Conquest, Conquest+, Conquest+ Space Updates

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

Moderator: Forum Moderators

Post Reply
User avatar
Gwledig
Posts: 569
Joined: March 30th, 2009, 5:10 pm
Location: UK

Re: Extra Conquest Maps by Gwledig

Post by Gwledig »

Thanks slow fixed wales, think realm start was ok anyway, and Drake is archived as total pants.
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
User avatar
Gwledig
Posts: 569
Joined: March 30th, 2009, 5:10 pm
Location: UK

Conquest+ back online

Post by Gwledig »

I am testing Conquest+ on the latest Wesnoth server... fixed a lot of bugs after major updates of Wesnoth, hopefully it is working reasonably OK...
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
User avatar
Gwledig
Posts: 569
Joined: March 30th, 2009, 5:10 pm
Location: UK

Re: Extra Conquest Maps by Gwledig

Post by Gwledig »

Conquest+ changes
version="2.8.5"

Many bug fixes and issues related to new wesnoth version incompatibility
Magus teleport bug fixed (was teleportng to any vila on map!)
Missing merman bonus vila in Conquest+ Tangia maps fixed
Outlaw race restored as full race and added to some maps
Fixed some missing icons such as Drake magus
Capitalisation path issue for Linux crash fixed
Added Gorgon to Rift with petrification ability
Added Zombie Rider unit to Rift with plague ability
Experimental use of core scenario unit overlay images
Outlaw bandit has loot ability, gets a few gold from opponent on kill
Many maps in progress of being updated for new races
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
User avatar
Gwledig
Posts: 569
Joined: March 30th, 2009, 5:10 pm
Location: UK

Re: Extra Conquest Maps by Gwledig

Post by Gwledig »

Conquest+ changes
version="2.8.6"

fixed overlay new units e.g. Outlaw Magus overlay icon disappearing when upgraded using the store
Consolidated the magus abilities into 1 ability "magus" so additional upgrade abilities also have enough space to show in the Magus' right bar information area
Upgrades to armour from shop now display as a new weapon skill to prevent custom abilities overwrite on some units
Added {ABILITY_STEALTH} to upgrade for cloak of stealth with wider range of covert abilities
Replaced the king icon for upgrades (small crown over unit) with better descriptions under unit portrait
Added Amazon faction (good movement & defense on forest/water, better overall mv but weaker units)
Corrected missing Assassin ability for Amazon and Outlaw king units
Added "Amazonia" map to test amazon faction
Last edited by Gwledig on May 29th, 2014, 12:59 am, edited 1 time in total.
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
User avatar
Gwledig
Posts: 569
Joined: March 30th, 2009, 5:10 pm
Location: UK

Re: Extra Conquest Maps by Gwledig

Post by Gwledig »

Conquest+ changes
version="2.8.6"

fixed the odd overlay effect shown for amazons (where you could see an elivish shaman under the unit), this improved overlay technique will shortly provide full animations and allow for use of core campaign units in some new factions and maps I am working on, namely Roman, Alien and Pioneers (weaker human units with limited true ranged weapon attacks).
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
User avatar
Gwledig
Posts: 569
Joined: March 30th, 2009, 5:10 pm
Location: UK

Re: Extra Conquest Maps by Gwledig

Post by Gwledig »

Oops ended up with OOS errors, this is now fixed & uploaded as version 2.8.8
the amazon units now have a few special abilities but probably need balancing a little more
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
User avatar
Gwledig
Posts: 569
Joined: March 30th, 2009, 5:10 pm
Location: UK

Re: Conquest+ Updates

Post by Gwledig »

version="2.8.9"

implemented basic overlay technique with dummy 'fog clearer' for Amazon faction as experimental test for use of wider range of images from scenarios, terrain, images
Simplified Assassin code to work on role of "King" for 25 gold units
Added weaker "watchtower" fortification but +LOS range) for builder unit with healing for ships when deployed at sea
Many small fixed and additions
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
User avatar
Gwledig
Posts: 569
Joined: March 30th, 2009, 5:10 pm
Location: UK

Re: Conquest+ Updates

Post by Gwledig »

version 2.9.1

Fixed a recruit issues in various maps, bug with tribal/ hut vila probably some issue with a recent Wesnoth upgrade, all maps should be fine now however i'll be working on the "new races" maps to ensure all the correct faction vilas are used instead of generic human vilas etc. and adding some new faction soon
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
User avatar
Gwledig
Posts: 569
Joined: March 30th, 2009, 5:10 pm
Location: UK

