version 1.124

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.
Post Reply
Stratego (dev)
Site Admin
Posts: 15741
Joined: Fri Apr 25, 2014 9:28 pm

version 1.124

Post by Stratego (dev) »

version 1.123 is published long ago

Look what Endru made for us!:
uos already

Change:From now you can build 1.25x more factories than TC-s you have(but min 1 factory), so eg. 12 factories if you have 10 TC-s
Change:From now you can only build half many Mega buildings (eg.Castles) - but min 1, so eg: 5 Castles if you have 10 TCs
Fix:Healer fixes: priory, monastery, monk and cathedral
Siege Rebalance aka Packed Sieges: Catapult power 16->10, range 7->6, armor 0/6->0/3 (upgraded - power 19->12, range 8->7), cannot go into carriers, including buildings, can be transformed into: Catapult Stand: , which has catapult original stats, but 0 movement. Packed Catapult: , which has 4 movement, lower armor, can go into buildings, water transports, but has no attack. Ballista action 2->1, speed 1->2, armor 0/4->0/3 (upgraded action 2->1, armor 1/5 ->1/4), can go into transports and can be transformed into: Ballista Stand: to have 2 actions and increased p.armor(to original value), but no movement. Siege Ballista: special researchable form, which shoots stones, like real roman ballistae often did. Similar to catapult, but has 6 range and much lower power. Has to be researched in siege workshop. Trebuchet speed 1->0. Cannot go into any transports/buildings, but can be transformed into: Packed Trebuchet: which has 4 movement, lower armor, can go into buildings, water transports, but has no attack. Ram speed set to 2 on all upgrades. Cannot go into any transports/buildings, but can be transformed into: Unburdened Ram: which has 4 movement, can go into buildings, water transports, but has bonuses lowered by 25%, hp almost by two thirds, much lower armor and cannot tranport units. Siege Tower once again cannot be transported, but can be transformed into: Packed Siege Tower: which has 4 movement, can go into buildings, water transports, but has hp lowered almost by two thirds, much lower armor and cannot tranport units. Hwacha and Cannoneer cannot go into buildings, unless transformed into unlighted state in which they don't attack. Mantlet speed 1->2, can be carried.
Sight Rebalance - most units/structures has changed sight values according to rules: 2 sight - walls, palisades
3 sight - regular buildings, limited sight units (battering ram, transports)
4 sight - regular army melee units , low siege machines(catapult, ballista etc.)
5 sight - regular cavalry units, chariots, foot ranged units, cannoneer, siege ships
6 sight - foot light quasi-scouting units, mounted archers, high siege machines (siege tower, trebuchet) , attack ships, ramming ships, low or unique terrain towers
7 sight - foot scouts, light cavalry, scouting ships, battleships, regular towers (including cannon tower)
8 sight - castles, forts, fortresses, watch towers, flying units
New units:
Hospitaller Halberdier - heavy infantry anti-mounted unit with healing.
Elite Hospitaller Halberdier - More hp, more armor, more power, more heal.
Inquisitor - unique unit, the ultimate converter, great debuffer, someone to fear.
New techs:
Roman missile tactics - centurion gets additional aura affecting ranged units, that increases range of attack +1.
Prayer - gives unarmed religious healers +1/1 armor to simulate enemies being not very eager to attack.
Chants - give monks ability to buff healers and converters.
Other unit changes:
Templar hp 30->24, armor 2/2->4/3.
Elite Templar hp 38->29, armor 3/3->6/4.
Yabusame and Mongolian Archer are affected by Archery lvl2 and both Archer Armor techs.
User avatar
StormSaint373
Posts: 1801
Joined: Mon Nov 27, 2017 5:35 pm
Location: USA, East Ohio

Re: version 1.124

Post by StormSaint373 »

Hospitaller halberdier has incorrext imgs... The accepted imgs were exibited later in topic.

Also, i am unable to find him in map editer.

