[Huge Rebalance] The Great Steppe Era (1.14 add-on server)

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Lord-Knightmare
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Re: The Great Steppe Era (1.14 add-on server)

Post by Lord-Knightmare »

Major_Swampy wrote: June 28th, 2021, 2:11 pm
ForestDragon wrote: June 28th, 2021, 1:40 pm
I hope you're going make new campaign related to this era... :)
A campaign would be nice for such an awesome era, but I think they should get a 1.0.0 prepared first.
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Mechanical
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Re: The Great Steppe Era (1.14 add-on server)

Post by Mechanical »

Lord-Knightmare wrote: June 28th, 2021, 2:49 pm
Major_Swampy wrote: June 28th, 2021, 2:11 pm
ForestDragon wrote: June 28th, 2021, 1:40 pm
I hope you're going make new campaign related to this era... :)
A campaign would be nice for such an awesome era, but I think they should get a 1.0.0 prepared first.
Generally speaking, a campaign for the steppe era may well be. We have some cool ideas for the campaign for each faction, as each faction has an interesting lore to uncover. Version 1.0.0 with 4 factions coming soon. After that, we will focus on improving what is, and of course creating new content. The main thing is that the players are interested in what we are doing - if the era is not popular, it will not be played, then of course our motivation to make a campaign will significantly weaken.
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[New Faction] The Great Steppe Era (1.14 add-on server)

Post by ForestDragon »

The 0.3.0 update is finally out, bringing with it the fourth faction - Northern Knyaz Triumvirate

The Northern Knyaz Triumvirate is a faction of the people of the north. The three knyazdoms entered into an alliance to fight back the evil that is approaching from the steppe. Playing as the triumvirate, you will command a diverse and flexible army. Your units will be able to build fortifications, improve armor and inspire allies to battle. Use the creative potential of the northerners to defeat the nomad armies!
screenshot_slav1.png
screenshot_slav2.png
screenshot_slav3.png
screenshot_slav4.png
screenshot_slav5.png
My active add-ons: [Alpha] The Great Steppe Era
My inactive add-ons: Tale of Alan (1.12),The Golden Age (1.12/1.13),XP Bank (1.14),Alliances Mod(1.14) (all add-ons no longer supported)
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Re: [New Faction] The Great Steppe Era (1.14 add-on server)

Post by ForestDragon »

The 0.3.1 update is out! Changelog:
- added russian descriptions to the temsk raider, tesmk archer and zimnovsk militia (except lvl3) unit lines
- added custom AMLA to Kanavar Slasher, and reduced his max exp from 100 to 70
- added saber attack animation for kanavar slasher (contributed by Tezereth)
- added sword attack animation for barrow tsar (contributed by Tezereth)
- nerfed buildings' fire resistances by 10%
- nerfed outpost hp from 55 to 50
- nerfed outpost longrange attack range from 4 tiles to 3 tiles
- removed melee attack from outpost
- removed Drake Master Smith from the leader pool
- buildings can no longer be built on deep water
- fixed missing russian description for the build/long-range abilities
- fixed the ravenform menu being usable on enemies
- fixed lvl2 architects not being able to build if they were advanced from lvl1
My active add-ons: [Alpha] The Great Steppe Era
My inactive add-ons: Tale of Alan (1.12),The Golden Age (1.12/1.13),XP Bank (1.14),Alliances Mod(1.14) (all add-ons no longer supported)
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Re: [New Faction] The Great Steppe Era (1.14 add-on server)

Post by ForestDragon »

The 0.3.2 update is out! Changelog:
- added custom AMLA to Krad Master Architect, and reduced his max exp from 100 to 70
- added custom AMLA to Temsk Master Architect, and reduced his max exp from 100 to 70
- added custom AMLA to Zimnovsk Master Architect, and reduced his max exp from 100 to 70
- added custom AMLA to Temsk Braveheart, and reduced his max exp from 100 to 70
- added custom AMLA to Temsk Champion, and reduced his max exp from 150 to 100
- messenger of light now has lesser illuminates instead of illuminates
- increased skylark's price from 13 to 15
- reduced serpenthead tarhan's price from 21 to 20
- buffed fortress damage from 16-2 to 17-2
- reduced fortress price from 26 to 25
- nerfed krad knyaz warrior's melee damage on all attacks
- wood wall now costs 5 instead of 6
- pit trap's immobilization now lasts 3 turns instead of 2
- invisible units no longer count towards total level for slaves/disloyals
- repairing villages is now slightly cheaper
- capture ability no longer works on buildings
- in the steppe survival, the last wave turn is now shown in the objectives
- fixed the rubble image not being removed when a village is repaired
- fixed skylarks not receiving experience from aoe attacks when defending
- fixed starting walls spawning on castles if the starting keep is next to the border and the side is AI
- fixed the market build option not showing cost properly when selecting zimnovsk master architect as leader
- fixed the [unstore_unit] error for longranged attacks
- fixed longranged attacks not giving exp
My active add-ons: [Alpha] The Great Steppe Era
My inactive add-ons: Tale of Alan (1.12),The Golden Age (1.12/1.13),XP Bank (1.14),Alliances Mod(1.14) (all add-ons no longer supported)
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Re: The Great Steppe Era (1.14 add-on server)

