Millenium Era

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Re: MP - Faction: Vilkai

Postby Inky » June 5th, 2017, 9:12 pm

Hey, I have a few comments on the faction (Disclaimer: I don't have any multiplayer experience). The new Spirit unit is pretty cool!

There is a typo in the movement of the Ancestors (it's 5 instead of 7).
It seems really strange to me that an Undead unit not only is neutral, but also heals. Maybe the race could be a different name like "spirit"?
It also seems weird to have a 7 MP flying unit be the healer, since in order to make use of the healing ability you'd have to keep it with your other units which would waste the mobility.

I think the Druid is pretty underpowered now that the +8 heals ability is gone. It has really low HP and damage (compare to the Red mage for example).
(Also, a note that this change would make your Vilkish Tale campaign a lot more difficult since you'd only have 1 healer instead of 2).

Shaman seems really useless to me - 20 gold for 9-2 ranged pierce damage? Hunters are cheaper, faster and have more HP.
Commented playthroughs with screenshots:
Let's Play Dead Water, Let's Play Invasion from the Unknown and Let's Play After the Storm (in progress)
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Re: MP - Faction: Vilkai

Postby Bitron » June 5th, 2017, 9:41 pm

Inky wrote:There is a typo in the movement of the Ancestors (it's 5 instead of 7).

Thanks. Will be fixed with the next update.

It seems really strange to me that an Undead unit not only is neutral, but also heals. Maybe the race could be a different name like "spirit"?

How are spirits different to ghosts?
And yes, it sounds weird having a ghost (or spirit) who can heal, but thats actually why I gave the spirit healing. It is new. And in shamanism it is not unusual that ancestors are somehow associated with healing powers, or involved in rituals with an intention to heal.

Inky wrote:I think the Druid is pretty underpowered...

True. I already made him a little stronger in terms of fire resistance and damage. Maybe I can think of another way to make him a little more useful. I'll think about that.

Inky wrote:Shaman seems really useless to me - 20 gold for 9-2 ranged pierce damage?

They have drain. It does sound pretty weak the way you wrote it here, thats true, but somehow they always were pretty strong in MP games, even before they were able to heal.
But I think their "curse" attack were arcane back then. I changed it because now the ferals already have a strong arcane attack and pierce is the default given by the orcish shamans.
I thought of lowering the price to 18 gold for a while now. Maybe it is time.
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Re: MP - Faction: Vilkai

Postby Inky » June 5th, 2017, 10:20 pm

Bitron wrote:How are spirits different to ghosts?

Well it is the same but I just thought it might be confusing to have a neutral undead unit since all other undead are chaotic, and I think the word "spirit" has a more positive connotation than "undead."
Bitron wrote:
Inky wrote:Shaman seems really useless to me - 20 gold for 9-2 ranged pierce damage?

They have drain. It does sound pretty weak the way you wrote it here, thats true, but somehow they always were pretty strong in MP games, even before they were able to heal.
But I think their "curse" attack were arcane back then. I changed it because now the ferals already have a strong arcane attack and pierce is the default given by the orcish shamans.
I thought of lowering the price to 18 gold for a while now. Maybe it is time.

I can see them being useful with an arcane attack (against melee units weak to arcane), but I feel like with pierce it is in direct competition with the hunter unit, which to me seems to be just plain better. :hmm: Personally I'd still rather use the hunter even if the shaman was 18g, but I think I should leave it to the MP players to comment :D
Commented playthroughs with screenshots:
Let's Play Dead Water, Let's Play Invasion from the Unknown and Let's Play After the Storm (in progress)
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Re: MP - Faction: Vilkai

Postby Bitron » June 5th, 2017, 10:42 pm

Good enough? ^^
"Spirits":


Inky wrote:I can see them being useful with an arcane attack (against melee units weak to arcane), but I feel like with pierce it is in direct competition with the hunter unit, which to me seems to be just plain better. :hmm: Personally I'd still rather use the hunter even if the shaman was 18g, but I think I should leave it to the MP players to comment :D

Unfortunately, I am not a MP player either. ^^
So, in case I'd give the healing ability back to the shaman, could the spirits still stand for themselves? They would still be quite useful due to their movement and fire attacks. But they are quite fragile then for non healer units. And two healers would be a bit too much i guess.

