version 1.153
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version 1.153
version 1.152 is published
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Re: version 1.153
the new experimental elevation logic is in AOS uos 5
viewtopic.php?f=289&t=12044
viewtopic.php?f=289&t=12044
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Re: version 1.153
Dangerous core changes:
these logics no longer use modifiers but the valud trget settings only, so now the code also changed to use those:
these logics were affected:
1. techs, buffs and debuff effects that apply the changes to target unit stats (hp/armor/power/speed and so on).
2. When a tech adds an ability or weapon effect to certain units (i dont know any example lol )
3. When checking if an effect can target units (so the action icon will appear on possible targets)
4. In a buildlist (in a running game) to show proper construction times (eg. with ambidextria it shows less turns)
so please check all if they are still working. thanks!
uos 10
these logics no longer use modifiers but the valud trget settings only, so now the code also changed to use those:
these logics were affected:
1. techs, buffs and debuff effects that apply the changes to target unit stats (hp/armor/power/speed and so on).
2. When a tech adds an ability or weapon effect to certain units (i dont know any example lol )
3. When checking if an effect can target units (so the action icon will appear on possible targets)
4. In a buildlist (in a running game) to show proper construction times (eg. with ambidextria it shows less turns)
so please check all if they are still working. thanks!
uos 10
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Re: version 1.153
i found a crash, fixed uos already
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Re: version 1.153
new update uos already
i kinda ruined (hopefulyl not) all level ups and techs requirements.
i have reworked its usage and modders can set them from a new file (see moders lounge yesterday topic)
i kinda ruined (hopefulyl not) all level ups and techs requirements.
i have reworked its usage and modders can set them from a new file (see moders lounge yesterday topic)
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Re: version 1.153
Also in AOS here too the experimental on-demand-unit load version.
and as Endru fixed everything about the latest deprecated things - it should work properly in all aspects.
thanks!
daniel
and as Endru fixed everything about the latest deprecated things - it should work properly in all aspects.
thanks!
daniel
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Re: version 1.153
a fix on megabuildings countings uos 10
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Re: version 1.153
and again: a fix on megabuildings countings uos 10
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Re: version 1.153
Since the core changes AI was not occupying TC-s and builing factories - fixed (thanks to Harchie for the report)
uos already
uos already
- phoenixffyrnig
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Re: version 1.153
Is this update coming very soon? Not rushing you of course, just we are ready to launch a tournament, and I'd rather we start on a fresh Version than update part way through a competitive game
I also play an RTS game called Life
And I also like drinking beer!
And I also like drinking beer!
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Re: version 1.153
not sure when, AOS will be the last to publish with the core changes.
there will be several updates before that finishes - so i say lets go!
there will be several updates before that finishes - so i say lets go!
- makazuwr32
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Re: version 1.153
Savra found lots of bugs with new leveling system so it will take a while to fix that
AoF Dev Co-Leadermakazuwr32 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...
© by Makazuwr32™.
Re: version 1.153
You mean unit_relations.txt ?makazuwr32 wrote: ↑Mon Jan 10, 2022 7:01 am Savra found lots of bugs with new leveling system so it will take a while to fix that
Engine bugs or not properly filled file?
Age of Strategy design leader
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Re: version 1.153
the file was not properly generated as (i assume) - there were many mis-connections set, so they need manual fixes.
so no engine bugs so far (at least i have not received any)
all engine bugs i have already fixed are:
- building calculations (mega/normal)
- recognizing TC-s (many places the isoccupiablebuilding were still used, now fixed to use the specunitaction is_tc)
these are fixed already
so no engine bugs so far (at least i have not received any)
all engine bugs i have already fixed are:
- building calculations (mega/normal)
- recognizing TC-s (many places the isoccupiablebuilding were still used, now fixed to use the specunitaction is_tc)
these are fixed already
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Re: version 1.153
i found new ones
- unit cosmetics list crashing.
- in production list if u longpress unit (to see sstats) it does not show the upgrade levelr (help shows them - interesting...)
- unit cosmetics list crashing.
- in production list if u longpress unit (to see sstats) it does not show the upgrade levelr (help shows them - interesting...)
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Re: version 1.153
Good and bad news:
I have totally messed up the map loading to make it also being on-demand type (so not loading all maps campiagn, random, user, market) on startup but only on-demand.
