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

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Re: Era of Magic (EoMa) - new version coming soon!

Postby inferno8 » March 10th, 2017, 3:58 pm

It is time for another piece of information about the upcoming EoMa 2.0. Together with ForestDragon we expanded the concept of Drone upgrades even further by adding 3 new upgrades and additional AMLAs. Fully upgraded drone not only turns into a destroyer of worlds but also has functionality of most modern smartphones, portable furnace included! :shock: :lol: (ok, I was joking with those smartphones, but the furnace is really there :lol: ). The portable furnace mounted on a drone grants him the 'heat aura' ability - a new addition to the 2.0, made initially for Fire Elementals. That upgrade is obtainable only by having a mechanical dragon nearby. The other new upgrades are: berserker ai module (granting the drone a new berserker melee attack) and damage rune (granting additional magical ranged attack).

To sum up here are some interesting facts about the drone:
1.a fully upgraded drone has 4 extra attacks (5 in total)
2.the drone is the second unit with the kamikaze attack.
3.the drone is the only unit in EoMA with custom AMLAs

These AMLAS are varied. Here is the list of per advance improvements:
- +1 melee strike
- +1 melee damage
- +1 movepoints
- auto-repair+6
- hit and run 1
- +5 max hp

And for those who want pictures, this is the picture (to the left a basic drone, to the right a fully upgraded drone with the portable furnace).
Image

Also, it is worth to mention that all Matriarchs from Tharis faction got many improvements. The Cold Matriarch's cold aura ability not only affects resistances of adjacent units but:
-turns water into ice in close proximity
-deals some cold damage to adjacent enemy units
-slows water elementals.
Thanks to these additions, the Cold Matriarch can be truly considered the Frost Lady.
The Matriarch of Emptiness has been updated as well. Not only her magic absorber ability negates all magic around her, but she is able to use her strange red orb of unknown origin to shoot powerful anti-magical shield-breaking red laser straight onto foolish enemies who dare to stand in her way!
Also, the Matriarch of Darkness received many improvements regarding her stats as well as she has got a new animation for her blood gate special attack.

Also, the concept of zombies has been widely expanded. Some of you may not know this, but EoMa has its own plague system, which was designed to be used specifically with era's units. Normally when unit dies from a weapon with plague special it is replaced by a walking corpse of enemy's side. But in Era of Magic 2.0 all these zombies will have many different attacks and weapon specials, just like their living variants have. For example, when a Child of Light (an angel-like unit from Kharos faction) becomes a victim of plague, she turns into a black fallen angel, who can emit a blast of dark energy onto all adjacent foes. This can really hurt.

And now the fun part :lol: ForestDragon has recently made a few ..."EoMa jokes" :P In my opinion they are amazing! :D If you want to look at EoMa from a funny perspective, you have to see these:
Image
Spoiler:
Last edited by inferno8 on March 18th, 2017, 3:07 pm, edited 2 times in total.
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Re: Era of Magic (EoMa) - new version coming soon!

Postby inferno8 » March 18th, 2017, 11:17 am

It looks like this is going to be the last news before Era of Magic 2.0 comes out ;) You should expect it somewhere around 24/25th March, if everything goes well. All major things are done and the addon is ready in 99%. It could be released earlier, but the user ForestDragon appeared with his amazing ideas a few weeks ago and ruined my schedule ...in a good way! :D Seriously, this is going to blow your mind, believe me 8)

Ok, so it's time to tell you more about recent additions to the Era:

New units:
Spoiler:

New/improved abilities:
Spoiler:

New attack icons:
There are new icons for Steam Berserker's frenzy and its mechanical fist. Also, there are icons for chaotic blast attack, Great Warlock's dark ball, Jinn's magic, Neutral Summoner's scimitar and hammer. Many other attack icons have been improved as well.
Image

And here is another part of EoMa jokes made by ForestDragon :D More in "spoilers":
Image
Spoiler:
Last edited by inferno8 on March 18th, 2017, 3:12 pm, edited 1 time in total.
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Re: Era of Magic (EoMa) - new version coming soon!

Postby Norzel » March 18th, 2017, 2:45 pm

Am i alone having "The selected attachment does not exist anymore." for images in spoilers?
English, why you so foreign language? =(
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Re: Era of Magic (EoMa) - new version coming soon!

Postby Ravana » March 18th, 2017, 2:51 pm

Not alone. It shows as "You are not authorised to download this attachment." (or curiously "The selected attachment does not exist anymore." when logged in) to those not involved in the private message where it is included.
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Re: Era of Magic (EoMa) - new version coming soon!

Postby inferno8 » March 18th, 2017, 3:15 pm

Thanks for reporting. I've just edited the links. Hope it works now :P
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Re: Era of Magic (EoMa) - new version coming soon!

Postby ForestDragon » March 18th, 2017, 5:38 pm

looks like there hasn't been much (visible) response for my jokes :hmm: not sure what to think about it.
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Re: Era of Magic (EoMa) - new version coming soon!

Postby inferno8 » March 18th, 2017, 7:41 pm

I think they may laugh so hard, they cannot write :lol: But take into account that there was a problem with showing these jokes and the first person reported it ...a week later :shock: So probably during that time no one saw them so they had nothing to comment.
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Re: Era of Magic (EoMa) - new version coming soon!

Postby The_Gnat » March 18th, 2017, 10:37 pm

@forestdragon - :lol: :lol: :lol: :lol: :lol: :lol:

@inferno8 - I love all the cool things you have done and the jokes segment is a great preview! Also i like the attack icons you have created they look good.
You should expect it somewhere around 24/25th March


:Awesome:
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Re: Era of Magic (EoMa) - new version coming soon!

Postby inferno8 » March 24th, 2017, 5:12 pm

Era of Magic 2.0 is now available!

