Era of Magic (EoMa) 4.8.2 - now on Ko-fi!
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Re: Era of Magic (EoMa) new Tharis graphics! 0.12.1 released
Era of Magic 0.12.2 is now available!
This release features a loader file for campaigns and a German translation (thanks to Drakefriend).
If you are having trouble downloading the Era of Magic from the addons server or wish to download xdelta patches, you can download them from SourceForge.
If you encounter any bugs, would like to file a feature request, or would like to submit a patch, please click here.
This release features a loader file for campaigns and a German translation (thanks to Drakefriend).
Code: Select all
Version 0.12.2
- Translation
* New translations: German
- Other
* Added a loader file for campaigns (campaign.cfg)
If you encounter any bugs, would like to file a feature request, or would like to submit a patch, please click here.
Re: Era of Magic (EoMa) new Tharis graphics! 0.12.2 released
I agree with magical eyes.
If you think that golems need more testing, then test them. I'm sorry to tell that I haven't play BfW for a bit long time and I'm not really willing to do it now. That's why most of my suggestions were given per eye. After all we still can simply increase golems mobileness and go on with that.
Nothing more to say, I'm afraid. Now let's see how those changes will work in game...
If you think that golems need more testing, then test them. I'm sorry to tell that I haven't play BfW for a bit long time and I'm not really willing to do it now. That's why most of my suggestions were given per eye. After all we still can simply increase golems mobileness and go on with that.
Nothing more to say, I'm afraid. Now let's see how those changes will work in game...
Re: Era of Magic (EoMa) the campaign is now available!
Hello everyone. I recently discovered this excellent mod and am currently playing through "To Lands Unknown" for the first time (I just finished the "Far North" level). Anyway, I wanted first to say thanks for creating an enjoyable, creative and lavish campaign and era. Secondly, I had a few questions and observations I wanted to pass along.
1) I think the profile information on the Water Avatar is incorrect. Specifically, it says they have a movement cost of 2 over flat (which is certainly true for the lvl 1 Water Elemental) but I was noticing a movement cost of 1 in a recent level of the campaign. This might also be true for the Water God but I haven't tested it yet.
2) Is there a balance reason why Water Avatars and Water Gods have a shallow water defense of 60% instead of the 70% that Water Elementals get? Also, is there a balance reason why the Water Elementals/Avatars/Gods don't get their "in water regeneration bonus" in a swamp tile?
3) In "Far North" I noticed my Fire Elementals were losing 8 health a round which I assume is meant to represent them not fairing well in a deluge. I think it would be helpful if there was a message or some dialogue that conveyed this to the player, like the warnings about using Jinn and Rhami in the fight against the rebelling Efreeti.
Also, while reading through this thread I came across this post and wanted to second it:
1) Allow them to summon Jinn. This is just to help set them apart from the Heavy Summoners who summon Rhami. I understand there might be campaign reasons for restricting Jinn access until Mehir becomes a Summons Master; would it be possible to alter what Neutral Summoners summon on a per-level basis? If so, you have them summoning Rhami until later in the story.
2) Make their drain attacks do more damage. Simple, uninspiring but effective. If they can regain enough hp through combat then that will offset their weaker stats.
3) Give them an aura. While you could use an existing aura, what would be more interesting is one which lowers adjacent enemies arcane/fire/cold resistance. This further distinguishes the Neutral Summoners from the other lvl 3 summoners, makes the Neutral Summoner deal more damage when he drains (which bolsters his viability in comparison with the other lvl 3 summoners) and would make his summoned Jinns' ranged attack more effective.
4) Give them slightly improve mobility. Either give them a point of additional movement or lower their movement costs over select terrain.
The Heavy Summoner has an emphasis on toughness and melee combat so it's thematic that they summon tough melee combatants (Rhami) and bolster said Rhami by having their aura increase the Rhamis' resistance against the two elements they are most weak against (cold and arcane). The Neutral Summoner can be seen as the thematic opposite, having a strong, draining ranged attack to compensate for their lack of hp or resistances, they summon fast ranged combatants (Jinn) and bolster said Jinn by having their aura increase the Jinns' ranged damage against their enemies.
