version 1.075

In this forum I post the changes on the DEVELOPER version of the game.
These versions are (at the time i post them) not yet published to google play, only registered testers can download it and test it before publishing.
Stratego (dev)
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version 1.075

Post by Stratego (dev) »

version 1.074 is published
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Tankhead
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Re: version 1.075

Post by Tankhead »

mention]Stratego (dev)[/mention] it would seem brave has a busy task of Making new files of hard coded units so he can't look over mine.

So I was wondering can I send my work to you? The most you would have to do is put ID on units, and maybe put gems and of course Implementations.
I still have few more things to do but its a good chunk of stuff to send
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Re: version 1.075

Post by Stratego (dev) »

ok, feel free to send me in email
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Re: version 1.075

Post by Stratego (dev) »

new neutrals thanks to GeneralBrave and his helpers!
uos 20

also we need _TXT_ texts for them
<string name="UNIT_NEUTRAL_SHARKMAN">Sharkman</string>
<string name="UNIT_NEUTRAL_ANIMAL_BLACK_SEWER_RAT">Black sewer rat</string>
<string name="UNIT_NEUTRAL_ANIMAL_BROWN_SEWER_RAT">Brown sewer rat</string>
<string name="UNIT_NEUTRAL_ANIMAL_GREY_SEWER_RAT">Grey sewer rat</string>
<string name="UNIT_NEUTRAL_ANIMAL_BROWN_TARANTULA">Brown tarantula</string>
<string name="UNIT_NEUTRAL_ANIMAL_HIPPOGRIFF">Hippogriff</string>
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Tankhead
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Re: version 1.075

Post by Tankhead »

Just a wonder but did you happen to receive something from me through Email?
( confirming to see If I made a mistake or not )
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Re: version 1.075

Post by Stratego (dev) »

sorry please resend so i know which u mean (i have tons of incoming emails)
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Re: version 1.075

Post by Stratego (dev) »

these units get jsoned (in both aos/aof) uos 60
UNIT_CROSSBOWMAN
UNIT_SKIRMISHER
UNIT_ELITE_SKIRMISHER
UNIT_KNIGHT_HERO

please tell me if they work fine
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Re: version 1.075

Post by godOfKings »

Weren't they jsoned in aos already?
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
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Re: version 1.075

Post by Stratego (dev) »

some if them yes, i used he ones already were.
i think only hero was missing
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Re: version 1.075

Post by Stratego (dev) »

mayor change: the human race techs are totally restructured by Alexander!
please everyone test it, it can have many flaws until we find all.

uos already
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Re: version 1.075

Post by Midonik »

Dunno what's wrong here...
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Re: version 1.075

Post by Stratego (dev) »

i know! thanks! go fixing it

do u know which units are wrong?
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Re: version 1.075

Post by Midonik »

All hospitaliar an Templar cav and new tiers of horse archers.
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Re: version 1.075

Post by Stratego (dev) »

thanks!
fixed, please chk.
uos 10
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Re: version 1.075

Post by makazuwr32 »

Alright. Newest humans must be changed. Badly.

@Stratego (dev)

1. All holy units are completely op. At all. Erase them from the game and replace with @Lynx Shafir suggestion.

2. Shield tech for humans is op. Without it they are quite balanced in terms of survivability. With it they become tanking monsters that even dwarves can't dream.
Erase it. Completely. If needed more arguments with numbers i can provide them as well.

3. Human horse archers are op. Remove 1 action and lower damage, speed and range by 1 for all of them.

4. Dual swordman requires completely new stats:
Basic/tier 1/tier 2
Cost 3 turns (all)
Hp - 24/27/30 (down from 27/30/33)
Attack - 8/10/12 (up from 8/8/8)
Other stats are same.

5. Axe thrower must be affected by melee techs. No range increase for him.

And minor thing:
Human lancers i think had somewhere ready aofased images. They require them, not aos images.
makazuwr32 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...
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Re: version 1.075

Post by Stratego (dev) »

thanks for the suggestions, but until Alexander says it is ready please wait with the suggstions,
he will check the things he assembled (3-4 months ago) and when he says it is ready and balanced, than comes all suggestions for fine tuning.
consider these as first version of this major tech change .

on suggestions:never forget that incrasing a level of these units requires MANY techs to invent (eg. knights needs 4 techs to be invented total 18turns, the next level even more) so they will not be OP in first many turns.
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Re: version 1.075

Post by makazuwr32 »

I know about level increase. But for example human horse archer even at base now by far best archer unit among all ranged units in aof. And it costs 4 turns. Just no. He must have lower speed, attack and range.

Holy units we just don't want to see as another expansion of normal units. Instead we want to see them as special units with their own upgrades. Not as "another base unit like warrior" with 3 tiers but more powerful unit of between imperials and normal units level with 1 more tier for most of them.

Axe throwers actually is not that hard to get up to max level and to that time they get way too good range for throwing axe. 7 range is a bit too much.

And shields... This tech is by far most op among all new ones. Most op. It makes for example imperial shielder a huge tank with 10/12 armor that even orcs would have hard time dealing with single such.
I am not mentioning imperial knight with 10/10 armor.
makazuwr32 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...
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Re: version 1.075

Post by Stratego (dev) »

ok, as i mentioned: wait a little until Alexander says he is ready with balancing them.

so please focus on bug reports (not balancing kind), like the above ones with bad images, or missing images or not working upgrading leveling or anything that is not balancing related.

Thanks!
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Re: version 1.075

Post by Tankhead »

From what it sounds like, theirs now MORE mess to clean up.....
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Re: version 1.075

Post by Stratego (dev) »

dont be so negative, i think the new tech system is very good! after balancing will be awesome!
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Re: version 1.075

Post by Stratego (dev) »

also new things: squig rider pack aimed shot and some other changes uos 10
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Re: version 1.075

Post by makazuwr32 »

I like in general new tech system but not shield upgrades.
These 2 exact techs are making humans quite op.
makazuwr32 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...
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Re: version 1.075

Post by Tankhead »

makazuwr32 wrote: Fri Feb 01, 2019 10:35 pm I like in general new tech system but not shield upgrades.
These 2 exact techs are making humans quite op.
Agreed, hopefully Alex gives the word to fix before publish to Google play
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Re: version 1.075

Post by Alexander82 »

There are new adjustments to make since some jsons need correction (the 2nd attack for the horse archer was just a error)

The techs, anyway, will be shared with dwarves that will have extra tiers of them.

So dwarves will benefit from shields too

Holy units are brand new and their stats will need testing and balancing.

Lancers already had new images (I've sent them to Daniel).

I will update dwarves soon to employ those techs and to make their extra tiers. I couldn't do that until the nee system was implemented properly.
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Re: version 1.075

Post by makazuwr32 »

How much levels dwarves will have? 4 for base armor and 4 for shileds?
Also please lower range of all horse archers by 1 and increase damage of all fire archers by 1.

As for holy units:
They must feel unique and be special units like warmage (or you want for all non-imperial units to add more tiers?). But now they feel just like regular footmen. Both visually and because they have 3 tiers and mounted/dismounted version.
makazuwr32 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...
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Re: version 1.075

Post by Tankhead »

How are AI using new units not set for them yet in buildlist ( just curious )
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Re: version 1.075

Post by General Brave »

So there a problem with the Squig rider, the jumping ability appears to do not do anything.
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Re: version 1.075

Post by Stratego (dev) »

can u try to fix it?
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Re: version 1.075

Post by General Brave »

Well what exactly does it need.
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Re: version 1.075

Post by Stratego (dev) »

i ment: can u try to fix it?
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