Era of Magic (EoMa) 3.5

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IPS
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Re: Era of Magic (EoMa) 3.5

Post by IPS »

Been thinking on some balance suggestions, but it's not even yet confirmed by myself as I need of more testing to aprove it or not.

I just started to play To Lands Uknown in Mystic Jinn difficulty (badass mode) and well, balance seems to be improved significantly. Still there are some released ideas that yet need more testing to see if they're correct.


Sky Kingdom

Elementalists a new bonus attack *Ice-shards* pierce 3-4 +Skilled
Realized that sometimes leveling them is quite difficult because +Skilled and 3 strikes misses somewhat often lol. Also Sky Kingdom does not have Physical Ranged attack damage in lv1. All lv2 has secondary attack with +magical and more strikes than damage, why lv1 elementalist would be the exception?

Water Mage / Water Master
Still, one of most used, vital and more over-used units in the game (whole wesnoth, EVEN AGELESS), another nerf.
- Impact resistances to 0%
(Remember Pyromancer got potent buffs very recently, and that this unit exists too!)

- Water Master regen to +4 (he can still cure himself from poison, but he had absurd RPG potential and sometimes huge potential to solo a lv1 army thanks to his spells)

Subversive mage
- Staff +1 melee damage
In order to be blatant that they are more cost efficient in terms of damage than elementalist & with an extra of slowing.
Not the most cost effiicient magi in the era, but, one that has bonus slowing ranged for almost no fee.

Battle Mage
- Impact resistance from 10% to 20%
-2 less XP to advance to lv2.
- Warmage impact res from 15% to 20%

(Need to know community opinion's about the changes below for Battle mage, sincerely I consider this just an extra option)
- Unit cost from 20g to 18g
- Ranged would +Magical-attack only , while in defense they would use a -1 DMG no special ranged
Basically , it's a potential nerf of Battle Mage ranged at the cost of being cheaper.
(which also suits better unit's description about being mediocre spellcasters)

New unit, in case the adjusted 18g version Battlemage gets approved.
Talented Battle Mage, unreciutrable in both EoMa and EoMa Heroes eras, but, this unit would be the same battle mage without the ranged nerfs and with their actual cost of 20g (maybe in lands to unknown) AI could recruit both versions of battle mages , why not lol.

Sorcerer & Master Mage
- Arcane resistance from 20% to 30%
- Fire/Cold resistance from 15% to 20% (same as lv3 , and hidden face/Mu)
This line instead of getting +10% to impact resistance, will get the bonus in arcane resistance.

Guru of Magic adjustments
- Melee adjusted to Mystic Touch which will be Secret attack type (anti-shield) and 9-2 instead. (In RPG will be left unchanged from 11-2 arcane magical)
- Secret resistance from 10% to 15% to bonus be more notable.
- Both fungus and Cave defenses to 40% instead of lower.
- Both fungus and Cave movement costs to 2 instead of 3.

I'm still viewing another options for units for other factions, as said. Will edit this post for more (ideas listing) and some possible balance adjustments.



Barbarians

Troll War banner
Actually quite underpowered, will help this unit to perform better.
- Banner melee will now have +First-strike
- Flame Blast damage from 6-3 to 6-4


Extra looking!!
Will consider AMLA menus for units with no lv3 and with no lv4 to help the players to make wastement of XP be less frequent in the era. Will be talking about that soon, and getting more ideas depending specific cases. This would help the players to not be forced to use XP mod to avoid XP wastement, even if AMLA advancement menus will not be as XP efficient than leveling units, it will help less XP be wasted from over-using too strong units or if killing by accident.

Will take an extensive look into that, and give personalized AMLA menus for specific cases. RPG will not have any of these menues!!! except for VERY SPECIFIC cases like of Balance/Heavy summoner just because they rivalice with a Lv4 Grand Summoner path !!!
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ForestDragon
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Re: Era of Magic (EoMa) 3.5

Post by ForestDragon »

IPS wrote: November 21st, 2021, 6:00 pm (Need to know community opinion's about the changes below for Battle mage, sincerely I consider this just an extra option)
- Unit cost from 20g to 18g
- Ranged would +Magical-attack only , while in defense they would use a -1 DMG no special ranged
Basically , it's a potential nerf of Battle Mage ranged at the cost of being cheaper.

New unit, in case the adjusted 18g version Battlemage gets approved.
Talented Battle Mage, unreciutrable in both EoMa and EoMa Heroes eras, but, this unit would be the same battle mage without the ranged nerfs and with their actual cost of 20g (maybe in lands to unknown) AI could recruit both versions of battle mages , why not lol.
Seems unnecessary to be honest. Battlemage's stats are relatively fine as they are (sacrificing extra cost for better survivability/decent melee damage). In comparison to elementalist, it's an fairly decent sidegrade. Plus, giving a defense nerf to a mage whose entire point is being tankier than most other magi is just counterintuitive. The faction doesn't need more cheap mages, elementalist and subversive mage already exist
IPS wrote: November 21st, 2021, 6:00 pm (which also suits better unit's description about being mediocre spellcasters)
18 total ranged damage is already the norm for lvl1 sky kingdom mages. Also, their description doesn't really imply that they should be so signficantly worse in ranged compared to other magi (elementalist description posted for comparison):

Battle Magi are the novice magic users with fairly good physical fitness. These dagger-carrying troops form the backbone of the Sky Kingdom infantry, alongside Hidden Faces. Given enough experience, such novices can either keep advancing as versatile infantry troops, joining the ranks of War Magi, or heavily devote themselves into advanced study of combat spells at the expense of physical training, becoming Sorcerers.