Post by ForestDragon »

The 0.3.3 update is out! Changelog:
Bull Tumen changes:
- pillaged villages now burn for 1 turn longer (purely visual effect)
- burning villages now have campfire sound source
- added more random names for steppe ogres
Serpent Khaganate changes:
- added spear attack animation for khaganate sentinel (contributed by Tezereth)
- finish off special now also gives bonus chance to hit if the enemy is at low HP (now enslave is less reliant on RNG)
- khaganate can now convert slaves in the same way as other factions can free them
- khaganate can now free slaves if they are former allies
Northern Knyaz Triumvirate changes:
- added new building AMLA to Zimnovsk Master Architect
- added spear attack animation for zimnovsk militia (contributed by Tezereth)
- added mace attack animation for zimnovsk militia (contributed by Tezereth)
- added russian descriptions to the zimnovsk grand guard and the krad jouster line
- outpost's ballista attack is now attack-only, but it now has a new bow attack
- outpost can now advance to fortress, and reduced its max exp from 100 to 50
- longrange attacks can no longer be used on adjacent units
- nerfed skylark's defense from 60% to 50%
- increased skylark's price from 15 to 16
- increased zimnovsk militia's price from 13 to 16
- nerfed zimnovsk militia's HP from 40 to 37
- reduced teleporter (AMLA building) cost from 20 to 18
- fixed traps not being counted as buildings
- fixed petrified units counting towards slave/disloyal total level calculations
- fixed not being able to undo moves if there is a trap on the battlefield
- fixed lvl0 units not being able to free slaves
- fixed some AMLAs not increasing max exp
Last edited by ForestDragon on August 8th, 2021, 9:13 am, edited 1 time in total.
My active add-ons: [Alpha] The Great Steppe Era
My inactive add-ons: Tale of Alan (1.12),The Golden Age (1.12/1.13),XP Bank (1.14),Alliances Mod(1.14) (all add-ons no longer supported)
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shevegen
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Re: [New Faction] The Great Steppe Era (1.14 add-on server)

Post by shevegen »

I like the idea. Don't remember having played it ... somehow I am horrible with names and hugely forgetful (comes from too much multi-tasking).

The bull animals are quite chubby and hilarious - I like that too.

Who were the main artists? Must have been quite a lot of work to do.
shevegen
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Re: [New Faction] The Great Steppe Era (1.14 add-on server)

Post by shevegen »

Ah - so I finally installed it.

Haven't played it yet but just a quick recommendation:

the main icon for "The Great Steppe Era" is a bit bland and generic (the one you get when you search
for add-ons). I'd recommend changing it, perhaps display an ogre unit or some other specific unit
rather than a map tile or whatever it currently is. That may make people recognize it faster.

At first glance, when I looked at the picture I just saw some area map tile? I think showing
an icon is more interesting for people. And perhaps a little bit more lighting to catch eye
candy attention (I don't mean to overdo it, just as an improvement over the current image.)

Without the thread here I don't think I would have looked any further.
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Re: [New Faction] The Great Steppe Era (1.14 add-on server)

Post by ForestDragon »

shevegen wrote: August 6th, 2021, 2:19 pm Ah - so I finally installed it.

Haven't played it yet but just a quick recommendation:

the main icon for "The Great Steppe Era" is a bit bland and generic (the one you get when you search
for add-ons). I'd recommend changing it, perhaps display an ogre unit or some other specific unit
rather than a map tile or whatever it currently is. That may make people recognize it faster.

At first glance, when I looked at the picture I just saw some area map tile? I think showing
an icon is more interesting for people. And perhaps a little bit more lighting to catch eye
candy attention (I don't mean to overdo it, just as an improvement over the current image.)