Based on my quick tests on some of these - it works ok
but it was so hard modification i could mess up any of these features
- launching/continuing skirmish map
- launching/continuing TMX/nonTMX campaign map (TMX only in AOF exists)
mapeditor:
- making a mapdesign draft skirmish/scenario
- sending created map to dev
- pressing activate+run and testing the map (2 ways: at once right after editing, or only after kill-relaunching the app)
- deleting a draft
- deleting a map from Own maps
- trying a random(skirmish) map made with mapeditor (it is the only thing is not ready so no need testing yet)
market:
- sending new design draft to market
- accepting on market
- downloading from market
- playing a map downloaded from market (2 ways: at once after download, or only after kill-relaunching the app)
time results:
Launch: - now as all units and all maps are also on-demand, the game launch (about any game) is below 15 secs, in small games only 4-5 secs. please confirm.
what got slower about maps:
- the My maps list (now about 4-6 secs to open, depending how many u have)
- the Market maps list (now about 4-6 secs to open, depending how many u have)
all other lists and map launches should be slower but only with fractions of a second.
uos in AOS / AOF / AOW / AOMW / AOG in about 15 minutes
I have totally messed up the map loading to make it also being on-demand type (so not loading all maps campiagn, random, user, market) on startup but only on-demand.
Based on my quick tests on some of these - it works ok
but it was so hard modification i could mess up any of these features
- launching/continuing skirmish map
- launching/continuing TMX/nonTMX campaign map (TMX only in AOF exists)
mapeditor:
- making a mapdesign draft skirmish/scenario
- sending created map to dev
- pressing activate+run and testing the map (2 ways: at once right after editing, or only after kill-relaunching the app)
- deleting a draft
- deleting a map from Own maps
- trying a random(skirmish) map made with mapeditor (it is the only thing is not ready so no need testing yet)
market:
- sending new design draft to market
- accepting on market
- downloading from market
- playing a map downloaded from market (2 ways: at once after download, or only after kill-relaunching the app)
time results:
Launch: - now as all units and all maps are also on-demand, the game launch (about any game) is below 15 secs, in small games only 4-5 secs. please confirm.
what got slower about maps:
- the My maps list (now about 4-6 secs to open, depending how many u have)
- the Market maps list (now about 4-6 secs to open, depending how many u have)
all other lists and map launches should be slower but only with fractions of a second.
uos in AOS / AOF / AOW / AOMW / AOG in about 15 minutes
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Re: version 1.153
and again in all above alternatives : speedup on unit help section (unit stats sheet) - hope everything still looks as earlier
- godOfKings
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Re: version 1.153
Hi, in the version log of the new update, i noticed that in mask of oni section the image is dodges tech image, not mask of oni image, please correct this
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
Re: version 1.153
It's already corrected, but I haven't send update for some time.godOfKings wrote: ↑Mon Jan 17, 2022 7:16 am Hi, in the version log of the new update, i noticed that in mask of oni section the image is dodges tech image, not mask of oni image, please correct this
Anyway thanks for noticing.
Age of Strategy design leader
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Re: version 1.153
uos already:
- the missing user-made random maps testing possibility appearing now under the skirmish section under a new type filter: "own designs"
- the tech and unit stats are appearing faster too - i hope all data is still appearing properly (also their effects)
uos already
- the missing user-made random maps testing possibility appearing now under the skirmish section under a new type filter: "own designs"
- the tech and unit stats are appearing faster too - i hope all data is still appearing properly (also their effects)
uos already
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Re: version 1.153
Mega changes by Endru:
+ target area effects deal damage little better on mega buildings.
+ also usage of a new effect spec i posted on modders lounge.
uos already
------
New maps:in Story Of Nobunaga
New buildings:
Veche Izba - for slavic training. Herbalist and poisoned weapon techs are exclusive to it for now.
Footbridge - despite the name - it also allows cavalry crossing and lighter constructs, albeit slower. Can be built by laborers.
New units:
Samurai Cavalry - medium cavalry with two attacks.
Yari Ashigaru - cheap anti-cavalry for japanese.
Northern Axe Thrower - axe thrower specialised with dealing vs flesh and blood units. Only available in Nordic Haal and Slavic Veche Izba.
