version 1.131

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.
Stratego (dev)
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version 1.131

Post by Stratego (dev) »

version 1.130 is published

there was not a single feedback... :(
so i have published it - lol :)
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makazuwr32
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Re: version 1.131

Post by makazuwr32 »

It seems that you somehow updated aof google version without updating dev version.
Downloaded apk 5 minutes ago and still it says that my version is outdated.
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 1.131

Post by makazuwr32 »

@Stratego (dev) ?
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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Stratego (dev)
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Re: version 1.131

Post by Stratego (dev) »

fixed, sorry. uos already
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Re: version 1.131

Post by Stratego (dev) »

in all verisons AOS/AOF/AOW i changed codes deeply so these might get buggy, please test them and tell me if u see any glitch
- all kind of transformations
-- self transforms
-- reanimations
-- to_corpse things
-- forced transforms (forcing other unit to transform)
- all effect applications:
-- normal buffing/nerfing spells (+2 armor kind)
-- sticky spells (like poison)
-- environmental damager spells (fireball)


uos already
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Re: version 1.131

Post by Stratego (dev) »

sorry, it is uos 5 from now.
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Savra
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Re: version 1.131

Post by Savra »

Everything seems fine. All abilities seem to be working properly, however the reanimation spell still leaves the undead who were just reanimated with vanishing, so after a while they disappear.
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Re: version 1.131

Post by Stratego (dev) »

what what what? what is this undead renimating problem? please tell me details unit names and how can i reproduce.
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Re: version 1.131

Post by Midonik »

I think he means that when the corpse is reanimated the undead units created keep the vanishing of the corpse.


So just use lich to reanimate any corpse I guess.
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Re: version 1.131

Post by Stratego (dev) »

but he said "still" - and as i know there were never such bug.
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Re: version 1.131

Post by makazuwr32 »

I will check as well these effects later.
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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Dagravian
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Re: version 1.131

Post by Dagravian »

@Stratego (dev) Well idk if someone else already came to report this today but I've found a big one (bug) related to these changes while me and Midonik made a bug hunt on AOG...

Basically if you have an unit with multiple actions that has an ability (any type) with cooldown, you will be able to spam that skill on every second use (1st use > CD > 2nd use (where you can spam based on the number of unit's actions)> CD > Repeat).

I had recorded it in case you want to see, it's on the AOF discord alongside the ones from AOG (This bug can be exploited on all versions) as I can't post the videos here.
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Savra
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Re: version 1.131

Post by Savra »

Stratego (dev) wrote: Mon Oct 05, 2020 8:16 pm but he said "still" - and as i know there were never such bug.
Sorry, I meant it just showed up after this update, in dev version. As midonik said just spawn a few corpses and use a much to reanimate them and you'll see when you inspect their stat pg that they have vanishing 6, might check the phantoms and lich too just to be sure.
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Savra
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Re: version 1.131

Post by Savra »

Its all corpses to skeletons/ghouls. Phantoms and lich are fine.
DoomsdayDragonfire wrote: Tue Oct 06, 2020 12:37 am @Stratego (dev) Well idk if someone else already came to report this today but I've found a big one (bug) related to these changes while me and Midonik made a bug hunt on AOG...

Basically if you have an unit with multiple actions that has an ability (any type) with cooldown, you will be able to spam that skill on every second use (1st use > CD > 2nd use (where you can spam based on the number of unit's actions)> CD > Repeat).

I had recorded it in case you want to see, it's on the AOF discord alongside the ones from AOG (This bug can be exploited on all versions) as I can't post the videos here.
I believe the warfell beliator and the blade singer might suffer from this too as they can cast spells like this on themselves. At least I know the beliator can. As for other units with spells that increase their actions by 1 they seem to be fine.
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Re: version 1.131

Post by Stratego (dev) »

Savra wrote: Tue Oct 06, 2020 1:21 am
Stratego (dev) wrote: Mon Oct 05, 2020 8:16 pm but he said "still" - and as i know there were never such bug.
Sorry, I meant it just showed up after this update, in dev version. As midonik said just spawn a few corpses and use a much to reanimate them and you'll see when you inspect their stat pg that they have vanishing 6, might check the phantoms and lich too just to be sure.
ok, coprse-unit efintions are set to "keep enchants/spells" that is the reason - i asked Alex if it was intentional - if not than it is not coe related but json related.
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Re: version 1.131

Post by Stratego (dev) »

DoomsdayDragonfire wrote: Tue Oct 06, 2020 12:37 am @Stratego (dev) Well idk if someone else already came to report this today but I've found a big one (bug) related to these changes while me and Midonik made a bug hunt on AOG...

Basically if you have an unit with multiple actions that has an ability (any type) with cooldown, you will be able to spam that skill on every second use (1st use > CD > 2nd use (where you can spam based on the number of unit's actions)> CD > Repeat).