To celebrate 9 years of Era of Magic (and my birthday next week :mrgreen:) I am happy to announce the 2.0 release of the Era of Magic - one of the best umc eras ever created for the Battle for Wesnoth :)

It took months to complete but its finally there on both 1.12 and 1.13 add-on servers.

2.0 brings new units, new abilities, new graphics, new sounds, improved animations, improved balance and many more! :D The changes affected almost every aspect of the era. Everything has been improved. Forget about previous versions - this is a new beginning 8)

It is worth noting that Era of Magic 2.0 comes with... a map? :| :P Yes! And it is not an ordinary map but a MP SURVIVAL SCENARIO up to 4 players! :shock:
Ladies and gentlemen, let me present you the Zombies Challenge! :twisted: Some screenshots (more in spoilers):

Image
Spoiler:

This scenario allows players to test their skills against endless waves of EoMa zombies. These zombies are much different than walking corpses from the default BfW because they are very similar to their living counterparts in terms of attacks, resistances and types of movement. There is a turn limit but one can disable it and try to survive as long as possible. The map itself comes with a multihex lighting technology I used in To Lands Unknown campaign. Thanks to it, the caves are much darker and the zombies can really freak you out people, so do not play after midnight, ok? :lol:

In this very moment I would like to thank ForestDragon, who offered his help and shared many genius gameplay ideas for EoMa 2.0. He can be truly considered a co-creator of this release. Without this cooperation this add-on would never be as great as it is in its current state. Thank you so much! ;)
Also I want to thank kalfat (who optimized almost all animations in the era, which was a huge task), Hejnewar and ElderofZion (balancing suggestions) and many other users and fans who helped me to shape this add-on and make it great again! :)

Now its time for a changelog. I offer you two versions - one for lazy people, and the other one for enthusiasts :lol:
Code: Select all
Era of Magic 2.0 - ChangeLog short:
-improved everything
-added cool stuff

