Ageless Era - Current Version: 4.25

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Ravana
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Re: Ageless Era - Current Version: 4.14

Post by Ravana » October 3rd, 2015, 12:42 pm

EoC Chaos had too many units already so they were assigned to Dark Legion.

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Re: Ageless Era - Current Version: 4.14

Post by RatArmy » October 4th, 2015, 4:10 am

I didn't notice they are in Dark Legion. Thanks.
Japanese Translator: Mainline components, and some Add-on campaigns...

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Re: Ageless Era - Current Version: 4.14

Post by IPS » October 24th, 2015, 1:41 am

Also there are many complaints about evil crab line in ageless era in EE chaos, about being a trash unit because of its max 40% defense unit. Well, its durability compared to other cheaper aquatic units is inferior mainly because of its lower defense.

Also, what are the ballance news recently? I'm lost in this time I've gone offline of wesnoth :/
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Re: Ageless Era - Current Version: 4.14

Post by Ravana » October 24th, 2015, 9:53 am

Just like last years, I do almost no development work other than during summer.

I believe I checked that unit line and changed its movetype to more normal, sometime between 4.12.1 and 4.13.

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Re: Ageless Era - Current Version: 4.14

Post by Ravana » January 24th, 2016, 5:10 pm

So far, most important problem seems to be with khthon, the 30% limit for vector I added doesnt work properly.

I might get something done in the two weeks I have, but unsure yet, focusing on orocia currently.

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Re: Era of Magic (EoMa) 1.1.1 released!

Post by howwitty » February 15th, 2016, 8:18 pm

Screen cap from a Colosseum game today with Ageless RPG Era.

Apparently the Mystic Jinn uses a dimensional vortex which occupies every other hex than the defender's hex.
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Re: Ageless Era - Current Version: 4.14

Post by Ravana » February 15th, 2016, 8:41 pm

I would say that it is intentional.

If you want to report it to EoMa thread, then use EoMa for the test case as well.

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Re: Ageless Era - Current Version: 4.14

Post by IPS » March 11th, 2016, 11:54 pm

Nordhiris units can walk over unwalkable terrain for a movement cost of 3, I'm not sure if that is intended or not.

Also... lv2 Imperials are kind of badass, shocktrooper has likely 52 hp, 50% flat defense and 30% physical ressistances, apart of 20-2 charge damage and a price of only 32. Imagine how badass would been buying 50% flat defense steelclads but with nerfed damage, that's is extremely tanky.
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Re: Ageless Era - Current Version: 4.14

Post by Ravana » March 12th, 2016, 12:24 am

Known about Nordhris (not intended I think). Will see about Imperialists when I start working on next version.
Also... lv2 Imperials are kind of badass, shocktrooper has likely 52 hp, 50% flat defense and 30% physical ressistances, apart of 20-2 charge damage and a price of only 32. Imagine how badass would been buying 50% flat defense steelclads but with nerfed damage, that's is extremely tanky.
Reduced shocktrooper physical resists by 10%.
Last edited by Ravana on June 24th, 2016, 12:08 pm, edited 1 time in total.
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Re: Ageless Era - Current Version: 4.14

Post by Khadras » March 27th, 2016, 4:57 pm

Please update your factions with new graphics from War of the Gods Mod and please add new factions from that mod because i see many new faction in War of the Gods Mod and new graphics for units from factions from your mod.

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Re: Ageless Era - Current Version: 4.14

Post by Ravana » March 27th, 2016, 5:58 pm

Currently ageless does not use any faction directly from wotg, so please be more specific what units you mean.

From what I have heard wotg has only few factions, though way too large ones. That is not suitable for ageless. Some unit lines might be included as new faction though, if there are suitable ones.

I find that comment especially amusing considering what you said about wotg today
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Re: Ageless Era - Current Version: 4.14

Post by IPS » March 28th, 2016, 3:44 pm

Played an Orocia as Yokai faction and noticed that this faction has some issues at later waves. But more than this I found that some units from there are being considerably underpowered (by stats or by XP required to level up or AMLA).

Final result: We've won (too close to defeat), on my side I lost all my units except a Lamia Naitaka.

Some of these observations are these:
1.- There are no arcane resistant or even neutral to this atack type on this faction. So as we meet the first ranged magical atacker on skirmisher wave I lost one of my most tought units and then started a massive colapse.
Possible solution: neutralizing all arcane weakness at Feyborn line.
2.- Kitzune are considerably underpowered. They're only 7-4 ranged magical, no mele. Compared to other mages Kitzune underperforms a lot at not having any mele and lower ranged magical damage (and blade...). Only adventage is being 6 MP and some places in which they have better defense.
3.- Nine Tailed-fox has an ok mele of 7-2 but only 10-4 ranged and if we consider this atack type is blade (which is inferior than arcane, fire or cold) this ranged atack is extremely poor. Would suggest a buff, probably giving her an unique 7-7 blade ranged magical atack or at least 9-5.
4.- Leshi XP of 70 (70% xp) is too overrated XP to reach lv3 for only +12 hp and +3 damage. I've seen units that gains even more damage and health alike for lower XP than Leshi does, defenitively this XP is too high.
5.- Overall Yokai faction is full of units with no lv2 or lv3 that are only stat efficent for their levels, instead of being something special for their corresponding levels.
6.- Sproutling line has terrible resistances overall, poor ranged damage (except Mandragora which doesn't has lv2) and all can't use mele offensively. They are built to give tankyness to Yokai faction, but they have a way too many weaknesses, even -20% to blade&cold alike.
7.- The faction lacks of late game potential because of having only four units between 3 different lines of lv3 in the whole faction.
8.- Pixie line are ok for their corresponding levels but their potential as unit is just fairly weak because not even a lv2.

There are a lot of things that needs revision on this faction, but I marked most important of them. All of these things make Yokai faction really impopular just because of being obviously underpowered faction.
Last edited by IPS on March 28th, 2016, 3:49 pm, edited 1 time in total.
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Re: Ageless Era - Current Version: 4.14

Post by Ravana » March 28th, 2016, 3:48 pm

I agree, I will reference this post when preparing to change.
Last edited by Ravana on June 22nd, 2016, 1:51 pm, edited 1 time in total.
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Re: Ageless Era - Current Version: 4.14

Post by IPS » March 28th, 2016, 4:53 pm

There is a bug in Ryu line in which the 5-4 from the lv1 is still mantained as an aditional weapon at lv2 and lv3, I'm not sure if that was intended or not, but I guess it's not.

Image

Also about the Ice rune imrprover at Enchanters faction, he has a 4-10 ranged atack, nerfing his RPG and Orocia potential a bit by changing it to 5-8. Same fact to Rune mage from changint his 3-10 to 4-7 at lv3 and at lv4 to 7-7. A bit too much damage potential for being just a simple healer, isn't it?

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Re: Ageless Era - Current Version: 4.14

Post by Ravana » March 28th, 2016, 5:02 pm

Yes, Ryu situation is oversight.

Ice Rune improver was until recently 2-20, but I guess changing it further to 5-8 wont hurt much.

However, Rune mage damage should remain. If anything, then the healing should be removed from these 2 units, to make other advancement paths also useful.
Last edited by Ravana on June 24th, 2016, 12:09 pm, edited 1 time in total.
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