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version 1.156

Posted: Thu Feb 03, 2022 7:33 am
by Stratego (dev)
version 1.155 is published

Re: version 1.156

Posted: Wed Feb 09, 2022 11:54 am
by heroX
We need to apply the profanity filter to map game names (when making a multiplayer game). Please take a look at the currently used game names.

Re: version 1.156

Posted: Wed Feb 16, 2022 3:09 pm
by Stratego (dev)
invisible units on bridges behave better from now, you can attack them, they appear/disappear depending on your stealth visibility things - as it should.
drawback: i might have ruined any unit appearance, in or out carriers (buildings/bridge), when moving in or out from buildings and so on. please check.

uos already

Re: version 1.156

Posted: Wed Feb 23, 2022 8:33 am
by heroX
Upgraded cannon and balista towers can be seen in the preview of the advancement center before building, but I cannot upgrade/build them.

Re: version 1.156

Posted: Wed Feb 23, 2022 2:54 pm
by b2198
heroX wrote: Wed Feb 23, 2022 8:33 am Upgraded cannon and balista towers can be seen in the preview of the advancement center before building, but I cannot upgrade/build them.
They require researching both reinforced towers and heavy ballista/elite cannoneer beforehand to show up in advancement center.

Re: version 1.156

Posted: Thu Feb 24, 2022 7:27 am
by heroX
Oh ok. This does not appear to be clear (unless you already know this).

Re: version 1.156

Posted: Thu Feb 24, 2022 12:48 pm
by Endru1241
In unit/building doc (e.g. in help) there are requirements listed on the right panel as icons.
When you click on icon name shows.

But it's a little weird they don't show as greyed out like others when lacking requirements.

Re: version 1.156

Posted: Thu Feb 24, 2022 11:04 pm
by b2198
Endru1241 wrote: Thu Feb 24, 2022 12:48 pm But it's a little weird they don't show as greyed out like others when lacking requirements.
Yeah, I agree. I've seen some more people that also got confused because of that.

Re: version 1.156

Posted: Fri Feb 25, 2022 5:33 am
by Endru1241
Turns out they are not shown because one of requirements is upgrade tech, so engine hides them, just like 2nd upgrade tech is hidden.

Re: version 1.156

Posted: Fri Feb 25, 2022 7:01 am
by b2198
That makes sense. Maybe showing those that have multiple requirements would be better?

Re: version 1.156

Posted: Fri Feb 25, 2022 9:28 am
by Endru1241
Many unit upgrades have multiple reqs.
Especially in AoF.
So engine changes regarding that would be hard.

Re: version 1.156

Posted: Fri Feb 25, 2022 11:43 am
by Stratego (dev)
i think it should only check the ones that upgrades the unit itself.
but that is not checked now.

whatever i will try to rewrite the whole thing, but that can take a few hours, and also testing is hard for the many cases

Re: version 1.156

Posted: Fri Feb 25, 2022 5:37 pm
by Stratego (dev)
ok, i think i have a fix but... but ... really... i might have messed up many many things.
ao all buildlist possibility inall cases needs checkeing
- buildlist
- for all unit and tech setup cases so about 10-20 cases
- mapeditor listings
- help listings

i hope nothing else

uos already

Re: version 1.156

Posted: Fri Feb 25, 2022 8:31 pm
by Endru1241
As far as I see - there is nothing wrong.
Checked docs, map editor.
For buildilist - I tested various factories and combinations of 3 triggers - one giving various requirements, another - upgrades lv1 and the last - upgrades lv2.
What is shown in factories seems to be consistent with expectations.

There is one visible difference - upgrade techs are all visible (both levels), but honestly - it's good for AoS.

Unless I didn't notice something the only possible problems could be with other variants.

Re: version 1.156

Posted: Fri Feb 25, 2022 9:21 pm
by Stratego (dev)
awesome! thanks!
upgrade techs are all visible (both levels), but honestly - it's good for AoS.
what do u mean? please tell me example

Re: version 1.156

Posted: Fri Feb 25, 2022 10:19 pm
by Endru1241
E.g. in barracks both TECH_UPGRADE_UNIT_BROAD_SWORDSMAN and TECH_UPGRADE_UNIT_MAN_AT_ARMS are visible, but latter one clearly greyed out.

