Era of Magic (EoMa) 4.8.3 - now on Ko-fi!
Moderator: Forum Moderators
Re: Era of Magic (EoMa) 4.7.1 - now on Ko-fi!
Era of Magic 4.7.1 is now available!
This is a small update. It includes minor balance tweaks and translation updates.
I'd like to thank IPS, Ravana and Razor for his nearly complete Russian translation of the add-on
Full changelog:
This is a small update. It includes minor balance tweaks and translation updates.
I'd like to thank IPS, Ravana and Razor for his nearly complete Russian translation of the add-on
Full changelog:
Code: Select all
## Version 4.7.1
### Units
* Sky Kingdom:
* War Mage: price to 33g (-1)
* Destroyers:
* Punisher: 13-2 pierce melee attack accuracy adjusted to marskman special; XP to 110 (-15); price to 42g (-2g)
* Obliterator: HP to 60 (+2); pierce melee attack now gains +Evade; 7-2 fire ranged attack damage increase to 8-2
* Abaddon: HP to 72 (+2); pierce melee attack now gains +Evade; 11-2 fire ranged damage increase to 12-2
### Abilities
* renamed the 'upgrade drone' ability to 'modernization'
### Translations
* Zombies Challenge custom settings are now translatable
* updated EoMa_raw_translation_file.pot
* updated the Polish translation
* updated the Russian translationRe: Era of Magic (EoMa) 4.7.1 - now on Ko-fi!
I did in the past a bobbing animation for the saurian lancer.
Maybe it works well for your Era.
Maybe it works well for your Era.
- Attachments
-
lancer-bob.zip- (12.4 KiB) Downloaded 175 times
Campaigns:Vendraxis Prophecy
Ports:AtO, FL, OoA, PaBD, CiS, TRoJ, TSS, BS, SoaDO
Modifications:Unit Color Changer/Variation
Eras:Factions of Wesnoth, Toy Faction
Ports:AtO, FL, OoA, PaBD, CiS, TRoJ, TSS, BS, SoaDO
Modifications:Unit Color Changer/Variation
Eras:Factions of Wesnoth, Toy Faction
Re: Era of Magic (EoMa) 4.7.1 - now on Ko-fi!
Been a while since the last time I've posted something in EOMA topic , just that I've been VERY busy with Ageless releases recently
Also got some ideas for tharis faction to make em more interesting... two propossals at this momment
- Painmistress will now have +Lesser-revenge in melee
- Great Warlock lesser implossion attack damage to 11-3 (+2) , but accuracy reworked from +Magical to +Skilled
- Master of Darkness implossion (impact) attack damage from 13-3 +magical to 19-2 +very skilled
While the total damage from the impact attack barely decreases from 39 total dmg to 38 total dmg, fact is that it becomes much more useful attack when it's about dealing dmg before being slowed, as well the +very-skilled component allows him to be over 70% in very specific situations (if you want, for lv4 , you can change cold from magical to also very skilled) ; but the main idea is making the Master of Darkness be bit more unique in features as lv4 mage. Or why not making the impact attack to something like 24-2 so it can differ slightly more from the 19-3 attack
Also got some ideas for tharis faction to make em more interesting... two propossals at this momment
- Painmistress will now have +Lesser-revenge in melee
- Great Warlock lesser implossion attack damage to 11-3 (+2) , but accuracy reworked from +Magical to +Skilled
- Master of Darkness implossion (impact) attack damage from 13-3 +magical to 19-2 +very skilled
While the total damage from the impact attack barely decreases from 39 total dmg to 38 total dmg, fact is that it becomes much more useful attack when it's about dealing dmg before being slowed, as well the +very-skilled component allows him to be over 70% in very specific situations (if you want, for lv4 , you can change cold from magical to also very skilled) ; but the main idea is making the Master of Darkness be bit more unique in features as lv4 mage. Or why not making the impact attack to something like 24-2 so it can differ slightly more from the 19-3 attack
Creator of: Deathmatch new in 1.12 server.
