Installer Steam
connexion
|
langue
简体中文 (chinois simplifié)
繁體中文 (chinois traditionnel)
日本語 (japonais)
한국어 (coréen)
ไทย (thaï)
Български (bulgare)
Čeština (tchèque)
Dansk (danois)
Deutsch (allemand)
English (anglais)
Español - España (espagnol castillan)
Español - Latinoamérica (espagnol d'Amérique latine)
Ελληνικά (grec)
Italiano (italien)
Bahasa Indonesia (indonésien)
Magyar (hongrois)
Nederlands (néerlandais)
Norsk (norvégien)
Polski (polonais)
Português (portugais du Portugal)
Português - Brasil (portugais du Brésil)
Română (roumain)
Русский (russe)
Suomi (finnois)
Svenska (suédois)
Türkçe (turc)
Tiếng Việt (vietnamien)
Українська (ukrainien)
Signaler un problème de traduction
After all, that is pretty much the purpose of fast-moving units.
Right now, some of the fastest are relatively bad since they have little HP and not really much to make up for it (like harpies).
For example, footman and most of the units, will move only 2 segments, slow unit will move a single segment, while knight could move 3 (or maybe 4) segments?
As zone of control we could have use melee range and make sure the move ends if unit enters there
I am just trying to imagine how would that work.
Now I have angry supervisor which asks what the heck was I doing for the last couple of months instead of writing my dissertation :-D
The circle would get smaller as you move and yet you can still prepare your movement and stop midway if required for x reason).
That leads to Zone of Control:
How about granting that as a passive for any melee unit having a regular size or bigger (keeping range/caster/small creatures like they are right now)?
Flying creatures should benefit from those rules as well (ignoring ZoC seems ok).
That ZoC should obviously be seen easily (toggle perhaps?) around all units at once. The area covered by the ZoC could also be modified by skills/weapons/traits...
Some serious food for Movement and ZoC skills and perks^^
All this stuff might require a beta branch on one of the games at least, to keep a stable and balance game while doing testing.
Would gladely help testing if the time comes.
It's on TO-DO list, just cannot give any timeline
Opportunity attacks are in development.
From memory in AoF2 the gap between units had to be large enough to fit your unit, which was difficult to judge. It seems better in AoF3. I personally like the straight line movement because you have to carefully plan your positioning, though it takes a bit of getting used to.
On practical note - there is support already on segmented move in Time Shift spell, but AI would need to refactored a lot to take advantage of that.
It's something I plan to tackle at some stage, just don't know when.
Quite difficult to be honest. Especially AI will be difficult to refactor into that so it still behaves sensible and keep formation.
The initiative is kind of already into factions - for example humans have the most tactical options and will usually try to control battlefield, while playing slow dwarves is pretty much all about holding shield wall and process one enemy at time.
Forest is very good at taking tactical options from opponent with its entanglements and dryad's ensnaring attacks.
There was a lot of work put into factions, but currently heroes are stealing the show and it's not that much visible as heroes can use really almost all skills. In time, I think we will refactor AOF into more strategic game and then the distinctive features of faction will be more highlighted.
The next bit are procedurally generated battles (for grinding), then I will check how to fit fatigue and salaries into all of this.Then we will see :-)
Forest has good crowd control, aye. Humans can get a ton of mass slow though as well.
Also...I kinda have to disagree a bit. In my current playthrough, my enslaved units are the spotlights. Necromancer and Magus steal the show currently:). Nairi and Balvar are there just to lend support while Firestorms and Chain Lightings/Disintegrate rage. All the new units that are available go a long way towards evening out the power curves.
Generally, damage spells are very powerful but also burn mana fast. Then you either equip units with mana items or give them lots of potions.
I tend to make Balvar high damage dealer (works nicely with his Double Attack and high speed) and battlemage out of Nairi. Lexa tends to get summoning spells and some support spells.
How does your army configuration look like?
Nairi is mostly just launching fireballs and bolts with a fire wand, and keeps my living troops healed up with greater heal. Moderate defenses, i think i have def 6 or 7 on her but many resistances. She is also my very early game Undead Controller, with the Bone Candle you can get early on allowing you to nab those 2 banshees and a Bone Golem from near the beginning of the game.
