version 1.164

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.

Non-tester forumers: if you want to get the DEVELOPER version (to see the changes sooner, or you want to try your own map designs) please EMAIL me to zerotouchsystems at gmail dot com to register yourself as a tester.
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Stratego (dev)
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version 1.164

Post by Stratego (dev) » Tue Nov 15, 2022 9:32 am

version 1.163 is published (sadly with the designation of 1.162)

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Re: version 1.164

Post by Stratego (dev) » Sat Dec 03, 2022 6:47 pm

Awesome pack thanks to Endru!

uos already!

New units:
Fire Master - primitive throwing unit, that can make things burn.

Lord Knight - leader for culture neutral.

Hiereia - hellenic support healer.

Merchant - twice as pricy, but twice as powerful as Money Courier. Can transform to merchant ship.

Teuton - classic heavy infantry of teutons.

Peltast - skirmisher of hellenic culture.

Markaz Askari - middleeast culture building.

Amir - middleeast culture military leader.

Imam Khatib - middleeast culture convincer and buffer.

Arabic Cavalry - middleeast culture heavy cavalry.

Arabic Footman - middleeast culture classic cheap medium infantry.

Arabic Armored Spearman - middleeast culture anti-mounted/anti-building mix.

Thaqlah Axeman - middleeast culture aoe infantry.

Beduin Archer - middleeast culture cheap archers.

Arabic Archer - middleeast culture archers.

New upgrades:
Reinforced Wagon - increases hp, pierce armor and carry capacity back to 3.

To Teuton Knight - mass upgrade for teutonic units. Due to skins - there may be some mixup.

The following are before upgrade (current ones should be replaced by them):

And those are upgraded now:

New techs:
Additional defenders - increases action count of mega buildings back to 3.

Blessings - unlocks two specialised buffs for Hiereiae.

Mamluks - part of middle-east upgrade scheme. Bonus for all.

Arab Archery - part of middle-east upgrade scheme. Bonus for archers.

Damscus Steel - part of middle-east upgrade scheme. Bonus for melee, except polearms.

Sufism - part of middle-east upgrade scheme. Bonus for all.

Janissaries - part of middle-east upgrade scheme. Bonus for melee.

New Campaign maps:in Rise of Allara thanks to Gabriel!
Change:Regular foot teuton renamed to Teutonic Footman (previusly Teutonic Knight). Also attack 12->11.
Change:Mega buildings action count decreased to 2. It's increased back to 3 with new tech.
Change:Wagon carry capacity 3->2 (back to 3 with upgrade). To prevent issues with decreased capacity - all wagons in game, maps will change to reinforced wagons.
Change:Knight unit can be trained at castles.
Change:Merchant Ship can transform to Merchant.
Change:Fire catapults range increased by 1 (to the same level as regular ones).
Change:Units: Battering Ram, Foot Knight, Monk;
Buildings: Dock, Blacksmith.
And techs: Infantry armor lv1, Archer armor lv1, Cavalry armor lv1, Ranged damage lv1, Ranged reach lv1, Sword mastery lv1 and (ability) extensions of last three are now FREE to use!
They are thus becoming part of "no upgrades". Players with them bought will receive some of newest upgrades for FREE.
Bugfix:War Elephants, Zweihanders were not affected by Cultural Assimilation.

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DreJaDe
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Re: version 1.164

Post by DreJaDe » Sun Dec 04, 2022 4:08 am

Beduin and arabic archer seem to doesnt make sense.

I feel like beduin archer should be the one not available to tc than the arabic one.

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Re: version 1.164

Post by Endru1241 » Sun Dec 04, 2022 9:15 pm

DreJaDe wrote:
Sun Dec 04, 2022 4:08 am
Beduin and arabic archer seem to doesnt make sense.

I feel like beduin archer should be the one not available to tc than the arabic one.
Maybe by pure naming - yes.
But considering, that beduin archer has stats identical to culture neutral archer, while arabic archer is 3 turns, sligthly more resilent and has two attacks - it's to make it so, most logical unit for player investing in middle-east would be a 2 turns archer.
It's similar to how Cuman Horse Archer is tc unit of steppe.
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Re: version 1.164

Post by DreJaDe » Sun Dec 04, 2022 9:27 pm

Endru1241 wrote:
Sun Dec 04, 2022 9:15 pm
DreJaDe wrote:
Sun Dec 04, 2022 4:08 am
Beduin and arabic archer seem to doesnt make sense.

