version 1.161
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version 1.161
version 1.160 is published
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Re: version 1.161
update with 2 new wallpaper and fixes about corpses
uios alredy.
uios alredy.
Re: version 1.161
New update:
Added:
Undead:
Techs:
Dismemberment
Units:
Skeleton denezin
Monster denezin
Dwarves:
Techs:
Missiles
Air bombs
Shrapnel rounds
Explosive rounds
Grapeshot rounds
Improved engines
Spying Glasses
Units:
Gyrocoptor
Helicopter
Added:
Undead:
Techs:
Dismemberment
Units:
Skeleton denezin
Monster denezin
Dwarves:
Techs:
Missiles
Air bombs
Shrapnel rounds
Explosive rounds
Grapeshot rounds
Improved engines
Spying Glasses
Units:
Gyrocoptor
Helicopter
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Re: version 1.161
uos 10
- makazuwr32
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Re: version 1.161
Checked everything.
There are required some bug fixing nad it is ready to go.
There are required some bug fixing nad it is ready to go.
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 1.161
new update uos 5
New scenario map:2 Wallpapers/map load images
Fixes:Corpse fixes
New units/techs: Dwarves:
Dwarven Gyrocoptor Dwarven Helicopter Shrapnel Rounds Explosive Rounds Grapeshot Rounds Spying Glasses Missiles Air Bombs Improved engines Undead:
Skeleton Denezin Monster Skeleton Denezin Dismemberment
Changes:Many effects changed from draggable stlye to direct targeting eg. Whirling chain and anchor, Whirlwind, bone whirl, detonate barrel, yellow crystal, cataclysm, goblin grenade, mortar flare, earthquake rune, wheel blades, suicide bomb
New scenario map:2 Wallpapers/map load images
Fixes:Corpse fixes
New units/techs: Dwarves:
Dwarven Gyrocoptor Dwarven Helicopter Shrapnel Rounds Explosive Rounds Grapeshot Rounds Spying Glasses Missiles Air Bombs Improved engines Undead:
Skeleton Denezin Monster Skeleton Denezin Dismemberment
Changes:Many effects changed from draggable stlye to direct targeting eg. Whirling chain and anchor, Whirlwind, bone whirl, detonate barrel, yellow crystal, cataclysm, goblin grenade, mortar flare, earthquake rune, wheel blades, suicide bomb
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Re: version 1.161
the lancer fix is uos 5
please try.
please try.
- Puss_in_Boots
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Re: version 1.161
What was the fix? I don't think it worked.
Lancers still counter with bonus.
I tested in map editor.
Lancers still counter with bonus.
I tested in map editor.
OLÉ
Re: version 1.161
I checked and human lancers don't use bonuses on counter vs human knights.Puss_in_Boots wrote: ↑Sat Dec 04, 2021 4:53 pm What was the fix? I don't think it worked.
Lancers still counter with bonus.
I tested in map editor.
What unit did you use for tests?
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- Puss_in_Boots
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- Puss_in_Boots
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Re: version 1.161
Wait this is the AoF dev version!
I tested golden raptor and monitor lancer with human knights.
They did more than half of their base damage after I reinstalled dev version yesterday.
I tested golden raptor and monitor lancer with human knights.
They did more than half of their base damage after I reinstalled dev version yesterday.
OLÉ
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Re: version 1.161
new update uos already.
changes so far:
Fixes:Corpse fixes
New units/techs: Dwarves:
Dwarven Gyrocoptor Dwarven Helicopter Shrapnel Rounds Explosive Rounds Grapeshot Rounds Spying Glasses Missiles Air Bombs Improved engines Undead:
Skeleton Denezin Monster Skeleton Denezin Dismemberment
Changes:Many effects changed from draggable stlye to direct targeting eg. Whirling chain and anchor, Whirlwind, bone whirl, detonate barrel, yellow crystal, cataclysm, goblin grenade, mortar flare, earthquake rune, wheel blades, suicide bomb
Changes:Fel bolt, now it should only occupy 1 tile rather than several.