Code: Select all
Era of Magic 2.0 - full ChangeLog:
- Units
   * Added new units: Atokpi Master, Dark Atokpi, Devourer, Titania, Dark Apostle, Troll Warlock, Goblin Raider, Saurian Champion, Saurian Assassin, Chosen of Marsh, Constructor, Drone, Perfect Drone, Steam Turboserker, Cosmic Eye, Sky Guardian, Dark Executioner, Camel Master
   * Improved zombies: many variations received different attacks, abilities and weapon specials, making them resemle their living counterparts
   > Summoners:
      * Air Elemental: hitpoints from 18 to 24, cost to 16g (+1g);
      * Air Avatar: hitpoints to 36
      * Air God: hitpoints to 48; added new ranged attack capable of hurting all adjacent enemy units
      * Earth Elemental: hitpoints from 40 to 42, cost to 18g (+3g); melee damage +1; ranged damage +2
      * Earth Avatar: experience points to 90; changed damage to 11-3
      * Earth God: hitpoints to 80; added 'cleave 50%' weapon special; changed resistance: blade/pierce to 30%, impact to 10%, fire/cold to 30%
      * Fire Elemental: hitpoints from 36 to 35; changed physical resistance to 20%, cold resistance to -30%; reset terrain defense to 50% for all types; cost to 16g
      * Fire Avatar: hitpoints from 40 to 55; changed cold resistance to -30%; added fire ranged attack
      * Fire God: hitpoints to 71; damage from 9-4 to 10-4; added fire ranged attack; changed physical resistance to -30%; cold resistance to 20%
      * Water Elemental: hitpoints from 30 to 29, experience points to 29 (+3), cold restistance from 50% to 10%, blade resistance to 10%, pierce and impact to 20%; shallow water defense 60%
      * Water Avatar: hitpoints to 44; experience points to 100; heals+8, blade resistance to 10%, pierce and impact to 20%; shallow water defense 60%
      * Water God: cures, blade resistance to 10%, pierce and impact to 20%; changed impact ranged attack damage to 10-3, added skilled special; added another ranged attack (cold); shallow water defense 60%
      * Jinn: experience points to 45; added regeneration +4; hitpoints from 32 to 35, experience points to 41; melee damage to 7 (+2), melee damage type to arcane; cost to 19 (-1); fixed defense to 50% (fly)
      * Great Jinn: hitpoints to 48; movepoints to 7; experience points to 110; melee damage to 12-1, changed type to arcane; ranged attack to 7-4; added regeneration +6; fixed defense to 50% (fly); changed fire/cold resistance to 10%
      * Wonderful Jinn: hitpoints to 60%; experience points to 210; melee damage type to arcane, added regeneration +8; fixed defense to 50% (fly); changed melee damage to 18-1; changed 'magic' attacks damage to 9-4; replaced ultracircle attack poison special with anti-shield, added precision, changed damage to 28-1; changed fire/cold resistance to 20%, arcane to 10%
      * Efreeti: hitpoints to 50; added regeneration +8; hitpoints from 48 to 45; fixed defense to 50% (fly); changed cold resistance to -20%
      * Great Efreeti: hitpoints to 62; experience points to 110; changed melee damage to 8-3; changed 'magic' attacks damage to 11-4; added area effect for the 'destruction' attack made it deal fire damage, changed damage to 20-2; added regeneration +8; fixed defense to 50% (fly); changed cold resistance to -20%
      * Mystical Jinn: hitpoints to 72; melee damage type to arcane, added the 'Teleport' ability; added regeneration +8; changed melee damage to 24-1; changed 'magic' attacks damage to 11-4 added precision special; added no-counter weapon special to the dimensional vortex attack, changed damage to 30-1; fixed defense to 50% (fly); ; replaced ranged circle attack poison special with anti-shield; changed fire/cold resistance to 30%, arcane to 10%
      * Rhami: hitpoints from 38 to 37, experience points to 44; melee damage to 5-4; copied resistance from higher levels
      * Rhami'kai: hitpoints to 44; changed pierce attack damage to 16-1; 10% cold resistance
      * Ho'rhami: hitpoints to 55; changed pierce attack damage to 16-2; changed non-existing trident range attack to cold abyssal wind attack, changed damage to 12-2; 10% cold resistance
      * Rhami'datu: replaced marksman special with skilled special; 20% fire resistance
      * Dharma'rhami: replaced marksman special with skilled special; spear attack damage changed to 17-2, added skilled special; 30% fire resistance
      * Novice Summoner: experience points to 52 (-8); hitpoints from 32 to 35, cost to 16g (-1g)
      * Summoner: experience to 85 (-15); scimitar damage to 7-3; scroll damage to 16-1
      * Grand Summoner: experience to 210 (+45); scimitar damage to 8-3, hammer damage to 12-2; circle damage to 19-1; can summon all types of elementals; costs of summoning reduced; 10% physical resistance; 10% cold/fire resistance
      * Summons Master: hp to 70 (+5); circle damage to 25-1; changed incantation of power damage to 40-1, added anti-shield special; 10% physical resistance; 20% cold/fire resistance
      * Heavy Summoner: hammer damage to 13-2, scroll damage to 21-1, magic arrow damage to 11-2; changed fire and cold resistance to 20%
      * Neutral Summoner: scimitar damage to 7-3, circle damage to 16-1; hammer attack has drain special now; 10% cold/fire resistance
      * Dispeller: staff damage to 7-2; banishment attack damage to 8-1, added slow special, 20% fire/cold/arcane resistance
      * Banisher: staff damage to 7-3; banishment attack damage to 14-1, added slow special; 30% fire/cold/arcane resistance
      * Camel Rider: changed ranged attack damage to 7-2; changed cold resistance to 10%; cost to 17
      * Heavy Camel Rider: ranged attack damage to 11-2
      * Carpet Rider: cost to 17 (-1), impact resistance from -20% to 0%
      * Carpet Master: 9 movepoints; added skirmisher ability
      * Dimensional Gate: advances to Jinn too; changed arcane resistance to 30%; cost to 7g
      * Dimensional Gate 2: renamed to Dimensional Gate II; hitpoints to 12; movepoints to 6; changed melee damage to 10-1; advances to Great Jinn and Efreet too; added animations; changed arcane resisistane to 30%; cost to 15g
   > Barbarians:
      * Orcish Warrior: attack from 6-3 to 7-3
      * Barbarian: hitpoints from 58 to 54; experience points to 74
      * Barbarian Lord: experience points to 200
      * Barbarian King: hitpoints to 82; sword & axe damage to 16-3, axe to 26-2
      * Orish Warbanner: hitpoints from 60 to 58
      * Blood Warrior: hitpoints to 44; changed pierce melee attack damage to 9-2 and blade melee damage to 8-3
      * Cyclops: hitpoints from 45 to 49
      * Cyclops Breaker: hitpoints from 50 to 58, number of strikes to 4 (+1)
      * Mighty Cyclops: hitpoints to 64; experience to 80 (-40); experience points to 84; removed "cleave" ability; changed melee damage to 18-2
      * Raging Cyclops: hitpoints to 78; experience points to 240; changed melee damage to 24-2; removed ranged attack
      * Cyclops Destroyer: renamed to Cyclops Goliath; changed melee damage to 31-2; replaced old ranged attack with precision eye attack
      * Fire Cyclops: hitpoints to 60; experience to 90 (-30); changed fists damage to 6-3, added 'growing fury' special; changed ranged damage to 16-1
