Ageless Era - Current Version: 4.37

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Konrad2
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Re: Ageless Era - Current Version: 4.37

Post by Konrad2 »

ChaosRider wrote: March 11th, 2025, 5:37 pm I think this guy should have hatchet set as ranged weapon, not as melee as its now.
https://units.wesnoth.org/1.18/Ageless_ ... arden.html
Ftr, that seems to be an oversight that was present in the Armies of Amberan era.
I also think that should be fixed, as the hatchet has the same dmg type as the axe attack.
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Re: Ageless Era - Current Version: 4.37

Post by IPS »

Konrad2 wrote: March 11th, 2025, 6:37 pm
ChaosRider wrote: March 11th, 2025, 5:37 pm I think this guy should have hatchet set as ranged weapon, not as melee as its now.
https://units.wesnoth.org/1.18/Ageless_ ... arden.html
Ftr, that seems to be an oversight that was present in the Armies of Amberan era.
I also think that should be fixed, as the hatchet has the same dmg type as the axe attack.
Yes that will be fixed and also ranged attack will get buffed because the unit being worse than Dwarvish Lord. Thanks for mentioning.
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Re: Ageless Era - Current Version: 4.37

Post by IPS »

Been quite bored and I had a looong wesnoth hiatus, so I'ma start working in balance changes pretty soon (this week).

Expect news in soon!
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Re: Ageless Era - Current Version: 4.37

Post by IPS »

Done, might not do something too big in this release, just a small QOL balancing in most new added content (AOA and FL eras). As well as some independant faction balance such as Steel Hive rework.

Spoiler:

I'm also planning in soon to take rid of the sentient unit, and use its sprite for a lv2 version of light-shifter/Mirge with more viable stats and becoming a good lv2 unit, while I have not coded that, I plan to do that in soon.

Mentioned rebalance changes will be summited TOMORROW. I doubt I do more balance with exception of mentioned, but hey, at least are some few docens of units , but a very very small (but needed) balance change :lol:
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Ravana
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Re: Ageless Era - Current Version: 4.37

Post by Ravana »

I have watched all ageless tournament replays and these give some balance points to review.
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Re: Ageless Era - Current Version: 4.37

Post by IPS »

Ravana wrote: May 9th, 2025, 8:30 am I have watched all ageless tournament replays and these give some balance points to review.
Is there any table of results to look at? I'm pretty much interesting to view them.
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Re: Ageless Era - Current Version: 4.37

Post by Ravana »

Game chat is what I meant, not result.
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Re: Ageless Era - Current Version: 4.37

Post by IPS »

Ravana wrote: May 11th, 2025, 4:08 pm Game chat is what I meant, not result.
Might look at that soon later.


For the curious people, I added very minor balance changes, this is the exact actual balance changelog at the moment.
https://github.com/ProditorMagnus/Agele ... 3a66c7250b

Only pending thing is remove sentient unit in prior of using it as a lv2 lightshifter with more default-like/eoma use.

Idea of Lv2 Prisma (advancement of Mirage) is having Greater marksman (80%) attack with concentrated and probably a damage of 8-3 and will deflect so it can return to the atacker part of the fire/cold/arcane damage taken, which is greatly decreased by the unit being so resistant to that... take in considerations that the base max damage of this unit is 27 , the average damage dealt is 21.6 , but this insanely increases the more strikes the unit gains in modding .... so it could pair with Cosmic Eye if a lot of strikes upgrades and becoming a brutally strong arcane mage with also extreme magical resistances. Notice that this unit will require an insane mount of XP to lv2 (greater than 70 , at least) meaning this unit will be very strong just in late and endgame modded games.
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Re: Ageless Era - Current Version: 4.37

Post by MrDeath666 »

Tiny issue of (IE - Arendian) Druid (and it's advancements) using arrow animations despite spewing fireballs.
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Re: Ageless Era - Current Version: 4.37

Post by Ravana »

MrDeath666 wrote: May 13th, 2025, 5:46 pm Tiny issue of (IE - Arendian) Druid (and it's advancements) using arrow animations despite spewing fireballs.
Fixed.
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Re: Ageless Era - Current Version: 4.37

Post by IPS »

Will also inform that there will be another minor waves of rebalancing towards some really old units, and it's planned to add a new recruit to EE - Oultaws and will try to make a lv3 advancement for EE- Outlaws ogre.

