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    1. Announcements / News

      The latest. What is happening with 0 A.D. Stay tuned...

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      Want to discuss something that isn't related to 0 A.D. or Wildfire Games? This is the place. Come on in and introduce yourself. Get to know others who are using 0 A.D.

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      Here is where you can get help with your questions. Also be sure to tell us how we are doing. What can we improve? What do you wish we could do better? Your opinion matters to us!

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  2. 0 A.D.

    1. General Discussion

      This is the place to post general stuff concerning the game. Want to express your love for hoplites or find people to play the game with? Want to share your stories about matches you have played or discuss historical connections to the game? These and any other topics which are related to the game, but don't have their own forums belong in this forum.

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    2. Gameplay Discussion

      Discuss the game play of 0 A.D. Want to know why the game plays the way it does or offer suggestions for how to improve the game play experience? Then this is the forum.

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    3. Game Development & Technical Discussion

      A forum for technical discussion about the development of 0 A.D. Feel free to ask questions of the developers and among yourselves.

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    4. Art Development

      Open development for the game's art. Submissions, comments, and suggestions now open.

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    5. Game Modification

      Do you have any questions about modifying the game? What will you need to do what you want to? What are the best techniques? Discuss Modifications, Map Making, AI scripting and Random Map Scripting here.

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    6. Project Governance

      Forums for decision-making on issues where a consensus can't be reached or isn't sufficient. The committees are chosen from among the official team members, but to ensure an open and transparent decision process it's publically viewable.

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  • Topics

  • Posts

    • That's definitely interesting and the first time somebody reported this problem. Can you please send me a private message with the lobby username of your friend so I can have a look if we got something in the logs for these connection attempts?
    • Do you intend to make the mod available on mod.io? Congratulations on the hard work; I’ve been following the team's updates, and it’s looking very interesting!   
    • I see that there is something cooking for R28, but I'll not speculate until we hear something from the developers. Looking forward to trying this out.
    • Hello everyone, and Happy Easter! First of all, I am happy to announce that Hyrule Conquest: Revival has been updated to 0 A.D. version R28. In addition to the update, there is a whole ton of new stuff, including factions, features, maps, and more... First off, Gohma are a swarm faction, meaning they specialize in training hundreds of weak and squishy units and overwhelming the enemy with sheer numbers. As you can tell from the pictures, the Gohma are a mix of the old and new designs, using the original organic structures and the redesigned Gohma units. The Lizalfos function very different from the other factions. When you start a match as them, you pick between one of four gods, each of whom gives you different units, structures, and technologies. They range from stealth focused (Farosh), to poison and disease focused (Okra), to war and battle focused (Dinrall), to ranged and hunting focused (Dodalagon), so they have lots of variety. The Moblins are an extemely mobile faction. All of their buildings (except their wonder) can pack up and be moved somewhere else, allowing them to move to a completely different area. They also have access to all of their units and techs to start, making them a strong early game faction. The Sheikah Cadre are back! They are extremely stealthy, with the majority of their units having Stealth or Camouflage. They are also very Creature heavy, and have a lot of Dodge. While they have less units compared to most of the other civs, they are very heavy damage dealers. The Zora Dominion are finally done! Though they are lacking Aqueducts, they otherwise function and are completely playable. They are very magic heavy, with lots of mage units. They are also (just like Lanayru Province and the Wild Zora) completely aquatic, allowing them to swim across lakes and oceans. In addition, there are also major changes to Labrynna. I have redone them again, removing their structure upgrades. They now only have their steampunk buildings, which was done mainly so that they function with the AI without making extensive changes to Hyrule Bot. I have also added two new features to the Deku Kingdom: Mad Scrub is back! When a Deku Scrub is slain, it has a chance to spawn a Mad Scrub, who will go on a rampage killing everything in sight. For the first time in the histoy of Hyrule Conquest, the Deku have a navy! They have three boats, which use turreting to transport units, as well as a dock to build them from. You can expect more navies in the future... I have added Dodge into the game. When a unit with Dodge is attacked with a melee attack, they have a chance to dodge it (this will be added to the GUI in the future). Stealth and Camouflage are finally fixed! Now enemy units that are stealthed or camouflaged are invisible to the naked eye. Note that cheats that reveal the map and that ticking the Revealed Map option in the Game Setup page break this feature. Automatic Resource Draining is now in. This is a pretty minor feature, which is at the moment only used by the Gohma Recycler structure. Spawning on Interval is in! This is another smaller feature, but will be used mainly by the Gohma (who now auto spawn some units) and by Gaia for map enemies. Garrison Spawning is also in! Most buildings no longer have an automatic attack. Instead, at the start of the game a group of basic archers are turreted in every civil center. These units cannot be removed from the turret, though they can be killed as normal. These same buildings no longer spawn nits when destroyed, which fixes some gameplay problems. Now, thanks to some code from Toby Dustin, when a faction is defeated, any surviving units defect to an ally, making team games of Regicide much more interesting. Finally, and perhaps the most anticipated feature by most, Knockback is finally in! Many large units and siege weapons can now knoc units back when they attack, causing absolute chaos. Many of these units are also immune or resistant to Knockback, due to their size. This has been wanted for a long time, so I hope y'all are happy now! We have reached the point where it's time to split from vanilla 0 A.D. map-wise. The vanilla maps are no longer playable. I know some people probably are dissapointed by this, but it's for the best, as many vanilla maps have vanilla units that mess up gamelay, appearence, and lore. To help counter the sudden lack of maps, 4 new maps are in (all of them 4 player maps): Gerudo Desert: Day, Gerudo Desert: Night, Tarm Ruins, and Zora River. There have been several GUI changes, including adding a Manual (currently incomplete) and new music. Finally, there have been lots of balancing changes not already listed, including: - Stalfos units are no longer immune to Pierce damage. - Minor Factions are now researched at the Market before they can be built. - Ordona has a new hero: The Resistance, who is trained by Ashei. - Markets now provide a trickle of Rupees. - Labrynna's cannons and guns are slightly more balanced, at least among themselves. And now for some news: After almost 8 months working on this project, I have almost updated every faction and feature from the original Hyrule Conquest. All that is left is to update the Plot system, which will open the way for redesigns of the Kokiri, Lanayru, and Gorons, as well as the promotion of the Darknut Legion to a Major Faction. Because of how much has been updated, as well as some personal projects, production will slow from now on. You can expect monthly releases, in which I will be adding navies, maps, campaigns, and of course lots of balancing. During this time, I also hope to add the Plots and Darknuts mentioned above. I also hope to, as time goes on add new factions, including the Guardians, Ikana, and Twili, as well as add new features, including Burrowing, Unit Abilities, and a Campaign Map. I also hope to improve the AI, so that it fully functions with all of the civilizations. Don't take all of this the wrong way, I am not retiring from the mod, nor am I taking a break or stepping down as project leader. I will still work on it, albiet at a slower pace as I add brand new features and art into the game. Y'all can download the mod here: https://www.moddb.com/mods/hyrule-conquest-revival/downloads/hyrule-conquest-revival-0121 Until next month, enjoy!
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