      * Ancient Cyclops: hitpoints to 72; added growing fury special to melee attack; changed ranged attack damage to 22-1
      * Goblin Kamikaze: hitpoints from 15 to 12, cost to 13 (+1g)
      * Goblin Runt: hitpoints from 25 to 24; melee attack changed from 5-3 to 7-2, spear throw attack damage to 8 (+1); cost to 11g (-1)
      * Goblin Archer: cost to 14 (-2)
      * Goblin Sniper: hitpoints to 52
      * Goblin Warrior: melee 7-3 to 8-3
      * Goblin Assassin: hitpoints to 42; 20% arcane resistance; added 'hit and run 3' ability
      * Goblin Hunter: hitpoints to 31; 20% arcane resistance; changed bolas attack damage to 4-3
      * Goblin Rouser: hitpoints to 45
      * Goblin Warbanner: hitpoints to 43; changed level from 1 to 2, now advances from Goblin Warrior; increased damage to 6-3 and 10-1; cost of summoning a roc rider to 17g
      * Troll Sorcerer: hitpoints from 24 to 37; ranged attack from 5-3 to 6-3; cost to 17g (-5g)
      * Troll Fire Wizard: hitpoints from 52 to 54; changed ranged attack damage to 7-3
      * Troll Warbanner: hitpoints from 60 to 58; changed ranged attack damage to 6-3
      * Roc Rider: melee attack from 6-3 to 5-4
      * Roc Master: changed movepoints to 10; melee attack from 8-3 to 7-4; added skirmisher ability
   > Darkblood Alliance:
      * Saurians have 1 movepoint in forests
      * Wyvern: hitpoints from 40 to 42
      * Great Wyvern: changed scream attack damage to 8-2, added skilled special, tackle attack damage to 12-2
      * Chaos Wyvern: 'tackle' attack damage to 18-2 (+5), added skilled special to the scream attack
      * Wyvern Rider: hitpoints from 48 to 46
      * Wyvern Tamer: changed spear attack damage to 11-2
      * Chaos Rider: changed spear attack damage to 15-2, tail damage to 22-1 (added cleave special), scream damage to 12-2, added skilled special
      * Toad: hitpoints from 50 to 47; cost from 18 to 19, melee from 4-3 to 6-3, renamed ranged pierce attack to 'javelin', changed damage from 4-3 to 5-3, ranged impact from 10-1 to 6-2 blade impact and cold resistance to 20% and pierce resistance form 0 to -20%
      * Battle Toad: renamed to Heavy Toad; hitpoints to 62; experience points to 90; changed melee damage to 7-4, changed tongue attack damage to 8-2; changed spear throw attack damage to 12-1
      * Dreadnaught: hitpoints to 80; changed melee damage to 8-5, changed tongue attack damage to 10-2, added skilled special; changed spear damage to 14-3, changed spear throw attack damage to 18-1, added skilled special; impact resistance to 10%, pierce resistance to 20%
      * Ranged Toad: hitpoints to 58; experience points to 90; changed melee damage to 6-3, changed tongue damage to 8-2; crossbow damage to 10 (+1)
      * Double Ranged Toad: changed melee damage to 7-4, changed tongue attack damage to 10-2, added skilled special, renamed 'crossbow x2' attack to 'split fire', changed its damage to 12-2, renamed 'aimed shot' to 'concentrated fire', renamed 'concentrated' fire to'rapid fire'
      * Shamanistic Toad: hitpoints to 58; experience points to 90; changed melee attack damage to 6-3, changed tongue attack damage to 8-2, added skilled special
      * Mystical Toad: changed melee attack damage to 7-4, changed tongue attack damage to 10-2, added magical special
      * Salamander: hitpoints from 38 to 37
      * Saurian Pikeman: hitpoints from 36 to 34; resistance changed to 0% blade and 0% impact
      * Saurian Great Pikeman: renamed to Saurian Jungle Guardian; resistance changed to 20% blade and 20% impact
      * Saurian Shooter: hitpoints from 28 to 26; cost to 16g (+3)
      * Saurian Crossbowman: hitpoints to 38; experience points to 80; changed melee damage to 7-2, ranged damage to 8-3, added marksman special
      * Shamanistic Adept: hitpoints from 27 to 26; melee from 3-2 to 4-2; cold resistance to 0%
      * Clan Leader: cures instead of healing; cold resistance to 0%; claws damage to 6-2
      * Mystic: experience points to 200; cold resistance to 10%, fire resistance to -10%; entangle attack damage to 4-4; claws damage to 8-2
      * Chosen of Forest: regenerates; cold resistance to 20%, fire to 0%; entangle attack damage to 5-5; claws damage to 10-2
      * Corrupted Shaman: hitpoints to 36; fire and cold resistance to 10%; claws damage to 6-2; claws damage to 8-2
      * Swamp Mage: hitpoints to 46; experience points to 200; cold and fire resistance to 20%
   > Destroyers:
      * Atokpi: hitpoints from 30 to 35; resistance changed to 0% impact, 10% blade, 30% pierce; hammer attack damage to 10-2, spear damage to 10-1; melee pierce attack removed
      * Atokpi Samurai: hitpoints to 45; experience points to 85; changed staff damage to 16-2, blade resistance to 20%, pierce to 30%, impact to 0%; added 'skilled' weapon special to spear attack
      * Atokpi General: hitpoints to 56; experience points to 180; changed spear damage to 15-2, katana damage to 14-3, staff damage to 21-2, blade resistance to 30%, pierce to 30%, impact to 0%; added 'skilled' weapon special to spear attack
      * Atokpi Master: hitpoints to 68; changed katana damage to 17-3; staff damage to 25-2, spear damage to 18-2; blade resistance to 30%, impact to 10%, pierce to 40%; added 'skilled' weapon special to spear attack
      * Beast: renamed to 'Bone Beast'; hitpoints from 35 to 33; experience points to 42; added 'Submerge' ability (entire line); blade resistance to 50%, pierce to 70%, impact to -10%, arcane to -20%, fire to -10%; changed cost to 15g; change mountain movement cost to 3 (defense 50%), changed hills movement cost to 2
      * Bone Golem: changed head attack damage to 24-1, tail to 9-3; blade resistance to 50%, pierce to 70%, impact to -10% arcane to -20%
      * Bone Giant: changed head attack damage to 34-1, tail to 12-3; blade resistance to 60%, pierce to 80%, impact to 0 arcane to -20%
      * Moloch: changed head attack damage to 45-1, tail to 16-3; blade resistance to 60%, pierce to 80%, impact to 10%, arcane to -20%
      * Cyclops Skeleton: hitpoints from 36 to 28; experience to 60; changed mushroom cover to 60%; blade resistance from -10% to 10%, pierce to 20%, impact to -10% fire and cold to 30%; changed marksman special to magical special, 2 movepoints cost on hills, 3 movepoints cost on mountains (50% defense)
      * Legendary Cyclops: experience to 120; changed impact resistance to -10%, blade to 10%, pierce to 20%, fire and cold resistance to 40%, arcane to 0%; changed melee damage to 6-2; added magical special to arcane attack; added 'fungus lord +4' ability
      * Extinct Cyclops Mage: changed blade resistance to 20%, pierce to 30%, impact to 0% fire and cold resistance to 50%, arcane to 10%; removed slow special from melee attack, changed damage to 8-2; changed cold ranged attack damage to 38-1
      * Nightmare: hitpoints from 21 to 24, changed arcane resistance to 10%, cold resistance to 0%. impact resistance to 20%; added new ranged attack; cost to 18
      * Mara: hitpoints to 31; changed melee damage to 8-3; arcane resistance to 20%
      * Apocalypse: changed experience to 180, arcane resistance to 30%
      * Omen: hitpoints to 31; experience points to 90; area attack works only on offensive; melee pierce attack changed from 8-2 to 7-2; changed fire resistance to 10%; changed snow cover 50% for entire line; changed cost 21g