The lightshifter lv2 prisma update and the removal of the sentient unit will be postponed for another version, as sincerely I'm more against removing old units over just adding some new units... so maybe, I will just make sentient unrecruitable for steelhive faction in normal gameplay in 4.39 instead of a complete removal of the unit.

Specificacion of the new outlaw unit , but in overall it will be a very cheap and low stats melee attacker (like 13g cost) that will have a secondary blade attack (4-3) and the torch melee probably 6-2 in lv1 , but him having access to very weak ranged in lv2 and lv3. The unit will be very low stats (health, damage, also very fast to level up) but the unit will move at least 6 movement points.

My ideas for the new troublemaker unit stats something like this for the following lv1 - lv3

Lv1 HP 30 , 4-3 blade melee +first-strike, 5-3 fire melee, 6 movement, XP 32 , 10% more defense at flat / sand / water tiles / bad terrains , price 13g
Lv2 HP 47 , 5-5 blade melee +first-strike, 8-3 fire melee, 3-3 fire ranged , movement 6 , XP 60 , 10% more defense at flat / sand / water tiles / bad terrains , price 21g
Lv3 HP 65 , 7-5 blade melee +first-strike, 9-4 fire melee , 4-4 fire ranged , movement 6 , AMLA XP 126 , 10% more defense at flat / sand / water tiles / bad terrains , 10% fire/cold res , price: 42g

In overall the unit will be very weak but very cheap to level up.

(Post been edited like a couple of times, but I think lv1 costing 13g but having 10% more defense in -bad- terrains helps him a bit at being some type of off-tank that at leasts takes less damage than thug, considering how bad are his attacks for a lv1 unit)


Might probably add a lv3 advancement for Naga assassin too, but the advancement instead of being something really good.... might be buff just because decreasing the amount of XP required to full reheal/advance rather of the stats gained from a lv3 :lol:

So yeah, outlaws will get new units and buffs in overall, making them be quite more interesting to use... so that's coming and more!
Last edited by IPS on May 23rd, 2025, 10:55 pm, edited 1 time in total.
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Re: Ageless Era - Current Version: 4.37

Post by IPS »

Will also additionally, add at least 2 new factions to Ageless Great Wars to make it miss less original content from Ageless Era, so less units are about to be missing between the faction compilations!

Divine Justice: Mostly arcane attackers, paladins, Ceressian League, Luz and bit more! , sadly have to missout loyalist units because that could make them way too powerful!

Cold Blooded Aliance:Basically Dark Blooded Aliance with even more units... including free saurian units and some more.


Will also look at older posts of postponed factions mentioned for Ageless Great Wars, but I'm sure that at least a more physical variant of loyalist than Army of Freedom , might consider one for Chaos/Dark Legion cause that was also not included yet... and ofc, to not miss the new outlaw units in Armies of Freedom - AE Great Wars faction!
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Re: Ageless Era - Current Version: 4.37

Post by IPS »

By the way, at the moment I've finished at creating the 2 upcoming new Ageless Great Wars factions.

- Cold Blooded Aliance: In resume, Dark Blood Aliance with Free Saurian units, altough few recruitable options they have very strong mages, wyvern riders and toad riders, which is lot to say.

- Divine Justice: Lots of arcane mages and melee attackers, with the assistance of angels and pegassus riders. By design, it's intentional they don't have acess to fire/cold ranged magical and normal piercing archers with exception of lv2 elemental archers . This faction includes Luz, Celestials, some Ceressian units and some Kharos units. Curiously they have access to the Fanatic zerkers but not from some units like Shielders or White warriors because some of these units could make Divine Justice way toooooo powerful... (Kharo's Fire Priestess, Sun Follower, BROWN WARRIORs...). In case the faction feels too weak new units can be added later on. They're also missing solid fighters like Squire from Ceressian League faction, so their tankiest units are their Ceressian horse riders and Luz Witchhunters. Considering they have accesss to lv1 healing +8 , might work very well. As a curiosity, this faction has access to melee and ranged slowing attacks if picking correctly their units.
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