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Re: Some current issues
Posted: Mon Aug 17, 2020 6:44 pm
by Alexander82
about range it is strange, they should be working already.
about power it can't work yet cause we need to json all the effects to take into account spellpower (so they will get power increase with levels)
Re: Some current issues
Posted: Mon Aug 17, 2020 7:00 pm
by Savra
The elves ones and humans ones don't, the undeads ones just increase armour instead of range so they might have had the values out in the wrong area I'm assuming.
Re: Some current issues
Posted: Mon Aug 17, 2020 7:37 pm
by Alexander82
I'll try to fix all these then
Re: Some current issues
Posted: Mon Aug 17, 2020 10:51 pm
by Alexander82
ok, range techs are now fixed
Re: Some current issues
Posted: Fri Aug 21, 2020 11:28 pm
by Savra
I take it that since certain units still can't summon you haven't done those yet?
Who switched there summoning range to zero anyway?
Re: Some current issues
Posted: Fri Aug 21, 2020 11:33 pm
by Alexander82
In truth the summoning range was fixed at 1 but now it scales with the unit casting range (thus some must be fixed). Can you list me all the ones that need fixing?
Re: Some current issues
Posted: Sat Aug 22, 2020 1:11 am
by Savra
Wisp summoning (Great tree)
Wisp summoning (temple of nature)
Dig up corpse (grave digger)
Summon feral highlander wight
Re: Some current issues
Posted: Sat Aug 22, 2020 10:22 am
by Alexander82
Ok.
I'll make those in next version.
Re: Some current issues
Posted: Tue Aug 25, 2020 1:38 am
by Savra
Alexander82 wrote: ↑Mon Aug 17, 2020 10:51 pm
ok, range techs are now fixed
Elves one at least, the arcane one, doesn't work still. Elf wizards range for her spells are still the same and I've researched the first one already for arcane casters. I'll check the others.
Re: Some current issues
Posted: Tue Aug 25, 2020 11:29 am
by Alexander82
Savra wrote: ↑Tue Aug 25, 2020 1:38 am
Alexander82 wrote: ↑Mon Aug 17, 2020 10:51 pm
ok, range techs are now fixed
Elves one at least, the arcane one, doesn't work still. Elf wizards range for her spells are still the same and I've researched the first one already for arcane casters. I'll check the others.
AbilityPower techs work isn't noticeable yet but they work.
Later they will also provide an increased success of casting a spell (so spells will work better against untis with spell resistance)
Re: Some current issues
Posted: Mon Aug 31, 2020 6:46 pm
by Savra
Ok never mind, ranged techs are fine, I just missed the increase in the stats pg.
Worker corpse reanimates into a skeleton pirate after research of either armoured skeletons of reanimate armoured skeletons.
Re: Some current issues
Posted: Mon Aug 31, 2020 6:57 pm
by Savra
Also, @@Alexander82, @Stratego (dev), the did hard tech for phantoms doesn't work, they still die in one hit (the corpses I mean.)
Re: Some current issues
Posted: Mon Aug 31, 2020 8:05 pm
by Alexander82
Savra wrote: ↑Mon Aug 31, 2020 6:46 pm
Ok never mind, ranged techs are fine, I just missed the increase in the stats pg.
Worker corpse reanimates into a skeleton pirate after research of either armoured skeletons of reanimate armoured skeletons.
I'll check
Re: Some current issues
Posted: Mon Aug 31, 2020 8:06 pm
by Alexander82
Savra wrote: ↑Mon Aug 31, 2020 6:57 pm
Also, @@Alexander82, @Stratego (dev), the did hard tech for phantoms doesn't work, they still die in one hit (the corpses I mean.)
I think it is b
@Stratego (dev) checks this one. He have made these ones, so I wouldn't know where to put my hands on.
Re: Some current issues
Posted: Mon Aug 31, 2020 8:10 pm
by Alexander82
Savra wrote: ↑Mon Aug 31, 2020 6:46 pm
Ok never mind, ranged techs are fine, I just missed the increase in the stats pg.
Worker corpse reanimates into a skeleton pirate after research of either armoured skeletons of reanimate armoured skeletons.
Ok, in next should be fixed
Re: Some current issues
Posted: Tue Sep 01, 2020 5:04 am
by Stratego (dev)
is here anyhing i should check?
if so please
- tell me the problem,
- tell me how i can reproduce,
- and the expected good work.
