Era of Magic (EoMa) 3.3

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inferno8
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Re: Era of Magic (EoMa) 3.2.1

Post by inferno8 »

Era of Magic 3.2.1 is now available!

This is a maintenance release for both 1.14.x and 1.15.x consisting mostly of code improvements and minor bugfixes. Also, it makes EoMa playable for 1.15.2. I'd like to thank Ravana for making this release possible. He keeps maintaining the add-on in a professional way, while I am busy with other matters, so thanks a lot! :)

Full changelog:

Code: Select all

## Version 3.2.1
 ### Units
	* Darkblood Alliance:
	 * changed wyvern impact resistance from 100% to 0%
	* Summoners:
	 * fixed Dimensional Gates earning xp from AoE attacks
 ### Code
	* removed mountainfoot unwalkable/impassable values (used inheritance instead)
	* replaced movecost 100 with UNREACHABLE (99)
	* require EoMa installation to join Zombies Challenge
	* added fake _info.cfg
	* fixed summon ability not working in some cases
	* fixed some animation issues
	* fixed aoe filters criteria (now they should not affect petrified units)
	* fixed the order of attack specials
	* fixed some triple strike issues (fixed draining hp from incorrect targets; prevented status restoration on drain; fixed enemy hp issues on attack end)
	* remove unwanted newlines
	* implemented changes required for wmlxgettext
	* replaced MENU_IMG_TXT with image and label keys
	* removed {SOUND_POISON}
	* use unit_placed as runeaura setup trigger
 ### Descriptions
	* fixed the Hydra description
	* removed unused special notes from descriptions
Enjoy the new version and have a wonderful Christmas! ;)
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Temuchin Khan
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Re: Era of Magic (EoMa) 3.2.1

Post by Temuchin Khan »

Nice! Thank you!
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Atreides
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Re: Era of Magic (EoMa) 3.2.1

Post by Atreides »

Caught some small typos in a couple units of this very polished era. :)
1) the water ability of water elementals has "an" instead of "and" in its desc.
2) water ele also has a special note claiming it can regen like in village as well as its actual ability to regen in water - so states 2 regens but has only one of them (water regen)
3) rhami's descr. has a grammar/english mistake which is that it enacts revenge _upon_ its fallen comrades (it should be _for_ or even _on behalf of_) {an amusing one this as it evokes images of the rhami desecrating the dead bodies of its friends... <grin>}
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Any typos are the fault of my laptop keyboard!
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Atreides
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Re: Era of Magic (EoMa) 3.2.1

Post by Atreides »

Couple more:
ford an reef also shows up in water mage
water mage also has stading instead of standing

Also the baloons don't make a sound when the bombs miss. A missed bomb means a) it was too far from target so you'd hear a fainter (distant) explosion b) the bomb was a dud in which case you'd hear a thud as it hit the ground harmlessly. In my copy I just added miss-[1~3].ogg and it sounds good.
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Re: Era of Magic (EoMa) 3.2.1

Post by inferno8 »

@Atreides: thanks for the feedback :) The things you've mentioned will be fixed in the next update and your name will be included in the credits file. Good job! :)
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IPS
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Re: Era of Magic (EoMa) 3.2.1

Post by IPS »

Darn I've been out of the map for some really long time. Hope to not be too late about some balance proposal about stuff that I've seen spectating games or even using some of the units.
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Re: Era of Magic (EoMa) 3.2.1

Post by inferno8 »

IPS wrote: June 25th, 2020, 7:22 am Hope to not be too late about some balance proposal
It's never too late to post EoMa feeback - nice to see you again! :D

I am going to analyze your suggestions and release a new version of the add-on with your balance proposals soon.

Also, there will be some new portraits, so stay tuned for the next major release. Here's a sneak peak:
Spoiler:
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Re: Era of Magic (EoMa) 3.2.1

Post by Ravana »

[Gobling Shaman]
Actually very impopular unit, people preffers going bulk cyclops + trolls build... let's do some buffs.
- regenerates(+2) on it wouldn't be a bad idea to be tried.
I think too many EoMa units already have regen.
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inferno8
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Re: Era of Magic (EoMa) 3.2.1

Post by inferno8 »

There are ~78 units with regeneration-like abilities in EoMa. Default has... 7 if I am counting this right. But at the same time EoMa has probably the largest number of units with higher accuracy attacks of any era (magical, precision, always hits etc.), so regeneration was one of the means to balance this. If we were to limit the presence of regeneration abilities, it would be necessary to search for other means of increasing units survivability, like for example era-wide damage decrease by 2-5 points for all high accuracy attacks. But then it would probably lead to other problems.

