version 1.131

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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Alexander82
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Re: version 1.131

Post by Alexander82 »

DreJaDe wrote: Fri Oct 09, 2020 10:35 am
Alexander82 wrote: Fri Oct 09, 2020 9:05 am
Anders wrote: Fri Oct 09, 2020 8:54 am It's true that the bugs are bigger and the goblins are cheating a Grenade that has the power of a dragon's fireball (the power must be the lowest possible (10 =5)
It should just work as intended. It must damage the caster as well (it is a last resort move).
Well it didnt. It doesnt damage the caster at all.
I have been reported it is like that for all fire related spell. I guess we should start searching there.
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Re: version 1.131

Post by Stratego (dev) »

ok i spent 20 minutes to find the bug on the multiple CD ent wizard with no success.
please tell me an exact list of event i should make in a mapeditor-runned game to see some wrong behaviour.
thanks!

please everyone: if any bug you report write exact unit names exact spell names and a way to reproduce - thanks!
(i mostly spend 5-10x more time on finding out how to reproduce - as i try to guess how - then the actual real bugfixing.)

thanks!

true on this fire related problem too, please tell me which caster unit, what ability should i use against what enemy and/or ally unit to see the problem.
(btw is it bad that allies do not get hurt? was it some other way earlier?)

thanks!
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Re: version 1.131

Post by makazuwr32 »

Bugged fire spells:

Humans:
Fireball of mage
Fire breath of imperial dragon knight
Fire breath of blue dragon (all 3 tiers)

Orcs:
All goblin grenades
Grenade launcher of fodder cannon
Fireball of orc warlock (all 3 tiers)
Fireball of orc witch (actually goblin one)

Undeads:
Fireball of death knight

Map editor units:
Fireball and/or fire breath of next units:
Ravancloak
Sunplate guard
Warfell guardian
Dragonfire priest
Samuelch

Initially all damaging aoe spells should affect all units, both friendly and enemy ones.
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 1.131

Post by Stratego (dev) »

i mean: is that bad if they not? (AI can kill himself easily currently...)
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Re: version 1.131

Post by makazuwr32 »

Stratego (dev) wrote: Fri Oct 09, 2020 2:03 pm ok i spent 20 minutes to find the bug on the multiple CD ent wizard with no success.
please tell me an exact list of event i should make in a mapeditor-runned game to see some wrong behaviour.
thanks!

please everyone: if any bug you report write exact unit names exact spell names and a way to reproduce - thanks!
(i mostly spend 5-10x more time on finding out how to reproduce - as i try to guess how - then the actual real bugfixing.)

thanks!

true on this fire related problem too, please tell me which caster unit, what ability should i use against what enemy and/or ally unit to see the problem.
(btw is it bad that allies do not get hurt? was it some other way earlier?)

thanks!
How to reproduce bug with unending cd 1 on elf wizard:
1. Research both lembas tech and thunderstorm tech.
2. Use for example either lembas or thunderstorm somewhere.
3. On next turn summon ent.
4. Wait 2 turns.
5. On this turn only 1 ability among used ones will become active, while other will still be on cooldown 1 despite they should become availible for usage.
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 1.131

Post by makazuwr32 »

Stratego (dev) wrote: Fri Oct 09, 2020 2:08 pm i mean: is that bad if they not? (AI can kill himself easily currently...)
It is bad, yes. That is how they intended to work.

Especially goblin grenade ability because this one is INTENDED to hurt the caster itself in process.
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 1.131

Post by Stratego (dev) »

unending cd 1 on elf wizard: i am not sure: so shall i use 3 or only 2 spells is enough?

also:
please tell me exact unit/tech/spell names as i am not familiar with all - so i will not find them easily. (eg on 1. and 4. thx)
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Re: version 1.131

Post by Stratego (dev) »

makazuwr32 wrote: Fri Oct 09, 2020 2:10 pm
Stratego (dev) wrote: Fri Oct 09, 2020 2:08 pm i mean: is that bad if they not? (AI can kill himself easily currently...)
It is bad, yes. That is how they intended to work.

