Search found 5629 matches
- Sat May 21, 2022 1:06 am
- Forum: Reporting Issues
- Topic: Glade Aegis bug
- Replies: 5
- Views: 676
Re: Glade Aegis bug
I had the same problem with other matches were a unit who uses up all remaining actions at the end causes a game over, @Stratego (dev), I believe this is something only you can solve on your end.
- Tue May 17, 2022 12:30 am
- Forum: DEVELOPER version changes
- Topic: version 1.171
- Replies: 26
- Views: 2126
- Mon May 16, 2022 5:24 pm
- Forum: DEVELOPER version changes
- Topic: version 1.171
- Replies: 26
- Views: 2126
Re: version 1.171
Sent a recent change:
Updated Zombie infection
Added Zombie Reanimation
Updated a few effects also...
Updated Zombie infection
Added Zombie Reanimation
Updated a few effects also...
- Wed May 11, 2022 5:51 pm
- Forum: Closed ones
- Topic: PRI#? Summoned Ent changes IMPLEMENTED
- Replies: 48
- Views: 2933
Re: PRI#? Summoned Ent changes
Actually we have a new spell list for her too, that will be quite useful.
Just no images yet, since we're currently working on orcs ones fist to get them done and over with.
Just no images yet, since we're currently working on orcs ones fist to get them done and over with.
- Wed May 11, 2022 4:11 pm
- Forum: Balancing discussions
- Topic: Too powerful an undead scout.
- Replies: 9
- Views: 941
Re: Too powerful an undead scout.
Perhaps, we'll see after we add the dark forge, as by that it will be more on par with humans light cavalry, who don't need a tech for there charge ability.
- Wed May 11, 2022 1:01 pm
- Forum: Balancing discussions
- Topic: Too powerful an undead scout.
- Replies: 9
- Views: 941
Re: Too powerful an undead scout.
I think we could simply just add a dark forge for undeads, and that will help even things out a bit. The only units it will be effecting anyway are: Headless horseman Wights Apocalyptic knights Phantoms And that's it out of the ones we have currently, plus we were going to expand on the wight's anyw...
- Mon May 09, 2022 4:12 pm
- Forum: DEVELOPER version changes
- Topic: version 1.171
- Replies: 26
- Views: 2126
Re: version 1.171
Ok, ya remove zombies, and draco zombies from carriers and occupying.
- Mon May 09, 2022 4:06 pm
- Forum: DEVELOPER version changes
- Topic: version 1.171
- Replies: 26
- Views: 2126
Re: version 1.171
Let me look for some things first... Maybe we can get away with not having to do that, but we'll see.
- Mon May 09, 2022 3:35 pm
- Forum: DEVELOPER version changes
- Topic: version 1.171
- Replies: 26
- Views: 2126
Re: version 1.171
The tc, remains under player B's control, regardless, and only player B, can access units inside.
If even your zombie is the last inside, you still have to kill it to capture tc.
If even your zombie is the last inside, you still have to kill it to capture tc.
- Mon May 09, 2022 3:34 pm
- Forum: DEVELOPER version changes
- Topic: version 1.171
- Replies: 26
- Views: 2126
Re: version 1.171
Well, I could set it like corpse's, I'll look for some alternatives also.
- Mon May 09, 2022 2:01 pm
- Forum: DEVELOPER version changes
- Topic: version 1.171
- Replies: 26
- Views: 2126
Re: version 1.171
Ok, I tested it, it's kinda hilarious, but the unit still turns to your side but if you have another unit in the tc also, it still remains under your control, so basically in the end the ai will just auto attack the enemy unit inside the tc, lol. 2 units in same tc, infect one till he dies, spawns a...
- Mon May 09, 2022 1:53 pm
- Forum: DEVELOPER version changes
- Topic: version 1.171
- Replies: 26
- Views: 2126
Re: version 1.171
Ok.
What about the effect in relation to tc's or other buildings?
I think that's a major test needed also.
What about the effect in relation to tc's or other buildings?
I think that's a major test needed also.
- Mon May 09, 2022 1:06 pm
- Forum: DEVELOPER version changes
- Topic: version 1.171
- Replies: 26
- Views: 2126
Re: version 1.171
Looks like zombie infection is working properly.
Any specific spells and effects you want us to check?
Any specific spells and effects you want us to check?
- Sat May 07, 2022 4:20 pm
- Forum: Others
- Topic: Elves Dodge Range?
- Replies: 2
- Views: 525
Re: Elves Dodge Range?
Well, if a unit has bonuses to your unit then they ignore about half the units Dodge.
Your composite archers have no bonuses towards throwers so it couldn't ignore half his dodge.
An example of this is elf fire Archer vs troll headhunter, both can ignore half of each other's dodges.
Your composite archers have no bonuses towards throwers so it couldn't ignore half his dodge.
An example of this is elf fire Archer vs troll headhunter, both can ignore half of each other's dodges.
- Sat May 07, 2022 12:12 am
- Forum: DEVELOPER version changes
- Topic: version 1.171
- Replies: 26
- Views: 2126
Re: version 1.171
Did you update dev version?
