I think that the idea of some kind of "guardian creep" is not bad.
In some maps they might act as some sort of obstacle that can prevent early rushes until you are strong enough to dispose of them.
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- Thu Dec 10, 2020 10:45 pm
- Forum: Archived - Other
- Topic: Neutrals attacking certain sides depending on the power.
- Replies: 8
- Views: 1454
- Thu Dec 10, 2020 2:04 pm
- Forum: Archived - Reporting Issues
- Topic: Cemetery reaper has no aura effect any more IMPLEMENTED
- Replies: 6
- Views: 1640
Re: Cemetery reaper has no aura effect any more
Yes but I meant specifically its spell. I'd like it to resurrect multiple zombies at once. Otherwise it would make much more sense to make necromancers and liches.
- Thu Dec 10, 2020 2:00 pm
- Forum: Archived - Reporting Issues
- Topic: Unicorn Town watch too weak?
- Replies: 10
- Views: 1879
Re: Unicorn Town watch too weak?
The elven mounted units' speed is based on their mounts (all elven mounting unicorns, for example, get 6 speed). The stats are decided using specific criterias (every mount add a certain amount of hp and attack). The town watch should also be affected by the elven dodge techs. Remember to compare it...
- Thu Dec 10, 2020 12:14 am
- Forum: Archived - Reporting Issues
- Topic: Cemetery reaper has no aura effect any more IMPLEMENTED
- Replies: 6
- Views: 1640
Re: Cemetery reaper has no aura effect any more
What effect had his aura? It is a pretty old unit and I don't know it that much (it should be, however, improved as I've always found it pretty weak).
- Wed Dec 09, 2020 10:03 pm
- Forum: Archived - Reporting Issues
- Topic: Whiplash no longer works - ANSWERED
- Replies: 12
- Views: 1795
Re: Whiplash no longer works
This is a bug and it will be fixed. Thank for the report.
- Wed Dec 09, 2020 1:55 am
- Forum: Closed ones
- Topic: Minotaurs and Uruks Balancing OBSOLETE
- Replies: 26
- Views: 4147
Re: Increase in the cost of minotaur archers and uruk hai
Imperials will get extra armor/shield values anyway and their archer will be brought to 10 range so that should definitely make it a better archer. The ability of minotaurs have a long cooldown so you should compared them baed more on their actual speed (or by making an average of their speed) and l...
- Tue Dec 08, 2020 11:13 pm
- Forum: Archived - Reporting Issues
- Topic: Troll ball thrower melee or ranged fighter?
- Replies: 13
- Views: 2290
Re: Troll ball thrower melee or ranged fighter?
I already wrote that this will be fixed so both spells won't work on them as well. You can consider the topic ANSWERED.Huttensohn wrote: ↑Tue Dec 08, 2020 10:04 pm afaik, there is no other thrower that can be buffed with trample, so I agree with Savra that it should be removed
- Tue Dec 08, 2020 11:11 pm
- Forum: Archived - Balancing
- Topic: Reduced damage and lives for orcs and their friends - ANSWERED
- Replies: 26
- Views: 2962
Re: Reduced damage and lives for orcs and their friends.
In general the upscale got most of our time later I'm working on buildings right now and later I'll focus again on spells. The best bet against orc for most races will be avoiding the impact rather than going headlong against tanky units. In general headhuntera have higher dodge as they are the mos...
- Tue Dec 08, 2020 9:57 pm
- Forum: Archived - Reporting Issues
- Topic: Troll ball thrower melee or ranged fighter?
- Replies: 13
- Views: 2290
Re: Troll ball thrower melee or ranged fighter?
If it is counted as melee I suppose it is. You can check by setting up a map in the editor anyway.
- Tue Dec 08, 2020 9:56 pm
- Forum: Closed ones
- Topic: Minotaurs and Uruks Balancing OBSOLETE
- Replies: 26
- Views: 4147
- Tue Dec 08, 2020 6:25 pm
- Forum: Closed ones
- Topic: Minotaurs and Uruks Balancing OBSOLETE
- Replies: 26
- Views: 4147
Re: Increase in the cost of minotaur archers and uruk hai
I'm not sure about extra smithing for the glade units as they already have both good stats and dodge (that is % based and totally avoid the damage).