- and do we have it in google play version
- or only in current dev version?
Re: Some current issues
Posted: Tue Sep 01, 2020 8:10 am
by makazuwr32
Alexander82 wrote: ↑Mon Aug 31, 2020 8:06 pm
Savra wrote: ↑Mon Aug 31, 2020 6:57 pm
Also, @Alexander82, @Stratego (dev), the did hard tech for phantoms doesn't work, they still die in one hit (the corpses I mean.)
I think it is @Stratego (dev) checks this one. He have made these ones, so I wouldn't know where to put my hands on.
It is due to the fact that corpses have 1 hp. They should have 2 hp instead so ability works. I suggest for that tech to also give for corpses +100% hp.
Re: Some current issues
Posted: Tue Sep 01, 2020 8:14 am
by Alexander82
I've added "hpMax":1, inside the tech json but I fear it will just increase hp by 1% instead by +1
Re: Some current issues
Posted: Tue Sep 01, 2020 8:47 am
by makazuwr32
Well we can test that.
You can check how this works on ent techs and adjust accoring to that.
Just a reminder ent techs give +5% bonus hp to unit.
Re: Some current issues
Posted: Tue Sep 01, 2020 12:24 pm
by Stratego (dev)
i dont really like how hpMax handling now works i will open new topic to eliminate it.
i did not understood the corses thingie - what is the problem there? seems weird giving all corpses 2 hp - but idk what is the problem.
also i have not seen in this thread anything to fix in code, i hope i saw right or tell me what - thx - maybe better in email (wit all bulletpoints i wrote above needed to fix the bug)
Re: Some current issues
Posted: Tue Sep 01, 2020 2:05 pm
by Alexander82
these corpses need to have 2 hp to make use of die hard
Re: Some current issues
Posted: Tue Sep 01, 2020 4:29 pm
by makazuwr32
Stratego (dev) wrote: ↑Tue Sep 01, 2020 12:24 pm
i dont really like how hpMax handling now works i will open new topic to eliminate it.
i did not understood the corses thingie - what is the problem there? seems weird giving all corpses 2 hp - but idk what is the problem.
also i have not seen in this thread anything to fix in code, i hope i saw right or tell me what - thx - maybe better in email (wit all bulletpoints i wrote above needed to fix the bug)
Problem here is that in order to work for DieHard ability before hit unit must have more than 1 hp.
That is why we need 2 hp for them.
Re: Some current issues
Posted: Tue Sep 01, 2020 4:38 pm
by Stratego (dev)
i see.
but i think i already made that(or something) for the phantoms that made them die hard working - or not?
Re: Some current issues
Posted: Tue Sep 01, 2020 4:42 pm
by makazuwr32
Not sure about phantoms but this is required for their corpses.
Re: Some current issues
Posted: Tue Sep 01, 2020 4:51 pm
by Stratego (dev)
yes, i mean that. that was working as i remember - arent they?
Re: Some current issues
Posted: Tue Sep 01, 2020 6:46 pm
by Savra
No, at first I thought it was working too, but then I tested it myself by researching the tech "phantom die hard," and tried them against an imperial crossbowmen. The end result led to the corpses dieing in 1 hit rather then 2, I tried some other ways too, same result.
Re: Some current issues
Posted: Tue Sep 01, 2020 8:34 pm
by Savra
Imperial might works fine, but if you take the phantom corpse set it on a map, put a unit on the other team, set for researched techs "phantom die hard," then attack that corpse, you'll destroy it in one hit.
Re: Some current issues
Posted: Sat Sep 05, 2020 3:36 pm
by Savra
I had to double check this just to be sure, but the dwarves last 2 shield techs don't work, their shield units at max upgrade should have +8/+8 armour (combination of armour and shield techs) not +6/+6 armour (same combination)
Also dwarf priests shouldn't be effected by shield techs.
Re: Some current issues
Posted: Sat Sep 05, 2020 7:15 pm
by Alexander82
the last 2 techs give them some dodges
Re: Some current issues
Posted: Sat Sep 05, 2020 10:04 pm
by Savra
Wait, how? It's a hefty shield, how do they gain dodges with that?
Anyways the descriptions don't necessarily say anything about them gaining dodges, same with elven dodge techs, so those may need to be updated.
Also, this is just a personal preference and nothing too major you would have to put your efforts to, but it would be nice if we brought back the system that tells players which units are effected by which techs.