Search found 2678 matches
- Fri Oct 05, 2018 3:21 am
- Forum: Archived - Dwarven Units, Buildings
- Topic: Change of boar riders. IMPLEMENTED
- Replies: 16
- Views: 3507
Re: Dwarven Boar Rider Rebalancing suggestion and voting
Given that blacksmith techs will already upgrade the power and armor, I'd suggest having the upgrades give +8 hp (slightly higher than your 5) and +15% spell resistance, but nothing else and use the base stats described. Net result is +16 hp and 30% spell resistance, neither of which is insurmountab...
- Fri Oct 05, 2018 3:07 am
- Forum: Human
- Topic: structure- guardhouse
- Replies: 9
- Views: 3967
Re: structure- guardhouse
Tech: Guardhouse Cost 6 at tc, requires masonry Guard Tower and Fortress get "Summon Guardsman" ability enabled. It has cooldown 3. Guardsman Vanishing 3 Hp 11 Armor 0/0 Power 5 Speed 3 Sight 4 Spell resistance 0% Actions 1 No bonuses, benefits from infantry armor upgrades and sword master...
- Fri Oct 05, 2018 2:53 am
- Forum: Archived - Other
- Topic: Regarding blue dragons "flight" - ANSWERED
- Replies: 13
- Views: 3513
Re: Regarding blue dragons "flight"
Well whatever the case, blue dragon was one of the starting units of AoF. For balance compared to other dragons, it was denied flight since it had the best damage output via breath weapon. Of course, this was also at a time when the elf dragon had vanishing 5 (yes, a strange time indeed back when ea...
- Thu Oct 04, 2018 1:24 am
- Forum: Other discussions about the game
- Topic: In game Chat moderators
- Replies: 20
- Views: 6907
Re: In game Chat moderators
Can't figure out how to use this. Am I enabled for it?
- Thu Oct 04, 2018 1:16 am
- Forum: Archived - Other
- Topic: Regarding blue dragons "flight" - ANSWERED
- Replies: 13
- Views: 3513
Re: Regarding blue dragons "flight"
It doesn't fly. It just swims. I think those are fins.
- Fri Sep 21, 2018 3:24 pm
- Forum: Map Editor
- Topic: Unit type selection IMPLEMENTED
- Replies: 16
- Views: 4879
Re: Unit type selection IMPLEMENTED
Yes. Right next to the buttons you already fixed.
- Fri Sep 21, 2018 3:07 am
- Forum: Map Editor
- Topic: Unit type selection IMPLEMENTED
- Replies: 16
- Views: 4879
Re: Unit type selection IMPLEMENTED
@Stratego (dev) On a related issue to the original here, can I get a scroll bar for player selection? I can select players 1-5 to assign units, but not player 6.
- Fri Sep 14, 2018 12:55 pm
- Forum: Archived - Elven Units, Buildings
- Topic: Arch druid — ARCHIVED
- Replies: 8
- Views: 2742
Re: Arch druid
There's no need to make a new spell to heal 90% hp. Just do the 100% regeneration spell from orcs. That 10% difference really doesn't matter anyway, as I don't think you will be finding many units above 90% damage that aren't outright corpses. Try forest walk as an aura. It's really not that useful ...
- Wed Sep 12, 2018 2:12 pm
- Forum: Subraces - Elves
- Topic: Rising Sun Elves - ACCEPTED
- Replies: 33
- Views: 6195
Re: Rising Sun Elves
Edited first post again. Still needs a couple buildings, but it's progressing
- Tue Sep 11, 2018 5:43 pm
- Forum: Archived - Other
- Topic: Don't Use ( Failure )
- Replies: 58
- Views: 13661
Re: Hero images and stats only
Making some edits to all heroes stats and abilities. This post will be a good guide for now, but don't rely on it. For example Ravencloak Cost 7 Hp 60 Armor 4/6 Power 10, flame weapon, burning rock attack type (same as catapult uses) Power range 1 Range 7 Actions 2 Speed 3 Sight 6 Dodge 30/30/100 Sp...
