To-Do (Needs) list priorities for AoF ARCHIVE

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Alexander82
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To-Do (Needs) list priorities for AoF ARCHIVE

Post by Alexander82 »

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 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
  • 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
ARCHIVE
  • 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
  • Loyalty stats for conversion resistance and spell resistance
it is not needed anymore
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Re: To-Do list priorities for AoF

Post by Puss_in_Boots »

Alexander82 wrote: Thu May 23, 2019 5:53 pm
  • Loyalty stats for conversion resistance and spell resistance
This idea, I like. :B)
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Re: To-Do list priorities for AoF

Post by Alexander82 »

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) »

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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Re: To-Do list priorities for AoF

Post by Alexander82 »

thanks!
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Re: To-Do list priorities for AoF

Post by Alexander82 »

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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Re: To-Do list priorities for AoF

Post by Alexander82 »

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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Re: To-Do list priorities for AoF

Post by Dagravian »

So, how up to date is this list? Did anything changed?
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Re: To-Do list priorities for AoF

Post by Alexander82 »

No. Daniel have been too busy with the engine update
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Re: To-Do list priorities for AoF

Post by makazuwr32 »

Actually one thing can be removed from that list - loyalty stat.
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: To-Do list priorities for AoF

Post by Alexander82 »

Of course
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Re: To-Do list priorities for AoF

Post by Stratego (dev) »

+1 green
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Re: To-Do list priorities for AoF

Post by Alexander82 »

Great!
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Re: To-Do list priorities for AoF

Post by Puss_in_Boots »

Please use a more balance shade of green, it pains my eye to decipher 2 bright colors on a post.
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Re: To-Do list priorities for AoF

Post by Alexander82 »

Have you tried lowering brightness on your display? XD
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Re: To-Do list priorities for AoF

Post by Puss_in_Boots »

The lowest brightness setting on an android cannot avoid burning my eyes overtime with default theme. It's only visible with the dark theme.
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Re: To-Do list priorities for AoF

Post by Alexander82 »

Lol. Fine I'll change the color. 😁
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Re: To-Do list priorities for AoF

Post by Stratego (dev) »

i ahve changed it yesterday forgot to write here.
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Re: To-Do list priorities for AoF

Post by Alexander82 »

Lol I have changed it too with a darker font color 🤣
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Re: To-Do list priorities for AoF

Post by Alexander82 »

updated list
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Re: To-Do list priorities for AoF

Post by Alexander82 »

Updated with increased sacrifice quantity
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Re: To-Do list priorities for AoF

Post by Stratego (dev) »

ready:
make range of special cost of ability little more: use the 4 corner tiles too so from now cost can be 1..8
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Re: To-Do list priorities for AoF

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Great! Thanks!
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Re: To-Do list priorities for AoF

Post by Alexander82 »

@Stratego (dev) updated
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Re: To-Do list priorities for AoF

Post by Alexander82 »

@Stratego (dev) updated with IS_FACTORY_NOT_COUNTED request
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Re: To-Do list priorities for AoF

Post by Stratego (dev) »

IS_FACTORY_NOT_COUNTED, //if a factory is not counted as normal or mega factory either.

is implemented.
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Re: To-Do list priorities for AoF

Post by Alexander82 »

Great!
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Re: To-Do list priorities for AoF

Post by Stratego (dev) »

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 unut types from an effect?
this one is ready with the logic operators being able to put when giving unitlist categories. will post in modding lounge soon
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Re: To-Do list priorities for AoF

Post by Alexander82 »

That is a great news!
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Re: To-Do list priorities for AoF

Post by Alexander82 »

I guess we have to thank @Endru1241 for that!
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