Era of Magic (EoMa) 4.6.2 - now on Ko-fi!

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inferno8
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Re: Era of Magic (EoMa) 4.0 - new units and 24fps standing animations!

Post by inferno8 »

Yeah, making it a lvl3 unit is a reasonable compromise for now. I think I'll be able to deploy the change on time for 4.1 (which should will be released next weekend).
Do you guys have any stats ideas for lvl3 Cyclops Necromancer?

EDIT: ForestDragon came up with the following stats and they look good to me:
LVL3 Cyclops Necromancer
hp: 60

abilities:
-summon zombies as usual
-undead healing buffed from +5 to +8
-new: awe 1 and fungal regen 5 (to match lvl2's abilities)

attacks:
dagger: 8-3
cold gaze: 26-1
arcane gaze: 14-2
the unit stays the same in zombie summoning, but noticeably better in other support areas

If there are no objections, I'll use these stats.
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Re: Era of Magic (EoMa) 4.0 - new units and 24fps standing animations!

Post by IPS »

inferno8 wrote: June 9th, 2023, 5:56 pm Yeah, making it a lvl3 unit is a reasonable compromise for now. I think I'll be able to deploy the change on time for 4.1 (which should will be released next weekend).
Do you guys have any stats ideas for lvl3 Cyclops Necromancer?

EDIT: ForestDragon came up with the following stats and they look good to me:
LVL3 Cyclops Necromancer
hp: 60

abilities:
-summon zombies as usual
-undead healing buffed from +5 to +8
-new: awe 1 and fungal regen 5 (to match lvl2's abilities)

attacks:
dagger: 8-3
cold gaze: 26-1
arcane gaze: 14-2
the unit stays the same in zombie summoning, but noticeably better in other support areas

If there are no objections, I'll use these stats.
Considering unit comes from lv2 Cyclops mage, it makes sense that both ranged attacks are +1 damage higher, still I would lower melee damage to 7-3 , it's even better than average mage melee and it also has plague. Not sure, but HP of 57 (-3) as unit would be moving 6 instead of 5 unlike the other option (unless you no longer want it to be faster than other option in base movement points) other thing to consider is that necromancer floats which allows it to have some better defenses/movement costs than other option (from 20% on sand and 2 MP cost to 40% defense and 1 MP cost , which is notable upgrade) , better movement costs could be a valid reason to leave it to 5 movement.

Best thing is that if left as lv3, unit is even stronger but no longer abusable because will depend much less from very strong special and more from its stats, thing I love from the lv3 version. And most of the farmed XP would be spent in just some HP increase and the gain of summon-undead special.

About its price, it would been around 60g (each living zombie would be rounded to around 4-5g per living zombie cost) , with EoMa's actual pricement pattern which I will change later in 4.2 , so an innitial price of 60g to not outfit EoMa pricing pattern from 4.0 - 4.1 should be okay. Correct pricing margin would been between 60g and 65g right now.

I think that its actual ressistances at lv2 seems rasonable. 30% on fire/cold , 0% on arcane , physical ressistances values the same.


Edit: more post content

Concerning the nerfs on cyclops necromancer being moved to Lv3 tier, been considering that to make more friendly the use of destroyers army and their decreased mounts of cannon fodder, I got a brilliant idea that might help mostly these more traditional melee units (Atokpies and Bone Golems)

Bone Golems / Katana Atokpies: Getting +Nocturnal-Regen as much as their level (Lv2 ones will heal +2 on nights, etc) , being the exception the Alter Ego version of Lv4 atokpi that its value will be 5 instead (+1 than normally).

Yari Atokpies: BloodLust value increase by +1 , Lv2 XP from 90 to 88.
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Re: Era of Magic (EoMa) 4.0 - new units and 24fps standing animations!

Post by ForestDragon »

IPS wrote: June 9th, 2023, 11:20 pm Considering unit comes from lv2 Cyclops mage, it makes sense that both ranged attacks are +1 damage higher, still I would lower melee damage to 7-3 , it's even better than average mage melee and it also has plague.
Well, the current lvl2 stats have quite close melee/ranged damage (15 total melee damage, 16 total cold damage, and 18 total arcane damage) so I believe it makes sense to roughly keep the proportions for lvl3 as well (24 melee, 26 cold ranged, 28 arcane ranged), and the higher melee damage helps the necromancer line be a bit more distinct from main branch, given the otherwise identical ranged attacks.
IPS wrote: June 9th, 2023, 11:20 pm Not sure, but HP of 57 (-3) as unit would be moving 6 instead of 5 unlike the other option (unless you no longer want it to be faster than other option in base movement points) other thing to consider is that necromancer floats which allows it to have some better defenses/movement costs than other option (from 20% on sand and 2 MP cost to 40% defense and 1 MP cost , which is notable upgrade) , better movement costs could be a valid reason to leave it to 5 movement.
The extra movement does help with the unit's support role. I guess 58 could work as a compromise , since the unit can keep the original resistances which are weaker than greater cyclops.
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Re: Era of Magic (EoMa) 4.0 - new units and 24fps standing animations!

