Era of Magic (EoMa) 4.8.1 - now on Ko-fi!

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Re: Era of Magic (EoMa) 3.5.2a

Post by Lord_bold »

Oh god I forgot about the replay that showed the lvl2 golems being summoned from the guru. Here it is, sorry for the delay lol.
We were using an xp mod at my friend's request but i don't think the issue came from there.
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Re: Era of Magic (EoMa) 3.5.2a

Post by inferno8 »

Lord_bold wrote: February 8th, 2022, 10:16 am the replay that showed the lvl2 golems being summoned from the guru.
Yay, thanks to your replay, I was able to track down the issue! :D Indeed the Guru did summon two golems, but initially they were all lvl1 (as intended). But the moment they were summoned they immediately leveled up! It was caused by one of buggy drone upgrade events - something completely unrelated at first glance.

So yeah, the bug is fixed. Thank you @Lord_bold! ;)
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Re: Era of Magic (EoMa) 3.6

Post by inferno8 »

Era of Magic 3.6 is now available!

This wide-ranging update makes a variety of improvements and fixes. It mostly focuses on 'Masters and Slaves' era which is now called 'Masters' era. Based on IPS' balance proposals I implemented two new traits to help balance that mode out - the heroic and elite traits. These are automatically applied to certain leaders and are exclusive to Masters era - this means you won't get them when playing a classic EoMa game or the AoH variant.

Another important change applies to the Destroyers' plague ability. It no longer affects units standing in villages. This little detail may greatly impact the Zombies Challenge scenario. If you find it unbalanced, let me know.

Speaking of balance, IPS did an outstanding job again. Thanks to his recent feedback the Masters era should feel more balanced now, but further testing is still required. I do not recommend using Masters era for ranked matches in its current state. For these use standard Era of Magic with lvl2 leaders and lvl0-1 units.

Other less visible changes include project-wide code cleanup and renaming of unit files. These should have no effect on gameplay.

Renaming of unit ids is scheduled for 3.7.

Full changelog:

Code: Select all

## Version 3.6
 ### Gameplay
	* fixed a bug where units summoned in Zombie Challenge would automatically level up
	* renamed the 'Masters and Slaves' era to 'Masters' era
	* Solar Master is no longer available as a leader choice in the 'Masters' era
	* new Masters era exclusive traits: heroic and elite - they are automatically applied to certain units to make things more balanced
 ### Units
	** Kharos:
	 * Avenger: cost from 32g to 31g
	 * Hoplite: cost from 34g to 32g
	 * Bishop: cost from 40g to 38g
	 * Heavy Cavalry Archer: cost from 34g to 32g
	 * Mistress of Light: cost from 68g to 63g
	** Runemasters:
	 * Dwarvish Cannoneer: cost from 30g to 32g
	 * Flying Fortress: movement from 7 to 6; cost from 56 to 62; the cannon attack no longer has the 'first strike' weapon special; the machine gun attack damage from 16 to 15
	** Sky Kingdom:
	 * Master of Air: can now summon Air Avatars for 42g
	 * Master of Fire: can now summon Fire Avatars for 42g; Fire Elemental summon cost from 12g to 17g
	 * Master of Water: can now summon Water Avatars for 44g; Water Elemental summon cost from 12g to 14g
	** Tharis
	 * Dark Observer: experience from 43 to 49
	 * Storm Sphere: cost from 34g to 33g
	 * Master of Darnkess: the scythe attack got the 'first strike' weapon special
 ### Abilities
	* the Destroyers' plague weapon special no longer works on units standing in villages
 ### Descriptions
	* improved the Banisher description
	* improved faction descriptions
 ### Graphics
	* fixed visual glitches caused by the soul catcher ability
	* unused attack icons are now used
 ### Code
	* renamed unit files to match their names
	* added a missing space to the 'hit and run' floating text
	* improved the summon menu option text for Guru of Magic
	* the 'construct drone' and drone upgrades work 'on unit placed' events too
	* implemented lua check for the Masters era
	* dropped support for older BfW versions
	* project-wide code cleanup
 ### Translations
    * updated the Polish translation
    * updated the raw translation file
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Re: Era of Magic (EoMa) 3.6

Post by IPS »

Wow, this gameplay made me understand a lot of things regards lv2-3 balancing and realized some not so balanced facts, mostly at Dark Blood Aliance and Summoners.

First is that I realized how strong may be awe auras. Reasons I should reconsider it at pricing and about lv4 destroyer's leaders. Let's start with the ingame resume.

Lv2 Wyverns / Wyvern riders are strong among other lv2 units, but definitively cannot rivalize againist lv3 units, specially with fire gods that hard counter both. Had serious problems at hard countering fire gods using dark blood aliance and purchased mystics 2 or 3 turns too late, I should have inmediatly have done if viewing fire god instantly which lv2 shamans cannot rivalize much againist them because of being in fact, sincerely, not that strong as lv2 mage (but are healers +8 and lv1 shamans are most likely best lv1 EoMa mages...) ... but in fact, I know much better of certain facts that can be adjusted for better.

