1.20 balance change for Core Eras and Units made by the Balance Team
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Re: 1.20 balance change for Core Eras and Units made by the Balance Team
Is ok, do so, I'm out.
Re: 1.20 balance change for Core Eras and Units made by the Balance Team
PROPOSED FOOTPAD - [CHANGE for SP / BALANCE for Default Era]
From 4dmg x2 strike IMPACT MELEE to 5dmg x2 strike BLADE MELEE
With subsequent change of Footpad, its advancements change Damage Type to BLADE.
_________________________________________________________________
What i gathered from/out this discussion, problems/solutions people have...
[This is the kind of "waste" of time a Balance Team might "resent"{yes, we are humans xD}, we want to use our Creativity/Time to make new Fun things, but i will try to fullfil as best as i can the role to sustain people hunger for elucidations
... At the end of the day this type of talks are what people deserve and its a way to build trust of the Balance Team, hopefully xD]
_________________________________________________________________
Okay time to dive into this and feel free to disagree
Had to move the post... too much arguing over futile...
From 4dmg x2 strike IMPACT MELEE to 5dmg x2 strike BLADE MELEE
With subsequent change of Footpad, its advancements change Damage Type to BLADE.
_________________________________________________________________
What i gathered from/out this discussion, problems/solutions people have...
A] Need for Sprite changes to fit the Blade DmgType.
B] By Tezy: Knalga/Dwarves+Outlaw having 7 out of 8 Units with Blade. [Now its 6 out of 8]
C] By Mirion: Poor People Lore "not having access" to metal work to build Axes, unlike Knalga Alliance[make] & Outlaws[steal/buy].
D] Liberty & NR difficulty increase ? / UMC adaptations to the change.
E] RIPLIB of the unit after the change.
F] Undeads vs Knalga Alliance in Default Era & Footpad Change Influence on Matchups.
G] Double Damage Type - IMPACT+PIERCE.
H] SP and MP unit separation.
_________________________________________________________________B] By Tezy: Knalga/Dwarves+Outlaw having 7 out of 8 Units with Blade. [Now its 6 out of 8]
C] By Mirion: Poor People Lore "not having access" to metal work to build Axes, unlike Knalga Alliance[make] & Outlaws[steal/buy].
D] Liberty & NR difficulty increase ? / UMC adaptations to the change.
E] RIPLIB of the unit after the change.
F] Undeads vs Knalga Alliance in Default Era & Footpad Change Influence on Matchups.
G] Double Damage Type - IMPACT+PIERCE.
H] SP and MP unit separation.
[This is the kind of "waste" of time a Balance Team might "resent"{yes, we are humans xD}, we want to use our Creativity/Time to make new Fun things, but i will try to fullfil as best as i can the role to sustain people hunger for elucidations

_________________________________________________________________
Okay time to dive into this and feel free to disagree

A|E:
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G|E:
- Temuchin Khan
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Re: 1.20 balance change for Core Eras and Units made by the Balance Team
OK, I get it.Skyend wrote: ↑November 14th, 2024, 5:46 pmThis is a dynamic voting, with the option that ppl change their opinion after testing (or at any point).Temuchin Khan wrote: ↑November 14th, 2024, 5:07 pm In his defense, though, most of those who have voted so far seem to agree with him. I see 8 "no" votes, 2 "change everywhere" votes, and 1 "change in only some places" vote. So, currently, Skyend, those of us who want the change are being outvoted 8-3. Maybe you should pay attention to his concerns!
I couldn't care less for the first 5h of voting.
His concerns were addressed countless of time by enough ppl.
And as said before testing I can't care less.
And thank you for using "I could not care less" correctly. Really bugs me when people erroneously say, "I could care less" in the mistaken belief that they are avoiding a double negative, when they are actually no longer asserting a negation at all.
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- lhybrideur
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Re: 1.20 balance change for Core Eras and Units made by the Balance Team
BTW, if we go for axe for the three levels, what would be the damages for lvl2 and 3?
9x2 (+1) or 10x2 (+25%) for lvl2 ?
12x2 (+1), 13x2 or 14x2 (+25%) for lvl3 ?
9x2 (+1) or 10x2 (+25%) for lvl2 ?
12x2 (+1), 13x2 or 14x2 (+25%) for lvl3 ?
- Spannerbag
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Re: 1.20 balance change for Core Eras and Units made by the Balance Team
Ah, right. On that basis then I will vote, thanks.gnombat wrote: ↑November 14th, 2024, 11:03 amThat doesn't make much sense... This change is already in the Ladder Era, and has been for a long time (for example, see the Footpad in the 1.14 version of the Ladder Era, which has been around for several years at least).Spannerbag wrote: ↑November 14th, 2024, 10:41 am Assuming my understanding is correct, it might be worth adding a note to explicitly state that this poll, whatever the result, will not affect mainline units and will only affect ladder play...
I believe the question is asking whether this change should be applied to core/mainline Wesnoth.