Post by IPS »

Noted, also I realized that Cyclops necromancer is lossing ressistances compared to lv2 as actual lv2 necromancer has lv1 ressists value. I think that appart of these changes and increasing fire/cold to 35% (-5% compared to lv2) and keeping the 0% (-10% compared tolv2) on arcane makes sense as it summons undead, which is very logic.

Floating virtue is other thing that shines the most in necromancer, while it has same physical ressist than lv2 , being 40% flat defense helps it to be tankier againist physical attacks which compensates it being weaker to magic than even to its lv2. Appart of the lots of times it helps at decreasing movement cost by 1 less and no handicap in rough terrains such as sand will help it significantly as it does at modern 4.0 (not sure if things as sand defense should be nerfed from 40% to 30% which is just 10% higher than lv1 - lv4 option , just by mentioning this specific terrain, but there are several more cases this happens).

Other thing that I've been analyzing about Atokpi Charger vs Crimsom Atopki is that regards more modded games, it's clear that Crymson atokpi is blatant superior unit compared to Charger. Which leads me to consider a moderate change on lv2 and lv3 appart of another XP buff on Lv2 atokpi infantry.

Atokpi Infantry: XP to 87 (-3) , just that.
Edit: realized precision(offensive) to greater-marksman does no change if considering +Skilled in defense.

Crimson Atokpi: +Precision being replaced to +Greater-Marksman , but gains +Skilled to feature 60% defense (As lv2 does). while this clearly nerfs ranged accuracy retaliation (80% -> 60%) it also in very rare situations increase offensive accuracy. Reason of this change is to leave the Atokpi Charger be the more ranged specialist option.
Edit: I was pretty close to not realize the missing +Skilled at lv3 crimson atokpi's ranged, which would have left it without 60% defense which even lv2 features.

Without changes, even with just XP mod or Orocia Upgrades, it was pretty common that Crimson Atokpi were being stronger in ranged range than the other option, while featuring +Dauntless special which helps significantly in taking less damage when facing strong opponents. And other point to mention is that bloodlust being changed to a special that only works in offensive as nerf, impaired much more the Charger option compared to Crymson one.

Atokpi Charger: Swamp defense to 40% (+10%) , swallow water defense to 50% (+10%) , coastal rift defense to 50% (+10%) , toy buffs, but it also helps it at being less poorly positionated if killing something in these rare terrains (still one in swallow water is a decent/significant buff).

So leaving the crimson atokpi as a close combat fighter and atopki charger to be more deadly at ranged retaliations might be a better way to go. This might help the charger to not be underperforming next to the other option.


Edit: realized precision to greater-marksman does no change if considering +Skilled in defense , also, lv3 crymson atokpi was lossing 60% defense as it was not having +Skilled, just want to remove the 80% defense in crimpson atokpi's ranged.
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Re: Era of Magic (EoMa) 4.0 - new units and 24fps standing animations!

Post by IPS »

Been studying a bit to Destroyers and I realized that they have different trait distribution between units, and well... cyclops necromancer being moved to lv3 , needs readjustment in some places as players were still skipping/ignore bone beast in mayority of games , and unit not getting certain percentage of slain unit's HP was a severe nerf to that unit.

Bone Beast XP to 41 (-4)
(there are listed some lv2 to lv3 XP decrases, will just check my own previous posts of mine before suggesting new ideas)
Pirania Monstruosa XP to 73 (-3)
Devourer XP to 170 (-10)

In other situation I would buff Lv1 Omen XP to level just by a little bit, but I think that being patient and viewing how AOD on kills experience works might be a better choice for this case.

These XP reduction buffs is to compensate just a bit that destroyers are now forced to spend more XP to gain the benefits of getting a cyclops necromancer. There are a longer list of previous changes in some XP values I gift earlier , but usually changes in lv1 in 2023's from me are extremely rare and very special this case in 4.1

Still I have to wait for the ressults of the already suggested changes to see if doing even more XP reductions on destroyer, but I find fine forcing destroyers to spend approximately 65 XP (70% modifier) to just gain the same summon undead feature, as well of minor stats improvement (specially HP) , so players thanks to XP buff will in certain situations gain earlier level promotions as compensation.
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Re: Era of Magic (EoMa) 4.1 - new units and many improvements!