Glades, anyway, will be probably revised later in both abilities and cost.
Glades, anyway, will be probably revised later in both abilities and cost.
- Tue Dec 08, 2020 4:22 pm
- Forum: Closed ones
- Topic: Minotaurs and Uruks Balancing OBSOLETE
- Replies: 26
- Views: 4147
Re: Increase in the cost of minotaur archers and uruk hai
I would try the extra range on imperial archer and aee how it affect the elves vs humans balance.
- Tue Dec 08, 2020 4:06 pm
- Forum: Closed ones
- Topic: Minotaurs and Uruks Balancing OBSOLETE
- Replies: 26
- Views: 4147
Re: Increase in the cost of minotaur archers and uruk hai
I wanted that as well but I was waiting the upscale as I wanted me to avoid too high armor values with the old system (many units already took 1 damage).
- Tue Dec 08, 2020 3:51 pm
- Forum: Archived - Balancing
- Topic: Reduced damage and lives for orcs and their friends - ANSWERED
- Replies: 26
- Views: 2962
Re: Reduced damage and lives for orcs and their friends.
In general the upscale got most of our time later I'm working on buildings right now and later I'll focus again on spells. The best bet against orc for most races will be avoiding the impact rather than going headlong against tanky units. In general headhuntera have higher dodge as they are the most...
- Tue Dec 08, 2020 3:47 pm
- Forum: Closed ones
- Topic: Minotaurs and Uruks Balancing OBSOLETE
- Replies: 26
- Views: 4147
Re: Increase in the cost of minotaur archers and uruk hai
In truth my idea was to give extra range to the imperial archer. Makazuwr32 opposed this. I agreed to upscale the uruk archer's cost but I wanted to raise the attack proportionally (as it has no special abilities of any kind, no diehard no resurrection tweak, and thus it is better as a 3 turns dispo...
- Tue Dec 08, 2020 3:17 pm
- Forum: Archived - Other
- Topic: More flexible network game settings.
- Replies: 4
- Views: 1328
Re: More flexible network game settings.
I guess we might add a setting whit 6 checkbox where you can enable/disable races. That is something that @Stratego (dev) should decide though.
- Tue Dec 08, 2020 3:15 pm
- Forum: Archived - Reporting Issues
- Topic: Troll ball thrower melee or ranged fighter?
- Replies: 13
- Views: 2290
Re: Troll ball thrower melee or ranged fighter?
The unit is a thrower while its ability is counted as melee. I will fix it so that he won't be affected by double strike.
- Tue Dec 08, 2020 1:56 pm
- Forum: Archived - Reporting Issues
- Topic: Has burning been upscaled properly? ANSWERED
- Replies: 17
- Views: 2416
Re: Has burning been upscaled properly? ANSWERED
I must note that this is a balance problem, since trolls, vampires, rams are now indestructible and can walk with at least 15 effects in a row as if nothing had happened. I think that we can upscale fire by x4 instead x3 as it is needed to kill these tanky units. Damage in general have been upscale...
- Thu Dec 03, 2020 8:16 pm
- Forum: Archived - Dwarven Units, Buildings
- Topic: dwarf tower range — ARCHIVED
- Replies: 12
- Views: 2128
Re: dwarf tower range
They will have rune of fire on many of their units that will work as burning weapon for single turn (when you used it). We could make a rune Smith that could apply runes that give structures permanent burning weapon but it can't be stacked with other weapon runes. I think that it would be easyer to...
- Thu Dec 03, 2020 3:46 pm
- Forum: Archived - Dwarven Units, Buildings
- Topic: dwarf tower range — ARCHIVED
- Replies: 12
- Views: 2128
Re: dwarf tower range
I think that, later, arrow based towers will have a +2 to range through techs, while gunpowder based towers might get an extra +4. Since the race is still under construction that have been left in the to-do list though.