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide
Re: Era of Magic (EoMa) 4.8 - now on Ko-fi!
Era of Magic 4.8 is out!
After six months I finally present to you the latest update for EoMa!
The key feature of this release is the significant enhancement of 10 unit portraits. These are now much more intricate and detailed, as I opted to use a more advanced technique that involves creating two types of pencil sketches. Previously, I utilized a basic lineart with an anisotropic "dream smoothing" g'mic filter to instantly generate a simple shading. However, this time around, I decided to take a more deliberate approach. Bear in mind that creating these new portraits was an enormous undertaking, one that demanded a great deal of sacrifices. The process was time-consuming and arduous. It may take even longer to complete if it were not for your unwavering support.
Please remember to show your support on Ko-fi if you wish to see more updates like these:
https://ko-fi.com/inferno8 Additionally, this update includes a comprehensive overhaul of all ambush abilities, which have now been harmonized to exclude castle/keep/unwalkable/impassable/village/bridge. I want to express my deepest gratitude to Ravana, who made this possible despite the formidable challenges he faced. Thank you, Ravana!
Lastly, you will find that the descriptions for Runemasters have been tastefully revamped by Polish'dPole (also known as TeaIntoxicated on Discord) - thanks a lot buddy! Looking forward to more!
@IPS: As for Great Warlock and Master of Darkness, together with ForestDragon we decided the impact ranged attack should stay magical and have two strikes to make it feel different from the main cold ranged attack. If you want to discuss these adjustments in detail, let us know.
Full changelog:
The key feature of this release is the significant enhancement of 10 unit portraits. These are now much more intricate and detailed, as I opted to use a more advanced technique that involves creating two types of pencil sketches. Previously, I utilized a basic lineart with an anisotropic "dream smoothing" g'mic filter to instantly generate a simple shading. However, this time around, I decided to take a more deliberate approach. Bear in mind that creating these new portraits was an enormous undertaking, one that demanded a great deal of sacrifices. The process was time-consuming and arduous. It may take even longer to complete if it were not for your unwavering support.
Please remember to show your support on Ko-fi if you wish to see more updates like these:
https://ko-fi.com/inferno8 Additionally, this update includes a comprehensive overhaul of all ambush abilities, which have now been harmonized to exclude castle/keep/unwalkable/impassable/village/bridge. I want to express my deepest gratitude to Ravana, who made this possible despite the formidable challenges he faced. Thank you, Ravana!
Lastly, you will find that the descriptions for Runemasters have been tastefully revamped by Polish'dPole (also known as TeaIntoxicated on Discord) - thanks a lot buddy! Looking forward to more!
@IPS: As for Great Warlock and Master of Darkness, together with ForestDragon we decided the impact ranged attack should stay magical and have two strikes to make it feel different from the main cold ranged attack. If you want to discuss these adjustments in detail, let us know.
Full changelog:
Code: Select all
## Version 4.8
### Units
* Tharis:
* Pain Mistress: now has "lesser revenge" in melee
* Great Warlock: lesser implosion (impact) damage from 9-3 to 16-2
* Master of Darkness: implosion (impact) damage from 13-3 to 22-2
### Abilities
* unified all ambush abilities to exclude castle/keep/unwalkable/impassable/village/bridge
* the 'greater circle of banishment' now slows enemy units only
* 'banish' no longer works against leaders
* fixed the awake ability not reviving neighboring units if they are killed by kamikaze attack
* added a note that recruit and summon are disabled for leaders
### Descriptions
* added new descriptions for Rune Adept, Runesmith and Runemaster
* improved the 'banish' weapon special description
### Graphics
* improved unit portraits (partial)
### Code
* used [filter] instead of [filter_self] for abilities
* added eoma_ prefix to splitfire
* fixed constructor and heavy summoner summons being mutually exclusive in a game
* removed ellipse
### Translations
* updated the Russian translation- Attachments
-
- eoma-4.8-promo.jpg (54.48 KiB) Viewed 7544 times
Re: Era of Magic (EoMa) 4.8 - now on Ko-fi!