Re: Conquest+ Updates

Post by Gwledig »

I found the recent upgrades of wesnoth had caused some issues for filtering villages for the purposes of recruiting, I've had to check through and in many cases update many of the conquest+maps

Added Pirate and Rashid (desert) faction using little used artwork & unit icons from the main game

The Desert Empires and some other maps now provide the Rashid units

Many small fixed and tweaks... should be more functional now...
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
User avatar
Gwledig
Posts: 569
Joined: March 30th, 2009, 5:10 pm
Location: UK

Re: Conquest+ Space / Ranged map and other updates

Post by Gwledig »

I have updated Conquest+ with some new factions placed in appropriate maps:

Romans (e.g. Rise of Rome map)
Zygons, Pioneers (appear in new space map).

I have added a new map "Space 4 worlds" with a space style theme, this contains startships to move between "space" and new graphics selected for many things such as fortifications (force shield) etc.

This is my first futuristic map and also features true ranged attacks for many units, this is using an approach where you right click the unit when it has more than 0 moves, select the ranged attack, this creates a "projectile" which you can move to attack an enemy, the projectile is removed on side turn and following its attack, the projectile cannot be counter attacked (kind of) and only has 1 attack, there are several categories of ranged attacks in the space map such as laser (starships) or disfuse (Zygon alien race), each attack type has its own icons and sounds and provides 3 shot styles, a basic shot, a sniper/long ranged shot and a power shot all costing gold, there is also a chance the shot can "miss" and discharging a ranged weapon sets the unit firing it to zero.

The space map appears in conquest 6p map pack and also appears in a stand along version "Conquest+ Space/Ranged.

Here are some graphics...
four worlds 1.PNG
four worlds 2.PNG
four worlds 3.PNG
four worlds 4.PNG
four worlds 5.PNG
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
User avatar
Gwledig
Posts: 569
Joined: March 30th, 2009, 5:10 pm
Location: UK

Re: Conquest+ Updates

Post by Gwledig »

Slight update - I have added a new faction to the space map "Imperium" which has a kind of warhammer 40 K/mecha style feel, this faction appears on the Orme world.
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
User avatar
Gwledig
Posts: 569
Joined: March 30th, 2009, 5:10 pm
Location: UK

Conquest+ Space / Futuristic Jobs to Do List

Post by Gwledig »

This is a list I am maintaining of jobs/ plans to do in Conquest+ with particular reference to space/ranged maps and other new ranged/modern combat plans

