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by makazuwr32
Wed Dec 27, 2023 1:00 pm
Forum: Balancing discussions
Topic: PRI 1: Geodryw - OP [DISCUSSING]
Replies: 9
Views: 448

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.
by makazuwr32
Tue Dec 26, 2023 3:25 pm
Forum: Balancing discussions
Topic: PRI 1: Geodryw - OP [DISCUSSING]
Replies: 9
Views: 448

Re: PRI 1: Geodryw - OP [DISCUSSING]

Only because you said no to limit possible targets for this spell down to mechanical units and buildings.
by makazuwr32
Tue Dec 26, 2023 4:41 am
Forum: Balancing discussions
Topic: PRI 1: Geodryw - OP [DISCUSSING]
Replies: 9
Views: 448

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...
by makazuwr32
Mon Dec 25, 2023 4:49 pm
Forum: Balancing discussions
Topic: PRI 1: Geodryw - OP [DISCUSSING]
Replies: 9
Views: 448

Re: PRI 1: Geodryw - OP [DISCUSSING]

Stone fall must not be able to target non-buildings and non-mechanical targets in the first place.
by makazuwr32
Sat Nov 25, 2023 7:37 pm
Forum: Others
Topic: Skirmish Maps for gems (Priority)
Replies: 24
Views: 1300

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.
by makazuwr32
Thu Nov 23, 2023 12:55 pm
Forum: Reporting Issues
Topic: Dwarf cannonboat & explosive rounds
Replies: 3
Views: 479

Re: Dwarf cannonboat & explosive rounds

Oh. That is indeed an issue.
by makazuwr32
Mon Nov 20, 2023 1:51 pm
Forum: Reporting Issues
Topic: Scaledfolk ability and movement
Replies: 1
Views: 229

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.
by makazuwr32
Tue Nov 07, 2023 3:42 pm
Forum: Balancing discussions
Topic: Are the Undead a little too strong?
Replies: 4
Views: 365

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 ...
by makazuwr32
Tue Nov 07, 2023 3:27 pm
Forum: Balancing discussions
Topic: Dwarft alchemist
Replies: 1
Views: 294

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 ...
by makazuwr32
Wed Oct 25, 2023 3:09 pm
Forum: More Q&A
Topic: How Do Send map to Dev in map editor.
Replies: 1
Views: 345

Re: How Do Send map to Dev in map editor.

You need to request rights for sending maps to dev from stratego.
by makazuwr32
Thu Oct 19, 2023 10:35 am
Forum: Balancing discussions
Topic: Zombie raise rework idea
Replies: 7
Views: 414

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.
by makazuwr32
Thu Oct 19, 2023 7:22 am
Forum: Balancing discussions
Topic: Zombie raise rework idea
Replies: 7
Views: 414

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).
by makazuwr32
Wed Oct 18, 2023 5:19 pm
Forum: Reporting Issues
Topic: Ai prematurely uses Undead units! (Bug)
Replies: 6
Views: 322

Re: Ai prematurely uses Undead units! (Bug)

I must mention that this will be changed anyway in next update.
by makazuwr32
Wed Oct 18, 2023 5:10 pm
Forum: Balancing discussions
Topic: Zombie raise rework idea
Replies: 7
Views: 414

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...
by makazuwr32
Tue Oct 17, 2023 4:18 am
Forum: Skins for AoF
Topic: Human Skin
Replies: 19
Views: 1991

Re: Human Skin

Do you plan to continue this pack, @DreJaDe?
by makazuwr32
Mon Oct 16, 2023 6:16 pm
Forum: Graphics
Topic: OUTDATED: New skin packs and skins
Replies: 40
Views: 6170

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-...
by makazuwr32
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: 400

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)...
by makazuwr32
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: 449

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...
by makazuwr32
Fri Sep 29, 2023 3:13 am
Forum: Undead
Topic: Incubus and Succubus
Replies: 1
Views: 373

Re: Incubus and Succubus

Demons will be a separate race.
by makazuwr32
Fri Sep 29, 2023 3:13 am
Forum: Balancing discussions
Topic: Unviable Ghoul
Replies: 1
Views: 304

Re: Unviable Ghoul

There are plans for ghoul mutations later.
by makazuwr32
Fri Sep 22, 2023 5:42 am
Forum: Others
Topic: Quality of life changes IMPLEMENTED mostly
Replies: 22
Views: 643

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...
by makazuwr32
Fri Sep 22, 2023 5:36 am
Forum: Others
Topic: Quality of life changes IMPLEMENTED mostly
Replies: 22
Views: 643

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 ...
by makazuwr32
Mon Sep 18, 2023 4:00 pm
Forum: Archived - Reporting Issues
Topic: Elite and Master Orks and Goblins Technologies Broken — ANSWERED
Replies: 2
Views: 210

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...
by makazuwr32
Tue Sep 12, 2023 9:22 am
Forum: Game Definition .JSON
Topic: Game definition jsons - Effect definition json
Replies: 127
Views: 19255

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...
by makazuwr32
Tue Sep 12, 2023 9:15 am
Forum: Android->Unity missing ones
Topic: Campaigns case: Map size and map intro image
Replies: 2
Views: 383

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).
by makazuwr32
Wed Sep 06, 2023 5:29 am
Forum: New upgrades (unit, structure, technology, effect)
Topic: AOS Easter Egg units
Replies: 191
Views: 21907

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.
by makazuwr32
Mon Sep 04, 2023 8:16 pm
Forum: New upgrades (unit, structure, technology, effect)
Topic: AOS Easter Egg units
Replies: 191
Views: 21907

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.
by makazuwr32
Sat Aug 26, 2023 4:58 pm
Forum: Map Editor
Topic: Random spawn IMPLEMENTED
Replies: 4
Views: 506

Re: Random spawn IMPLEMENTED

Please apply this modification for aof as well.
by makazuwr32
Tue Aug 08, 2023 4:53 pm
Forum: Others
Topic: AOS ToDo List - List of code changes requests for AoS
Replies: 50
Views: 12752

Re: AOS ToDo List - List of code changes requests for AoS

about this: A spec for aura effects to affect only units inside (carried) i checked the code and seems 0 range should cause that all units on same tile get affected - isnt that working? or this request is especially NOT to affect units on same tile that are NOT inside the aura unit? (so they only s...
by makazuwr32
Tue Aug 08, 2023 4:50 pm
Forum: Unit Design
Topic: Unit Design - unit property sheet
Replies: 165
Views: 40699

Re: Unit Design - unit property sheet

Awesome.
So we can combine multiple techs into one via this.

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