Shards Era

It's not easy creating an entire faction or era. Post your work and collaborate in this forum.

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Morath
Posts: 38
Joined: August 24th, 2009, 12:38 am

Re: Shards Era

Post by Morath »

I've been having a lot of fun with Shards Era! Works great with survivals or maps like coloseum, I find. I've also found some bugs, which I'll work on too.
Rocier
Posts: 17
Joined: September 25th, 2009, 5:14 pm

Re: Shards Era

Post by Rocier »

Nice
Morath
Posts: 38
Joined: August 24th, 2009, 12:38 am

Re: Shards Era

Post by Morath »

Version 0.2.6 which includes bug fixes is now on the addons server. Does anyone have any requests for other races to add? Bats? Horses? Ogres? Mermen? ;p
Morath
Posts: 38
Joined: August 24th, 2009, 12:38 am

Re: Shards Era

Post by Morath »

Version 0.2.7 with bug fixes is now on the addons server. You can now use the flexible advancements mod in single-player! I've been having loads of fun playing through Heir to the Throne with more advancement options. e.g.
Spoiler:
Have fun!
Morath
Posts: 38
Joined: August 24th, 2009, 12:38 am

Re: Shards Era

Post by Morath »

Version 0.2.8 with bug fixes, and which adds merfolk, is on the addons server. Legend of the Invincibles is really an incredible campaign; and even better with Shards Era, heh.
Morath
Posts: 38
Joined: August 24th, 2009, 12:38 am

Shards Era 0.3.0 on the 1.18 add-ons server

Post by Morath »

Shards Era is back on the add-ons server for Battle for Wesnoth 1.18, ported from the previous 0.2.8 (1.16) release.

What’s new in 0.3.0

Target engine updated from 1.16 → 1.18
Validator and smoke-load tooling updated for current WML/macros
Merged upstream 0.2.8 tarball into the 1.18 tree

Unit balance

Corpus-wide gold cost alignment (~1000+ units) using a shared stat/damage model
Advancement cost inversions fixed (child cost ≥ parent + 1)
Placeholder costs normalized (e.g. Guru, Silver Lord, Nature Ascended)
SE Human Heavy Infantryman tuned per earlier feedback (cost 21, mace 10×2)

Quality & content

All era units brought to Tier A quality bar (descriptions, portraits, attack icons, idle/standing where applicable, die sounds)
~1000+ new dialogue portraits (gen_*) across races
Descriptions restored/filled for Aragwaithi, Era of Magic destroyer line, and other stub units
[portrait] blocks added for dialogue on leaders and heroes

Bug fixes & mechanics

Whirlwind wired on all whirlwind units
Trample grants XP on kills
Awaken (Human Inspired) — bonus XP only when the victim is level ≥ 1
Dwarvish taming — removed invalid external unit spawns; human-only dialog filter
Elvish Earl leadership displays correctly in the unit pane
Leadership / protection macros fixed for Warmaster, Sea Captain, Cleric, Prophet of Light, Supreme Commander, etc.
Elvish Civilian — removed Noble from female advancement (balance)
Movetype resistances filled (quenothland, avian, fae placeholders removed)
Banisher / Dimensional Gate event enabled

Map sprites (partial)

Bulk-generated standing, movement, recruit, and many attack frames for units that previously reused static sprites or core overlays
Drake overlay movement, melee macro attacks, and core portrait overlays applied where appropriate
Known limitations (not in this release)
These are actively in progress and not considered release-ready:

Defense animations — painted guard/flinch pass is underway; many units still use core {DEFENSE_ANIM} or duplicate frames
Death animations — most units still use core death sequences or placeholders
Victory animations — minimal coverage
Feedback on portrait likeness, balance outliers, and animation glitches is welcome on this thread.

Check out some of the new portraits!
port1.png
port2.png
port3.png
port4.png
port5.png
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Ravana
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Re: Shards Era

Post by Ravana »

You are making it sound like it contains AI content. That is forbidden.
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ChaosRider
Posts: 1484
Joined: April 15th, 2012, 1:15 pm

Re: Shards Era

Post by ChaosRider »

On the screenshot in addon description its:

"Generated map sprites for Shards Era."

So the question is: generated by who or what?

Could you explain :D?

Below screenshot:
Screenshot_20260701_163147.jpg
Creator of WOTG (+6700 units), MWC (+615 units), SurvivorsArea, RandomColosseum, RC WOTG, RC MWC, ColosseumRandomClonesBattle, BetweenDarknessAndLight, StealingWeapons, MoreUnitsForms, MoreDamageTypes, CanBeOnlyOne, ColosseumOneWinner, BonusSpam, CriticalStrike - available at 1.18 Wesnoth server.
gnombat
Posts: 1032
Joined: June 10th, 2010, 8:49 pm

Re: Shards Era

Post by gnombat »

Some of these unit sprites look a lot like ... slop. 🤖
Attachments
gen_commander-recruit-2.png
gen_commander-recruit-2.png (2.95 KiB) Viewed 186 times
gen_arcanister-defend-1.png
gen_arcanister-defend-1.png (3.96 KiB) Viewed 186 times
gen_arbalestier-idle-4.png
gen_arbalestier-idle-4.png (2.16 KiB) Viewed 186 times
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doofus-01
Art Director
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Joined: January 6th, 2008, 9:27 pm
Location: USA

Re: Shards Era

Post by doofus-01 »

Morath wrote: June 30th, 2026, 3:36 am Quality & content

All era units brought to Tier A quality bar (descriptions, portraits, attack icons, idle/standing where applicable, die sounds)
~1000+ new dialogue portraits (gen_*) across races
This sort of thing is definitely not allowed - it might seem cool now, but it certainly won't be when everyone is flooding the server with AI-generated images.

There was no attempt at deception here, so I don't see why this can't be cleaned up.
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
Morath
Posts: 38
Joined: August 24th, 2009, 12:38 am

Re: Shards Era

Post by Morath »

Ok, I didn't know, sorry.
Mabuse
Posts: 2480
Joined: November 6th, 2007, 1:38 pm

Re: Shards Era

Post by Mabuse »

so where can i find shard era?
The best bet is your own, good Taste.
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Ravana
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Re: Shards Era

Post by Ravana »

It is blocked until Morath is ready to publish allowed version.
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