Especially goblin grenade ability because this one is INTENDED to hurt the caster itself in process.
ok so i shuld use gomblin grenade, i dont know it i hope only one ability it has, and if i activate ability it should self destruct - right? (and the bug it is not dying on self destruct)
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Re: version 1.131

Post by Stratego (dev) »

makazuwr32 wrote: Fri Oct 09, 2020 2:06 pm Bugged fire spells:

Humans:
Fireball of mage
Fire breath of imperial dragon knight
Fire breath of blue dragon (all 3 tiers)

Orcs:
All goblin grenades
Grenade launcher of fodder cannon
Fireball of orc warlock (all 3 tiers)
Fireball of orc witch (actually goblin one)

Undeads:
Fireball of death knight

Map editor units:
Fireball and/or fire breath of next units:
Ravancloak
Sunplate guard
Warfell guardian
Dragonfire priest
Samuelch

Initially all damaging aoe spells should affect all units, both friendly and enemy ones.
thanks! dont need all problemous case if you suspect the same bug on all.
i need only one SURE case that really bugs and form that the details like: unit name and ability name to use against target unit name and if important the "how" to use for a full reproduce.
thanks!
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Re: version 1.131

Post by Stratego (dev) »

i got it reproduced this way:

How to reproduce bug with unending cd 1 on elf wizard:
1. Research thunderstorm tech. (i made it by trigger)
2. Use thunderstorm somewhere.
3. On next turn summon ent.
4. Wait 2 turns.
5. On this turn only 1 ability among used ones will become active, while other will still be on cooldown 1 despite they should become availible for usage.

i got it i am on the fix now! thanks!
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Re: version 1.131

Post by makazuwr32 »

About fireball abilities in general and goblin grenade specifically:
As i said already all aoe damaging abilities should damage all units including caster by default unless made so.ehow else (for example whirl ability of dual wielders will not damage caster specifically).

As for goblin grenade - it must deal same damage to caster as it does to units around. Not lower, not higher. No self destruct by default but if unit has less hp than yes it must die.
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 1.131

Post by Stratego (dev) »

ok, substatus:
- ent summon corpse is fixed (was a years old bug not this version i think)
- cooldown is fixed (was a months old bug not this version i think)
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Re: version 1.131

Post by makazuwr32 »

Stratego (dev) wrote: Fri Oct 09, 2020 2:11 pm also:
please tell me exact unit/tech/spell names as i am not familiar with all - so i will not find them easily. (eg on 1. and 4. thx)
About point 1:
Related units:
Divine - healer, mounted healer (for both all 3 tiers);
Arcane - mage, warmage (for both all 3 tiers).
Related techs:
Divine - preaching (2 tiers);
Arcane - arcane range (2 tiers).
Both techs do not give literally any spell range for mentioned casters.
.
.
.
.
Cooldown bug first time appeared only in this version after this update to abilities and latest fixes.
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 1.131

Post by Stratego (dev) »

cooldown bug: yes and no, it was hidden behind the other cooldown bug that i have fixed yesterday
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Re: version 1.131

Post by makazuwr32 »

Anyway this is good that it is fixed.
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 1.131

Post by Stratego (dev) »

ok,
it was hard time to find "goblin grenade" unit (i looked for that), even the "goblin grenade" ability as that is the name of the TECH not unit or ablility lol :)

the ablility name is "blow up goblin" and the unit is (in my case) goblin crossbowman master and requires a tech "goblin greande" )at least i hope i am right now :)

(sorry i am not good at orcs as i alwayys play against orcs so i see if orcs are really op as some people say :))
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Re: version 1.131

Post by Stratego (dev) »

Goblin greande thingie:
as i see the new unified area damage/environmental damage change revealed some json problems:
"effectNameString":"EFFECT_INSTANT_FIREBALL_EFFECT",
...
"effectTargets":"ENEMY",
means fireball effect should only affect ENEMY(ies)

this problem was not visible as old Environmental logic overwrote this setting with the setting on the "casting spell" (here the "blow up goblin")
but that was wrong as this setting should be set properly on the aplied damaging effect too.



my problem is: can i shange the "EFFECT_INSTANT_FIREBALL_EFFECT" to be good against friendly too or not? ( imean was there anywhere set where it should NOT damage allies?)
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Re: version 1.131

Post by makazuwr32 »

Right. Sorry for using wrong names.

Yes all fireball abilities should affect allies and caster as well.
It was not set anywhere that it should not damage allies.