I liked the performance of yellow salamanders, quite expensive but if well used, are quite strong, still, some buffs can be considered as they're defentively slower than their saurians peers.

Defenetively, earth elementals being 60% defense in village feels super akward and I think it shouldn't of happen in mountains as well, not all magic is impact or arcane and unit may be somewhat hard to destroy if not using over-buffed kharos army or heavy blows impact.

Lv2 carpet riders are op, 9 movement for flying skirmisher is too much, that will be nerfed.

Defenetive ressults of all this match observations.

Dark Blood Aliance
Some adjustments for dark blood aliance units.

In compensation of all Salamanders buffs, a toad nerf first.
- All toads village defense will be 40% instead of 50%

All salamanders
Defenetively, they feel a lot slower than sauarians at being -1 movement and 2 MP cost in forests. As well, cave movement cost is 2 instead of 1.
Appart that people don't like planning to maximize backstab so this unit is quite impopular among most players.
Will buff.
- Village denfese from 50% to 60% (except green salamander)
- They don't need any other buff, the apparently not that strong blowgunners synergies well with this unit at potentiating backstab possibilities.
- If more buffs are needed, salamanders could get small buffs in a later update, but stop spamming toads for everything and be less lazy :D

Black Salamander
I don't see much use of this unit, slight buff to their melee
- Melee will now have +first-strike.

But Lv2 salamanders gift me an idea for all non lv3 units in the era
AMLA will give them "Veteran trait" (in case it doesn't exist, let's create it xD)
-They Will have AMLA buff the first time they over-reach MAX XP.
- Veteran trait: All damages +1 (both strong and dexterious) and +5/6 HP (it's the same value as of lv2 resilient)
- Fanatic would have variation, Fanatism trait that is +5/6 HP and +1 movement.

About veteran trait, could say this can be implemented to other only lv2 units that cannot be lv3. Similar units that will gain this AMLA buff are Lv2 carpet riders, Sculptors, Barbarian's goblings, Cosmic Eye, Red Steam Ulfserker, lv2 kharos berserks, etc

In case if I forgot any unit that has 5 or more strikes and is at lv2, Veteran trait would be replaced to Fanatism.

Lv3 wyverns.
Ranged damage too high specially when dealing againist units of lower level than them.
- Great wyvern (lv2) ranged damage from 7-2 to 6-2 (this is strong nerf in night time when they will be 7-2 instead of 9-2)
- Chaos Wyvern ranged damage from 10-2 to 9-2
- Chaos wyvern rider ranged damage from 10-2 to 9-2
It's not the first time I lower their ranged damage.


Summoners
Sadly, some nerfs to summoners units as they have quite too much potential in right hands.

Carpet Master
- Movement from 9 to 8
AMLA Carpet riders might get Veteran trait, which can revert their nerf in Lands to Unknown.

Fire God
Adjustment to their ranged and rounding their HP to a more precious value.
- HP from 71 to 72
- Ranged damage adjusted from 11-2 to 7-3
This allow the unit to be used as a lv1 mage, but lowers its damage retaliation when being slowed in ranged.

Air Elemental
I wanted to this this change previously, but changing one unit in a whole faction is too random, but ANOTHER nerf to lv1 air elementals will come!
- Regenerates from +6 to +4
The unit has already high physical resistances and 60% flat defense, which is already a lot.

Eearth Elemental / Avatar / God
- Village defense from 60% to 50%
- tests will be done later and will see if it's fine they be 60% mountain defense or instead they should be 50% mountain def.

Mystic Jinn
- No longer available as leader option (in case if it was) because of Teleport skill.


Destroyers
Some adjustments have to be done to awe units repricing as its effectiveness is underrated actually and not very well counted in pricing.

FOLLOWING UNITS WILL NOT HAVE RESILIENT TRAIT WHEN STARTING IN MASTER'S era
- Atokpi Master
- Fallen Cyclops King
- Abaddon
They are much toughter againsit lv3 and lv4 units due their awe aura, and they take more advanate from that trait.

General re-pricing for Destroyers lv2 and lv3
- Atokpi samurai (lv2) price from 32g to 31g
- Atokpi general (lv3) price from 50g to 52g
- Bone Golem (lv2) price from 30g to 29g
- Bone giant price from 34g LOL .... to 48g
- Legendary Cyclops mage (lv2) price from 33g to 32g ... maybe rename? legendary adjetive is too much for a lv2.
- Excting Cyclops mage from 55g to 58g
- Punisher price from 43g to 44g
- Pirania Mounstrosa price from 33g to 31g
- Devourer price from 43g to 47g
- Titania (lv4) price from 63g to 65g
- Punisher price from 43g to 44g
- Obliterator price from 65g to 67g


In case I find another issue to be improved will notifiy in other testing.

