To-Do (Needs) list priorities for AoF ARCHIVE
- General Brave
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Re: To-Do list priorities for AoF
jump is ready
- Alexander82
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Re: To-Do list priorities for AoF
@Alexander82, @Stratego (dev), is this possible and something you might consider?
We don't have any effects that involve charges, were to use an ability you need a certain amount soul charges to use it as well as abilities that increases the soul charges for these units and maybe an ability were you can transfer one units soul charges to another, certain soul charged abilities would require something like 5 soul charges to use but would consume all units soul charges, increasing damage of ability by 2 for each soul charge.
It seems complicated but it would be a nice addition for undead. Soul charges could be acquired from corpses and from magic missile like attacks known as "soul snatch", which grants caster 1 soul charge of targeted unit is killed.
- Alexander82
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Re: To-Do list priorities for AoF
That is basically a variant of a mana stat that havr been proposed some time ago.
I think that having already cooldown we m8ght nit need that.
Otherwise we might differentiate actual spellcasters (that will use mana/souls to cast their abilities) from fighters (that can use their abilities once in a while after cd expires)
I think that having already cooldown we m8ght nit need that.
Otherwise we might differentiate actual spellcasters (that will use mana/souls to cast their abilities) from fighters (that can use their abilities once in a while after cd expires)
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Re: To-Do list priorities for AoF
Actually, only certain spells would require souls, they would have others that don't but, if you want to do it that way in future then it's up to you.
- Alexander82
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Re: To-Do list priorities for AoF
I think that such a system would greatly change the game. It is fine for me but I suppose that @Stratego (dev) will have the last word on something that i fear could be too time consuming.
I generally favour more updates than one single big change (if not extremely needed) so I'd prefer to go on with the list with some more of current requested implementations than a single one.
I generally favour more updates than one single big change (if not extremely needed) so I'd prefer to go on with the list with some more of current requested implementations than a single one.
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Re: To-Do list priorities for AoF
Well, I'll just make them with different abilities then.
- Alexander82
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- Alexander82
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Re: To-Do (Needs) list priorities for AoF
this is readyallow us to define the size of the affected area around the target in a single taarget effect (like for powerrange) )
- makazuwr32
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Re: To-Do (Needs) list priorities for AoF
Awesome. Now we need armor reducing for attack effect.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
- Alexander82
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Re: To-Do (Needs) list priorities for AoF
Great! Is that explained on modder's lounge already?Stratego (dev) wrote: ↑Mon Oct 05, 2020 2:30 pmthis is readyallow us to define the size of the affected area around the target in a single taarget effect (like for powerrange) )
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- Alexander82
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Re: To-Do (Needs) list priorities for AoF
Checked. Too bad it works a bit differently from environmental effects (it would be more beneficial to be able to drag the effect freely).
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Re: To-Do (Needs) list priorities for AoF
??
the only difference between them that one is draggable (environmemtal) and the other is targetable like spells.
or i dont understand what u mean.
the only difference between them that one is draggable (environmemtal) and the other is targetable like spells.
or i dont understand what u mean.
- Alexander82
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Re: To-Do (Needs) list priorities for AoF
Yes, I thought it would have been better if it was possible to drag it (cause you might need to hit 2 units with a free tile in the middle).
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Re: To-Do (Needs) list priorities for AoF
i am very confised now: that is the "envionmental" version, that is an existing logic.
as i said: the ONLY difference betw. them is draggable or not.
as i said: the ONLY difference betw. them is draggable or not.
- Alexander82
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Re: To-Do (Needs) list priorities for AoF
Sorry I was thinking about another implementation on the list, that is fine
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- Alexander82
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Re: To-Do (Needs) list priorities for AoF
Any of these finished, @Stratego (dev)?
If so I can go ahead and archive those so we know what's left to do.
If so I can go ahead and archive those so we know what's left to do.
Alexander82 wrote: ↑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)
- Effect that changes what units transforms into on death, eg A unit effected by zombie infection will turn into a zombie on death instead of a corpse.
- Reanimation spell that raises zombies from corpses instead of skeletons, reanimated dragon corpses into draco zombies.
- Effect that add a category to a unit when using an ability (e.g. ["U_CHARGING"] category for units that use a charge ability)
- Make the new area effects, able to target ground tiles (this way we can have spells like fireball that can be arranged in the middle of enemy units to maximize the amount of targets hit by them).
- Create the "ignoreArmor" stat that allow a unit to ignore a certain amount of armor or p.armor (based on the unit damage type).
