The Era of Myths 5.19.0
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Thanks for updating your report. This bug was well known and fix in the current under work version. Hope it can be useable soon.Anul wrote:I'm using Era of Myths EOM alpha 11,
and I've found a bug in Celestial:
if you pass from wizard to EOM Great Mage, it comes out an error message.
I don't know if the error is still present in alpha 12, anyway I've posted it.
I have updated (still locally on my PC), the shifters to the new resistances. I am getting ready to do the Wargs now but I am a little confused by the value you are giving them.
The encyclopedia about Overwhelm/disrupt says:
It would then be more consistant with the resistances you just gave them:
Shouldn't we create a new "foot" for the shapeshifter (or using EOM_smallfoot), as he is another race than Wargs (introducing more variety in the faction) ?
The encyclopedia about Overwhelm/disrupt says:
Is there any mistyping in the previous definition and should we read "The Warg would resist Disrupt and have no resistance to Overwhelm; they're pretty simple in their thoughts."JW wrote:It's like Intelligence and Willpower. Units like Trolls are very stupid and easily dominated mentally. Overwhelm would affect them whereas Disrupt would not. Shifters, on the other hand, are more willful but far more intelligent. They wouldn't be affected by Overwhelm as easily, but Disrupt would affect them greatly.
The Warg would resist Overwhelm and have no resistance to Disrupt; they're pretty simple in their thoughts. Undead wouldn't be affected by either (though less even by Disrupt).
It would then be more consistant with the resistances you just gave them:
[edit]uploaded on campaigns.wesnoth.org:15003 server[/edit]JW wrote:Warg resistancies:
Shapeshifter line:
Overwhelm: 100 -> 100 (no change)
Disrupt: 100 -> 100 (no change)
Stalker line:
Overwhelm: 100 -> 100 (no change)
Disrupt: 100 -> 90
Werewolf line:
Overwhelm: 100 -> 100 (no change)
Disrupt: 100 -> 90
Wolf Cub line:
Overwhelm: 100 -> 120
Disrupt: 100 -> 60
Shouldn't we create a new "foot" for the shapeshifter (or using EOM_smallfoot), as he is another race than Wargs (introducing more variety in the faction) ?
can't find the unit being advanced to
It is strange, I have no problem leveling a bloodborn (level 0) into Fledgeling on my part.troodon wrote:In Era of Myths Beta, it seems like whenever a vampire advances, the game can't find the unit being advanced to. Level 0 vampire to Fledgeling.
What BFW version do you play ? Can you send a saved game ?
What is the exact error message ?
It would be helpful. Thanks.
Alright man. I've actually been going through the .cfgs hardcore again like I did when I first sat down and starting busting ish out with these guys. That's good news for everyone who likes the EOM. It means a major update will be released shortly. Shortly meaning 5 days +/- 4 days.
I noticed the Elementals are a little underpowered.
I noticed the Elementals are a little underpowered.
Shortly meaning 5 days +/- 4 days
That is a good news to hear.JW wrote:It means a major update will be released shortly. Shortly meaning 5 days +/- 4 days.
Just ask if you need help or if you want to share the work.
... and if I may ask, change your avatar as soon as you are better

Hey, thanks a bunch for changing all the mental range stuff, viorc. That was really the thing I was dreading most to do. I'm closing in on making the next release thanks to your efforts.
Right now I'm still altering some stats (resistancies, xp, etc) to make gameplay a little more natural. It should play quite differently I imagine, and you'll see the work I put in when you check out the next changelog.
Right now I'm still altering some stats (resistancies, xp, etc) to make gameplay a little more natural. It should play quite differently I imagine, and you'll see the work I put in when you check out the next changelog.
You're welcome. I can imagine the pain of doing massive and repetitive task like this one with an editor like notepad.JW wrote:Hey, thanks a bunch for changing all the mental range stuff, viorc. That was really the thing I was dreading most to do.
If you do not mind changing horse in the middle of the battle, you can give Vim a try. It night be too tecky still.
Good to hear you have time doing what you are best at. I will delete my "EOM β" from server as soon as I can get access.JW wrote:I'm closing in on making the next release thanks to your efforts.
Right now I'm still altering some stats (resistancies, xp, etc) to make gameplay a little more natural. It should play quite differently I imagine, and you'll see the work I put in when you check out the next changelog.
revising the EOM
Good to hear you haven't dropped EOM for your new project.JW wrote:I've been devoting all my Wesnoth time the last couple days to revising the EOM so I can release it soon
For the record, here are the thoughts I had about resistancies when I feared you wouldn't make it. It might be of some help:
- as you say, the Wargs should be weak to overwhelm. One could add them a mental attack as proposed by Temuchin Khan here.
- the Vampires could made weak to disrupt attack. It would be consistant with the popular idea that vampires can be disturbed by revealing Crucifix/Garlic/Daylight. I am not thinking about introducing a "Garlic Breath" mental attack still

- generally speaking, I thought the Elementals could have no weakness in resistance (except fire and cold). Rather they could be highly affected by the terrain they are on. The effect could be like "Slowed" or "Swarm". Like if a Brazier Creation is fighting on a water terrain, it could be considered slowed. Same for Tidal on ice/snow. Additionaly, they would have also the xxx_home ability (xxx_= fire, water, ...) that you already introduced. This would not apply to Mystic Puppet tree obviously.
- I thought that Undead should have some kind of weakness to mental. The reason is that most of the faction does not have any holy attack. As this is the current only weakness of the Undead, they may be difficult to fight against if they have high resistance to overwhelm/disrupt.
BETA version RELEASED!!!
It's done!!!
EOMb1 is out and ready for playtesting!!!
Here's the juicy stuff from the lastest changelog:
Stop reading and play or post!!
EOMb1 is out and ready for playtesting!!!
Here's the juicy stuff from the lastest changelog:
There were a bazillion stat changes...too many to list here.version Beta 1:
A new channel
(11-15-06)
-----general changes-----
*added mental channel
*Remove electric resistance type
*Remove mental resistance type
*Add overwhelm and disrupt resistance type
*Rename werewolves to wargs
*Fix Vampire Noble line
*Fix Celestial Wizard line
*Fix path to icons in faction defintion files
*Add TC flag on some shifter units
*Fix background for fireghost sprite
*new graphics for Legionnaire line
*new graphics for Shifter Apprentice lines
Stop reading and play or post!!