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Re: Era of Magic (EoMa) 3.6

Post by IPS »

This time, under the exact same conditions I won my first try using Dark Blood Aliance, Kharos and Destroyers previous tests and at second try using Sky Kingdom, I give up trying with Rune Masters after a 3rd try with not cute ressults at all, but this made me consider a lot of things for Rune Master faction needing new units as well of some of some rework for Mechanical Dragon.

First , let's start to resume the matchs.

Game 1, I was so hard countered by Fire God. Losing lots of map control and incapable to react againist that unit if using Rune Masters. Rune Adepts are quite expensive and their damage is not that high, problem is that if their magical resistances are higher, they could of become OP in smaller maps and in survivals. Unlike most of tested factions, Rune Masters doesn't have any slower at all, but they have access to one of best berserkers in the era, specially one that can be leveled to lv3.

Game 2, I was incapable to defend my over-extended villages againist Tharis and Void mages, but of them won map dominance and I lost the match. RuneMasters need cheap scouts (lv1 balloons) otherwise army is too expensive and incapable to gain some quick golds early game.

Game 3 (This replay), I lost at map control againist summoners side and there fore, even if winning the Dark Blood Aliance side, would inevitably lose because of leaving too many villages to Summoners AI, learnt that Carpet Riders are formidable when dealing againist ranged scouts. Lv1 carpet riders shouldn't be allowed in Master Era as it's too powerful to be recruitable for cheap slow.

All feedback regards this defeat.

RuneMasters
Rune Masters have some deficiencies because of having missing units in their pallete of lv2 and lv3 units, specially at larger (or randomly) generated maps. Defenetively they need new units AND some modifications.

Mechanical Dragon
When tested, I realized that they're not very capable for map control, only if dealing with lv2 scouts. Would preffer a stronger mechanical dragon but more expensive one. I got some ideas to make this unit specially more versatile and more capable of early map control in larger maps in master's era. Remember they need a lot of XP to be gained.

I remember as well, that in Sky Kingdom test, they weren't that much of a problem, so yea, this confirms my new test ressults.
- Fangs melee is now Pierce type attack, it also will have +Marksman Special.
- NEW ATTACK: Fangs 8-3 blade melee +Marskman
- Fire resistance from 10% to 20%
- Price from 56g to 60g
Unlike flying fortress, the intention of this unit is that it use melee offensively. It will help it at dealing againist cheap but too poweful scouts like carpet riders.

Dwarvish Warrior
If time is given, a new advancement for this unit! creating sprites, codes, animations, etc can of take more time, but it's necessary for certain faction deficiencies.
- Allowing another advancement : Dwarvish Guerrilla


NEW UNIT: Dwarvish Guerrilla
HP : 50
Sword 7-4 blade melee
Gun 15-1 pierce ranged
Movement: 5
Price: 31g
XP: 88
Advances to: Dwarvish Soldier

Resistances
All resistances: 10%

Terrain
Forest: defense 50%
Swamp: defense 40% and 2 movement cost
Swallow water: 2 movement cost
Mountain: defense 70%
Fungus: defense 50%
Specials: Concealment



NEW UNIT: Dwarvish Soldier
HP: 65
Sword: 10-4 blade melee
Gun 19-1 pierce ranged +skilled
MP: 5
Price: 54g

Resistances: 20% to physiscal & 10% to magical.
Terrain: Same as Dwarvish Guerrilla
Hopefully, this unit can work well with cannoners as cheap backup for machines and slower dwarfs.

If there is any new unit that could suit Rune Master for a quick backup while stronger dwarfs arrive

Rune Adept
Need of stronger cold attack to deal better fire elementals.
- Cold runes damage from 7-2 to 8-2

Runes Smith
Fire God being a serious problem to deal for Ancient Dwarves, need a buff.
- Ice Runes damage from 10-2 to 12-2

Rune Artist
- Ice Runes damage from 15-2 to 16-2

Miscelanous
- Allow lv1 balloon to be in recruitable list for Master's version


Summoners
- In masters, don't allow lv1 carpet riders.

RM having issues to map control in Masters.gz
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Re: Era of Magic (EoMa) 3.6.1

Post by inferno8 »

Era of Magic 3.6.1 is out!

This one comes with a long list of improvements based on the recent feedback from IPS :D Full changelist is below.

The big feature in this update is the addition of two special traits: veteran and fanatic. These traits are applied only to lvl2 units who lack lvl3 advancement options but only when 'reaching' AMLA. For example if a Carpet Master levels up, not only he gets a standard AMLA bonus but also receives the 'veteran' trait, which boosts his damage. Some units with high number of strikes like Cyclops Breaker or Sworddancer receive the 'fanatic' trait instead, which increases their movement points and hp. This feature despite being a small addition may greatly affect gameplay, making units capped at lvl2 more useful than ever before after leveling them up. These two new traits still need testing in my opinion, that's why I haven't made them available for To Lands Unknown yet.