Changes:Most Lancer units have no bonus on counterattacking
Changes:Masonly gives 15% construction bonuses, nothing else. Massive walls give +10 armor and +30 p armor and nothihng else
Changes:Flesh golem: vanish 3->5, casting range 1, requires 2 corpses to summon, cooldown 3
Changes:All drake, dragon, wyrm, hydra summons have casting range 1
Changes:Troll shaman lv 1 can summon grake, lv2 drake+dragon, lv3 drake+dragon+wyrm
changes so far:
Fixes:Corpse fixes
New units/techs: Dwarves:
Dwarven Gyrocoptor Dwarven Helicopter Shrapnel Rounds Explosive Rounds Grapeshot Rounds Spying Glasses Missiles Air Bombs Improved engines Undead:
Skeleton Denezin Monster Skeleton Denezin Dismemberment
Changes:Many effects changed from draggable stlye to direct targeting eg. Whirling chain and anchor, Whirlwind, bone whirl, detonate barrel, yellow crystal, cataclysm, goblin grenade, mortar flare, earthquake rune, wheel blades, suicide bomb
Changes:Fel bolt, now it should only occupy 1 tile rather than several.
Changes:Most Lancer units have no bonus on counterattacking
Changes:Masonly gives 15% construction bonuses, nothing else. Massive walls give +10 armor and +30 p armor and nothihng else
Changes:Flesh golem: vanish 3->5, casting range 1, requires 2 corpses to summon, cooldown 3
Changes:All drake, dragon, wyrm, hydra summons have casting range 1
Changes:Troll shaman lv 1 can summon grake, lv2 drake+dragon, lv3 drake+dragon+wyrm
- makazuwr32
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Re: version 1.161
Mostly fine but few problems regarding bonuses:
1. Lancers with offencive bonuses setting deal still full damage on counter (without bonus but just base value full) instead of halved.
For example defender lancer deals full 65 attack damage (reduced by p. armor) to enemy attacking cavalry in place of halved one. I think in aos units deal just generic halved non-bonus damage in such case.
2. When 2 units with bonus to each other (anti-foot cavalry and anti-cav melee for example) defender still deals damage without bonuses — can we remove this trait when bonuses of attacker disable bonuses on defender?
1. Lancers with offencive bonuses setting deal still full damage on counter (without bonus but just base value full) instead of halved.
For example defender lancer deals full 65 attack damage (reduced by p. armor) to enemy attacking cavalry in place of halved one. I think in aos units deal just generic halved non-bonus damage in such case.
2. When 2 units with bonus to each other (anti-foot cavalry and anti-cav melee for example) defender still deals damage without bonuses — can we remove this trait when bonuses of attacker disable bonuses on defender?
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 1.161
1. I dont understand, spec obly says with no bonus
2. I dont understand, please give example.
2. I dont understand, please give example.
Re: version 1.161
I think what he's referring to is the way units would counter attack normally, eg human warrior vs human warrior, one deals full damage on attack to the other minus armour, the other does halved damage back minus armour.
Basically:
Attacker: |Defender:
-------------------------|-------------------------
Atk:24-1 | Atk:12-1
Basically:
Attacker: |Defender:
-------------------------|-------------------------
Atk:24-1 | Atk:12-1
Re: version 1.161
Yeah - a little weird to see me here out of nowhere, when I rarely even look at AoF forum.Puss_in_Boots wrote: ↑Mon Dec 06, 2021 1:40 am Wait this is the AoF dev version!
I tested golden raptor and monitor lancer with human knights.
They did more than half of their base damage after I reinstalled dev version yesterday.
I saw full damage too, but just as stratego wrote - spec only says "no bonuses" and that was working.
makazuwr32 wrote: ↑Mon Dec 06, 2021 10:26 am Mostly fine but few problems regarding bonuses:
1. Lancers with offencive bonuses setting deal still full damage on counter (without bonus but just base value full) instead of halved.
For example defender lancer deals full 65 attack damage (reduced by p. armor) to enemy attacking cavalry in place of halved one. I think in aos units deal just generic halved non-bonus damage in such case.
2. When 2 units with bonus to each other (anti-foot cavalry and anti-cav melee for example) defender still deals damage without bonuses — can we remove this trait when bonuses of attacker disable bonuses on defender?
As both of you explained so precisely - I assume you are in opinion, that ATTACK_COUNTER_NO_BONUS should make those damage halved, just as if defender unit didn't have any bonus?Savra wrote: ↑Mon Dec 06, 2021 3:53 pm I think what he's referring to is the way units would counter attack normally, eg human warrior vs human warrior, one deals full damage on attack to the other minus armour, the other does halved damage back minus armour.
Basically:
Attacker: |Defender:
-------------------------|-------------------------
Atk:24-1 | Atk:12-1
So following logically on that - ATTACK_NO_COUNTER_BONUS_AGAINST_ME on attacker should also make 50% damage on counter as if defender unit didn't have any bonus ?
Or just removing IS_BONUS_NEGLECTS_EACH_OTHER for AoF and make it calculate damage in exactly the same way as in AoS?
