version v1.066
-
- Site Admin
- Posts: 15734
- Joined: Fri Apr 25, 2014 9:28 pm
version v1.066
version v1.065 was published
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: version v1.066
Yes and pretty fast too
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
Re: version v1.066
What was 1.65 supposed to have again? A neutral that's supposed to be able to fight. Right now I see update 1.641. Unless I should wait a bit longer? Okay never mind it is on just have to wait a bit.
Re: version v1.066
Neutral being able to do more things is cool, but we have a problem with some units damaging themselves. You read their stat page and you'll see that some units have
Heal:-1
I found this out through the elven dragon. I'm pretty sure this is a bug.
Heal:-1
I found this out through the elven dragon. I'm pretty sure this is a bug.
-
- Site Admin
- Posts: 15734
- Joined: Fri Apr 25, 2014 9:28 pm
Re: version v1.066
please i ask you to put individual unit problems (if it is such) into new threads.
thanks!
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: version v1.066
Can we add same behaviour for normal race units (like human warriors, archers, orc axe throwers, etc...) if they are placed for john (or bear behaviour for them - if they are damaged than they attack)?Stratego (dev) wrote: ↑Sun Sep 16, 2018 5:45 pm anaconda, wolves, chrocodile are attacking if any player is in sight
Also can we make them placable for john as well on random maps?
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™.
-
- Site Admin
- Posts: 15734
- Joined: Fri Apr 25, 2014 9:28 pm
Re: version v1.066
by trigger i think yes, but you need to try.
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: version v1.066
No i mean by default, for random map and without any triggers.
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™.
-
- Site Admin
- Posts: 15734
- Joined: Fri Apr 25, 2014 9:28 pm
Re: version v1.066
in next update AI will not build
- longbowman
- missionary
- axe thrower
- siege workshop
in next update - please tell me if they can still build anything it should not.
also i have received "holy knight" also hould not be buildable - do u know which unit can be "holy knight"?
- longbowman
- missionary
- axe thrower
- siege workshop
in next update - please tell me if they can still build anything it should not.
also i have received "holy knight" also hould not be buildable - do u know which unit can be "holy knight"?
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: version v1.066
Templar i suppose.
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™.
Re: version v1.066
If AI the main focus of this update
I change some stuff on them since they are out of date.
I gave it to brave but I don't know if he changed stuff or not
I change some stuff on them since they are out of date.
I gave it to brave but I don't know if he changed stuff or not
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
-
- Site Admin
- Posts: 15734
- Joined: Fri Apr 25, 2014 9:28 pm
Re: version v1.066
thanks! in next it will not be available for AI either.