@Endru thought you said the templars werent gonna lose hp. They lost almost 10... Now they are almost as weak as teutons...
Beware the calm before the Tempest. . .
User avatar
Endru1241
Posts: 2717
Joined: Fri Sep 11, 2015 8:43 am
Location: Poland

Re: version 1.124

Post by Endru1241 »

I'll look for the images. There is a need for update anyway, as hosp. halberdiers are not put on the buildlist by accident.
Templar had hightest hp pool among foot units, but inadequate armor for heavy infantry, so after careful consideration I decided upon such changes.
Also - the upgraded one is pretty solid.
Maybe basic one could have +1 or +2 hp, but normally he should be facing swordsmen, light cavalry, knights, foot knights, archers - to be fighting against upgraded units, he should be upgraded too. In that conditions - he should perform roughly the same ( weaker against units, that should be the counter for him, but better against others).
Age of Strategy design leader
User avatar
StormSaint373
Posts: 1801
Joined: Mon Nov 27, 2017 5:35 pm
Location: USA, East Ohio

Re: version 1.124

Post by StormSaint373 »

Right. . . but their are 3 tiers for basic units.

The holy units have only 2 tiers. And not only that, but also... Unit per unit, templars and hospitallers cost 1.5x to 2.5x as much as their normal counterparts.
Beware the calm before the Tempest. . .
User avatar
Endru1241
Posts: 2717
Joined: Fri Sep 11, 2015 8:43 am
Location: Poland

Re: version 1.124

Post by Endru1241 »

The upgraded templar is balanced somewhere between 2nd and 3rd unit in line, but closer to 3rd.
How are they 2.5x costier?
Templar is foot knight with heal and +25% cost.
Mounted templar - +50%.
Hospitaller doesn't have direct equivalent, but it is close to mounted crossbowman, if he were on foot, ergo costing 4, so once again +25%.
Hospitaller halberdier would mimic fighting cababilites of heavy anti-mounted unit, but none exist. If it would - it'll probably cost 4.

The only thing out of place is mounted templar cost, but it wasn't me who set it.
Maybe that one should be changed (maybe along with teutons tweaking).
Age of Strategy design leader
User avatar
StormSaint373
Posts: 1801
Joined: Mon Nov 27, 2017 5:35 pm
Location: USA, East Ohio

Re: version 1.124

Post by StormSaint373 »

Templar is weaker than foot knight by 4 hp and bonuses vs ligjt and medium inf...

Cost 5 and yet has almost the same stats as for 3 teuton. (Except gives up convert 4 heal and gives up 2 att for 2 hp.)
Beware the calm before the Tempest. . .
User avatar
Endru1241
Posts: 2717
Joined: Fri Sep 11, 2015 8:43 am
Location: Poland

Re: version 1.124

Post by Endru1241 »

No.
Templar has 24->29 hp, 4/3->6/4 armor, 10->12 power, 7->10 heal and full swordsmen bonuses vs buildings + knightly bonus vs archers.
Foot knight has 22->27->31 hp, 4/3->5/3->6/4 armor.
Teuton has 22hp, 3/2 armor, 12 power, no heal, ability to convert, but also has more restrictions to reqruitment place and no upgrade. Teuton also lacks bonus vs archers.
Where is said 4hp?
Please don't give false statements.
It's also not a topic for unit balance disscussion.
Age of Strategy design leader
Stratego (dev)
Site Admin
Posts: 15741
Joined: Fri Apr 25, 2014 9:28 pm

Re: version 1.124

Post by Stratego (dev) »

in AOS/AOF/AOW these mayor core fixes are in - meaning i possibl ruied existing logics :(
- healers ise their heal ability automatically
- in general all spells are used better even by AI and even by auto-action of player units on ending turn
- also castle is firing arriws by AI

all these changes could have ruined ability based things usd autmatically (by AI or on end turn automatics)

please test if you can -thanks!
Post Reply

Return to “DEVELOPER version changes”