Post by inferno8 »

Era of Magic 4.1 is out!
eoma_3.8_promo.gif
eoma_3.8_promo.gif (305.09 KiB) Viewed 1981 times

2 new units (including a lvl4 unit for Kharos), 2 new abilities, 1 new weapon special, more than 115 modified units, many other significant improvements (including changes to the summon ability) + tons of RPG tweaks and 100% Spanish translation! Enjoy the latest release of one of the best UMC eras!

This update is huge. If you want to know all the details, at the end of this post you will find the complete 4.1 changelog (it is very long).

Here are some of the most notable changes in this release:

New units:
eoma_3.8_units.gif
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Divine Executor (lvl4 - Kharos)
Equipped with incredibly powerful 'divine' weapons, this very fast and agile elite unit can deal truly devastating blows against monsters, undead and all sorts of magical units.

Trench Sweeper (lvl3 - Runemasters)
This versatile unit wields a very unusual yet powerful trench gun capable of dealing massive damage especially when shooting point blank.

Both units have 24fps standing animations!

RPG tweaks
As previously mentioned, lots of rpg variants of units have been modified in 4.1 to make games more balanced. There are at least two most impactful changes here: Cyclops Necromancer is a lvl3 unit now (instead of lvl2) and the 'plague' weapon special has been completely disabled in RPG mode.

Starting leaders adjustments
Some units are no longer available as leaders. This applies to AoH and Masters eras only. Also a few units now start with slow and/or weak traits to balance things out. See changelog for more details.

Summon
This iconic ability has been slightly changed. It is now possible to summon some units on water which was previously impossible. Also castles now act like a "barrier" for summoning. You can summon on castle hexes now, if your summoner is inside (but then you cannot summon outside castle walls), and vice versa - if your summoner is outside a castle, you can summon everywhere but behind castle walls. Please read in-game 'summoning help' for more details.
This change in behavior was suggested and implemented by IceSandslash - thanks!

Translations
4.1 comes with a 100% Spanish translation by Toranks. This is the first EoMa translation with 100% completion, so we're writing history books here! Thanks Toranks! :D

I'd also like to thank IPS for his ideas on new units, IceSandslash and Toranks for many code improvements and other enhancements and ForestDragon for great advice (as always).

Era of Magic - Resources has been updated as well and is required to play EoMa 4.1, so be sure to grab this one too from the 1.16/1.17 add-ons server.

Enjoy! :)

Era of Magic 4.1 changelog:

