2018 5:35 pm

Perhaps the mount is different, but I think the training is more for the rider anyway.
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Alexander82
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Re: version v1.057

Post by Alexander82 » Thu Jan 25, 2018 9:48 pm

I adopted a general idea that to upgrade elite units you need the race tech plus an additional tech. In case of uruks you need the base race tech (orc or troll), the uruk tech and, for elite units such as the olog hai, the elite type specifi tech.

Example:

Orc infantry: require orc techs
Orc cavalry: require orc techs and cavalry techs
Orc king: requires orc techs and giant techs

Every unit will upgrade under this new logic

For example the squig rider will require cavalry techs and goblin techs

Cave Troll upgrades will require troll plus giant

And so on

The reason behind that choice are multiple:

Before this you could start upgrading the only units you needed (e.g. Orc kings) ignoring all the rest.

Now to have a strong upgraded unit researching at least 2 techs will be required.

Also you won't ignore anymore orc infantry sinxe you are forced to research it anyway if you want stronger units tio.

During a game it will be necessary to use progressively stronger units and having the strongest one will require a heavyer effort from the player.

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Re: version v1.057

Post by Sunrise Samurai » Thu Jan 25, 2018 11:16 pm

Personally, I like it. Orcs have a very strong late game presence, and many possible strategies. This simply forces you to take them in stages. At minimum, it encourages the use of basic orcs before moving to uruks or giants, and basic orcs can be very strong in themselves.
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Re: version v1.057

Post by Ayush Tiwari » Fri Jan 26, 2018 6:42 am

Alexander,please clarify,orc tech,troll tech,giant tech?Where are they,in-game?
Giant,means Orc Leader To Warlord,and Warlord To Orc King.
What is troll tech?
Is orc tech,the upgrades,in which orcs improve,like axe thrower,swordsman,armoured warrior?
I think I should update the game,to make it more clear.
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Re: version v1.057

Post by Sunrise Samurai » Fri Jan 26, 2018 12:37 pm

Short form:
Orc leader to warlord tech requires you to research orcs to elite orcs first. Orc warlord to king requires you to research elite orcs to master orcs first.

Similarly, the orc cavalry to elite requires orcs to elite orcs first, as does uruks to uruk XP 1

Trolls, including ologs, will be similarly dependant on the techs for upgrading headhunters, and goblins will depend on the tech that upgrades goblin spearmen and archers.

This pretty much gives a straightforward tech treebased from the basic upgrade techs, rather than the randomness of being able to jump​ to any tech you want right away. Previously, it was all too easy to start with raptors and​ switch straight to uruks and orc kings to get some late game power going in the early part of mid game.
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