The Reign of the Lords

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Lostname475
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Re: The Reign of the Lords

Post by Lostname475 »

The elvish hierophant seems worse than the elvish sylph, which it upgrades from. Am i missing something or is this intended?
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IPS
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Re: The Reign of the Lords

Post by IPS »

Lostname475 wrote: June 9th, 2024, 9:26 am The elvish hierophant seems worse than the elvish sylph, which it upgrades from. Am i missing something or is this intended?
LMAO

I'm sure it's not intentional, BUT, short time ago in 1.18 there was a very explosive balance change to default , from which lv4 sylph damage got ranged damage buff from 10-5 to 16-5 , and seems this mod didn't update and adapt to default's rebalances.
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The_Gnat
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Re: The Reign of the Lords

Post by The_Gnat »

IPS wrote: June 9th, 2024, 5:03 pm I'm sure it's not intentional, BUT, short time ago in 1.18 there was a very explosive balance change to default , from which lv4 sylph damage got ranged damage buff from 10-5 to 16-5 , and seems this mod didn't update and adapt to default's rebalances.
Thank you for letting me know IPS! Are there any other units you recommend I look at to re-balance?

Also this is an interesting change. The new slyph is so much better than it used to be it may disrupt the balance a little. (compared to the elder mage or ancient lich)
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IPS
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Re: The Reign of the Lords

Post by IPS »

Mmmm, will do a quick review about some lv4-lv5 stats and post it here.

Death Marshal: Charging attack is literally lv2 attack, would suggest to increase value to 16-2
Malice Lord: Charging attack is roughly lv3 attack, try 19-2
Hellion: Charging attack is too powerful for a flying lv4 charger, try 21-2 , level up is fine.
Abaddon: blade melee shadows in comparation of previous levels , try 12-8 as it has very low HP for a lv5 melee.
Dune Paragon: It has inconsistency with previous and next level, 3 strikes attack having marksman while on the other 2 units having it in the opposite melee attack.
Dune Cataphract: pierce charging attack too low damages in comparation of other chargers in loyalist army, have a closer review and follow khalifate horse level up damage ratio increase.
Drake Imperial: Blade attack scales bit worse in lv5 level up than lv3 to lv4. Try 24-3

Apocalypse Drake: It's having lower recruitment price than Lv4 Armaggedon Drake LOL
Other thing that did happen to Default 1.18 rebalance is that lv3-lv4 units got crazy increases in their prices (not talking Lich costs massive 90g for a lv3 ... which I would suggest it really costs around 75-80g instead of the official values).
Saurian Champion: ranged damage is too high, try 10-4 as it's already lv3 archer damage +poison special.
Dwarvish Fortressor: Era of Magic added a +Skilled special which technically is Marksman offensive/defense at same time, port all that into one skill instead.
DWARVISH BEARS: They got so low HP to be bear mounts... I would suggest to increase HP and price as well, just to add some epicness to unit.
Dwarvish Rune Lord: You can consider adapting the melee special into the marksman defense/offensive.
Luminary of Fire: increase fire ranged damage by 1 or 2 more dmgs.

Elvish Champion: Default officialized a +10% accuracy on melee since lv3 elvish champion, at the cost of blade damage. Way to go for his lv4 is keeping the +10% accuracy bonus at the cost of approximately -17% base damage (10-5 for lv4) , (10-6 for lv6)
Elvish Deadeye & Mystical Dead eye: Increase pierce damages by +1
Elvish Star: It changes from 14-3 pierce to 8-5 LOL , try 9-5 arcane or keeping a stronger pierce damage (DO NOT increase massively as default did , just slightly stronger, lv3 dmg is wrong dmg for a healer AND from its description)
Hierophant: Increase arcane to 18-5 , as well of its pricing this lv5 is costing less than its lv4 XDDD

Light Rider: increase melee damages by +1
Elite Sentinel: I personally think 14-5 is TOO MUCH for it, is as deadly as lv4 deathblade... try 12-5 or 13-5.
Apocalypse Rider & Lv5: Too low HP in comparation of lv3 increased's HP. Dragon mount really deserves more HP , as well of a lot higher pricement.
Jouster: Extremely underpriced lv3 charger, it has to cost more.
Cataphract: would suggest a better version of charge (x2.25 damage dealt, x1.75 damage taken), instead of only greater both damage dealt/taken. Maybe a secondary impact melee attack?
Master Javalineer: Default lv2 got buffed to 13-2 , so lv3 is lossing pierce damage per strike, would recommend adapting lv3 to 2 strikes on pierce ranged, and on lv4 gain a 3rd strike.



That's all important I spotted while doing a quick review in https://units.wesnoth.org/1.18/Reign_of ... Lords.html , didn't check ressistances progression on leveling-up, as well many prices needs to be different in lv3-lv5's. I could say there are minor/acceptable balance issues in stuff I didn't mention, but most important & mentioned must be viewed/checked for sure.
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The_Gnat
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Re: The Reign of the Lords

Post by The_Gnat »

IPS wrote: June 11th, 2024, 2:44 am That's all important I spotted while doing a quick review in https://units.wesnoth.org/1.18/Reign_of ... Lords.html , didn't check ressistances progression on leveling-up, as well many prices needs to be different in lv3-lv5's. I could say there are minor/acceptable balance issues in stuff I didn't mention, but most important & mentioned must be viewed/checked for sure.
Awesome that is excellent feedback. Will put an update hopefully this weekend.

EDIT: I have made an initial commit with all your changes to both 1.14 and 1.18 branches. All the further changes that apply to only 1.18 (ex. price adjustments since the new changes) will be made soon.