While Elementalists aren’t exactly great combatants compared to other Sky Kingdom magi, they are quick learners, being able to become quite powerful quite quickly by choosing to learn one of the Elemental Paths. They know a few basic spells of each element, including shooting somewhat weak magical missiles, healing minor wounds with water magic, as well as some non-combat spells.

As for the other changes, those sound reasonable.

EDIT: the reduced xp/extra impact res ideas are alright btw, I just really don't like the reduced cost + nerfed ranged idea
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IPS
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Re: Era of Magic (EoMa) 3.5

Post by IPS »

Yup, I wasn't that sure about battle magi rework, reason why I posted it as an extra instead of an attempt of an official change. At a point I even asked to regular users what they think about that idea instead of trying to officializate it.

Impact resistances buffs around sky kingdom army is to decrease difficulty of the faction at dealing heavy units with tons of bulk like Cyclops, Toads and Golems, as Sky Kingdom is not at all very bulky faction and units with tons of health actually don't even need any magical resistance to tank well.

Saw a lot of Barbarian players ignoring the base 15g barbarian unit because of Cyclop spam... that's another way to reward better who builds more strategically AND spam less brute force. Might see new nerfed lv1 roc performance, the unit was abused a lot because of insanely cost efficient and complete unit, it's still too cheap for a scout that is 5-4 damage, if needed could of increase pierce weakness to a -20% if tests shows me the unit needs that nerf.

Also while testing, I personally I ignore the very expensive battle magi in randomly generated maps because well, price matters a lot in large maps. Still, in survival maps things might be different. Still, I haven't yet tested the other factions to can judge for a balance propossal right now, been busy recently.
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Re: Era of Magic (EoMa) 3.5

Post by ForestDragon »

IPS wrote: November 28th, 2021, 7:19 am Impact resistances buffs around sky kingdom army is to decrease difficulty of the faction at dealing heavy units with tons of bulk like Cyclops, Toads and Golems, as Sky Kingdom is not at all very bulky faction and units with tons of health actually don't even need any magical resistance to tank well.

Also while testing, I personally I ignore the very expensive battle magi in randomly generated maps because well, price matters a lot in large maps. Still, in survival maps things might be different. Still, I haven't yet tested the other factions to can judge for a balance propossal right now, been busy recently.
The impact res. buff + exp buff should be good enough to make the battle mage viable for now
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IPS
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Re: Era of Magic (EoMa) 3.5

Post by IPS »

Sky Kingdom Testing
Random map replay 20211120-174539.gz
(115.11 KiB) Downloaded 1 time
Not much to mention at all, gameplay of Sky Kingdom is much more smooth with the recent buffs on Elementalists and Subversive mages. Thing I realized is that of previsouly suggested only missing changes were 2 on this faction.

- Elementalists actually are Mountain movement cost 3 instead of 2 (unlike all their level ups)
- Lv1 battle eye is not added to recruit list. Map control is a very important element in the game, even if lv1 battle eye is less cost efficient than Lv0 cosmic eye, one or two of them allow a player to have a better map control in early game, which means in better control of villages and more upcoming gold.

That appart of more new and fresh buffs to some Sky Kingdom units that I gift few days ago.

Tharis Testing
Random map replay 20211203-151558.gz
(115.81 KiB) Downloaded 1 time
I was very right that Blade Dancer needed a nerf (-1 movement and 10% worse impact resistance), they still were so dominant in map control. I can complain about them leveling up too fast, with inteligent trait only 3 lv1 kills and already lv2, which is very easy to archieve in PVP if skillful. Will suggest increasing blade dancer XP to lv2. Hydras had the opposite problem, leveling Hydras is not worth it as 41 XP in 70% XP modifier is a way too much, even avoiding leveling them because the profit is not worth it at all. Concluded in these suggestions after this game.

- Blade Dancer XP from 42 to 46 (they can use ranged to farm XP)
- Hydra XP from 58 to 54

Shadow Blade
I avoided using their Lv1 in large random test, as poison is not the best strategy when outnumbered. Still, they feel quite weak (Specially in lv3) , but hit & run special is so strong special if well used. Will buff the non backstab attack so it can at least be stronger than other option with always backstab.
- Knives melee damage from 9-3 to 8-4 (non special attack)
This would lead that this unit has more damage in counter attack.


Summoners
Just realized that some units are too arcane resistant , at situations that proved it's not balanced at all.

Dimensional Gate
- Arcane resistance from 40% to 30%

Air Elemental / Avatar / God
- Arcane resistance from 65% to 60%

Fire Elemental & Avatars
They're meta, they can have costless slight nerf in forest terrain defense.
Melee magical fighters that also have illuminate aura for summoners and carpet riders.
- Forest defense from 50% to 40%
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