Search found 7811 matches
- Sat May 11, 2024 8:02 am
- Forum: Needs, priorities - Which way would you like the roadmap?
- Topic: Mapeditor related
- Replies: 38
- Views: 6215
Re: Mapeditor related
Trained at turn 23 in factory.
- Mon May 06, 2024 1:39 pm
- Forum: Units/techs/effects
- Topic: Undoing Summoning a Unit that Requires Sacrifice
- Replies: 1
- Views: 72
Re: Undoing Summoning a Unit that Requires Sacrifice
Undoing sacrifice i think is not possible - we do not save information about sacrificed units. If you accidently sacrificed for example zurgo with +500/+500 armor due to mass murdering - we do not know what effects, what stats, what buffs and debuffs, what veteraning was on that unit. We do not even...
- Wed Dec 27, 2023 1:00 pm
- Forum: Balancing discussions
- Topic: PRI 1: Geodryw - OP [DISCUSSING]
- Replies: 9
- Views: 487
Re: PRI 1: Geodryw - OP [DISCUSSING]
The main damage from wasp swarm should come from poison, not from direct damage.
And once again — initially stone fall spell must not be able to target anything that is not building. It is a siege spell.
And once again — initially stone fall spell must not be able to target anything that is not building. It is a siege spell.
- Tue Dec 26, 2023 3:25 pm
- Forum: Balancing discussions
- Topic: PRI 1: Geodryw - OP [DISCUSSING]
- Replies: 9
- Views: 487
Re: PRI 1: Geodryw - OP [DISCUSSING]
Only because you said no to limit possible targets for this spell down to mechanical units and buildings.
- Tue Dec 26, 2023 4:41 am
- Forum: Balancing discussions
- Topic: PRI 1: Geodryw - OP [DISCUSSING]
- Replies: 9
- Views: 487
Re: PRI 1: Geodryw - OP [DISCUSSING]
Than what about giving for stone fall negative -75% bonus to non-building and non-mechanical targets? Burning has -50% bonus to skeletons which results in 5 damage per turn instead of 10. Same can be done here, i believe. As for wasp swarm — i think that 4×SP damage is too much. Better to use 2 dama...
- Mon Dec 25, 2023 4:49 pm
- Forum: Balancing discussions
- Topic: PRI 1: Geodryw - OP [DISCUSSING]
- Replies: 9
- Views: 487
Re: PRI 1: Geodryw - OP [DISCUSSING]
Stone fall must not be able to target non-buildings and non-mechanical targets in the first place.
- Sat Nov 25, 2023 7:37 pm
- Forum: Others
- Topic: Skirmish Maps for gems (Priority)
- Replies: 24
- Views: 1467
Re: Skirmish Maps for gems (Priority)
Maybe if it will give you 1 gem from skirmish per 5-15k points earned in match you won it might be fine for aof.
Or maybe another daily gift for skirmish games but that grants only 1 gem per day without any variations.
Or maybe another daily gift for skirmish games but that grants only 1 gem per day without any variations.
- Thu Nov 23, 2023 12:55 pm
- Forum: Reporting Issues
- Topic: Dwarf cannonboat & explosive rounds
- Replies: 3
- Views: 511
Re: Dwarf cannonboat & explosive rounds
Oh. That is indeed an issue.
- Mon Nov 20, 2023 1:51 pm
- Forum: Reporting Issues
- Topic: Scaledfolk ability and movement
- Replies: 1
- Views: 267
Re: Scaledfolk ability and movement
Shallows: might be problem with naming, we will check that.
Not_found problems: those effects are working fine, it is just they do not have fancy naming yet. We found proper names for them — they will be in next update if stratego will not forget that.
Not_found problems: those effects are working fine, it is just they do not have fancy naming yet. We found proper names for them — they will be in next update if stratego will not forget that.
- Tue Nov 07, 2023 3:42 pm
- Forum: Balancing discussions
- Topic: Are the Undead a little too strong?
- Replies: 4
- Views: 402
Re: Are the Undead a little too strong?