- Tue Sep 11, 2018 5:13 pm
- Forum: Others
- Topic: Forum heroes
- Replies: 395
- Views: 52121
Re: Forum heroes
@makazuwr32 don't take it upon yourself to hide all the heroes. You should get permission from each individual before hiding their hero. Personally, I'd rather hide my own so I can have my choice of map and story to go with it.
- Mon Sep 10, 2018 6:34 pm
- Forum: Archived - Elven Units, Buildings
- Topic: A little addition for ent warriors - IMPLEMENTED
- Replies: 50
- Views: 8982
Re: A little addition for ent warriors
Unfortunately the part about can't enter wagons has been rendered into can't enter buildings at all. While I'd be fine if ents can't enter factories and towers, I'm quite bothered by the inability to enter tcs. Ents are supposed to be the elven equivalent of an elephant in a tc when you need to defe...
- Mon Sep 10, 2018 10:36 am
- Forum: DEVELOPER version changes
- Topic: version v1.065
- Replies: 25
- Views: 5711
Re: version v1.065
no code dive... :( please try to find it without it - the question is how hard to find! DO NOT POST HERE THE KEY TO THE EGG! i would like to know hard hard to find without the solution published :lol: we still haven't found it in game, just the json. You had to know if it was too hard we'd end up o...
- Mon Sep 10, 2018 12:32 am
- Forum: Implementeds
- Topic: Too much iteration in this game ANSWERED
- Replies: 17
- Views: 7856
Re: Too much iteration in this game ANSWERED
I actually appreciate confirm click. It's too easy to accidentally move something with a finger smudge on your screen without it. It should at least remain optional.
- Sun Sep 09, 2018 11:16 pm
- Forum: Elf
- Topic: Elven Gardener
- Replies: 4
- Views: 2204
Re: Elven Gardener
I was actually thinking there should be a unit with tech stealing in core set for the humans, elves, and dwarves since they are the races using blacksmith techs.
- Sun Sep 09, 2018 11:06 pm
- Forum: DEVELOPER version changes
- Topic: version v1.065
- Replies: 25
- Views: 5711
Re: version v1.065
@Stratego (dev) General Brave and I had to code dive to find your easter egg unit. Unfortunately, looking at the json we discovered it's buildable in tc by any race without fun mode necessary. I think it's a bit much for not being fun mode.
- Sun Sep 09, 2018 3:18 am
- Forum: Other discussions about the game
- Topic: Daily Challenge and Multiplayer Challenge
- Replies: 6
- Views: 4707
Re: Daily Challenge and Multiplayer Challenge
@Stratego (dev) this really needs a response from you. I think it would really help players feel less overwhelmed by the sheer number of gems required to fill out the gem store in aof at this point.
- Sun Sep 09, 2018 2:57 am
- Forum: Archived - Other
- Topic: Buildings debris
- Replies: 6
- Views: 2454
Re: Buildings debris
Left as "corpse" Debris Same stats as corpse, with same vanishing, but Power 5 (slowing 1 weapon) Is a trap, but is not invisible and can't be targeted. Basically a battlefield hazard that you don't want to step on if you can avoid it. Adds decoration and a small level of additional strate...
- Sun Sep 09, 2018 2:44 am
- Forum: Elf
- Topic: Elven Gardener
- Replies: 4
- Views: 2204
Elven Gardener
Elven Gardener Cost 4 Hp 11 Armor 0/0 Power 3 Speed 4 Sight 6 Spell resistance 35% Stealth Abilities: Steal tech (as human assassin) plant firebloom (cooldown 4, summons a firebloom) creeping mold (inflicts creeping mold on target. Range 4) What other races refer to as spies, elves jokingly refer to...
- Sat Sep 08, 2018 11:31 am
- Forum: DEVELOPER version changes
- Topic: version v1.063
- Replies: 147
- Views: 24388
Re: version v1.063
changes: - human assassin can steal techs from tc-s again - before stealing the "stealable techs" are listed in the dialog (good for testing of the stealing mechanism) - you can set for any tech a "equivalent" list so you can say X elven tech is the same as the Y dwarf tech, so ...