Edit:
I just had an idea. Storywise, those spirits are supposed to be rare, but powerful. Maybe we could mirror that in the faction as well.
Here is an example:
"Spirit":
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Re: MP - Faction: Vilkai

Postby Bitron » June 7th, 2017, 7:38 pm

A quick update to version 0.9.7 with some changes to spirit and shaman lines.
here's the changelog:
Code: Select all
Version 0.9.7

General
   * new race "spitits" for the spirit unit line
   
Units
   * renamed "burning touch" to "fire claws"
   * changed "fire claws" sound from wail-sml.wav to torch.ogg (#ForestDragon)
   * Spirit
      * changed alignment from neutral to chaotic
      * removed ability "heal+4"
      * changed "fire claws" from 7-2 to 6-3
      * changed "fireball" from 9-1 to 12-1
      * changed costs rom 18 to 24
      * changed XP from 32 to 52
   * Ancestor
      * changed alignment from neutral to chaotic
      * removed ability "heal+8"
      * changed "fireball" from 18-1 to 21-1
      * changed costs from 38 to 44
      * changed MP from 5 to 7
   * Forefather
      * changed alignment from neutral to chaotic
      * removed ability "heal+8"
      * changed "fireball" from 21-1 to 31-1
      * changed costs from 52 to 54
   * Shaman
      * added ability "heal+4"
      * changed "curse" from 9-2 to 8-2
      * changed costs from 18 to 20 (#issue, it was 20, even though it was supposed to be 18)
   * Druid
      * added ability "heal+8
   * Spiritual
      * added ability "heal+8"

Graphics
   * updated Spirit sprite
   * updated Ancestor sprite

Code
   * updated main.cfg
   * renamed %\undead\% to %\spirits\%
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Re: MP - Faction: Vilkai

Postby Bitron » June 11th, 2017, 1:16 pm

Version 0.9.9 is up for Wesnoth 1.12 and 1.13.

Changelog
Code: Select all
Version 0.9.9

Units
   * changed fire resistance from -20% to -10%
   * Hunter
      * changed HP from 32 to 31
   * Warrior
      * changed HP from 35 to 34
      * changed XP from 36 to 32
   * Deer Rider
      * changed "antlers" from 7-2 to 6-2
      * changed XP from 42 to 36

Graphics
   * updated Forefather sprite
   * slightly improved chieftain sprite
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Re: Millenium Era

Postby Bitron » June 18th, 2017, 6:42 pm

Huh? What? A new name?
Aye, thats right. I am happy to announce The Millenium Era!

As long as the Thelians (former Vilkai) where on their own, "Default + Faction" did work just fine. But now, there is another faction. Vampires! Why? Well, The Thelians are part of the history at the end of the first millenium of Wesnoth and in an upcoming campaign, they will fight lots of vampires. Let it be the first attempt to create an era of the beginning of the second millenium of Wesnoth.

Millenium Era - Version 1.0 is now available for Wesnoth 1.12 and 1.13.
Have fun!

Note: The Millenium Era replaces the Default + Vilkai era. It's not additional.
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Re: Millenium Era

Postby Bitron » June 20th, 2017, 2:35 am

A few movement tweaks; and Gargoyles. Version 1.0.1 is up in Wesnoth 1.12 and 1.13.

Code: Select all
Version 1.0.1

General
   * fixed id issues with era of chaos

Units
   * added Gargoyle unit line
   * Blood Addict
      * changed cave movement cost from 1 to 2
      * changed forest defense from 30% to 40%
      * changed impact resistance from 20% to 10%
      * changed arcane resistance from -40% to -30%
   * Thinblood
      * changed "fangs" to "dagger" - removed drain
      * changed dagger from 5-2 to 6-2
      * changed pierce resistance from -10& to 0%
      * changed fire resistance from -20% to 0%
      * changed arcane resistance from -20% to -10%
   * Halfblood
      * changed "fangs" to "dagger" - removed drain
      * changed pierce resistance from -10& to 0%
      * changed fire resistance from -20% to 0%
      * changed arcane resistance from -20% to -10%
   * Twilight Walker
      * changed "fangs" to "dagger" - removed drain
      * changed pierce resistance from -10& to 0%
      * changed fire resistance from -20% to 0%
      * changed arcane resistance from -20% to -10%
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Re: Millenium Era

Postby Bitron » June 20th, 2017, 4:48 pm

A few more changes in 1.0.2. for Wesnoth 1.12 and 1.13.

