[1.14] Millennium Era - Version 1.2.1.0

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Inky
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Re: MP - Faction: Vilkai

Post by Inky »

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.
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Re: MP - Faction: Vilkai

Post by Bitron »

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

Post by Inky »

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
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Re: MP - Faction: Vilkai

Post by Bitron »

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

Post by Bitron »

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

Post by Bitron »

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

Post by Bitron »

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

Post by Bitron »

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

Post by Bitron »

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

Post by ForestDragon »

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

Post by Bitron »

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

Post by ForestDragon »

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

Post by Bitron »

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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Re: Millenium Era

Post by Bitron »

Millenium Era - Version 1.0.6 is up for Wesnoth 1.12.6 and 1.13.10.
Changelog:

Code: Select all

Version 1.0.6

* General
	* removed faction: Drakes

* Units
	* Vampires
		* added new unit line "Winged*
                        * has placeholder sprites, though
		* added elf version of "Bitten"
		* renamed unit "Noble" to "Count"
		* changed "fangs" from pierce to blade
		* changed weapon special "drains" for vampires
			* This unit drains health from living units, healing itself for half the amount of damage it deals (rounded down). This will not work on undead. Blood of dwarves is poisonous to vampires and will harm the vampire when offensively used (-2 HP).
		* changed weapon special "vampirism"
			* When a human or elf is killed by a vampirism attack, that unit is replaced with a Bitten on the same side as the unit with the vampirism attack. This doesn't work on units in villages.
		* vampfoot
			* changed cave movement costs from 2 to 1
			* changed cold resistance from 0% to 10%
			* changed arcane resistance from -20% to 0%
		* vampfloat
			* changed arcane resistance from -20% to -10%
			* changed cold resistance from 0% to 10%
		* hulkfoot
			* changed blade resistance from 10% to 20%
			* changed pierce resistance from 0% to -10%
			* changed fire resisitance from -30% to -40%
			* changed cold resistance from -10% to 10%
			* changed arcane resistance from -40 % to 0%
		* Gargyole
			* removed "gaze" attack
		* Margoyle
			* removed "gaze" attack
		* Fullblood
			* added weapon special "vampirism" to attack "fangs"
		* Fighter
			* added weapon special "vampirism" to attack "fangs"
		* Warrior
			* added weapon special "vampirism" to attack "fangs"
		* Blood Addict
			* added weapon special "vampirism" to attack "fangs"
		* Lunatic
			* added weapon special "vampirism" to attack "fangs"
		* Ogress
			* added weapon special "vampirism" to attack "fangs"

* Graphics
	* updated Bitten sprite + Bitten variation for elves
	* updated Fullblood sprite

* Code
	* changed race ids from plural to singular

* Misc and fixes
	* fixed Margoyle not having "stone sleep" ability
	* compressed uncompressed png files
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Re: Millenium Era

Post by IPS »

Hi again Bitron, long ago the last time I've gift you some feedback, but I'm back for a little of balance improvement.
I'm viewing Thelians and they look a bit weak actually. I have some proposals for some units.

Feral: Mele mages tend to take more damage than ranged mages, apart that this one is just +marskman at mele. He has decent hp (34) which is really fine for a mage, but just maybe you can increase his fire/arcane resistances by +10%. Didn't suggest cold resistance buff because then he would counter dark adepts and undead so hard in overall. Maybe, you can add them a 5-3 blade mele without specials as bonus weapon with their claws being used as cutting tool (dealing more damage to arcane resistance units).

Wolf Fanatic: For now, you can add him +10% fire/arcane resistances. Still, 7-4 is lower than red mage's ranged damage which is 8-4 fireballs and has 6-2 staff. You can add them a 5-4 blade mele with no specials, so they would deal more damage to extremely arcane resistant units.

Ghost Warrior: You can try adding making hi, 50% arcane resistant, 10% fire resistant and 20% cold resistant. Giving him an optional 7-4 blade attack without specials. This way he compesates a bit hiw overall lower damage (consider he's somehow XP in XP to be obtained)

Hunters: You can decrease their XP to advance by some few XP, so they would be more cost efficient with lower XP to lv2. XP 44 --> 41 or 42.
Deerstalker: Same than with hunters, you may try to lower his XP to lv3, as unit is fine but needs too much XP to lv3... XP 80 --> 70 for now.

Shaman: This unit is actually a bit hard to balance, low base hp but 10-2 pierce +drain at night. Not very considerable against undead just because of the pierce ranged, still heal can help you to deal poison. For now lower XP 54 -> 52 or 51 (so it will be a bit lower than loyalist's mage which is a lot easier to train)

Druid: He's indeed weaker than white mage in terms of offesnive properties still Druid is tankier considering he's 60% def at hills/forest. Maybe lower XP 110 -> 103

Spearman: lower his price to 28g. And lower XP 70 --> 67
Guardian: lower price to 49g

Young Wolf: Movement 5 -> 6 , HP 20 -> 21 ... they're cost inefficient if they can't backstab apart that even with backstabing they do lower damage than gobling spearman... still, 50% flat defense and 70% forest defense are arguments to cost 10g. I don't imagine people spamming this lv0 of thief with -1 mele strike.

___________________________________________________________________________________________________

Vampires in general: Would sugest to change their racial resistance from -20% to fire to -10% to fire and arcane. Vampires use to be weak to holy attacks as well and -20% fire weakness as factional is a really harsh handicap.

Blood Adict: It's not worth its price, considering that troll whelp is even better and just costs 14g... some suggestions
* Health 36 -> 37
* Flat defense 30% -> 40%
* Pierce resistance -10% -> 0%
* Impact resistance 10% -> 20%
* Fire weakness to -20% and arcane to -10%.
* Price 16g -> 15g
It has still the def handicap of being 40% at forest/hills and 50% at mountains, but no handicaps at flat. Strongered and cheap now.
Don't forget troll whelps have 42 hp and cost just 13g...

Lunatic
* Flat defense 30% -> 40%
* Pierce resistance -10% -> 0%
* Fire weakness to -20% and arcane to -10%.
* XP 100 -> 90
* Price 34g -> 32g

Ogress
* Health 66 -> 70
* Flat defense 30% -> 40%
* Pierce resistance -10% -> 0%
* Fire weakness to -20% and arcane to -10
* Price 46g -> 48g

Lord: damage 12-3 -> 13-3
He's less tankier than loyalist's general, for now +1 mele damage at sword only.

Sire: price 60g -> 65g
Warrior: pierce resistance -10% -> 0% (their fighting style expose them less to piercing attacks unlike other vampires)

Gargoyle: Underpowered and akward to use considering it will not be usable at day... due stone sleep.
* Health 27 -> 30
* Fire/Cold resistance 0% -> 10%
* XP 36 -> 40

Margoyle
* Health 41 -> 43
* Fire/Cold resistance 0% -> 10%

Heaven Hunter: BUG REPORT: is actually lv1 instead of lv3 unit but with lv3 damage and just 11 hp ... Needs obvious adjustments.


Well this is all for now, there is a chance that I edit this post for minor modifications later.
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