At this stage I have decided not to modify any mainline units damage, etc. despite the strange changes recently. Particularly I won't be modifying any units from level 1 - level 3 as this is all mainline units and doing so would adjust players experience of the base progression.

Other changes I have made (github only, testing will be done before release):
- Reducing damage of Lancer unit line by 1
- Equestrian Supreme dmg reduced by 1
- Arcane Rider line buff as its level 3 version has been buffed proportionally in mainline
- Bone Pirate reworked to a single shot similar damage to Dwarvish Thunderer line
- Dread Lich melee removed slow from, reduced HP
- Eternal Lich reduced HP, reduced melee damage, increased range damage to no longer be the same as level 4
- Mermaid prophesier given acquatic body at a slight reduce in dmg
- Mermaid high summoner given alternative slightly weaker ice ranged attack
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Lordlewis
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Re: The Reign of the Lords

Post by Lordlewis »

I was just looking through all the other unit changes from 1.17/18 and I just realised there's a level 2 skeleton horse to. So with a few adjustments, I reckon the Bone Knight having the ability to level up into the Abyss Rider could work, but that's just an idea. There's also something absurdly funny to me about the Elvish Shyde thorns buff, especially when compared to the Elvish Outrider.

P.S. I hope you're doing well Gnat
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The_Gnat
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Re: The Reign of the Lords

Post by The_Gnat »

Lordlewis wrote: June 14th, 2024, 12:59 pm I was just looking through all the other unit changes from 1.17/18 and I just realised there's a level 2 skeleton horse to. So with a few adjustments, I reckon the Bone Knight having the ability to level up into the Abyss Rider could work, but that's just an idea. There's also something absurdly funny to me about the Elvish Shyde thorns buff, especially when compared to the Elvish Outrider.

P.S. I hope you're doing well Gnat
Thank you LordLewis I will make changes to the Bone Knight to advance to Abyss Rider. I am doing well! Nice to finally have some time to come back and update the add-on again. I love wesnoth and have been missing it ;) How about you?

And let me know any other balance changes you think as well! The buff to the shyde/etc is quite interesting but I assume it is for campaign balance reasons?
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Lordlewis
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Re: The Reign of the Lords

Post by Lordlewis »

I'm doing well thank you. I suddenly have plenty of spare time again so it's tempting to do more with Wesnoth. I might finish off that skeletal dragon portrait I started so long ago. I also have a campaign idea with the vampire faction, but I'm not even sure if my idea can work. I haven't made a campaign in so long so who knows. I'm also just messing around with the new changes to Wesnoth, because the Orcish Nightblade is usable in campaigns now!
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The_Gnat
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Re: The Reign of the Lords

Post by The_Gnat »

Lordlewis wrote: June 21st, 2024, 1:16 pm I'm doing well thank you. I suddenly have plenty of spare time again so it's tempting to do more with Wesnoth.
Exciting!! Same here, a bit more time which is very nice. :D
Czicna
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Re: The Reign of the Lords

Post by Czicna »

Hey. First of all, I would like to say that I really like the mod and it seems that a lot of work and love has been put into it and I just wanted to ask that why are there no level 1 units in the "Reign of Heroes" era? Because I really like the new factions and unit advancements, but I didn't feel the very strong leaders and level 3 units like in "Clash of the Lords". I'm just wondering if there is a balance reason behind it or just why you decided that way? Anyway you all wonderful and thanks for breathing some fresh air into my childhood game.
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The_Gnat
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Re: The Reign of the Lords

Post by The_Gnat »

Czicna wrote: June 30th, 2024, 4:43 am Hey. First of all, I would like to say that I really like the mod and it seems that a lot of work and love has been put into it and I just wanted to ask that why are there no level 1 units in the "Reign of Heroes" era? Because I really like the new factions and unit advancements, but I didn't feel the very strong leaders and level 3 units like in "Clash of the Lords". I'm just wondering if there is a balance reason behind it or just why you decided that way? Anyway you all wonderful and thanks for breathing some fresh air into my childhood game.
Glad you enjoy Czicna! There are no level 1 units because the mod doesn't add many level 1 (since it is focused on higher levels). I personally enjoy playing Clash of Lords best. Reign of Heroes is like a middle ground, if you want to play a multiplayer scenario or something where Clash of Heroes might be too powerful. :D

If you want to play Reign of Heroes with level 1 units as well I can send you a file that lets you run them!
Czicna
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Re: The Reign of the Lords

Post by Czicna »

The_Gnat wrote: June 30th, 2024, 10:11 pm If you want to play Reign of Heroes with level 1 units as well I can send you a file that lets you run them!
Oh if you can do that that would be great ^_^
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The_Gnat
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Re: The Reign of the Lords

Post by The_Gnat »

Czicna wrote: July 1st, 2024, 8:26 am Oh if you can do that that would be great ^_^
Here! Unzip this folder into "Documents\My Games\Wesnoth1.18\data\add-ons\" if you are on windows. Or into your add-ons folder if you are on another OS.

This will add a new era in the multiplayer menu.

Let me know if you have any issues running this! :D
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The_Gnat
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Re: The Reign of the Lords

Post by The_Gnat »

Any advice: I want to create a 1.16 branch (with the current 1.16 addon) and then cherry pick the commits from the 1.14 branch in the github repo.

I'm not sure exactly how to do this, since I will need to create a new blank branch (because 1.16 is completely different from the main branch which is 1.18).

Would would you recommend?
TheComedian
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Re: The Reign of the Lords

Post by TheComedian »

Hi ! I have a little question : I play a world conquest campaign with friends, and we have Reign of the Lords advancement, wich is great, but the dunefolk units don't have access to their lvl 4 and 5 models. Maybe there is a problem with my version of the extension ? Or does they're not include in the advancement option ?
Thanks in advance !
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