version 0.17 CLOSED version

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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version 0.17 CLOSED version

Post by Stratego (dev) » Sat Jan 24, 2015 8:04 pm

- Ai will not see the corpses as enemyies.
- BIG STEP: Ai will use spells a bit more vise, also uses the environment spells. Please test the game against AI and tell me your suggestions!
- > only known thing is that lich does not use animate dead spell yet – i am working on it.
- Curse effect has only 70% probability


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Re: version 0.17

Post by Stratego (dev) » Sat Jan 24, 2015 9:04 pm

forgot to mention the new "cooldown" setup.
currently it is activated only on the environment spells (fireball and thunderstorm)
they have 3 turns of cooldown, so on the next 2 turns they are inactive.

i also ask you to drop suggestion on the summoning spells where i also plan to setup cooldown like:
ent warrior: could be
- vanishing 4 instead of the current 2
- cooldown 3 (meaing next 2 turns you cannot summon again)

wolf:
- maybe it can get stronger a bit
- and having cooldown 2 meaning you can cast wolf on every next turn.

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Re: version 0.17

Post by Stratego (dev) » Sat Jan 24, 2015 10:49 pm

more wise background service handling(that checks for multiplayer game statuses) runs after all display-turn on.

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Re: version 0.17

Post by Stratego (dev) » Sun Jan 25, 2015 10:39 am

AI fix: the environmental effects are targeting only enemy units. (however still can damage allied unitS)

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Re: version 0.17

Post by ollie444 » Sun Jan 25, 2015 4:21 pm

I think cooldowns should prevent all spells from being used, rather than just one. Or maybe a separate cooldown for each move. (eg. After using summon ent you can't use any spells for 1 turn and can't use summon ent for 6 turns)

Also, ents are pretty powerful. I suggest a cooldown of 6 turns or more, and/or implementing a cap for the amount of ents one unit can summon in its life. If you think about it, at the moment, a elf mage can defend against an infinitely large army so long as there is a bottleneck of 2 or less, or he is in a corner.

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Re: version 0.17

Post by Stratego (dev) » Sun Jan 25, 2015 8:06 pm

NEW:
- 2 brand new fan maps thanks to OLIVER! thanks!
- demacia campaign changes by draakjee

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Re: version 0.17

Post by Stratego (dev) » Sun Jan 25, 2015 9:28 pm

New:
- LOTR campaign widh a few maps – thanks draakjee – he will trigger it and modify it, but the first version is in!
- Oliver sent us more maps in Skirmish maps section! Thanks!
- New tutorial map! For animating dead and the dead can go tru water. – Thanks to Draakjee!

Thanks you for making maps for AOF, we are in big need for them! – you are AWESOME!

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Re: version 0.17

Post by patroid » Mon Jan 26, 2015 12:35 pm

If i attack with a hobbit in 2.
lord of rings game-the game crashes.

patroid

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Re: version 0.17

Post by draakjee » Mon Jan 26, 2015 4:15 pm

i can confirm it

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Re: version 0.17

Post by Stratego (dev) » Mon Jan 26, 2015 6:03 pm

the "hobbit" bug is fixed. up on server in 5 minutes.

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Re: version 0.17

Post by Stratego (dev) » Mon Jan 26, 2015 7:46 pm

some changes on lotr maps and units.
also the "neutral wall" is inattackable from now (in AOS too) if anyone know maps that has this wall than tell me because we should chak if it works good on that map.

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Re: version 0.17

Post by Stratego (dev) » Tue Jan 27, 2015 8:21 pm

changes:
- slowing(or any spell) will not remove burning effect
- if you cast slowing on a unit it will be slowed immediately.
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Re: version 0.17

Post by Stratego (dev) » Wed Jan 28, 2015 11:35 pm

fix: mapeditor crash issue is fixed.
new images for crypt and graveyard.

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Re: version 0.17

Post by Stratego (dev) » Sat Jan 31, 2015 10:04 am

Elves:
- they have no longer have wagon, they are fast by themselves.
- They have unicorn rider as upgrade!
- They have a swordsman unit as upgrade!
- They have new transportship unit type (replaces the default transportship)
Many thanks to dust-n-steel!

check the stats (i have changed all), and put suggestion in the topics of the units.