I like the symmetry of having a the three lvl 3 summoners being:
1) Balanced, elemental summoning Grand Summoner
2) Tough, Melee Emphasis, Resistance Increasing Heavy Summoner who summons Rhami
3) Weak-but-Regenerating, Ranged Emphasis, Damage Increasing Neutral Summoner who summons Jinn
1) I think the profile information on the Water Avatar is incorrect. Specifically, it says they have a movement cost of 2 over flat (which is certainly true for the lvl 1 Water Elemental) but I was noticing a movement cost of 1 in a recent level of the campaign. This might also be true for the Water God but I haven't tested it yet.
2) Is there a balance reason why Water Avatars and Water Gods have a shallow water defense of 60% instead of the 70% that Water Elementals get? Also, is there a balance reason why the Water Elementals/Avatars/Gods don't get their "in water regeneration bonus" in a swamp tile?
3) In "Far North" I noticed my Fire Elementals were losing 8 health a round which I assume is meant to represent them not fairing well in a deluge. I think it would be helpful if there was a message or some dialogue that conveyed this to the player, like the warnings about using Jinn and Rhami in the fight against the rebelling Efreeti.
Also, while reading through this thread I came across this post and wanted to second it:
I agree that Neutral Summoners don't seem to compete with their lvl 3 summoning counterparts, the Heavy Summoner or the Grand Summoner. I have a couple of ideas that might help give it a boost.bvanevery wrote:Meanwhile: I say the Neutral Summoner is pointless. Unlike the Heavy Summoner, he doesn't have a protective aura to help other troops. He doesn't have the offensive or defensive combat stamina of a Heavy Summoner, and his draining attack doesn't replenish his HP fast enough to keep himself healed. He's a liability and I haven't recruited one for ages. Does anyone have anything good to say about Neutral Summoners? I doubt anyone's played "To Lands Unknown" as much as I have, but I haven't ever played it in Multiplayer. Actually I've never played Wesnoth in Multiplayer, despite playing the game for many years. Anyways, if you have a word of kindness for the Neutral Summoner please make it known.
Otherwise, I think this guy needs some serious power tweaking to offset his lameness. For instance, he'd be tactically interesting if he drained all enemies standing next to him. Might need to downgrade the amount of damage he does, but then facing several enemies he could get nearly healed. Realize also it's not necessarily the uber-power you might think, since if you stand next to 4 guys to drain them, next turn you are going to get attacked by 4 guys unless your other units kill them first. Still, when you've got massively thick battle lines fighting each other, it would be a good unit for shoving into a hole in the line. If he sucks enough juice from enough enemies he'd also be a good anti-poison unit, as he'd replenish more than he loses to poison.
1) Allow them to summon Jinn. This is just to help set them apart from the Heavy Summoners who summon Rhami. I understand there might be campaign reasons for restricting Jinn access until Mehir becomes a Summons Master; would it be possible to alter what Neutral Summoners summon on a per-level basis? If so, you have them summoning Rhami until later in the story.
2) Make their drain attacks do more damage. Simple, uninspiring but effective. If they can regain enough hp through combat then that will offset their weaker stats.
3) Give them an aura. While you could use an existing aura, what would be more interesting is one which lowers adjacent enemies arcane/fire/cold resistance. This further distinguishes the Neutral Summoners from the other lvl 3 summoners, makes the Neutral Summoner deal more damage when he drains (which bolsters his viability in comparison with the other lvl 3 summoners) and would make his summoned Jinns' ranged attack more effective.
4) Give them slightly improve mobility. Either give them a point of additional movement or lower their movement costs over select terrain.
The Heavy Summoner has an emphasis on toughness and melee combat so it's thematic that they summon tough melee combatants (Rhami) and bolster said Rhami by having their aura increase the Rhamis' resistance against the two elements they are most weak against (cold and arcane). The Neutral Summoner can be seen as the thematic opposite, having a strong, draining ranged attack to compensate for their lack of hp or resistances, they summon fast ranged combatants (Jinn) and bolster said Jinn by having their aura increase the Jinns' ranged damage against their enemies.
I like the symmetry of having a the three lvl 3 summoners being:
1) Balanced, elemental summoning Grand Summoner
2) Tough, Melee Emphasis, Resistance Increasing Heavy Summoner who summons Rhami
3) Weak-but-Regenerating, Ranged Emphasis, Damage Increasing Neutral Summoner who summons Jinn
- Mountain_King
- Translator
- Posts: 569
- Joined: May 31st, 2010, 7:54 pm
Re: Era of Magic (EoMa) new Tharis graphics! 0.12.2 released
Here's a little note to say I did a translation for EoM as Gaeilge and sent it in to Torangan. Just thought I should give ya the heads up. 