Without the thread here I don't think I would have looked any further.
Thanks for the feedback. We'll try experimenting with a different icon in future versions
My active add-ons: [Alpha] The Great Steppe Era
My inactive add-ons: Tale of Alan (1.12),The Golden Age (1.12/1.13),XP Bank (1.14),Alliances Mod(1.14) (all add-ons no longer supported)
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Re: The Great Steppe Era (1.14 add-on server)

Post by ForestDragon »

The 0.3.4 update is out! Changelog:
General changes:
- shortened the era description, as it used to take up most of the screen
Bull Tumen changes:
- apprentice now has unpoison
- fixed freed captured units being not being removed from the captured units list in the code
Serpent Khaganate changes:
- oversight now buffs disloyals too
- reworked naga overseer: added convert slaves special on melee, buffed oversight from 15% to 20%, and naga punisher's oversight from 30% to 33%, oversight now buffs disloyals too, increased blade/pierce resistances by 10%, reduced cold resistance by 10%, increased cost from 16 to 18
- reworked gnoll: lower hp, melee is now 4-4 instead of 3-5, cost is increased from 14 to 15, increased blade resistance by 10% and reduced pierce resistance by 10%
- tweaked serpenthead: increased pierce/arcane resistance from 10% to 20%, and reduced cold resistance from -10% to -20%
- nuckelavee now have better movecosts/defenses, but slightly less hp
- slave spearmen/archers now have slightly more hp and have their own movetype (instead of using the dunefolk movetype), but have -10% cold resistance
- enslave now works on vampires
- nagas/serpentheads now have 50% defense on forest/hills instead of 40%
Dead Field Coven changes:
- new unit line: Steppe Ghoul
- new sprites for the demon line
- added menu on cursed units that lets you see which witch cursed the unit
- curse of decay now spawns a lesser ghoul on kill
- primal rework: +1 mp, slightly lower hp/attack/cost, +10% impact resistance, -10% blade/arcane resistances
- witch rework: shadow burst is now replaced by a slightly stronger cold attack, curse is now arcane, the unit has slightly higher hp, wild witch no longer has overwhelm on her evil eye attack
- barrow rider now have 40% pierce resistance instead of 30%, and 8 mp instead of 7
- fear shadows now have have 30% defense on water, and have 2 movecost on water instead of 3, but have 6 MP instead of 7
- kanavars now cost 22 instead of 23, but cost 8 to recall isntead of 7
- demons now have -10% pierce resistance instead of -20%, and 8-2 ranged damage instead of 7-2
- curse of decay now deals damage AFTER healing instead of before
- witches with a birth timer now have a kanavar overlay
- fixed mistress of dead field having enslave on her attack
Northern Knyaz Triumvirate changes:
- added custom AMLA to Luminary, and reduced its max exp from 100 to 70
- added new building AMLA to Temsk Master Architect
- AI can now use longranged attacks
- AI can now repair villages
- improved build AI (still very WIP, but slightly less awful than before (for example, it can no longer build on impassable terrain, and it now only starts building when enemies are in sight instead of wasting gold and moves on buildings near the starting keep))
- long-range is now a weapon special instead of ability (as otherwise outposts used the bow attack instead of the ballista one for long-ranged attacks)
- repaiting villages now shows floating text
- fixed long-range attacks being able to target invisible units
My active add-ons: [Alpha] The Great Steppe Era
My inactive add-ons: Tale of Alan (1.12),The Golden Age (1.12/1.13),XP Bank (1.14),Alliances Mod(1.14) (all add-ons no longer supported)
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Mechanical
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Re: The Great Steppe Era (1.14 add-on server)

Post by Mechanical »

Hello! Today i make first map of the GSE-region!
Attachments
gse region + Irdya
gse region + Irdya
gse region
gse region
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If you like my art, try The Great Steppe Era!
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Re: The Great Steppe Era (1.14 add-on server)

Post by Lord-Knightmare »

According to the world map, the area of the Northern Knyaz Triumvirate and Lintair Forest seem to be very close to each other. Does this mean that these two factions have had clashes at some point in time?

Also, would it be possible to convert the rest of the rest of the Irdya map into the GSE style?
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Re: The Great Steppe Era (1.14 add-on server)

Post by Mechanical »

Lord-Knightmare wrote: August 20th, 2021, 10:43 am According to the world map, the area of the Northern Knyaz Triumvirate and Lintair Forest seem to be very close to each other. Does this mean that these two factions have had clashes at some point in time?

Also, would it be possible to convert the rest of the rest of the Irdya map into the GSE style?
Yes, I think the Krad principality (the closest to Lintair) has a relationship with it. Not only war, but also trade, and maybe even to some extent cultural exchange.