Here's the link to stats of all EoMa units for those who are interested:
https://units.wesnoth.org/1.14/Era_of_M ... magic.html
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Re: Era of Magic (EoMa) 3.2.1

Post by IPS »

Many cases of units with +Magical are OK

Most Sky Kingdom mages, Tharis adepts and withces, Clerics from Kharos, or even Rune mages are cases don't give any problem to balance.

Where Accuracy multipliers are striking somewhat hard?
1.- Ciclops Noble and Legendary Cyclops from barbarians, you can't just counter that unit with only lv1 units if not owning an slower. The case is that grave that Kharos have no real counter for them because if trying to execute one of these with a Fanatic Growing Fury will grown to values excesively that high of even more than 20 dmg per strike! , leaving to only one very specific option: Elemental's Archer slow + Fanatic
2.- Too movible scouts such as Tharis Orbs or Sky Kingdom's Cosmic eyes and Air Elementals are highly underrated during their design, mentioning from weakest to strongest cheese tier by players in order. Which with external upgrades (XP mod / RPG / Orocia Shrine) they're just beast.
3.- Air Elemental being that strong (specially scalling absrudly well with Health and damage upgrades) and +Skirmish and Excelent movement costs makes people to not consider Earth Elementals except in PvP terrain (excluding Afterlife gameplay). Reason why I consider lowering slightly both Air Elementals resistances and regenerates will make Earth Elementals to be an useful tank to consider.
4.- Fire Elemental is a mid/high tier melee mage, just that showed to be a bit stronger than parameters of balanced. Not as tanky/self-sustain as Nightmares but in terms of damage they do better.
5.- Toads can't be countered by ranged mages! also their melee hits somewhat hard, but their melee cannot be too lowered because would over-reward berserking steam-ulfeseker/sword-dancers/Slicers. Case that Shamanistic Toad has a too similar role to Clan Leader but more independant and a lot more bulkier. I see no problem giving them that lot of bulk, but there should be any kind of limitation for players that just spams them with only wyverns.
6.- Stridding Machine leading popularity in Ancient Dwarves, a bit too much damage againist ranged mages. If balancing Ancient Dwarves correctly that unit needs to be overview at most. as Dwarvish Infantry looks fairly balanced enough to not be the balance irregularity in that faction.
7.- Vortex nerfs are needed, it can work with almost not that much skill, also players trying to abuse of lv3 vortex damage kills should be handicaped in the late game if misstaking at giving too much XP to gates.


Toughtness/resilience buff? mmm, resistances, health, drains are very known to increase unit survivability. Also, allowing some units to downgrade specials skills such as +Magical/Precision/etc while they use that attack (attacking or defending) making these to miss more often could be quite help a bit. Archaic Era has an exagerated version of that named "Mind Fog" which basically downgrades magical to 20% hit chance xd ... Auras that boosts alied resistances is an indirect way to make a good support unit , IDK any kind of creative aura could allow some units to not be underrated supports such as gobling shaman that weirdly nobody considers the combination of their slow + the berserk barbarians which is absurdly strong but nobody considers !!

Era of Chaos has a very special unit named Demon Shape Shifter with the probably strongest special in all Ageless Era, special that the unit after living sucessfully an strike, if the damage type is not arcane, the unit will heal half of the damage taken. Maybe a weaker version of this special to specifc attack types could be quite helpful to some units to not depend on regenerates to work well. As healing a part of damage taken is a special that will not scale with upcoming resistances as if the unit receives less damage, the special effectiveness lowers as well !!

Just saying that 50% fire resistance for example is much better than healing 50% of fire damage taken after receiving an strike, as if the unit receives +20% fire resistance there will be a lot of difference, precisely this would be the case of both:
A) Unit A with 50% --> 70% will end being 70% inmune to fire.
B) Unit B with 0% --> 20% but healling half of fire damage taken ---> takes 80% of damage but selfheals 40% after surviving the strike, being a somewhat 60% fire resistant.

This case is extremly more different if that RPG bonus raises to +40%, from 90% fire inmunity vs (40% resistant / 30% healing --> raw 70% fire inmunity) which for case B is x3 times less resistant to fire and with the condition that if the attack makes a killing blow the unit will not recover that 30% of healing.

Any reworked version of this special could quite help to balance some already to strong units, but trying that to squishy/low health would make them really bad (Except if they have very high resistance to that attack type if resistance value is lowered as compesation), so for some high HP tanks could be tried instead of even extra resistances. This could also be used as sustitution of units's resistances but in RPG era making them to be less annoying to deal in gamemodes like creep-wars.

Also one thing, certain units are overpowered just if receiving buffs as present on survivals like Orocia or in RPG or even XP mod, which is the case of Air elemental, but that without these game mods or scenarios the unit could be considered more balanced.