Depending on the battle, Lexa either drops an immediate cauldron if im defending, or a Mass stone skin if the battle will be mobile or attacking. Lexa's Cauldron is pretty key to most of my strats, since i am quite magic heavy. After that its a rain of mass black widows or mass slows depending on unit type and the occasional frostbolt. I still have a Sleep staff on her lol. I dont use her to summon except for cauldron. She has a phase cape and speed ring to reposition. Shes almost purely my buffer/debuffer.
Gunther requires a *significant* amount of XP when you pick him up, and he has quite a skill list with several very expensive skills. When i got him i gave him Shimmer, Crystal Shield and Armour of Haste, which he all still has. Plan on giving him dragonscale when i have the funds. Pretty much made it so that he can run out and disable anything with a spellbar, and be able to take some hits on the way there.....I dont have nearly enough skills bought to figure out what his prime role is going to be yet lol..
Ah..but now for the good stuff!:
That banshee I captured early on was kitted out with an early game random fire wand find. I sunk a bunch of +MP items on her and always used mana and blood vials..Turns out to work *very* well with all the resistances and movement speed of 10. I found a Tear of God mid game and just upgraded her with a Dark Elves Staff...and now she melts faces off lol. very high defence for a caster, base 10. Early on she is too squish to risk in melee.
Enslaved a Necromancer in the one tomb...completely kitted him out with Crown of the Dead, Book of the Dead, Bone Armor, Necromancers Phylactery, Fire Wand and some +MP items.
Enslaved a Magician in the first battle where they appear. Kitted him with Golden Wand, crystal armor, amulet of life, and some +MP items. Nesting doll helps with his lowish morale, but chain lightning/fireball and mass stone skin spam really does some work.
Bought a Chaos Cart from the Freak Show once I had it all completed. Soo many good units in the Museum lol...its really like a candy store. With Lexa's Cauldron this thing can pump out Imps like no tomorrow lol....I passed it the fire want my banshee had and now it just spits out Imps or Fire spells depending on what the resistances are like. Its a bit squishy in the HP department being a mage, but if you kit it out with Staff of Striking and get some good armor etc man....that thing can just tear through living troops with all of its proc on hit effects. Im rolling it as a caster for now but once i buy up its skill tree im converting it to full melee! Its pretty much the only mage unit ive seen so far that i WOULD use Staff of Striking on lol. I think its a real swiss army knife and probably very underrated by most players.
For tanks I have 3 Ents for pure meatshield. They are kitted out with various equipment but really just there to auto entangle and suck up hits with there regen and relatively high defences. All have rings of speed and life potion.
I have that early game Bone Golem which took a HELL of a long time to level even with a study book, but im hoping it pays off when i have it skilled out. Its pretty slow and the lack of any useable equips except for artifacts makes it tough to get XP on. On the other hand, being both undead and a construct it has quite a few immunities. I put an All Seeing Eye on it to avoid the worst debuffs. Im sure theres more stuff to put on it, but all ive found of use is the Demonic Flower, Lucky Horseshoe and Study book. Necro can resurrect it though if it ever does go down.
I have two fast attackers, a Debuff oriented Ghoul with Barb King crown, skull belt, giant belt, shard sword and crystal shield. Primarily its there to land disease debuffs and eat corpses to prevent them from being raised or resurrected. The other is a Shade with dwarven sword, wolf shield, anti magic ring, vial of blood and brutes brew...with an amazing Phase range of 18...it makes it quite easy to get off backstabs or go straight to a mage and wreck there day with magic burn. Also has enough defenses to survive anything but a concerted attack.
Currentl the only dedicated ranged unit i have is an enslaved Evil Eye from early on...Its either one of them or the Wyvern...and having a ranged paralyze with magic burn and magic attack/ fire strike is amazing lol. Its also pretty accurate for a mid range archer. The only equip it has is All Seeing Eye.
I have a bunch of from other Enslaves or Plants, including one of those Octopod guys..whom i thought would have been very cool..but not so much after trying to use it lol... Theres enough units and stuff to equip to do a very viable line up just about any way you like to play though, kudos!
When getting any new character, i try to get a Ring of Scholars, Scholars amulet and a Study book on it..or at least as much as i can equip. Helps a ton!!