Version 1.02 released

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Version 1.02 released

Postby SnotlinG » Sat Feb 13, 2016 6:42 pm

Version 1.02 is just a minor release, due to time-constraints real life puts on us.
But since we had this cool graphics for additional heroes we wanted to sneak them in, even though the herosystem is not re-worked (which was our initial plan). So enjoy :mrgreen:

Game

  • In teamgames friendly units now display how much move they have left (white number under the unit in the info-popup
  • Right-click on friendly unit shows its current move-range (goldmember feature)
  • Updated hero-offers allies functionality, so powerful allies wont be available during the early game
  • Stats screen now has an additional tab for showing income/upkeep and surplus
  • Ship conversion popup now has an extra button to upgrade all the ships at the same time
  • Only latest submit of a map is the active submit
  • Sandworm is no longer available as startunit, due to map-terrain balance issues.

Hero & unitchanges:

Heroes

  • New hero: Dwarf Engineer
  • New hero: Sorceress

Units

  • Mammoth: Cost 1150 (previous 1500)
  • Green Dragon: Buildtime 3 (previous 4), cost 2000 (previous 1800)
SnotlinG
 
Posts: 2148
Joined: Sat Feb 13, 2010 12:42 am

Postby razurandal » Sun Feb 14, 2016 11:19 am

makes all sense. and thx for new heros.
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Posts: 4
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Re: Version 1.02 released

Postby KGB » Sun Feb 14, 2016 8:18 pm

Nice!

If you give me the updated hero offer info I'll update the hero offer Wiki.

Also what are the new heroe's powers? Did you replace the Sandworm with another unit possibility? A Unicorn or Mammoth wouldn't be game breaking.

KGB
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Posts: 3030
Joined: Tue Feb 16, 2010 12:06 am

Re: Version 1.02 released

Postby SnotlinG » Sun Feb 14, 2016 9:53 pm

Hey,

No unit has replaced the sandworm as startingunit. Unicorn / Mammoth sounds interesting, will check with Piranha...

Here is the updated code for the allies-offers.
Ill come back with info about new heroes/powers...


Code: Select all

                    // Limit type of ally and number of allies based on turn
                    if ($turn > 0 && $turn < 5)
                        {
                        $alliearray = array($batteringram, $minotaur, $yeti); 
                        shuffle($alliearray);  // Samma typ av ally i alla offers tills vidare
                        $newally = $alliearray[0];                       
                        if ($maxnumberofallies > 1)
                            {
                            $maxnumberofallies = 1;   
                            }
                        }   
                       
                    if ($turn > 4 && $turn < 9)
                        {
                        $alliearray = array($wizard, $elemental, $ghost, $demon); 
                        shuffle($alliearray);  // Samma typ av ally i alla offers tills vidare
                        $newally = $alliearray[0];                       
                        if ($maxnumberofallies > 2)
                            {
                            $maxnumberofallies = 2;   
                            }                       
                        }   
                    if ($turn > 8 && $turn < 13)
                        {
                        $alliearray = array($wizard, $elemental, $ghost, $demon, $medusa); 
                        shuffle($alliearray);  // Samma typ av ally i alla offers tills vidare
                        $newally = $alliearray[0];                       
                        if ($maxnumberofallies > 2)
                            {
                            $maxnumberofallies = 2;   
                            }                       
                        }   
                    if ($turn > 12 && $turn < 15)
                        {
                        $alliearray = array($wizard, $elemental, $ghost, $demon, $medusa, $archon); 
                        shuffle($alliearray);  // Samma typ av ally i alla offers tills vidare
                        $newally = $alliearray[0];                       
                        if ($maxnumberofallies > 3)
                            {
                            $maxnumberofallies = 3;   
                            }                       
                        }
                    if ($turn > 14 && $turn < 19)
                        {
                        $alliearray = array($wizard, $elemental, $ghost, $demon, $medusa, $archon, $devil, $greendragon, $reddragon); 
                        shuffle($alliearray);  // Samma typ av ally i alla offers tills vidare
                        $newally = $alliearray[0];                       
                        if ($maxnumberofallies > 3)
                            {
                            $maxnumberofallies = 3;   
                            }
                        // For RedDragon and GreenDragon, we allow max 1 ally at this turn
                        if ($newally[1] == 28 || $newally[1] == 37)
                            {
                            if ($maxnumberofallies > 1)
                                {
                                $maxnumberofallies = 1;   
                                }                               
                            }                           
                        }
                    if ($turn > 18 && $turn < 23)
                        {
                        $alliearray = array($wizard, $elemental, $ghost, $demon, $medusa, $devil, $grandarchon, $greendragon, $reddragon); 
                        shuffle($alliearray);  // Samma typ av ally i alla offers tills vidare
                        $newally = $alliearray[0];                       
                        if ($maxnumberofallies > 3)
                            {
                            $maxnumberofallies = 3;   
                            }                       
                        } 
                    if ($turn > 22)
                        {
                        $alliearray = array($wizard, $elemental, $ghost, $demon, $medusa, $devil, $grandarchon, $greendragon, $reddragon); 
                        shuffle($alliearray);  // Samma typ av ally i alla offers tills vidare
                        $newally = $alliearray[0];                                             
                        }               
SnotlinG
 
Posts: 2148
Joined: Sat Feb 13, 2010 12:42 am

Re: Version 1.02 released

Postby KGB » Mon Feb 15, 2016 2:40 am

That works out to:

