Search found 116 matches
- Sat Jun 03, 2023 5:27 am
- Forum: Reporting Issues
- Topic: Scalefolk broken units/abilities
- Replies: 1
- Views: 4815
Re: Scalefolk broken units/abilities
4. draconic rage with buff gives (-7% × ap) to heal rate to the unit and after removing that stands permanent buff - heal rate stands higher than it was.
- Sat Sep 17, 2022 11:40 am
- Forum: Balancing discussions
- Topic: Geodryw Nature's Wrath Range
- Replies: 8
- Views: 3579
Re: Geodryw Nature's Wrath Range
No, they are not. Thats actually funny - in last update acid rain and plantapult were broken - now they are fine but today other abilities stand broken: nature wrath abused; earth wrath and stone fall are just broken...
- Sat Sep 17, 2022 4:48 am
- Forum: Balancing discussions
- Topic: Geodryw Nature's Wrath Range
- Replies: 8
- Views: 3579
Re: Geodryw Nature's Wrath Range
If i remember right corpse should be around that unit(1 range and additional 4 spots on dioganals) - like for other summoners that need units/corpses for summon unit.
Anyway abuse of this ability with other broken abilities of this caster is ridiculous ! Need to fix it as soon as possible.
Anyway abuse of this ability with other broken abilities of this caster is ridiculous ! Need to fix it as soon as possible.
- Sat Sep 17, 2022 4:36 am
- Forum: Balancing discussions
- Topic: Elven Sorceress Enhance Projectile To Reinstate
- Replies: 5
- Views: 3156
Re: Elven Sorceress Enhance Projectile To Reinstate
Leave it +6 (max)
That pretty poweful buff curently. Especially for glade sentry(many actions form) and as was mention - slingers, skirmishers also get much power from that buff.
That pretty poweful buff curently. Especially for glade sentry(many actions form) and as was mention - slingers, skirmishers also get much power from that buff.
- Tue Aug 16, 2022 3:07 am
- Forum: Reporting Issues
- Topic: Insane Orc unable to move after being built
- Replies: 14
- Views: 4870
Re: Insane Orc unable to move after being built
Mak means: is it possible to make such behavior not for all ai, but for specific units that ai controlled: from default (insane orc, feral warg spirit etc) and for units that stand ai controlled after spell (enchant frenzy) ? So for this units that default ai controlled and units that have such buff...
- Wed Aug 10, 2022 10:06 am
- Forum: Map & campaign ideas/issues
- Topic: The campaign of Comeback - the mission of the one last obstacle is unbeatable IMPLEMENTED
- Replies: 3
- Views: 5076
Re: The campaign of Comeback - the mission of the one last obstacle is unbeatable
Maybe something wrong with the triggers again but that was possible 2-3 months ago for sure.
You don't need kill dwarfs - just rush left and kill elves and if remember right need move someone of the heroes to the end of the road.
Try it. If that won't help - will take a look
You don't need kill dwarfs - just rush left and kill elves and if remember right need move someone of the heroes to the end of the road.
Try it. If that won't help - will take a look
- Tue Jul 05, 2022 6:28 am
- Forum: Map & campaign ideas/issues
- Topic: Dragon origins needs the other missions rework
- Replies: 3
- Views: 3016
Re: Dragon origins needs the other missions rework
IssaKobayashi Just check some maps from this campaign and notice few things that still need to fix: 1. In 2nd, 4th maps (there you have no production buildings from start) you cant recruit dragons from new buildings. There you from start have some buildings everything is fine (like in 3rd) - you ca...
- Fri Jun 24, 2022 4:58 pm
- Forum: Others
- Topic: How does "eat up a corpse" work exactly? ANSWERED
- Replies: 1
- Views: 2155
Re: How does "eat up a corpse" work exactly?
50% of max hp will be restored
- Wed Jun 15, 2022 4:21 pm
- Forum: Closed ones
- Topic: PRI#8 Some buildings with mend rate IMPLEMENTED
- Replies: 12
- Views: 5175
Re: PRI#8 Some buildings with mend rate IMPLEMENTED
Amm. The same that we discussed - "Dock" for humans and ud "Skull cove". They just now can help in construction of fleet only - no buildings helps stratego. But exploit: with workers inside this buildings and too fast fleet still exist then. I dont like reducing actions from them...
- Wed Jun 15, 2022 1:51 pm
- Forum: Closed ones
- Topic: PRI#8 Some buildings with mend rate IMPLEMENTED
- Replies: 12
- Views: 5175
Re: PRI#8 Some buildings with mend rate IMPLEMENTED
Khm as i can see combo with highly increase mend rate still exist for fast ships construction : / Have an idea - can we make workers, laborers and mend ship stand impossible to enter in this buildings ? Only problem with mend ship then - cause it trainable in ports - maybe leave it only in tc with w...
