Search found 5629 matches

by Savra
Wed Apr 13, 2022 6:25 pm
Forum: Closed ones
Topic: Lack of effective sieges for elves, undead, and possibly lizards. CLOSED
Replies: 15
Views: 1345

Re: Lack of effective sieges for elves, undead, and possibly lizards.

Ent demolisher has 7 RNG, with 3 techs to increase both rng and attack. Max rng 10, Max dmg 60.

Bone catapult has currently rng 8, Max dmg 45.

I think you're referring to monster ballista who has rng 7, and 4 speed. It can also shoot and move at the same time.
by Savra
Wed Apr 13, 2022 6:20 pm
Forum: Reporting Issues
Topic: New undead (monster cataphract) bug
Replies: 1
Views: 347

Re: New undead (monster cataphract) bug

Ok, thx.
by Savra
Wed Apr 13, 2022 5:32 pm
Forum: Closed ones
Topic: Lack of effective sieges for elves, undead, and possibly lizards. CLOSED
Replies: 15
Views: 1345

Re: Lack of effective sieges for elves, undead, and possibly lizards.

Right, as for scaledfolks they have caustic dragons which are rather powerful also, since they're actually rather tough but are limited in ranged, max 8. This is because they're actually a rather tough siege unit on scaledfolks side, and later they're getting caustic salamanders also on the cheaper ...
by Savra
Wed Apr 13, 2022 5:26 pm
Forum: Closed ones
Topic: Lack of effective sieges for elves, undead, and possibly lizards. CLOSED
Replies: 15
Views: 1345

Re: Lack of effective sieges for elves, undead, and possibly lizards.

Exactly how is ent demolisher out-dated? It has at max range 10, and will be getting other techs that allows it to apply an effect on structures that builds up over time (and multiplies by itself) Undead have none catapults which will be getting RNG upgrades as well, so 8 rng will be 10 rng max. (Pl...
by Savra
Wed Apr 13, 2022 12:39 pm
Forum: DEVELOPER version changes
Topic: version 1.168
Replies: 15
Views: 1228

Re: version 1.168

Dev version updated?
by Savra
Tue Apr 12, 2022 7:59 pm
Forum: Balancing discussions
Topic: GENERAL: Quick Balance changes vs overhauls
Replies: 23
Views: 1239

Re: Quick Balance changes vs overhauls

buildings update is probably going to happen after next update sorry we agreed already that we do not that that soon: we agreed that we will pull out dwarves and scaleds from UC before any buildings overhaul. Sorry, I should have specified that a bit more clearly, after next update (or next 2, depe...
by Savra
Tue Apr 12, 2022 6:20 pm
Forum: Balancing discussions
Topic: GENERAL: Quick Balance changes vs overhauls
Replies: 23
Views: 1239

Re: Quick Balance changes vs overhauls

Here's an idea. Let's plain and simple make a checklist of reports/bugs/complaints etc and pin it (including date added). One location for all this that can be referenced. Cut/edit/paste the list as it changes. Why? 1) organisation/time-management 2) priorities can be assigned 3) others like myself...
by Savra
Tue Apr 12, 2022 6:17 pm
Forum: DEVELOPER version changes
Topic: version 1.167
Replies: 11
Views: 1444

Re: version 1.167

Done.
by Savra
Tue Apr 12, 2022 6:12 pm
Forum: Balancing discussions
Topic: GENERAL: Quick Balance changes vs overhauls
Replies: 23
Views: 1239

Re: Quick Balance changes vs overhauls

So you have nerf stone shelter but that was one of the counter option for scaledfolk fire tower spam now. So now we need change them for balance it means ? Making scaledfolks fire tower more costly that means they will have problems in fights with elves on small maps so need give scaledfolks some m...
by Savra
Tue Apr 12, 2022 2:34 pm
Forum: Closed ones
Topic: PRI#1: Orc tower spam - is it op? IMPLEMENTED
Replies: 56
Views: 2923

Re: Orc tower spam - is it op?

Oh, right, and I'm experimenting on the magmatic bullet also to:
1: test something
2: reduce it's dmg to half of that of the main attack.


Might look a little weird in the finished project, but overall it'll make these tower's even less effective vs flying units.
by Savra
Tue Apr 12, 2022 2:32 pm
Forum: Closed ones
Topic: PRI#1: Orc tower spam - is it op? IMPLEMENTED
Replies: 56
Views: 2923

Re: Orc tower spam - is it op?