IPS suggested two new units for the Runmasters faction. They are not ready yet, but I think it is worth adding them in the near future.

Oh and Legendary Cyclops has been renamed to Greater Cyclops Skeleton. It may sound kinda generic, so if you guys have better ideas for naming this unit, let me know.

Code: Select all

## Version 3.6.1
 ### Gameplay
	* lvl2 units who cannot advance to lvl3 (because they lack that option) receive special veteran/fanatic traits together with AMLA
	* the following leaders in the Masters era are no longer resilient: Atokpi Master, Fallen Cyclops King, Abaddon
	* Carpet Riders are no longer available in the Masters Era
	* Mystical Jinn are no longer available as leaders in the Masters Era
	* Dwarvish Baloon is now available for recruitment in the Masters Era
 ### Units
	** Darkblood Alliance:
	 * all Toads: village defense to 40%
	 * all Salamanders: village defense to 60%
	 * Black Salamander: the melee attack got the 'first strike' weapon special
	 * Great Wyvern: decreased the scream attack damage from 7-2 to 6-2
	 * Chaos Wyvern: decreased the scream attack damage from 9-2 to 8-2
	 * Chaos Wyvern Rider: decreased the scream attack damage from 10-2 to 8-2
	** Destroyers:
	 * Atokpi Samurai: cost from 32g to 31g
	 * Atokpi General: cost from 50g to 52g
	 * Bone Golem: cost from 30g to 29g
	 * Bone Giant: cost from 34g to 48g
	 * Devourer: cost from 43g to 47g
	 * Legendary Cyclops: renamed to Greater Cyclops Skeleton; cost from 33g to 32g
	 * Extinct Cyclops Mage: cost from 55g to 58g
	 * Punisher: cost from 43g to 44g
	 * Obliterator: cost from 65g to 67g
	 * Piranha Monstruosa: cost from 34g to 31g
	 * Titania: cost from 63g to 65g
	** Runemasters
	 * Mechanical Dragon: cost from 56g to 60g; fire resistance from 10% to 20%; changed the fangs attack damage type from blade to pierce, added the marksman weapon special; added the second 8x3 melee attack with blade damage type and the marksman weapon special
	 * Rune Adept: ice runes damage increased from 7x2 to 8x2
	 * Runesmith: ice runes damage increased from 10x2 to 12x2
	 * Rune Artist: ice runes damage increased from 15x2 to 16x2
	** Summoners
	 * Air Elemental: changed regenerates +6 to +4
	 * Carpet Master: decreased movement points from 9 to 8
	 * Earth Elemental: village defense from 60% to 50%
	 * Earth Avatar: village defense from 60% to 50%
	 * Earth God: village defense from 60% to 50%
	 * Fire God: changed hitpoints from 71 to 72; changed the ranged attack damage from 11x2 to 7x3
 ### Translations
    * updated the Polish translation
    * updated the raw translation file
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Re: Era of Magic (EoMa) 3.6.1

Post by wuxiangjinxing »

Is it intentional to make jungle blowgunner neutral? She is the only neutral saurian in both Default and EoMa.
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Re: Era of Magic (EoMa) 3.6.1

Post by IPS »

Tested again Runes Master in masters era and wow, the viality is impresively much higher at larger randomly generated maps!

I had smooth gameplay once the heavier dwarves arrive as reinforcements, also I realized that element fire is giving hard time for dwarf machines (well, it's needed as the machines have a massive amount of health !!) ; realized how well does work the new marksman melee in Mechanical dragon, and performing quite well as lv3 scouting unit (It surprised me that it acted somewhat weaker than expected, but perfectly in all fair values).

Was of thinking that dwarf constructor was overpirced, but my surprise is that if on flat, he has advantage againsit an apparently much stronger fighting unit as Golden Mage is.


Rune Masters
Will consider some buffs to heat resistances to some units of Rune Masters. They having some issues facing fire god and master of fire. Mechanical dragon seems to be fine with all new previous buffs.
- Technician fire resistance from 20% to 30%
- Constructor fire resistance from 30% to 40%
- Dwarvish Militia fire resistance from 10% to 20% (lol, it doesn't exist, and already buffed ?!)
- Dwarvish Solder fire resistance from 10% to 30%
- Rune Adept fire reistance from 10% to 20% (so they can correctly counter fire elementals)
- Rune Smith fire resistance from 15% to 25%
- Rune Artist fire resistance from 20% to 30%
- Runemaster fire resistance from 30% to 35%

Edit: Added more fire resistant buff to certain units
Rune Adept and advancement is how Runemasters reacts to fire elemental's / pyromancers buffs

Edit 2: Hard-landing lowered values.
- Flying fortress hard-landing might be now 13 instead of 17.
- Mechanical Dragon hard-landing might be 11 now instead of 14
Don't know, but I think being not pair values makes the event feel ... more chaotic? even if this highers a bit the values I would like to.
Even cosmetic details counts.

