To-Do list priorities for AoF

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Alexander82
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To-Do list priorities for AoF

Post by Alexander82 » Thu May 23, 2019 5:53 pm

I'm listing things that need coding in order of priority from up to bottom.
When possible I'll write also expected time needed (in red font) to code (based on @stratego evaluation)

  • Adding bonus against a certain category via techs or spells. Also adding unit type with spells or techs will be required: few hours
  • Jump (teleport-like) effect and possibly portal effect: 3-4 hours
  • More than one transformation on a single unit (required for druid that will have more forms): 1-2 hours

  • Set into effect jsons (like spells or abilities) the stat used to defend from that specific spell or ability (e.g. a magic arrow that can be dodged with dodge ranged or a spell that can be resisted by raw strength using power or hp stat)
  • Loyalty stats for conversion resistance and spell resistance
  • Effects that use a unit stat to quantify its effect like heal rate does with healing spell (e.g. a tech to throw you melee weapon that inflict damage based on unit power stat), this way you can make a single effect for more unit and the result will be different and moreover the same unit will deal increasing effect in late gme after upgrades. If possible it would be great if we could use some fixed modifiers (e.g. half, double, triple) and settings (the damage is reduced by armor or maybe p.armor): possibly a few days
  • Effects (spells or active abilities) changeable with techs (e.g. a tech that increases thunderstorm powerrange): possibly a few days
  • Effect that alter units’ cooldown (e.g. an haste effect that reduce a cooldown of all spells of a unit or a silence spell that increase cooldown on spells of an enemy unit, even spell that have no cooldown): about aday
  • Force transformation on enemy units (e.g. transform to sheep for a few rounds): about aday
  • Zombie rebalancing link here
  • new building counter for mini-mega buildings (2x2 buildings, 1 for every tc)
  • new game mode to add extra production. Current is tcx1 (one factory for every tc) add options like tcx2, tcx3 and so on
  • new dodge logic against bonused units: At the moment when a unit has bonus against a unit with dodge, it completely ignore dodge. We need bonuses to reduce dodge by bonus/5 so a 50% bonus to a unit make you ignore 10% dodge. all 3 dodge should work this way.
  • New trnSpecAction "CAN_BE_HIT_BY_GROUND_MELEE" for effect that allows flying units to be hit in melee for normal damage
  • Building requirement to produce certain units in other buildings (e.g you need stables to train mounted templars and hospitallers)
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Puss_in_Boots
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Re: To-Do list priorities for AoF

Post by Puss_in_Boots » Fri May 24, 2019 11:43 pm

Alexander82 wrote:
Thu May 23, 2019 5:53 pm
  • Loyalty stats for conversion resistance and spell resistance
This idea, I like. :B)
RED, WHITE and BLUE!

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Alexander82
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Re: To-Do list priorities for AoF

Post by Alexander82 » Sat May 25, 2019 11:16 am

Puss_in_Boots wrote:
Fri May 24, 2019 11:43 pm
Alexander82 wrote:
Thu May 23, 2019 5:53 pm
  • Loyalty stats for conversion resistance and spell resistance
This idea, I like. :B)
Yes, it is needed because a unit might be strong against conversion but weaker against debuff spells like slow or disarmor

I think this is the source of many balance problems.

e.g. many giants have a high spell resistance just to defend against instadeath and conversion but that make them too strong because they are difficult to debuff (while debuffing them should be the main weapon to fight big ones).

I wanna set instadeath success % on hp (so it is easyer to instakill a lowhp or dying creature, while loyalty should be high in most of elite/costly units

at the same time magical resistance will be lower overall cause status magic will be made more useful in crowd control
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Re: To-Do list priorities for AoF

Post by Stratego (dev) » Sat Jun 01, 2019 8:33 am

ready: More than one transformation on a single unit (required for druid that will have more forms): 1-2 hours

also i think it is also workng as a sideeffect: Force transformation on enemy units (e.g. transform to sheep for a few rounds): about aday
if you make your transformation effect to target enemy you can set that it is transformed to a new thing, however transorming back will not work imho.

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Alexander82
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Re: To-Do list priorities for AoF

Post by Alexander82 » Sat Jun 01, 2019 9:58 pm

thanks!
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Alexander82
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Re: To-Do list priorities for AoF

Post by Alexander82 » Sun Jun 02, 2019 11:07 pm

added to the list

new building counter for mini-mega buildings (2x2 buildings, 1 for every tc)

new game mode to add extra production. Current is tcx1 (one factory for every tc) add options like tcx2, tcx3 and so on

new dodge logic against bonused units: At the moment when a unit has bonus against a unit with dodge, it completely ignore dodge. We need bonuses to reduce dodge by bonus/5 so a 50% bonus to a unit make you ignore 10% dodge. all 3 dodge should work this way.

New trnSpecAction "CAN_BE_HIT_BY_GROUND_MELEE" for effect that allows flying units to be hit in melee for normal damage
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Alexander82
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Re: To-Do list priorities for AoF

Post by Alexander82 » Sun Jun 02, 2019 11:11 pm

Added:

Building requirement to produce certain units in other buildings (e.g you need stables to train mounted templars and hospitallers)
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