- Thu Dec 03, 2020 12:08 pm
- Forum: Reporting Issues
- Topic: Your army has been destroyed
- Replies: 3
- Views: 1198
Re: Your army has been destroyed
Try sending the map to @Stratego (dev)
- Wed Dec 02, 2020 4:04 pm
- Forum: Closed ones
- Topic: Dwarves rework MOSTLY DONE
- Replies: 150
- Views: 18867
Re: Dwarves rework
dwarves have 3 already planned subraces: Slayers, Defenders and Gnomes.
- Tue Dec 01, 2020 11:05 pm
- Forum: Human Technologies
- Topic: Teleport(or blink) For Mages
- Replies: 30
- Views: 4611
Re: Teleport(or blink) For Mages
We have already an adept unit that will be implemented after all this transition phase will be over. It will have a magic barrier (not an armor buff but a barrier that will keep enemies at bay making them unable to pass), the magic arrow spell and the disarmor spell. It will be a cheap unit, so it w...
- Tue Dec 01, 2020 11:54 am
- Forum: DEVELOPER version changes
- Topic: version 1.136
- Replies: 9
- Views: 1627
Re: version 1.136
Can you also check effect of strengthen (for others)? For example Midonik unit has it. I suggest, for hero units, to make their own version of spells and effects, instead of the one already in game. Temporarily I suggest to give all of them 6 abilitypower or mor to affect the spells that are now ba...
- Tue Dec 01, 2020 11:51 am
- Forum: Human Technologies
- Topic: Teleport(or blink) For Mages
- Replies: 30
- Views: 4611
Re: Teleport(or blink) For Mages
Anyway we have 3 options in my opinion 1) make that spell less powerful and/or with higher cd 2) increase the unit's and tech's costs and give that spell as it was suggested 3) consider giving this spell to a whole different unit that might be using a different kind of magic or just a different (and...
- Tue Dec 01, 2020 11:44 am
- Forum: Archived - Reporting Issues
- Topic: clear visión disenchant and thunder storm and slow IMPLEMENTED
- Replies: 23
- Views: 2959
Re: clear visión disenchant and thunder storm and slow
Slowing has no bugs. We remade the effect to have miss chance but now it is a lot more powerful than it was.
- Tue Dec 01, 2020 11:42 am
- Forum: Human Technologies
- Topic: Teleport(or blink) For Mages
- Replies: 30
- Views: 4611
Re: Teleport(or blink) For Mages
We can't do that. Daniel forbid me to put negative values in effects (I did it once and had to change everything else later).
- Mon Nov 30, 2020 6:42 pm
- Forum: Archived - Reporting Issues
- Topic: clear visión disenchant and thunder storm and slow IMPLEMENTED
- Replies: 23
- Views: 2959
Re: clear visión disenchant and thunder storm and slow
Maybe if you used the right units' names we might actually be sure of how to reproduce that. Anyway Stratego (dev) I think that this is a problem related enchantments that use abilitypower. Orcish strengthen grants 3*abilitypower strength to the target unit but it seems, if we can confirm that repor...
- Mon Nov 30, 2020 4:34 pm
- Forum: Archived - Reporting Issues
- Topic: clear visión disenchant and thunder storm and slow IMPLEMENTED
- Replies: 23
- Views: 2959
Re: clear visión disenchant and thunder storm and slow
I know that this may be off-topic, but since we are talking about spells, then I want to say that the skill of the warfell mage human with the purple crystal icon (analogous to a magic shot) does 10 damage instead of 30. Yes, since crystals will be undergoing a few changes we didn't update them yet.
- Mon Nov 30, 2020 11:22 am
- Forum: Human Technologies
- Topic: Teleport(or blink) For Mages
- Replies: 30
- Views: 4611
Re: Teleport(or blink) For Mages
The jump ability (unless we set it with a specific casting range) is influenced by the casting range of the unit. Since casters are, with the exceptions of mounted templars and hospitalers), slow units. Such a spell would influence a lot th survival and utility of such units and in my opinion, if im...