- Thu Sep 06, 2018 11:59 am
- Forum: Other discussions about the game
- Topic: Daily Challenge and Multiplayer Challenge
- Replies: 6
- Views: 4707
Daily Challenge and Multiplayer Challenge
Daily Challenge: an identical pregenerated skirmish map from the list of random maps with random settings and fun mode on is sent to every player from the server at the same time every day. It is assigned a difficulty value in turns to complete based on map size, fog/revealed, starting units, and nu...
- Thu Sep 06, 2018 1:27 am
- Forum: DEVELOPER version changes
- Topic: version v1.063
- Replies: 147
- Views: 24388
Re: version v1.063
i have queried and now we have paid maps: 256 so -> 1024 gems all upgarde gemcost: 1011 so we are almost ok Many maps are bugged by poor design, balance changes, etc. and completely unwinnable. Many more are simply too difficult, virtually requiring gem spells to have a chance at winning for all bu...
- Thu Sep 06, 2018 12:53 am
- Forum: Archived - Other
- Topic: Random Encounter!!!
- Replies: 8
- Views: 3188
Re: Random Encounter!!!
That tends to happen in a war zone. No sane bandit would stay in an area two armies are seeking out and killing anything that moves.StormSaint373 wrote: ↑Wed Sep 05, 2018 10:53 pm Well, that sounds like a good idea. That can be added in as well.
But, buildings can be destroyed and *poof* threat of encounters are gone.
- Wed Sep 05, 2018 2:39 am
- Forum: Archived - Other
- Topic: On archery, precision and walls - OUTDATED
- Replies: 18
- Views: 4363
Re: On archery, precision and walls
It is unfortunate, but if Daniel says it won't happen with a valid reason we either give an option to fix the problem he has with it or work with his statement. Since I see no way around the statement that the idea is too complex for the game (which still is rather simple and easy to understand desp...
- Wed Sep 05, 2018 1:25 am
- Forum: Archived - Other
- Topic: On archery, precision and walls - OUTDATED
- Replies: 18
- Views: 4363
Re: On archery, precision and walls
Alright, since the word of the dev has spoken, let us assume that because this is a fantasy setting, it is a relatively simple spell to scry a nearby area, allowing you to look even past a wall with some kind of scrying mirror as a bow sight and see where your arrow will land at any firing arc. Migh...
- Tue Sep 04, 2018 3:53 pm
- Forum: DEVELOPER version changes
- Topic: version v1.063
- Replies: 147
- Views: 24388
Re: version v1.063
Games are double posting for some reason. You make one game and get two with identical settings. you did not get the latest version, this one is fixed already. Arg its updating so fast I can't keep up lol. By the time I get it updated there's another one up. Too many bugs fixed so quickly :lol:
- Tue Sep 04, 2018 3:29 pm
- Forum: Archived - Other
- Topic: On archery, precision and walls - OUTDATED
- Replies: 18
- Views: 4363
Re: On archery, precision and walls
More to the point with walls. Assuming two calculations for range have equal distance (for example, range 2 at a diagonal) where one way has a wall and the other does not, assume the direction with no or fewer walls. Also, id suggest a standard 20% penalty per tile over the perfect accuracy distance...
- Tue Sep 04, 2018 2:28 pm
- Forum: Archived - Other
- Topic: On archery, precision and walls - OUTDATED
- Replies: 18
- Views: 4363
Re: On archery, precision and walls
I completely agree with the range related accuracy part. Elves have full accuracy at range -1, humans at range -2, and orcs at range -3 I'd say.
Walls must assume the path with the fewest obstacles is chosen, however.
Walls must assume the path with the fewest obstacles is chosen, however.
- Tue Sep 04, 2018 2:09 pm
- Forum: DEVELOPER version changes
- Topic: version v1.063
- Replies: 147
- Views: 24388
Re: version v1.063
Games are double posting for some reason. You make one game and get two with identical settings.
- Tue Sep 04, 2018 12:58 pm
- Forum: DEVELOPER version changes
- Topic: version v1.063
- Replies: 147
- Views: 24388
Re: version v1.063
Please remove ability for melee form of my hero to be affected by double strike spell for balancing reasons. Also mirror armor for both forms (it must be not 5/3 and 7/5 but 3/5 and 5/7) Noted. I'm working on all the heroes, so I'll fix the armor while I'm at it. Not sure if double strike can be di...