      * Punisher: changed hitpoints to 42; experience points to 180; changed area attack damage to 10-3, changed pierce attack to 14-2, added skilled special; changed arcane resistance to -10%; cost to 43
      * Obliterator: changed experience to 360; changed pierce attack damage to 18-2; added skilled special to both attacks; changed cold resitance to 30%, arcane to -10%, fire to 20%
      * Abaddon: hitpoints to 64; changed area damage to 16-3; added skilled special to both attacks; changed cold resistance to 40%, arcane to 0% and fire to 30%
      * Pirafly: melee from 6-3 to 5-3
      * Redistributed the Awe ability levels to selected units, advancements
   > Kharos:
      * Shielder: hitpoints from 38 to 33, experience points to 38 (-2); melee pierce from 5-3 to 6-3; cost to 17g (-1)
      * Revenger: renamed to Avenger; added shield attack
      * Protector: changed shield damage to 15-1
      * White Warrior: experience points to 36 (-4); cost to 14g (-1); changed blade resistance to -20%
      * Silver Warrior: added blade melee attack; changed ranged attack damage to 5-3; changed blade resistance to -20%; 30% arcane resistance
      * Golden Warrior: hitpoints to 56; experience points to 190; added blade melee attack; added skilled special to arcane melee attack, experience points to 190; changed blade resistance to -20%; 30% arcane resistance, 10% fire/cold resistance
      * Master of Sun: hitpoints to 70; added blade melee attack; changed arcane melee damage to 11-3; changed blade resistance to -20%; 40% arcane resistance, 10% fire/cold resistance, -10% pierce/impact resistance
      * Sister of Light: hitpoints from 30 to 29; melee damage to 5-2; cost to 20 (-2g); changed arcane resistance to 40%
      * Child of Light: melee damage to 7-2; added 'all around' weapon special to ranged attack, increased range damage to 16-1
      * Mistress of Light: melee damage to 9-2; added 'all around' weapon special to ranged attack, increased range damage to 20-1
      * Inspired: melee damage to 7-2, ranged damage to 7-3; fixed wrong attack sound; changed arcane resistance to 40%
      * War Banner: renamed to Kharos War Banner; cost to 27 (-3); changed blade resistance to 20%, pierce to 10%, fire/cold to 30% and arcane to 40%; increased damage to 7-3
      * Kharos War Banner: renamed to Massive Kharos War Banner; changed arcane resistance to 60%, fire/cold to 50%, blade to 40%, pierce to 30%, increased melee damage to 9-3, added first strike special, ranged damage changed to 8-3
      * Adept of Light: hp from 25 to 26
      * Prophet of Light: changed melee damage to 8-2, lightbeam attack to 7-5 and blinging light attack to 23-1
      * Sun Follower: cost to 26g (-2); added solar regeneration; arcane resistance to 50%
      * Sun Guardian: experience points to 200; changed melee damage to 11-3; added solar regeneration; arcane resistance to 70%
      * Kirios: changed fusion attack damage to 10-3, changed beam damage to 16-2; added 'beam' weapon' special, added solar regeneration; arcane resistance to 90%
      * Slicer: changed blade resistance to -20%, pierce to -10% changed experience to 42 (-58); 6 movement points (+1), cost to 16; added fearless trait
      * Fanatic: changed hitpoints to 42 hp; increased melee damage to 4-6; changed blade resistance to -10%, pierce to -10% cold and fire to 10%; 6 movement points (+1); added skirmisher ability, added fearless trait
      * Cavalry Archer: melee from 5-2 to 6-2, ranged from 7-2 to 8-2
      * Heavy Cavalry Archer: melee damage to 9-2, ranged damage to 11-2
      * Elemental Archer: ice arrow atack damage to 8-2, added magical special; fire arrow damage to 12-2, normal arrow to 9-3, added marksman special, melee damage to 8-2
   > Runemasters:
      * Striding Machine: hitpoints from 40 to 49, cost to 20 (+2g); changed impact, fire resistance to 0%; trample damage to 10 (+4); ranged attack damage to 4-5, cost to 22 (+2); hill movement cost to 2, mountain movement cost to 3 (entire line)
      * Dwarvish Tank: hitpoints from 60 to 67; changed impact, fire resistance to 0%; trample damage to 12 (+3); pierce attack damage to 6-5, added marksman special
      * Pacificator: hitpoints from 70 to 81; changed impact resistance to 0%; pierce attack damage to 8-5, added marksman
      * Steam Ulfserker: changed damage type to impact; hitpoints from 35 to 37, cost to 18 (-1g); hill movement cost to 2 (40% defense), mountain movement cost to 3 (50% defense), cave movement cost to 1 (entire line); changed blade resistance to 30%, impact to 30%; added laugh sounds
      * Red Ulfserker: changed damage type to impact; hitpoints from 40 to 42; changed attack damage to 5-4; blade/impact resistance to 40%, pierce 50%, fire and cold to 0%; removed 'steadfast' ability; added 'skirmisher' ability; movepoints to 6; changed defenses: 50% hills, mountains 60%, castle 50%, forest 40%, village 50%, cave/fungus 40%; added movement animation
      * Steam Berserker: experience points to 76; changed damage type to impact; added non-berserker attack; changed frenzy damage to 5-5 and standard damage to 10-2; changed blade resistance to 30%, impact to 30%; changed cost to 38g
      * Heavy Balloon: hitpoints to 51; added the 'Hard Landing' ability; movement points to 7; bombs damage to 12-2, machine gun to 8-3
      * Flying Fortress: hitpoints to 82; movement points to 7; bombs damage to 13-3, machine gun damage to 10-4, cannon damage to 20-2
      * Steamcopter: movepoints to 9; experience points to 82
      * Mechanical Dragon: fire breath attack damage to 18-2; added Awe 2 ability
      * Steamcopter: added marksman weapon special
      * Dwarvish Warrior: hitpoints from 40 to 41, experience to 38 (+8); changed ranged damage to 11-1; changed cost to 15g
      * Dwarvish Heavy Warrior: experience points to 80; changed melee damage to 9-3, ranged to 15-1
      * Dwarvish Rune Warrior: experience points to 200; changed melee damage to 13-3, ranged to 20-1; changed marksman special to skilled special; changed resistance: fire/cold to 30%, arcane to 20%
      * Dwarvish Rune Lord: changed ranged damage to 24-1; changed resistance: blade/pierce/impact to 30%, fire/cold to 50%, arrcane to 40%
      * Rune Adept: experience points to 43 (-2); hp from 34 to 37, ranged from 9-1 to 8-2, melee from 8-2 to 9-1, added skilled special; changed cost to 17g
      * Runesmith: changed melee damage from 10-2 to 9-2; changed ranged runes attack damage to 12-2
      * Rune Artist: movepoints to 5; experience points to 220; changed ranged runes attack damage to 13-3, lightning bolt attack damage to 40-1, added magical special, hammer attack damage to 12-2, changed resistances: fire/cold to 20%, arcane to 10%
      * Runemaster: movepoints to 5; changed ranged runes attack damage to 14-4, lightning bolt attack damage to 56-1, hammer attack damage to 16-2; changed resistance: fire/cold to 30%, arcane to 20%
      * Mechanic: movepoints to 5; changed wrench attack from 5-2 to 4-3; changed screwdriver attack from 4-3 to 3-4; removed the grenade attack); cost to 14g (-2)