Code: Select all

## Version 4.1
 ### Gameplay
   * added new units: Divine Executor, Trench Sweeper
   * Cyclops Necromancer is now a lvl3 unit
   * removed some leaders from AoH: Obliterator, Master of Air, Shadowblade
   * removed some leaders from Masters Era: Master of Air, Shadowblade
   * the following leaders start with the slow trait: Mara, Child of Light, Apocalypse, Wonderful Jinn, Void Mage, Pacificator
   * the following leaders start with the slow and weak traits and -1 movement: Mistress of Light, Great Efreeti
   * the following leaders start with the slow and weak traits: Dark Apostle
   * disabled 'plague' in RPG
 ### Units
   * Barbarians:
     * Barbarian Lord: XP from 175 to 160; increased blade resistance to 20%
     * Barbarian King: increased blade resistance to 30%
     * Cyclops Noble (RPG): replaced the 'precision' weapon special with 'precision (offensive)'
     * Cyclops Lord (RPG): replaced the 'precision' weapon special with 'precision (offensive)'
     * Goblin Assassin (RPG): increased hitpoints to 45; removed the 'hit-and-run' ability; added the 'magic-counter' weapon special to the melee attack; increased the ranged attack damage to 6-3
     * Goblin Druid (RPG): removed the 'magic hardening weapon special from both melee and ranged attacks
     * Goblin Veteran: XP from 77 to 74
     * Goblin Wizard (RPG): removed the 'magic hardening weapon special from both melee and ranged attacks
     * Orcish Warrior (RPG): removed advancement to Orcish Warbanner
     * Roc Master (RPG): increased hitpoints to 51; added the 'magic-counter' weapon special to the melee attack
     * Troll warbanner (RPG): added the 'magic-counter' weapon special to the melee attack
   * Dark Blood Alliance:
     * Yellow Salamander: hitpoints from 49 to 51; XP from 110 to 105
     * Yellow Salamander (RPG): increased damage of the pierce attack with backstab to 4x4
     * Desert Salamander (RPG): increased damage of the pierce attack with backstab to 4x5
     * Black Salamander: increased hitpoints from 48 to 50; XP from 110 to 105
     * Blue Salamander: hitpoints from 48 to 50; XP from 110 to 105
     * Green Salamander: hitpoints from 51 to 53; XP from 110 to 105
     * Red Salamander: hitpoints from 46 to 48; XP from 110 to 105
     * Wyverns / Chaos Wyverns / Chaos Wyvern Rider (RPG): removed the 'marksman' weapon special from all ranged attacks
     * Chaos Wyvern (RPG): replaced the 'skilled' weapon special with 'marksman'
     * Battle Toad: increased regeneration from 8 to 9
     * Dreadnaught: increased regeneration from 9 to 10
     * Toad Archer: increased regeneration from 8 to 9
     * Twin Archer Toad: increased regeneration from 9 to 10
     * Toad Shaman: increased regeneration from 8 to 9
     * Toad Mystic: increased regeneration from 9 to 10
   * Destroyers:
     * Atokpi Samurai: added the 'nocturnal regeneration +2' ability
     * Atokpi General: added the 'nocturnal regeneration +3' ability
     * Atokpi Master: added the 'nocturnal regeneration +4' ability
     * Dark Atokpi: added the 'nocturnal regeneration +5' ability
     * Atokpi Master (RPG): replaced the 'skilled' weapon special with 'marksman' for the ranged spear attack
     * Dark Atokpi (RPG): replaced the 'magical' weapon special with 'marksman' for the ranged spear attack; Anti-magic ranged damage decreased to 15-2 and replaced the 'magical' weapon special with 'marksman'
     * Atokpi Infantry: XP from 90 to 87; increased the bloodlust value from 5 to 6; replaced the 'precision (offensive)' weapon special with 'greater marksman' for the ranged 12x1 attack
     * Atokpi Infantry (RPG): decreased ranged accuracy to 'marksman'; ranged damage increased to 10-1
     * Crimson Atokpi: increased the bloodlust value from 5 to 6; replaced the 'precision' weapon special with 'precision (offensive)' and added the 'skilled weapon special to the 15x1 ranged attack
     * Crimson Atokpi (RPG): ranged accuracy set to 'precision (offensive)' for the ranged attack, added 'lesser revenge' to the attack
     * Atokpi Charger: shallow water defense to 50%, swamp defense to 40%, reef defense to 50%; increased the bloodlust value from 7 to 8
     * Atokpi Charger (RPG): increased movement to 7; ranged accuracy set to 'precision'; set fire resistance to 0%; set impact resistance to -10%
     * Bone Beast: XP from 45 to 41
     * Bone Golem: hitpoints from 53 to 55; XP from 90 to 85
     * Bone Giant: hitpoints from 71 to 74
     * Moloch: hitpoints from 92 to 96
     * Cyclops Necromancer (RPG): changed the 'dagger' attack damage to 4x4
     * Greater Cyclops Skeleton: XP from 100 to 90
     * Greater Cyclops Skeleton (RPG): 'Gaze (cold)' attack damage decreased to 20x1; 'Gaze (arcane)' attack damage set to 8x3
     * Extinct Cyclops Mage: XP from 235 to 220
     * Extinct Cyclops Mage (RPG): Gaze (cold) damage decreased to 26x1
     * Fallen Cyclops King (RPG): melee damage decreased to 10x2; Gaze (cold) damage decreased to 32x1
     * Nightmares line (RPG): removed the 'skilled' weapon special from the ranged attack
     * Punisher (RPG): -2 damage to the melee sword (pierce) attack
     * Obliterator (RPG) / Abaddon (RPG): removed the 'skilled' weapon special from the ranged attack; -2 damage to the melee sword (pierce) attack
     * Piranha Monstruosa: XP from 76 to 73
     * Devourer: XP from 180 to 170
     * Infernal Vortex: ranged attack damaged changed from 14x1 to 8x2
   * Kharos:
     * Elemental Archer (RPG): Ice arrow damage decreased to 6x2
     * Avenger: XP from 90 to 85
     * Hoplite: XP from 95 to 85
     * Kharosian Javelineer: set fire resistance to 10%
     * Kharosian Legionnaire: hitpoints from 69 to 70
     * Hoplite (RPG): removed the 'steadfast' ability; set pierce/blade/impact resistances to 30%; set fire and cold resistances to 0%
     * Kharosian Bulwark (RPG): removed the 'steadfast' ability; added the 'shielded' weapon special to the Spear attack (melee+ranged); blade/pierce/impact/arcane resistances set to 30%; fire resistance set to 0%
     * Kharosian Impaler (RPG): set hitpoints to 66; melee damage increased to 11x3; ranged damage increased to 17x2; added a new attack: Holy Javelin 13x2 arcane ranged; set cold resistance to +10%
     * Solar Guardian (RPG): Melee damage decreased to 10x3; Solar regeneration value decreased to +3/5
     * Kirios (RPG): Solar regeneration value decreased to +3/5; arcane resistance from 40% to 50%
     * Brown Warrior (RPG): disabled advancement to Recruitment Officer
   * Runemasters:
