version v1.063

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.
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Alexander82
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Re: version v1.063

Post by Alexander82 »

Tankhead wrote: Mon Sep 03, 2018 7:35 am Just checking over but does AI handle everything well with new things?
Im also talking about the others they couldn't use before
If we have set the bestagainstme in the right way it should
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Re: version v1.063

Post by makazuwr32 »

Few more:
1. Orc warlock can't use thunderstorm because it must be researched firstly and it can't be researched because it requires tridents upgrade.
2. (Balancing issue) Minotaur charge ability gives too much speed and damage to them - +4 speed and +20 damage for 3 turn unit is just too much. And even -1000/-1000 armor won't balance this.
I recommend to half speed gain, damage gain and armor loss for them. (So they will get +2 speed and +10 damage at cost of loss -15/-15 armor)
Also please add bonus to them for archers.
3. Orc warlock's fireball is magic missle with fireball texture. What point of this spell?
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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Alexander82
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Re: version v1.063

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makazuwr32 wrote: Mon Sep 03, 2018 10:44 am Few more:
1. Orc warlock can't use thunderstorm because it must be researched firstly and it can't be researched because it requires tridents upgrade.
2. (Balancing issue) Minotaur charge ability gives too much speed and damage to them - +4 speed and +20 damage for 3 turn unit is just too much. And even -1000/-1000 armor won't balance this.
I recommend to half speed gain, damage gain and armor loss for them. (So they will get +2 speed and +10 damage at cost of loss -15/-15 armor)
Also please add bonus to them for archers.
3. Orc warlock's fireball is magic missle with fireball texture. What point of this spell?
1) As I said before I'll check the tech

2) It was meant to give 50% attack but general went for +20 attack which is too much so it is going to become a +10. Anyway the speed bonus is going to stay. The idea was that it can't charge any turn cause of the cooldown. Is the cooldown working? Should we increase it?

3) This is strange. It should be the same fireball of the human mage. I'll check
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Re: version v1.063

Post by makazuwr32 »

2. Cooldown is working but cost is too low for such good unit trainable in tc. Still either decrease speed gain (tp +2), increase cost to 4 turns, add initial cooldown (1-2 turns) of this ability after unit is trained or move them exclusively to monster caves.
Also some more about minotaurs:
2.1. They don't leave corpses after death.
2.2. They are not affected by poison, disarmor and slowing debuffs.
2.3. They either are not affected by some positive buffs as well (lifelink, double strike).
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 v1.063

Post by makazuwr32 »

@Stratego (dev)
Multiplayer and singleplayer map creation bug:
It creates 2 maps with same conditions instead of one.
Last edited by makazuwr32 on Mon Sep 03, 2018 11:36 am, edited 1 time in total.
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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Alexander82
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Re: version v1.063

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makazuwr32 wrote: Mon Sep 03, 2018 11:16 am 2. Cooldown is working but cost is too low for such good unit trainable in tc. Still either decrease speed gain (tp +2), increase cost to 4 turns, add initial cooldown (1-2 turns) of this ability after unit is trained or move them exclusively to monster caves.
Also some more about minotaurs:
2.1. They don't leave corpses after death.
2.2. They are not affected by poison, disarmor and slowing debuffs.
2.3. They either are not affected by some positive buffs as well (lifelink, double strike).
2) I scaled stats around other cost 3 units So i guess it is ok. We might increase the cooldown tough. Also they will require the techs for subraces later so they are there only temporarily

2.1 I'll check, they should
2.1 they should be affected by every negative status aside fire
2.2 they should too
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Re: version v1.063

Post by Sunrise Samurai »

Master minotaurs research doesn't disable production of elite or upgrade existing elite minotaurs. It simply unlocks production of master minotaurs.
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Re: version v1.063

Post by Alexander82 »

Thanks. I'll check the revokertechs
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Re: version v1.063

Post by Typhoon »

