Era of Magic (EoMa) 2.0 out now! Tons of new stuff!

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Re: Era of Magic (EoMa) 2.0 out now! Tons of new stuff!

Postby inferno8 » April 7th, 2017, 2:17 pm

Era of Magic 2.0.2 is out!
Highlights of this version:
-the area of effect weapons' bug has been finally fixed
-new animations made by Forest Dragon
-new descriptions also made by Forest Dragon
-balancing
-some code improvements

Here is the full changelog:
Code: Select all
Version 2.0.2
- Units:
   * changed Air God's fire/cold resistances 10%
   * changed Rune Artist's lightning bolt to 36-1
   * changed Runemaster's lightning bolt to 50-1
   * changed goblin rouser's melee to 10-3
   * goblin warbanner's hp 50
   * the jinn line has 50% defense/1 mp cost on cave/fungus
   * changed the movement type of Sister of Light and Inspired so they could no longer fly
   * Child of Light has standard flying movetype (50% defense and 1 mp everywhere) and nullified all her non-arcane resistance
   * the Steam Copter is able to move in caves and fungus now
   * Troll Sorcerer has 10% arcane resistance, and 38 hp
   * changed Troll Fire Wizard's magic resistances: 20% arcane, 30% cold, and 40% fire
   * changed Troll Warlock's resistances: 30% arcane, 40% cold, and 50% fire
   * changed Troll Warbanner's resistances: 10% arcane, 30% fire/cold
   * buffed Troll Fire Wizard's ranged attack to 8-3
   * buffed Troll Warlock's ranged to 10-3
   * changed Great Warlock's fist damage to 6-3
   * changed Master of Darkness' fist damage to 7-4
   * Summons Master's hammer has the magical special
   * changed Grand Summoner experience points 242
   * Summons Master's scimitar 10-3, and hammer to 15-2, renamed hammer to 'magical hammer'
   * Constructor's saw 8-4, wrench 6-5, and screwdriver 5-6
   * changed Drone's physical resistances: 30% blade/pierce, and 20% impact (40% blade pierce, and 30% impact for Perfect Drone)
   * changed Master's of War explosion attack damage type to fire intead of impact
   * Bone Beast/Bone Golem have 10% impact resistance, Bone Giant/Moloch have 20% impact resistance
   * Technician's grenade to 22-1
   * Constructor's flamethrower to 9-4, area bomb to 33-1
   * all units from the Baloon line have 50% defense/3 mp cost on caves/fungus
   * Perfect Drone has 50% defense/1 mp cost on caves/fungus
   * Pirania Monstruosa's melee 6-4, and Titania's melee 10-5
   * Devourer requires 180 exp to advance
   * Dwarvish Heavy Warrior's ranged attack 17-1
   * Rune Warrior's ranged attack 24-1
   * Rune Lord's ranged attack 30-1

- Graphics:
   * improved Roc melee animation
   * improved dimensional vortex animation for Mystical Jinn
   * new hammer icon for Summons Master/Last Summoner
   * fixed troll Fire Sorcerer/Troll Warlock TC issues
   * healing animation for Mechanic, Technician and Constructor
   * added Constructor's attack animations for saw/wrench/screwdriver
   * changed behavior of Mystical Jinn teleport animation
   * added banishment animations for lvl1s
   * improved Jinn/Efreet magic animations
   * Wonderful Jinn's arcane magic animation

- Abilities:
   * fixed area of effect experience bug
   * renamed Constructor's 'summon' ability to 'build drone'
   * changed Constructor's 'build drone' option cost to 9g
   * made the summoned drone advance after being created
   * improved the beam special to make use of weapon's type
   * fixed bug in beam special not harming the third unit in some cases

- Descriptions:
   * added Great Hunter's description
   * added Dark Commander's description
   * added Blade Dancer's description
   * added Sword Dancer's description
   * added description for Dark Wizard
   * added Great Warlock's description
   * added description for Master of Darkness
   * improved Summons Master description
   * added Saurian Shooter description
   * added Saurian Crossbowman description
   * improved Bone Beast's description