A archer with "ignoreArmor": 3, will deal damage as if its target had -3 to its p.armor. I'll make 3 examples for clarity:
We have a archer with 10 power and 5 ignoreArmor
on a target with 10 p.armor the archer deals 10-(10 armor-5 ignoreArmor)= 5 damage
on a target with 0 p.armor the archer deals 10-(0-5 ignore armor will be considered 0 armor)= 10 damage
on a target with 3 p.armor the archer deals 10-(3-5 ignore armor will be considered 0 armor)= 10 damage
- IMPLEMENTED We need the propchanger effects that use hpmax add a linear health amount so if hpmax is 5 it will add 5 hp, not 5% hp, we need a hpmaxmultiplier that, instead, add health in %, I think that you should check that topic for further details.
- add the chance to make categories for effects (e.g. spells, techniques, runes, crystals) so that we can make abilities that affect only certain spells (e.g. we can use a silence spell that disable all the effect listed as "spells", cause we can hae oth spell and non-spell abilities on a unit, ike elven casters that have both spell effects and others like lembas that aren't spells)
- create a effect that can temporary disable the abilities of a unit by adding a cooldown to such abilities OR alternatively make a status effect that disable (gray) the spells of a certain category for the duration of the effect
- For abilities is needed the chance to use attackRange instead of normal casting range. Maybe a "USE_ATTACK_RANGE" property for abilities json
- Make a bonus for abilities success rate against specific units or categories: If I have 100% bonus against a unit (in effect) and the normal success rate is 30% it becomes 60%. If an effect has 50% bonus success rate becomes 45%, if a unit has 150% bonus the success rate becomes 65%, and so on
So if I make an effect with 20% rate and I want 100% chance of success against infantry melle I simply give it 400% bonus so success becomes 100%
that should work with all types of resistance (so, for example, if hp resistance is set between 10 and 50 hp, for a unit that we have 100% bous against it becomes between 20 and 100)
- 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
- Adding bonus against a certain category via techs or spells. Also adding unit type with spells or techs will be required: few hours
- A option to make attack that miss with normal missing chance (like siege units) not move to another target but simply hit nothing at all from 10 minutes to a few hours
- 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
- Water TCs link here
- 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.
ARCHIVE
- New trnSpecAction "CAN_BE_HIT_BY_GROUND_MELEE" for effect that allows flying units to be hit in melee for normal damage
- Implement a trnSpecUnitActions "IS_FACTORY_NOT_COUNTED" to exclude embassies from factory counter
- 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)
- Building requirement to produce certain units in other buildings (e.g you need stables to train mounted templars and hospitallers)
- make range of special cost of ability little more: use the 4 corner tiles too so from now cost can be 1..8
- It is needed a way to set what categories are not affected by a spell or an abilities. Is it possible to make a "trnDoNotAffectThis" that exclude some categories or unit types from an effect?
- Jump (teleport-like) effect and possibly portal effect
- Along with
{"key":"DEFINE_UNIT_BIG_HP_VALUE", "val":"50"},
{"key":"DEFINE_UNIT_BIG_POWER_VALUE", "val":"30"}
Define also
{"key":"DEFINE_UNIT_SMALL_HP_VALUE", "val":"10"},
{"key":"DEFINE_UNIT_SMALL_POWER_VALUE", "val":"5"}
Resistances based on power and hp hould act this way:
for values x<small hp: the abilities always affect the target
for values x>bigger hp: the abilities never affect the target
for values small hp<x<big hp the ability is resisted proportionally to the value (the higher is more likely to resist)
- Make environmental effects be affected by hp/power of a sacrificed unit or, alternatively, allow us to define the size of the affected area around the target in a single taarget effect (like for powerrange)[IMPLEMENTED]
- Force transformation on enemy units (e.g. transform to sheep for a few rounds)[IMPLEMENTED]: about aday
it is not needed anymore
- Loyalty stats for conversion resistance and spell resistance
Last edited by Savra on Fri Jan 01, 2021 3:19 am, edited 1 time in total.
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Re: To-Do (Needs) list priorities for AoF
the list is actual i think (only listed what is not ready, or signed to be "implemnted")
Re: To-Do (Needs) list priorities for AoF
So everything is up to date?
I should probably add the zombie infection and reanimation thing to the list.
I should probably add the zombie infection and reanimation thing to the list.
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Re: To-Do (Needs) list priorities for AoF
ok make the lines and i put in first post until u get the permission to edit it.
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Re: To-Do (Needs) list priorities for AoF
i have new idea lets archive this thread, and plesaae tart a new in name "To-Do (Needs) list priorities for AoF"
and put there the list you see now it is needed
and put there the list you see now it is needed
- makazuwr32
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Re: To-Do (Needs) list priorities for AoF ARCHIVE
I can prepare such list depending on plans we had swith alex.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
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Re: To-Do (Needs) list priorities for AoF ARCHIVE
Savra should open the topic but yes please coopeate in filling it up with items and priority order.