     * Flying Fortress (RPG): Cannon damage decreased to 16x2; Machine Gun (melee) damage decreased to 12x1
     * Mechanical Dragon (RPG): Fangs (pierce) damage decreased to 12x2; Firebreath damage decreased to 17x2
     * Battlecopter (RPG): Shock Gun melee accuracy decreased to 'marksman', removed the 'first-strike' weapon special
     * Dwarvish Soldier: hitpoints from 65 to 67
     * Dwarvish Soldier (RPG): added a new attack: Bombs 9x3 fire ranged + 'marksman'
     * Dwarvish Cannoneer: frozen defense from 50% to 40%
     * Runemaster (RPG): Fire runes damage decreased to 13x3; Ice runes damage decreased to 16x2
     * Turboserker (RPG): decreased missile attack accuracy to + 'marksman'; removed the 'hit and run' weapon special from the ranged attack
     * Red Steam Ulfseker (RPG): removed the 'skirmisher' ability'
     * Dwarvish Mobile Turret (RPG): added the 'first strike' weapon special to the Shockwave attack, replaced the 'all around' weapon special with 'triple strike' for the Shockwave attack; removed the 'first strike' from the Spreadshot attack
     * Mobile Defensive Platform (RPG): Shockwave damage increased to 9x2, replaced the 'all around' weapon special with 'triple strike' for the Shockwave attack; removed the 'first strike' from the Spreadshot attack
     * Constructor: XP from 111 to 126
   * Sky Kingdom:
     * Cosmic Eye (RPG): unlocked reality warp attack, but with base damage of 10x1 and no specials
     * Guru of Magic (RPG): removed the 'marksman' weapon special from the Um-strike attack
     * Master of Air (RPG): melee damage decreased to 12x1
     * Terramancer / Master of Earth (RPG): removed the 'first-strike' weapon special from all melee attacks;
     * Master of Earth (RPG): landmass (2 strikes) accuracy decreased to 'Lesser-revenge'; removed all weapon specials from the landmass (1 strike) attack
     * Mystic Warrior (RPG): removed all specials from the secret hit attack
     * Sky Guardian (RPG): secret hit damage decreased to 7x3 and accuracy decreased to 'marksman'
     * Mirror Shield (RPG): removed the 'deflect' ability; removed all specials from the secret hit attack
     * Black Mage: cost from 38 to 39
     * Black Mage (RPG): Entrapment spell accuracy decreased to 'enchanted'
     * Shadow Mage: sand/frozen defense to 50%; added the 'nocturnal regeneration +4'
     * Void Mage: cost from 56 to 60
     * Void Mage (RPG): increased hitpoints to 63; set the same movement costs as lvl2 Black Mage
     * Chronomancer (RPG): increased hitpoints to 72; increased movement points to 7; set the same movement costs as lvl2 Black Mage; replaced the 'no counter-attack' with 'dread' and 'evasion'
     * Sorcerer: cost from 40 to 38
     * Mu: secret attack damage from 1x12 to 1x11
   * Summoners:
     * Earth God (RPG): removed the Hit (no specials) attack; added the 'shielded' weapon special to the Hit attack (shielded)
     * Fire God (RPG): added the 'marksman' weapon special to the melee attack
     * Summons Master (RPG): removed the 'marksman' weapon special from the Incantation of Power attack, lowered damage to 20x1; added the 'marksman' weapon special to all melee attacks; decreased the Hammer attack damage to 13x2
     * Dispeller (RPG): movement decreased to 5; banishment melee damage decreased to 5x1
     * Banisher (RPG): movement decreased to 5; banishment melee damage decreased to 9x1
     * Dharma'Rami (RPG): removed the 'skilled' weapon special from the Tackle attack
     * Rhami'Kai (RPG): increased hitpoints to 50; Precision offensive attack damage decreased to 5-2 / 7-2
     * Ho'Rhami (RPG): increased hitpoints to 62; replaced the 'precision' weapon special with 'precision (offensive)' for the divine spear 8x2 attack
     * Efreeti: cost from 44 to 42
     * Great Jinni: cost from 42 to 40
   * Tharis:
     * Dark Warrior line (RPG): replaced the 'no counter-attack' weapon special with 'evasion' and 'dread'
     * Great Witch and advancements (RPG): witch-fire attack accuracy decreased to 'Marksman'
     * Matriarch of Frost: hitpoints from 55 to 57
     * Matriarch of Frost (RPG): removed the 'magical' weapon special from the chill tempest attack, damage increased to 11x3
     * Matriarch of Emptiness: hitpoints from 52 to 50; spear melee blade attack damage from 12x3 to 11x3
     * Matriarch of Emptiness (RPG): fire/cold/arcane resistances decreased to 50% , anti-magic damage decreased to 10x1
     * Pain Mistress (RPG): removed the 'first strike' weapon special from the pain (ranged) attack; replaced the 'skilled' weapon special with 'marksman'
     * Matriarch of Pain: hitpoints from 54 to 56
     * Matriarch of Pain (RPG): increased hitpoints to 60; removed the 'pain absorb' aura; added 'pain absorption +1' to the whip attack; removed the 'first strike' weapon special from the pain (ranged) attack; replaced the 'skilled' weapon special with 'marksman'
     * Matriarch of Darkness: hitpoints from 48 to 50
     * Dark Assassin: XP from 88 to 84
     * Dark Wizard: cost from 37 to 36
     * Great Warlock: added a new attack: lesser implosion
 ### Ability
   * added a new ability: 'warcry'
   * added a new ability: 'bulwark'
   * added a new weapon special: 'point blank'
   * increased the upper resistance limit of the 'defender' ability from 40% to 50%
   * 'magic absorber' no longer affects the owner of the ability
   * 'circle of susceptibility' and 'circle of resistance' no longer work against units with 'magic absorber'
   * 'water regeneration' now works also on ford and reef terrain
   * it is now possible to summon Water/Air Elementals/Avatars on water
   * 'swallow' no longer restores statuses
 ### Code
   * optimized the 'summon' ability
   * added suport for fast summoning
   * allowed eoma_delete_advancement multiple times in the 'soul catcher' ability
   * fixed OOS in MP from usage of select event in the 'Summon' ability
   * the flying attribute is now used correctly
   * fixed text domain in dependency-utils
   * moved the 'divine' weapon special to abilities.cfg
   * used [while] instead of [foreach] for the 'sculpts' weapon special
   * prevented applying the same traits, if a starting leader already has them
   * add a note about the 'awe' ability being inactive in RPG
   * removed unused abilities
 ### Translations
   * updated EoMa_translation_template.pot and all .po files
   * updated the Spanish translation (100%)
   * updated the Polish translation
   * updated translators_readme.txt
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Re: Era of Magic (EoMa) 4.1 - new units and many improvements!

