version v1.059

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 v1.059

Post by Stratego (dev) »

version v1.058 is published

i hope there are no major bugs left - however Alexander have not andwered if he found any bug in json about the "multi-tree-upgrade-tree"
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Re: version v1.059

Post by Alexander82 »

I never experienced those bugs. My only problem was the orc leader never upgrading its production
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Re: version v1.059

Post by Sunrise Samurai »

Any word on triggers during anybody's turn other than player 1?
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Re: version v1.059

Post by Stratego (dev) »

Sunrise Samurai wrote:Any word on triggers during anybody's turn other than player 1?
sorry: what? :)
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Re: version v1.059

Post by Sunrise Samurai »

Triggers still don't run on anyone's turn but the player who started the match still. Remember our match in regicide? I killed your king and it didn't declare victory for me.
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Re: version v1.059

Post by Stratego (dev) »

oh. you forgot to say you are talkig about muktiplayer scenario maps - i had no time to check. i hope in campaign maps triggers are ok
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Re: version v1.059

Post by Sunrise Samurai »

Yeah. It's just in multiplayer that the problem exists.
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Re: version v1.059

Post by Stratego (dev) »

Wolf den is in! Thanks to impeccable jsoning of Alexander!
also faramir fixes



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Re: version v1.059

Post by Alexander82 »

Thanks! Now elves have definitely a standalone tower to aid them.
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Re: version v1.059

Post by Sunrise Samurai »

Please remove regicide from the public version until we get triggers working properly in multiplayer. It's become a gem betting death trap where player 1 has an alternative victory condition that player 2 doesn't.
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Re: version v1.059

Post by Stratego (dev) »

if someone let king to die than pl. should lose - it is ok
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Re: version v1.059

Post by Midonik »

He means that if player 2 kills king of player 1,trigger doesn't work-I guess.
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Re: version v1.059

Post by Sunrise Samurai »

Midonik wrote:He means that if player 2 kills king of player 1,trigger doesn't work-I guess.
Exactly. Player 1 can send out their king without​ worry, because it doesn't matter if it dies. Player 2 actually has to care, because if player 1 kills their king then the game is over. That's a huge advantage to player 1.
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Re: version v1.059

Post by Stratego (dev) »

Sunrise Samurai wrote:
Midonik wrote:He means that if player 2 kills king of player 1,trigger doesn't work-I guess.
Exactly. Player 1 can send out their king without​ worry, because it doesn't matter if it dies. Player 2 actually has to care, because if player 1 kills their king then the game is over. That's a huge advantage to player 1.
yes yes. but that is not a "gem betting death trap" the king is only one unit - not that huga advantage - imho.

i can not remove it easily if it has running hgames - all games would crash.

i will try find out the problem instead.
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Re: version v1.059

Post by Stratego (dev) »

The multiplayer scenario trigger problem is fixed.
please test it

at least the last joining player needs to have this latest DEV version with this fix!

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Re: version v1.059

Post by Sunrise Samurai »

Stratego (dev) wrote: - if undead lich reanimates and player owns some skeleton techs than all reanimated unit will be spawned as the "upgraded" versions.
The main player impacting change mentioned in the AoS version update. Figured I'd better reply to it here.

This might be problematic for balance. Raise dead was expected to bring mass quantities of weaker units, not full strength golden knights and armored warriors. Haven't gotten to test yet though.
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Re: version v1.059

Post by Stratego (dev) »

Sunrise Samurai wrote:
Stratego (dev) wrote: - if undead lich reanimates and player owns some skeleton techs than all reanimated unit will be spawned as the "upgraded" versions.
The main player impacting change mentioned in the AoS version update. Figured I'd better reply to it here.

This might be problematic for balance. Raise dead was expected to bring mass quantities of weaker units, not full strength golden knights and armored warriors. Haven't gotten to test yet though.
Alexander, what do u think?
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Re: version v1.059

Post by Alexander82 »

I see Sunrise Samurai's point. That is why I wasn't too keen about giving skeletons upgrades.

What I think is that we can test it and see how it will affect balance.

We might always scale down a bit skeleton's upgrades stats to balance everything.
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Re: version v1.059

Post by General Brave »

This might be a problem, you guys test that out.
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Re: version v1.059

Post by Stratego (dev) »

Alexander82 wrote:I see Sunrise Samurai's point. That is why I wasn't too keen about giving skeletons upgrades.

What I think is that we can test it and see how it will affect balance.

We might always scale down a bit skeleton's upgrades stats to balance everything.
i can remove it if most of u think it is too much.
it just came to me how weird if
a) i have raised knights and AFTER i research armored skeletons than they will be upgraded too
a) if i have raised them AFTER researching trhey will not be upgraded...

but ok, i am removing it, it will be in in next, with old setup. tell me if turns out it can be put in again
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Re: version v1.059

Post by makazuwr32 »

i have a testing game with Sunrise and we will have i hope few more and faster battles.
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: version v1.059

Post by Sunrise Samurai »

It was suggested a long time ago that we could have 2 upgrades for undead. One for production, and one for raise dead. We could consider that, and just give the raise dead upgrade tech a secondary upgrade effect for anything caught as the weaker form between the two.

Empowered Necromancy 1
Cost 5 at crypt
Requires skeletons to armored skeletons
Upgrades any skeletons to armored that haven't been upgraded yet, and causes raise dead to yield armored units.

Empowered Necromancy 2
Requires armored skeletons to gold
Cost 7 at crypt
Same as 1, but to gold level.

This helps preserve balance by adding some research cost to the ability to raise stronger units.

Alternatively, as Alexander said we could adjust the stats of armored/gold skeletons to be fair.

Either way, let's test it as is before changing it back. It may not be so bad, as merely an alternative to golems and dragons which are already as strong as any other race's troops.
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Re: version v1.059

Post by makazuwr32 »

Also i think that they need to be researched normal upgrade from graveyard first.
Right, Sunrise?
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: version v1.059

Post by Sunrise Samurai »

Requires skeletons to armored​ skeletons
That's what I said lol
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Re: version v1.059

Post by Alexander82 »

I agree with sunrise. The old idea was good already but with the current project of making more complex trees would be especially good. We might simply have both levels have as a requirement the armored/golden skeleton's tech (as in Sunrise proposal)

This way you will benefit from advanced reanimatable undeads only in the advanced part of the game.

Other things we might do are:

1) set a certain percentage of raising an upgraded unit with every tech level

2) create different bodies for upgraded units that, after researching the right tech, can reanimate upgraded units
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Re: version v1.059

Post by Sunrise Samurai »

No for #2. I don't think we want more corpse types than the basic unit types, since each one is a little more space the game takes and a little more load time for very little benefit.

I do like #1 though. Taken straight from animation mastery, we could add animation mastery as another prerequisite and expand that system.
Say with animation mastery we have a 30% (??? I forget exact %) for skeleton monster. Add empowered Necromancy 1 and it's 30% skeleton monster, 30% armored skeletons, and 40% basic skeletons. Empowered Necromancy 2 adds 30% gold skeletons, dropping basic to 10%
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Re: version v1.059

Post by Alexander82 »

What about a final result of 25% each?
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Re: version v1.059

Post by Sunrise Samurai »

Sounds good to me. 25% chance of each in the end. Upgrades would be mostly about raising chances to get anything better than basic skeletons.
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Re: version v1.059

Post by makazuwr32 »

i also like this idea.
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: version v1.059

Post by Stratego (dev) »

here are also in the first few achievements - with the "shitty" images.

Alexander: if u have time to check the images and tell me which is shitty.

also i used images from these free stuffs opengameart.org
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