Will consider testing the impact that Fire God is having againist other factions, as it seems it's being underpriced because of being a solid counter of too many things...

Random map replay 20220219-035514.gz
(96.1 KiB) Downloaded 100 times

Barbarians
I made a test before inferno8 made an update, but there wasn't much relevant to mention during that test. Appart of very smooth gameplay and very stupid AI XD ... can say, barbarians have no important lacks, but haven't tested againist the mighty Fire God...

Roc Master
Smomewhat dominant in early map control gain, will lower their HP by 3
- HP from 50 to 47
They have odd bonus resistances in compensation that they do not have lv3 advancement AND they can gain of veteran trait if trained well enough.


Will review summoners in Master's version in soon.
Last edited by IPS on February 21st, 2022, 8:22 am, edited 2 times in total.
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Re: Era of Magic (EoMa) 3.6.1

Post by Lord_bold »

How about "Draurg cyclops mage"? It gives a bit more of a nordic feeling I think.

Btw wanted to tell that the Kharos buffs seem to have benefited them nicely. I played yesterday some EOM on "masters" against 2 friends, an all vs all on 3 players moritoru with max gold income with 300 initial gold, and the Kirios now are really nice, I think you got it just right.- killing them was night impossible, but they aren't also extremely destructive, so they are more of an anti-magi tank now.

First game was darkblood vs Kharos vs Barbarians. Darkblood have really strong and fast troops so I suffered becase moritoru is so small, and kind of got impaled by the kharosian hoplites and Kirios. I managed to cripple the Kharos leader (it was a lady of light and she got exposed by error), but again i hardly had a counter to kirios since my main army was powerful casters with toads and wyrms, all wich fold to spears. I should've made less toads and more salamaders i guess. The Barbarias ended up winning due to trolls warlocks- they are seriously strong. I have hardly even met many on battle but next time I'll have to think my strat thru a bit more.

Second game was sky kingdom vs Kharos vs Destroyers. Kharos started strong with basically a wall of kirios that gave me a bit of a heache on the start (I was sky kingdom, kirios are very strong vs magi, bohoo). But again, sky is so damn good and functional as a faction, I was able to adapt with summoning elementals to reach a critical mass+war golems to take care of kirios in particular. Destroyers made a very strong first push with otapkis or however the samurai things are called, with devourer and mara support, but could not sustain a long term fight and had to retreat- and started focusing me. I was able to hold both for a while, and made great use of a couple of fire masters that basically incinerated more than 4 bone beasts in a single turn. I am unsure if the bone beasts cost nerf was that much needed, I feel like they are very overcosted now, its true their hp pool is huge but they have really crystal clear counters that also tend to counter everything destroyers make (save maras), and also have a single attack that misses a ton, making them a really "all or nothing" unit kinda. Maybe dividing the same damage amoung a couple of hits would benefit it, like the wose or heavy inf. The Necromancer, even after all the nerfs, seems to be the better destroyer unit still, and i am unsure how to feel about this. The destroyers definitively felt weaker than usual, but again this could be because the player didn't make cyclops magi, something needed to kill the fire elementals I made that basically bullied lvl 3 units lol.
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Re: Era of Magic (EoMa) 3.6.1

Post by IPS »

Lord_bold ,reviewing post.

Toad spam is never healthy with recent nerfs (they were nerfed like 3 or 4 times in not so long ago, people too lazy to think and just spamming toads... with injustificately good ressults in survivals...) also Kharos is particulary strong againist toads considering they have good melee pierce damage and also toads are weak to arcane. Best toad againist Kirios are lv3 toad archers as they can do some significant damage while slowing or do a a respectable amount of ranged physical damage, but them being underrated actually :(

In case of Sky Kingdom to counter Kirios, their best options are slowers, golems and Sky Guardians which are formidable unit againist almost anything as they're 10-3 secret +skilled ranged also their melee is among most complete with all 3 attack types and GOOD damage considering skirmisher skill. As tested, I can confirm Mystical warriors are actually underpriced but it's needed because most sky kingdom units are expensive, in compensation of such low cost they are hard to train to Sky Guardian (well, coinsidences that I liked a lot to test in Masters version of the era).

Also regards bone giant, they heal themself 1/4 HP of the unit that they slain !! so killing a 60 HP lv3 will heal bone giant by whole +15 HP !!! and also, they have 5 MP which mean they do not have movement deficiency when played in large maps. But their old price of 34 Gold for the lv3 was absurd and potentially game breaking, there is no way that new price is less balanced than previous value. I did even lower lv2 cost by 1 in previous post.


