version 1.126 + 1.127

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.
Stratego (dev)
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version 1.126 + 1.127

Post by Stratego (dev) »

version 1.125 is published
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Re: version 1.126

Post by Stratego (dev) »

new pack by Alexander!
uos already

New units and techs: Orc unit: Black panther rider
Orc unit: Goblin shaman
Human tech: Will of the empire
Human tech: Imperial ranged weapons
Human tech: Imperial melee weapons
Orcs Change:uruks are now made to be on 3 tiers instead of 4
Orcs Change:The new unit Black panther rider as starter unit
Orcs Change:tiers for troll shaman, orc shaman, orc warlock
Orcs Change:warg riding is not a requirement for faster wargs anymore
Orcs Change:Fodder cannon 2 actions reduced to 1
Orcs Change:Minotaur archer cost reduced to 3
Orcs Change:Orc shaman, troll shaman, warlock stat chages
Humans Change:tiers for human mage, healer and missionary
Humans Change:Imperial spell resistances got lovered
Undead Change:Wrecking ball to replace Eat corpse is replaced by Incorporate corpse
Undead Change:Embassy stats changed
Undead Change:Phantoms stat changes
Undead Change:Skeleton labourer stat changes
Elf Change:Casters spell resistances got lovered
Elf Change:Elven unicorn cost increased
Change:non UC race has 1 worker, 1 labourer, 1 light cavalry and 1 ranged
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Savra
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Re: version 1.126

Post by Savra »

This should be an interesting update. I take it incorporate corpse will be given to all undead siege?

Also is this update to later change the elves cavalry to have unit drops instead of dodges or is that to be a future update down the line due to the 1 hp thing.
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makazuwr32
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Re: version 1.126

Post by makazuwr32 »

No only for wrecking ball since previous ability was crushing some thing.
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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Re: version 1.126

Post by Stratego (dev) »

crash was already fixed.

if a weaker "eat corpse" ability.
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Alexander82
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Re: version 1.126

Post by Alexander82 »

that ability heal 20 hp ti the wrecking ball unit at the cost of a corpse.
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Re: version 1.126

Post by Alexander82 »

that ability heal 20 hp ti the wrecking ball unit at the cost of a corpse.
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Re: version 1.126

Post by Stratego (dev) »

terrain changes are in

Mapeditor New Terrains:CArpet, dirt roads, stone road, Stone road 2nd version, canals (artificial waterways), both on decoration layer.


uos already
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Dagravian
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Re: version 1.126

Post by Dagravian »

Is it currently possible to share those random maps i made for aos to aof aswell? Would be great to see some of those shared here aswell.
Stay Awesome!
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Fort
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Re: version 1.126

Post by Fort »

Pleese humains up lige 3
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Re: version 1.126

Post by Fort »

Pleese humains up life 3
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Alexander82
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Re: version 1.126

Post by Alexander82 »

@Stratego (dev) please ban @Fort as he is spamming the board going OT in every section and ignoring the rules
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Re: version 1.126

Post by Stratego (dev) »

new version is uos with some caster changes i hope @Alexander82 will help me list here :) -thanks! daniel
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Alexander82
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Re: version 1.126

Post by Alexander82 »

I've added tiers to the human warmage
I've added 3 tiers of range/spellpower techs for elven arcane/nature casters
I've added 2 tiers of techs for undead's arcane casters
I've added 2 techs for human spell resistance

I think it is everything for now
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Re: version 1.126

Post by Stratego (dev) »

change: Summon spells can have range and most summons now ranged

uos already
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Re: version 1.126

Post by Stratego (dev) »

New version is uos.
@Alexander82 please help me with changelog -thanks!
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Alexander82
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Re: version 1.126

Post by Alexander82 »

added 2 tiers for undead's divine casters
added 2 tiers for undead's cursed units/unholy knights
added elven embassy
all embassies have now 1 slot and both occupied/unoccupied images
added the subfaction tech for phantoms
added the subfaction tech for glades
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Re: version 1.126

Post by Stratego (dev) »

uos already, changes so far:
New campaign maps:in Unification of Narri: Deita city, Redania 1: Red tribe, Sveaja rise: Epilogue
New skirmish maps:Human crusade, Second crusade
New multiplayer scenario map:Landing in the Forest of nature
Change:New tiers to the human warmage
Change:Added 3 tiers of range/spellpower techs for elven arcane/nature casters
Change:Added 2 tiers of techs for undead's arcane casters
Change:Added 2 techs for human spell resistance
Change:Bet games can not be used to transfer gems betw. accounts without playing "normally"
Change:Summon spells can have range and most summons now ranged
Change:Catapults and trebuchets trained in attacking form, so AI can train them again
Change:Catapult upgrades no longer require Heated Shot
Multiplayer games:If all of your allies are AI controlled you have a button to take control of AI units
Bug Fix:Units can transform in buildings finally... eg: Trebuchet unpacking
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Re: version 1.126

Post by Stratego (dev) »

new changes - thanks to Alex!

here is the total changelist for this version - please test everything! thanks!
New units and techs:
Unicorn archer for elves
Unicorn fast archer for elves
Skeleton monster ballista
Skeleton monster skirmisher
Human arcane spell range techs
Human/dwarven preaching techs
Looting tech for Orcs
Merblin scavengers
Caragor lancer for uruks sub
New campaign maps:in Unification of Narri: Deita city, Redania 1: Red tribe, Sveaja rise: Epilogue
New skirmish maps:Human crusade, Second crusade
New multiplayer scenario map:Landing in the Forest of nature
Change:added mounting ability for archer and fast archer
Change:the ballista can be resurrected from archer corpse
Change:the skirmisher can be resurrected by a thrower corpse
Change:New tiers to the human warmage
Change:Sacrificed units does not drop corpses or turn to other forms
Change:Added 3 tiers of range/spellpower techs for elven arcane/nature casters
Change:Added 2 tiers of techs for undead's arcane casters
Change:Added 2 techs for human spell resistance
Change:Bet games can not be used to transfer gems betw. accounts without playing "normally"
Change:Summon spells can have range and most summons now ranged
Change:Catapults and trebuchets trained in attacking form, so AI can train them again
Change:Catapult upgrades no longer require Heated Shot
Multiplayer games:If all of your allies are AI controlled you have a button to take control of AI units
Bug Fix:Units can transform in buildings finally... eg: Trebuchet unpacking
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Re: version 1.126 + 1.127