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Re: version 0.17

Post by dust-n-steel » Sat Jan 31, 2015 2:39 pm

how can I build the unicorn rider when playing the elves? I don't see any unit or technology for it
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Re: version 0.17

Post by Stratego (dev) » Sat Jan 31, 2015 2:40 pm

U need to buy as upgrade.

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Re: version 0.17

Post by Stratego (dev) » Sat Jan 31, 2015 10:56 pm

new version:
- new uni"horn" look
- new skirmish map thanks to oliver!

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Re: version 0.17

Post by Stratego (dev) » Sun Feb 01, 2015 7:16 pm

new version:
- From now Elf transport has the same restrictions as normal transport (what can not carry, and what can not carry the transportship)
- Casters can cast out from objects that let units to attack/cast out of themselves (eg. Can cast from a tower, but cannot cast from a transport or stransportship)


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Re: version 0.17

Post by dust-n-steel » Sun Feb 01, 2015 11:31 pm

Is the new elves transport ship sprite already added? :)
And can you look what's with the werewolf and death's guard?
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Re: version 0.17

Post by Stratego (dev) » Mon Feb 02, 2015 12:01 am

new TC gen algorithm is here too (see details in AOS version change).
please give feedback.

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Re: version 0.17

Post by max-damage » Mon Feb 02, 2015 12:28 am

Daniel (the dev) wrote:- Ai will not see the corpses as enemyies.
- BIG STEP: Ai will use spells a bit more vise, also uses the environment spells. Please test the game against AI and tell me your suggestions!
- > only known thing is that lich does not use animate dead spell yet – i am working on it.
- Curse effect has only 70% probability




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If this is still an issue, the battlefield may need to have corpses available for the lich to recognize them and cast the spell...if dead units vanish, there are no corpses to animate, right?
It's better to keep your mouth shut and let people wonder if you're a fool than to open it and remove all doubt...

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Re: version 0.17

Post by Stratego (dev) » Mon Feb 02, 2015 5:57 am

i don't really understand your comment: in the quoted text there is nothing about vanishing corpses. The mentioned fix is that the AI is not stepping on corpses anymore intentionally.

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Re: version 0.17

Post by max-damage » Mon Feb 02, 2015 12:06 pm

Daniel (the dev) wrote:i don't really understand your comment: in the quoted text there is nothing about vanishing corpses. The mentioned fix is that the AI is not stepping on corpses anymore intentionally.
You said, previously, that the lich wasn't casting the animate dead spell...i assume the dead used in this spell are defeated units? Are defeated units lying on the battlefield where they fall? Or do they disappear like in AoS?
It's better to keep your mouth shut and let people wonder if you're a fool than to open it and remove all doubt...

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Re: version 0.17

Post by Stratego (dev) » Mon Feb 02, 2015 3:40 pm

They remain there

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Re: version 0.17

Post by max-damage » Mon Feb 02, 2015 3:58 pm

Daniel (the dev) wrote:They remain there

Okay...have you solved the problem yet?
It's better to keep your mouth shut and let people wonder if you're a fool than to open it and remove all doubt...

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Re: version 0.17

Post by Stratego (dev) » Mon Feb 02, 2015 5:29 pm

sorry... what problem?

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Re: version 0.17

Post by COOLguy » Mon Feb 02, 2015 7:15 pm

I don't think max understands what your vanishing corpses are: no problem. :)
Thanks!
Josh

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Re: version 0.17

Post by max-damage » Mon Feb 02, 2015 8:20 pm

No, i mean the problem you said you were having with the AI lich not casting the reanimate dead spell...
It's better to keep your mouth shut and let people wonder if you're a fool than to open it and remove all doubt...

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Re: version 0.17

Post by Stratego (dev) » Mon Feb 02, 2015 8:30 pm

i think i understand what you were talking about:
- u saw that AI is not capable casting animate dead (however u quoted other lines too, that is why i did not know u are talking about only this part: "lich does not use animate dead spell")
- u did not know that AOF has corpses when units die (don't u have the fantasy version yet? if so email me so i can send you)
- u ask if i am ready with AI animate spell (my answer: no, not yet)

i think i have revealed the secret of the whole conversation of ours :)

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Re: version 0.17

Post by Stratego (dev) » Tue Feb 03, 2015 4:04 am

changes:
- Animate spell can not be casted from wagons as other spells.
- Battering ram and Wagon are also burnables (fire effect will stick on them)
- Gandalf can heal from now


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