I feel like beduin archer should be the one not available to tc than the arabic one.
Maybe by pure naming - yes.
But considering, that beduin archer has stats identical to culture neutral archer, while arabic archer is 3 turns, sligthly more resilent and has two attacks - it's to make it so, most logical unit for player investing in middle-east would be a 2 turns archer.
It's similar to how Cuman Horse Archer is tc unit of steppe.
Just checking...
You do know that Beduin archer have 2 turn attack?

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Re: version 1.164

Post by Endru1241 » Sun Dec 04, 2022 10:41 pm

DreJaDe wrote:
Sun Dec 04, 2022 9:27 pm
Endru1241 wrote:
Sun Dec 04, 2022 9:15 pm
DreJaDe wrote:
Sun Dec 04, 2022 4:08 am
Beduin and arabic archer seem to doesnt make sense.

I feel like beduin archer should be the one not available to tc than the arabic one.
Maybe by pure naming - yes.
But considering, that beduin archer has stats identical to culture neutral archer, while arabic archer is 3 turns, sligthly more resilent and has two attacks - it's to make it so, most logical unit for player investing in middle-east would be a 2 turns archer.
It's similar to how Cuman Horse Archer is tc unit of steppe.
Just checking...
You do know that Beduin archer have 2 turn attack?
Thanks for noticing - I missed it.
It shouldn't have.
Fixed in the assets.
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DreJaDe
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Re: version 1.164

Post by DreJaDe » Sun Dec 04, 2022 11:07 pm

Additional defenders seem to increase the actions of megas to 4 turns while version log says that it should only be three.

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b2198
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Re: version 1.164

Post by b2198 » Sun Dec 04, 2022 11:15 pm

Just downloaded dev version. Very nice (and also A LOT again o.O) of additions and changes : D

Just checked the case with the beduin/arabic archers, and I agree with Drejade that they don't seem right. Beduin archer, having 2x5 damage at 5 range and costing only 2 (and is available right from the start for 2x the strength of a common archer), while arabic archer also has 2x5 damage, but at 4 range, being a bit tankier and costing 3... Is beduin archer supposed to have 2 actions? That seems like the issue here for me too.

Also is it an error for Lord to not have any auras or habilities related to [Culture Neutral] units? Or are those not done yet, and as such, expected to not be in dev version currently?

Also also in the patch notes it says Additional Defenders is gonna increase the actions from megas from 2 back to 3, but in the dev version it says they give +2 actions. Is that right?

Not sure what to think about the middle-east faction in general right now, but I saw they have some pretty strong, but pretty costly techs, so that might be interesting.

The teuton changes also seem very nice.

I just fear the 11/12 armor cataphract that is gonna come out of this, lol. My worries might be not be valid though, with all the other additions involved.

Edit: took too long to write, and the beduin archer issue was solved before I submited the post lol
Green is the correct color, other colors are "less correct".

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DreJaDe
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Re: version 1.164

Post by DreJaDe » Sun Dec 04, 2022 11:40 pm

b2198 wrote:
Sun Dec 04, 2022 11:15 pm
I just fear the 11/12 armor cataphract that is gonna come out of this, lol. My worries might be not be valid though, with all the other additions involved
I mean, it will be affected by both Middle east and hellenic buffs.

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Re: version 1.164

Post by Endru1241 » Sun Dec 04, 2022 11:50 pm

DreJaDe wrote:
Sun Dec 04, 2022 11:07 pm
Additional defenders seem to increase the actions of megas to 4 turns while version log says that it should only be three.
b2198 wrote:
Sun Dec 04, 2022 11:15 pm
Also also in the patch notes it says Additional Defenders is gonna increase the actions from megas from 2 back to 3, but in the dev version it says they give +2 actions. Is that right?
Yeah, that's right - I missed it.
Thanks for noticing.
Fixed in the assets.
b2198 wrote:
Sun Dec 04, 2022 11:15 pm
Also is it an error for Lord to not have any auras or habilities related to [Culture Neutral] units? Or are those not done yet, and as such, expected to not be in dev version currently?
Just like Noyan.
It's not made yet.
It's not even 100% decided yet.

