version 1.164
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version 1.164
version 1.163 is published (sadly with the designation of 1.162)
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Re: version 1.164
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.
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.
Re: version 1.164
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.
I feel like beduin archer should be the one not available to tc than the arabic one.
Re: version 1.164
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.
Age of Strategy design leader
Re: version 1.164
Just checking...Endru1241 wrote: ↑Sun Dec 04, 2022 9:15 pmMaybe 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.
You do know that Beduin archer have 2 turn attack?
Re: version 1.164
Thanks for noticing - I missed it.DreJaDe wrote: ↑Sun Dec 04, 2022 9:27 pmJust checking...Endru1241 wrote: ↑Sun Dec 04, 2022 9:15 pmMaybe 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.
You do know that Beduin archer have 2 turn attack?
It shouldn't have.
Fixed in the assets.
Age of Strategy design leader
Re: version 1.164
Additional defenders seem to increase the actions of megas to 4 turns while version log says that it should only be three.
Re: version 1.164
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
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".
Re: version 1.164
Yeah, that's right - I missed it.
Thanks for noticing.
Fixed in the assets.
Just like Noyan.
It's not made yet.
It's not even 100% decided yet.
According to my calculations they should all finish with very similar strenght to culture neutral on last upgrades.
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.
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.
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.
Age of Strategy design leader
Re: version 1.164
Ah, OK - sole Bastion of Faith does that.Endru1241 wrote: ↑Sun Dec 04, 2022 11:50 pmI 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.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.
Forgot Cataphract had so much armor since the start.
Age of Strategy design leader
Re: version 1.164
Fair enough.
Interesting, I'll take a better look on them later.Endru1241 wrote: ↑Sun Dec 04, 2022 11:50 pmAccording to my calculations they should all finish with very similar strenght to culture neutral on last upgrades.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.
Endru1241 wrote: ↑Sun Dec 04, 2022 11:50 pmI 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.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.
Actually... I missed the fact that they're categorized as [Middle Eastern], so the final numbers are a lot higher than that
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
Endru changed / organized the upgrades section, thanks !
the first version is UOS already! thanks!
a new "title" appears on all pages
the first version is UOS already! thanks!
a new "title" appears on all pages
Re: version 1.164
Is this supposed to be separate from the non-ability version?
Really liked the page titles and the new ordering of the upgrade section
Really liked the page titles and the new ordering of the upgrade section
Green is the correct color, other colors are "less correct".
Re: version 1.164
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.
Age of Strategy design leader
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Re: version 1.164
new version uos already -> Endru renamed the pages a little.
Re: version 1.164
I am Pat :>
I barely visit the forums, but when I do and u saw me reading your post. Expect a whole paragraph to be released about your topic. well except if I like your idea and the idea is perfect as it is, if so ill give u my support
I barely visit the forums, but when I do and u saw me reading your post. Expect a whole paragraph to be released about your topic. well except if I like your idea and the idea is perfect as it is, if so ill give u my support
Re: version 1.164
Did more testing, turns out everyone was affected by every arabic tech
I am Pat :>
I barely visit the forums, but when I do and u saw me reading your post. Expect a whole paragraph to be released about your topic. well except if I like your idea and the idea is perfect as it is, if so ill give u my support
I barely visit the forums, but when I do and u saw me reading your post. Expect a whole paragraph to be released about your topic. well except if I like your idea and the idea is perfect as it is, if so ill give u my support
Re: version 1.164
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.
Age of Strategy design leader
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Re: version 1.164
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!
(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
also the "Age of strategy" text is decorated a little.
uos already
uos already
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Re: version 1.164
TC christmas appearance is in - uos already
Re: version 1.164
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
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".