Post by IPS »

Yay! btw will take some time to me to see the impact of the balance changes in multiplayer lobbies, specially if changes are most seen when people using EoMa factions in AE, so for now I have nothing relevant to mention about changes, except ONE very minor and silly thing :lol:

I saw I made a misstake in the mention of the +2 HP on salamanders, idea was giving that to lv3 salamanders instead :lol: :lol: :lol: , but I think some few extra HP's on lv2 salamanders won't harm much because it's actually not a very popular EoMa faction at all, I can even consider a +3 HP buff for all lv3 salamanders in next release. Idea was about being more rewarding to get lv3 salamanders :oops:

Few stuff that even if I got some ideas long ago, I didn't mention them because well, there were more important things to release in that momment, two of them 2 units I once imagined.

Bone Splitter: Concept of a option B of lv3 from Bone Golem, it doesn't has much features appart of way higher HP (like 80 HP) , 9-4 pierce melee and 27-1 impact melee (54g). It would have lv1 ressists because it has a special named "Bone Birth" which basically at the cost of 30 HP and 9g , it can summon a lv1 Bone Beast , while as well having other special named "rest heals 10" , this means that when unit is quiet for at least 2 consecutive turns, instead of healing only 2 HP, it will regenerate 10 HP per turn and condition would be that unit should have at least 31 HP and player to have at least 9g (or 8g) to be allowed to use this special. This unit can be a living factory that per each summon saves up to 5-6 golds at the cost of 30 HP which, facts are that every 7 turns and for 16-18g player can summon 2 level 1 bone beasts !!! ... also the idea of giving rest heal 10 is to prevent it moving while it heals (unless one gate or cyclops necromancer) is constatly next to it. This would mean this would be the second unit in Destroyers army that could summon other units.

Orcish Brawler: Option B of promotion of lv1 barbarian berserker, was thinking in somehing like 52 HP, 7-3 impact melee +skilled +growing-fury(1) and 5-4 impact melee +berserker +attack-only and ofc BloodLust+3 (36g cost). Once considered about some stun special, but goblin wizard has that function already (and very likely to get a lv3 rank a day). But facts is that barbarian berserkers in lv2 is who has weakest fighting potential in 1vs1 of all EoMa lv2 zerkers, so maybe having some optional impact berserk could be more effective at dealing destroyers, golems and dwarven machines. Idea is to be intnetionally weaker in zerking 5-4 compared to 8-3 from blood warrior, but at the specified units this unit will do better.