While talking with inferno8 in DM, I realized that there are some potentially good changes for Dark Blood gameplay, will mention that just after I post my replay and Summoners test.

In resume, fire god needs some nerfs as unit is being defenetively too dominant. Will also edit the rune master post as there are some news about hard-lading lowered values in flying machines by 1/3 less.

Summoner's test
Random map replay 20220221-025409.gz
(75.12 KiB) Downloaded 98 times

Dark Blood Aliance
- Jungle Spearman and advancements will now be neutral, mostly because of lore reasons (they have to be functional in any-time)
- Jungle Blowgunner and advancements will now be chaotic, this is a buff considering they can still poison at -25% time of day, but extra damage at night.

Jungle Crossbowman
Unit being too similar to gobling sniper, will adjust considering their new chaotic aligment. They can also better last hit as skimirsher thanks to this.
- Crossbow damage from 8-3 to 6-4.

Saurian Assasin
Adjusting unit stats and a slight buff to their feature split-fire as offensive tool.
- Crossbow damage from 9-4 to 7-5 but +marksman is replaced to +skilled (which will work in defense too!) and +first-strike
- Splitfire will now have also +marksman (not in RPG)
- Price from 44g to 45g
Forgot to mention, but splitire unlike barbarian's double-attack, forces saurian to use split-fire attack again, while in barbarian's melee version double-attack allows the unit to use a much stronger attack at the second time... which is potentially game-breaking.


Summoners
Fire God nerf.
- Physical resistances from 30% to 20% (they do not need it to rock as unit!)

Runemasters new values for hard-landing will be added to previous post as edited.
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Lord_bold
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Re: Era of Magic (EoMa) 3.6.1

Post by Lord_bold »

Regarding the bone beast commentary before;
Its true i might have overlooked the potential of the unit, and its also true it was undercosted before. I just find a bit lacking the amount of attacks it had, but I was punched by them yesterday and very hard, so I guess I was wrong.

I also have something I am not sure is working properly here:
I had your regular out of the mill kharosian army, with a couple of bronze warriors and some of the priest with the awaken ability; I was facing a berserk unit (the orcish guy from barbarians), and the awaken triggered in the middle of combat, instead of after it, meaning the berserk got to finish the 1 hp unit. I am unsure if this is what is supposed to happen, as the unit is tecnically defeated, right? even if the priest ressurrects it later, shouldn't the frenzy stop? This is just my two cents, and I might be entirely wrong, but I'm curious.
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Re: Era of Magic (EoMa) 3.6.1

Post by IPS »

Lord_bold wrote: February 21st, 2022, 2:27 pm I also have something I am not sure is working properly here:
I had your regular out of the mill kharosian army, with a couple of bronze warriors and some of the priest with the awaken ability; I was facing a berserk unit (the orcish guy from barbarians), and the awaken triggered in the middle of combat, instead of after it, meaning the berserk got to finish the 1 hp unit. I am unsure if this is what is supposed to happen, as the unit is tecnically defeated, right? even if the priest ressurrects it later, shouldn't the frenzy stop? This is just my two cents, and I might be entirely wrong, but I'm curious.
Did it use the blood frezny special to last hit the bronze warrior? blood warrior can attack multiple units but without moving extra tiles. So it's possible AI or player attacked the same unit twice to last hit again the 1 hp unit which technically is an hard counter of awaken skill. That unit in specific can attack more than one time after being victorous in a berserk assault, so I doubt it might be bug.

Still, reviewing correct price of lv2 and lv3 is a lot harder than in lv1 because a lot of other factors have to be taken into account, even when considering which map size favours that unit the most, reason why I don't build 4 MP units in my 60 x 55 tests as obviously I lose much turns recruiting very slow units in a too large map with too open fields. AI is stupid as well, but I'm absolutely sure what situations in 1vs1 or few micro-managin are not fair when I see them.

Haven't done recent tests, but as far I can assume, only Destroyer is last and pending to test as I have already played with all other factions.
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Re: Era of Magic (EoMa) 3.6.1

Post by Lord_bold »

Ah, he did use the extra attack, I didn't notice, sorry.
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Re: Era of Magic (EoMa) 3.6.1

Post by IPS »

Lastly, there is the Destroyer replay in the 60x55 test. It was not obvious that in a large map gameplay with somewhat "slow" scouts and no access to lv1, you're basically forced to recruit cyclops necromancer to avoid getting outnumbered. Really faction depends on this unit to deal fine in large maps.

So, from this play I want to rework cyclops necromancer to act more a situational support unit instead of another viable 1vs1 option. Player must understand that going cyclops necromancer will cost some damage to his lv2. Positionating cyclops necromancer further and be more tactial is what I want for this unit even if that costs it damage.

