version v1.057

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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Ayush Tiwari
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Re: version v1.057

Post by Ayush Tiwari »

Looks,like Orcs have to catch up with a lot of work.

Thanks,Alexander,and Sunrise,you made a good explanation for me,but............... :o One more question :idea:
What is the main tech for upgrading raptors,after researching raptors,warg riding or orc to elite orc
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Re: version v1.057

Post by Sunrise Samurai »

Right now the tech is being​ renamed. Warg riding is just a small stat increase,not an upgrade. Pretty much, wolf rider to elite wolf rider will also upgrade raptors.

Interestingly enough, if you upgraded raptors only and then update, you can have a tc producing harnessed raptor riders, and the next one over producing basic raptor riders
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Re: version v1.057

Post by Alexander82 »

Samurai it is true but you can research giant tech even without researching the orc tech: it simply won't upgrade leaders until you research the orc tech tough.

In the rebalancing of the hamletback, for example, you will need giant + goblin (hamletback fall in the giant category and spikers will be tied to the goblin tech).
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Re: version v1.057

Post by Ayush Tiwari »

This must be mentioned in-game :mrgreen:

There might be some chance of orcish players getting furious,when they don't know about this.
I have already a game,with harnessed raptor tech researched,but now,since it will change,do I have to research the so-called rider tech?
Dev Version looks a new day for orcs
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Re: version v1.057

Post by Sunrise Samurai »

Very much new day. They got a lot more fun.
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Re: version v1.057

Post by Sunrise Samurai »

Gravedigger still doesn't have cooldown added properly, as well as elf wizard's summon ent (though I think I remember we decided we were going to make that have cooldown and duration of 5-6 after some​ discussion)
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Re: version v1.057

Post by Stratego (dev) »

yes, i will check,
(this is why i have to emulate the cooldown in our game :) )
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Re: version v1.057

Post by Sunrise Samurai »

Stratego (dev) wrote:(this is why i have to emulate the cooldown in our game :) )
......That is a pain.
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Re: version v1.057

Post by Ayush Tiwari »

I played a game against AI in a large map,with many TCs,so that I can research them all.........
My experience:Doing it first time,this was so wonderful,I had researched all those Techs,which I did not want to research,and the profit was much more,than I expected.I could use the 2 turn Orc Swordsman,after upgrading them to max.I could use Troll Headhunters Master,Harnessed Raptors,and so on.
I wanted to ask,how are the techs related with Hamletback.
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Re: version v1.057

Post by Ayush Tiwari »

I think I should leave the other questions,to practical,because if I ask everything here,what about the future version :D
(forgive me for asking so much questions,I have ran out of time for some weeks,to see things in-game,and I don't want to play bad,with Orcs.)
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Re: version v1.057

Post by Alexander82 »

The hamletback will have 3 levels and the new versions will drop improved goblin spikers.

I've also changed the images for both hamletbacks and spikers
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Re: version v1.057

Post by Ayush Tiwari »

Alexander82 wrote:The hamletback will have 3 levels and the new versions will drop improved goblin spikers.

I've also changed the images for both hamletbacks and spikers
Looks like this monster will be useful,from now
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Re: version v1.057

Post by Stratego (dev) »

Multiplayer scenarios:
ok. the first version is in AOF too.
please dowload, someone make a nice multiplayer scenario map, and send me the map.
after that i can put in , i will upload the version where that is in, so we can try how this multiplayer scenario thing works.

in skirmish map in map setup u can select players to be multiplayers (i tried with 1 human and 1 muzltiplayer)

uos 10

thanks!
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Re: version v1.057

Post by General Brave »

It would be nice if I have the next update, so I can make a multiplayer scenario. But it seems I have to wait for the public release.
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Re: version v1.057

Post by Ayush Tiwari »

I will try one
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Re: version v1.057

Post by Sunrise Samurai »

Sent you a simple regicide​ map. 2 players, kill the opposing king to win.... assuming the triggers work. But, that's what we're testing right? Both sides have a full base, so you can get right into the action. Please don't kill the neutral fairies. They don't deserve to die. Okay, no more than any other neutral annoyance in the way.

Including a screenshot, so everyone can get a glimpse.
Image
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Re: version v1.057

Post by Stratego (dev) »

thanks!
it is up on server!

also i created a game for us as i wrote in email.
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Re: version v1.057

Post by General Brave »

Can you please somehow make it that all the maps I have created still be with me. Because once you on a new phone or you uninstalled and install it back. All the things you have created are gone, I can't move on the dev version without losing what I have created, so can you make it so that the maps are saved on the account?
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Re: version v1.057

Post by Sunrise Samurai »

A couple of issues I can see so far. First, the locked image shows instead of a map when creating the game from map selection. Second, you can change race and human/ai on map creation. Both of those need to be locked in some scenarios, while unlocking them for others should be alright. This particular map, I don't care if people play either side or against ai, but race must be locked to human, since I made all human buildings on both sides.
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Re: version v1.057

Post by Stratego (dev) »

locked image shows
ok, will fix
you can change race
ok, this might be considered to be locked
human/ai
i think it is ok to change, so it needs no fix imho
"can you make it so that the maps are saved on the account"
sorry i think that is not saved now and i will make it someday but not soon. finish and send me maps u want to be published and then forget the drafts :)
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Re: version v1.057

Post by Sunrise Samurai »

Actually I do think we need the option to lock certain player slots to ai only. This way a map designer can balance games such as a cooperative match vs ai, or a rpg style quest. Also, I've been wanting​ to try placing a hostile ai player in the middle of the map, as an obstacle before you reach the opposing player(s). Such a position would be disadvantaged, and not necessarily fun for a human to play as.
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Re: version v1.057

Post by Ayush Tiwari »

Luckily,my phone saves an app data,if you have a new version of that,and replaces,the data that is not to be saved.So I don't have any problem with this thing
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Re: version v1.057

Post by Sunrise Samurai »

The neutral (white) ai is not equipped to handle non-neutral units. The fairies aren't moving at all, where I expect them to randomly shuffle around.
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Re: version v1.057

Post by Stratego (dev) »

there is no such ai that moves any units without attacking players.

only neutral animals have a dumb walking around ai - normal units have no.
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Re: version v1.057

Post by Sunrise Samurai »

Oh. I thought it was tied to the ai player, rather than the specific unit. Makes sense I suppose.
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Re: version v1.057

Post by Stratego (dev) »

locked image shows
ok, will fix
you can change race
ok, this might be considered to be locked
these are fixed, uos in AOF in 20 minutes.
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Re: version v1.057

Post by General Brave »

Are these scenarios working?
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Re: version v1.057

Post by Stratego (dev) »

aof scenario works well
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Re: version v1.057

Post by Ayush Tiwari »

In AoF it is fine.
In AoS it is still not in.(My map is almost complete,I will send it soon)
In AoWW,it is in,but very unbalanced.
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Re: version v1.057

Post by Stratego (dev) »

Ayush Tiwari wrote:In AoF it is fine.
In AoS it is still not in.(My map is almost complete,I will send it soon)
In AoWW,it is in,but very unbalanced.
only AOF has multi-skirmish map yet.
AOW: was a testmap by me - never start game with that - will be removed!
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