============================================

Stuff in red is stuff I can do fairly quickly or high priority

Check/ fix space 4 worlds bonuses and superbonuses (orme might be broken) DONE
Experiment with responsive sounds for units when these are selected similar to RPG games
currently king units in space map don't have ranged, this can be added.. DONE
imperium tank needs resizing its too small DONE
"Eldor" space faction DONE
Place Eldor on Ysk jungle map DONE
"Chaoz" space faction, with chaoz version of other regular units, re-coloured black, e.g. Chaoz Marine DONE
Use of brighter colours for some units e.g. Marines could be blue DONE
A medic unit (white) for the Imperium DONE
consider special skills for factions to make them more distinct - e.g. Zygon could get a right-click menu ability "Regenerate" allowing for limited immediate healing setting mv to 0, the Pioneers could get some kind of right-click "entrench" ability, setting temporary terrain defence to +10 for all terrains for the next turn but setting mv to 0, the Chaoz could get the chance to posses a killed enemy so they don't die but become a Chaoz version of that unit belonging to the killing side, the Eldor could get some kind of limited teleport ability which allows them to cross unwalkable areas, not using vila teleport but resembling flight/skirmisher, this could have a HP cost when used, as in energy drain. Imperium have some special units like Mechs, Medic and Inquisitor so could bypass a special skill for them, but might add limited jumpjet ability (like eldor teleport) for mechs only.
An arial craft (not starship) which can fly over land DONE replaced single craft with new recruit menu for "aircraft"
reduce cost of grenades from 7 to 4 & balance with other ranged options DONE
consider halving Nuke damage from 250 to about 125 and increasing radius to 5 DONE
Grenade style radius damage option for some infantry units DONE
Restrict sniper shot options to sniper units DONE
Add different sizes to space fortifications to more clearly denote their effectiveness DONE
Remove cavalry mov from sniper units DONE
reduce normal (not siege) starship and land transport unit mv from 10 & 8 to 7 DONE
Place chaoz units on asteroids/ large asteroids DONE
Add more land to Ysk, it's too overpowered as you can take it with boats easily DONE
Missile options for mechanical units such as mechs DONE
Possible v expensive nuke weapon with high radius and no chance of miss for possible arial craft or missile turret DONE
Transylvania style map with vampires, shapeshifters, warewolves...
All maps reorganised, possibly splitting conq+ into several packs e.g. conquest+ classic, conquest+ space DONE..ish
Marine inquisitor style unit with +attack vs aliens only DONE
Fix rift horseman to convert enemy to real conq+ unit instead of mainline zombie DONE
Attempt to set custom unit type and portrait for special units (currently show Fog Clearer and no portrait in right menu)
Split recruit menus on villages into separate options/lists e.g. Recruit Units, Recruit Boats, Recruit Starships (instead of one big list) DONE
Possibly more buildings/ fortification types for the builder unit, e.g. gate which is passable by allies but impassable to enemy DONE
Set eldor race from human to monster for inquisitor effect DONE
Make nukes and grenades show area of effect when used so user can preview damage area like a halo as they move projectile around map DONE
Fix damage caused by nuke's main attack to nuke grid defense - this needs filtering out or a weapon special to set attack to 0-0 DONE
Make map labels simpler for space map e.g. Vila name (region) instead of vila name (region-planet) DONE
Consider explosion animation on all tiles in blast radius when nuke/ grenade attacks
Attempt to set custom "race" types e.g. eldor, zygon
==========================================
Pack / map ideas:

At some point spell casting factions based on Chaos style summoning
Wose/ Saurian factions
Pioneer style maps with pioneers vs tribes
Empires style maps with napoleonic theme
More space maps and space age planetary maps DONE
Possible use of real ranged abilities for some non-space conq+ factions e.g. pilum ranged for roman units or any other units which appear to be somehow ranged in appearance, this would involve tweaking their stats
Fix Europe maps, theres a bug where side one often gets no side DONE
Good and evil magus factions based in magus specific maps
=======================================
New Magus abilities - e.g.
  • Polymorph e.g. turn enemy into an animal like a bug
    turn self into giant/ ogre for x turns etc.
    radius damage spells like earthquake
    charm
    invisibility
    other effect type actions such as reduced mv/hp (for current turn or permanent)
    fireball ranged spell DONE
    real restore health targeted spell to replace adjacent heals ability
==============================
Other conq+ classic ideas

replace "ethereals" with normal units/remove flight DONE
Consolidate terrain defense and movement code for all units
rebalance all futuristic units considering ranged attacks DONE kind of ongoing
WW2 / modern combat variants of futuristic factions e.g. Axis, Allies and associated map pack
Replace duplicate-looking Rome units with more diverse ones e.g. one of the low level infantry with an "auxillary bowman" DONE
Investigate idea of melee/hand to hand style special attacks like area/radius attacks, martial arts style attacks...
New class of aerial craft like aeroplanes, bombers, fighters - DONE
Replace AI allocation code DONE
Consider reducing damage caused by nukes/ grenades further, e.g. Nukes 150 vs 170, grenades 40 vs 65 DONE
Split fortififcations menu up - with space fortification menu appearing only on space hex and land fortification menu appearing only on flat/sea hex, this update will mean that space fortifications look like forcefields but land/sea based fortifications look like the original/ tower fortifications

Maintain conq+ on both the stable and development servers so it is maintained properly into the future DONE

Code to allow for ranged/ non ranged version of units from the same list (so including {RIFLE} macro in the scenario also adds in the unit rifle message description and ability/dummy description, without this, the unit is non-ranged/normal

=================================================================

Map pack plans - Conquest+ classic pack

No ranged weapons, will simply provide conquest+ gameplay with builders for fortifications and the magus unit
Rework some of the large generic conquest maps like Gargatha, Torath etc. to make them more faction specific

Consider approach to allow for persistent faction game mode based on choice of player, if selected by the game host, this would allow each player to choose a faction & override the recruit unit menu macro for all vila types *^V* for that side, allowing choice from all available conquest+ factions with a brief description of each's weaknesses and strengths. In this mode, all vilas taken by the player would recruit their persistent faction type.