Not sure what to think about the middle-east faction in general right now, but I saw they have some pretty strong, but pretty costly techs, so that might be interesting.
According to my calculations they should all finish with very similar strenght to culture neutral on last upgrades.
I just fear the 11/12 armor cataphract that is gonna come out of this, lol. My worries might be not be valid though, with all the other additions involved.
DreJaDe wrote:
Sun Dec 04, 2022 11:40 pm
b2198 wrote:
Sun Dec 04, 2022 11:15 pm
I just fear the 11/12 armor cataphract that is gonna come out of this, lol. My worries might be not be valid though, with all the other additions involved
I mean, it will be affected by both Middle east and hellenic buffs.
Is it that much?
Bastion of Faith removes Blessing of War and vice versa, while Read Holy Scripture removes Oracle and vice versa.

Maybe that would require some bonus changes in some anti-heavy units.
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Re: version 1.164

Post by Endru1241 » Sun Dec 04, 2022 11:55 pm

Endru1241 wrote:
Sun Dec 04, 2022 11:50 pm
I just fear the 11/12 armor cataphract that is gonna come out of this, lol. My worries might be not be valid though, with all the other additions involved.
DreJaDe wrote:
Sun Dec 04, 2022 11:40 pm
b2198 wrote:
Sun Dec 04, 2022 11:15 pm
I just fear the 11/12 armor cataphract that is gonna come out of this, lol. My worries might be not be valid though, with all the other additions involved
I mean, it will be affected by both Middle east and hellenic buffs.
Is it that much?
Bastion of Faith removes Blessing of War and vice versa, while Read Holy Scripture removes Oracle and vice versa.

Maybe that would require some bonus changes in some anti-heavy units.
Ah, OK - sole Bastion of Faith does that.
Forgot Cataphract had so much armor since the start.
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Re: version 1.164

Post by DreJaDe » Mon Dec 05, 2022 12:09 am

Endru1241 wrote:
Sun Dec 04, 2022 11:50 pm
Is it that much?
Sorry, didnt count on my side.

Just though the double category is the one making the count for what b2198 said.

Also, can I ask again why Catapracht is hellenic?

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Re: version 1.164

Post by b2198 » Mon Dec 05, 2022 2:08 am

Endru1241 wrote:
Sun Dec 04, 2022 11:50 pm
b2198 wrote:
Sun Dec 04, 2022 11:15 pm
Also is it an error for Lord to not have any auras or habilities related to [Culture Neutral] units? Or are those not done yet, and as such, expected to not be in dev version currently?
Just like Noyan.
It's not made yet.
It's not even 100% decided yet.
Fair enough.
Endru1241 wrote:
Sun Dec 04, 2022 11:50 pm
Not sure what to think about the middle-east faction in general right now, but I saw they have some pretty strong, but pretty costly techs, so that might be interesting.
According to my calculations they should all finish with very similar strenght to culture neutral on last upgrades.
Interesting, I'll take a better look on them later.

DreJaDe wrote:
Sun Dec 04, 2022 11:40 pm
b2198 wrote:
Sun Dec 04, 2022 11:15 pm
I just fear the 11/12 armor cataphract that is gonna come out of this, lol. My worries might be not be valid though, with all the other additions involved
I mean, it will be affected by both Middle east and hellenic buffs.
Endru1241 wrote:
Sun Dec 04, 2022 11:50 pm
I just fear the 11/12 armor cataphract that is gonna come out of this, lol. My worries might be not be valid though, with all the other additions involved.
DreJaDe wrote:
Sun Dec 04, 2022 11:40 pm
b2198 wrote:
Sun Dec 04, 2022 11:15 pm
I just fear the 11/12 armor cataphract that is gonna come out of this, lol. My worries might be not be valid though, with all the other additions involved
I mean, it will be affected by both Middle east and hellenic buffs.
Is it that much?
Bastion of Faith removes Blessing of War and vice versa, while Read Holy Scripture removes Oracle and vice versa.

Maybe that would require some bonus changes in some anti-heavy units.
DreJaDe wrote:
Mon Dec 05, 2022 12:09 am
Endru1241 wrote:
Sun Dec 04, 2022 11:50 pm
Is it that much?
Sorry, didnt count on my side.

Just though the double category is the one making the count for what b2198 said.