Boyar - mounted archer leader of Slavs.
Voivode - lancer leader of Slavs.
Druzhinnik - slavic heavy infantry with ranged attack.
New upgrades:
Reinforced Mantlet.
Reinforced Siege Tower.
Heavy Ballista Tower.
Elite Cannon Tower.
Elite Flailman - overall upgrade to flailman.
New techs:
Mask of Oni - Onmyoji gets buff, that places debuffing aura on selected japanese fighting unit.
Fire Catapult - Unlocks transformation to fire catapult - burning enemies in area of effect.
Advanced Wheelwrighting - wagons and packed siege gets +1 speed. Available in Advancements Center
Advanced Siege Logistics - the rest of siege machines gets +1 speed. Available in Advancements Center, requires Advanced Wheelwrighting.
Field Artillery Ballistics - All units with siege weapons like ballista, being [Artillery], but not [Catapult], neither [Cannon] get +1 range.
Advanced Ballistics - Catapult units get +1 range. Requires Field Artillery Ballistics.
Hoop-and-Stave Cannon Construction - Cannon units get +2 power and +1 range. (Additionally 1 cost tech which does the same for Cannon Shot ability) Requires Advanced Ballistics
Spyglass - Scouts get +1 sight.
Cartography - All foot and mounted units get +1 sight.
Siege rebalance:
-All ranged siege machines are getting "Movement uses action" special.
-Stand mode is being removed for Ballista and Catapult.
-Catapult HP 16->20, heav. 24->28, armors 0/3->0/6, attack 10->16, heav. 12->19, range 6->7, heav. 7->8.
-new Fire mode unlocked by "Fire Catapult" tech - weaker attack, range and area range than normal catapult, but stronger damage on area, changed bonuses (vs burnables) and leave burning effect upon attack.
-Catapult Ship attack 16->15/19->18, range 6->7/7->8.
-Catapult ships are also getting similar modes:
-Ballista HP 12->14, heav. 14->17, armors 0/3->0/4, heav. 1/4->1/5, attack 10->14, heav. 12->17, range 5->7, heav. 5->8, power range (attack area) 1->0, Miss chance 5%->0, damage bonuses vs heavy infantry +25%, vs medium infantry +15%, vs light infantry +10%, vs ships +50%->25%, vs siege ships +75%->40%, vs great ships +125%->75%, armored siege +100%->+60%.
-Ballista has new Area Attack mode, with is almost identical in stats to old stand mode, but can move. As movement only takes 1 action - it can still attack. Plus upgraded one have 6 range. Transformation needs Ballistics tech.
- Ballista ship attack 11->15, heav. 13->18, range 5->7, heav. 5->8, power range (attack area) 1->0, Miss chance 5%->0, damage bonuses vs ships +50%->25%, vs siege ships +75%->40%, vs great ships +125%->75%, armored siege +100%->+60%.
-Similarly balista ships are getting transformation to area mode:
-Ballista Tower attack 12->10, mend aff. 250%->210% (but upgrade added)
-Trebuchets damage bonuses vs mega buildings +4000%->3000%, power 6/7->7/8, range 8/8->7/8, stand mode range 10/10->9/10.
-Cannoneer power 20->18, range 8->7 (new tech brings it back)
-Turtle Machine power 14->12
-Cannon Tower attack 20->15, range 8->7 (but upgrade added)
-Cannon Ship attack 20/24/28->18/22/26, range 7/7/7->7/7/8. First upgrade now requires Elite Cannoneer and 2nd - Siege Ships Upgraded Hull
-Cannon Shot ability damage and range decreased, but new tech increases it back. Details on:
Fort - power 20->18, Galleon - power 20->18, range 7->6, Corsair Ship - power 16->15, range 7->6, Turtle Ship - power 12/15->11/13
-Hwacha range 7->6. Once again attack changed to ability (no miss, but 1 attack less on main target).