- Code:
   * made the drone's flying variant and rune aura variants of Runemaster not visible in the help menu
   * fixed old 'terror' ids in the 'awe' ability(ies)
   * changed Goblin Hunter's and Goblin Assassin's bolas animation sounds
   * made Summons Master/TLU The Last Summoner unit use the sword swish sound instead of the dagger sound for scimitar.
   * Neutral summoner's circle ability shows to the left of the ability list in help
   * replaced the 'thunderstick.ogg' sound in the Flying Fortress's ranged animation with 'dragonstick.ogg'
   * added custom event handlers for the summon ability (when a unit is summoned a 'post summon' event is fired when needed)
   * fixed hide help ids
   * made some strings translatable
   * changed terrain art placeholder string to avoid conflicts
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Re: Era of Magic (EoMa) 2.0 out now! Tons of new stuff!

Postby inferno8 » April 14th, 2017, 4:23 pm

Era of Magic 2.0.3 is now available!

There are some balance improvements, bugfixes, new and improved animations. Enjoy! :)

Code: Select all
Version 2.0.3
- Units
   * lvl2/lvl3 fire elementals have 50% defense on fungus, and have 2 mp cost on caves/fungus
   * added the marksman special to Air Avatar's ranged attack
   * Inspired has a new 15-1 arcane magical attack
   * Striding Machine's melee to 9-2
   * Pacificator's melee to 15-2, fire ranged 21-2, and pierce ranged 7-6
   * Dwarvish Tank/Pacificator's explosive ammo has the marksman special
   * Runesmith has 20% fire/cold resistances, and 10% arcane resistances
   * Rune Artist has 30% fire/cold, and 20% arcane resistances

- Graphics
   * Heavy Summoner has a custom defense animation when defending against magic and has an animation when he's boosting resistances of adjacent units
   * improved Air Elemental/Avatar/God ranged animations
   * improved Rune Artist/Runemaster lightning bolt animations
   * improved rune attack animation
   * improved Sun Guardian's/Kirios's fusion animations
   * improved ranged animations for Adept of Light/Cleric/War Banner/Massive Kharos War Banner
   * added death animation for Sun Follower/Sun Guardian/Kirios
   * added death animation for Child of Light/Mistress of Light

- Abilities
   * fixed experience calculation in the beam weapon special
   * mechanic's repair heals 6 hp instead of 5

- Descriptions
   * improved description of the banish special

- Code
   * fixed wrong gender assignment in units advancing from Dimensional Gate
   * added custom event handlers for the banish and soul catcher abilities
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Re: Era of Magic (EoMa) 2.0 out now! Tons of new stuff!

Postby IPS » April 17th, 2017, 9:24 pm

wowowow... I'm delaying a bit too much with the balance sugestions, also I noticed you have updated the era like a pair of times since my last post LOL. Well, I got stuck a pair of days at thinking about balancing some Summoners units that are actually really overpowered (mostly Jinns and Rhamis) while Summoners and their advancements looks underpowered kinda un-atractive.

Actually I'm at Kharos balance (balancing factions from top to bottom, in the order that appears in the faction selection).

Also, I was going to coment that some units might need a new description such like Hidden Faces which can deserve a much better description than their actual one, and if given a time I can even help at some of those descriptions.

