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version v1.059
Posted: Sun Feb 11, 2018 5:56 pm
by Stratego (dev)
version v1.058 is published
i hope there are no major bugs left - however Alexander have not andwered if he found any bug in json about the "multi-tree-upgrade-tree"
Re: version v1.059
Posted: Mon Feb 12, 2018 4:03 pm
by Alexander82
I never experienced those bugs. My only problem was the orc leader never upgrading its production
Re: version v1.059
Posted: Mon Feb 12, 2018 6:33 pm
by Sunrise Samurai
Any word on triggers during anybody's turn other than player 1?
Re: version v1.059
Posted: Mon Feb 12, 2018 7:16 pm
by Stratego (dev)
Sunrise Samurai wrote:Any word on triggers during anybody's turn other than player 1?
sorry: what?

Re: version v1.059
Posted: Mon Feb 12, 2018 7:25 pm
by Sunrise Samurai
Triggers still don't run on anyone's turn but the player who started the match still. Remember our match in regicide? I killed your king and it didn't declare victory for me.
Re: version v1.059
Posted: Mon Feb 12, 2018 7:48 pm
by Stratego (dev)
oh. you forgot to say you are talkig about muktiplayer scenario maps - i had no time to check. i hope in campaign maps triggers are ok
Re: version v1.059
Posted: Mon Feb 12, 2018 7:50 pm
by Sunrise Samurai
Yeah. It's just in multiplayer that the problem exists.
Re: version v1.059
Posted: Tue Feb 13, 2018 7:59 am
by Stratego (dev)
Wolf den is in! Thanks to impeccable jsoning of Alexander!
also faramir fixes
uos 10
Re: version v1.059
Posted: Tue Feb 13, 2018 1:31 pm
by Alexander82
Thanks! Now elves have definitely a standalone tower to aid them.
Re: version v1.059
Posted: Thu Feb 15, 2018 3:24 pm
by Sunrise Samurai
Please remove regicide from the public version until we get triggers working properly in multiplayer. It's become a gem betting death trap where player 1 has an alternative victory condition that player 2 doesn't.
Re: version v1.059
Posted: Thu Feb 15, 2018 5:25 pm
by Stratego (dev)
if someone let king to die than pl. should lose - it is ok
Re: version v1.059
Posted: Thu Feb 15, 2018 5:47 pm
by Midonik
He means that if player 2 kills king of player 1,trigger doesn't work-I guess.
Re: version v1.059
Posted: Thu Feb 15, 2018 6:37 pm
by Sunrise Samurai
Midonik wrote:He means that if player 2 kills king of player 1,trigger doesn't work-I guess.
Exactly. Player 1 can send out their king without​ worry, because it doesn't matter if it dies. Player 2 actually has to care, because if player 1 kills their king then the game is over. That's a huge advantage to player 1.
Re: version v1.059
Posted: Thu Feb 15, 2018 8:30 pm
by Stratego (dev)
Sunrise Samurai wrote:Midonik wrote:He means that if player 2 kills king of player 1,trigger doesn't work-I guess.
Exactly. Player 1 can send out their king without​ worry, because it doesn't matter if it dies. Player 2 actually has to care, because if player 1 kills their king then the game is over. That's a huge advantage to player 1.
yes yes. but that is not a "gem betting death trap" the king is only one unit - not that huga advantage - imho.
i can not remove it easily if it has running hgames - all games would crash.
i will try find out the problem instead.
Re: version v1.059
Posted: Sat Feb 17, 2018 9:16 pm
by Stratego (dev)
The multiplayer scenario trigger problem is fixed.
please test it
at least the last joining player needs to have this latest DEV version with this fix!
uos 20
Re: version v1.059
Posted: Wed Mar 14, 2018 2:57 am
by Sunrise Samurai
Stratego (dev) wrote:
- if undead lich reanimates and player owns some skeleton techs than all reanimated unit will be spawned as the "upgraded" versions.
The main player impacting change mentioned in the AoS version update. Figured I'd better reply to it here.
This might be problematic for balance. Raise dead was expected to bring mass quantities of weaker units, not full strength golden knights and armored warriors. Haven't gotten to test yet though.
Re: version v1.059
Posted: Wed Mar 14, 2018 5:41 am
by Stratego (dev)
Sunrise Samurai wrote:Stratego (dev) wrote:
- if undead lich reanimates and player owns some skeleton techs than all reanimated unit will be spawned as the "upgraded" versions.
The main player impacting change mentioned in the AoS version update. Figured I'd better reply to it here.