I mean, any form of contribution works, wether it be writing, map making, unit description, art, or attempts at coding (bug fixes mostly), half my time programming mostly is spent on bug fixing so I don't usually get as much in an update as I want to. But anyway, aside this one thing I pointed out t...
by Savra
Tue Apr 12, 2022 12:53 pm
Forum: DEVELOPER version changes
Topic: version 1.167
Replies: 11
Views: 1444

Re: version 1.167

Added: Humans: Cataphracts Elves: Mounted forms for shielder Orcs: Sabertooth Raiders Undead: Skeleton Cataphract Monster Cataphract Dwarves: Boar Cataphract Holy light tech Blessing tech (shared with humans) Scaledfolks: Komodo lancer Dragolia flame kin Dragolia warder Exuviawalker transforms with...
by Savra
Mon Dec 27, 2021 11:22 pm
Forum: DEVELOPER version changes
Topic: version 1.162
Replies: 19
Views: 1949

Re: version 1.162

I got them in.
by Savra
Thu Dec 16, 2021 9:16 pm
Forum: Others
Topic: New Terrain needed - hill elevations IMPLEMENTED
Replies: 11
Views: 1049

Re: New Terrain needed - hill elevations IMPLEMENTED

3 looks best.
by Savra
Wed Dec 15, 2021 3:02 am
Forum: Dev asks for Help
Topic: AOF Unit, tech flavour texts
Replies: 148
Views: 22947

Re: AOF Unit, tech flavour texts

Thx,

I want add though that kobold exuviawalker actually is supposed to have multiple transformations. Basically it's a scaledfolk skinwalker.

Currently, I only have 1 ready transform image, the others I will eventually find time to get to, unless someone else beats me to it ofc.
by Savra
Thu Dec 09, 2021 10:48 pm
Forum: Reporting Issues
Topic: Draconian burning weapon
Replies: 2
Views: 558

Re: Draconian burning weapon

Does any other unit with burning enchant suffer from this?
by Savra
Mon Dec 06, 2021 11:33 pm
Forum: DEVELOPER version changes
Topic: version 1.161
Replies: 32
Views: 2536

Re: version 1.161

Excuse me: 1. I read that casting range for summoning is limited to one, however some unit rites - as I know little - need more that 5 corpses, Uds Hydra and Dragon need 5 corpse (please reconfirm as I might be wrong). If casting range is decreased to one (means only 4 corpses in surrounding sacrif...
by Savra
Mon Dec 06, 2021 3:53 pm
Forum: DEVELOPER version changes
Topic: version 1.161
Replies: 32
Views: 2536

Re: version 1.161

I think what he's referring to is the way units would counter attack normally, eg human warrior vs human warrior, one deals full damage on attack to the other minus armour, the other does halved damage back minus armour. Basically: Attacker: |Defender: -------------------------|---------------------...
by Savra
Mon Nov 29, 2021 6:21 pm
Forum: Closed ones
Topic: Too many techs to unlock next unit upgrade levels IMPLEMENTED
Replies: 42
Views: 2780

Re: Too many techs to unlock next unit upgrade levels

If zeppelins require a debuf that's fine, the coptors however will be fine as they are since they don't actually do much vs infantry of others. As for trebuchet of humans: Improved siege 1-2 Wheels 1-2 (we'll make another) Metal plating 1-2 Catapult ship: Improved siege 1-2 Improved ships 1-2 Impro...
by Savra
Mon Nov 29, 2021 6:17 pm
Forum: Closed ones
Topic: Too many techs to unlock next unit upgrade levels IMPLEMENTED
Replies: 42
Views: 2780

Re: Too many techs to unlock next unit upgrade levels

Also orcs produce units surprisingly fast if they get the chance, so they aren't so bad off, but a bit more new options might help them in the long run in dealing with these issues.
by Savra
Mon Nov 29, 2021 6:11 pm
Forum: Closed ones
Topic: Too many techs to unlock next unit upgrade levels IMPLEMENTED
Replies: 42
Views: 2780