- Sat Jun 04, 2022 5:14 pm
- Forum: Unit balancing
- Topic: Scandinavian forces are OP
- Replies: 27
- Views: 5720
Re: Scandinavian forces are OP
Use slav herbalist poisons and winged hussars That wont work at all. Because of swordstaff - he cheaper and could be recruit everythere like winged hussar. With bard support and wagon use you just cant move even close enough. And dont forget about northern axe throwers - they have 50% bonus against...
- Sat Jun 04, 2022 11:38 am
- Forum: Unit balancing
- Topic: Scandinavian forces are OP
- Replies: 27
- Views: 5720
Scandinavian forces are OP
For take a win against any strategy in land battles you need nothing - just scandinavian forces. 1) Northern axethrower having two sub and with such many buffs too powerful for his cost (3turn): 26 hp 14 attack that avoid armor of every unit and have 50% bonus against almost every add to this possib...
- Thu Jun 02, 2022 11:38 am
- Forum: Closed ones
- Topic: PRI#7 Elven heal aura IMPLEMENTED
- Replies: 8
- Views: 3150
Re: PRI#7 Elven heal aura IMPLEMENTED
Weird then cause as i can see:
Elf wizard have "EFFECT_AURA_HEAL_5_ULIMITED"
I know only one anorher unit with heal aura:
Gnoll shaman but have the the same effect "EFFECT_AURA_HEAL_5_ULIMITED"
Elf wizard have "EFFECT_AURA_HEAL_5_ULIMITED"
I know only one anorher unit with heal aura:
Gnoll shaman but have the the same effect "EFFECT_AURA_HEAL_5_ULIMITED"
- Thu Jun 02, 2022 10:39 am
- Forum: Closed ones
- Topic: PRI#7 Elven heal aura IMPLEMENTED
- Replies: 8
- Views: 3150
Re: PRI#7 Elven heal aura IMPLEMENTED
Correct. I have created map in skirmish mode just today for recheck.
(just map editor as i get not always works properly) : /
So yes it affects on buildings and wagons as well... like before ...
(just map editor as i get not always works properly) : /
So yes it affects on buildings and wagons as well... like before ...
- Thu Jun 02, 2022 9:54 am
- Forum: Closed ones
- Topic: PRI#7 Elven heal aura IMPLEMENTED
- Replies: 8
- Views: 3150
Re: PRI#7 Elven heal aura IMPLEMENTED
Khm... looks like it doesnt work properly. Still affects buildings and mechanical units.
- Mon May 30, 2022 10:52 am
- Forum: Skins for AoF
- Topic: Orcs Axe Skin
- Replies: 11
- Views: 3536
Re: Orcs Axe Skin
Now axes looks too foreign for me... especially with orc warrior (2 turn cost unit). And too fuzzy
I would use contour in problem places. I could take a try to fix it (for my view) in free time. But i am not proffesional in that - maybe someone else would help you with that also.
I would use contour in problem places. I could take a try to fix it (for my view) in free time. But i am not proffesional in that - maybe someone else would help you with that also.
- Thu May 19, 2022 2:03 pm
- Forum: Balancing discussions
- Topic: elves vs shielded
- Replies: 6
- Views: 3053
Re: elves vs shielded
Composite archers against [milee] & [shielded] and sword dancer, right, against [throwers]. With their speed they can avoid battles where they dont need to fight and impose it if they have advantage.
P.s. Would be my favorite race if not this random(dodges) aspects...
P.s. Would be my favorite race if not this random(dodges) aspects...
- Wed May 18, 2022 6:49 am
- Forum: Gameplay & UI
- Topic: Add in-game replays?
- Replies: 4
- Views: 2856
Re: Add in-game replays?
Would be great if players could create "open" matches:
For others players who doesnt join match could watch how it is going. Something like observe function for all wishers: two players are playing and 5 just watching.
For others players who doesnt join match could watch how it is going. Something like observe function for all wishers: two players are playing and 5 just watching.
- Thu May 12, 2022 10:13 am
- Forum: Closed ones
- Topic: PRI#? Summoned Ent changes IMPLEMENTED
- Replies: 48
- Views: 9344
Re: PRI#? Summoned Ent changes
As i get that ents summon will be behind the tech so seems it is fine.
- Thu May 12, 2022 9:54 am
- Forum: Closed ones
- Topic: PRI#2 Hamletback Goblin Fall IMPLEMENTED
- Replies: 42
- Views: 9373
Re: PRI#2 Hamletback Goblin Fall
It is ok
- Thu May 12, 2022 9:45 am
- Forum: Balancing discussions
- Topic: PRI#4 Too strong spearmans, too weak hoplites ACCEPTED_SOLUTION
- Replies: 25
- Views: 4764
Re: PRI#4 Too strong spearmans, too weak hoplites
For me common cavalry is weak but after this thrust ability scout cavalry with buffs have ways to use. Late dwarf scout good also. But like before i play without common cavalry use after early game expansion. And if i see that my opponent train common cavalry in medium game i always win easily. Mayb...