I think previously only lower upgrade tech was shown.

Re: version 1.156

Posted: Mon Feb 28, 2022 7:19 am
by Stratego (dev)
new update thannks to Endru!

uos 15!

New random maps:Race to Island 50x50, Deserted Island 40x40, Dyse Unsymmetric 28x28
New cosmetic:New wallpaper
New skins pack:69th Cohort.
Change:Velites range 3->4.
Change:Ballistraria now requires Garrisoned Keep and Battlements.
Change:Trebuchet in normal mode p.armor 3->5.
Change:To Elite Macemen can also be researched in barracks.
Change:Wolf Hole now ignores armor. Also damage bonuses changed to vs foot light armored +30%, vs foot medium armored +50%, vs foot heavy armored +70%, vs mounted +200%.
Change:Viking ship cost 6->5.
Change:Caltrops damage vs camels +100%->+150%.
Change:Multiplayer games time limit settins changed (>=12h only and new values for 36h, 48h, 72h)
Fix:Enemy Stealth units over bridge case: several bugs are fixed
Bugfix:Mercenary Enforcer speed 3->2.
Bugfix:Skirmishers and similar had incorrecty bonus damage applied to all archers, throwers, gunmen, ignoring need of Foot category.
Bugfix:Fixed skins crash.
Bugfix:Fixed invisible skin in matatag army.
Bugfix:Some units had wrong attack animation or projectiles used.
Bugfix:Some units were missing build/repair sounds.
Bugfix:Cataphracts, Thracian Flaxmen and Phalangites were affected by blacksmith techs mistakenly.
Bugfix:Cretan Archer and Balearic Slinger no longer require Writing tech.
Bugfix:Ballista Ship - Area Mode transformed incorrectly.
Bugfix:Strelet was unavailable at slavic veche izba.
Bugfix:Boarding Hooks was not usable by carrack.

Re: version 1.156

Posted: Mon Feb 28, 2022 7:43 am
by DreJaDe
Does this mean that Balearic singers doesn't require writing tech anymore?

Re: version 1.156

Posted: Mon Feb 28, 2022 8:18 am
by b2198
DreJaDe wrote: Mon Feb 28, 2022 7:43 am Does this mean that Balearic singers doesn't require writing tech anymore?
No, they obviously require music tech now :joy:

Re: version 1.156

Posted: Mon Feb 28, 2022 8:20 am
by b2198
Stratego (dev) wrote: Mon Feb 28, 2022 7:19 am Bugfix:Cataphracts, Thracian Flaxmen and Phalangites were affected by blacksmith techs mistakenly.
So is Centurion supposed to be affected by them?

Re: version 1.156

Posted: Mon Feb 28, 2022 9:19 am
by DreJaDe
b2198 wrote: Mon Feb 28, 2022 8:20 am
Stratego (dev) wrote: Mon Feb 28, 2022 7:19 am Bugfix:Cataphracts, Thracian Flaxmen and Phalangites were affected by blacksmith techs mistakenly.
So is Centurion supposed to be affected by them?
I don't think they are romans. Though the general boost should still affect them.

Re: version 1.156

Posted: Sat Mar 05, 2022 2:42 pm
by L4cus
so hellenic are not affectedby blacksmith? companions are affected!

Re: version 1.156

Posted: Sun Mar 06, 2022 2:30 am
by Endru1241
For now, according to logic taken from earliest assets, that I took all ancient units, so hellenic, roman and mercs employed by them should not be affected by blacksmith research.
Plus primitives.

It's just that only romans are compensated for it.
For now.

So on next assets I have fixed remaining ones mentioned here.

Re: version 1.156

Posted: Sun Mar 06, 2022 3:22 pm
by Stratego (dev)
sorry i need to lock this as only the latest must be modified
please continue on that or on a dedicated topic.