As for the processing of the entire map in gse-style, this is now impossible, because the means with which I had to create the map are very inconvenient in order to work with someone else's landscape.
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ForestDragon
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[Huge Rebalance] The Great Steppe Era (1.14 add-on server)

Post by ForestDragon »

Hey everyone! The big update 0.4.0beta is finally out. We noticed that the steppe's balance was in poor shape, and together with Hejnewar we began work on a global rebalance that would make the Steppe a fairer and more competitive era. We have done a lot of work and at the moment have changed 3 factions: Tumen, Coven and Khaganate. For ease of testing, the "random balanced" option has been added to the faction selection list. Mechanical also updated some of the sprites and added a couple of new lines. Soon we will also change the Triumvirate (work on it is still underway, since this faction requires more global changes).

Check out the rebalance and write your opinion! We are confident that the game experience with the 3 redesigned factions will be much more enjoyable than before. We also want to improve the rebalance as much as possible, so it is important for us to know the opinions of players!

Below are the changelog and screenshots of new units:

General changes:
- added 'Random Balanced' to the GSE era
- added 'Random GSE' and 'Random Default' to the GSE + Default era
- leaders with 7MP or more now have the slow trait
- certain very op leaders (bull priest, thunder shaman and serpenthead) now have an 'old' trait (different from mainline's 'aged', this trait reduces all damage by 1, and max hp by 4), while some slightly op leaders (naga bekh and punisher, as well as wild witch) get a 'fragile' trait (-4 max hp)
Bull Tumen changes:
- new unit: Minotaur Fanatic (alternate levelup for Bull, branch goes to lvl4)
- mancatcher rework: -5 hp, removed bolas, +1 strike for dagger, added whip attack as a replacement for bolas
- pillage now gives 1 less gold from village, but 75% instead of 50% on kill
- bull changes: added minotaur advancement, -5 hp, +2 cost
- tarbynn changes: -2 hp, -1 cost, -1 melee damage, +1 ranged damage
- +1 hp for ogre hunter, -2 hp for ogre shaman and +1 cost for ogre grunt
- tarbyyns no longer create fire when destroying villages
Serpent Khaganate changes:
- new unit: Salamander (powerful fire damage attacker and swimmer)
- serpenthead rework: +2 hp, lvl1 no longer has black fire (lvl2 has it with 8-3 damage), -4 enslave damage but enslave now has always hits and works on non-living units (except mechanical)
- gnoll rework: removed disloyal, removed slow from ranged attack on lvl1, -1 cost
- naga changes: +1 hp (but lower hp for bekh), -2 cost, nerfed oversight from 20% back to 15%, removed convert slaves on lvl1
- nuckelavee changes: +1 hp, -2 cost
- vampire changes: -1 ranged damage, night form is now neutral instead of chaotic
Dead Field Coven changes:
- primal rework: primal spawn is now lvl1 and no longer has container of darkness (lvl2 and above keep the ability though), -7 hp, -2 damage, -10 cost, added primal strength (lvl2), and removed primal patriarch for now
- witch rework: -1 hp, +1 mp, -4 cost, -1 chill burst damage, curse no longer has curse of decay on lvl1, kanavars take 1 turn less to be birthed but +5 recall cost, removed the 'recruited kanavars get witch buffs if the witch is a leader'
- demon changes: -2 cost, -3 ranged damage, added leadership animation
- ghoul changes: -3 cost, added AMLA for fiend, added english description
- kanavar changes: -1 cost, -1 ranged damage, birthed kanavars have 4 upkeep
- barrow rider changes: -1 hp
- fear shadow changes: +1 mp, +1 cost, bonus fear shadows given by wild witch now cost 9 to recall instead of 0
- slave spearman changes: -5 hp, +2 max exp, +1 cost
- slave archer changes: -6 hp, +1 cost
- removed barrow warden/primal from the leaderpool
Northern Knyaz Triumvirate changes:
- removed starting wall
- the AI no longer builds watchtowers (as it doesn't benefit from clearing fog, and tends to waste gold on them)
screenshot_newunits.png
My active add-ons: [Alpha] The Great Steppe Era
My inactive add-ons: Tale of Alan (1.12),The Golden Age (1.12/1.13),XP Bank (1.14),Alliances Mod(1.14) (all add-ons no longer supported)
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Re: [Huge Rebalance] The Great Steppe Era (1.14 add-on server)

Post by Mabuse »

I like the artwork of the Era. :)
The best bet is your own, good Taste.
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