While viewing units, I realized how huge was the required 82 XP from lv1 Omen to become to Lv2 Punisher, while as well not gaining much stats but only the AWE increase (which, does a lot).
Lv2 and lv3 gain a real lot of stats at slight XP increase value to only 110.
And by considering this two facts, I think I'ma drop required XP from lv1 and add that XP to lv2 requirement, this also aswell nerfs Punisher as starting leader unit just a bit because being harder to become lv3 ... which is the leader most players use when playing destroyer as even with negative traits he still looks a better option for destroyer players than all other leaders.
- Omen XP to 75 (-7)
- Punisher XP to 117 (+7)
Hopefully I hope this doesn't break PVP ecosystem, but theorically an unit that on 70% XP modifier requires more than 50 XP might not break even if advancement is as strong as Punisher is. I've considered makign the decrease to 72 (-10), but the AWE increase in early stages is quite too powerful and on 70% modifier that is slightly more than 50 XP... I would preffer the 75 XP cause it's at 5 kills and adds if inteligent and 70% XP modifier.
The change was mostly done to be more fair to XP modifier of at least 100% because it's huge lot of XP with no XP decreases.
Lv2 and lv3 gain a real lot of stats at slight XP increase value to only 110.
And by considering this two facts, I think I'ma drop required XP from lv1 and add that XP to lv2 requirement, this also aswell nerfs Punisher as starting leader unit just a bit because being harder to become lv3 ... which is the leader most players use when playing destroyer as even with negative traits he still looks a better option for destroyer players than all other leaders.
- Omen XP to 75 (-7)
- Punisher XP to 117 (+7)
Hopefully I hope this doesn't break PVP ecosystem, but theorically an unit that on 70% XP modifier requires more than 50 XP might not break even if advancement is as strong as Punisher is. I've considered makign the decrease to 72 (-10), but the AWE increase in early stages is quite too powerful and on 70% modifier that is slightly more than 50 XP... I would preffer the 75 XP cause it's at 5 kills and adds if inteligent and 70% XP modifier.
The change was mostly done to be more fair to XP modifier of at least 100% because it's huge lot of XP with no XP decreases.
Creator of: Deathmatch new in 1.12 server.
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide
Re: Era of Magic (EoMa) 4.8.1 - now on Ko-fi!
Era of Magic 4.8.1 is out!
This small update includes some optimizations (RPG units no longer load in non-rpg eras and campaigns) as well as more informative descriptions for summoners from all factions (their special notes now mention summoning costs). I'd like to thank MrTitainin for implementing these improvements. There are also some minor balance adjustments (by IPS, as always). Enjoy!
Full changelog:
This small update includes some optimizations (RPG units no longer load in non-rpg eras and campaigns) as well as more informative descriptions for summoners from all factions (their special notes now mention summoning costs). I'd like to thank MrTitainin for implementing these improvements. There are also some minor balance adjustments (by IPS, as always). Enjoy!
Full changelog:
Code: Select all
## Version 4.8.1
### Units
* Destroyers:
* Omen: XP to 75 (-7)
* Punisher: XP to 117 (+7)
### Descriptions
* added special notes with summoning costs
### Graphics
* Shamanistic Adept: idle animation now uses halo (to make it compatible with UCC and UCV)
* Jungle Blowgunner: fixed incorrect color palette (to make it compatible with UCC and UCV) + sprite cleanup
### Code
* RPG units no longer load in non-rpg eras and campaignsRe: Era of Magic (EoMa) 4.8.1 - now on Ko-fi!
Hello,
I have a bug to report, although to be honest, I don't know what to do with it exactly, so just opening a discussion.
Abilities like eoma_supercharge and eoma_soul_catcher use die event with
Unfortunately this causes subsequent die event listeners to trigger twice, causing issues in scenarios that use EoMa and other eras that include eoma (ageless, also now wotg)
Is the fire_event=yes necessary?
