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 RD changelog 0.99h

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Dj0z
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PostSubject: RD changelog 0.99h   RD changelog 0.99h Icon_minitimeTue Sep 22, 2009 1:20 am

Humans
-Fixed "Find the Kings".
-Reduced requisite for Find the Kings to Village center. Manacost reduced too.

-Since they are no longer based off "base of small structures", but built directly instead, rebalanced build time and costs for mud defenses and wells.


Science
-Spiked dummy can now be used to train defensive basic skills: it attacks your units that are training with it, with extremely low damage. (silent521)
-Desciptions for Iron maiden and Spiked dummy improved and shortened.
-Hotkeys fixed.


Alchemy
-New spells
-New buildings
-New subtechtree
-New Synergy subtechtree


Loading screen
-Replaced white (wereguy2) by orange.


Balance
-Iron trap duration on Kings is now 6 seconds instead of 18 seconds.


Gems
-Recoded exploiting: no longer based on attacking. Now it's ability-based, leakless (less lag).
-Output increased to +6 gold per extraction, 1 extraction each second. (+3 before, per attack).
-New (better) animation.
-Now detected & exploited by social builders, no longer by engineers/naturalists. Less units can be exploiting the same gem (max 4 now, max 8 before).
-Now requires a research from the marketplace.


Plants
-Planting process is now alot more practical.
-You no longer need to pick women one by one to issue planting orders. They all show at the same time, no more need for changing plant type.
-Plants are now planted instantly, then they take their construction time to grow on their own.


Environment
-Trees are now brown on the minimap.
-Non-trees materials sources are now black on the minimap.

-Fixed 2 wolf creepcamps that had been broken by the grotto/egg system (they didnt have one, so they were never spawning).


Tutorial
-Temporarily removed the minigame about gems.


__________________________________________________________________

-Fixed description for alchemic workshop (silent521)
and blacksmith.

-Fixed many description parts with unappropriate colorcode or outdated references.

-Minor tuto duration tweaks.

-Added a limit (10) to the amount of piles of woods created by root-drying acid.

code
removed obsolete material (plant abils, change plant type, associated trigs, base of small structs)


Last edited by Dj0z on Wed Sep 23, 2009 5:04 pm; edited 17 times in total
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silent521
Chaos Colossus Helper (Fireball class)
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silent521


Posts : 193
Join date : 2009-04-20
Age : 31
Location : In La La land on tuesdays and atop the highest mountain on wensdays.

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PostSubject: Re: RD changelog 0.99h   RD changelog 0.99h Icon_minitimeTue Sep 22, 2009 3:57 pm

So are your plans for the alchemy tech tree finished yet or do you have more?
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Dj0z
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PostSubject: Re: RD changelog 0.99h   RD changelog 0.99h Icon_minitimeTue Sep 22, 2009 4:00 pm

I have much more coming for Alchemy, this is just the top of the iceberg (and actually, atm it ain't much at all).
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silent521
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silent521


Posts : 193
Join date : 2009-04-20
Age : 31
Location : In La La land on tuesdays and atop the highest mountain on wensdays.

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PostSubject: Re: RD changelog 0.99h   RD changelog 0.99h Icon_minitimeTue Sep 22, 2009 4:44 pm

I couldn't find the new alchemy buildings or spell?

Also the alchemy workshop says it is a prerequisite of the barracks and archer camp. This would make since, but it doesn't do anything in this matter.
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Dj0z
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PostSubject: Re: RD changelog 0.99h   RD changelog 0.99h Icon_minitimeTue Sep 22, 2009 5:14 pm

Well as usual, i am filling in the changelog live, before actually releasing the version, so since it's not released yet theres no way you could find the new alchemy buildings.

Thanks for pointing the alchemic workshop tooltip error. Fixing it.
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