Re-work some of the current maps, but keep the number of maps the same & try to reduce duplicates where possible.

Core Conquest maps are unchanged: Jel'Wan, Wesnoth, Crusades etc.
  • Wesnoth New Age: probably don't change, this features most new conquest+ factions
    Jel'Wan New Age: probably don't change, this features most new conquest+ factions
Some re-worked map ideas... maybe take some generic human-only maps and add new name/faction -
  • Forest style map for Beastmasters vs Feudals (convert one of the larger generic maps)
    Charred landscape map - "The Rift" Rift vs Humans (convert one of the larger generic maps)
    Forest map - "Amazonia" - Amazons vs Feudals (convert one of the larger generic maps)
    "Outlaw canyon" - Feudals vs Outlaws (convert one of the smaller generic maps)
    "Pirates" with Pirates vs Feudals (maybe re-use Crusades map or make a new one)
Other maps
  • "Wales" - unchanged (Celts vs Feudals)
    Desert Empires (Humans) - remove this in favour of Rashid map below
    Desert Empires (Rashid) - make this a little more interesting with more than 1 desert faction, e.g. Rashid Vs new Khalifa faction.
    Far East - probably unchaged
===================================

Conquest+ Space/Ranged
  • Ranged combat weapons such as lasers, missiles, nukes DONE
    Starships which travel on space DONE
    Radius damage ranged weapons like grenades DONE
    Land transports such as tanks DONE
    Aircraft (weak units but fly, only 1 weak air transport) DONE
    Possibly add a new "Vehicles" recruit menu or similar, taking tanks etc. out of main menu.
    Possibly add long range missiles?
  • Conquest+ 4 Worlds (all space factions) DONE
    Conquest+ Ysk - Eldor on Ysk (with Imperium, Chaoz, Zygon, Pioneers on periphery of world) DONE
    Conquest+ Zygon - ZYgon (with Imperium, Chaoz, Eldor, Pioneers on periphery of world) DONE
    Conquest+ Derask - Pioneer (with Imperium, Chaoz, Eldor, Imperium on periphery of world) DONE
    Conquest+ Orme - Imperium (with Pioneer, Chaoz, Eldor, Imperium on periphery of world) DONE
    Conquest+ The Warp - Chaoz (with Pioneer, Zygon, Eldor, Imperium on periphery of world)
2 worlds map - giant map with 2 planets and asteroids DONE

===================================
Conquest+ Empires/Ranged Pack plans

Features
  • Imperial age ranged weapons, e.g. Cannon, Grenade, Greek Fire, Trebuchet
    Possible use of normal conquest+ factions with ranged customisation, e.g. Roman unit with "Pilum" ranged ability
    New factions such as French, Prussians etc.
Possible Innovations
  • Possibly allow for hero units, only 1 can exist at any time with considerable abilities, skills e.g. Napoleon, Guchy, Wellington, Blucher
    Possibly allow for a new "Persistent Faction (random)" mode so player is allocated a persistent starting side?
    All subsequent vilas they capture will recruit their "faction" the village filter will depend on value assigned to player, based on starting location, e.g. player 1 is French (starting on Paris), Player 2 is Swiss, Player 3 is British (starting on London), etc....
    An alternative "Persistent Faction (Choose your side)" mode, so players can choose their side from a list. No teaming will be imposed on players, this would be unworkable e.g. if only 2 players join. So in theory, the British could fight the Germans for Europe.
Map ideas:
  • Conquest+ Napoleonic Age (make French and Allied factions)
    Conquest+ Pioneer Age (make Settler and Native Indian factions)
    Conquest+ Byzantium (Byzantines, Ottomans and maybe other generic factions used for other regions).
    Conquest+ Rise of Rome (Romans, Germans, Celts, Sythians etc.) based on historical accuracy
    Conquest+ British Empire (British, Mohguls, other major protagonists of the empire)
    Conquest+ Crusader States (needs some research)
    Conquest+ Britain 1265AD (Wars of Edward I over the Scots, Irish, Welsh, Cornish, French etc.)
    Conquest+ King Arthur (Warring princedoms of Britain in Dark Ages.
    Conquest+ William Wallace (rebellion of Scots?)
    Conquest+ Owain Glyndwr (rebellion of Welsh?)
=================================
Conquest+ Modern Combat map pack plans