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Re: 1.20 balance change for Core Eras and Units made by the Balance Team
how about giving the lvl2 outlaw both a blade weapon and an impact weapon?
- Spannerbag
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Re: 1.20 balance change for Core Eras and Units made by the Balance Team
OK, stupid me again.
Two items:
First, regarding the poll questions:

Not clear what the scope of option 2 above is (no idea exactly what halve replacement means
).
I assume "core eras" refers to the default groups of (mainline) units available in MP (but as I've never played MP I don't know for certain) but on that basis I assume that both options 2 and 3 1 and 2 would mean mainline (and thus SP) would be impacted (pun intended
).
So, what units/games would be affected in 3 1 that would not be affected in 2?
Sorry to be dim.
Second, thanks to matto for your post, really helpful and your efforts were appreciated at least by me.
One minor point regarding lore I have a point kinda related to Roge_Tebnelok's post: Axe-wielding outlaw would better work not as footpad's, but as thug's variation and Mechanical's post: It's very easy for a medieval peasant to get an axe, literally every house has one.
If Footpads have easy access to axe, surely the same is true for Thugs?
I would have thought that the "best" weapons would have been given to the strongest warriors (i.e. Thugs would use axes not clubs).
I suppose it depends if axe is deemed superior to club...
However like almost eveyone here I imagine, any changes should be aimed at making the gameplay as enjoyable as possible for the majority so I'm just pointing out what some may see as a weird inconsistency in lore (or not
).
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-- Spannerbag
Two items:
First, regarding the poll questions:
- everywhere (replacement): 5x2 melee blade (change it's melee attack to blade, but + 1 dmg), new sprits would be needed
- only core eras (halve replacement): 5x2 melee blade (change it's melee attack to blade, but + 1 dmg), new sprits would be needed
- no touching: 4x2 melee impact (keeping it as it was always in core eras and campaign)

Not clear what the scope of option 2 above is (no idea exactly what halve replacement means

I assume "core eras" refers to the default groups of (mainline) units available in MP (but as I've never played MP I don't know for certain) but on that basis I assume that both options 2 and 3 1 and 2 would mean mainline (and thus SP) would be impacted (pun intended

So, what units/games would be affected in 3 1 that would not be affected in 2?
Sorry to be dim.
Second, thanks to matto for your post, really helpful and your efforts were appreciated at least by me.

One minor point regarding lore I have a point kinda related to Roge_Tebnelok's post: Axe-wielding outlaw would better work not as footpad's, but as thug's variation and Mechanical's post: It's very easy for a medieval peasant to get an axe, literally every house has one.
If Footpads have easy access to axe, surely the same is true for Thugs?
I would have thought that the "best" weapons would have been given to the strongest warriors (i.e. Thugs would use axes not clubs).
I suppose it depends if axe is deemed superior to club...
However like almost eveyone here I imagine, any changes should be aimed at making the gameplay as enjoyable as possible for the majority so I'm just pointing out what some may see as a weird inconsistency in lore (or not