      * Technician: movepoints to 5; changed wrench attack from 9-2 to 5-4; changed screwdriver attack from 6-3 to 4-5; grenade damage to 24-1, removed the 'grenade' weapon special
      * Parachutist: advances to Dwarvish Warrior; experience points to 20; movepoints to 5; changed melee attack to 4-3, ranged one to 7-1; changed arcane resistance to 0%; cost to 9g
   > Sky Kingdom:
      * Mu: experience points to 75 (-15); melee atacks -1 to damage, ranged to 1-12 from 1-10, arcane resistance from 20 to 30%, fire/cold to 20%; added anti-shield special to ranged attack
      * Um: increased melee damage to 15-2, added anti-shield special to ranged attack, changed numer of ranged strikes to 22; changed hp to 98, added regeneration +8, changed arcane resistance to 40%, fire/cold to 30%, impact 10%
      * Golem: hitpoints from 40 to 42; changed blade resistance to 30%, pierce resistance to 40%, impact resistance to -20%, fire resistance to 20%
      * Golem Boss: changed ranged attack damage to 9-3, added anti-shield weapon special, added changed blade resistance to 40%, pierce resistance to 40%, impact resistance to -10%, fire, cold, arcane resistance to 55%
      * Magical Eye: hitpoints from 15 to 18, cost to 11 (-1g); 10% arcane resistance
      * Deadly Eye: renamed to Battle Eye; 10% blade resistance, -10% impact resistance; 10% arcane resistance; cost to 19g
      * Elementalist: experience points to 45 (-5); movement points from 6 to 5; cost to 17g (+1)
      * Mage of Air: changed sparks attack damage to 3-7, changed thunder attack damage to 10-3; changed melee damage to 14-1; changed arcane resistance to 30% no longer available as leader
      * Mage of Fire: changed fire resistance to 30%
      * Mage of Water: changed resistance: fire/cold to 10%, impact 10%
      * Master of Air: cbanged melee damage to 15-1; changed arcane resistance to 30%
      * Master of Fire: hitpoints to 55; changed melee damage to 11-2, added magical weapon special to 'flames' attack, changed fireball damage to 10-4, added 'all around' weapon special to inferno attack; inferno attack damage to 32 (-8)
      * Master of Water: changed melee damage to 9-2; changed resistance: fire/cold to 20%, impact 10%
      * Master of Elements: 30% magic resistance
      * Subversive Mage: hitpoints from 22 to 27; cost to 16g (-2); ranged cold from 6-3, ranged ensnare from 4-3 to 3-3, changed type to cold, added skilled special, renamed to entrapment spell; changed cold resistance to 10%; cost to 17
      * Sculptor: changed ensnare attack type to cold, added precision special, renamed to entrapment spell
      * Black Mage: ensnare attack damage to 4-4, type to cold, added skilled special, renamed to entrapment spell; changed cold resistance to 10%
      * Void Mage: missile damage to 14-3; ensnare attack to 5-5, changed type to cold, added magical special, renamed to entrapment spell; changed cold resistance to 20%
      * Shadowmage: renamed to Shadow Mage; changed melee attack damage to 6-3 and ranged to 8-3; changed cold resistance to 20%, blade to -20%, pierce/impact to -10%
      * Battlemage: renamed to Battle Mage; ranged attack from 8-3 to 8-2, added magical weapon special; physical resistance from 0% to 10%
      * Sorcerer: hitpoints from 38 to 42; changed staff attack damage to 7-2
      * Mastermage: renamed to Master Mage; experience points to 210
      * War Mage: experience points to 115 (+50); changed missile attack damage to 9-3
      * Golden Mage: sword attack damage to 9 (+1), magic missile attack damage to 9 (+1)
      * Guru: movement points to 5 (-1); melee attack damage to 9 (-1), landmass attack damage to 12 (-3); added new attack 'Um strike'; changed physical resistance to 40%
      * Master of Elements: hitpoints to 68
      * Hidden Face: melee from 3-5 to 4-5 (only 1 trait and it cannot be strong or fast), added fearless as a possible trait; magical resistance from 15 to 20%
      * Mystical Warrior: added separate melee blade and impact attacks, changed melee damage to 5-6; changed ranged attack damage to 6-3; added anti-shield and skilled specials to ranged attack
      * Deadly Eye: hitpoints to 28; changed ranged damage to 6-3
   > Tharis:
      * All Tharis units have 0% arcane resistance
      * Hydra: hitpoints from 42 to 45, experience to 58 (-7); 'added triple strike' weapon special; added fearless trait
      * Raging Hydra: experience to 90 (+30); 'added triple strike' weapon special; added fearless trait
      * Chaos Hydra: 'added triple strike' weapon special; added fearless trait
      * Witch: hitpoints from 26 to 29, experience to 48 (-7), cost to 16g (-2), ranged attack to 3-5 instead of 4-4; changed marksman special to skilled special, cost to 17g
      * Dark Witch: renamed to Great Witch, hitpoints to 40; added magical special to the curse attack, changed damage to 12-1
      * Cold Matriarch: hitpoints from 48 to 53; experience points to 300; renamed 'matriarch fire' attack to 'chilled tempest', changed its damage to 10-3; changed melee damage to 14-2; changed cold restistance to 40%, fire resistance to -10%; 40% defense and 1 movement cost on frozen terrain; 30% defense and 2 movement cost on water
      * Matriarch of Emptiness: changed pierce melee damage to 11-3 and blade melee damage to 12-3; added ranged anti-shield precision attack, changed magical resistance to 99%
      * Matriarch of Darkness: changed blood gate attack damage to 20-1; added precision special to the curse attack
      * Bladedancer: renamed to 'Blade Dancer', hitpoints from 36 to 38, changed resistance: blade -20%, pierce -20%, impact -20%
      * Sworddancer: renamed to 'Sword Dancer', hitpoints to 48; changed melee attack damage to 5-5 and ranged attack damage to 7-2, added skilled special; changed blade resistance to -20%
      * Dark Hunter: hitpoints from 26 to 30; experience points to 45
      * Great Hunter: hitpoints to 42; added missing marksman special; changed net attack damage to 4-3
      * Dark Assassin: hitpoints to 36; changed movepoints to 7; changed ranged damage to 7-3; added hit and run 3 ability
      * Dark Warrior: hitpoints from 28 to 30, experience points to 45 (-15)
      * Dark Slayer: hitpoints to 40; changed melee damage to 5-5; added skirmisher ability
      * Blademaster: changed melee damage to 7-5; added skirmisher ability      
      * Disciple: hitpoints from 24 to 27, experience points to 46 (-4); added melee attack; cost to 17g; able to get the strong trait
      * Dark Wizard: changed melee damage to 6-2, changed ranged damage to 11-3; changed cold resistance to 30%
      * Great Warlock: copied defenses/resistance/movement costs from Master of Darkness; changed cold resistance to 40%, blade to 20%, pierce/impact to 20%
      * Master of Darkness: hitpoints to 68; changed implosion damage to 18-3; 60% hill/mountains defense; changed cold resistance to 50%, pierce/impact to 30%; 1 movepoint cost on water/unwalkable
      * Commander: renamed to Dark Commander; changed melee damage to 8-3
      * General: experience to 180; renamed to Dark General; changed melee damage to 11-3
      * Master of War: changed ranged attack damage to 11-3; added a 32-1 impact magical area of effect explosion attack