Features
  • As above, true ranged combat/modern combat options, e.g. rifle, machine gun
    Radius damage weapons, e.g. bombard, Grenade, nuke, shell, long range missiles e.g. scud
    Modern warfare factions, e.g. Axis, Allies
    Aircraft and tanks taken from space pack
Possible innovations:
  • Possibly allow for "researched technologies"? Unless you have researched a technology you can't access certain features. E.g. builder makes a "Research lab", you can "buy" research options which allow access to features such as Nukes, missile turret
Possible map ideas:
  • Conquest+ WW2 Europe
    Conquest+ WW2 Pacific
    Conquest+ WW2 North Africa
    Conquest+ Cold War Europe
    Conquest+ Cold War Asia
    Conquest+ WW3 (high tech warfare using space maps stuff)
======================================
Last edited by Gwledig on July 28th, 2014, 11:34 am, edited 50 times in total.
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
User avatar
Gwledig
Posts: 569
Joined: March 30th, 2009, 5:10 pm
Location: UK

Re: Conquest+ (mainly Space / Ranged map) Updates

Post by Gwledig »

Conquest+ version 3 - space map / ranged updates

==============================
Differentiated ranged options based on level and other special factors such as sniper ability and nuke ability for some high level units like Dreadnought starship
Added missile style ranged option with 100% accuracy
Added nuke weapon with 3 radius area damage for high level starship (dreadnought) and arial flyer land unit (arial craft)
Split all conquest+ recruit menus into separate right click options so boats and starships appear in their own menus
Fixed space workers being able to walk into void
Rebalanced Zygons to other space factions
Added tank unit for Zygons
Added space style assassin unit for factions
Replaced some Rashid desert faction unit names to reflect better historical accuracy
Added ranged weapon options for space king units (was missing)
Made pirate boats in fantasy themed coanquest+ maps look more black in colour
Added loot description/ ability to outlaws and pirates/ pirate ships, was not showing in right menu ability list
Replaced a Rashid desert unit which looked like an assassin with other graphics
Added aerial flyer land unit (flying ship) which can't enter space void, with nuke ability
Added Eldor faction to Ysk based on space style elves
Recoloured marines to make them more blue looking
Replaced zygon servitor with an alien unit
Added Chaoz faction to map with corrupt version of other faction units, Chaoz appear in asteroids
Made spy less fantasy looking to be more applicable to space maps
Added alien siege units to Chaoz and Zygon factions
Fixed chance to hit bugs for some ranged weapons, misreported in recruit list
Many small fixes and updates...

Conquest 3.0.1 update

Added nuke weapon option for the aerial flyer unit.
Added "missile turret" option for "builder" unit, it can discharge missiles and nukes, the launcher itself has no line of sight.

Conquest+ 3.0.2 Space 4 worlds map

Split missiles into separate menu option for some units such as Mechs, arial flyer, tanks
Restricted nuke option to aerial flyer, dreadnaught starship and missile silo (turret))
Added new menu option for some infantry units (grenade) which does 1 radius damage
Added all normal ranged weapon options for infantry i.e. normal shot and power shot if they have that weapon ability, e.g. bolter so you now what ranged shots to expect
Restricted sniper shots to sniper style units with sniper ability in recruit menu
Changed some projectile graphics e.g. nuke missile is flaming missile, normal missile is non-flaming missile instead of explosion icon
Combined the missile options (normal missile and nuke) so they can be discharged into space or land (unlike normal land based ranged weapons like bolter) this means a missile turrent can be placed on planet or space and fire into land or space hexes