Will also review AI recruitment pattern for next version in Master's version, AI plays really poorly certain factions which makes it to lose much easily than i using other factions (AI is weak when playing Dark Blood, Destroyers and Kharos because it recruits very wrong the units).

Still , when leveling some lv0 zombies from plague destroyer, it becomes a lv1 souless from default LOL , this for sure has to be fixed.

So this is my propossal for destroyer and one for Kharos.
Random map replay 20220222-190435.gz
(78.32 KiB) Downloaded 109 times


Destroyers
Cyclops Necromancer
Stats adjustment to favour it in larger maps but weaker in small sized maps.
- Movement from 5 to 6
- Dagger damage adjusted from 8-2 to 5-3 (1 more strike for plague, but, less damage in early retaliation)
- Gaze damage from 20-1 to 17-1
- Gaze damage from 10-2 to 9-2
This is nerf in smaller maps, but if well used a buff in more large maps. Destroyers needs more map control at larger maps.


Kharos
Heavy Cavalry
- Trample attack adjusted from 11-2 to 8-3 (Brown/Platinium warriors are 2 strikes impact , lv3 elemental archer is too)
This will help the less popular heavy calvary be more of use at being 3 strikes impact unlike rest of other options.
This help this option be more attractive in strong/resilient horse archers.


Ancient Dwarves
Will also in a next release suggest a new unit for Ancient Dwarves, yup, another appart of dwarvish soldier. But this is an advancement of technician but with lower repairment and a kind of shock grenade that can +stun (removes ZoC, codes can be reviewed from certain ageless era units or Era of Four Moons) , +dazzle (decreases damage by -25% and unit gets lower defense) +marksman , will mention it here.

Dwarvish Technologist
This unit could be the 2nd advancement of Mechanic. While technician and constructor are responsable of rutinary maintenances and hand-work, Technologists and Technocrates usually are the ones who brings ideas of new war-fire machines. In gameplay, this 2nd advancement is ranged support but less toughter againist physical damage than actual only patch, but slightly more resistant to magic.

Realized in earlier test, there is no physical ranged damage type appart of pierce if non magical (unless you get flying fortress xD). Which leads me to have incovenients dealing Sky Kingdom Golem's . As well, it helps rune masters at lowering upcoming damage from certain units but with something that is not +slows special and also, removing ZoC to a specific unit in a right time, can help the more slow dwarf or machines to positionate from more angles and not depending in just one unit (Cannoner).

NEW UNIT: Technologist
Advances from: Mechanic
HP: 42
Movement: 5
Burner 6-3 fire melee
Rifle 7-4 pierce +first-strike
Shock Grenade 9-2 impact ranged +Marksman +stun +dazzle
XP : 94
Price: 31g

Specials: Repairs +4 (2 less than lv1)

Resistances:
10% to physical
20% to magical (incluiding arcane)

Advances to: Technocrate


NEW UNIT: Technocrate
Advances from: Technologist
HP: 53
Movement: 5
Burner 8-3 fire melee
Rifle 9-4 pierce +first-strike +skilled
Rifle (plasma) 13-2 fire +marksman +beam
Shock Grenade 11-2 impact ranged +Precision-attack (80% hit only in offense, similar to Nightmare) +stun +dazzle

XP : 150
Price: 52g

Specials: Repairs +4 (2 less than lv1)

Resistances:
10% to physical
20% to cold and arcane
30% to fire

They use an experimental gun, but plasma fire suffers of overheat and is not as effective because too experimental.
Unit owns many lv2 attacks in their ranged, is less toughter than constructor (unless, mages) but has utility Shock Grenade


Sky Kingdom
Hydromancer is underpriced because he can slow in melee and heal+8.
- Price from 35g to 38g
Will be viewing if this unit needs more pricing or if 38g is fine.
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Re: Era of Magic (EoMa) 3.6.1

Post by IPS »

Scouts review in Era of Magic.

I realized that early dominance in my tests depends too much in scout tiers, after several game of tests of me using all EoMa factions and viewing how AI can play using them, it's blatant that some scouts are much of a danger than others. lowest tier needs buff. Let's explain the situation.

Highest Tier scouts:
Cosmic Eye, yup this unit is INSANELY strong considering it is 60% defense anywhere and has +precision at both ranges! it has blatant strong Reality Warp that cannot be countered because it will be full damage againist anything. Reason why their 44g is justified, also leveling Battle eye to Cosmic Eye precises a tons of XP for very justified reasons. In large maps, spamming cosmic eye combined of some Battle Eye is a safe move as Cosmic Eyes will be useful againist anything except lv3 mages or more exceptions like flying fortress (unit that is not scout anymore because of my movement nerf). Considering they have no lv3 and they're low in HP , they can be left to their current status.

