version 1.153

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.
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Stratego (dev)
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version 1.153

Post by Stratego (dev) »

version 1.152 is published
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makazuwr32
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Re: version 1.153

Post by makazuwr32 »

is dev version updated as well?
makazuwr32 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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Stratego (dev)
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Re: version 1.153

Post by Stratego (dev) »

uos 10
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Savra
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Re: version 1.153

Post by Savra »

First update of this version:

New units:
Elves:
Elf Glaive Dancer and mounts
Elf Hoplite

Humans:
Hoplite
Warfell Dualist
Warfell Hoplite
Warfell Canis Proelium

Orcs:
Armored Orc Warden
Goblin Outpost

Undeads:
Monster Skeleton Warden
Skeleton Hoplite

Dwarves:
Dwarven Hoplite
Dwarven Light Cannon
Dwarven Heavy Cannon
Dwarven Crossbow tower
Dwarven Pier
Dwarven Corral

Scaledfolks:
Lizardman Tlacotin
Kobold Pololu Hunter

New Techs:
Humans:
Warfell Crystalline Comprehension
Warfell Crystalline Perception

Orcs:
Orc Infantry upgrades

Undeads:
Phantismal bindings
Poltergeist projectiles

Dwarves:
Dwarven runes
Sacred adornments
Sacred texts
Alloy plating
Improved gunpowder
Improved mechanics
Improved Siege

Scaledfolks:
Ambush tactics
Trap Building
Spear throw
Lizardman Savagery

Also various bug fixes, rebalancing, and improvements
Eg:
-Troll shamans no longer have 100% Regen spell but was replaced with troll regen spell.

-updated healers

-updated some other effects I can't name off the top of my head at present.
Stratego (dev)
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Re: version 1.153

Post by Stratego (dev) »

thanks!

uos 10
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Savra
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Re: version 1.153

Post by Savra »

New update:

New units:
Dwarven Arbalest
Dwarven Bowslinger
Dwarven Mine


New techs:
Hastened production (1-2)

Updated and rebalanced a few more things.

This should be it, so expect this to be published soon hopefully.
Stratego (dev)
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Re: version 1.153

Post by Stratego (dev) »

also

updated because of this http://ageofstrategy.net/viewtopic.php? ... c9#p126604
you should see no change, i just want to be sure everyone try this (map generation, AI behaviour) nothing should change
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Savra
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Re: version 1.153

Post by Savra »

Perfect, now I can make the Naval tc's.
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Re: version 1.153

Post by Stratego (dev) »

we should be careful, dont do it yet.
as endru mentioned above it can turn many maps weirdly playable and tc-s would appear in weird places - like in middle of a river.

i think we need a new water tile for this and only on that special water they should spawn.

imho.
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makazuwr32
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Re: version 1.153

Post by makazuwr32 »

We need new water tcs in the first place.
makazuwr32 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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Stratego (dev)
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Re: version 1.153

Post by Stratego (dev) »

no, we can not put in.
this feature is not for water TC-s.
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makazuwr32
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Re: version 1.153

Post by makazuwr32 »

Why not?
makazuwr32 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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Stratego (dev)
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Re: version 1.153

Post by Stratego (dev) »

i already explained above and also on the modders lounge post.
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Savra
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Re: version 1.153

Post by Savra »

Stratego (dev) wrote: Sat Jul 17, 2021 5:42 pm we should be careful, dont do it yet.
as endru mentioned above it can turn many maps weirdly playable and tc-s would appear in weird places - like in middle of a river.

i think we need a new water tile for this and only on that special water they should spawn.

imho.

I think deep water might work for that special tile.
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