-Mantlets HP 25->22, armors 0/6->0/4, resistance 60%->40%, (but upgrade added)
-Siege tower HP 120->90, armors 2/15->0/13, Carry capacity 3->2, Mend rate 180%->135% (but upgrade added)
-Battering Rams power 5/7/9 -> 4/5/6, aoe 0->1 (with only 1% damage), bonus vs Fortifications +950%->+750%, but deal effect damage on each tile to structures - 50% of attack with changed bonuses. In effect total damage is now similar against single buildings, but stronger vs mutli-tile structures. Vs other targets is weaker.
-Petardier ability power 15->18
-Petard damage bonuses vs Fortifications +350%->+450%, vs Mega Buildings +1500%->+2000%
-Demolition Boat HP 18->24, armors 0/3->1/3.
-Demolition Shipt HP 20->32, ability power 23->26, armors 0/3->2/4
-Explode Self damage bonuses vs Structures +100%->+150%, vs Fortifications +350%->+600%, vs Mega Buildings +1000%->+2400%
-Dedicated Repair mend rate +5->0 (+1 action and cannot construct is retained).
-Burning effect damage each turn vs Mega Buildings +2200%->+1775% (92->75), vs Great Ships and Anti-Ship Ships +50%->+75% (6->7) .
Naval changes:
Trireme and Turtle Ship lines damage bonuses vs Siege Ships +200%->175%.
Navigation tech additionally grants +1 sight to ships.
Carrack and Galleon can no longer carry misc units.
Carrack carry cap 4->3, Cannon Shot ability added (14 power, 5 range).
Dromon Scout Ship can additionally carry flesh and blood scouts. Gets Scout category added and new ability - Depth Sounding (decrease in sight for ability to see naval stealth).
War Caravel can no longer carry misc, except scouts, but units are allowed to shoot from inside.
Pier can now mend with range of 1 (no construction and cannot mend itself).
Upg. Dock can now mend with range of 2 (no construction and cannot mend itself).
Scouting changes:
Scout armors 0/2->1/2, Elite 1/2->2/2.
Ground scouts can no longer see stealth naval things (currently only sea mines and reefs).
TC Roster change:
- Leaders are available, but require building specific cultural factories first: added Nordic Warlord, Celtic Chieftain, Crusade Leader.
- Removed supportive units: Bishop, Druid, Herbalist
- Removed combat units: Berserker, Gallowglass, Gaelic Fighter, Roman Aeanator, Strelet, Sipahi, Sagittarius
- Roman Sagittarius range 5->6, armors 2/1->2/2
- Sipahi HP 20->22, armors 3/0->3/1
- Gaelic Fighter armors 0/0->0/2, category changed [Light Infantry]->[Irregular Infantry]
Bonuses vs [Irregular Infantry] addition: Normal Medium Infantry (Swordsmen, Shielders, Zweihander Weilders, Aztec Swordsmen, Samurais, Armored Spearmen etc. ) and some other infantry, that uses the same bonuses (Norse Archers, Ninjas, Highlanders, Templars, Teutons etc.) were given +25% bonus damage vs [Irregular Infantry]. Exceptions are: Gallowglasses, Light Hoplites, Berserks - those, that have only hybrid, weaker sworsdmen bonuses. Axe Throwers were given +12.5% bonus instead.
[Irregular Infantry] HP Change: Amazon Blowdart users 8->10, Atl-atl throwers 13->15, Velites 10->12, Skirmishers 8/10/14->10/13/16, Guerillas 12/14/15->12/15/17, Highlanders 28->32, Maoris 12->14, Eagle Warriors 22->24.
Heavy infantry vs Ranged Mounted weaker:Damage bonuses vs [Ranged][Flesh and Blood] were removed from normal Heavy Infantry (Foot Knights, Spartan Hoplites, Nordic Warlords, Rajputs, Huskarls, Jaguar Warriors, Hastati, Legionaries etc.), Light Hoplites, Ekrdromoi. They still retain bonus vs [Light infantry], that contains most foot archers.
Change:Removed Slowing Poison and Weakening Poison from Advancements Center. It's only available in slavic Veche Izba now.
Change:Net Thrower - category [Heavy Clothed] added.
Change:Stone bridges can be built on deep water and are no longer burnable. HP 30->40 (and build time 3/2->4/3).
Change:Wooden bridges HP 15->20 (and build time 2/2->3/2).
Bugfix:Axe Knight damage bonus vs [Light Infantry] 50%->25%.