Edit: Air Elementals exceptional resistances with 60% terrain defense is their reason to be that sucessful in any game mode, but quite impairs too much Kharos Gameplay as they rely on white warriors or Shielders mostly to deal againist these air spirits, that's the reason why I'm lowering physical/Arcane resistances as everything else looks well and no other faction is that hard countered as Kharos with this specific unit. Still, Kharos have slicers that can counter air elementals.
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Re: Era of Magic (EoMa) 3.2.1

Post by inferno8 »

Era of Magic 3.3 is now available!
destroyers_lvl1.png
It is mostly a huge balance patch, but the new version also provides additional portraits for Destroyers. To see them in-game you'll have to download the dependency add-on - Era of Magic Resources - which has been updated to version 1.2.

I'd like to thank IPS for his balance proposals, all of which have been included in the add-on :) Time will tell if he was right :lol:

Enjoy!

Here's the full changelog:

Code: Select all

## Version 3.3
 ### Units
	** Barbarians:
	 * Cyclops: XP from 48 to 52, price from 20g to 21g
	 * Cyclops Warmonger: matched pierce resistance with its lv2, Health from 84 to 80, Pierce resistance from 5% to 15%
	 * Cyclops Goliath: Health from 105 to 101, Pierce resistance from 6% to 15%
	 * Cyclops Noble: Gaze 16-1 to 17-1, added the Attack-only special, NEW ATTACK: Gaze 12-1 fire + the skilled special, XP from 90 to 100
	 * Cyclops Lord: Health from 80 to 77, Gaze 25-1 +Precision having as well +Attack-only Special, NEW ATTACK: gaze 19-1 fire +Skilled, Cold resistance from 10% to 0%
	 * Gobling Shaman: Fire/Cold resistances from 0% to 10%, added a new ability: regenerates(+2), Price from 18g to 17g, replaced heals+2 with heals+5
	 * Gobling Druid: Fire/Cold resistances from 0% to 10%
	 * Roc Rider: XP from 40 to 46
	 * Roc Master: Bow damage from 8-2 to 7-2
	** Dark Blood Alliance:
	 *Shamanistic Adept: XP from 45 to 49
	 *Toad Rider: Cold resistance from 20% to 10%, Hills/Mountains defense from 50% to 40%, Swamp defense from 50% to 40%, Fungus movement cost from 1 to 2, XP from 46 to 52
	 *Battle Toad: Blade resistance from 30% to 20%, Cold resistance from 20% to 10%, Hills/Mountains defense from 50% to 40%, Swamp defense from 50% to 40%, Fungus movement cost from 1 to 2
	 *Dreadnought: Health from 80 to 78, Tongue damage from 10-2 to 9-2, Spear throw damage from 10-2 to 9-2, Cold resistance from 20% to 10%, Hills/Mountains defense from 50% to 40%, Swamp defense from 50% to 40%, Fungus movement cost from 1 to 2
	 *Toad Arhcer: Cold resistance from 20% to 10%, Hills/Mountains defense from 50% to 40%, Swamp defense from 50% to 40%, Fungus movement cost from 1 to 2
	 *Twin Toad Archer: Cold resistance from 20% to 10%, Hills/Mountains defense from 50% to 40%, Swamp defense from 50% to 40%, Fungus movement cost from 1 to 2
	 *Toad Shaman: Fire/Arcane resistance from 10% to 0%, Cold resistance from 30% to 20%, Hills/Mountains defense from 50% to 40%, Swamp defense from 50% to 40%, Fungus movement cost from 1 to 2
	 *Toad Mystic: Arcane resistance from 25% to 15%, Cold resistance from 40% to 30%, Fire resistance from 20% to 10%, Mountains defense from 50% to 40%, Swamp defense from 50% to 40%, Fungus movement cost from 1 to 2
	 *Wyvern: Fire resistance from 10% to 0%
	 *Great Wyvern: Health from 64 to 60, Fire resistance from 10% to 0%, XP from 110 to 120
	 *Chaos Wyvern: Health from 85 to 80, Fire resistance from 20% to 10%
	 *Wyvern Rider: Health from 47 to 49, Fire resistance from 10% to 0%
	 *Wyvern Knight: Health from 56 to 57, Fire resistance from 10% to 0%, XP from 100 to 115
	 *Chaos Wyvern Knight: Fire resistance from 20% to 10%
	** Destroyers:
	 *Atokpi General: Health from 59 to 67, awe 2 to awe 1, Fire/Arcane resistances from -10% to -5%, Impact resistance from 0% to 6%
	 *Atokpi Master / Dark Atokpi: Health from 73 to 85, awe 3 to awe 2, Fire/Arcane resistances from -10% to 0%
	 *Bone Giant: removed the awe 1 ability
	 *Moloch: Awe 2 to Awe 1, Impact resistance from 20% to 25%,