As for blow up a goblin ability - it must damage caster 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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Re: version 1.131

Post by Stratego (dev) »

i have bad news: all existing environmental spells can have this wrong setting if they ment to affect allies - can u chekc all?
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Re: version 1.131

Post by Stratego (dev) »

substatus:
- ent summon corpse is fixed
- cooldown is fixed
- goblin grenade (all fireball related) non-ally damaging problem is fixed.
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Re: version 1.131

Post by Badnorth »

Btw, Aos also has repetitive skills problem.
For newcomers, click here for discord links. Hopefully they aren't expired.
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Re: version 1.131

Post by Stratego (dev) »

Btw, Aos also has repetitive skills problem.
dev version or google play verwsion?
if dev version which/when was updated?
and on which unit?
which skill?
which repetitive problem?
please give more details always. thanks!
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Re: version 1.131

Post by Stratego (dev) »

makazuwr32 wrote: Fri Oct 09, 2020 2:35 pm
Stratego (dev) wrote: Fri Oct 09, 2020 2:11 pm also:
please tell me exact unit/tech/spell names as i am not familiar with all - so i will not find them easily. (eg on 1. and 4. thx)
About point 1:
Related units:
Divine - healer, mounted healer (for both all 3 tiers);
Arcane - mage, warmage (for both all 3 tiers).
Related techs:
Divine - preaching (2 tiers);
Arcane - arcane range (2 tiers).
Both techs do not give literally any spell range for mentioned casters.
.
.
.
.
Cooldown bug first time appeared only in this version after this update to abilities and latest fixes.

ok so what i can check to reproduce:
- put down a healer in mapeditor
- invent the "preaching" tech
- and the healer should receive +1 casting range - but the bug is it receives nothing.

right?
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Re: version 1.131

Post by Stratego (dev) »

preaching: i see it never worked, at least in json there is not set that preaching should affect priests

as "UNIT_PRIEST" has no "TECH_PREACHING_1" seet as modifier (actually nothing apart from armors)

current:
"trnModifiers":{"unitTypes":["TECH_HUMAN_ARMORS_1", "TECH_HUMAN_ARMORS_2"]},
actually i have no idea what techs should be set that is missing can u list them?
also is there any wrngly set other unit or techs then these?
healer, mounted healer -> should be affected by precthing tech
mage, warmage -> should be affected by arcane range
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Re: version 1.131

Post by Badnorth »

E.g. Bard songs, Fort cannon, High castle trebuchet etc. Same problem as AoF skills, it gets repeated upon waiting (2) turns like mak and savra said. Transformation isn't affected only skills like cannon shot from fort and galleon.

Google play ver Latest.
For newcomers, click here for discord links. Hopefully they aren't expired.
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Re: version 1.131

Post by makazuwr32 »

Stratego (dev) wrote: Fri Oct 09, 2020 3:32 pm preaching: i see it never worked, at least in json there is not set that preaching should affect priests

as "UNIT_PRIEST" has no "TECH_PREACHING_1" seet as modifier (actually nothing apart from armors)

current:
"trnModifiers":{"unitTypes":["TECH_HUMAN_ARMORS_1", "TECH_HUMAN_ARMORS_2"]},
actually i have no idea what techs should be set that is missing can u list them?
also is there any wrngly set other unit or techs then these?
healer, mounted healer -> should be affected by precthing tech
mage, warmage -> should be affected by arcane range
Better to ask alex for that.
@Alexander82.
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 1.131

Post by makazuwr32 »

Stratego (dev) wrote: Fri Oct 09, 2020 3:04 pm i have bad news: all existing environmental spells can have this wrong setting if they ment to affect allies - can u chekc all?
For now we only 1 have such aoe ability that should not affect allies:
Poison breath of skeleton dragon.

Other abilities should affect allies as well but not all of them should affect caster unit.
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 1.131

Post by Stratego (dev) »

can u please list all "effects" (so not the casted spells - this can be many - but the "root" effect like "fireball effect" *) and what to set on them ?

as i have to set all properly

*: you can see the applied effect if u press the "spell/ability" in the unit "statsheet" and that drops down the applied effect.
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Re: version 1.131

Post by Anders »

1 is the mage and the 4 is the goblin
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Re: version 1.131

Post by Stratego (dev) »

Changes:
- ent summon corpse is fixed
- cooldown is fixed
- goblin grenade (all fireball related) non-ally damaging problem is fixed.

uos already.
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