Bugfix:Elite cannoneer was healed instead of mended (unlike regular one).
Bugfix:Strelet in shooting stand had anti-mounted bonuses.
Bugfix:Reiter ability power 10->6, Elite Hungarian Hussar ability power 8->5. Both units didn't have ability power decreased, when added 4 additional damage from ability.
Bugfix:Turtle ship skins were not properly visible.
Bugfix:Great Flag was missing Unprotected Garrisoning spec.
Bugfix:Galleas and Frigate was missing bonus vs [Light Ship] category.
+ target area effects deal damage little better on mega buildings.
+ also usage of a new effect spec i posted on modders lounge.
uos already
------
New maps:in Story Of Nobunaga
New buildings:
Veche Izba - for slavic training. Herbalist and poisoned weapon techs are exclusive to it for now.
Footbridge - despite the name - it also allows cavalry crossing and lighter constructs, albeit slower. Can be built by laborers.
New units:
Samurai Cavalry - medium cavalry with two attacks.
Yari Ashigaru - cheap anti-cavalry for japanese.
Northern Axe Thrower - axe thrower specialised with dealing vs flesh and blood units. Only available in Nordic Haal and Slavic Veche Izba.
Boyar - mounted archer leader of Slavs.
Voivode - lancer leader of Slavs.
Druzhinnik - slavic heavy infantry with ranged attack.
New upgrades:
Reinforced Mantlet.
Reinforced Siege Tower.
Heavy Ballista Tower.
Elite Cannon Tower.
Elite Flailman - overall upgrade to flailman.
New techs:
Mask of Oni - Onmyoji gets buff, that places debuffing aura on selected japanese fighting unit.
Fire Catapult - Unlocks transformation to fire catapult - burning enemies in area of effect.
Advanced Wheelwrighting - wagons and packed siege gets +1 speed. Available in Advancements Center
Advanced Siege Logistics - the rest of siege machines gets +1 speed. Available in Advancements Center, requires Advanced Wheelwrighting.
Field Artillery Ballistics - All units with siege weapons like ballista, being [Artillery], but not [Catapult], neither [Cannon] get +1 range.
Advanced Ballistics - Catapult units get +1 range. Requires Field Artillery Ballistics.
Hoop-and-Stave Cannon Construction - Cannon units get +2 power and +1 range. (Additionally 1 cost tech which does the same for Cannon Shot ability) Requires Advanced Ballistics
Spyglass - Scouts get +1 sight.
Cartography - All foot and mounted units get +1 sight.
Siege rebalance:
-All ranged siege machines are getting "Movement uses action" special.
-Stand mode is being removed for Ballista and Catapult.
-Catapult HP 16->20, heav. 24->28, armors 0/3->0/6, attack 10->16, heav. 12->19, range 6->7, heav. 7->8.
-new Fire mode unlocked by "Fire Catapult" tech - weaker attack, range and area range than normal catapult, but stronger damage on area, changed bonuses (vs burnables) and leave burning effect upon attack.
-Catapult Ship attack 16->15/19->18, range 6->7/7->8.
-Catapult ships are also getting similar modes:
-Ballista HP 12->14, heav. 14->17, armors 0/3->0/4, heav. 1/4->1/5, attack 10->14, heav. 12->17, range 5->7, heav. 5->8, power range (attack area) 1->0, Miss chance 5%->0, damage bonuses vs heavy infantry +25%, vs medium infantry +15%, vs light infantry +10%, vs ships +50%->25%, vs siege ships +75%->40%, vs great ships +125%->75%, armored siege +100%->+60%.
-Ballista has new Area Attack mode, with is almost identical in stats to old stand mode, but can move. As movement only takes 1 action - it can still attack. Plus upgraded one have 6 range. Transformation needs Ballistics tech.
- Ballista ship attack 11->15, heav. 13->18, range 5->7, heav. 5->8, power range (attack area) 1->0, Miss chance 5%->0, damage bonuses vs ships +50%->25%, vs siege ships +75%->40%, vs great ships +125%->75%, armored siege +100%->+60%.
-Similarly balista ships are getting transformation to area mode:
-Ballista Tower attack 12->10, mend aff. 250%->210% (but upgrade added)
-Trebuchets damage bonuses vs mega buildings +4000%->3000%, power 6/7->7/8, range 8/8->7/8, stand mode range 10/10->9/10.