Post by King »

Good, good 👍👍 aof is good. Please. 👍
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Re: version 1.126 + 1.127

Post by King »

Please published please 🙏🙏👍. Alex please published aof v 1.127. #💯
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Anchar
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Re: version 1.126 + 1.127

Post by Anchar »

If you added a unicorn archer, why did you remove the dryad? She was unique.
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Alexander82
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Re: version 1.126 + 1.127

Post by Alexander82 »

Anchar wrote: Tue Aug 11, 2020 9:00 pm If you added a unicorn archer, why did you remove the dryad? She was unique.
the dryad have been replaced with the poison archer, the horse archer is a unit that can either be trained or obtained through the mounting ability
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Re: version 1.126 + 1.127

Post by makazuwr32 »

Anchar wrote: Tue Aug 11, 2020 9:00 pm If you added a unicorn archer, why did you remove the dryad? She was unique.
Several reasons:
1. Dryad was problematic because she had no upgrades for it and at this stage it was useless unit in even mid game.
2. We needed to put in poison archer. 2 poison units are not required for the race.
3. We are also rethinking concept of dryad (into nature caster). There also would be Nayad, Nymph, Sylph, Oread, Astraid.
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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Re: version 1.126 + 1.127

Post by Anchar »

In my opinion, elves are already pretty fast and adding a horse archer is already strong for them.
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Re: version 1.126 + 1.127

Post by makazuwr32 »

Well humans and orcs already have mounted ranged units so why elves who supposed to be superior in terms of range combat shouldn't?

Actually addition of mounted archers for elves will make them in terms of ranged combat what they are supposed to be - powerful force that must be reckoned with (and not like that dryad that just was eating production for little to no output in mid-late game).
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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Anchar
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Re: version 1.126 + 1.127

Post by Anchar »

I don't like the fact that elves, due to their speed, capture buildings faster, then keep the enemy at a distance by spamming archers, just like the Tatar Mongols. If earlier it was possible to catch them at least with cavalry, now it will be impossible to get them to the already dodging archers.
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Re: version 1.126 + 1.127

Post by Ragnar »

Anchar wrote: Wed Aug 12, 2020 2:53 pm I don't like the fact that elves, due to their speed, capture buildings faster, then keep the enemy at a distance by spamming archers, just like the Tatar Mongols. If earlier it was possible to catch them at least with cavalry, now it will be impossible to get them to the already dodging archers.
uh ... well, as it were, that is the meaning of the tactics of playing for elves ... and in all games
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Savra
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Re: version 1.126 + 1.127

Post by Savra »

Elves mounted units will be losing their dodge actually, if I'm not mistaken.

Because of the fact that they will be getting a different ability were they drop their rider (albeit with 1 up left) on death. So it shouldn't be to bad, also their are some pretty good ways of countering elves archers for example troll headhunter under troll skin upgrade, or the human Skirmisher under what I hope humans will be getting soon but I believe they had a geomancer suggested that can give units stone skin.

Undead already would have the best pierce armour and can counter elves with units like the death knight who is a cavalry unit with good health and defence plus has a ranged aoe fireball attack.

Dwarves have a ton of armour upgrades plus the addition of runes that will come later that offer perma buffs to units (I don't think it's stackable) that can't be disenchanted so that would be good for the ball thrower.

Scaledfolk actually have a few Skirmisher units (new scaledfolk group) and I'm thinking that we could make it so that the lizardmen one can game chameleonic skin as a upgrade that allows it to turn invisible for a while.

So every race will have their means of countering elves archers spam, but not to the point were that special talent of the elves would become useless.
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Anchar
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Re: version 1.126 + 1.127

Post by Anchar »

Yes, perhaps the Tatar Mongol tactics are acceptable to the elves. But besides that they have a strong dodge, and their 2 magic shots wars easily destroy towers. One 2 running archer dodged 6 shots and never died, but 3 who shot at him died, and how do you plan your tactics with these accidents? Thanks to their archers, they destroy about 30 lives from the towers, after which their warmag comes running and destroys your tower with magic arrows.It would seem that you can kill with skirmishers, but you will not catch up with the enemy elf and will only come running to the elven horseman, meanwhile a crowd of elves will kill the skirmishers in a crowd one at a time, chase them with cavalry useless as the elves will dodge attacks and, again, will kill in a crowd one at a time. I played gnomes against elves, I know that the race is not finalized, but I managed to capture 45 percent of the map and build up, as well as pump the armor completely, as a result, the armor did not save the mand they were successfully spammed one at a time before they got to at least 1 archer (all were shields or lancers), what can I say about an undead rider in 8 turns. But I was more surprised that the elf shield in 6 moves is more armored than the gnome, plus his ability to increase armor, plus the dodge makes him a walking bastion through which nothing can be broken 1 by 1. In total, the elves have Tatar-Mongol tactics, incredible doji with evasion up to 6 attacks, powerful armored bastions, magicians, good tower destroyers, which decides the highest attack range, the fastest capture of buildings which leads to high production, good builders that quickly build production.
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