1. In next update there will be some sloght rebalance incoming for recent update for undeads. 2. Now to your mentioned things: 2.1. Monster skeletons were weakened in recent update if you did not notice because they are affected by soulforge techs; 2.2. Strong piercing armor — that comes at cost of ...
- Tue Nov 07, 2023 3:27 pm
- Forum: Balancing discussions
- Topic: Dwarft alchemist
- Replies: 1
- Views: 329
Re: Dwarft alchemist
Few updates later there will be rework of alchemist and addition of 3 new casters for dwarves. Current alchemist is remnant of original and ridiculously overpowered dwarves from their first start and has temporary stats because we just can't remove it. Also cheap infinite double strike does not fit ...
- Wed Oct 25, 2023 3:09 pm
- Forum: More Q&A
- Topic: How Do Send map to Dev in map editor.
- Replies: 1
- Views: 388
Re: How Do Send map to Dev in map editor.
You need to request rights for sending maps to dev from stratego.
- Thu Oct 19, 2023 10:35 am
- Forum: Balancing discussions
- Topic: Zombie raise rework idea
- Replies: 7
- Views: 446
Re: Zombie raise rework idea
If someone else can help with play testing 5hose bugs than sure it can be worked earlier.
But personally i would be free to play test them only in December.
But personally i would be free to play test them only in December.
- Thu Oct 19, 2023 7:22 am
- Forum: Balancing discussions
- Topic: Zombie raise rework idea
- Replies: 7
- Views: 446
Re: Zombie raise rework idea
There are multiple problems with testing this bug, especially with time.
Buildings update is a bit easier to work for me for now.
This bug will be next one (especially since we need to fix multiple engine bugs one of which is this zombie bug).
Buildings update is a bit easier to work for me for now.
This bug will be next one (especially since we need to fix multiple engine bugs one of which is this zombie bug).
- Wed Oct 18, 2023 5:19 pm
- Forum: Reporting Issues
- Topic: Ai prematurely uses Undead units! (Bug)
- Replies: 6
- Views: 370
Re: Ai prematurely uses Undead units! (Bug)
I must mention that this will be changed anyway in next update.
- Wed Oct 18, 2023 5:10 pm
- Forum: Balancing discussions
- Topic: Zombie raise rework idea
- Replies: 7
- Views: 446
Re: Zombie raise rework idea
1. Few updates later, after we will be done with buildings update, we will be working on multiple bug fixing (if that is possible). 2. As for this idea — it is similar to idea we have in mind already for zombie apocalypse later (alas it will have its own limits). Will not spoiler here more but i mus...
- Tue Oct 17, 2023 4:18 am
- Forum: Skins for AoF
- Topic: Human Skin
- Replies: 19
- Views: 2057
Re: Human Skin
Do you plan to continue this pack, @DreJaDe?
- Mon Oct 16, 2023 6:16 pm
- Forum: Graphics
- Topic: OUTDATED: New skin packs and skins
- Replies: 40
- Views: 6339
Re: New skin packs and skins
Just in case aof skins regarding archers. 3 tiers of human archers — basic archer, longbowman, crossbowman, poison archer. 1. On the left: Snezhgrad warriors On the right: default basic skins https://media.discordapp.net/attachments/954648282708205648/1163540020800532581/Screenshot_2023-10-16-21-11-...
- Sun Oct 15, 2023 11:58 am
- Forum: New game types in the game (like capture the flag)
- Topic: New game mode - Card battle
- Replies: 8
- Views: 475
Re: New game mode - Card battle
How does support and leader aura units work? That is especially true for AoF since abilities there play so much bigger role than in AoS. For example we have woodshaper who has: Healing buildings and healing ents 3 plant summons Transform abilityinto a bit weaker ent Entangle (stops enemy movements)...
- Thu Oct 05, 2023 4:57 pm
- Forum: Main menu
- Topic: Spin the Wheel - That Main menu launching the game has a Gem Of Fortune
- Replies: 4
- Views: 551
Re: Spin the Wheel - That Main menu launching the game has a Gem Of Fortune
I am not against some controllable rng from my side — dodges, spell resistance — as long as there is a way to counter that rng. But rng for gems is a no as for me. Especially if it will require gems to play since poor onto gems players will become even more poor while those who have lots of gems wil...