-Cannoneer power 20->18, range 8->7 (new tech brings it back)
-Turtle Machine power 14->12
-Cannon Tower attack 20->15, range 8->7 (but upgrade added)
-Cannon Ship attack 20/24/28->18/22/26, range 7/7/7->7/7/8. First upgrade now requires Elite Cannoneer and 2nd - Siege Ships Upgraded Hull
-Cannon Shot ability damage and range decreased, but new tech increases it back. Details on:
Fort - power 20->18, Galleon - power 20->18, range 7->6, Corsair Ship - power 16->15, range 7->6, Turtle Ship - power 12/15->11/13
-Hwacha range 7->6. Once again attack changed to ability (no miss, but 1 attack less on main target).
-Mantlets HP 25->22, armors 0/6->0/4, resistance 60%->40%, (but upgrade added)
-Siege tower HP 120->90, armors 2/15->0/13, Carry capacity 3->2, Mend rate 180%->135% (but upgrade added)
-Battering Rams power 5/7/9 -> 4/5/6, aoe 0->1 (with only 1% damage), bonus vs Fortifications +950%->+750%, but deal effect damage on each tile to structures - 50% of attack with changed bonuses. In effect total damage is now similar against single buildings, but stronger vs mutli-tile structures. Vs other targets is weaker.
-Petardier ability power 15->18
-Petard damage bonuses vs Fortifications +350%->+450%, vs Mega Buildings +1500%->+2000%
-Demolition Boat HP 18->24, armors 0/3->1/3.
-Demolition Shipt HP 20->32, ability power 23->26, armors 0/3->2/4
-Explode Self damage bonuses vs Structures +100%->+150%, vs Fortifications +350%->+600%, vs Mega Buildings +1000%->+2400%
-Dedicated Repair mend rate +5->0 (+1 action and cannot construct is retained).
-Burning effect damage each turn vs Mega Buildings +2200%->+1775% (92->75), vs Great Ships and Anti-Ship Ships +50%->+75% (6->7) .
Naval changes:
Trireme and Turtle Ship lines damage bonuses vs Siege Ships +200%->175%.
Navigation tech additionally grants +1 sight to ships.
Carrack and Galleon can no longer carry misc units.
Carrack carry cap 4->3, Cannon Shot ability added (14 power, 5 range).
Dromon Scout Ship can additionally carry flesh and blood scouts. Gets Scout category added and new ability - Depth Sounding (decrease in sight for ability to see naval stealth).
War Caravel can no longer carry misc, except scouts, but units are allowed to shoot from inside.
Pier can now mend with range of 1 (no construction and cannot mend itself).
Upg. Dock can now mend with range of 2 (no construction and cannot mend itself).
Scouting changes:
Scout armors 0/2->1/2, Elite 1/2->2/2.
Ground scouts can no longer see stealth naval things (currently only sea mines and reefs).
TC Roster change:
- Leaders are available, but require building specific cultural factories first: added Nordic Warlord, Celtic Chieftain, Crusade Leader.
- Removed supportive units: Bishop, Druid, Herbalist
- Removed combat units: Berserker, Gallowglass, Gaelic Fighter, Roman Aeanator, Strelet, Sipahi, Sagittarius
- Roman Sagittarius range 5->6, armors 2/1->2/2
- Sipahi HP 20->22, armors 3/0->3/1
- Gaelic Fighter armors 0/0->0/2, category changed [Light Infantry]->[Irregular Infantry]
Bonuses vs [Irregular Infantry] addition: Normal Medium Infantry (Swordsmen, Shielders, Zweihander Weilders, Aztec Swordsmen, Samurais, Armored Spearmen etc. ) and some other infantry, that uses the same bonuses (Norse Archers, Ninjas, Highlanders, Templars, Teutons etc.) were given +25% bonus damage vs [Irregular Infantry]. Exceptions are: Gallowglasses, Light Hoplites, Berserks - those, that have only hybrid, weaker sworsdmen bonuses. Axe Throwers were given +12.5% bonus instead.