Cheers,
-- Spannerbag
Last edited by Spannerbag on November 28th, 2024, 10:53 am, edited 1 time in total.
Re: 1.20 balance change for Core Eras and Units made by the Balance Team
Makes Outlaw and Fugitive a lot stronger versus Loyalist Cavarly and Fencer-like units.lhybrideur wrote: BTW, if we go for axe for the three levels, what would be the damages for lvl2 and 3?
9x2 (+1) or 10x2 (+25%) for lvl2 ?
12x2 (+1), 13x2 or 14x2 (+25%) for lvl3 ?
If the change gains popularity, -1 dmg melee to both Outlaw and Fugitive, or just Fugitive would be enough IMO.
Yeah i agree! Thugs are more inclined for it, Ladder Era renamed Footpad melee to Hatchet (a small one handed axe), tho would be cool to have Thugs with twohanded Axes =) I think would be nice for SP.Spannerbag wrote:One minor point regarding lore I have a point kinda related to Roge_Tebnelok's post: Axe-wielding outlaw would better work not as footpad's, but as thug's variation and Mechanical's post: It's very easy for a medieval peasant to get an axe, literally every house has one.
If Footpads have easy access to axe, surely the same is true for Thugs?
I don't mind it, i guess it depends what the Lore People want.sine_nomine wrote: how about giving the lvl2 outlaw both a blade weapon and an impact weapon?
Tho i would prefer to prevent multiple Damage Types sharing the same Damage.
Similar reason to my original post on Point G, about DDT (DoubleDamageTypes).
Resistances become less powerful, if DDT becomes a Mainline feature for many Units, i do prefer if it was left idle for Unit Balance, and used for SP(CAMPAIGNS/CAMPAIGNS UNITS ONLY!).Dalas from discord wrote:I mean that it's always been possible to create two different attacks: 8-5 blade, 8-5 arcane
Which is identical to 8-5 blade/arcane.
I think it should have its seperate mechanic, i talked about it with some cool guys, my idea:
matto from the internet wrote:A new way for it to work would be, Cavarlyman [+40% impact -20% pierce] is attacked by Unit with Impact+Pierce, now you do (Positive Res minus Negative Res) 40-20 of Cav resistances and get a +20% Resistance, but what about double positive resistance like in Skeleton Fighter[+40% blade +60% pierce] versus attacker with Blade+Pierce? use the weaker resistance? I don't like how this works but its a start
Re: 1.20 balance change for Core Eras and Units made by the Balance Team
Idk, but what about minding to keep lv1 footpad as how it is, but allowing him to pick betwen two advancement, the outlaw with the mace and sling, and another one that uses an melee axe and probably having the sling , but having way different role than outlaw? like better at retaliations (particularly melee?) but not so fast?
Also, about Knalga, do really Dwarvish Lord needs to be 40% blade resistance? it's just way too unfair this unit has 60% hills defense and 70% mountains defense.... in default era there is no way how you can kill a 60/70% defense steelclad if only reaching 2 or 3 spots in at least 2 turns.
I would sincerely propose to nerf the Dwarvish Lord's blade resistance to only 30% (Same value as lv2) , because the heck, it's hilarous or endgame knalga is just spamming Dwarvish Lords.... why not make other options way more strong but Dwarvish Lord particularly weaker?
And about officialized 1.18 changes, well, the arcane revamp messed things a real lot (lol) , but it also helps at introducing new units and arcane on lv1 gameplay too.... thing that if you ask me, wasn't that bad... also making Drakes and Undead in overall more enjoyable because not having insane arcane weakness.
About elvish sorceress having a real lot of dmg... well... that's a very gray spot, they really need something that can kill Dwarvish Lords .... but again, we're in a situation that the issue is not about rebels, just instead of how sick strong are steelclad/dwarvish lords.
Lastly, I want to comment that default is terribly balanced for randomly generated maps, favoring the most to rebels, drakes and knalga because of having better mobility, while undead can't map control in large maps because how expensive and outnumbered are ghosts, how weak are bats and how slow is the entire rest of the army. Loy struggles way too much in terrain spam that other factions could be doing well... while they rock in flat.
Hope you consider this other aspects for a future , as I think expanding default to be more fun to custom scenarios or game modes would help wesnoth to have higher replay value.
Also, about Knalga, do really Dwarvish Lord needs to be 40% blade resistance? it's just way too unfair this unit has 60% hills defense and 70% mountains defense.... in default era there is no way how you can kill a 60/70% defense steelclad if only reaching 2 or 3 spots in at least 2 turns.
I would sincerely propose to nerf the Dwarvish Lord's blade resistance to only 30% (Same value as lv2) , because the heck, it's hilarous or endgame knalga is just spamming Dwarvish Lords.... why not make other options way more strong but Dwarvish Lord particularly weaker?
And about officialized 1.18 changes, well, the arcane revamp messed things a real lot (lol) , but it also helps at introducing new units and arcane on lv1 gameplay too.... thing that if you ask me, wasn't that bad... also making Drakes and Undead in overall more enjoyable because not having insane arcane weakness.
About elvish sorceress having a real lot of dmg... well... that's a very gray spot, they really need something that can kill Dwarvish Lords .... but again, we're in a situation that the issue is not about rebels, just instead of how sick strong are steelclad/dwarvish lords.
