version 1.152
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version 1.152
version 1.151 is published
- makazuwr32
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Re: version 1.152
Please do not forget to update dev version.
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...
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- makazuwr32
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Re: version 1.152
I can't take my turns in multiplayer because dev version is not up to date, @Stratego (dev).
Please update it.
Also i sent you 3 maps to put in:
Khebesiris Borderlands Big — new to put in if it looks natural enough to you;
Sacred Forest Huge — update of existing map, bug fixes and reducing a bit of wolf dens per each ai by addition of second ai;
Battle of Forts — update of existing map, fixes to choosable heroes, this map gives from the start all fort and insides to player.
4th map (Frostshore Plains Small) is not to put it into game yet. Just wanted to know your opinion about that specific map looks. It is still not finished.
Please update it.
Also i sent you 3 maps to put in:
Khebesiris Borderlands Big — new to put in if it looks natural enough to you;
Sacred Forest Huge — update of existing map, bug fixes and reducing a bit of wolf dens per each ai by addition of second ai;
Battle of Forts — update of existing map, fixes to choosable heroes, this map gives from the start all fort and insides to player.
4th map (Frostshore Plains Small) is not to put it into game yet. Just wanted to know your opinion about that specific map looks. It is still not finished.
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...
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Re: version 1.152
update uos 5
maps : we r emailing about them
maps : we r emailing about them
Re: version 1.152
New update I sent to you Stratego.
Update includes bug fixes and improvements:
Dark knight is now available for undeads to build.
Grave digger is available in tc now.
Updated some units stats and costs.
Fixed chilling weapon effects so they no longer do continually negative attack. Also they slow again.
Fixed cavalry bonuses so they're bonuses apply to units who have both "Land", and "Water", in they're categories.
Update includes bug fixes and improvements:
Dark knight is now available for undeads to build.
Grave digger is available in tc now.
Updated some units stats and costs.
Fixed chilling weapon effects so they no longer do continually negative attack. Also they slow again.
Fixed cavalry bonuses so they're bonuses apply to units who have both "Land", and "Water", in they're categories.
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Re: version 1.152
new update uos 10
New units/techs:
Undead Dark Knight
Balance changes:Orc, Dwarf
Fix:Bonuses of cavalry so they have the correct bonuses toward undead and other water walking, land walking units.
Fix:Chilling no longer continually reduces units attack.
New units/techs:
Undead Dark Knight
Balance changes:Orc, Dwarf
Fix:Bonuses of cavalry so they have the correct bonuses toward undead and other water walking, land walking units.
Fix:Chilling no longer continually reduces units attack.
Re: version 1.152
Maybe I'll get lucky and have scaledfolks done before we update. Lol.
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Re: version 1.152
wouldbe cool!
Re: version 1.152
Well I'm working on it as quickly as I can with what I have, they won't be out of UC yet and the most I can say is they would at least be on par with the dwarves currently.
Then I can work both of them together.
Then I can work both of them together.
Re: version 1.152
Scaledfolks are updated, waiting on testing though.
Not all scaledfolks have been put in yet cause I would have to make new effects for some of the new units or new images.
This is just to get people started.
Not all scaledfolks have been put in yet cause I would have to make new effects for some of the new units or new images.
This is just to get people started.
- makazuwr32
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Re: version 1.152
@Stratego (dev) i hope you did not miss latest emails from savra and just too busy to update dev version with latest changes.
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...
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Re: version 1.152
update uos 10
Savra please help me if there are other changes too -thanks!
New units/techs:
Undead Dark Knight
Undead Sekelton lord
Dead lord
Dwarf sergent
Balance changes:Orc, Dwarf, Scaledfolk
Fix:Bonuses of cavalry so they have the correct bonuses toward undead and other water walking, land walking units.
Fix:Chilling no longer continually reduces units attack.
Savra please help me if there are other changes too -thanks!
New units/techs:
Undead Dark Knight
Undead Sekelton lord
Dead lord
Dwarf sergent
Balance changes:Orc, Dwarf, Scaledfolk
Fix:Bonuses of cavalry so they have the correct bonuses toward undead and other water walking, land walking units.
Fix:Chilling no longer continually reduces units attack.
- makazuwr32
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Re: version 1.152
Chilling effect is still reducing unit's attack.
But it was set wrong — before it was set as poison-like permanent effect that is executed every turn and thus continiously reducing unit's attack more and more (even into negavive values) and now it is set as just regular enchantment-like debuff.
But it was set wrong — before it was set as poison-like permanent effect that is executed every turn and thus continiously reducing unit's attack more and more (even into negavive values) and now it is set as just regular enchantment-like debuff.
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 1.152
I think he meant that chilling weapon doesn't reduce targets attack by 12 per turn.
Anyway, elves also had a balance change too, I also fixed some effects as well.