While not as good as the fire+blade from fireswordsman, brawler will act with berserk attack only in offensive as well being literally a good fighter agianist ALL other berserkers , which makes him a good berserker and a good counter for enemy berserkers.


About some lv3 pricing, I got some ideas, each one will have certain arguments. I hate to have to do this, but WC II ecosystem needs the lv3 repricing than rest of Ageless/default to be more fair when dealing againist AI using EoMa factions :cry:

- Cyclop Warmonger cost to 63g (+3g) , AoD was not being considered in pricing.
- Goblin Raider cost to 48g (+3g) , buffs helps it be at this price fortunately.
- Goblin Invader price to 45g (+1g)
- Barbarian Lord price to 53g (+1g) , has lots of features that loy halberd/royal guard don't has , but is really punishing not having arcane res, cannot price higher.
- Troll Warlock price to 58g (+2g)
- Saurian Assassin price to 48g (+3g) , HP to 52 (+1)
- Jungle Champion price to 47g (+3g)
- Shadow Salamander price to 54g (+2g) , the extra HP will help significantly to lv3 salamanders.
- Swanp Salamander price to 54g (+2g)
- Lava Salamander price to 57g (+1g) , nearly lv2 damages on both ranges, which mostly helps at it taking less damage, but raw damage is more valuable.
- Desert Salamander price to 55g (+2g)
- Mystic HP to 48 (+1) , I preffer rounded numbers :lol: , in my tests, I've used it mostly as slower and healer, cannot price higher.
- Swamp Mage price to 57g (+1g)
- Dreadnought price to 62g (+2g) , cold ressistance to 15% (+5%) , HP to 84 (+1) melee fighter that can also slow.
- Twin Archer Toad price to 62g (+2g) , cold ressistance to 15% (+5%) , HP to 82 (+2)
- Toad Mystic price to 65g (+1g) , pierce ressistance to -10% (+10%) , being massively weak to pierce and bad defense shatters this unit really hard...
- Chaos Wyvern price to 67g (+3g) , AMLA XP value to 166 (+16)
- Chaos Wyvern rider price to 67g (+5g) , HP to 77 (+2) , AMLA XP value to 166 (+16) . Deadly 36-2 charge on night, not as much as default lv3 horsemen but this one flies.

- Atokpi Charger price to 57g (+3g)
- Crimson Atokpi price to 55g (+3g)
- Atokpi General price to 54g (+2g)
- Atokpi Master price to 88g (+6g)
- Bone Golem scavenger value increase to +2
- Bone Giant price to 51g (+3g) , scavenger value increase to +3
- Moloch price to 77g (+5g) , scavenger value increase to +4
- Extinct Cyclops Mage price to 61g (+3g)
- Fallen Cyclops King price to 85g (+9g)
- Black Portal price to 58g (+2g)
- Infernal Vortex price to 57g (+2g)
- Doom Harbinger price to 58g (+2g)
- Apocalypse price to 56g (+2g) , always risk buying stuff with low HP in higher unit eras , because opponents have more options to counter.
- Obliterator price to 70g (+3g)
- Abbadon price to 105g (+10g)
- Devourer price to 49g (+2g)
- Titania price to 68g (+3g)

- Mystical Archer price to 61g (+4g) , HP to 58 (+2)
- Kharosian Cataphract price to 56g (+3g) , HP to 63 (+3)
- Bishop price to 38g (-2g)
- Prophet of Light price to 57g (+2g) , lv2 mage damage, lv3 leadership, heals as much as lv2, it's fine for 57g.
- Grand Kharosian Warbanner price to 70g (+3g) , usually annoying unit to deal with shouldn't be cost efficient at all.
- Kharosian Legionnaire price to 48g (+3g)
- Kharosian Bulwark price to 51g (+3g)
- Kharosian Javalineer price to 24g (-2g) , pierce ranged damage increase to 12-2 (default era javalineers will be 13-2)
- Kharosian Impaler price to 48g (+3g)
- Kharosian Executioner price to 83g (+11g)
- Solar Guardian price to 59g (+3g)
- Kirios price to 93g (+10g)
- Mistress of Light price to 66g (+3g)
- Platinium Warrior Price to 59g (+5g) , really good unit and very versatyle.
- Recruitment Officer AMLA XP value to 126 (-24)
- Golden Warrior price to 57g (+2g) , low HP , which I will explain why HP is important criteria in pricing.
- Solar Master price to 87g (+7g)