- Wed May 04, 2022 11:07 am
- Forum: Reporting Issues
- Topic: Aimed shot for elf is stuck IMPLEMENTED
- Replies: 10
- Views: 699
Re: Aimed shot for elf is stuck
I can confirm this, it happens to some of my elves, so we have to set it so it doesn't auto activate.
- Mon May 02, 2022 6:10 pm
- Forum: Archive — Skins for AoF
- Topic: Human skin (idk name) IMPLEMENTED
- Replies: 47
- Views: 5043
Re: Human skin (idk name)
Ran into an issue with these:
Mage
Adept
Both need to be animated like in game:
Mage:10 frames
Adept:4 frames
Mage
Adept
Both need to be animated like in game:
Mage:10 frames
Adept:4 frames
- Sun May 01, 2022 6:40 pm
- Forum: Closed ones
- Topic: Orc have way too much free units IMPLEMENTED
- Replies: 40
- Views: 3248
Re: Orc have way too much free units
Should just allow everyone the bare basics of they're races.
Eg:
Swordsman
Spearman
Archer
Knight
Lancer
Fire Archer (thrower)
Worker
Mounted Archer
Healer
Cheap tower
As for factories:
Basic structures that involve these
Eg:
Swordsman
Spearman
Archer
Knight
Lancer
Fire Archer (thrower)
Worker
Mounted Archer
Healer
Cheap tower
As for factories:
Basic structures that involve these
- Sun May 01, 2022 4:38 pm
- Forum: Closed ones
- Topic: PRI#7 Too cheap(for dwarfs) dwarf giants IMPLEMENTED
- Replies: 38
- Views: 2594
Re: PRI#7 Too cheap(for dwarfs) dwarf giants
I could make a goblin slinger today if I have ready stats.
Basically what I was thinking of, was a unit similar to scaledfolks ones but 1 action, no shield.
Basically what I was thinking of, was a unit similar to scaledfolks ones but 1 action, no shield.
- Sun May 01, 2022 4:04 pm
- Forum: Closed ones
- Topic: PRI#? Summoned Ent changes IMPLEMENTED
- Replies: 48
- Views: 2933
Re: PRI#? Summoned Ent changes
We have a ready solution for it, but I'm going to need to finish up rebalancing some of there caster's also with this.
- Sun May 01, 2022 4:02 pm
- Forum: Closed ones
- Topic: PRI#3 Power range(PR) more than 2 IMPLEMENTED
- Replies: 14
- Views: 876
Re: PRI#3 Power range(PR) more than 2 ACCEPTED_SOLUTION
No, it's fine I believe is what he's saying.
- Sun May 01, 2022 4:01 pm
- Forum: Balancing discussions
- Topic: PRI#8 Magic barriers
- Replies: 25
- Views: 1876
Re: PRI#8 Magic barriers
I think, -1 spell range. Units spell range to be exact.
- Sun May 01, 2022 3:35 pm
- Forum: Archive — Skins for AoF
- Topic: Human skin (idk name) IMPLEMENTED
- Replies: 47
- Views: 5043
Re: Human skin (idk name)
I'll try and get them in this update.
- Sun May 01, 2022 3:32 pm
- Forum: Archive — Skins for AoF
- Topic: Human skin (idk name) IMPLEMENTED
- Replies: 47
- Views: 5043
- Sun May 01, 2022 3:29 pm
- Forum: Closed ones
- Topic: PRI#6 Ent Heal Rate CLOSED
- Replies: 10
- Views: 868
Re: PRI#6 Ent Heal Rate
Also elves, elven units all have the ability to heal themselves with lembas.
- Sun May 01, 2022 3:27 pm
- Forum: Closed ones
- Topic: PRI#7 Too cheap(for dwarfs) dwarf giants IMPLEMENTED
- Replies: 38
- Views: 2594
Re: PRI#7 Too cheap(for dwarfs) dwarf giants
Perhaps orcs just need a slinger at base, not a great one, but just one that's good enough to handle enemy Giants like this.
- Sun May 01, 2022 6:03 am
- Forum: Archive — Skins for AoF
- Topic: Human skin (idk name) IMPLEMENTED
- Replies: 47
- Views: 5043
Re: Human skin (idk name)
Is it compete or are you still working on it?
Also needs a name.
Also needs a name.
- Thu Apr 28, 2022 8:15 pm
- Forum: Multiplayer discussions
- Topic: Private message to a player
- Replies: 1
- Views: 495
Re: Private message to a player
Stratego would need to implement this, but that would make things helpful.
- Thu Apr 28, 2022 8:14 pm
- Forum: Balancing discussions
- Topic: PRI#9 Healer builder ACCEPTED_SOLUTION
- Replies: 28
- Views: 1800
Re: PRI#9 Healer builder ACCEPTED_SOLUTION
It's working for me. I tested the woodshaper out and they can't mend under construction buildings.
- Tue Apr 26, 2022 11:09 pm
- Forum: Balancing discussions
- Topic: PRI#9 Healer builder ACCEPTED_SOLUTION
- Replies: 28
- Views: 1800
Re: PRI#9 Healer builder ACCEPTED_SOLUTION
I found this:
"IS_EFFECT_NOT_FOR_UNDERCONSTR"
"IS_EFFECT_NOT_FOR_UNDERCONSTR"