BEEM - Balancing Extended Era Modification v3.3.2

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

Moderator: Forum Moderators

Post Reply
Voodoo
Posts: 96
Joined: August 25th, 2008, 10:47 am
Location: Italy
Contact:

Re: BEEM - Balancing Extended Era Modification v2.0

Post by Voodoo »

Finally it's out the 2.0 release of BEEM! I worked a lot on it!
This and the next one will be important release.

The main change is the introduction of a new era called "Balanced Advanced Era"! Well, what is it?
The main BEEM era is and will always be the "Balanced for Tournaments Era": this is the era thought for multiplayer matches, balanced the better I can and using the main features of Battle for Wesnoth, following the KISS way (Keep It Simple, Stupid!).
But... why should we stop us here? Why shouldn't a new era be added with new features, new abilities etc?
Well, the "Balanced Advanced Era" comes into being with this purpose, that is to give you a new way of fun. After having renamed the "Elementals" faction into "Prime Elemental Beasts", the new entry in the new era are the "Elementals". Whay are they in this era? Because they make great use of the new Summon ability!! I have to thanks Mich for his help: he's a genius with WML and worked a lot on this ability.
About the graphics, I took the main graphics from the Era of Magic (thanks guys!! :) ) but Tydeus created the new Air and Earth Elemental. I modified a little by myself the other Elementals.
Thanks also to Dibs for the new Terror Hulk, the new advancement for the Blood Hulk (Vampires) that now it' a level 1 unit-

I hope you'll enjoy the new era, please write here your Feedbacks.
Maybe the new faction isn't perfectly balanced, I'll fix it if needed.

Enjoy ;)


-Version 2.0 (17/11/2008)
- New Era: Balanced Advanced Era
- New faction: Elementals (Balanced Advanced Era)
- Various tweaks
- Modified (old) Elementals
-Changed name from "Elementals" to "Prime Material Beasts"
- Modified Vampires
-New unit: Terror Hulk
-Blood Hulk
-level: 2 -> 1
-hitpoints: 48 -> 40
-cost: 24 -> 20
-experience: 49 -> 35
-axe attack: 14-2 -> 10-2
-castle defense: 60% -> 50%
User avatar
inferno8
Art Contributor
Posts: 974
Joined: February 18th, 2008, 5:32 pm
Location: The Abyss

Re: BEEM - Balancing Extended Era Modification v2.0

Post by inferno8 »

The Summon ability is great! :D I'm going to use it in the Era of Magic.

Thanks for including my elementals and keep up the good work! :wink:
Creator of Era of Magic
Creator of To Lands Unknown

Support me on Ko-fi! https://ko-fi.com/inferno8
Voodoo
Posts: 96
Joined: August 25th, 2008, 10:47 am
Location: Italy
Contact:

Re: BEEM - Balancing Extended Era Modification v2.0

Post by Voodoo »

inferno8 wrote:The Summon ability is great! :D I'm going to use it in the Era of Magic.

Thanks for including my elementals and keep up the good work! :wink:

Yeah it's a great ability! Thanks Mich for it :)
I like your Elemetals very much :)
Voodoo
Posts: 96
Joined: August 25th, 2008, 10:47 am
Location: Italy
Contact:

Re: BEEM - Balancing Extended Era Modification v2.0.1

Post by Voodoo »

-Version 2.0.1 (06/12/2008)
- New Earth Elemental (Elementals) graphic
- Various Tweaks
- Modified Anakes
-Heterodox
-experience: 42 -> 35
-arcane resistance: -40% -> -30%
-Heteric
-experience: 70 -> 63
-arcane resistance: -40% -> -30%
-Apostate
-arcane resistance: -40% -> -30%
- Modified Elementals
-Small Air Elemental
-small thunder attack: no more marksman
-Air Elemental
-small thunder attack: changed to thunder
-thunder attack: 8-3 -> 7-3

I'm sorry if I'm a bit absent in these weeks, but I don't have much time.

However, here it is the new release, the 2.0.1.

There aren't drastic changes, but a lot of minor tweaks both graphics and wml-based.
Tydeus improved the Earth Elemental graphics, I think you'll like it more than the older one.
About the balancing, the Air Elemental was a bit too strong, so he doesn't have the Marksman any more.
Speaking about the Anakes, the Heterodox required too much xp to level up, so I lowered the required xp.
Enjoy and please continue to feedback :)
Voodoo
Posts: 96
Joined: August 25th, 2008, 10:47 am
Location: Italy
Contact:

Re: BEEM - Balancing Extended Era Modification v2.0.2

Post by Voodoo »

