Orc Javelineer's Burning Weapon Removed - Implemented
Orc Javelineer's Burning Weapon Removed - Implemented
The Burning Weapon effect disappeared after applying Poison Weapon then expired. Not sure if it's intentional to be that way.
Re: Orc Javelineer's Burning Weapon Removed
Well two weapon effects can't coexist on a single unit it seems.
I propose the poison weapon ability is removed from the javeliner then.
I propose the poison weapon ability is removed from the javeliner then.
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Orc Javelineer's Burning Weapon Removed
No, it is not intentional. Poison weapon worked before jsoning anyway.
I think this should be fixed by @Stratego (dev)
I think this should be fixed by @Stratego (dev)
Age of Fantasy design leader
-
- Site Admin
- Posts: 15752
- Joined: Fri Apr 25, 2014 9:28 pm
Re: Orc Javelineer's Burning Weapon Removed
i think there is some setting is an efect removed the other.
Re: Orc Javelineer's Burning Weapon Removed
Yes, but the issue is that 2 weapon enchant effects can't coexist. So one will always overlap the other...
Solutions:
- Make weapon enchant effects coexist. (Coding)
- Remove poison ability from javelineer. (Jsoning)
- Remove passive fire enchant but add it back as weapon enchant ability. (Jsoning)
Solutions:
- Make weapon enchant effects coexist. (Coding)
- Remove poison ability from javelineer. (Jsoning)
- Remove passive fire enchant but add it back as weapon enchant ability. (Jsoning)
Stay Awesome!
(ノಠ益ಠ)ノ彡┻━┻
(ノಠ益ಠ)ノ彡┻━┻
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Orc Javelineer's Burning Weapon Removed
There are already other units that should already be affected by 2 weapons at once (e.g. warmage) or that could potentially affect other units with additional on hit abilities (e.g. plague knight) so I think the best way is to make both abilities work at once.
so if @Stratego (dev) could code a solution it would be great.
I could also try making a specific ability for that unit that apply both poison and a burning effect together (to simulate the same result) but I think it is a more general issue that, if not corrected, could present more issue later (for example the warmage was not corrected only cause currently its on-hit abilities are pretty weak and needed a revamp)
so if @Stratego (dev) could code a solution it would be great.
I could also try making a specific ability for that unit that apply both poison and a burning effect together (to simulate the same result) but I think it is a more general issue that, if not corrected, could present more issue later (for example the warmage was not corrected only cause currently its on-hit abilities are pretty weak and needed a revamp)
Age of Fantasy design leader
-
- Site Admin
- Posts: 15752
- Joined: Fri Apr 25, 2014 9:28 pm
Re: Orc Javelineer's Burning Weapon Removed
i think you can chain effects already uring trnRefefecffectdefID or something, please try it.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Orc Javelineer's Burning Weapon Removed
@Stratego (dev) The problem here is that the unit has a constant effect already on (burning weapon) and the poison weapon one is overlapping that
Even If I try creating a ability that chains 2 effect it wouldn't solve the problem for other units (e.g. warmage can't use both of its buff together and if plague knight cast poison weapon on a unit that already has burning weapon it will have the same problem)
I could create an ability that is specific for that and only that unit but I can't do the same for effects cast on others.
Even If I try creating a ability that chains 2 effect it wouldn't solve the problem for other units (e.g. warmage can't use both of its buff together and if plague knight cast poison weapon on a unit that already has burning weapon it will have the same problem)
I could create an ability that is specific for that and only that unit but I can't do the same for effects cast on others.
Age of Fantasy design leader
- makazuwr32
- Posts: 7832
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Orc Javelineer's Burning Weapon Removed
Also we were planning to give for some casters castable onto others temporary on-hit effects (Burning weapon, poison weapon, lighting weapon, etc...) and in this case they also could overlap.
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™.
![Image](https://mynickname.com/forum3t4/makazuwr32.gif)
-
- Site Admin
- Posts: 15752
- Joined: Fri Apr 25, 2014 9:28 pm
Re: Orc Javelineer's Burning Weapon Removed
i think idont understand clearly.
i sugest email or discord.
i sugest email or discord.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Orc Javelineer's Burning Weapon Removed
Yes, if you log on discord we can talk there.
Age of Fantasy design leader
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
- makazuwr32
- Posts: 7832
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Orc Javelineer's Burning Weapon Removed
coexisting of multiple on-hit effects is done. Set as Implemented.
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™.
![Image](https://mynickname.com/forum3t4/makazuwr32.gif)