Re: Too many techs to unlock next unit upgrade levels

Scaledfolks also have rather cheap techs, anyway as for orcs, they honestly just need more units, as they're almost at the same level as scaledfolks. (If not a bit less actually)
by Savra
Mon Nov 29, 2021 6:10 pm
Forum: Closed ones
Topic: Too many techs to unlock next unit upgrade levels IMPLEMENTED
Replies: 42
Views: 2780

Re: Too many techs to unlock next unit upgrade levels

Another problem i see is balance of fast leveling against races who have no tiers like elves or scalefolks. Since leveling also provides free boost to hp, attack for all and range for ranged units making it cheaper without changes to elves and scalefolks makes them in disadvantage. And if we will t...
by Savra
Mon Nov 29, 2021 6:09 pm
Forum: Closed ones
Topic: Too many techs to unlock next unit upgrade levels IMPLEMENTED
Replies: 42
Views: 2780

Re: Too many techs to unlock next unit upgrade levels

We could increase the cost of humans siege upgrades by 1-2 levels.
by Savra
Mon Nov 29, 2021 6:08 pm
Forum: Closed ones
Topic: Too many techs to unlock next unit upgrade levels IMPLEMENTED
Replies: 42
Views: 2780

Re: Too many techs to unlock next unit upgrade levels

If zeppelins require a debuf that's fine, the coptors however will be fine as they are since they don't actually do much vs infantry of others. As for trebuchet of humans: Improved siege 1-2 Wheels 1-2 (we'll make another) Metal plating 1-2 Catapult ship: Improved siege 1-2 Improved ships 1-2 Improv...
by Savra
Mon Nov 29, 2021 5:30 pm
Forum: Closed ones
Topic: Too many techs to unlock next unit upgrade levels IMPLEMENTED
Replies: 42
Views: 2780

Re: Too many techs to unlock next unit upgrade levels

Also there wouldn't be a need to upgrade all tech costs cause they still upgrade about as fast as orcs would for example who require 2 techs to upgrade 1 basic unit, in roughly the same amount of time.
by Savra
Mon Nov 29, 2021 5:28 pm
Forum: Closed ones
Topic: Too many techs to unlock next unit upgrade levels IMPLEMENTED
Replies: 42
Views: 2780

Re: Too many techs to unlock next unit upgrade levels

If we go by the logic I suggested, then it would look more like this: Zeppelin: Alloy plating 2-4 Improved engines 1-2 Improved mechanics 1-2 Improved siege equipment 1-2 Heavy cannon: Alloy plating 2-4 Improved siege equipment 1-2 Cannon wheels 1-2 Dwarf maceman: Hardy infantry 1-2 Armours 2-4 Dwar...
by Savra
Mon Nov 29, 2021 3:38 pm
Forum: Closed ones
Topic: Too many techs to unlock next unit upgrade levels IMPLEMENTED
Replies: 42
Views: 2780

Re: Too many techs to unlock next unit upgrade levels

So basically, for some units it will likely be 4 techs, while others have mostly 2-3.

Which would set them up as leveling up about as fast as orcs do roughly.
by Savra
Mon Nov 29, 2021 3:38 pm
Forum: Closed ones
Topic: Too many techs to unlock next unit upgrade levels IMPLEMENTED
Replies: 42
Views: 2780

Re: Too many techs to unlock next unit upgrade levels

I think it would just be better to have units require the necessary and sensible techs to level: Battle Zeppelin: Alloy plating Improved mechanics (tier tech for mechanical) Improved siege equipment (tier tech for cannons) Improved engines This should be fine, as they make more sense, damage, range,...
by Savra
Mon Nov 15, 2021 12:06 pm
Forum: DEVELOPER version changes
Topic: version 1.161
Replies: 32
Views: 2536

Re: version 1.161

New update:
Added:
Undead:
Techs:
Dismemberment

Units:
Skeleton denezin
Monster denezin

Dwarves:
Techs:
Missiles
Air bombs
Shrapnel rounds
Explosive rounds
Grapeshot rounds
Improved engines
Spying Glasses

Units:
Gyrocoptor
Helicopter
by Savra
Sun Oct 31, 2021 8:39 pm
Forum: Others
Topic: AOS/AOF Terrain strings
Replies: 4
Views: 611

Re: AOS/AOF Terrain strings

We already have the following units effected by this:
- Orc leader
- Warfell Azure
- Lizardman

I think that's all.

Go to advanced search