-Version 2.0.2 (21/12/2008)
- Various Tweaks
- Modified Anakes
-Damned
-hitpoints: 35 -> 36
-fire resistance: 0% -> 10%
-sand resistance: 20% -> 30%
-shallow water movement: 4 -> 3
-Daemon
-hitpoints: 47 -> 48
-fire resistance: 0% -> 10%
-Arch-daemon
-hitpoints: 57 -> 58
-fire resistance: 0% -> 10%
-Slaughterer
-fire resistance: 0% -> 10%
-sand resistance: 20% -> 30%
-shallow water movement: 4 -> 3

-Massacrer
-fire resistance: 0% -> 10%
-sand resistance: 20% -> 30%
-shallow water movement: 4 -> 3
-Heterodox
-new graphic
-modified resistances, defences, movement
-hitpoints: 36 -> 37
-Heretic
-new graphic
-modified resistances, defences, movement
-hitpoints: 50 -> 51
-cost: 38 -> 34
-fimbulwinter attack: 4-3 -> 5-2
-Apostate
-new graphic
-modified resistances, defences, movement
-hitpoints: 56 -> 60
-cost: 56 -> 57
-cursed battleaxe: 10-4 -> 12-3
-fimbulwinter: 8-3 -> 7-3
-Imp
-fire resistance: 0% -> 10%
-modified movements
-sword attack: 7-3 -> 6-3
-Stormbringer
-fire resistance: 0% -> 10%
-modified movements
-sword attack: 8-3 -> 7-3
-lightning attack: 11-2 -> 10-2
-Alastor
-cost: 58 -> 50
-fire resistance: 0% -> 10%
-pierce resistance: 0% -> -10%
-modified movements
-sword attack: 9-4 -> 8-4
-lightning attack: 11-3 -> 10-3
-Devil
-modified movements
-sword attack: 9-4 -> 8-4
-Fiend
-fire resistance: 10% -> 20%
-pierce resistance: 0% -> -10%
-Initiate
-fire resistance: 0% -> 10%
-shallow water movement: 4 -> 3
-Hierophant
-fire resistance: 0% -> 10%
-shallow water movement: 4 -> 3
-Dark Prophet
-fire resistance: 0% -> 10%
-shallow water movement: 4 -> 3
-Spellcaster
-fire resistance: 0% -> 10%
-shallow water movement: 4 -> 3
-Wizard
-fire resistance: 0% -> 10%
-shallow water movement: 4 -> 3
-Leech Rider
-arcane resistance: -30% -> -20%
-fire resistance: 0% -> 10%
-Leech Knight
-arcane resistance: -30% -> -20%
-fire resistance: 0% -> 10%
-Leech Dragoon
-arcane resistance: -30% -> -20%
-fire resistance: 0% -> 10%
-Sniper
-fire resistance: 0% -> 10%
-shallow water movement: 4 -> 3
-Sharp Eye
-fire resistance: 0% -> 10%
-shallow water movement: 4 -> 3
-Terrorbow
-fire resistance: 0% -> 10%
-shallow water movement: 4 -> 3
- Modified Elementals
-Small Air Elemental
-hitpoints: 20 -> 19
-regeneration skill: 8hp/turn -> 4hp/turn
-Air Elemental
-hitpoints: 28 -> 26
-regeneration skill: 8hp/turn -> 4hp/turn


Here it is the new BEEM version, 2.0.2.
The major change is about the Anakes. You can read the changed by yourselves. My testers (and I) thought they were too weak, now they should be good :)
I also weakened the Air Elemental, it was too strong.

Please let me know any bugs you find.

Enjoy :)
Voodoo
Posts: 96
Joined: August 25th, 2008, 10:47 am
Location: Italy
Contact:

Re: BEEM - Balancing Extended Era Modification v2.1

Post by Voodoo »

It's with huge pride that I introduce you my new faction: THE NEW UNDEAD!

I decided to keep some units of the Default Era but there are a lot of completely new units.
The philosofy of this faction is to have a lot of economic and various units among you can choose. There are also exception such as the Vampire that's a strong and expensive unit.
I hope you will like them. I think they are one of the most (maybe THE most) funny and enjoyable faction ever created!

The graphics is from Tydeus (Skeleton Mages, Ghoul, Corpse Gatherer, Whig, Mohg) and Dibs (Zombie, Vampires, Elder Necromancer).

Please, try it and let me know what do you think about it. Maybe the balancing isn't still perfect, but it will be soon :)

Enjoy! ;)


-Version 2.1 (06/01/2009)
- New faction: Undead (Balanced for Tournaments Era and Balanced Advanced Era)
Voodoo
Posts: 96
Joined: August 25th, 2008, 10:47 am
Location: Italy
Contact:

Re: BEEM - Balancing Extended Era Modification v2.1

Post by Voodoo »

Ehm....... then? Did you try the New Undead?
User avatar
Peter the Great
Posts: 296
Joined: August 9th, 2008, 5:08 pm

Re: BEEM - Balancing Extended Era Modification v2.1

Post by Peter the Great »

:lol2: Give it some time, a weekend is coming up and that'll give people the time to try it out. :)
Latin:LVDVMAMISI (pronounced Loo-dum amee-C)
French: J'ai perdu le jeu.
English: I lost the game.
Voodoo
Posts: 96
Joined: August 25th, 2008, 10:47 am
Location: Italy
Contact:

Re: BEEM - Balancing Extended Era Modification v2.1

Post by Voodoo »

Ahahah you're right!
I was a bit anxious about your feedback :D
User avatar
Peter the Great
Posts: 296
Joined: August 9th, 2008, 5:08 pm

Re: BEEM - Balancing Extended Era Modification v2.1

Post by Peter the Great »

I played it and I have a few things to say.