[Irregular Infantry] HP Change: Amazon Blowdart users 8->10, Atl-atl throwers 13->15, Velites 10->12, Skirmishers 8/10/14->10/13/16, Guerillas 12/14/15->12/15/17, Highlanders 28->32, Maoris 12->14, Eagle Warriors 22->24.
Heavy infantry vs Ranged Mounted weaker:Damage bonuses vs [Ranged][Flesh and Blood] were removed from normal Heavy Infantry (Foot Knights, Spartan Hoplites, Nordic Warlords, Rajputs, Huskarls, Jaguar Warriors, Hastati, Legionaries etc.), Light Hoplites, Ekrdromoi. They still retain bonus vs [Light infantry], that contains most foot archers.
Change:Removed Slowing Poison and Weakening Poison from Advancements Center. It's only available in slavic Veche Izba now.
Change:Net Thrower - category [Heavy Clothed] added.
Change:Stone bridges can be built on deep water and are no longer burnable. HP 30->40 (and build time 3/2->4/3).
Change:Wooden bridges HP 15->20 (and build time 2/2->3/2).
Bugfix:Axe Knight damage bonus vs [Light Infantry] 50%->25%.
Bugfix:Elite cannoneer was healed instead of mended (unlike regular one).
Bugfix:Strelet in shooting stand had anti-mounted bonuses.
Bugfix:Reiter ability power 10->6, Elite Hungarian Hussar ability power 8->5. Both units didn't have ability power decreased, when added 4 additional damage from ability.
Bugfix:Turtle ship skins were not properly visible.
Bugfix:Great Flag was missing Unprotected Garrisoning spec.
Bugfix:Galleas and Frigate was missing bonus vs [Light Ship] category.
Re: version 1.153
@Endru1241 I think some things got switched
Also in both Ballista Ship: Area and Elite Ballista Ship: Area:
Elite Flailman doesn't show the "Upgrade from" section, so maybe it's not currently requiring the research? (I don't have enough gems in dev version to check that)
Also in both Ballista Ship: Area and Elite Ballista Ship: Area:
Elite Flailman doesn't show the "Upgrade from" section, so maybe it's not currently requiring the research? (I don't have enough gems in dev version to check that)
Green is the correct color, other colors are "less correct".
Re: version 1.153
A blunder. I mixed it. Damn you copy - paste.
Nope - that one is my lazyness.Also in both Ballista Ship: Area and Elite Ballista Ship: Area:
I only made one effect, which is linked to transformation, that has setting TO_LATEST_TYPE.
And here I forgot to press v this one time and flailman upgrading was lost in the copy-board.Elite Flailman doesn't show the "Upgrade from" section, so maybe it's not currently requiring the research? (I don't have enough gems in dev version to check that)
Thanks for noticing it.
Age of Strategy design leader
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Re: version 1.153
few updates by Endru - thanks!
uos 10
idk what changed lol
uos 10
idk what changed lol
Re: version 1.153
Fixed mentioned bugs (mix between cannon and ballista towers, as well as flailmen missing upgrade path).
Plus added line:
Change/Bugfix:Explosions (Explode Self, Set Petard) now deal damage stated in docs, instead of decreased, as if they were hit from 2 tile away. Also they deal damage to each tile in range (effective damage vs Mega Buildings is significantly higher).
The first one is earlier bugfix by stratego, later one - change by me.
Now petardier self sacrifice can even destroy basic Monastery.
Plus added line:
Change/Bugfix:Explosions (Explode Self, Set Petard) now deal damage stated in docs, instead of decreased, as if they were hit from 2 tile away. Also they deal damage to each tile in range (effective damage vs Mega Buildings is significantly higher).
The first one is earlier bugfix by stratego, later one - change by me.
Now petardier self sacrifice can even destroy basic Monastery.
Age of Strategy design leader
Re: version 1.153
Im seeing a new bug in this version. When I click on a factory and then elsewhere, the screen keep refocusing. Really annoying
Re: version 1.153
Just a minor question here in regards to forum posts: was it intentional to not have a dev version 1.154 post announcing the publish of 1.153? I usually use those to know when to update, since most of the time i keep the game open in the multiplayer game list (so the "please update" message that shows up when you press Multiplayer doesn't show up unless I manually go out of multiplayer and try to enter it again or if the game crashes).
Green is the correct color, other colors are "less correct".