Age of Wonders III

Age of Wonders III

Dark Elves
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Opdatering: 31. okt. 2015 kl. 4:37

Racial masteries added. This needs some testing to get just right and this part is definitely wip.

Drider got 2 physical damage at gold, and has become an animal and a monster type. This gives dark elf druids a really nice type to work with. It no longer is a support.

Blademasters, psionic adepts, tormenters, priestesses of lolth, and wizards are all now drow nobles. Accordingly all of them except wizards have lost their floating, and that floating has been moved into the dark elf military upgrade 5. Also, the levitating upgrade applies to heroes when you get it, so all heroes can lead nobles only armies.

Opdatering: 30. okt. 2015 kl. 15:30

Rollback for domina magic involving slow on mountains. The ability worked on prebuilt domina towers, but not on towers that were built after this being enabled.

Opdatering: 29. okt. 2015 kl. 3:18

Upgrade to the Domina tower. Debilitating Magic, units that suffer from this haver their mountain walking overlay impeded by 50. Floating, mountaineering, and expert mountainineering and flying are unnafected.
Base move for exper mountaineering is 5
base move for mountaineering is 8
base move for mountain walking is 20

Opdatering: 26. okt. 2015 kl. 18:53

Mountains now impede way more movement. All mountains are a default of 45 movement, normal mountaineering is 16 expert is 8, floating is 5 and flying is unchanged.

Dark elf military upgrade 2 is added: executioner's respite, it give a little more damage against undead and 1 defense.

Blade masters 175->180 gold and 100->1250 pop.

Hidden requisite: dark elf noble the noble is a new method to keep track of just who should get floating, and floating for alot of dark elf units will be moved into a military upgrade.

Hindenburg blastzone is even further nerfed. It keeps the magnificent explosion fx but it only extends its damage to 2 tile diameter (1 more than normal explosion death) and only has 10 more fire damage than a normal explosive death. Don't be fooled, its still plenty strong with the addition of causing unfortunates in the blast zone a variety of blast related injuries including crippling wounds, immolated, bleeding and of course everybodies go to favourite of explosive death.

Opdatering: 25. okt. 2015 kl. 16:12

ok, fixed the critical issue with the airships. They no longer give normal floating, they give what I call microfloating. Basically they give free movement fast embark and mariner all as one. Still potent. Also don't pick up mermaids or octopi with them, and drop the hapless mermaids overland. I don't know what would happen :P

secondly, priestess of lolth gets touch of agony and gives up her base attack.

The nuke of the airship graphics has been toned done quite a bit. Sadly, it was beautifull overkill :_(. I am gonna figure a method to bring it back as a strategic spell someday.

lastly, but this was missed in another patchnotes, the evolved blade masters get killing momentum. This gives evolved blademasters a MAJOR advantage over mass produced blade masters.

lots of little graphics relinking.

Opdatering: 25. okt. 2015 kl. 12:08

Critical airship crash stopgap.

if you had an airship in a party over water, and then disembarked a unit onto land next to the water, leaving the rest of the stack over water, that stack would be left hovering, unclickable and unmoveable. To fix this, floating stack now no longer gives floating over water, lava or blocked water.

Opdatering: 25. okt. 2015 kl. 11:20

Airships moved to t4 reworked. They now have a metastable mana power source. (uber explosive death)

Opdatering: 25. okt. 2015 kl. 9:53

sync update

Opdatering: 24. okt. 2015 kl. 20:50

Alright folks, two new units.
1. airship- fire ballista, gets cannons at gold, and it has a really nifty ability: docking bays. Any unit in the airships stack that is a t1 or a t2 gets floating. There is a real lack of super mobility for t1/t2 units while there is lots of mobility for t4 units. Also this allows builders to make bridges across lava. It is buildable for all vanilla races and dark elves (halfling, frostlings and tigrans are coming soon I promise)

2. Mage. Specifically a human mage! This unit has call fireball, ironheart, and spell storm. Spell storm is a short range full move aoe spell blast, that does shock and ice damage. The spell storm must be cast with full movepoints, and is mostly a defensive measure. Protip: if they are close enough to use spell storm the enemy is too close. Spellstorm is on a 5 turn cd. Last but not least the mage can injunct magic, just like a dark elf wizard.

Now the fun stuff!
Bug fix for tooltip for minor doomgaze.
Kobolds removed.
Priestess of lolth now gets floating.

Lastly the IMPORTANT stuff.
A basic empire upgrade for archers that gives them two bonus archer damage is out and about. Test it out. If it works as intended, more empire upgrades are on their way.

Support stuff for internal version added:
Geomancer.
Repair wall, summon minor earth elemental, call stones, and injunct magic.
The dwarven geomancer is next on the list of casters to go up. I am going to probably end up doing a caster for every race.

Opdatering: 23. okt. 2015 kl. 17:30