1. I noticed that the clockwork dwarves still have the contraption, it was replaced by the wooden bird and steel eagle for balancing reasons.

2. Why did you change the ghoul's special to slows? Part of the main undead strategy is to poison everyone then kill them with adepts, and skeletons. (at least that's what I do)

3. The skeleton wizard is to weak to be a leader, maybe it should be removed from the leader list.

That's it. :)
Latin:LVDVMAMISI (pronounced Loo-dum amee-C)
French: J'ai perdu le jeu.
English: I lost the game.
Voodoo
Posts: 96
Joined: August 25th, 2008, 10:47 am
Location: Italy
Contact:

Re: BEEM - Balancing Extended Era Modification v2.1

Post by Voodoo »

Peter the Great wrote:I played it and I have a few things to say.
1. I noticed that the clockwork dwarves still have the contraption, it was replaced by the wooden bird and steel eagle for balancing reasons.
I'll take a look to the new version of the Clockword Dwarves ;)
2. Why did you change the ghoul's special to slows? Part of the main undead strategy is to poison everyone then kill them with adepts, and skeletons. (at least that's what I do)
Well, because the Ghoul generally paralyzes his enemies.
For example see http://en.wikipedia.org/wiki/Ghoul_(Dungeons_&_Dragons).
Now you have more units than before, and even if you don't have poison for lv1 units, you have drain, plague and slows. You also have both strong and cheap wizards and strong and cheap fighters.
So maybe you'll have to change your tactics, but you can choose among a lot of possible tactics ;)
3. The skeleton wizard is to weak to be a leader, maybe it should be removed from the leader list.
I know that's a bit weak but I like it :D As I like the Pyromancer and the Ice Conjurer, so if a player wants to choose them as leader... then I want to leave him the choice ;)
That's it. :)
Thank you very much Peter! :)
Voodoo
Posts: 96
Joined: August 25th, 2008, 10:47 am
Location: Italy
Contact:

Re: BEEM - Balancing Extended Era Modification v2.1.1

Post by Voodoo »

It's up the new BEEM version, the 2.1.1!
A lot of work behind although you can't see it: a lot of fixes, new Undead descriptions.....

Please report any bugs :)

-Version 2.1.1 (15/01/2009)
- Various tweaks
- Fixed Chaos recruitment bug (Balanced Extended Era)
- Fixed Chaos Hell Crab movements bug
- Fixed PMBeasts Graphic bugs
User avatar
Thrawn
Moderator Emeritus
Posts: 2047
Joined: June 2nd, 2005, 11:37 am
Location: bridge of SSD Chimera

Re: BEEM - Balancing Extended Era Modification v2.1.1

Post by Thrawn »

I like what your trying, just dropping in to say ^__^
...please remember that "IT'S" ALWAYS MEANS "IT IS" and "ITS" IS WHAT YOU USE TO INDICATE POSSESSION BY "IT".--scott

this goes for they're/their/there as well
Voodoo
Posts: 96
Joined: August 25th, 2008, 10:47 am
Location: Italy
Contact:

Re: BEEM - Balancing Extended Era Modification v2.1.1

Post by Voodoo »

Thrawn wrote:I like what your trying, just dropping in to say ^__^
I'm happy to read it ^_^
Voodoo
Posts: 96
Joined: August 25th, 2008, 10:47 am
Location: Italy
Contact:

Re: BEEM - Balancing Extended Era Modification v2.1.1 - v3.0

Post by Voodoo »

After a lot of work I can introduce you the 3.0 version of BEEM, that's the conversion for BEEM 1.5.x.
For now BEEM will be supported for both version, so you can choose among the 2.1.1 version for Wesnoth 1.4.x and the 3.0 version for Wesnoth 1.5.x.

The main work, that is the conversion of the files from 1.4.x to 1.5.x, has been done by Mich! I have to thanks him because without him I would have been in serious trouble! He also helped me in finding a lot of minor bugs! Thanks Mich! ;)

I worked a lot too (:P) on fixind a lot of problems.... but now I hope it's everythings ok, although I think there can be still some bugs, so please let me know if you find some!

Enjoy ;)
Post Reply