Thanks
qq
I have a bug to report, although to be honest, I don't know what to do with it exactly, so just opening a discussion.
Abilities like eoma_supercharge and eoma_soul_catcher use die event with
Code: Select all
[kill]
...
fire_event=yes
[/kill]
Is the fire_event=yes necessary?
Thanks
Re: Era of Magic (EoMa) 4.8.1 - now on Ko-fi!
If [kill] refers to primary unit, then it should not fire again, but if it affects nonprimary unit, it has to stay.
Re: Era of Magic (EoMa) 4.8.2 - now on Ko-fi!
Era of Magic 4.8.2 is out!
This little update contains small fixes, one updated portrait (Banisher) and is required to play TLU 3.12.
Full changelog:
This little update contains small fixes, one updated portrait (Banisher) and is required to play TLU 3.12.
Full changelog:
Code: Select all
## Version 4.8.2
### Abilities
* fixed filter in ABILITY_EOMA_LEADERSHIP_FIXED
### Code
* excluded TLU leader from getting the veteran trait
* replaced png with webp for portraitsRe: Era of Magic (EoMa) 4.8.2 - now on Ko-fi!
As far as I know 1.18 version also works with 1.19 without any changes (except 1.19.13 which was released broken). Would be nice to upload to 1.19 addon server too.
Re: Era of Magic (EoMa) 4.8.3 - now on Ko-fi!
Era of Magic 4.8.3 is now available for BfW 1.18.x (stable) and 1.19.x (dev).
This is a minor update focusing on code optimization. I'd like to thank newfrenchy83 for his valuable input on this release.
Full changelog:
This is a minor update focusing on code optimization. I'd like to thank newfrenchy83 for his valuable input on this release.
Full changelog:
Code: Select all
## Version 4.8.3
### Code
* linked halos to abilities instead of [unit_type]
* WEAPON_SPECIAL_EOMA_PAINABSORB uses [heal_on_hit] directly to avoid unnecessary [event] calls
* chronoaura now uses [filter_student] instead of [filter_self]
* updated credits.txt
### Translations
* updated the EoMa_raw_translation_file.pot
* updated the Polish translation
Last edited by inferno8 on July 7th, 2025, 9:35 am, edited 1 time in total.
-
newfrenchy83
- Code Contributor
- Posts: 214
- Joined: October 6th, 2017, 12:57 pm
Re: Era of Magic (EoMa) 4.8.3 - now on Ko-fi!
you have write '* chronoaura now uses [filter_self] instead of [filter_student]' then what it's should be '* chronoaura now uses [filter_student] instead of [filter_self]'inferno8 wrote: ↑July 6th, 2025, 8:13 am Era of Magic 4.8.3 is now available for BfW 1.18.x (stable) and 1.19.x (dev).
This is a minor update focusing on code optimization. I'd like to thank newfrenchy83 for his valuable input on this release.![]()
Full changelog:Code: Select all
## Version 4.8.3 ### Code * linked halos to abilities instead of [unit_type] * WEAPON_SPECIAL_EOMA_PAINABSORB uses [heal_on_hit] directly to avoid unnecessary [event] calls * chronoaura now uses [filter_self] instead of [filter_student] * updated credits.txt ### Translations * updated the EoMa_raw_translation_file.pot * updated the Polish translation
Re: Era of Magic (EoMa) 4.8.3 - now on Ko-fi!
Oopsie, you're right. I edited the post, it should be ok now.
Btw, I know there is one of your pull requests remaining: "Use the 'active' version of special_id and special_type #78". It looks good to me, but I need more time to properly test it.
Btw, I know there is one of your pull requests remaining: "Use the 'active' version of special_id and special_type #78". It looks good to me, but I need more time to properly test it.
Re: Era of Magic (EoMa) 4.8.3 - now on Ko-fi!
