The Era of Myths 5.19.0
Moderator: Forum Moderators
Good to hear JW
Can't wait for the next version of EoM
With regards to nailers. Vs horsies and drakes I'd take those level 0 spellcasters for 10 gold rather than 9 good for a nailer.
It's not a bad unit, it's just that it's overshadowed in every situation I can think of by the spellcaster, or the overgrown devling.
For the blood hulk: that could work. It would take fine tuning to make it balanced for 0 upkeep, but it sounds good.
Can't wait for the next version of EoM
With regards to nailers. Vs horsies and drakes I'd take those level 0 spellcasters for 10 gold rather than 9 good for a nailer.
It's not a bad unit, it's just that it's overshadowed in every situation I can think of by the spellcaster, or the overgrown devling.
For the blood hulk: that could work. It would take fine tuning to make it balanced for 0 upkeep, but it sounds good.
Thinking about it more, and looking at the costs, I've decided to reduce the nailer price from 9 to 8. You can now almost get 2 nailers for 1 overgrown. They are now also the cheapest unit after the sneak.Kalis wrote: With regards to nailers. Vs horsies and drakes I'd take those level 0 spellcasters for 10 gold rather than 9 good for a nailer.
It's not a bad unit, it's just that it's overshadowed in every situation I can think of by the spellcaster, or the overgrown devling.
Hopefully this plus the fearless trait will make them more useful (for always having the 1 big hit).
-edit-
yikes! the L1 and L2 xp for the offenders was miniscule!! Thanks. It's been increased.
Okay.....I'm having serious problems getting online....but here's my current changelog:
I'm planning on increasing most vampires drain attacks, but making them ATTACK ONLY (including adding one to the blood hulk). This will make them useful (as opposed to usually just being weaker than regular attacks), but hopefully not [censored] overpowered.
Also, I haven't gotten around to adding the new windsong descriptions yet. Are the ones in this thread the final versions? If so I will commit them, and if not I will add them anyway as soon as I can get this damm version of mine to upload.
Another thought is to give the wolf cub line a weapon special like "ferocious" or something, that gives him marksman. Marksman would just be a horrible, horrible name for this unit. Actually, I think I'll make it effective on both attack AND defense. (he's 3-3.... lol) His upgrades will be looked at and possibly changed if they would be too strong with it.
And please, any more suggestions for G2 release should come quickly!! An upload will come as soon as I am electronically capable!!
Code: Select all
---general changes
*added traits elemental, vampire
*added blood bat to recruit list for wargs in empowered myths era
*added Default + EoM era
*renamed therian physical aura attacks to aura wave
---balancing changes
-Celestials
*removed fearless trait
*changed sage's shock attack from electric (wtf?? thanks Weeksy) to fire
-Devlings
*added fearless trait to all devlings
*decreased nailer cost from 9 to 8
*increased flyer line's defense over swamp, shallow & deep water, sand,
canyon from 30 to 50
*increased xp requirement for blasphemists from 24 to 44
*increased xp requirement for offenders from 40 to 70
*decreased offender's wail attack from 9-4 to 8-4
*decreased abuser's wail attack from 10-5 to 10-4
*increased abuser's hp from 44 to 48
-Elementals
*added elemental trait to most units
*changed furnacefoot movetype costs over swamp 5 to 4; tundra 2 to 3
*changed furnacefoot defenses on grassland 30 to 40; castle 40 to 50;
village 40 to 50; fungus 50 to 40
*increased firefly movetype defenses from 40 to 50 except cave, fungus
-Therians
*increased monk line's hp by 3
*increased monk cost from 15 to 16
*increased guard's hp from 34 to 36
*increased guard's cost from 13 to 14
*increased leopard's hp from 36 to 39
*increased jaguar's hp from 52 to 55
*increased sandskipper and sea snake's bite attacks from 7-3 to 8-3
-Vampires
*decreased fledgeling and noble line's moves from 6 to 5
*decreased fledgeling cost from 16 to 14
*decreased fledgeling hp from 36 to 34
*reduced noble's sword attack from 6-5 to 7-4
*increased noble's hp from 50 to 54
*decreased duelist's hp from 52 to 48
*changes sire line's dementia gaze attack from psychic ( =/ ) to arcane
*reduced sire's dementia gaze attack from 8-3 to 8-2
*reduced methusalem's dementia gaze attack from 9-4 to 9-3
Also, I haven't gotten around to adding the new windsong descriptions yet. Are the ones in this thread the final versions? If so I will commit them, and if not I will add them anyway as soon as I can get this damm version of mine to upload.
