Ravana's Multiplayer Works

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

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Re: Ravana's Multiplayer Works

Postby Ravana » September 15th, 2017, 4:02 pm

It includes all attacks.
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Re: Ravana's Multiplayer Works

Postby Wolfer » September 17th, 2017, 12:27 am

Sorry, I tested now and you're right. All attacks, melee and range are upgraded. But i noticed that is something wrong.
I want buy damage upgrade to the Dark Adept. He has only ranged magic attacks and has it two. When i bought upgrade, only one of them was upgraded - shadow wave. Chill wave was the same. Second time upgrade was added to both attacks. After some upgrades It happened the other way round - chill wave was upgraded and shadow wave not.

Test it yourself. Dark Adpet is only example. Create any unit, give change it max experience about 100, give it 90 experience, buy damage several times and see how the attack values change. Not always both are upgraded at the same time.
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Re: Ravana's Multiplayer Works

Postby Ravana » September 17th, 2017, 12:29 am

Ensure you test in neutral daytime.
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Re: Ravana's Multiplayer Works

Postby Wolfer » September 17th, 2017, 11:34 am

Yep, You're right again. I forgot about +/- 25% bonus of daytime.

I also wanted to discuss the matter with other special abilities. I know that ghosts have the unique ability to drain and that is why in his case the cost of improvements is, however, more expensive. But I think such abilities as backstab and regeneration also is powerful in connection with upgrades.
Troll and Tree (Ent?) can buying addiotional HP and in next turn heal yourself to new max HP.
Thief with backstab and additional DMG or Strike is so powerful, but cost is the same. I think backstab is comparably powerful as drain or maybe more.
Additional DMG with Backstab (+6 DMG), additional strike with Backstab is next double DMG.
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Re: Ravana's Multiplayer Works

Postby Ravana » September 17th, 2017, 11:54 am

Adding more such rules makes addon harder to understand though.
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Re: Ravana's Multiplayer Works

Postby Wolfer » September 17th, 2017, 1:22 pm

But I think the balance of the gameplay is much more important than the understandable rules. Rules can always be refined and added in the description.
Since there has been one exception to the rule, another should be taken into account.
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Re: Ravana's Multiplayer Works — XP Mod and AMLA

Postby Can-ned_Food » September 17th, 2017, 8:27 pm

Maybe you'd rather have the additions be made in multiple AMLAs. That would allow you to vary improvements per each different [unit_type].

The XP Mod shouldn't do that, though. That's the jorb of the unit_type designer.
The XP Mod exists to compensate for the bland AMLAs.

Amla. Australian Marketting and Licensing Agency.
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