Eastern Europe at War (EEaW) - 1.10 is OUT! SUMMER UPDATE!

It's not easy creating an entire faction or era. Post your work and collaborate in this forum.

Moderators: Forum Moderators, Developers

Re: Eastern Europe at War (EEaW) - 1.10 is OUT! SUMMER UPDAT

Postby Sagez » August 5th, 2017, 8:54 pm

I must say that it's good to see that there are people interested in EEaW! Still waiting for those reviews though - keep in mind that you don't have to play EEaW with AI, you can find players at wesnoth.com.pl (polish BfW fansite but we speak english). You're welcome!

So please give us feedback if you can and we will try to give you a better EEaW! Remember, we will release a new faction soon!

Right now we're working on artillery and warships. Speaking of warships, currently the player can damage the sails of enemy ship (anti-sail attacks), but there are more attacks and effects coming soon:

burning - burning ships can't fire their cannons (gunpowder can explode!) and they take damage (5) every turn till the fire will be extinguished (5 turns or 1 turn spent in a village/ port). Or they will just burn and sink.
sinking - a ship that is sinking takes a lot of damage (8) per turn and deals half of the usual damage. Sinking ship must return to the village/port to be repaired or... it will sink.

Burning and sinking can stack. So ships may have their sails damaged, they can burn and they can be sinking. Awesome, don't you think? It will make the game more tactical. Aimed shots that can set on fire or start sinking will deal very little damage, but they will force the enemy retreat. This will give you new opportunities and a better balance overall.

So EEaW has the best naval combat in wesnoth I guess, I'm not exaggerating.
Eastern Europe at War Co-Creator https://forums.wesnoth.org/viewtopic.php?f=19&t=34418
"Neptune has finally wed Venus - even Gods can't screw around forever." L-F Céline
Sagez
 
Posts: 108
Joined: December 23rd, 2010, 8:19 pm
Location: Poland

Re: Eastern Europe at War (EEaW) - 1.10 is OUT! SUMMER UPDAT

Postby Sagez » August 14th, 2017, 12:58 pm

Naval Combat II is there! Version 1.11 is OUT!

Image



This time we deliver:


- One new Tatar unit, a diver that can hide under water and wreak havoc with his ''sabotaging'' abilities
- Ships can now burn and sink and there are graphical effects for that
- Field hospitals got deleted, now medics can raise special tents when standing in the villages! So hurt and heal! Lock and load!
- aaaand wait for it, as it is BIG - Animations! Units should have dodge animation now, as well as cannons firing and warships burning, sinking...
- And a lot of bugfixes. we're dedicated pr0fessional bugstompers basically and they're all dead

There is more coming soon. I'd love to see your feedback in the meantime. Mean? No, we're kind, alright? In the kindtime - kind time is the right time!
Have fun playing EEaW.
Eastern Europe at War Co-Creator https://forums.wesnoth.org/viewtopic.php?f=19&t=34418
"Neptune has finally wed Venus - even Gods can't screw around forever." L-F Céline
Sagez
 
Posts: 108
Joined: December 23rd, 2010, 8:19 pm
Location: Poland

Previous

Return to Faction & Era Development

Who is online

Users browsing this forum: No registered users and 3 guests