Anyway, elves also had a balance change too, I also fixed some effects as well.
Re: version 1.152
Updated:
-Rebalanced some units.
-fixed tc spawn so you can now see what you're placing.
-fixed some bugs.
-added skeleton hound and animal corpse.
-added skeleton giant and corpse.
-added draco zombie plus techs.
-added skeleton drake and wyrm plus techs.
-added the remaining skeleton monsters.
-added Uruk Leader.
-Rebalanced some units.
-fixed tc spawn so you can now see what you're placing.
-fixed some bugs.
-added skeleton hound and animal corpse.
-added skeleton giant and corpse.
-added draco zombie plus techs.
-added skeleton drake and wyrm plus techs.
-added the remaining skeleton monsters.
-added Uruk Leader.
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Re: version 1.152
update uos 5
thanks to Savra!
Fix:Some bug fixes and improvements
Fix:Some additional rebalancing
Fix:NEW Scaledfolks have been updated with a new play style and look
Fix:Added New Units Dwarf Sergeant
Skeleton Lord
Skeleton Giants
Skeleton Hounds
Skeleton Drake
Skeleton Draco Zombie
Monster Harbinger
Monster Titan
Monster Werebone
Monster Hydra
Monster Mage
Monster Centaur
Monster Crusher
Monster Lancer
Summon Drake Techs
Summon Draco Zombie Techs
Uruk Captain
New units/techs:
Undead Dark Knight
Undead Sekelton lord
Dead lord
Dwarf sergent
Balance changes:Orc, Dwarf, Scaledfolk
Fix:Bonuses of cavalry so they have the correct bonuses toward undead and other water walking, land walking units.
Fix:Chilling no longer continually reduces units attack.
thanks to Savra!
Fix:Some bug fixes and improvements
Fix:Some additional rebalancing
Fix:NEW Scaledfolks have been updated with a new play style and look
Fix:Added New Units Dwarf Sergeant
Skeleton Lord
Skeleton Giants
Skeleton Hounds
Skeleton Drake
Skeleton Draco Zombie
Monster Harbinger
Monster Titan
Monster Werebone
Monster Hydra
Monster Mage
Monster Centaur
Monster Crusher
Monster Lancer
Summon Drake Techs
Summon Draco Zombie Techs
Uruk Captain
New units/techs:
Undead Dark Knight
Undead Sekelton lord
Dead lord
Dwarf sergent
Balance changes:Orc, Dwarf, Scaledfolk
Fix:Bonuses of cavalry so they have the correct bonuses toward undead and other water walking, land walking units.
Fix:Chilling no longer continually reduces units attack.
- makazuwr32
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Re: version 1.152
New skeletons to your undead army!
Skeleton dragons have lost their flying ability but got aoe ability and ranged ability. Added 3 tiers of skeleton dragons (they now require skeleton units to be raised in place of corpses) + skeleton hydra (terrifying unit with 5 actions and 5 debuffing abilities).
Yoy can now raise enemy leader units as horrifying skeleton lords and skeleton harbingers!
Enemy giants can be raised into your own skeleton giants.
In place of skeleton dragon for flying dragon now you have zombie dragon (summonable by cemetery reaper).
Orcs have got leader unit for uruks.
Orc leader and merlock leader have updated auras.
Aura ranges on them is changed to 3/4/5 tiles.
Other changes are including:
1. Precision shot techs of elves now give +1 attack to archers;
2. All mounted archers of elves have got -1 range when compared to foot variants (to compensate improved mobility and toughness);
3. Fire archers of elves and humans have got +1 range;
4. Orc/goblin/merblin throwers (excluding merblin harpoonist) have got ranges 3/4/5, troll throwers have got ranges 4/5/6, troll headhunter and troll axe thrower have now reduced attack (by -3 for headhunter and by -6 for axe thrower);
5. Dwarven throwers have got 3/4/5 ranges (+2 via techs, so they have same range as humans).
Skeleton dragons have lost their flying ability but got aoe ability and ranged ability. Added 3 tiers of skeleton dragons (they now require skeleton units to be raised in place of corpses) + skeleton hydra (terrifying unit with 5 actions and 5 debuffing abilities).
Yoy can now raise enemy leader units as horrifying skeleton lords and skeleton harbingers!
Enemy giants can be raised into your own skeleton giants.
In place of skeleton dragon for flying dragon now you have zombie dragon (summonable by cemetery reaper).
Orcs have got leader unit for uruks.
Orc leader and merlock leader have updated auras.
Aura ranges on them is changed to 3/4/5 tiles.