	 *Cyclops Necromancer: decreased the total number of summoned zombies from 6 to 4 per cyclops necromancer
	 *Dark Portal / Infernal Vortex: Blade/Pierce/Impact resistances from 40% to 35%, Fire resistance from 50% to 40%, Cold resistance from 30% to 25%, Cave/Musrhoom grove defense from 50% to 40%, Dark Portal's aura (ranged) damage from 9-1 to 8-1, Dark Portal's regenerate value to +5, Infernal Vortex's, damage-aura from 16 to 14
	 *Punisher: Sword damage from 14-2 to 13-2,
	 *Obliterator: Health from 53 to 55, Attack (defense version) damage from 13-3 to 12-3, Sword damage from 17-2 to 16-2, Chaotic Blast damage from 6-2 to 7-2, added the skilled special, Cold resistance from 30% to 25%, Fire resistance from 20% to 15%
	 *Abbadon: Health from 64 to 67, Attack (defense version) damage from 16-3 to 15-3, Sword damage from 23-2 to 21-2, Cold resistance from 40% to 30%, Fire resistance from 30% to 20%, Chaotic Blast damage from 10-2 to 11-2, added the skilled special
	 *Titania: Health from 58 to 63, Awe 3 to Awe 2, Arcane/Blade/Fire resistances from -10% to 0%, Pierce resistance from 10% to 20%, Impact resistance from 0% to 10%
	** Kharos:
	 *Calvary Archer: Price from 19g to 18g
	 *Hoplite: Spear (ranged) damage adjustment from 10-1 to 8-1
	 *Avenger: Spear (ranged) damage from 11-1 to 9-1
	 *Child of Light: Health from 37 to 39, Removed the leadership ability, Movement from 7 to 6, XP from 160 to 145
	 *Sister of Light: Price from 18g to 17g
	 *Mistress of Light: Health from 55 to 57, Removed the Leadership ability, Movement from 8 to 7
	 *Fanatic: Health from 42 to 45, Aligment from Lawful to Neutral, Removed the skirmisher ability, Price from 37g to 34g
	 *Sun Follower: Price from 28g to 27g
	** Runemasters:
	 *Striding Machine: Arcane resistance from 30% to 20%
	 *Dwarvish Tank: Health from 67 to 63, Arcane resistance from 30% to 20%
	 *Pacificator: Arcane resistance from 40% to 30%, Cold resistance from 30% to 20%, Fire resistance from 20% to 10%
	 *Drone: Arcane resistance from 30% to 20%
	 *Balloon: Arcane resistance from 20% to 10%
	** Sky Kingdom:
	 *Elementalist: Fire/Cold resistances from 0% to 6%
	 *Hidden Face: XP from 46 to 42
	 *Mu: Missile damage from 7-1 to 6-1
	 *Black Mage: Cold resistance from 10% to 15%
	 * Hydromancer / Water Master movement from 6 to 5
	 * Pyromancer / Fire Master movement from 5 to 6
	 *Um: Um strike from 18-1 +Precision to 15-1 +Magical
	** Summoners:
	 *Air Elemental: Arcane resistance from 70% to 65%, Pierce resistance from 55% to 50%, XP from 35 to 40
	 *Air Avatar: Regenerates+8 to Regenerates+6, Arcane resistance from 70% to 65%, Pierce resistance from 60% to 55%, XP from 100 to 104
	 *Air God: Regenerates from +8 to +6, Arcane resistance from 70% to 65%, Blade/Impact resistances from 50% to 45%
	 *Fire Elemental: XP from 35 to 42, Price from 17g to 18g, Shallow Water defense from 50% to 20%
	 *Fire Avatar: Swallow/Deep Water movement cost from 1 to 2, Deep water defense from 50% to 40%, XP from 90 to 100
	 *Summoner: Fire/Cold resistances from 6% to 8%
	 *Water Elemental / Water Avatar: Cold resistance from 30% to 40%
	 *Water God: Cold resistance from 40% to 45%
	** Tharis:
	 *Dark Warrior:, XP from 45 to 42
	 *Dark Slayer: Health from 40 to 43, XP from 90 to 85
	 *Disciple: Cold resistance from 20% to 25%
	 *Blademaster: Health from 52 to 54
	 *Dark Assasin / Great Hunter: XP from 100 to 94
	 *Witch: Health from 29 to 30, XP from 48 to 44
	 *Great Witch: XP from 120 to 110
	 *Matriarch of Frost: AMLA XP from 300 to 150
 ### Graphics
    * portraits for lvl1 Destroyers
 ### Descriptions
	* fixed the Mage of Water description
	* fixed the Rhami description
	* removed the regeneration special note from the Water Elemental description
	* removed the Goblin Warrior's description (a duplicate of Goblin Runt's)
	* fixed some typos
### Code
	* improved the furious death ability description format
For those seeking information about the future of TLU and the world of Era of Magic - see this post
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