version 0.17 CLOSED version
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version 0.17 CLOSED version
- 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
up on server in 3 minutes!
- 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
up on server in 3 minutes!
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Re: version 0.17
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.
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
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
AI fix: the environmental effects are targeting only enemy units. (however still can damage allied unitS)
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Re: version 0.17
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.
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
NEW:
- 2 brand new fan maps thanks to OLIVER! thanks!
- demacia campaign changes by draakjee
- 2 brand new fan maps thanks to OLIVER! thanks!
- demacia campaign changes by draakjee
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Re: version 0.17
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!
(up on server in 3 minutes)
- 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!
(up on server in 3 minutes)
Re: version 0.17
If i attack with a hobbit in 2.
lord of rings game-the game crashes.
patroid
lord of rings game-the game crashes.
patroid
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Re: version 0.17
the "hobbit" bug is fixed. up on server in 5 minutes.
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Re: version 0.17
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.
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
changes:
- slowing(or any spell) will not remove burning effect
- if you cast slowing on a unit it will be slowed immediately.
up on server in 3 minutes
- slowing(or any spell) will not remove burning effect
- if you cast slowing on a unit it will be slowed immediately.
up on server in 3 minutes
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Re: version 0.17
fix: mapeditor crash issue is fixed.
new images for crypt and graveyard.
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new images for crypt and graveyard.
up on server in 3 minutes.
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Re: version 0.17
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.
up on server in 5 minutes.
- 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.
up on server in 5 minutes.
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Re: version 0.17
how can I build the unicorn rider when playing the elves? I don't see any unit or technology for it
What color is your flag when it's burning?!
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Re: version 0.17
U need to buy as upgrade.
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Re: version 0.17
new version:
- new uni"horn" look
- new skirmish map thanks to oliver!
up on server in 3 minutes.
- new uni"horn" look
- new skirmish map thanks to oliver!
up on server in 3 minutes.
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Re: version 0.17
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)
up on server in 4 minutes.
- 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)
up on server in 4 minutes.
- dust-n-steel
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Re: version 0.17
Is the new elves transport ship sprite already added?
And can you look what's with the werewolf and death's guard?
And can you look what's with the werewolf and death's guard?
What color is your flag when it's burning?!
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Re: version 0.17
new TC gen algorithm is here too (see details in AOS version change).
please give feedback.
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please give feedback.
up on server in 10 minutes.
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Re: version 0.17
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?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
up on server in 3 minutes!
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
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
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?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.
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
They remain there
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Re: version 0.17
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
sorry... what problem?
Re: version 0.17
I don't think max understands what your vanishing corpses are: no problem.
Thanks!
Josh
Josh
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Re: version 0.17
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
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
- 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
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
up on server in 5 minutes.
- 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
up on server in 5 minutes.