I had recorded it in case you want to see, it's on the AOF discord alongside the ones from AOG (This bug can be exploited on all versions) as I can't post the videos here.
please tell me exact unit name and effects to try in AOS or AOW or AOF thanks! (AOG engine can be much older / buggier than core alternatives
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Re: version 1.131

Post by DreJaDe »

Stratego (dev) wrote: Tue Oct 06, 2020 9:25 am
DoomsdayDragonfire wrote: Tue Oct 06, 2020 12:37 am @Stratego (dev) Well idk if someone else already came to report this today but I've found a big one (bug) related to these changes while me and Midonik made a bug hunt on AOG...

Basically if you have an unit with multiple actions that has an ability (any type) with cooldown, you will be able to spam that skill on every second use (1st use > CD > 2nd use (where you can spam based on the number of unit's actions)> CD > Repeat).

I had recorded it in case you want to see, it's on the AOF discord alongside the ones from AOG (This bug can be exploited on all versions) as I can't post the videos here.
please tell me exact unit name and effects to try in AOS or AOW or AOF thanks! (AOG engine can be much older / buggier than core alternatives
One example is the Galleon
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Re: version 1.131

Post by Badnorth »

+ Aos Fort.
For newcomers, click here for discord links. Hopefully they aren't expired.
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Savra
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Re: version 1.131

Post by Savra »

Warfell beliator, use the orange crystal.
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Re: version 1.131

Post by makazuwr32 »

Aof:
Blade dancer — jump ability, lembas, all 3 whirl abilities;
Orc axe thrower — poison weapon;
Blade singer — birning weapon, lembas;
Quick archer — lembas;
Any goblin unit under whiplash effect and/or (if affected) under double strike effect — grenade (only if survives).
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 1.131

Post by Stratego (dev) »

New random map:Unstable field 50x50
Fix:Language selection problems are fixed
Fix:Renimated skeletons have no vanishing anymore

uos 20


this is about to go into google play - please check!
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Re: version 1.131

Post by makazuwr32 »

Did you fix abilities with cooldowns?

Right now any ability with cooldown after first cooldown can be used multiple times per turn.
For example jump ability of blade dancer and squig rider can be used more than once per turn.
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 1.131

Post by Stratego (dev) »

oh *hit i forgot - ok i go check. thanks!
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Re: version 1.131

Post by Stratego (dev) »

ok!

fixed, uos 10

in all versions AOW/AOS/AOF
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Re: version 1.131

Post by makazuwr32 »

I will test it tomorrow and report if i will find something wrong.
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 1.131

Post by makazuwr32 »

Multiple bugs reporting:
1. Human casters do not receive bonus spell range via their intended techs.
2. Summoned ent still drops corpse while shouldn't. It is summon.
3. About spells, @Stratego (dev): if unit has multiple abilities with cooldowns only 1 of them can become active once cd ends.
For example elf wizard has 3 such abilities: summon ent (cd 2), thunderstorm (cd 3), lembas (cd 3). When all 3 are used only one of them at the given period can become active while 2 others regardless of time spent will still be kept at cd 1.
4. All fireball abilities do not deal ANY damage to allies or casters. Why?? Goblin grenades because of this became completely safe for goblins.
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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Anders
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Re: version 1.131

Post by Anders »

It's true that the bugs are bigger and the goblins are cheating a Grenade that has the power of a dragon's fireball (the power must be the lowest possible (10 =5)
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Re: version 1.131

Post by Alexander82 »

Anders wrote: Fri Oct 09, 2020 8:54 am It's true that the bugs are bigger and the goblins are cheating a Grenade that has the power of a dragon's fireball (the power must be the lowest possible (10 =5)
It should just work as intended. It must damage the caster as well (it is a last resort move).
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DreJaDe
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Re: version 1.131

Post by DreJaDe »

Alexander82 wrote: Fri Oct 09, 2020 9:05 am
Anders wrote: Fri Oct 09, 2020 8:54 am It's true that the bugs are bigger and the goblins are cheating a Grenade that has the power of a dragon's fireball (the power must be the lowest possible (10 =5)
It should just work as intended. It must damage the caster as well (it is a last resort move).
Well it didnt. It doesnt damage the caster at all.
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Re: version 1.131

Post by Stratego (dev) »

makazuwr32 wrote: Fri Oct 09, 2020 8:04 am Multiple bugs reporting:
1. Human casters do not receive bonus spell range via their intended techs.
2. Summoned ent still drops corpse while shouldn't. It is summon.
3. About spells, @Stratego (dev): if unit has multiple abilities with cooldowns only 1 of them can become active once cd ends.
For example elf wizard has 3 such abilities: summon ent (cd 2), thunderstorm (cd 3), lembas (cd 3). When all 3 are used only one of them at the given period can become active while 2 others regardless of time spent will still be kept at cd 1.
4. All fireball abilities do not deal ANY damage to allies or casters. Why?? Goblin grenades because of this became completely safe for goblins.
please tell me exact unit/tech/spell names as i am not familiar with all - so i will not find them easily. (eg on 1. and 4. thx)
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