Best Regards,
Mountain_King

Best Regards,
Mountain_King
Projects: Ice Age Fun, Japhel's Journey (same link), Shameless Crossover Excuse (Maintainer), and Age of Dinosaurs!
Is cothabhálach an aistriúcháin Gaeilge mé.
EXTERMINATE!!!!
Is cothabhálach an aistriúcháin Gaeilge mé.
EXTERMINATE!!!!
Re: Era of Magic (EoMa) new Tharis graphics! 0.13.0 released
Era of Magic 0.13.0 is now available!
This release features two new translations and some balancing changes.
If you are having trouble downloading the Era of Magic from the addons server or wish to download xdelta patches, you can download them from SourceForge.
If you encounter any bugs, would like to file a feature request, or would like to submit a patch, please click here.
This release features two new translations and some balancing changes.
Code: Select all
Version 0.13.0
- Translation
* New translations: Hungarian, Japanese
- Units
* Increased Magical Eye defenses to 60
* Battlemage: increased hp and damage
* Elementalist: added heal+4
* Subversive Magi: changed damage type to impact (ensnares)
* Golems: added the regeneration ability, reduced cost to 20
* Prophet of Light: decreased blinding light's damage to 20
* Avatar and God of Water: increased shallow water defense to 70
* The water regeneration ability works in swamp now
* Neutral Summoner:
- summons Jinns instead of Rhamis;
- has an aura of susceptibility;
- his range attack deals more damage (14)
If you encounter any bugs, would like to file a feature request, or would like to submit a patch, please click here.
Re: Era of Magic (EoMa) new Tharis graphics! 0.13.0 released
As you can see I have included most of barowei's and wesfreak's suggestions + complied with Shatner's request about the Neutral Summoner. We encourage you to playtest the Sky Kingdom and send us reports about the new balance.
And of course I'd like to thank all translators who have made translations for the Era of Magic.Thank you very much for your work!
And of course I'd like to thank all translators who have made translations for the Era of Magic.Thank you very much for your work!

Re: Era of Magic (EoMa) new Tharis graphics! 0.13.0 released
Well, I have playtested the Sky Kingdom (vs the Tharis, replay attached). The major point I have is that the Sky Kingdom lack a melee unit. Their only decent level 1 melee-er, the Hidden Face, is rather weak, with a small amount of HP and he has many weak attacks - it is almost impossible to use him effectively, him having the Skirmisher ability notwithstanding.inferno8 wrote:As you can see I have included most of barowei's and wesfreak's suggestions + complied with Shatner's request about the Neutral Summoner. We encourage you to playtest the Sky Kingdom and send us reports about the new balance.
And of course I'd like to thank all translators who have made translations for the Era of Magic.Thank you very much for your work!
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Random_map_(Winter)-Auto-Save19.gz
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Re: Era of Magic (EoMa) new Tharis graphics! 0.13.0 released
Hi. I am really sorry if this has been posted before, but I have some questions.
First, how do I summon with the summoners. I have a Heavy and Grand Summoner, but I cannot summon with them.
Secondly, the Kamikaze goblins do not die after exploding. Is this a bug?
I am using Wesnoth 1.8.5, and am only commenting from my experiences in the campaign, "To Lands Unknown", not Multiplayer.
Thank you to anyone who can help
First, how do I summon with the summoners. I have a Heavy and Grand Summoner, but I cannot summon with them.
Secondly, the Kamikaze goblins do not die after exploding. Is this a bug?
I am using Wesnoth 1.8.5, and am only commenting from my experiences in the campaign, "To Lands Unknown", not Multiplayer.
Thank you to anyone who can help
Re: Era of Magic (EoMa) new Tharis graphics! 0.13.0 released
Good era and really great job)
One remark: Rhami'kai have a "devine spear" instead of "divine spear" attack =)
(Ho'rhami have them both - devine and divine
)
P.S. sorry for my bad english.
One remark: Rhami'kai have a "devine spear" instead of "divine spear" attack =)
(Ho'rhami have them both - devine and divine

P.S. sorry for my bad english.