Conquest+ 3.0.3 Space 4 worlds map

Fixed a broken orme region bonus
reduced starship mv from 10/8 to 7 for all normal starships
Added marine medic (heals) and inquisitor (anti alien) units

version="3.0.5"

corrected superbonus error in space 4 worlds map
Eldor are now "monster" race instead of human.
grenades now cost 4 gp
missiles cost 5gp
nukes now have radius of 4 but damage of 170
space fortifications are larger
Added anti-nuke space fortress option (anti-nuke grid) immune to nuke damage
Added heat seeker missile to missile options (skirmisher/ can pass through zone of control, effectively not restricted by line of sight)

version="3.0.6"

reduced grenade radius damage to 45-1 costing 4gp
nukes stand at 4 radius damage with 150 damage for 30gp
The "Anti-Nuke Grid" (nuke defense grid) is immune to nuke damage and casts a radius of 4 to protect nearby units
Normal nuke/grenade attacks are now removed, all enemies are hit by same radius damage
Added new aircraft menu for all vilas, aircraft includes weaker flighted units with low melee damage, including a high level bomber with missiles/ nukes, dogfighter with machinegun and +dam melee vs other aircraft, recon aircraft with low stats but high mv, transport aircraft, gunship (with normal missile/ machine gun),these replace the "aeriel flyer".

version="3.0.7"

machine gun projectiles for aircraft resized so they don't disappear off the hex
machine gun sound more like a machine gun
halo added to aircraft so they are displayed more visibly on map
sizes changed for aircraft so they look less like bat icons
stats/damage/mv altered and re-balanced for aircraft


3.08

Fixed missing stats for Zygon worker
Added fiery halo effect to radius of potential damage for grenades and nuke missile
Added glowing halo effect to show radius of nuke protection for anti nuke grid
nuke defense grid protection set to 3
nuke damage radius set from 4 to to 3
missile defense grid set from 4 to 3 radius

version="3.0.9"

Now the nuke defense grid only protects your own side, if a unit belonging to another side is caught in a nuke blast this is damaged, previously the grid covered all units, including attacking units
Made marine inquisitor ability "inquisitor" description a bit clearer, this only causes "fear" in alien infantry (listing factions affected)
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
User avatar
Gwledig
Posts: 569
Joined: March 30th, 2009, 5:10 pm
Location: UK

Re: Conquest+ Updates

Post by Gwledig »

Conquest+ is now on the 1.11.15 addon server along with the experimental space map

the plan is to develop conquest+ into some separate packs for the launch of next stable server

* conquest+ (classic maps) using normal conquest dynamics with only the addition of the conquest+ builder and magus
* conquest+ space/ ranged (set in the experimental space/factions setting of the planets shown in "space 4 worlds") with some more planetary maps and land maps
* conquest+ empires (set in Napoleonic and other empire themed ages with same real ranged attacks seen above)
* conquest+ modern combat/ ranged (set in WW2, Cold War and similar settings)
Last edited by Gwledig on July 7th, 2014, 11:23 pm, edited 1 time in total.
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
User avatar
Gwledig
Posts: 569
Joined: March 30th, 2009, 5:10 pm
Location: UK

Re: Conquest+ Updates

Post by Gwledig »

Conquest+ 3.1.0

Conquest packs are now synchronised on the current and development servers, the code base in each is slightly different due to issues like paths which have changed to resources in Wesnoth.

All broken images/units should now be fixed on development server.
Invalid WML for unit descriptions in abilities now be fixed on development server.
Roman "formation" skill set from 5 to 3 leadership ability.
Many new unit graphics used in development server such as new Rashid units based on new core Khalifa faction.
Wesnoth 8p maps removed from current addon server and merged with Conquest+ Classic map pack
A few classic maps like Gargana are archived due to weird village filter bugs, will sort this out later & use some of the Litch Lord maps for some dedicated faction-based classic maps e.g. Amazons vs Feudals
Restored Conquest+ Wesnoth Winter in the conquest+ classic pack on both current and development servers

Conquest+ 3.1.1

The "magus" unit in Conquest classic pack now summons normal units with ordinary movement and terrain defense, they can't be summoned on/move over impassable terrain. Summoning sets the Magus' moves to 0 but you can't recruit on the Magus' first turn (unlike before, which was OP previously and didn't match conquest gameplay at all). The images for summoned units are now fixed on the development server. The sea serpent however has the "seakind" ability and can swim across water, the movement of the sea serpent is now set to 8 instead of 10, which was OP with the "ethereal" travel/flight. Overall this makes the Magus a lot more balanced.