Sunrise Samurai wrote: Mon Sep 03, 2018 1:09 pm Master minotaurs research doesn't disable production of elite or upgrade existing elite minotaurs. It simply unlocks production of master minotaurs.
Same thing is happening to Golden skeleton upgrade
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Re: version v1.063

Post by makazuwr32 »

Typhoon wrote: Mon Sep 03, 2018 1:59 pm
Sunrise Samurai wrote: Mon Sep 03, 2018 1:09 pm Master minotaurs research doesn't disable production of elite or upgrade existing elite minotaurs. It simply unlocks production of master minotaurs.
Same thing is happening to Golden skeleton upgrade
Yup. Exept of golden skele knights none of skeletons are upgraded.
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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General Brave
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Re: version v1.063

Post by General Brave »

Actually I haven't even test it out the golden skeleton Tech, Also seems like 2nd upgrades usually do that.
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Re: version v1.063

Post by Lynx Shafir »

For minotaurs - as special units - is strange too train at TC, (monster cave only?)
Also 3 cost is way too low, squeeze out the other 3 cost ork units.
Better start stats and skill,and multiple bonus, nor the closest thematic- for ork easy spawning it.
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Re: version v1.063

Post by Stratego (dev) »

CODE relateds:
1. (CODE) Many unit info boxes suddenly became zoomed. Looks weird. As example orc warlock.
2. (CODE) "I can't edit my maps." -> comment: i can open existing draft maps, however i got crash once, but next time was ok, can u make a new
3. (CODE) MODDING: fail to open files from SD or internal
from this the 2.: mapeditor problems are fixed.
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Re: version v1.063

Post by General Brave »

Does anyone received the problem of not able to download the latest version for age of fantasy.
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Re: version v1.063

Post by Stratego (dev) »

General: i suggest (only for you) not to download, because u will not be able to modding it.
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Re: version v1.063

Post by General Brave »

Then I wouldn't be able to access the fixes your have made.
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Re: version v1.063

Post by Stratego (dev) »

true :(

i am working on modding problem
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Re: version v1.063

Post by General Brave »

Anyways it keeps saying that the package it's not working.
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Re: version v1.063

Post by makazuwr32 »

Visual bug: Bladesinger's feet are cut off when he is trained, no shadow is visible. In info box he looks normally.
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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 v1.063

Post by General Brave »

I noticed something was wrong with her
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Re: version v1.063

Post by Alexander82 »

Ok. I've found out most of the problems.

Every json that was already in game haven't been replaced with the latest version (probably @General Brave didn't want to mess up and tought not to overwrite existing units). So we have been left with some old armored skeleton jsons without revokertech and without the sword dancer that had the balanced blades in it.
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Re: version v1.063

Post by General Brave »

It would be since that I have left some things out because I at least have 20 emails and don't know if I check them all.
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Re: version v1.063

Post by Stratego (dev) »

General Brave wrote: Mon Sep 03, 2018 6:39 pm Anyways it keeps saying that the package it's not working.
sure, since u have yet updated it. and please do not update it cause you will not be able to mod it
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Re: version v1.063

Post by General Brave »

Well too late I have updated it once it started working.
What I see it seems images are missing or something.
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Re: version v1.063

Post by General Brave »

Okay I see why the modded version isn't working, hopefully you can fix what's the problem.
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Re: version v1.063

Post by makazuwr32 »

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)
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 v1.063

Post by Sunrise Samurai »

makazuwr32 wrote: Tue Sep 04, 2018 8:10 am 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 disallowed from you without removing the chance for other buffs too.
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Re: version v1.063

Post by Sunrise Samurai »

Games are double posting for some reason. You make one game and get two with identical settings.
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Re: version v1.063

Post by Stratego (dev) »

Sunrise Samurai wrote: Tue Sep 04, 2018 2:09 pm 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.
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Re: version v1.063

Post by Sunrise Samurai »

Stratego (dev) wrote: Tue Sep 04, 2018 3:29 pm
Sunrise Samurai wrote: Tue Sep 04, 2018 2:09 pm 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:
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