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Re: version 1.161
Not sure but as for me if defender bonuses are offencive only than on founter it must deal normally halved base damage only.
2. In aos attacker and defender bonuses are not normally nullified when both units have them against each other.
I want to implement same trait for aof.
Also one extra point i forgot.
3. Right now all units deal full damage on counter if bonus. Can we remove that as default?
2. In aos attacker and defender bonuses are not normally nullified when both units have them against each other.
I want to implement same trait for aof.
Also one extra point i forgot.
3. Right now all units deal full damage on counter if bonus. Can we remove that as default?
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 1.161
this shold remain as it isAlso one extra point i forgot.
3. Right now all units deal full damage on counter if bonus. Can we remove that as default?
Re: version 1.161
Currently AoF has IS_BONUS_NEGLECTS_EACH_OTHER=true (unlike AoS were it's false).makazuwr32 wrote: ↑Mon Dec 06, 2021 6:22 pm Not sure but as for me if defender bonuses are offencive only than on founter it must deal normally halved base damage only.
2. In aos attacker and defender bonuses are not normally nullified when both units have them against each other.
I want to implement same trait for aof.
Also one extra point i forgot.
3. Right now all units deal full damage on counter if bonus. Can we remove that as default?
This is the "old way" of counter damage that exactly makes:
- all units behave like they would have ATTACK_COUNTER_NO_BONUS_VS_BONUS spec - defender unit doesn't deal any bonus damage if attacker has bonus damage against it
- all units behave similarly as if they'd have ATTACK_FULL_COUNTER_IF_BONUS - counter damage is 100% instead of 50% when defender has bonus (except in IS_BONUS_NEGLECTS_EACH_OTHER it's nullified if attacker also has bonus)
Those two specs were actually introduced to replace old way for some units in some situations.
To change those two both at once - IS_BONUS_NEGLECTS_EACH_OTHER=false needs to be set.
It can be made from assets by adding in initialization.json under defBools:
{"key":"IS_BONUS_NEGLECTS_EACH_OTHER", "val":false}
And additionally ATTACK_COUNTER_NO_BONUS doesn't work as some may have expected, because defender unit with this spec still deals 100% damage on counter (only with no damage bonuses), which only happens in IS_BONUS_NEGLECTS_EACH_OTHER=true part of calculations.
This one is still up to be changed probably.
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Re: version 1.161
Hm. Need to double check some things.Endru1241 wrote: ↑Mon Dec 06, 2021 7:02 pmCurrently AoF has IS_BONUS_NEGLECTS_EACH_OTHER=true (unlike AoS were it's false).makazuwr32 wrote: ↑Mon Dec 06, 2021 6:22 pm Not sure but as for me if defender bonuses are offencive only than on founter it must deal normally halved base damage only.
2. In aos attacker and defender bonuses are not normally nullified when both units have them against each other.
I want to implement same trait for aof.
Also one extra point i forgot.
3. Right now all units deal full damage on counter if bonus. Can we remove that as default?
This is the "old way" of counter damage that exactly makes:
- all units behave like they would have ATTACK_COUNTER_NO_BONUS_VS_BONUS spec - defender unit doesn't deal any bonus damage if attacker has bonus damage against it
- all units behave similarly as if they'd have ATTACK_FULL_COUNTER_IF_BONUS - counter damage is 100% instead of 50% when defender has bonus (except in IS_BONUS_NEGLECTS_EACH_OTHER it's nullified if attacker also has bonus)
Those two specs were actually introduced to replace old way for some units in some situations.
To change those two both at once - IS_BONUS_NEGLECTS_EACH_OTHER=false needs to be set.
It can be made from assets by adding in initialization.json under defBools:
{"key":"IS_BONUS_NEGLECTS_EACH_OTHER", "val":false}
And additionally ATTACK_COUNTER_NO_BONUS doesn't work as some may have expected, because defender unit with this spec still deals 100% damage on counter (only with no damage bonuses), which only happens in IS_BONUS_NEGLECTS_EACH_OTHER=true part of calculations.
This one is still up to be changed probably.
We indeed disabled IS_BONUS_NEGLECTS_EACH_OTHER on initialization though according to stratego.
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 1.161
not at all, or was not intentional in AOF.We indeed disabled IS_BONUS_NEGLECTS_EACH_OTHER on initialization though according to stratego
have i accidentally?
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Re: version 1.161
Excuse me:
1. I read that casting range for summoning is limited to one, however some unit rites - as I know little - need more that 5 corpses, Uds Hydra and Dragon need 5 corpse (please reconfirm as I might be wrong). If casting range is decreased to one (means only 4 corpses in surrounding sacrificeable), then how about rites that need 5 or more corpses?