Roc Riders & Roc Masters
Hardly nerfed in recent times, they shown to have good dominance specially very early in the game. In lv1 they are living 8 movement scouts which if gaining quick trait are quickest of all scouts, lv2 is naturally 9 movement which if quick is 10 (2 more movement than cosmic eye or flying machines!) , they give insane early golds game in randomly generated maps, and lv2 -4 HP nerf is justified because without nerf they're all time 50% flat defense fighter with no other handicap than just impact weakness and 9 flying movement. To fix Roc Master from nerf, you're forced to AMLA once for Veteran trait.

Carpet Riders & Masters
They're third and last of highest tier scouts, being flying and slowing ranged are formidable qualities to have in one unit !!! reason why in Masters lv1 carpet rider was removed from being CHEAP SCOUT (free gold from ez villages) and slowing ranged that it's even worth to use in suicidal round after gaining tons of ez gold as their main use doesn't depend in unit surviving just in applying debuff (even in certain cases, it's better unit dies after slowing target for +1 tile for attacking ...) carpet rider is also 8 Movement with certain chance of quick trait , but is also +skirmisher if lv2.


Mid Tier Scouts
Wyvern riders & advancement
This group of unit will not ever shine as much as the other previously mentioned scouts, they (for good reasons) were nerfed previosly. Individually stronger than other mentioned scouts but strategically and in map control, belive me, they don't do that well compared to others (cosmic eyes retaliation hurts them a lot, slows from carpet riders sets wyvern riders in disadventage, roc riders counters most scouts and wyvern riders because of being pierce...) , lv3 version is stronger, but for good reasons more expensive and their ranged nerfed because it was unfair for all factions with just lv2 scouts.

Dark Observer / Storm Sphere
In terms of map control they don't do it well, but in compensation they're cheap so can give Tharis a fair early boost in their income. They being magical in melee is a virtue when dealing with roc riders spam. Tharis army is movible, so dark observers being cheap and out numbering most enemy scouts is how tharis have to quick expand before being forced to fall back because of not being capable to defend far distant village from enemy scouts. They can still hold villages againist Cosmic eyes just in night time because of countering cosmic eye resistances and bonus of ToD, but cosmic eyes do also counter Storm Spheres as well.

Air elementals & advancement
Skirmisher , 7 movement cost with no trait, fair enough. They are cheap, they also can support carpet riders with other attack type than cold and can regenerate and tank some damage until a Fire God or Avatar arrives which are not scout but can count as quick early support for scouts. Summoners like Rune Masters have various scout option for early map control.

Elemental Archers & Mystical Archers
Complete unit considering they have physical & magical damages, and also slowing attack. They're in this tier because of being ground and horse scout (mountains & forest handicap...), they depend of early support of Silver and Gold warriors (which give them blade & arcane attack, the attack types elemental/mystic archers don't have !!) . Considering that they can't hold by themself the villages but with help of silver & gold warriors their purpose to collect more far distant village is sucessful thanks to help of teleport skill. They may be supported sometimes by Child of Light & Mistress of light which if slower they can fly and do better in forest & mountains. Will recheck if Elemental Archer and Mystical archer need of buff or not.

Mechanical Dragons & Heavy Balloon
Very fair units. High in HP but with certain limitations, both support each other at having different weaknesses and resistances. Mechanical dragon can also now be useful melee support in any ancient dwarf army, specially in early map control of distant villages. One unit is a low tier and will be buffed, will mention in low tier scouts.


Low Tier Scouts
Camel Riders and Advancement: Realized some time ago, that it was better for the unit to not be judged as scout in terms of balance, reason their pierce weakness was removed. Summoners is a much more attractive option as unit, but camel rider has different resistances and as long if used in flat terrain, they can provide a good boost to physical (blade) ranged.

Pirania Mounstrosa:
As test said, lv1 and lv2 are low tier scouts, while lv3 is mid tier. Undead unit with 7 movement that can have quick trait. Very poor map control dealing againist not living units ... (dwarf machines, magic beings, cosmic eyes...) , lv2 will be re-priced for lower as it's countered so much by most scouts.

SteamCopter
Ressults are blatant, comparing to Cosmic Eye this unit is almost garbage lol. This unit will get certain buffs to help this unit to be in the level of other EoMa scouts.



Balance ressults: Scouts
- Pirania Mounstrousa price from 31g to 28g (not cheaper, because it's still early golds from villages, and low upkeep trait)
- Elemental Archer and Mystical archers will be in under-review in soon looking if they need of buffs or not.

SteamCopter
- Health from 48 to 50
- Melee from 8-1 to 9-1 and +marksman
- XP from 110 to 94 (almost 2 kills less to advance)

Cleric / Bishop / Prophet of Light
Bonus buff for Bishop to help Kharos deal better againist trolls and fire avatar / god.
- Cleric fire resistance from 0% to 10% (more useful againist Nightmare / Trolls and Fire elementals)
- Bishop's fire resistance from 0% to 15%
- Prophet of Light fire resistance from 0% to 20%
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