I've been wondering about the Divine skill should be named to something different, because while the more I think about it people reading "Divine" as an attack special by logic would expect it helping the unit ... but instead it's limiting the attack of being used exclusively to non living enemies only
Probably should be renamed to something like "unliving only" or "not on living" or idk, if it could just go shorter with the name it would be even better. Also this special is considerably useful at helping an attack to differ in base values to the -more often physical damage- version of the attack and is literally whats helping Kharosian Justicer to not be a bad lv4 because of using 2 piercing attacks, but allowing this unit to also have a secondary attacks which can be used in things that more often are weaker to arcane (most non living are weak to arcane).
But another benefit/pro of changing the skill's name is that it could be applied in other non arcane damage attacks, instead of forcing it to just be applied in arcane damage types to match its "divine" on its name.
But thing is that other thing that I wanted when I proposing this skill is to avoid undead be targeted with damage multiplies of like x1.5 (as WOTG Holy, in AE x1.2 dmg multiplier -if I'm not wrong-) on things that are already weak to arcane damage type.... which if you combine both things you get cases where an unit could take +80% base damage from an attack because of both damage type and the special...
Another viable idea is that Divine could be kept (or even buffed) , in a point that of it being usable vs everything, but if the target is not living (meaning the enemy cannot be drainable/poisonable?) then the attack would apply an accuracy bonus of +10%. If applying this idea I would add it to Lv4 Kharosian Justicier while I would for exemple keep the "non-living" handicap thing on the Lv3 Temple Guard. With this Lv4 kharosian unit would be buffed while the suarian counterpart be unchanged in gameplay mechanics. But in resume.... With this last sentence what I'm trying to say is
- Current "Divine" (non-living handicap) , be renamed, keeping its functions.
- Additionally, add a new skill named "Divine" that instead of being an attack usable only in non-living, could be used at everything, but if the enemy is not living then adds a 10% accuracy bonus.
- In case the new "Divine" Special gets added, then Lv4 Kharosian Jusitcer would gain this special instead of the previous version, which could ALSO be applied to the PIERCE attack as well !!! making him a more dign lv4
Probably should be renamed to something like "unliving only" or "not on living" or idk, if it could just go shorter with the name it would be even better. Also this special is considerably useful at helping an attack to differ in base values to the -more often physical damage- version of the attack and is literally whats helping Kharosian Justicer to not be a bad lv4 because of using 2 piercing attacks, but allowing this unit to also have a secondary attacks which can be used in things that more often are weaker to arcane (most non living are weak to arcane).
But another benefit/pro of changing the skill's name is that it could be applied in other non arcane damage attacks, instead of forcing it to just be applied in arcane damage types to match its "divine" on its name.
But thing is that other thing that I wanted when I proposing this skill is to avoid undead be targeted with damage multiplies of like x1.5 (as WOTG Holy, in AE x1.2 dmg multiplier -if I'm not wrong-) on things that are already weak to arcane damage type.... which if you combine both things you get cases where an unit could take +80% base damage from an attack because of both damage type and the special...
Another viable idea is that Divine could be kept (or even buffed) , in a point that of it being usable vs everything, but if the target is not living (meaning the enemy cannot be drainable/poisonable?) then the attack would apply an accuracy bonus of +10%. If applying this idea I would add it to Lv4 Kharosian Justicier while I would for exemple keep the "non-living" handicap thing on the Lv3 Temple Guard. With this Lv4 kharosian unit would be buffed while the suarian counterpart be unchanged in gameplay mechanics. But in resume.... With this last sentence what I'm trying to say is
- Current "Divine" (non-living handicap) , be renamed, keeping its functions.
- Additionally, add a new skill named "Divine" that instead of being an attack usable only in non-living, could be used at everything, but if the enemy is not living then adds a 10% accuracy bonus.
- In case the new "Divine" Special gets added, then Lv4 Kharosian Jusitcer would gain this special instead of the previous version, which could ALSO be applied to the PIERCE attack as well !!! making him a more dign lv4
Creator of: Deathmatch new in 1.12 server.
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide