Rashy Era

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Vyncyn
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Re: Rashy Era

Post by Vyncyn »

1.6.5 released

wasn't a fan of the Chevalier javelineer. Removed ranged form the lvl 1 and gave an Impact focused lvl2 with 2 rounds berserker.
For now, Regis Informants have an impact melee instead of blade and rescaled to 6-2 / 7-3 / 9-3. Informant Price reduced to 14
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Re: Rashy Era

Post by IPS »

Yo been viewing the update, I got some suggestions that most of them aren't that important, but maybe would be better.

For regis informant, I think that a spread of like 4-3 / 6-3 / 8-3 on it's melee would be alright, after all would be rogue values but impact. They have bigger value now at being impact and concealment, reason why I change the damages distribution on lv1's is to have more variation in comparation of nobleman. In case of lv2, maybe reprice to 28g as it will be having more pressence than default rogue becuase of brinding good impact damage.

About Chevalier Rusher, well, wow, that's a quite hard unit to balance, but I would try something like 9-3 for melee. Would say that this type of berserk(x2) rages would be OP, but in Ageless there is an unit (Lv2 primeval impact melee) with this same special and even if having regenerates and better ressistances than average and it's still really hard to use it in your favour and crossing fingers you don't get swarmed, but it's defenetively something very strong. Also comparable to charge but even more deadly as it will trigger in defense. Oh forgot to mention, price to 30g as a specialist melee unit.

Will soon be editing this post. But seems regis are now a fully functional faction. Only thing is about making their mages quite different in comparation to default. Healers can be more mediocre 8-3 or 9-3 but higher HP and maybe melee (idk?) with no lv3 cap, and no real idea what are your plans for their red mage counterparts.

Maybe this stats for lv2 healers at regis:
- 40 HP, 5-3 impact melee, 6-4 arcane ranged +magical , 30% on arcane, but also 6 movement ,no lv3 and AMLA of 150?

Edit:
Not sure if it was a good idea increase the price of lv1 infiltrator to 15g's
Edited post for to decrease arcane ranged damage for healer, but extra movement, which can suit good with bonus HP.

- Saw that all ships are 50% deep water defense even these that are more swift (50% on swallow), maybe 60% defense on deep water for cogs and smaller ships?
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Re: Rashy Era

Post by Vyncyn »

1.6.5c released
implemented the balancing as mentioned.
also new ship graphics, graphic updates for chevalier and a few teamcolor fixes

Regis mages are going to stay largely as they are, maybe minor tweaks to damage/cost/HP/exp.
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Re: Rashy Era

Post by IPS »

Yo, on here is a small overall check in lv2/lv3 units pricement and stuff, while not focused in factions individually, got some few things that are minorly a must, but will also start first with stuff I would consider even more important to consider:

1) Dwarves faction is way too similar to default dwarves, I like some of the new units in there, but they not having physical ranged and other minor stuff would be better to consider.
2) Necromancers as said a long ago, it's undead but with only 2 more units in recruit list (compared to Elyser, Regis, necromancers underpeform in originality)

Minor Adjustments
- Aquana swordsman price to 26g (+1)
- Atlantis General price to 53g (+4)
- Chevalier Basher movement to 5 (-1) -didn't realize of this earlier-
- Chevalier Healer price to 30g (-7g)
- Chevalier Doctor price to 52g (-9g) -it basically does same tasks as lv2, except of regens-
- Dardo Justicar price to 48g (+4g)
- Dardo Scout/Rider/Horse Lord suggestion to +10% fire ressistant
Basically they're among most meh scout having no features appart of being cheap and lv3 horse rally.
- Dark Rider/Shadow Rider/Nightmare suggestion for: Fungus defense 30% (+10%) and Mountains movement cost to 4 and 40% defense.
- Shadow Rider HP to 50 (+2) -they're not 10 movement unlike default lv2 elvish rider-
- Nightmare pierce res increase to -10% -they cannot 60% in any terrain, needs some help-
- Dark Guard XP decrease to from 72 to 65
- Shadow Warrior XP decrease from 87 to 83 -they come from a faction with no healers-
- Deadwood price to 29g (-1) -not sure, but default lv2 woses are defenively underpriced... not following that to make dead woods 26g's XD-
- Darkelf thief and all advancement sand defense increase to 40%
- Black Widow price to 32g (-8g)
- Forestoflk Forester and Forest Ranger swamp water defense increase to 50%
- Forest Herbalist price to 33g (-2g)
- Dwarvish Forest Rapid fire crossbow damage increase to 19-2
- Dwarvish Forest Warrior XP from 66 to 72 (really insane low values for such strong lv3)
- Dwarvish Forest Great Axe XP XP from 59 to 65 , HP to 54 (+4) , price to 28g (-2g)
- Suggestion for lv2 and lv3 Greataxes: to be 40% defense in swamp and 2 Movement cost on swamps.
- Dwarvish Forest Thinkerer XP from 86 to 80 (decided that melee dwarves were too strong, but in compesation lower XP for ranged)
- Dwarvish Forest waraxe price to 45g (-7g) , HP to 70 (+2)
- Giants and all advancement frozen defense increase to 30%
- Koloss price to 29g (-9g)
- Lucky Gnome price to 31g (-5g)
- Gold Gnome price to 53g (-4g)
- Gnome Jumper price to 53g (-4g)
- Gnome Minstrel price to 30g (-4g)
- Gnome Patchfinder price to 22g (-4g)
- Gnome Ranger price to 36g (-5g)

need to lunch, will edit this for more.

- Angel Warrior health to 49 (+3) , sword accuracy +5% , price to 27g (-1)
they're not this fast to be considered scouts, they're notably more fragible than most flying, lv1.5 damages.
- Archangel health to 64 (+2) , sword (blade) accuracy +5%
- Seraph health to 74 (+4) , price to 75g (-5)
- Angel Archer health to 42 (+2) , blade ressistance to 0% (+10%) , price to 27g (-1)
- Angel Marksman blade ressistance to 0% (+10%)
- Luz Heavy Crossbow XP from 71 to 65 -a time ago we increase lv2 inquisitor XP, now we buff that on archers-
- Luz Cleric price to 34g (-6g)
- Luz Abot price to 51g (-2g)
- Luz Knight price to 29g (-5g) , XP from 89 to 77
- Luz witchhunter price to 28g (+1g)
- Luz Warder price to 49g (+3g)
- Marashy Spellblade price to 33g (-2g)
- Marashy warmonk HP to 45 (+2) , price to 28g (-1g)
- Marashy Rider XP from 46 to 42
- Marashy Pillager XP from 90 to 82
- Marashy looter pierce increase to -10%
- Marashy Swordsman price to 26g (-1g)
- Marashy Swordsmaster price to 45g (-2g)
- Lv1 marashy swordsmen and archers, and all their advancement sand defense increase to 40%
- Marashy Hunter HP to 55 (+2)
- Sloop / Rashy Kecht deep water defense to 60%
- Golem price to 21g (-1g)
- All mountain tribe (except golems) frozen defense to 30% and 2 movement cost.
- Mountain signalman price to 15g (-1g) , HP to 36 (+2) , torch damage increase to 5-3, XP to 38 (-2)
Hybrid fighter that will not shine much, Falcon trainer is far a much better unit.
- Falcon trainer crossbow damage increase to 8-2
- Mountain traveler and all advancement suggestion for cold ressistance +10%
- Mountain traveler and all advancement for 30% defense in swallow water.
- Mountain traveler sling damage increase to 4-3 , HP to 31 (+1), additionally frozen defense to 40% (+10% and +10%)
- All mountain traveler advancement will now be 40% defense on frozen
- Mountain hunter HP to 45 (+3) , price to 25g (-1)
By far, mountain hunter depends in very specific terrain to work well, otherwise it's weaker than most archers.
People oftenly preffers other option because of slows in lv3, this is why the big HP buff.
- Mountain Wise HP to 42 (+2)
- Wolf Warrior price to 29g (+1g)
- Thunderbird price to 54g (+16g)

I did not realize that mountain tribe were somewhat low in stats.

That's all for now.
Also, consider an option B advancement for lv2 regis longbowman into another lv3 archer, that would make more of interest players going for longbowmen. Regis depends more on archers and more options of specialized archers could suit well to them.
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Re: Rashy Era

Post by Vyncyn »

1.6.6 released
-didn't add mountain movement to darkelf riders
- Forest Ranger: frozen movement to 2
- Added Regis Ranger. He has +5 ranged accuracy, which I might drop as it's stronger than mainline Ranger and Forest Ranger
- switched around ranged damage of chevalier and regis longbowmen (10-3 and 7-4, making regis slightly weaker but they have the cheaper lvl1)


Got some plan for dwarves /necromancers, but they'll take a while
at some point in the future I was hoping to split the dwarves faction into a more royal/runemage faction and a chaotic mechanic/blackpowder one. I got more ideas for some units, but not enough for 2 factions and it will take a while to finish the graphics (which I'm not sure I'm motivated to do right now)
My best current idea: add a Bartender unit similar to the gnome bard: healing+4, slight leader aura and a ranged crossbow. not finished yet though

Necromancers will get some restructure too eventually:
- Change skeleton to bone construct. A tankier version, with multiple damage types and regen at higher levels
- Junker can advance into Sergant or a skeleton mage (so Lich has black mage & skeleton mage as lvl2), also Junker gets a ranged attack
- Sergant&advancements get terror aura instead of leadership (-atk for enemies), also less impact vulerable at they wear armor
- negative illuminate for Nightgaunt or maybe another ghost unit that does this
- change bone riders into a fleshier variant
- Archers and Adapts stay
- no more zombies or bats. :hmm:, I will need some units as replacement, at least one that works over water

Edit: released the dwarvish barkeep with placeholder graphic
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Re: Rashy Era

Post by IPS »

Yo, been thinking a while about Regis lv2 longbowmen changes and considering the +rally bonus it's a good deal for regis :P let's explain it shortly and then continuing with other era's topic.

Regis Longbowmen naturally are 5-4 / 7-4 / 9-4 depending on ToD , they used to be 8-3 / 10-3 / 12-3 , as we can see in terms of base damages it means new bowmen are -4 / -2 / +0 total damages, but still, if we consider that bonus on rally, the new ranged pretty much benefits the apparently "lower" stats regis longbowman. Counting bonus from rally a calculator says the damages would be the following 6-4 / 8-4 / 10-4 , which if directly compared to previous regislongbowman's 9-3 / 11-3 / 14-3 , isn't very much of difference at all. While boosted old regis bowman looks slightly stronger, there is a fact about rounding, which is quite long to explain but in resume, the 4 strikes version is most likely to trigger and get more benefits from pierce weakness than the older version, while the 3 version will more likely being more exact mounts of damage. Also as final point, being somewhat more different from 10-3 pikemen is an overall virtue. In resume I liked pretty much the idea to readjust the ranged to 7-4.

About necromancers and dwarves, I think an earlier focus on Necromancers would be better as it's just one faction to go. For semi aquatic unit idk, maybe some type of tentacle-of-deep or an abyssal fish that lurks deep waters and would be quite bulky (similar to bigger ships maybe?) but with different properties and melee focused. Undead will have deficits in pierce damage type counting only with skeleton archers (they underperform even in comparation to most default archers), so making the fish having pierce melee as main attack and a secondary impact attack could be a quite good idea for undead army.

Maybe for ghosts, make a tree that will gradually give the negative illuminates aura, maybe changing the spectre into something else for this purpose and keeping nighthaunt or reworking this second one. Other option would be adding it as a lv1 scout , EOM celestials have spirit of light, and literally nobody used the concept of "spirit of darkness" to support a chaotic faction :hmm:

Skeletons riders can be more meaty mounted zombie , as flesh/undead hounds concept is already somewhat used oftenly. And well, lots of ways to consider necromancers.


And more stuff to add to this post which is overall overview
- Aquana longbowman HP to 54 (+2) -basically having nearly same HP than melee units, as lv1 does-
- Regis longbowman price to 26g (+1g) , as how 10-3 loy archer costs.
- Dardo Rider price to 28g (-3g) -it's not better unit than lv2 default dragoon-
- All non mounted Dark Elf cave defense increase to 50% -they're among few factions with no healers-
I think this might be a great idea as some dark elf are not 70% as some elyser are, but compensated with more HP and better cave performance.
- Crescent warrior price to 45g (-2g) , HP to 72 (+2)
- Dark Elf thief and all advancement by bug CANNOT move in caves! , set cave movement cost to 1
- Forest Axethrower price to 15g (-1g) , XP from 46 to 39
- Forest axethrower and all their advancemnet swamp defense to 40% (only unit in the faction to not have this buff)
- Lv1 forest axethrower and all their advancement swamp defense movement cost to 2 (this is seen in some other lv2/lv3 in the faction)
- Forest cub and all advancements swallow defense to 20% also 30% for swamps (same as default woses)
- Forest cub and all advancmenets swamp movement cost to 2 (-1)
- Titan price to 50g (-8g)
- Trarashy swordmaster price to 51g (-3g)
- Trarashy longbowman price to 28g (-3g) -quite fragible-
- Young Roc damage increase to 6-3 , price increase to 18g (+1)
- Lv2 and Lv3 rocs pierce ressistance to -10% (+10%)
- Wandering Mage price to 18g (-1g) , HP to 29 (+1)
- Hermit HP to 54 (+4)
- Lv1 Mountain Traveler suggestion for melee attack type change to pierce. Maybe make it a spear and 8-2?
Mountain tribe defenetively are struggling againist horse which are common in the era, also I think the lose of their blade attack for something piercing earlier is compensated by Young Roc melee damage increase.
- Regis Longbowman price to 25g (-1g) -previous price of chevalier longbow-
- Amazon Clubber impact ressistance to 0% (+10%) , bolas damage increase to 3-1
- Amazon Marksman price to 31g (-3g)
- Amazon Guard price to 26g (-3g) , XP from 69 to 65
- Amazon Templeguard pierce ressistance to 0% (+10%) , HP to 60 (+1)
- Amazon Matriarch HP to 55 (+2) , price to 52g (-2g)
- Amazon Stalker pierce ressistance to 0% (+10%)

Vixens are somewhat low in blade melee damage , particularly in early game, I think it could be a good idea changing naga fighter to a heavier variation with 5-4 but slower, something like "naga mercenary" while being 5-4 / 8-4 but on lv3 promoting to Naga Myrmidon as of default. A suggestion would be this:

Naga Mercenary: 5-4 , HP 36 , movement 6 , XP 36 , price 16g
Naga Knight: 8-4 , HP 46 , movement 6 , XP 70 , price 26g (same defenses as lv2 naga)
Naga Striker: 9-5 , HP 54 , movement 6 , XP 150 , price 48g (same defenses as lv3 naga)

I love the idea of nagas supporting vixens, also original naga descriptions refers to orcs, other reason to consider :hmm:
But in resume, lv1/lv2 higher damage, slightly more HP, more gold cost, more XP required to promote lv2/lv3.


Topic of later, will be viewing how to help in Mountain Tribe balance, they're having unit deficit and maybe need some cheaper sponge of damages (cougar animal? wolves? any other animal?) as they have already 3 melee infantries , 1 semi mage and 1 archer, but all units (except golems) are fragible in flat and there is no early use of lv1 ressistances appart on golem. Rashy works well because they have 2 mages types which can make rashy more possibiltiies to interact and counter in more ways, and the variety of traits will be of help at giving ressists or units terrain defenses.
Edit: not sure at all about this topic, wolf fighter is 6-4 base damage , but still, golems cannot tank well in flat if there are arcane (+40% dmg) mages, maybe this requires another lv1 / lv2 early damage sponge.
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Re: Rashy Era

Post by Vyncyn »

Thanks again for you help. Catching bugs like the thief cave movement is especially important.

I know undead hounds/wolves are not that original, but that would have been my go to. Zombies don't fit as well in my unwritten lore.
The bone construct would provide some additional pierce at level 2, but I'll propably add it to the water unit aswell

changed the Traveller line up a bit
Traveller:
3-3 blade melee, 7-2 pierce melee, 5-3 impact ranged (previously 5-3 blade, no pierce, 4-3 range)
Explorer:
9-3 impact, 8-3 pierce, 6-3 impact ranged (from 8-3 blade, 9-3 pierce, 6-3 range)
Adventurer:
12-3 impact, 11-3 pierce, 6-3 impact ranges (form 11-3 blade, 12-3 pierce, 6-3 range)
Hunter:
6-3 blade melee, 7-4 pierce ranged (from 7-3, 8-3)
Ranger: unchanged. was thinking about some range accuracy

Does not quite meet your suggestion. If you think 8-2 on lvl1 is important I can change it. For the advancement I would rather lower the melee pierce (a soldier's spear should be stronger than their walking stick).


Still thinking about the naga suggestions. With the new mailine units, dirkfang woud (thematically) fit this faction, though this would be even lower blade damage, unless I add it as additional unit?
Not sure about the importance of blade though. Aside from woses, I don't know of anyone where it would be needed to avoid pierce/impact resistance. And the shamans already do cold and arcane.
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Re: Rashy Era

Post by IPS »

Vyncyn wrote: April 12th, 2023, 5:02 pm changed the Traveller line up a bit
Traveller:
3-3 blade melee, 7-2 pierce melee, 5-3 impact ranged (previously 5-3 blade, no pierce, 4-3 range)
Explorer:
9-3 impact, 8-3 pierce, 6-3 impact ranged (from 8-3 blade, 9-3 pierce, 6-3 range)
Adventurer:
12-3 impact, 11-3 pierce, 6-3 impact ranges (form 11-3 blade, 12-3 pierce, 6-3 range)
Hunter:
6-3 blade melee, 7-4 pierce ranged (from 7-3, 8-3)
Ranger: unchanged. was thinking about some range accuracy

Still thinking about the naga suggestions. With the new mailine units, dirkfang woud (thematically) fit this faction, though this would be even lower blade damage, unless I add it as additional unit?
Not sure about the importance of blade though. Aside from woses, I don't know of anyone where it would be needed to avoid pierce/impact resistance. And the shamans already do cold and arcane.
Just thinking that blade only helps againist dead woods and forest cubs from forestfolk, so we have 2 exceptions. At least both aren't individually as cost efficient or strong as default woses ... which really helps a lot making overall balance much easier :lol: , and yes, that's a valid point I think.

By far I think I agree with lv1 traveler changes, some cheap hybrid fighter with low HP but better mobility with ok impact ranged can be good. 7-2 pierce is not bad and I think it being more hybrid (similar to signal flareman) is a better way to go. Mountain tribe has already a solid 6-4 blade fighter and he doesn't even needs to care about 20% blade ressistances as he's already +20% base damages, and being strong gives good 9-4 melee damage in nights, which is among best fighters in the era if not the best.

Explorer stats suits now better for mountain tribe , and basically he doesn't need to own all 3 physical damage types. I would also increase a little bit their XP to lv3 as extra HP deserves it and shouldn't be a must rushing Lv3 Adventurer (specially if most things in mountain tribe are fairly stronger than before). Even if their lv2 will deal impact melee damage it doesn't completely replace golems as golems have lots of HP and the only ground unit with ressistance variations.

So, there is not much to conclude, but some slight XP nerfs for lv2 Adventurer that will also help players to focus more in the other units as well.

- Mountain Explorer XP from 60 to 72
- Mountain Wise price to 37g (-3g)
- Mountain Flareman price to 27g (-1g)
- Hermit price to 56g (-4g) , also +10% res to impact as bonus.
- Stone Golem XP from 108 to 86
- Roc XP from 86 to 79
- Chevalier doctor propossal: +10% fire/cold ressistances, your opinions about it? I got it as idea, but that's a long road of XP to be adquired, your opinions?
- Rashy Astronomer price to 38g (-2g) , XP from 109 to 103
pressence of giant blood could potentially make their leveling slower, as well of less often -20% XP reductions.
Still, they have many leveling options that can change the game drastically, reason I don't lower the XP even more.
- Luna Ranged damage decreases to 20-2 , 14-3 , arcane ressistance increase to 20% (+10%)
Good 8-3 arcane melee which in certain situations will be a strong tool even from an unit that is ranged.
- Trarashy Archer XP from 43 to 41
- Trarashy longbowman XP from 76 to 73
Weaponmastery is not as good as marksman, reason why I'm lowering their XP more closer to human longbowmen.
- Trarashy Swordsman XP from 74 to 71
- Trarashy Guard price to 28g (-1g)
Was going to buff lv3 Trarashy Sentinel HP but actually his defenses are extremely nice and also parry +5% , he deserves having low HP :lol:
- Trarashy Rider XP from 90 to 74
- Amazon Warrior impact ressistance to 0% (+10%)
- Amazon Witch curse damage increase to 8-2 (they're meant to be the offensive variant)
- Amazon Elder Witch Tornado damage increase to 9-4 , curse damage increase to 10-2 , melee damage decrease to 5-4
Overall a better ranged support now, but cannot 9-4 impact melee on nights anymore.
- Amazon Highpriest price to 51g (-2g)
- Jaguar Rider XP from 80 to 74
Default struggles in too high XP on lv2 scouts, better softing XP in here a bit.

- Aquana Spearguard XP from 59 to 65
Fortunately they have early game slowers, they now not depend on leveling up this too quick to be strong anymore.
- Aquana Hoplit actually being overpowered in some cases. Changes will be long in here
1) Remove steadfast, in compensation unit will get better ressistances.
2) Blade/Arcane/Impact ressistances increase to 20% (+10%)
3) Cold/Pierce ressistance increase to 40% (+10%)
Unit is less tankier in defense, but willl also take less damages in offensive. So no need of HP buffs.
This also prevents this unit being broken in RPG and on Orocia. Reasons of this changes is that unit has no terrain defense handicaps.
- Aquana Mercenary Rider XP from 90 to 80

Now on list XP readjustment on other lv2 scouts.
- Curasassier XP from 87 to 79
- Chevalier Knight XP from 118 to 107
- Dardo Rider XP from 80 to 74
- Marashy Pillager XP from 81 to 77 , price to 31g -it has bad ressistances but surprises like being capable to 70% forest defense if traits-
- Regis Traveling Knight XP from 96 to 80 -among highest XP in scouts, but they're worth it in regis build-
- Regis Jouster XP from 120 to 107
- Deer Knight XP from 91 to 89 -has charges, good ressistances, good forest, exact mid term between horsemen and average scout-

I know it would been much easier if there were more units on same factions (instead of split like in scout roles) as in last part, but with these changes getting lv3 scouts will not be anymore a waste of XP in units that does not deserve that mounts of HIGH XP's, but meanwhile making infantry to also level up faster than mounts in overall. Making viable to get lv3 scouts as long as you really precise their specific stats but not a must to rush in most cases.
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Re: Rashy Era

Post by Vyncyn »

implemented, but not released yet.

working on the new Necromancers right now.
so far:
bone construct is a tankier skeleton with piercing melee. levels up to gain pierce+blade+speed or pierce+impact+regen(4 later 8)
swimmer uses the zombie serpent as graphics, stat wise a merman fighter with blade damage, better resistances and deep water defense. gets submerge on lvl2 but can not advance further.

Since both are upgrades of mainline units, I'm thinking of a way to balance them.

still gotta change some units before the new release

-----------------
Chevalier doctor propossal: +10% fire/cold ressistances
Gave them 10% cold, I think it fits better with their style
also Amazon shamans+advancement can get dexterous like the rest of the amazons now. Not sure why I did remove it before :hmm:
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Re: Rashy Era

Post by IPS »

Work on necromancers sounds cool, still I'm curious if undead hounds will use impact melee attack as I'm viewing only an slight deficit of impact damage type in theorical basis in lv1 necromancers as faction. Ofc I don't have any idea of stats yet.

But skeleton archers in default are really terrible unit in overall (worst default archers with no doubts), specially on lv2 which the archers have only 40-43 HP and 5 movement but also no really relevant features. It's very sad that this unit only exists to counter loy calvarymen as they're 20% cold ressistant and it's really their only purpose in default :lol:

Personally I think if you're keeping skeleton archers you will have also to consier to add a variation that is not that terrible in lv2 / lv3 (maybe 6 movement, non exagerated XP to get lv3, real utility after being lv3 while not being underpowered or instead being present too early to be strong enough to be considered, etc). Note that I'm really criticating default for such garbage unit and poorly designed concept as it's stupid that an unit exists ONLY to counter ONE unit in the entire CANON game XDDDD

Also I'm curious about ghoul approach you will be giving to Necromancers, but I do personally dislike default ghouls (they're not trash to use, BUT very akward that they have to poison weakest archers to not get murdered by enemy retaliations...) appart of low base HP in lv2 and literally lv1 damage in lv2 which makes necrophages even more doubtful than lv1 ghouls :? , while orcish slayer is almost as much damage in ranged with also +marksman and 9-2 on melee (which means, it deals lv1 damages in two ranges)

At least I thanks you for not considering the forced plague that default undead have (which to be honest the only good thing that walking corpses have as virtue is about they can multiplicate multiple times, at huge cost of XP that you could be using to get even stronger in mid/late game situations ...) which is somewhat okay in pvp , but not much else.

Rest of necromancers is viewing their release and viewing unit concepts and stats and viewing how each detail suits as a faction, which I think the wait for this won't be very long.
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Re: Rashy Era

Post by Vyncyn »

1.6.8 released
Propably huge balancing issues with the Necromancers and new units use placeholder graphics for now. Some are basically unchanged right now, but they have new cfg files, so I can change them independent of the main game. Also added the "Undead (Rashy Era)" race to keep them seperated from the main game

Changelog:

-Changed Skeleton to bone construct. Pierce instead of Blade, slightly different stats
-lvl2 Deathblade changed to Bone snake. Also piercing instead of blade
-revenant and draug have a mix of piercing/impact and got regen

-Archer unchanged for now. Maybe a sharphooter (60% at night like the darkelf nighteye) later on.

-Junker: worse lvl1 resistances for now, but can also advance to skeleton Mage. Also Junker and all advancements get 1 additional trait aside from Undead
- Skeleton mage: advances into lich, similar to dark sorcerer but with 7-3 cold magic and draining melee
- Sergent+advancements: 0% impact resistance, also they keep their better fire/arcane resistances. Also Fear instead of leadership (-damage to enemies) can make them tankier

- Riders got turned into undead horses. Changed their resistances. Also they do impact damage instead of blade. Lvl3 has a pierce damage charge.
I know impact damage on scouts is bad, but they also have resistances to all physical attacks, so a matchup could still be fair after some balancing

- Ghouls: Slightly better resistances and HP, bit worse on exp gain

- Ghosts: Unchanged. Will add the dark illuminates later

- Undead Serpent added as water unit. Blade damage, better resistances and slightly changes defense compared to the merman. No submerge for now, but it's an idea for later

-Removed Zombies and bats
it's stupid that an unit exists ONLY to counter ONE unit in the entire CANON game
I always found the idea of a pierce reistant archer cool. Use range attack without much retaliation. But in practice they suck. Too much ranged fire and regular skeletons still do a better job of countering human/elves bowmen. So the really deserve some buff.


Anyway, I'm on vacation soon, so that's the last update for the next week.
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IPS
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Re: Rashy Era

Post by IPS »

Yo, I've been a little away of wesnoth forums during weekend, but also got some ideas in the meanwhile. Will recheck more carefully to the most recently reviwed units.


Some suggestions
- Propossal for all mountain tribe be 1 movement cost in caves. Any toughts? they struggle a bit at having late heals+8.
Other option would be making only Wises, Signalmen and Travelers be like this, but that would be harder to predict when you're new at playing this and not studying units stats at all.
- Mountain Signalman & Flarreman Mountain defense increase to 70% & cave defense to 50%
- Mountain Hunter price to 26g (+1g)
- Mountain Ranger frozen movement cost to 1 , price to 46g (+5g)
Now mountain rangers are potent units. And they need to as competing with falcon trainers and Mountain adventurers is rough.
- Wandering mage and advancements buffs
1) Frozen defense from 20% to 40% and movement cost from 3 to 2
2) Sand defense from 40%
3) cave defense to 50%
As they lose the hills/mountain buffs, but with these buffs they would perform better in many bad terrains as compensation.

- Trarashy Fighter HP to 38 (+2)
They have bad ressists, also chances of being +1 melee damage is half often because only 1 trait from 8 gives this bonus.
Compared to mountain Tribe wolf fighters you will get my point.
- Trarashy Swordsman pierce ressist to 0% (+10%)
Most swordsmen have ressists, this has weaknesses instead xD , and not 50% flat defense but high damages.
Keeper has 6 movement , doesn't need HP buff.

- Marashy Adept price to 17g (-1g)
- Marashy Soldier HP to 39 (+1)
- Marashy Guardian HP to 37 (+2) , price to 13g (-1g) -it's clearly inferior unit compared to Trarashy keeper in lv1-
- Marashy Bowman HP to 34 (+2) , price to 15g (-1g) , XP from 40 to 38
- Marashy Monks / Warmonk / Zealot propossal for +first-strike in melee.
Them adquiring lesss often the +1 melee damage harms their performance significantly.
- Marashy Monk HP to 33 (+2) , price to 15g (-1g)
- Marashy Thief HP to 26 (+1)
- Marashy Seeker HP to 43 (+4)
Marashy needs buffs in lv1, will later recheck them to see if they're not needing even more buffs.

- All Vixens (except cougar riders) frozen defense buff to 30%
- Amazon Huntress HP to 33 (+1)
- Amazon Guard HP to 48 (+1)


Necromancers feedback
- Bone Golem price to 30g (-4g) , XP from 86 to 72
- Bone Snake price to 32g (-2g) +20% strikes, +1 movement but much less HP doesn't deserve a whole +20% price
- Necrophage XP from 120 to 70
- Bone Shooter XP from 80 to 65
- ALL undead horses swamp/swallow-water/cave/fungus movement cost from 4 to 3
- Skeleton Horse impact ressistance to 0% (+10%)
- Undead Horse XP from 91 to 75 , price to 29g (-6g)
- Nightmare pierce ressistance bug fix to 20% (+10%) , suggestion for +feeding , price to 50g (-4g)
- All undead serpents impact ressistance +10% -prebuff they only take decreased physical damage from pierce compared to mermen-
- Leviathan suggestion for +feeding , price to 29g (-3g)
- Skeleton Mage chillwave damage increase to 8-3 , also 6-3 shadow wave +magical arcane as secondary ranged.
They're pretty tanky for 6 movement and mage, which is their strength, but it's not very worth it if they're not better than lv1 dark adepts at all.

In other time will look more carefully at junker fear aura pricings, fear scales really well with levels and I don't want to mess up with that... also makes sense they have decreased physical res with the fear aura, which for itself is balanced. Maybe will consider for later any suggestion to make bone shooters less MEH unit, maybe other advancement propossals or some kind of extras.
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Re: Rashy Era

Post by IPS »

This will require a new post, today in forums we got an announcement from probable balance changes in 1.18's , and some stats correction for undead. Which means in resume, more Necromancers adjustments once again.

If you wonder why I've buffed by a lot the lv1 horses , well, they're always 7 movement (1 movement slower or even 2 than most scouts) , as well in a quick review realized that having impact on melee leaves an slight dissaventage in a scout vs scout fight againist most factions (roc rider and undead horses are an exception :whistle: ), but point is part of that gold spent in scouts would impair more to necromancers.

In resume, I will apply some of default changes I've liked from that post as well of some readjusted by me for Rashy Era :mrgreen:

Necromancers feedback
- Ghoul XP from 35 to 30
- Necrophage damage increase to 9-3 , price to 25g (-2g)
- Ghast damage increase to 12-3, price to 45g (+2g)
- Necromancer damage increase to 19-2 for cold and 15-2 for arcane, price to 55g (+5g)
- Wraith XP's from 100 to 90
- Shadow XP from 100 to 85 , price to 36g (-2g)
Skeletons got replaced in the era, and I will keep loyal to the values for skeleton archers in rashy era while being quite accurate days ago to newest upcoming values.

Other random changes
- Aquana fisherman XP from 42 to 46
- Aquana bowman XP from 36 to 35 , HP to 36 (+2)
Bulky archers, but health on archers won't carry you to victory lol , still a nightmare for cold ranged mages.
- Forest Axethrower XP from 39 to 35
Unit has high stats, but belive me, it's not very comfortable to use lol. All worthy for 15g.
Compared to elvish fighter it has lower damage outputs, but between swamp defense and +30% raw arcane ressistance difference makes the +1g.
Feel free to lower to 14g if you want.
- Forest Axetfighter ranged damage increase to 11-2
Elvish warriors are 8-4 blade melee also 6-3 pierce ranged. This only shines at having more health and swamp defenses.
- Forest Axetmaster ranged damage increase to 13-2

- Elyser Marksman XP from 80 to 75
- Elyser Swordancer XP from 90 to 70
- Elyser Guard XP from 88 to 80
- Elyser Rider from 76 to 60 (default buff did come strong lol, I did even nerf the buff)
- Elyser Druid XP from 76 to 60
- Elyser Lord XP from 108 to 100
- Elyser Sorcerer XP from 106 to 100
- Elder Wose XP from 90 to 80 (but not as low as upcoming default D: ) , price to 28g (+1g)

- Regis mage XP from 51 to 47
- Regis healer price to 35g (-2g)
- Regis High mage price to 36g (-2g)
- Regis Court mage XP from 220 to 144 (default loy mages will now be 128 XP, as reference)
This is fine, Regis has better swordsman (default loyalists swordsmen got nerfed), so Regis mages will perform weaker than default mages.
As well Regis Horsemen are tankier and 1g cheaper compared to upcoming default horsemenen.
In resume, Regis is now more physical focus loyalists.

- Chevalier General XP from 180 to 100
- Dark Woses and lv2 will now be 40% defense on fungus


Maybe considering posting again soon before friday and having a closer look to other defaultish factions that got modified from that quoted post and realize how to make them quite more loyal to upcoming default in 1.18's.
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Re: Rashy Era

Post by IPS »

Yo a quick posting in here, I expected to have more time today but seems life had its plans lol

Shadow Princess: It's curious, but in default version of the era this unit can only be adquired as starting leader but you cannot recruit lv1 versions of her at all. Would you agree at adding a lv1 recruitable nobless for them? dark elves only has thieves as blade unit and it seems to even match correctly in their stats.

Stats: HP 33, movement 6, 5-4 blade melee , 5-2 arcane ranged +magical , XP 45 , price: 18g
Intended to optional but quite strong (in flat, she will underperform, as thieves) but with the right support she will be worth it.

Suggestion for Princess of Night having regen+4 ? suits well with their lore, also making them a more worthy unit to consider (still, having in one slot a lv2 fighter and lv2 mage with the feature of delluminates is still a cool idea).

Also about horsemen variations in Rashy Era and their price rework from default era ... will not do this in this release as I will be thinking more carefully how to price them more correctly and thinking about better plans for them instead of rushing.

They also buffed XP in lv2 thunderguards, so I'm going to make it bit easier for lv2 Tinkerer to level up, the opposite for lv2 Forest cutter
- Forest Tinkerer XP from 80 to 70 , price to 26g (-2g)
- Forest Cutter XP from 71 to 77 (1/8 less than steelclad, but steelclad is more beast unit).
- Forest Great Axe XP from 66 to 72 , price to 27g (-1g)
- Gnome Pathfinder price to 21g (-1g)
- Dwarvish Gryphon Chicken XP from 35 to 41 (default gryphon XP nerfs)
- Lucky Gnome XP from 96 to 83 (default red mages XP buff)

Lv2 mage XP / price related buffs
- Water Fairy XP from 96 to 85 , price to 34g (-1g)
- Blue Mage XP from 90 to 84 , price to 35g (-3g)
- Shadow Priest XP ffrom 96 to 85

- Marashy Adept XP from 56 to 47 (and previous price buffs)
- Marashy Enchanter arcane ranged damage increase to 15-2
- Marashy Spelllblade XP from 111 to 103
- Marashy Warmonk XP from 76 to 70 (appart of previous buffs on lv1 and first-strike)
- Chevaler healer XP from 90 to 80

- Forest mage HP to 44 (+3) -not capable of 70% defenses-
- (forestfolk) Druid HP to 55 (+3)
- Wandering mage XP from 54 to 49
- Mountain Wise XP from 110 to 90 , price to 34g (-3g)

- Rashy Mage XP from 51 to 46
- Astronomer XP from 103 to 90 , price to 36g (-3g)
- Lightning Mage XP from 94 to 85 , price to 36g (-2g)
- Rashy Dimension Mage XP from 116 to 105 , price to 41g (-3g)
- Rashy Healer price from 40g to 35g (-5g)
- Elyser Sorcerer XP from 106 to 90
- Elyser Sylph price to 54g (-2g)

- Luz Priest XP from 46 to 44 (toy buff)
- Luz Cleric HP to 38 (+2) -do not want to decrase XP on illuminates unit)
- Luz Bishop HP to 50 (+2) , price to 33g (-1g)
- Luz Monk XP from 90 to 80 , price to 34g (-2g)
- Luz Abot HP to 53 (+3)


Next version will also will be thinking on new lv3 fighter prices for all factions, been considering that HP in lv3 fighters is bit underpriced.
Will look more extense in next release, didn't expect mage list becoming that long, but full updated on that aspect at least.

Loy/Rebel mage buff will benefit all mage ecosystem in Rashy Era, but belive me , that's the strongest default buff I've seen in decades :lol:
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Vyncyn
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Re: Rashy Era

Post by Vyncyn »

long list, but I will work myself through.

won't change woses for now, as they are don't have their own cfg files.
There are some mistakes with the current XP/HP of some units compared to the provided list, but I hope I'm implementing them correctly.
e.g. Luz Bishop HP to 50 (+2) , price to 33g (-1g). I set price to 53g, which is close to the Abbot

Dark elf princess is not supposed to be recruitable.

not released yet, but I'll make an update this weekend
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