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version 1.151

Posted: Fri Oct 22, 2021 8:25 am
by Stratego (dev)
version 1.150 is published

Re: version 1.151

Posted: Wed Oct 27, 2021 1:42 pm
by heroX
Is it a bug or intentional that Celtic chariots and wagons cannot pass through mines?

Re: version 1.151

Posted: Wed Oct 27, 2021 3:47 pm
by Endru1241
heroX wrote: Wed Oct 27, 2021 1:42 pm Is it a bug or intentional that Celtic chariots and wagons cannot pass through mines?
But they can pass through tiles with mines, as long, as they would be able to normally (so if mine is built on plains).
Even enemy ones.

Mines can eliminate mountainous terrain limitation, but only for units, that can be carried by it - those, that have [Foot] or [Valuable] category.

Re: version 1.151

Posted: Mon Nov 08, 2021 11:08 am
by Stratego (dev)
new version uos with detzailed debugs for bridging testing.
- shows planned bridges adn their cost in the 1..100 and 1..120 scale.
- shows on worker the 1..30 shrinked costs (in brackets)
- little optimized as with time full-ai-game run got slow as the many debug lines were not disposed properly.
- also changes in priorities by Endru thanks!

uos already

Re: version 1.151

Posted: Mon Nov 22, 2021 4:27 pm
by Stratego (dev)
recent fixes (uos already)
- "target_area" abilities (that is used instead of environmental) are now handled action_unit_id_for_caster setting properly (so caster can get damaged or anything casting these)
- aura handling fixes: whern there were mega buildings (from, or into) than auras handled properly.
- new property is usable on propery changer effects: remainingMovement (so the current turn movement can be revoked form unit)

Endru: help me if we made any other fixes recently.

thanks!

daniel

Re: version 1.151

Posted: Mon Nov 22, 2021 5:29 pm
by Stratego (dev)
also some changes by Endru thanks!
uos 5

New units:
Barcha Longa - a predecessor of caravel.
Dromon Scout - cheaper than caravel with worse resilence and battle capabilities, but still quite good as a scouting ship.
War Caravel - fast ship capable of exploration, but also with better attack. It's shots decreases boarding effectiveness of target ship.
War Canoe - very simple, cheap ship with anti-ship capabilities.

New upgrades:
Elite Cataplt Ship.
Elite Ballista Ship.
Elite Turtle Ship.
Elite Mend Ship.

New tech:
To Caravel - upgrades Barcha Longa to Caravel.

New Camapign:War of the Darkians
New Camapign:The Story Of Nobunaga
New Random map:Forest 30x30, Forest 2 30x30
New Scenario map:Bitva I and II
New Fan mapsap:Barbarian attack, Attack of the barbarians
New skins:Turtle Ship with visible sails.
Change:Caravel cost 5->4. existing Caravels are changed into new ship - Barcha Longa (slightly lower stats as newly produced), while real Caravel will be an upgrade with better stats (two actions).
Change:Geass: Attack also applies -10 speed up to the end of turn, but only if casted on allied unit.
Change:Condotiero Group Pay now requires sacrificing 2 cost of [Valueable] units, has to be targeting friendly unit and increases 4->3 turns of leaving, but has no cooldown, +1 range and +1 area range.
Change:Bishop Group Heal now has to be targeting friendly unit, but +1 range and +1 area range.
Change:Crusader Leader Hire Crusader cooldown 3->2.
Bugfix:Ninjas were dealt only 1 damage by melee damage units (flying).
Change/Bugfix:Boarding Hooks no longer gives speed debuff to ship using it (temporary solution), thus not leaving it immobile.
Bugfix:Boarding hooks were leaving enemy ships immobile if converted.

Re: version 1.151

Posted: Mon Nov 22, 2021 6:02 pm
by Endru1241
Small correction (I didn't change the text after stratego added way to affect remainingMovement):
Change/Bugfix:Boarding Hooks no longer gives speed debuff to ship using it (temporary solution), thus not leaving it immobile. - wrong
Bugfix: Boarding Hooks no longer uses sticking speed debuff to ship using it, thus not leaving it immobile (movement is only removed up to the end of turn). - corrected.

Re: version 1.151

Posted: Mon Nov 22, 2021 8:23 pm
by b2198
Stratego (dev) wrote: Mon Nov 22, 2021 4:27 pm - aura handling fixes: whern there were mega buildings (from, or into) than auras handled properly.
Nice, will test it right away.
Stratego (dev) wrote: Mon Nov 22, 2021 5:29 pm Change:Condotiero Group Pay now requires sacrificing 2 cost of [Valueable] units, has to be targeting friendly unit and increases 4->3 turns of leaving, but has no cooldown, +1 range and +1 area range.
Will also be testing this, will make condotierro much more balanced in early merc rushes :)

Re: version 1.151

Posted: Mon Nov 22, 2021 9:02 pm
by b2198
As far as my testing went (morale and holy mission auras' interactions with Castle, High Castle, Monastery and Fort) it seems like it's now working 100%. Great fix :D

Re: version 1.151

Posted: Mon Nov 22, 2021 10:23 pm
by b2198
(This one took me a while because I had to farm for gems in the singleplayer campaigns on my dev version :sweat_smile:)
Stratego (dev) wrote: Mon Nov 22, 2021 5:29 pm Change:Condotiero Group Pay now requires sacrificing 2 cost of [Valueable] units, has to be targeting friendly unit and increases 4->3 turns of leaving
Change:Crusader Leader Hire Crusader cooldown 3->2.
It seems the cost amount bug was fixed (the one that was making sacrifices require less valuables than indicated), so a nerf for both condotiero, pirate ship and for crusade leader imo, despite the cooldown buff on the last one. While I don't think crusade leader needed a nerf, I still find it a great fix for consistency reasons, and for balancing condotiero (and from what I see in the game, pirate ship is rarely used for that, so it doesn't impact it as much).

Edit: typo