Added a new ability for the magus, a fireball with a range of 5 and radius of 1 damage area (45-1), you need at least 1 mv to discharge the fireball, using this ability sets mv to 0. To use, right-click the magus and select "Discharge Fireball".

version="3.1.2"

Optimised the core utils code a little to remove unused macros, hoping to improve/rewrite this more over time

Added tactical missile and tactical nuke ranged missiles, extremely expensive but very high range

Conquest 3.1.4

Added some conquest maps like Samrock which had been taken out of conquest+ pack due to various bugs these are mostly very large maps made by Litch Lord and feature many conquest+ factions

Made a temporary fix for old Europe maps, removing capitol mode which is bugged in these maps for this version of conquest, however scattered mode works OK for these maps so only this mode is shown for these maps, I'll add realm mode for them at some point.

Added Ysk map to space pack, it's a land battles map

Conquest+ 3.1.5

Added assassin skill description to right menu display for assassin units, including the pirate galleon, starship hunter and assassin unit and space assassin
Made all aircraft slightly cheaper, made aircraft transport moves to 10
Ordinary missile damage raised to 100
Heat seeker missile damage raised to 100
Tactical missile cost lowered to 12
Fixed siege starship so it looks bigger icon than siege starpod

version="3.1.6"

Fixed problem with some transports like aircraft unable to move on swamp
Added Orme planet map to space pack - an ice planet
Added mech scount to eldor and chaoz

version="3.1.7"

Fixed eldor scout colour
Added small halo on normal, heat seeker & tactical missile to make them more visible
Allowed tactical missiles (tactical missile, tactical nuke) to travel over impassable terrain like mountains
Aircraft can now travel over mountains and other unwalkable terrain but cannot enter space
Fixed all projectiles so they can travel over unwalkable terrain
Hand weapons like rifle, bolter can't be fired over mountains
Added mountain defense for aircraft
Noticed a few issues, Eldor scout was still kinda blue, now should be silver-looking, the Eldor and Chaoz scout can now use missiles as shown in description. Some terrain bugs just fixed...

version="3.1.8"

Added better units for roman faction so it has same updated list as seen in development server

version=3.1.9

Updated Roman formation ability to 10%
Fixed 4 worlds map so the vila names are not so verbose

version="3.2.1"

re-added conquest tangia to conquest+ classic pack which had been removed some time back due to bugs
added 2 maps to space/ranged pack - Derask (desert planet) and Zygon (fire planet)

version="3.2.2"

Fixed missing halos on space projectiles like bolter blast so they are more visible
Increased fireball damage for magus to 70 cost is 5gp 1 radius damage (classic pack)
Fixed some issues in Zygon space pack map (e.g. more bridges across lava)
Fixed walking corpse units created by the Rift Rider using plague ability (classic pack) after killing enemies so the zombies have proper conquest stats like beserk/no upkeep

version="3.2.5"

Fixed bad player distribution bug which stopped allocation on new large space 2 worlds map
Added "Warp Ship" to starships menu with 20 movement range, 16-6 dam 90hp 20gd cost
Fixed hp for starship hunter and destroyer
Added new outpost store option to buy teleport ability for a unit this costs 20 gold
Fixed ability of starships to re-enter vilas after recruit, once they left the vila they couldn't re-enter
Now show trait "Transport" in right menu unit area for all transport units capable of doing so.
Added halo effect when units are upgraded using village/outpost store

version="3.2.6"

tweaked player spawn slightly to radius of 10 min distance from other player and 10 max from other 2 spawn units, this seems to allow better tolerance for Europe maps and others with villages spread out more, the player unit allocation will be replaced soon so it is more efficient

replaced teleport store ability with fixed version due to bug in teleport

set all boats to village mv of 1 to allow entry to ports easier making all transports behave in the same way, in old conquest you needed to use full boat mv (10) to enter a village, this just costs 1 now

version="3.2.7"

builder units can no longer transport (boat builder, starship builder)

version="3.2.8"

fixed missing label for Eriout bonus in 2 worlds map

Replaced AI militia and player militia with fog clearer units for custom units across all maps, also fixing broken terrain defense and mv.

version="3.2.9"

fixed some missing bonus labels in 2 worlds space map

fixed boats unable to board units in some water areas of space map
Maintainer of Conquest (Original Gameplay), Conquest+, Conquest+ Space/Ranged, Chaoz Battle of the Wizards, Lazersquad (squad game), WesCraft (building MP game)
Post Reply