- Thu May 12, 2022 9:02 am
- Forum: Closed ones
- Topic: Lack of effective sieges for elves, undead, and possibly lizards. CLOSED
- Replies: 15
- Views: 4401
Re: Lack of effective sieges for elves, undead, and possibly lizards.
The most problem for ud is dwarf mega building. Against that - advise to use mummies or demolishers. All other buildings not a hard problem. Right now on not large maps all races could break enemy defence easily without siege use at all. So problem here more not in siege weapons but just in carton b...
- Thu May 12, 2022 8:49 am
- Forum: Closed ones
- Topic: Clear Vision to Affect Elves Thrower Units CLOSED
- Replies: 7
- Views: 3148
Re: Clear Vision to Affect Elves Thrower Units
Ent demolisher not a thrower. I think bolas thrower with clear vision will be most problem then. But anyway after increase base range for elves throwers to 3 from 2. They stand useful enough. So more range for them is wrong - clear vision should not affects throwers. That not a balance problem for me
- Tue May 03, 2022 3:42 am
- Forum: Closed ones
- Topic: Elven Mount & Bow Too Costly IMPLEMENTED
- Replies: 15
- Views: 4172
Re: Elven Mount & Bow Too Costly IMPLEMENTED
Well by logic i agree but maybe in future - when centaurs will get exclusive techs. But now not looks like many people use centaurs - with this techs they have a chance : /
- Tue May 03, 2022 2:58 am
- Forum: Closed ones
- Topic: Elven Mount & Bow Too Costly IMPLEMENTED
- Replies: 15
- Views: 4172
Re: Elven Mount & Bow Too Costly IMPLEMENTED
Khm, why not about precision shot ?
Maybe then fensing finesse should not either
But centaur will not have much damage without nature tech also. I see no problem about 3lvl precision shot techs - that just 3 more damage.
Maybe then fensing finesse should not either
But centaur will not have much damage without nature tech also. I see no problem about 3lvl precision shot techs - that just 3 more damage.
- Mon May 02, 2022 5:29 am
- Forum: Closed ones
- Topic: PR#3 Lack of effective anti-air for undead IMPLEMENTED
- Replies: 9
- Views: 2806
Re: PR#3 Lack of effective anti-air for undead
Undead have good spell with high possible damage - hell of pain by sacrifice but here is the problem: that spell could make no damage cause it doesnt avoid spell resistance...
Making this spell to avoid spell resistance - will solve most undead problems. Like dwarf giants and fly elite forces.
Making this spell to avoid spell resistance - will solve most undead problems. Like dwarf giants and fly elite forces.
- Mon May 02, 2022 2:56 am
- Forum: Balancing discussions
- Topic: PRI#8 Magic barriers
- Replies: 25
- Views: 5947
Re: PRI#8 Magic barriers
Who say that you need put this caster in open field - that weapon of defence. Hide him in tc tower etc. In maps with thin places you can easy block the way and with vanishing 2/3/4 and couldown 3/3/3 you can easy cast them by cd. And enemy cant have a chance move closer. In Labyrinth map even one ad...
- Sun May 01, 2022 5:19 pm
- Forum: Closed ones
- Topic: PRI#7 Too cheap(for dwarfs) dwarf giants IMPLEMENTED
- Replies: 38
- Views: 8438
Re: PRI#7 Too cheap(for dwarfs) dwarf giants
That cool !
- Sun May 01, 2022 4:57 pm
- Forum: Closed ones
- Topic: PRI#7 Too cheap(for dwarfs) dwarf giants IMPLEMENTED
- Replies: 38
- Views: 8438
Re: PRI#7 Too cheap(for dwarfs) dwarf giants
Can we make lancer more costly but leave anti buildings bonuses ? Or i believe that wonderful unique unit stand much less usable ...
- Sun May 01, 2022 4:50 pm
- Forum: Closed ones
- Topic: PRI#2 Hamletback Goblin Fall IMPLEMENTED
- Replies: 42
- Views: 9373
Re: PRI#2 Hamletback Goblin Fall SOLUTION_ACCEPTED
What i have proposed:
Blow up goblin ability for goblin spiker:
All stay the same except:
Effect on target - 24 hp all, except hamletback, hamletback elite&master
Effect on itself - 1000 hp all
Blow up goblin ability for goblin spiker:
All stay the same except:
Effect on target - 24 hp all, except hamletback, hamletback elite&master
Effect on itself - 1000 hp all