Another thought is to give the wolf cub line a weapon special like "ferocious" or something, that gives him marksman. Marksman would just be a horrible, horrible name for this unit. Actually, I think I'll make it effective on both attack AND defense. (he's 3-3.... lol) His upgrades will be looked at and possibly changed if they would be too strong with it.
And please, any more suggestions for G2 release should come quickly!! An upload will come as soon as I am electronically capable!!
At the moment, the only reason to choose the cobra is the fact that they have a level 3. Perhaps buff them a little, or is this not being super powerful intentional?
Also, why are Wargs getting blood bat as a recruit, when they don't have the vampire bat as a recruit? In similar note, if you're keeping the EOM_Vampire Bat, its drain doesn't work.
Also, why are Wargs getting blood bat as a recruit, when they don't have the vampire bat as a recruit? In similar note, if you're keeping the EOM_Vampire Bat, its drain doesn't work.
If enough people bang their heads against a brick wall, The brick wall will fall down
Doh!! That's a typo. Yes indeed the bat was added to the vampires. Also, thank you for reminding me to change the bat to the default WML. I did forget to do that. Also, I guess you're right about the Cobra. I'll boost his damage too I guess.Weeksy wrote:At the moment, the only reason to choose the cobra is the fact that they have a level 3. Perhaps buff them a little, or is this not being super powerful intentional?
Also, why are Wargs getting blood bat as a recruit, when they don't have the vampire bat as a recruit? In similar note, if you're keeping the EOM_Vampire Bat, its drain doesn't work.
More problems with the Warg. The Moon Blade still has shadow damage, the EOM Wose and Naga can get taken out (for the depthstalker bit, there's a cool way of doing it so that you don't have to have two types of units. Look at the way EE handles the naga.
And one for the celestials: The herald's inspire ability is defined on the right-hand bar as 'leadership', this should be easy enough to change, but I don't know how.
And one for the celestials: The herald's inspire ability is defined on the right-hand bar as 'leadership', this should be easy enough to change, but I don't know how.
If enough people bang their heads against a brick wall, The brick wall will fall down
***Announcement***
The Era of Myths version Gamma 2 has been released
This version is incompatible with all previous versions due to major unit changes (every faction has changes). This release will remain stable for at least 1 week's time (minimum). If I make any changes they will be trivial and superficial, requiring no update and being totally backwards compatible with G2. Such changes could include graphics, descriptions, or credit changes. I know I have forgotten at least one.
This will be the first MAJOR playtest version. Please upload all replays to this thread. I will examine every single replay that is submitted personally. And, as I mentioned before, all players who participate in at least 2 uploaded matches will be named as playtesters in the credits of the era.
Please go check it out, playtest, and submit feedback! A lot has changed!
The Era of Myths version Gamma 2 has been released
This version is incompatible with all previous versions due to major unit changes (every faction has changes). This release will remain stable for at least 1 week's time (minimum). If I make any changes they will be trivial and superficial, requiring no update and being totally backwards compatible with G2. Such changes could include graphics, descriptions, or credit changes. I know I have forgotten at least one.
This will be the first MAJOR playtest version. Please upload all replays to this thread. I will examine every single replay that is submitted personally. And, as I mentioned before, all players who participate in at least 2 uploaded matches will be named as playtesters in the credits of the era.
Please go check it out, playtest, and submit feedback! A lot has changed!
Don't have 1.2.8 installed, so I guess I should do it sometime to find people to playtest against.
In any case, just the first few things I noticed. This is all 1.3.12 stuff.
1. Is there any reason to train great wizards? They do the exact same thing as mystics, but don't have the extra arcane attack, and have slightly less hp.