Other changes are including:
1. Precision shot techs of elves now give +1 attack to archers;
2. All mounted archers of elves have got -1 range when compared to foot variants (to compensate improved mobility and toughness);
3. Fire archers of elves and humans have got +1 range;
4. Orc/goblin/merblin throwers (excluding merblin harpoonist) have got ranges 3/4/5, troll throwers have got ranges 4/5/6, troll headhunter and troll axe thrower have now reduced attack (by -3 for headhunter and by -6 for axe thrower);
5. Dwarven throwers have got 3/4/5 ranges (+2 via techs, so they have same range as humans).
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™.
- makazuwr32
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Re: version 1.152
3 major notable bugs in latest dev version:
1. Merlock leader tier 2 aura that gives bonus to giants must give +4 attack in place of current +2 that is kept same as tier 1.
2. Merlock leader tier 3 aura for all units gives bonus +9 attack in place of +3.
3. Monster Hydra:
3.1. It must not have 100% ability chance on unit — reduce this to 0;
3.2. All its abilities require 70% chance to apply in place of 100% and 1 turn cooldown (each gaze ability must be usable only once per turn). They already ignore spell resist as planned so this must be kept.
These 3 bugs must be fixed prior publishing dev version.
Other changes planned for scalefolks will be kept for next version.
1. Merlock leader tier 2 aura that gives bonus to giants must give +4 attack in place of current +2 that is kept same as tier 1.
2. Merlock leader tier 3 aura for all units gives bonus +9 attack in place of +3.
3. Monster Hydra:
3.1. It must not have 100% ability chance on unit — reduce this to 0;
3.2. All its abilities require 70% chance to apply in place of 100% and 1 turn cooldown (each gaze ability must be usable only once per turn). They already ignore spell resist as planned so this must be kept.
These 3 bugs must be fixed prior publishing dev version.
Other changes planned for scalefolks will be kept for next version.
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™.
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Re: version 1.152
I spent last few days in speeding up the game load time, but the drawback is i might have ruined very basic things that need testing
I chose AOF to measure as that project has the most units (1700 files under units folder)
speedup:
- i wanted to solve that i do not load all unit jsons in game loadup - but i failed - i still need to load all.
- however i made things to do later - after startup (processing json defined unit_strings to unit_ID-s, resolving unit template references and such), so i modified
1. All (almost) unitlist based property handling to be "on-demand" type processed, these:
trnEquivalents
trnBestAgainstMeWater
trnBestAgainstMeGround
trnDetectedStealthUnits
trnCanNotCarryMe
trnCanCarryThese
trnCanNotCarryThese
2. some other non unitlist based ones:
trnBonuslist
trnWalkTerrain
3. I speeded up the processing of the template handling
4. I removed the sprite cache loading on startup, so now all images loaded on use and dropped after use (u can see slower Upgrades list, or Any Unit list to appear because of runtime image loading)
I measured on my phone:
("Without unit CACHE" - this is an earlier speedup i made when i do not read and parse jsons, but all jsons are converted to in-code scripts before build)
Before:
WithoutUnitCache: 1m 30sec
After:
WithoutUnitCache: 0m 52sec
WithUnitCache: 36sec (i have not mesured "before" value)
(remark: if u turn on modding no cache is used and all files are loaded from json files not from cache - so u will see the slower launch time)
still too much, but i could not solve the things i wanted (loading no units on startup...)
uos 5
Please test as much as you can... and tell me if i messed up something
I chose AOF to measure as that project has the most units (1700 files under units folder)
speedup:
- i wanted to solve that i do not load all unit jsons in game loadup - but i failed - i still need to load all.
- however i made things to do later - after startup (processing json defined unit_strings to unit_ID-s, resolving unit template references and such), so i modified
1. All (almost) unitlist based property handling to be "on-demand" type processed, these:
trnEquivalents
trnBestAgainstMeWater
trnBestAgainstMeGround
trnDetectedStealthUnits
trnCanNotCarryMe
trnCanCarryThese
trnCanNotCarryThese
2. some other non unitlist based ones:
trnBonuslist
trnWalkTerrain
3. I speeded up the processing of the template handling
4. I removed the sprite cache loading on startup, so now all images loaded on use and dropped after use (u can see slower Upgrades list, or Any Unit list to appear because of runtime image loading)
I measured on my phone:
("Without unit CACHE" - this is an earlier speedup i made when i do not read and parse jsons, but all jsons are converted to in-code scripts before build)
Before:
WithoutUnitCache: 1m 30sec
After:
WithoutUnitCache: 0m 52sec
WithUnitCache: 36sec (i have not mesured "before" value)
(remark: if u turn on modding no cache is used and all files are loaded from json files not from cache - so u will see the slower launch time)
still too much, but i could not solve the things i wanted (loading no units on startup...)
uos 5
Please test as much as you can... and tell me if i messed up something
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Re: version 1.152
an update from Savra is uos already.