Lastly, I want to comment that default is terribly balanced for randomly generated maps, favoring the most to rebels, drakes and knalga because of having better mobility, while undead can't map control in large maps because how expensive and outnumbered are ghosts, how weak are bats and how slow is the entire rest of the army. Loy struggles way too much in terrain spam that other factions could be doing well... while they rock in flat.
Hope you consider this other aspects for a future , as I think expanding default to be more fun to custom scenarios or game modes would help wesnoth to have higher replay value.
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Re: 1.20 balance change for Core Eras and Units made by the Balance Team
I meant the outlaw could choose to use blade or impact, like a dwarf fighter. That way blade-footpad could promote to it. But on second thought never mind, it's better to avoid changing more units.
Anyway I don't really understand this balance team stuff, but I think it's a good idea to use 1.16 as a starting point and individually reassess each change made since then. That way you can carefully ensure the good things are preserved.
I see the in-game description for the addon states it "uses 1.16 stats for level 0-2 default-era units", what about lvl3+? I would like to use this for singleplayer when it is available but it will be confusing if units' arcane resistances change when they reach lvl3 (plus many other changes to lvl3 units).
Anyway I don't really understand this balance team stuff, but I think it's a good idea to use 1.16 as a starting point and individually reassess each change made since then. That way you can carefully ensure the good things are preserved.
I see the in-game description for the addon states it "uses 1.16 stats for level 0-2 default-era units", what about lvl3+? I would like to use this for singleplayer when it is available but it will be confusing if units' arcane resistances change when they reach lvl3 (plus many other changes to lvl3 units).
Re: 1.20 balance change for Core Eras and Units made by the Balance Team
To clarify, yeah it's true we decided to not revert everything starting on the 1.16 base.
level 0-2 default era units are reverted to 1.16 stats
level 3 and higher, as well as all other non default era units start on 1.18 stats
For arcane rework, currently all units are back to 1.16 stats (only for arcane), or better to say that all units use 1.16 movement_types. In those are fundamental resistance saved, whereas those can be adjusted in the individual unit file. Means overall, currently there isn't a mismatch between units types, but few individual might be.
Below a code example:
Arcane rework will probably not be reversed completely.
There are still some minor errors in the units files, and we haven't done any changes.You'd better wait for version 0.1.0, that's when things are settled and the first changes included.
We set everything up, for individual units and are discussing overall topics atm.
level 0-2 default era units are reverted to 1.16 stats
level 3 and higher, as well as all other non default era units start on 1.18 stats
For arcane rework, currently all units are back to 1.16 stats (only for arcane), or better to say that all units use 1.16 movement_types. In those are fundamental resistance saved, whereas those can be adjusted in the individual unit file. Means overall, currently there isn't a mismatch between units types, but few individual might be.
Below a code example:
Code: Select all
[movetype]
name=20_undeadfoot
[movement_costs]
deep_water=3
shallow_water=2
reef=2
swamp_water=2
flat=1
sand=2
forest=2
hills=2
mountains=3
village=1
castle=1
cave=2
frozen=2
fungus=2
[/movement_costs]
[defense]
deep_water=90
shallow_water=80
reef=70
swamp_water=70
flat=60
sand=70
forest=50
hills=50
mountains=40
village=40
castle=40
cave=60
frozen=70
fungus=40
[/defense]
[resistance]
blade=90
pierce=70
impact=110
fire=120
cold=40
arcane=150
[/resistance]
[/movetype]
Code: Select all
[unit_type]
id=20_Draug
name= _ "Draug"
race=undead
image="units/undead-skeletal/draug.png"
profile="portraits/undead/draug.webp"
hitpoints=68
movement_type=20_undeadfoot
There are still some minor errors in the units files, and we haven't done any changes.You'd better wait for version 0.1.0, that's when things are settled and the first changes included.
We set everything up, for individual units and are discussing overall topics atm.
Re: 1.20 balance change for Core Eras and Units made by the Balance Team
Footpads HAVE to stay as impact damage; many campaigns are balanced around using Footpads against undead
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Social media: Mastodon: @egallager@treehouse.systems, Steam: egallager
Re: 1.20 balance change for Core Eras and Units made by the Balance Team
Version 0.1.0 is out, have fun playing/testing.
Re: 1.20 balance change for Core Eras and Units made by the Balance Team
I have mentioned to Hejnewar to keep all existing lv1-lv3 footpads as impact dmg, but also create a new lv2-lv3 line with blade attack and probably another role (or stat distribution), so we keep our footdpads but get a new lv2/lv3 unit that is more similar to what is being discussed here.
There is no need to change what already works well.... and why not adding more content to knalga?
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- lhybrideur
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Re: 1.20 balance change for Core Eras and Units made by the Balance Team
From what I understand from what SkyEnd wrote, the needed change would be to change LVL1 footpad to blade. What you are proposing is the opposite and would therefore have little effect on balance.