Also, can I ask again why Catapracht is hellenic?
Actually... I missed the fact that they're categorized as [Middle Eastern], so the final numbers are a lot higher than that :sweat_smile:

I was counting 7/9 + 2/2 from both Taxiarchos Auras + 2/1 from both Hiereia buffs. Now with +40% hp and + 1/0 armor from the middle eastern techs and without counting the buffs from Imam Khatib, since I didn't quite understand what removes what there, and without mentioning all the attack bonuses that those will give together, I'm pretty sure cataphracts will get really op. Unless I misunderstood something there.
Green is the correct color, other colors are "less correct".

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Re: version 1.164

Post by Stratego (dev) » Mon Dec 05, 2022 9:39 am

Endru changed / organized the upgrades section, thanks !

the first version is UOS already! thanks!

a new "title" appears on all pages

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Re: version 1.164

Post by b2198 » Mon Dec 05, 2022 11:07 am

Is this supposed to be separate from the non-ability version?
Image

Really liked the page titles and the new ordering of the upgrade section :ok_hand:
Green is the correct color, other colors are "less correct".

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Re: version 1.164

Post by Endru1241 » Mon Dec 05, 2022 11:36 am

b2198 wrote:
Mon Dec 05, 2022 11:07 am
Is this supposed to be separate from the non-ability version?
Image

Really liked the page titles and the new ordering of the upgrade section :ok_hand:
It's not.
Look:
{"shopItemId": 221, "columnNr": 9, "unitTypeName": "TECH_SWORD_LV2", "gemCost": 5, "unitTypeNames": ["TECH_MELEE_DAMAGE_ABILITY_LV2"]} ,

The shopitem is assigned to main Sword Mastery l2 tech and ability one is only unlocked by it additionally.
I have no idea why it's displaying last one unlocked.
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Re: version 1.164

Post by Stratego (dev) » Mon Dec 05, 2022 12:01 pm

new version uos already -> Endru renamed the pages a little.

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Re: version 1.164

Post by SirPat » Fri Dec 09, 2022 10:46 am

Image

Arabic Archery affects all arab units lol

This horseman got range

Edit: forgot to use BBCode lol
I am Pat :>

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Re: version 1.164

Post by SirPat » Sat Dec 10, 2022 7:27 am

Did more testing, turns out everyone was affected by every arabic tech
I am Pat :>

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Re: version 1.164

Post by Endru1241 » Sun Dec 11, 2022 3:48 pm

SirPat wrote:
Fri Dec 09, 2022 10:46 am
Image

Arabic Archery affects all arab units lol

This horseman got range

Edit: forgot to use BBCode lol
SirPat wrote:
Sat Dec 10, 2022 7:27 am
Did more testing, turns out everyone was affected by every arabic tech

Found it.
Turns out I have added one more exclusive category - "No weapons upgrade", but forgot to put NOT before.
And as it turns out - there are no units in this category, something went wrong and tech ignored whole Valid targets, instead affecting all.
Fixed in the assets.
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Re: version 1.164

Post by Stratego (dev) » Sat Dec 17, 2022 8:19 am

new christmas themed version is uos THANKS to DIESEL!
(currently some neutral things, cow, pinetrees, childs and such, later maybe the main screen background i will tr make some - or on the "logo text"? - i mean the "game name" part of main menu)

here we dont have the tc christmastized - i will try to make it. (in AOF the TC already changed)

uos already!

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Re: version 1.164

Post by Stratego (dev) » Sat Dec 17, 2022 8:13 pm

also the "Age of strategy" text is decorated a little.

uos already

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Re: version 1.164

Post by Stratego (dev) » Tue Dec 20, 2022 11:05 pm

TC christmas appearance is in - uos already

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Re: version 1.164

Post by b2198 » Fri Dec 23, 2022 12:01 am

With this update I lost the upgrade to ace light cavalry and had to rebuy it. It's really not a problem at all for me (I had almost 1500 gems lol), but just leaving it here because of the possibility that other players have also lost it or maybe some other upgrade.

Not sure what the cause could be, but one thing I noticed 2 days ago is that ace light cavalry was showing up as a "possible" research in no-upgrade games ("possible" because elite light cavalry wasn't, so you effectively couldn't research it), so that might have some link to this issue?

Btw nice christmas appearances
Green is the correct color, other colors are "less correct".

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