- Abilities:
   * New ability: 'Split' for Molochs. When they die, their bone bodies split into smaller bone beasts.
   * New ability: 'Bone Collector' for Bone Beasts - after each successful fight they use bodies of fallen enemies to reinforce (heal) themselves. They can heal up to 1/4 of enemy max hitpoints.
   * New ability: 'Poisonous aura' for new lvl4 unit, Chosen of Marsh - all adjacent enemy units become poisoned at the start of this units turn.
   * New ability: 'Solar regeneration' for Sun Guardians line, Golden Warrior and Master of Sun - from now on they regenerate during day.
   * New ability: 'Nocturnal regeneration' for the Matriarch of Darkness and Master of Darkness - from now on they regenerate at night.
   * New ability: 'Alter ego' for Atokpi Master - at night this unit transforms into its dark, dreadful form.
   * New ability: 'Heat aura' for Fire Avatar and Fire God, which increases cold resistance of all adjacent non-fire-elemental units (Master of Fire included) by certain amount.
   * New ability: 'Upgradable' for Drone. It can receive various improvements to its armor and attacks when standing next to specific units.
   * New ability: 'Complete repair (drone)' for Technicians and Constructors. It allows advance of adjacent drones
   * New ability: 'Cleave 50%' being a clone of cleave ability, but deal 50% damage to bystanders.
   * New weapon special: 'Dragon Breath' for Mechanical Dragon - this is an area weapon affecting up to 4 units in its blast.
   * New weapon special: 'Anti-shield' used by Gurus - they can perform a magical attack which negates all targets' resistance resulting in constant damage output.
   * New weapon special: 'Triple strike' used by Hydras - it allows them to attack not only the target but also units standing next to it.
   * New weapon special: 'Skilled' used by Atokpis lvl2-4 alongside with their spear attack. This grants them at least 60% chance to hit.
   * New weapon special: 'Improved kamikaze' - a variant of the kamikaze attack where the attacker can survive if has more than 50% hp.
   * Merged 'Fear' and 'Awe' abilities in one progressive ability called 'Awe'.
   * The 'Awe' ability does not work on undead units, magical beings, cyclops, Tharis people and units with fearless trait.
   * The Kirios' 'Beam' weapon hits 3 units in a row.
   * The 'Swallow' ability has different healing values for various owners.
   * The 'Cleave' ability has different chance to hit separate targets.
   * The 'Dark Aura' ability positive effects apply only to Tharis units.
   * The 'Cold Aura' deals 4 cold damage every turn, turns adjacent water tiles into ice for 1 turn and slows water elementals. Made the 'Cold Aura' ability not affect the owner and changed the way it works to substract instead of set resistance
   * Made the 'Hit and run' ability have different values of bonus movepoints after attack
   * The 'Cleave' ability and its 50% variant have different chance to hit separate targets.
   * The 'Rune Aura' ability grants the owner 70% resistance against magical and physical damage, deals damage to all enemy adjacent units upon activation, can be rotated; changed activation cost to 20 (-4)
   * Renamed 'Area attack' to 'All around'; made it work only on offense.
   * Renamed 'Energy draining' to 'Soul Catcher'.
   * Renamed 'Deadzone' to 'Magic Absorber'; from now on it negates all healing magic; made it work on enemies as well.
   * Removed 'Fire' ability.
   * Prevented all area weapons from harming petrified units
   