(a non cached - lil slower - version as ususal)
(a non cached - lil slower - version as ususal)
Re: version 1.152
New units:
-Dwarf Valkyrie
-Ram Cleric
-Ram Valkyrie
-Boar Crossbowman
-Dwarf Valkyrie
-Ram Cleric
-Ram Valkyrie
-Boar Crossbowman
- makazuwr32
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- Location: Moscow, Russia
Re: version 1.152
These are fixed.makazuwr32 wrote: ↑Mon May 24, 2021 2:06 pm 3 major notable bugs in latest dev version:
1. Merlock leader tier 2 aura that gives bonus to giants must give +4 attack in place of current +2 that is kept same as tier 1.
2. Merlock leader tier 3 aura for all units gives bonus +9 attack in place of +3.
3. Monster Hydra...
These 3 bugs must be fixed prior publishing dev version.
Other changes planned for scalefolks will be kept for next version.
New version is loading for me fast enough — less than 50 seconds (50 sec is a timer of turning off the screen on my phone).Stratego (dev) wrote: ↑Tue May 25, 2021 5:31 pm
uos 5
Please test as much as you can... and tell me if i messed up something
What else is needed to test in this version, @Stratego (dev)?
If nothing than it can be published i think.
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...
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Re: version 1.152
all thinkgs i wrote above can work wrong if i made a mistake (bonuses, can carry rules, everything i listed) also images appearance or missing of images, or crashes.
in any game format in any unit appearance (skin/upgrade section/help section/in-game unit stats section and so on)
in any game format in any unit appearance (skin/upgrade section/help section/in-game unit stats section and so on)
- makazuwr32
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- Location: Moscow, Russia
Re: version 1.152
I see.
From my side than:
Images for literally all units are showing correctly;
Stats sheet for all checked units are showing fine;
Techs in all games i have are showing well;
Upgrades are working normally.
Bonuses in theory are fine on units. Checked most units and they are same as planned. Alas if this is about how bonuses are applied when hit enemy that i can't say much. Tested only on too few samples.
WalkTerrain seems to be working fine on most of units. Alas could miss some things so better double check that by someone else.
Carriers i did not check yet, will check a bit later.
From my side than:
Images for literally all units are showing correctly;
Stats sheet for all checked units are showing fine;
Techs in all games i have are showing well;
Upgrades are working normally.
Bonuses in theory are fine on units. Checked most units and they are same as planned. Alas if this is about how bonuses are applied when hit enemy that i can't say much. Tested only on too few samples.
WalkTerrain seems to be working fine on most of units. Alas could miss some things so better double check that by someone else.
Carriers i did not check yet, will check a bit later.
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™.
- makazuwr32
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- Location: Moscow, Russia
Re: version 1.152
Checked in few campain maps with decent amount of units — bonuses there are working as intended.
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™.
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Re: version 1.152
awesome you are! thanks!
- makazuwr32
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Re: version 1.152
Carriers it seems are working as before.
What else is left to check?
What else is left to check?
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™.
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Re: version 1.152
awseome!
i listed all changed lists in the post above.
i listed all changed lists in the post above.
- makazuwr32
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Re: version 1.152
Stealth detected i suppose is left to check?
Equivalents, best against be are used for ai i suppose so can't check (just do not have any idea how to do that) that and confirm anything.
Everything else from
Equivalents, best against be are used for ai i suppose so can't check (just do not have any idea how to do that) that and confirm anything.
Everything else from
i think i have checked.
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™.
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Re: version 1.152
bestagainstme: in a random maps if u train cavalry you should see AI train pikemen and all such units set as bestagainstme on cavalry. and so on of other units.
equivalents: these are techs that the same in nations but different name - if u steal that texh from enemy you will get he "equivalent tech of your race.
eg in AOF:
TECH_SCALEDFOLK_FIERCE_HUNTERS_1 equivalents:
"trnEquivalents":{"unitTypes":["TECH_HUMAN_WEAPONS_RANGED_1", "TECH_DWARF_WEAPONS_RANGED_1"]}
TECH_DWARF_SHIELDS_1equivalents:
"trnEquivalents":{"unitTypes":["TECH_HUMAN_SHIELDS_1", "TECH_ELF_SHIELDS_1"]}
and so on - ther are many many in AOF.
equivalents: these are techs that the same in nations but different name - if u steal that texh from enemy you will get he "equivalent tech of your race.
eg in AOF:
TECH_SCALEDFOLK_FIERCE_HUNTERS_1 equivalents:
"trnEquivalents":{"unitTypes":["TECH_HUMAN_WEAPONS_RANGED_1", "TECH_DWARF_WEAPONS_RANGED_1"]}
TECH_DWARF_SHIELDS_1equivalents:
"trnEquivalents":{"unitTypes":["TECH_HUMAN_SHIELDS_1", "TECH_ELF_SHIELDS_1"]}
and so on - ther are many many in AOF.