As usual, here is the changelog:
Code: Select all
Version 1.0.2

General
   * added advanced settings (Modification)
   * changed gargoyle trait description (FDPatch)
Units
   * new movement type for gargoyles
   * Margoyle
      * changed "gaze" from 6-3 to 5-3 (FDPatch)
   * Blood Addict
      * added Regeneration
   * Lunatic
      * changed "fist" from 10-3 to 14-2 (FDPatch)
      * changed "fangs" from 6-3 to 5-4 (FDPatch)
   * Ogress
      * changed "fist" from 14-3 to 21-2 (FDPatch)
      * changed "fangs" from 7-4 to 8-4 (FDPatch)
   * Fullblood
      * changed "fangs" from 5-2 to 6-2 (FDPatch)
   * Noble
      * changed "fangs" from 6-2 to 8-2 (FDPatch)
   * Lord
      * changed "fangs" from 8-2 to 12-2 (FDPatch)
   * Sire
      * changed "fangs" from 12-2 to 16-2 (FDPatch)
   
Settings
   * new
      * allow/disallow recruiting Gargoyles/Margoyles(AoE) for Vampires

Graphics
   * updated Bitten sprite
   * updated Margoyle sprite

Misc
   * fixed "gaze" from gargoyles/margoyles beeing melee (FDPatch)
   * sound and animation fixes/improvements (FDPatch)


@ForestDragon: Thanks for the Patch, very apprechiated. (:
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Re: Millenium Era

Postby ForestDragon » June 20th, 2017, 4:53 pm

Bitron wrote:@ForestDragon: Thanks for the Patch, very apprechiated. (:
Glad to help! :) btw, I noticed that there are some spelling/grammar errors in the Vision of a Shaman campaign, i'll send you a list of them a bit later.
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Re: Millenium Era

Postby Bitron » June 20th, 2017, 5:01 pm

I noticed that there are some spelling/grammar errors in the Vision of a Shaman campaign, i'll send you a list of them a bit later.

Oh please don't, it's not worth the effort. AVT is now just part of a bigger story, I will have to rewrite most of it anyways, so really, it's not worth it. But thank you, though.
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Re: Millenium Era

Postby ForestDragon » June 20th, 2017, 5:05 pm

Bitron wrote:
I noticed that there are some spelling/grammar errors in the Vision of a Shaman campaign, i'll send you a list of them a bit later.

Oh please don't, it's not worth the effort. AVT is now just part of a bigger story, I will have to rewrite most of it anyways, so really, it's not worth it. But thank you, though.
Thanks for clarifying. I guess I'll just wait until the campaign is in a more stable state.
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Re: Millenium Era

Postby Bitron » June 22nd, 2017, 6:31 pm

Time for another little update. Millenium Era - Version 1.0.3 is online for Wesnoth 1.12 and 1.13 now.

Changelog:
Code: Select all
Version 1.0.3

Units
   * vampires are now immune to poison and plague, instead of drain and plague
   * removed gargoyle trait from gargoyles
   * Spirit
      * changed costs from 24 to 22
   * Ancestor
      * changed "fire aura" from 8-3 to 9-3
      * changed "fireball" from 21-1 to 20-1
      * changed costs from 44 to 40
   * Forefather
      * changed "fire aura" from 12-3 to 13-3
   * Bitten
      * changed costs from 10 to 9
   * Gargoyle
      * added Ability "stone sleep"
         * This unit turns to stone at day. While in stone form, it can't move or attack, but it regenerates +10 hitpoints per turn, and can't be attacked.
      * added trait strong to Gargoyles
      * changed costs from 17 to 18
   * Margoyle
      * added ability "stone sleep"

Graphics
   * updated Lunatic sprite
   * updated Ogress sprite

Settings
   * added "Improved Vampire Ai" (Wesnoth 1.13.7 and later only)
      * Make the ai not recruit gargoyles at dawn and morning, so that their castles won't be blocked. Does not have an effect when gargoyles are disallowed. - defaults to "yes"
   * changed "Allow Gargoyles" to "Disallow Gargoyles" - defaults to "no".
   
Misc
   * another polishing patch from ForestDragon with animation and sound improvements
   * fixed sires leadership beeing L3 instead of L4

Thanks to ForestDragon, since he greatly took part of the development of this patch


Thanks to ForestDragon, since he greatly took part of the development of this patch.
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