1. I read that casting range for summoning is limited to one, however some unit rites - as I know little - need more that 5 corpses, Uds Hydra and Dragon need 5 corpse (please reconfirm as I might be wrong). If casting range is decreased to one (means only 4 corpses in surrounding sacrificeable), then how about rites that need 5 or more corpses?
There shall be times... when people across the world shall live in peace and harmony through their various diversities. I shall wait for it, even though it costs my life...
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Re: version 1.161
updated lancer logic uos already.
and now the IS_BONUS_NEGLECTS_EACH_OTHER flag is turned on for sure in AOF
and a few savra fixes
and now the IS_BONUS_NEGLECTS_EACH_OTHER flag is turned on for sure in AOF
and a few savra fixes
Re: version 1.161
Cost doesn't effect casting range, the cost range increases if there are more units than tiles adjacent.Aral_Yaren wrote: ↑Mon Dec 06, 2021 9:06 pm Excuse me:
1. I read that casting range for summoning is limited to one, however some unit rites - as I know little - need more that 5 corpses, Uds Hydra and Dragon need 5 corpse (please reconfirm as I might be wrong). If casting range is decreased to one (means only 4 corpses in surrounding sacrificeable), then how about rites that need 5 or more corpses?
- Puss_in_Boots
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Re: version 1.161
Sacrificial range is:
(x-1,y-1), (x,y-1), (x+1,y-1)
(x-1,y), (x,y), (x+1, y)
(x-1,y+1),(x,y+1),(x+1,y+1)
x,y being the tile the unit is on.
I've never been able to sacrifice units outside of that range.
Let's say if a corpse is diagonally 1 tile away I can use consume corpse, but if it is 2 tiles away up,right,left, or down I cannot consume that corpse.
(x-1,y-1), (x,y-1), (x+1,y-1)
(x-1,y), (x,y), (x+1, y)
(x-1,y+1),(x,y+1),(x+1,y+1)
x,y being the tile the unit is on.
I've never been able to sacrifice units outside of that range.
Let's say if a corpse is diagonally 1 tile away I can use consume corpse, but if it is 2 tiles away up,right,left, or down I cannot consume that corpse.
OLÉ
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Re: version 1.161
Uhm why?Stratego (dev) wrote: ↑Mon Dec 06, 2021 11:21 pm updated lancer logic uos already.
and now the IS_BONUS_NEGLECTS_EACH_OTHER flag is turned on for sure in AOF
and a few savra fixes
I thought we must turn it off instead of on so counter_no_bonus spec action works properly..
this one.
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 1.161
???makazuwr32 wrote: ↑Tue Dec 07, 2021 3:22 amUhm why?Stratego (dev) wrote: ↑Mon Dec 06, 2021 11:21 pm updated lancer logic uos already.
and now the IS_BONUS_NEGLECTS_EACH_OTHER flag is turned on for sure in AOF
and a few savra fixes
I thought we must turn it off instead of on so counter_no_bonus spec action works properly..
this one.
counter_no_bonus now works in both states of IS_BONUS_NEGLECTS_EACH_OTHER
in AOF IS_BONUS_NEGLECTS_EACH_OTHER = true
in all other variants IS_BONUS_NEGLECTS_EACH_OTHER = false;
- makazuwr32
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Re: version 1.161
Oh thta part is fixed.
Good.
Alas i think it would be better to set as false that parameter — IS_BONUS_NEGLECTS_EACH_OTHER — later, after some tests.
Good.
Alas i think it would be better to set as false that parameter — IS_BONUS_NEGLECTS_EACH_OTHER — later, after some tests.
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 1.161
ok for me, shall i?
( would like to kill that swich forever - only causing me headachae )
( would like to kill that swich forever - only causing me headachae )
- makazuwr32
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Re: version 1.161
Actually i think it will be better since initially we needed that for fights lancer vs lancer.
It was long before counter_no_bonus was implemented.
So yes we can kill that switch and instead put for specific units who need such spec action.
Anyway apart from that everything else is fixed (well with exception of damage on counter on units with "counter_no_bonus" spec that units still do full damage on counter (without bonus but still) — that part can wait for some other time) so we may release version into wilderness i think.
It was long before counter_no_bonus was implemented.
So yes we can kill that switch and instead put for specific units who need such spec action.
Anyway apart from that everything else is fixed (well with exception of damage on counter on units with "counter_no_bonus" spec that units still do full damage on counter (without bonus but still) — that part can wait for some other time) so we may release version into wilderness 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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