Turns 2-4: 1 Battering Ram/Minotaur/Yeti
Turns 5-8: 1-2 Wizard/Elemental/Ghost/Demon
Turns 9-12: 1-2 Wizard/Elemental/Ghost/Demon/Medusa
Turns 13-14: 1-3 Wizard/Elemental/Ghost/Demon/Medusa/Archon
Turns 15-18: 1-3 Wizard/Elemental/Ghost/Demon/Medusa/Archon/Devil OR 1 Red Dragon/Green Dragon
Turns 19-22: 1-3 Wizard/Elemental/Ghost/Demon/Medusa/Grand Archon/Devil/Green Dragon/Red Dragon
Turn 23+: 1-4 Wizard/Elemental/Ghost/Demon/Medusa/Grand Archon/Devil/Green Dragon/Red Dragon

I think the change to delay the Red Dragon until turn 15+ is a very good one. That's the most game wrecking ally that gets awarded early. I also applaud your changing the Archon to a Grand Archon once the game reaches turn 19 because at that point you need the better Archon.

Not sure players still want Wizards/Elementals on turns 19+ (maybe even turn 15+). Removing them at that point gives better chances to all players for better units. Right now 2 of the 9 choices end up being something you probably pass on 99% of the time.

I think your overly hard on the Green Dragon and too easy on the Devil. You should probably change the turn 15-18 logic to be 1 Red Dragon/Devil and let players potentially get 1-3 Greens which are only useful as combat units. If they are priced right they won't be game breaking.

Speaking of which, what is the cost range for the new allies (Ram/Mino/Yeti/Green Dragon/Grand Archon)?

KGB
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Posts: 3030
Joined: Tue Feb 16, 2010 12:06 am

Re: Version 1.02 released

Postby SnotlinG » Mon Feb 15, 2016 7:20 am

Code: Select all
                    // Define the possible allietypes
                    $batteringram[0]    = mt_rand(100, 200);
                    $minotaur[0]        = mt_rand(100, 200);
                    $yeti[0]            = mt_rand(100, 200);
                    $wizard[0]      = mt_rand(250, 300);
                    $medusa[0]      = mt_rand(300, 400);
                    $elemental[0]   = mt_rand(300, 400);
                    $ghost[0]       = mt_rand(250, 350);
                    $demon[0]       = mt_rand(600, 700);
                    $devil[0]       = mt_rand(600, 750);
                    $archon[0]      = mt_rand(800, 1000);
                    $reddragon[0]      = mt_rand(850, 1100);
                    $greendragon[0]      = mt_rand(700, 1000);
                    $grandarchon[0]  = mt_rand(850, 1100);
SnotlinG
 
Posts: 2148
Joined: Sat Feb 13, 2010 12:42 am

Re: Version 1.02 released

Postby SnotlinG » Mon Feb 15, 2016 11:44 am

Dwarf Engineer
Battle: 28 (5p gives +6, max 58)
Speed: 14 (max 16)
HP: 2 (upgradeable to 3 for a cost of 20points)

Siege: starts with 3, 10 points give additional +5 in siege. Then 20points give another additional +5 in siege for a total of 13 in siege
LD hills: starts with 4, 5points give +4 in LD in hills. Max +20

Construction: Starts with 1, up to a maximum of 7 (builds for 40% of total cost). Every abilitypoint gives +2 in construction.

Starts with movespecialskill in Hills, can lead a group for a cost of 2 per move. Can also move through Mountains for a cost of 6 per move
SnotlinG
 
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Re: Version 1.02 released

Postby SnotlinG » Mon Feb 15, 2016 11:54 am

Sorceress

Battle: 20 (5points give +4, max 40)
Move: 16 (5 points give +3, max 36)

LD Water: 4 (10 points give +6, max 16)
Personal antiair: 10 (5 points give +5 antiair, max 50)
Ethereal spell (10 points activates this spell permanently, giving the Sorceress the nowall ability)
Levitate spell (15p per level, level1 = can move groups through all terrain except Lava for cost of 8/move. Level2 = cost of 6/move)

Starts with Waterwalk and Intelligence of 120 (max 170)
Undead lore, starts with 10. Cost of 2 abilitypoints give +5 UL. Max: 25
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Re: Version 1.02 released

Postby jetigig » Mon Feb 15, 2016 2:57 pm

Now that the Sorceress can make units fly and the Dwarf Engineer can lead armies through mountains, I think we'll be seeing a lot more ash instead of mountains used to block off areas.
Do walls (walls on the map, not city walls) count as mountains? Can a dwarf engineer lead an army through the walls?

Also, Lonely Island and Hammer Mountain both got much more interesting now that armies won't necessarily have to funnel through the choke points with the guard towers.
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Posts: 66
Joined: Fri Mar 09, 2012 1:52 pm

Re: Version 1.02 released

Postby KGB » Mon Feb 15, 2016 5:06 pm

*LOVE* the Dwarf Engineer. Instantly becomes one of the top 3 heroes in the game with his Siege skill + Battle/Hits. Toss in handy Hill Leadership and the special mountain movement and you've got a hero you absolutely will be using to have flying siege stacks.

On the other hand the Sorceress looks useless to me. I'll assume the knowall ability = Eye of KGB. Even with that potential it's hard to see why anyone would ever take her unless it's very late game and you are getting a L4/L5 hero offer and need to cross water with a stack / battle on water. The reason is that she offers no way to level up from a L1/L2 type hero because she contributes nothing in battles unless they are on water. So she needs another hero with her which means 1/2 XP progression. Maybe if she started with 14 UL and 20 movement she could be a ruin picker for XP.

KGB
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