2. All the vampire units have ", vampire" appearing in their traits in the recruit list lol.
3. The obedient trait comes as "undead, obedient". So any unit that gets obedient would become "vampire, undead ..." (obedient being too long to be shown on the right menu bar).
4. Elementals have both "mechanical" and "elemental" trait, which do the exact same thing, so mechanical should probably be removed
In any case, just the first few things I noticed. This is all 1.3.12 stuff.
1. Is there any reason to train great wizards? They do the exact same thing as mystics, but don't have the extra arcane attack, and have slightly less hp.
2. All the vampire units have ", vampire" appearing in their traits in the recruit list lol.
3. The obedient trait comes as "undead, obedient". So any unit that gets obedient would become "vampire, undead ..." (obedient being too long to be shown on the right menu bar).
4. Elementals have both "mechanical" and "elemental" trait, which do the exact same thing, so mechanical should probably be removed
Doh....thanks. The Vampire trait showing up in the recruit list shouldnt be a problem though. The others, yes.Kalis wrote:Don't have 1.2.8 installed, so I guess I should do it sometime to find people to playtest against.
In any case, just the first few things I noticed. This is all 1.3.12 stuff.
1. Is there any reason to train great wizards? They do the exact same thing as mystics, but don't have the extra arcane attack, and have slightly less hp.
2. All the vampire units have ", vampire" appearing in their traits in the recruit list lol.
3. The obedient trait comes as "undead, obedient". So any unit that gets obedient would become "vampire, undead ..." (obedient being too long to be shown on the right menu bar).
4. Elementals have both "mechanical" and "elemental" trait, which do the exact same thing, so mechanical should probably be removed
Just a thought, but I think celestials are ridiculously overpowered.
crusaders: arcane attack? Crushes elves and drakes and undead? Or within the era, elementals. And then they heal+3 too.
Then there's the combination of leadership, and light spirits to keep their damage output ridiculously high, even at night.
Finally, legionaires might need to be put to 4 speed from 5. High HP, decent attack, good resists... They're like dwarven guardsmen with a much better attack (and possibly much better due to leadership and lawful), if lower resists.
crusaders: arcane attack? Crushes elves and drakes and undead? Or within the era, elementals. And then they heal+3 too.
Then there's the combination of leadership, and light spirits to keep their damage output ridiculously high, even at night.
Finally, legionaires might need to be put to 4 speed from 5. High HP, decent attack, good resists... They're like dwarven guardsmen with a much better attack (and possibly much better due to leadership and lawful), if lower resists.
I've really been thinking that balancing v. the default factions is foolish, as certain essential elements of some of the factions, such as the devlings' spammable cold damage or the celestials' arcane damage, will clash with certain factions, mostly drakes or undead. The fact that the era is so melee-heavy also causes some problems with rebels. Besides, balancing the factions v. themselves is much easier than balancing v. themselves and the default ones, especially as we can't change the default ones.
If enough people bang their heads against a brick wall, The brick wall will fall down
Indeed. I was so concerned wih making the Celestials "cool" that I neglected to notice their obvious overpoweredness. I plan to decrease the Crusader melee to 4-4 and possibly increase their price by 1. I'm not sure how to deal with the other units.Kalis wrote:Just a thought, but I think celestials are ridiculously overpowered.
crusaders: arcane attack? Crushes elves and drakes and undead? Or within the era, elementals. And then they heal+3 too.
Then there's the combination of leadership, and light spirits to keep their damage output ridiculously high, even at night.
Finally, legionaires might need to be put to 4 speed from 5. High HP, decent attack, good resists... They're like dwarven guardsmen with a much better attack (and possibly much better due to leadership and lawful), if lower resists.
Thanks to Weeksy, there is now an Era of Myths svn!!!
I don't know much about it, but I've figured out how to do the simple things of updating and committing.
The link is http://opensvn.csie.org/Era_of_Myths/
I'm not sure what you would need to do to get setup to download.
I don't know much about it, but I've figured out how to do the simple things of updating and committing.
The link is http://opensvn.csie.org/Era_of_Myths/
I'm not sure what you would need to do to get setup to download.