Sugesting something like this:
--> Hidden faces: A misterous unit that Sky Kingdom hires from a nation that is allied with Sky Kingdom but that hasn't enough strength to be a playable faction itself. Also could be recomend to mention the Sky Kingdom as the union of some lesser nations that united into one explaining why the variety of units.
--> In which Hidden Faces, Golems, Magic Eyes, Mu's and Calvalry Archers can be somehow relationated (even if one of those are supporting Kharos instead of Sky Kingdom)

--> The reasson why I mention Calvary Archers is due something that justificates how those Elemental Archers have Fire and Cold arrows (apart that I'm planning to sugest a Lv3 unit that can be named "Mystical Archer") for Kharos Faction. I will even sugest its stats.
-> I will explain in my notes why Kharos really needs lv3 version of Elemental archer, but basically it's because Kharos lacks of ranged apart of pierce or arcane atackers and in balance it's a problem meaning that Calvary Archers are really important to Kharos faction because of balance reassons (apart that Kharos has only Blade and Pierce in mele at lv1-lv2 units but almost no impact or arcane in the overall mele)

Also my feedback would take some days to arrive, but is basically a balance performance sugestion.
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Re: Era of Magic (EoMa) 2.0 out now! Tons of new stuff!

Postby Xargon » April 21st, 2017, 12:16 pm

This has become a really awesome era! So many cool units and animations...

Anyway, some very quick comments (mostly about balance). I don't have a good feeling for the general power level in this era, since it seems to differ quite a bit from standard, so these are just things that struck me as weird while playing.
- I agree with IPS: The Djinn line is seriously overpowered (fast flyer, strong magical attack, good hp, drains, regenerates, various damage types and slow from lvl3... they have it all)
- I am less sure about summoners. Their versatility is pretty handy, having a precision or always hits (single) ranged attack, but they might need a small buff
- About destroyer piraflys: I found them to be a bit too close in function (and price) to nightmares, who are significantly better in combat in almost all situations (exceptions include fighting fire elementals). As a consequence, I used them only for flavor. I think it would be nice if they differed some more (even faster maybe, to put them more clearly into the scout role?)
- Another destroyer unit I used only for flavor is the bone beast. Having a unit with skeletal resistances is nice, but for a pure melee unit, I found its damage to be too low. It does fill the role of a tank, but with low defense and enough enemy ranged units with arcane/impact/fire attacks, it is not very long-lasting. I think it would be nice to either increase the damage slightly or improve its special ability: It could gain some max hp and/or damage when killing a unit, for example (this would also fit the description)
- The XP calculation for "all around" attacks is rather confusing. I had an enemy unit level up mid-combat, and I assume it works like this: For every target which is not the main target, XP is awarded to attacker and defender as soon as the first strike hits this particular target. Are there technical reasons for not delaying the XP rewards until the end of combat? In most situations, this won't matter, of course, but sometimes it does.
- I was a bit confused by the plague description: "... creates a unit identical to and on the same side as the unit with plague". This sounds like the unit will be identical to the attacker. Not sure if this is EoMa-specific or general Wesnoth. But it is super awesome to have zombie versions of all units!
- I saw the Hydra's triple strike work on defense on one occasion, contrary to the description
- The difference in power between levels is very large for some units. Some that I remember would be steamcopter -> mechanical dragon, possibly the cyclops mage lvl2 -> lvl3, grand summoner -> summons master
- The dwarven drones are a lot of fun, but I had the feeling they would be too much effort/investment to use in a tight matchup. Also, while some of the upgrades seemed very good in general (better blades, rotor, berserk, better armor), I found others to be of rather limited use (ranged attacks, furnace - this only gives illuminates, right?). I might have more thoughts about them at some point...
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Re: Era of Magic (EoMa) 2.0 out now! Tons of new stuff!

Postby inferno8 » April 22nd, 2017, 12:43 pm

Era of Magic 2.0.4 is now available!