English, why you so foreign language? =(
Re: Era of Magic (EoMa) new Tharis graphics! 0.13.0 released
I think I pointed the 'devine' spear typo out a few months ago, but no-one fixed it. I thank you in the name of the era's developer(s) (ha, ha) nontheless.Norzel wrote:Good era and really great job)
One remark: Rhami'kai have a "devine spear" instead of "divine spear" attack =)
(Ho'rhami have them both - devine and divine)
P.S. sorry for my bad english.
First of all, TLU problems should go into (surprise, surprise) the TLU thread, to be found here. Second, posting your OS, EoMa and TLU versions helps the devs pinpoint the problem to a spesific version, so please do. Now, to what your found:Karroc wrote:Hi. I am really sorry if this has been posted before, but I have some questions.
First, how do I summon with the summoners. I have a Heavy and Grand Summoner, but I cannot summon with them.
Secondly, the Kamikaze goblins do not die after exploding. Is this a bug?
I am using Wesnoth 1.8.5, and am only commenting from my experiences in the campaign, "To Lands Unknown", not Multiplayer.
Thank you to anyone who can help
I think that the Kamikaze not exploding is indeed a bug.
IIRC, to summon with level 3 summoners, you need to right-click an adjacent hex, and there should be an option called 'summon' in the menu.
Edit: there's a bug concerning units that use halos for their ranged attacks: whenever they attack from NE, the beam/whatever comes from SE, instead.
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Re: Era of Magic (EoMa) new Tharis graphics! 0.13.0 released
Love the era!
One suggestion is for the Steam Ulfserker. When he levels, the Red Ulfserker is such a bad ass unit but the steam berserker seems weak in comparison that maybe he needs an ability or two to help him out or possibly a level 3. Upon defeating an opponent who attacked you and then leveling, the game AUTOMATICALLY chooses the first choice of level 2 guys which is the steam berserker and so to be excited for the S.B. he needs a little more other than the 4-6 in my opinion.
Other than that, well done!
One suggestion is for the Steam Ulfserker. When he levels, the Red Ulfserker is such a bad ass unit but the steam berserker seems weak in comparison that maybe he needs an ability or two to help him out or possibly a level 3. Upon defeating an opponent who attacked you and then leveling, the game AUTOMATICALLY chooses the first choice of level 2 guys which is the steam berserker and so to be excited for the S.B. he needs a little more other than the 4-6 in my opinion.
Other than that, well done!
Re: Era of Magic (EoMa) new Tharis graphics! 0.13.0 released
Balancing suggestion: remove/buff the Kharosan Cavalry Archer. They are weak, useless as archers (since their melee attack is stronger than their ranged one) and too slow to be an effective scout.
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Re: Era of Magic (EoMa) new Tharis graphics! 0.13.0 released
Hi everyone, can anyone add rus translation into the game?
- Attachments
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Re: Era of Magic (EoMa) new Tharis graphics! 0.13.0 released
Can anyone explain to me the description of the aura of susceptibility ability of the Neutral Summoner? It said: This unit and all adjacent friendly units receive a -20% to fire, cold and arcane resistance.
Does this mean friendly units actually get more vulnerable to those type of attacks when standing near the Neutral Summoner? That would be the opposite to the aura of resistance of the Heavy Summoner
Or maybe this is a typo? I think the right description should look like this: This unit and all adjacent enemy units receive a -20% to fire, cold and arcane resistance.
Does this mean friendly units actually get more vulnerable to those type of attacks when standing near the Neutral Summoner? That would be the opposite to the aura of resistance of the Heavy Summoner

R.I.P
Re: Era of Magic (EoMa) new Tharis graphics! 0.13.0 released
I second that.hhyloc wrote:Can anyone explain to me the description of the aura of susceptibility ability of the Neutral Summoner? It said: This unit and all adjacent friendly units receive a -20% to fire, cold and arcane resistance.
Does this mean friendly units actually get more vulnerable to those type of attacks when standing near the Neutral Summoner? That would be the opposite to the aura of resistance of the Heavy SummonerOr maybe this is a typo? I think the right description should look like this: This unit and all adjacent enemy units receive a -20% to fire, cold and arcane resistance.
I'm not really around any more, but you can find me in TvTropes.