This might be problematic for balance. Raise dead was expected to bring mass quantities of weaker units, not full strength golden knights and armored warriors. Haven't gotten to test yet though.
Alexander, what do u think?
Re: version v1.059
Posted: Wed Mar 14, 2018 8:22 am
by Alexander82
I see Sunrise Samurai's point. That is why I wasn't too keen about giving skeletons upgrades.
What I think is that we can test it and see how it will affect balance.
We might always scale down a bit skeleton's upgrades stats to balance everything.
Re: version v1.059
Posted: Wed Mar 14, 2018 1:46 pm
by General Brave
This might be a problem, you guys test that out.
Re: version v1.059
Posted: Wed Mar 14, 2018 7:53 pm
by Stratego (dev)
Alexander82 wrote:I see Sunrise Samurai's point. That is why I wasn't too keen about giving skeletons upgrades.
What I think is that we can test it and see how it will affect balance.
We might always scale down a bit skeleton's upgrades stats to balance everything.
i can remove it if most of u think it is too much.
it just came to me how weird if
a) i have raised knights and AFTER i research armored skeletons than they will be upgraded too
a) if i have raised them AFTER researching trhey will not be upgraded...
but ok, i am removing it, it will be in in next, with old setup. tell me if turns out it can be put in again
Re: version v1.059
Posted: Wed Mar 14, 2018 9:31 pm
by makazuwr32
i have a testing game with Sunrise and we will have i hope few more and faster battles.
Re: version v1.059
Posted: Thu Mar 15, 2018 2:29 am
by Sunrise Samurai
It was suggested a long time ago that we could have 2 upgrades for undead. One for production, and one for raise dead. We could consider that, and just give the raise dead upgrade tech a secondary upgrade effect for anything caught as the weaker form between the two.
Empowered Necromancy 1
Cost 5 at crypt
Requires skeletons to armored skeletons
Upgrades any skeletons to armored that haven't been upgraded yet, and causes raise dead to yield armored units.
Empowered Necromancy 2
Requires armored skeletons to gold
Cost 7 at crypt
Same as 1, but to gold level.
This helps preserve balance by adding some research cost to the ability to raise stronger units.
Alternatively, as Alexander said we could adjust the stats of armored/gold skeletons to be fair.
Either way, let's test it as is before changing it back. It may not be so bad, as merely an alternative to golems and dragons which are already as strong as any other race's troops.
Re: version v1.059
Posted: Thu Mar 15, 2018 12:00 pm
by makazuwr32
Also i think that they need to be researched normal upgrade from graveyard first.
Right, Sunrise?
Re: version v1.059
Posted: Thu Mar 15, 2018 12:45 pm
by Sunrise Samurai
Requires skeletons to armored​ skeletons
That's what I said lol
Re: version v1.059
Posted: Thu Mar 15, 2018 12:48 pm
by Alexander82
I agree with sunrise. The old idea was good already but with the current project of making more complex trees would be especially good. We might simply have both levels have as a requirement the armored/golden skeleton's tech (as in Sunrise proposal)
This way you will benefit from advanced reanimatable undeads only in the advanced part of the game.
Other things we might do are:
1) set a certain percentage of raising an upgraded unit with every tech level
2) create different bodies for upgraded units that, after researching the right tech, can reanimate upgraded units
Re: version v1.059
Posted: Thu Mar 15, 2018 1:12 pm
by Sunrise Samurai
No for #2. I don't think we want more corpse types than the basic unit types, since each one is a little more space the game takes and a little more load time for very little benefit.
I do like #1 though. Taken straight from animation mastery, we could add animation mastery as another prerequisite and expand that system.
Say with animation mastery we have a 30% (??? I forget exact %) for skeleton monster. Add empowered Necromancy 1 and it's 30% skeleton monster, 30% armored skeletons, and 40% basic skeletons. Empowered Necromancy 2 adds 30% gold skeletons, dropping basic to 10%
Re: version v1.059
Posted: Thu Mar 15, 2018 5:29 pm
by Alexander82
What about a final result of 25% each?
Re: version v1.059
Posted: Thu Mar 15, 2018 6:02 pm
by Sunrise Samurai
Sounds good to me. 25% chance of each in the end. Upgrades would be mostly about raising chances to get anything better than basic skeletons.
Re: version v1.059
Posted: Thu Mar 15, 2018 6:45 pm
by makazuwr32
i also like this idea.
Re: version v1.059
Posted: Fri Mar 23, 2018 8:53 am
by Stratego (dev)
here are also in the first few achievements - with the "shitty" images.
Alexander: if u have time to check the images and tell me which is shitty.
also i used images from these free stuffs opengameart.org