This time there are new leading animations for Dark Commander line, levelin animations for various lvl2 magical units, improved Ho'Rhami ranged animation (all these made by Forest Dragon), improved abilities, descriptions and many balancing changes

Changelog:
Code: Select all
Version 2.0.4
- Units
   * Neutral Summoner: hp 58
   * Grand Summoner: hp 62
   * Heavy Summoner: hp 66
   * Summons Master: hp 72
   * Dispeller: hp to 40
   * Banisher: hp to 51
   * Rhami'datu: ranged to 5-3
   * Dharma'rhami: renamed scimitar attack to 'swords', gave it multiple sounds in a row
   * Camel Master: decreased his melee to 11-3 and ranged to 15-2
   * Earth Elemental line: 3 mp cost and 30% defense on deep water
   * Piryfly line: added hit and run 2 ability
   * Drone: merged some amlas into one
   * Bone Beast: 16-1 head, and 9-2 tail
   * Bone Giant: 36-1 head, and 13-3 tail
   * Moloch: 50-1 head, and 17-3 tail
   * Jinn: experience to 56; cost to 20
   * Rhami: cost to 16
   * Great Jinn/Efreet: cost 40
   * Great Jinn: 6 mp
   * Steamcopter: 8 mp
   * Mechanical Dragon: 8 mp; melee to 10-2
   * Extinct Cyclops Mage: replaced the precision special with the magical special

- Graphics
   * leading animations for Dark Commander line
   * banishment animations for Dimensional Gates
   * banishment animations for lvl2 magical units
   * improved abyssal wind animation for Ho'rhami
   * custom levelin animations for lvl2 magical units

- Abilities
   * made the banish special work on both offence and defense and when killing a target
   * the banish special gives 3 experience points on success
   * increased summoning costs for Grand Summoner
   * decreased summoning costs for Summons Master
   * the sculpt special slows a target when the initial effect wears off
   * the dark aura ability no longer affects non-living units
   * fixed triple strike special draining health from non-living units
   * the bone collector grants +1 to max hp per each successful kill of a living unit
   * experience gained from area weapons is distributed after a fight

- Descritpions
   * improved Sun Follower's description
   * improved Sun Guardian's description
   * improved Kirios' description
   * improved Silver Warrior's description
   * improved Master of Sun's description
   * improved Shielder's description
   * improved Protector's description
   * improved Slicer's description
   * improved triple strike special's description
   
- Code
   * rewrote the banish special ability
   * Dharma'rhami uses fist.ogg sound instead of mace.ogg for her tackle attack

IPS wrote:Also could be recommend to mention the Sky Kingdom as the union of some lesser nations that united into one explaining why the variety of units.
The Sky Kingdom is not the union of lesser nations, it is something different. More details about this faction will be included in the remastered version TLU as well as in other campaigns.
IPS wrote: I'm planning to sugest a Lv3 unit that can be named "Mystical Archer") for Kharos Faction
I agree with the concept of lvl3 Elemental Archer for the Kharos faction. Looking forward for some stats ;)
Xargon wrote:- I agree with IPS: The Djinn line is seriously overpowered (fast flyer, strong magical attack, good hp, drains, regenerates, various damage types and slow from lvl3... they have it all)
- I am less sure about summoners. Their versatility is pretty handy, having a precision or always hits (single) ranged attack, but they might need a small buff
Thanks to your observations these units have been improved in 2.0.4
Xargon wrote:- About destroyer piraflys: I found them to be a bit too close in function (and price) to nightmares, who are significantly better in combat in almost all situations
Piraflies received hit and run ability granting them additional moves after attack. This addition can make them more useful tactically now. Hope this helps (units with the hit and run ability are able to bait front lines and withdraw to safe zones with ease).
Xargon wrote:- Another destroyer unit I used only for flavor is the bone beast.
This unit received damage buff. Moreover its bone collector ability has been improved and now grants +1 max hp per kill.
Xargon wrote:- The XP calculation for "all around" attacks is rather confusing. (...) Are there technical reasons for not delaying the XP rewards until the end of combat? In most situations, this won't matter, of course, but sometimes it does.
Good point. I have rewritten code of all area weapons to force experience calculation after a fight ;)
Xargon wrote: But it is super awesome to have zombie versions of all units!
That's the plan. ;)
Xargon wrote:- The dwarven drones are a lot of fun, but I had the feeling they would be too much effort/investment to use in a tight matchup
Some of drone amlas have been combined together, so this unit should be more pleasant to use now.
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