- Fri Sep 29, 2023 3:13 am
- Forum: Undead
- Topic: Incubus and Succubus
- Replies: 1
- Views: 404
Re: Incubus and Succubus
Demons will be a separate race.
- Fri Sep 29, 2023 3:13 am
- Forum: Balancing discussions
- Topic: Unviable Ghoul
- Replies: 1
- Views: 327
Re: Unviable Ghoul
There are plans for ghoul mutations later.
- Fri Sep 22, 2023 5:42 am
- Forum: Others
- Topic: Quality of life changes IMPLEMENTED mostly
- Replies: 22
- Views: 695
Re: Quality of life changes
i am not sure this is a good approach - that in-game help is the "general help" that is not related to the running game at all. I see. Do you mean its hard to implement? I often face problems because of this - as you always need to calculate tech changes whenever deciding what unit to tra...
- Fri Sep 22, 2023 5:36 am
- Forum: Others
- Topic: Quality of life changes IMPLEMENTED mostly
- Replies: 22
- Views: 695
Re: Quality of life changes
I want to suggest the following QOL changes for the game: 3. HP Increases should be displayed like other increases as well. For example, if you have some armor techs researched, your unit might show: 2+4/3+4 armor. However, if you have some HP techs researched, you do not see this addition. ie you ...
- Mon Sep 18, 2023 4:00 pm
- Forum: Archived - Reporting Issues
- Topic: Elite and Master Orks and Goblins Technologies Broken — ANSWERED
- Replies: 2
- Views: 241
Re: Elite and Master Orks and Goblins Technologies Broken
They are not broken. To upgrade orcs, goblins and any other units of the horde you need: 1. Racial tech — elite/master orcs/goblins/trolls/savages and so on; 2. Unit type tech — infantry/cavalry/giants/merlocks. All those techs are accessible in orc pit building. For casters you need their respectiv...
- Tue Sep 12, 2023 9:22 am
- Forum: Game Definition .JSON
- Topic: Game definition jsons - Effect definition json
- Replies: 127
- Views: 19743
Re: Game definition jsons - Effect definition json
new spec: UNIQUE_WITHIN_GROUP, // If set it enables checking this: In its group only one can be "sticked" on a unit at the same time (all such effects needs this), do not set on Aura effects, only normal unit targeted sticky spells Removed old message. It will work next way: Multiple effe...
- Tue Sep 12, 2023 9:15 am
- Forum: Android->Unity missing ones
- Topic: Campaigns case: Map size and map intro image
- Replies: 2
- Views: 410
Re: Campaigns case: Map size and map intro image
For forces you can see at very least (or whole map if it is open from fog).
- Wed Sep 06, 2023 5:29 am
- Forum: New upgrades (unit, structure, technology, effect)
- Topic: AOS Easter Egg units
- Replies: 191
- Views: 22369
Re: AOS Easter Egg units
What about change that passive aura into the one that requires activation?
As for unique building — aof has 7 buildings with unique trait: 1 embassy per each race and gemstone mine for dwarves.
So yes it works completely same way.
As for unique building — aof has 7 buildings with unique trait: 1 embassy per each race and gemstone mine for dwarves.
So yes it works completely same way.
- Mon Sep 04, 2023 8:16 pm
- Forum: New upgrades (unit, structure, technology, effect)
- Topic: AOS Easter Egg units
- Replies: 191
- Views: 22369
Re: AOS Easter Egg units
Regarding aura specifically:
I asked stratego about this already but for normal leader units of aof.
He said that for now auras are quite vague things and he can't modify their way of working for now.
I asked stratego about this already but for normal leader units of aof.
He said that for now auras are quite vague things and he can't modify their way of working for now.
- Sat Aug 26, 2023 4:58 pm
- Forum: Map Editor
- Topic: Random spawn IMPLEMENTED
- Replies: 4
- Views: 557
Re: Random spawn IMPLEMENTED
Please apply this modification for aof as well.