- Factions:
   * Renamed al-Kamija to Summoners
   * Changed faction order - The Darkblood Alliance is above Runemasters
   * Added new leaders: Efreeti, Dark Assassin, Kharos Warbanner, Blood Warrior, Cyclops Breaker, Goblin Sniper, Goblin Rouser, Shamanistic Toad, Ranged Toad, Battle Toad
   * Renamed "EoMa Heores" to "Era of Magic (Extended)"
   * Renamed "EoMa Masters & Slaves" to "Era of Magic (lvl3 leaders)"
   * Dropped support for Default+EoMa configurations
   
- Graphics
   * Complete art overhaul: improved unit sprites and visuals
   * Added experimental faction icons in the 'Faction selection screen'
   * Added new attack icons, improved existing ones
   * Removed unused graphics
   * Destroyers received special level in/out animations

- Maps
   * Added a 1-4 multiplayer survival scenario - Zombie Challenge

- Descriptions
   * Added eras descriptions
   * Added lvl1 Destroyers units descriptions
   * Improved some descriptions

- Code
   * Dropped support for 1.10.x
   * Code optimization
   * Simplified animation blocks
   * Improved animations of various units
   * Categorized abilities and put them into separate files
   * Applied EOMA signature to all abilities and weapon specials
   * Removed unused code
   
- Translation
    * New translation: Spanish

- Misc
   * Changed internal era structure


The Era of Magic comes with experimental "faction icons". You will see them in faction selection screen. For 1.13 it looks like this:
Image

Notes:
-the Era of Magic seems to work on 1.13.x, but haven't been thoroughly tested. If you find anything unusual, please report.
-the current version of TLU (1.7.1) is not compatible with EoMa 2.0, but TLU 2.0 will be. It is going to be released soon so stay tuned ;)

Thank you people for everything and enjoy the Era of Magic 2.0 ;)
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Re: Era of Magic (EoMa) - new version coming soon!

Postby UnwiseOwl » March 24th, 2017, 5:20 pm

:Awesome:
Maintainer of the Imperial Era and the campaigns Dreams of Urduk, Epic of Vaniyera, Up from Slavery, Fall of Silvium, Alfhelm the Wise and Gali's Contract.
But perhaps 'maintainer' is too strong a word.
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Re: Era of Magic (EoMa) 2.0 out now! Tons of new stuff!

Postby The_Gnat » March 24th, 2017, 9:01 pm

I am enthusiastic to see the new changes created in EoMa 2.0. And i am sure it is going to be awesome! :D
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Re: Era of Magic (EoMa) 2.0 out now! Tons of new stuff!

Postby ForestDragon » March 25th, 2017, 9:09 am

The_Gnat wrote:I am enthusiastic to see the new changes created in EoMa 2.0. And i am sure it is going to be awesome! :D

well it already is :P
maintainer of add-ons made by inferno8: Era of Magic, and an extremely visually beautiful campaign: To Lands Unknown
Creator of Tale of Alan (abandoned) and The Golden Age (my era, also rather abandoned),XP Bank
"Join the code side, we have COOKIES!!!" :)
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Re: Era of Magic (EoMa) 2.0 out now! Tons of new stuff!

Postby Lord-Knightmare » March 25th, 2017, 2:12 pm

Era of Magic 2.0 is now available!


(faints from extreme nerdgasm)
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Re: Era of Magic (EoMa) 2.0 out now! Tons of new stuff!

Postby Norzel » March 26th, 2017, 4:16 pm

Okay, some small issues: Mystical Jinn image are stretched sideways in the interface, and Guru landmass attack gives 4 exp to units struck with splash every time it lands.
English, why you so foreign language? =(
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Re: Era of Magic (EoMa) 2.0 out now! Tons of new stuff!

Postby firefox » March 27th, 2017, 7:56 am

Norzel wrote:Okay, some small issues: Mystical Jinn image are stretched sideways in the interface, and Guru landmass attack gives 4 exp to units struck with splash every time it lands.

if a unit's sprite image does scale with 72x72 (for example if one side is larger than the other) it gets deformed to fit into unit description window.
this can be fixed by creating a square sized extra image for the unit info.

all units gain exp equal to the enemies level after combat, so if the lv4 Guru attacks, all enemies that survive will gain 4exp.
this is intended behaviour, but it might be new that it now works with special AoE attacks too ;)


@inferno08:
wow, this is a great update :D
one more reason to play wesnoth again :P
may the source be with you
=(^.^)= nya~
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