- Flying Fortress price to 66g (+4g)
- Battlecopter price to 70g (+2g)
- Mechanical Dragon price to 64g (+4g)
- lv3 cannoneer will look at his pricing later , will DM for that.
- Dwarvish Soldier price to 57g (+3g)
- Dwarvish Runic Warrior price to 56g (+3g)
- Technocrat HP to 55 (+2) very low HP and waeker physical ressists, cannot price higher.
- Rune Artist price to 59g (+5g) , pretty tanky for a mage.
- Steam Turboserker price to 57g (+2g)
- Mobile Defensive Platform price to 64g (+4g) , AMLA value to 166 XP (+16)
- Pacificator price to 66g (+4g)

- Master Mage price to 65g (+3g)
- Master of Elements price to 93g (+5g)
- Golden Mage price to 69g (+3g)
- Master of Air price to 66g (+6g) , pretty overpowered in my random 60 x 55 random generated maps :lol:
- Master of Fire price to 67g (+5g) , because of aura unit.
- Master of Earth price to 56g (+2g)
- Mirror Shield price to 57g (+1g) , day regeneration to +0/+3 , AMLA value increase to 133 (+7) . low HP, low base damages, pricing is not about Orocia gameplay potential.
- Sky Guardian price to 57g (+3g) , AMLA value increase to 133 (+7) , high lv2 cost to lv3, it's why it's not on 150 AMLAa tier as well of Mirror Shield.
- Cosmic Eye price to 48g (+3g) , that unit can fight lv3's lol , specially the 23-1 wrap when missing your first strike then this hits, it really bothers a lot.
- Um price to 67g (+2g) , AMLA XP value increase to 166 (+16) ... every lv3 fighter purchase will counter this unit, forces enemy players to consider purchasing fighters.
- Shadow Mage price to 54g (+3g) , lots of specials, but low HP.
- Void Mage price to 60g (+4g) , extraordinary movement appart of low HP.

In compensation of Cosmic Eye +3g in lv2 ...
- Pyromancer price to 35g (-1g)
- Hydromancer price to 37g (-1g)
- Terramancer price to 29g (-2g) , not as good purchasing them compared to picking strong/resilient lv1 elementalist.
Additional note: somewhere in their description, it can be said that terramancer are newest of all elementalist specializations, therefore, they're not as skilled in combat compared to other elemental mages, as most of their time their routine consists mainly in maintaining in good shape the floaying island of sky kingdom.


- Camel Master price to 59g (+4g) , has skirmisher, that's why the higher rate of increase in price.
- Air God price to 61g (+3g) , low HP is always risk purchase.
- Earth God price to 58g (+3g)
- Fire God price to 62g (+2g)
- Great Efreeti price to 72g (+4g) , AMLA XP to 166 (+16)
- Wonderful Jinni price to 66g (+4g)
- Mystical Jinni price to 111g (+19g) , because of Teleports combined of flying.
- Dharma’rhami price to 62g (+4g) , HP to 65 (+2) , Regenerates to +9 , AMLA XP to 166 (+16)
- Ho’rhami price to 65g (+5g) , HP to 57 (+2) , Regenerates to +9 , AMLA XP to 166 (+16)
- Banisher price to 59g (+4g)
- Grand Summoner price to 56g (+3g) , 100% chance of garantee on a specific interaction is very powerful.
- Summons Master HP to 75 (+3) , price to 111g (+11g)
- Heavy Summoner price to 60g (+2g)
- Neutral Summoner price to 58g (+3g) , now having +magic-counter as well in both melee.

- Storm Sphere price to 36g (+1g)
- Shadow Blade price to 55g (+3g) , HP to 52 (+2) , AMLA XP value to 133 (-17) ... tons of specials, good mobility, good it got buffs to justificate its higher pricing.
- Dark Executioner price to 58g (+3g) , Knives damage increase to 12-2
- Dark General price to 60g (+2g) , low HP.
- Dark Warlord price to 93g (+8g)
- Blademaster price to 58g (+4g) , HP to 56 (+2)
- Great Warlock price to 60g (+2g) , better mobility than usual, not as versatile as lv3 void mage.
- Master of Darkness price to 93g (+11g)
- Matriarch of Darkness price to 58g (+4g) , aura unit.
- Matriarch of Pain price to 53g (+2g) , low HP.


Few things to mention before ending this post :P

HP in pricing: yeah, this is quite important criteria , specially in lv3+ balancing. Usually all factions in almost any era have more units to counter very specific units (such as ghosts) because certain units gain new attacks (arcane, fire, etc) because of higher level promotions, which means in higher level there are more counters for everything. In EoMa there is a very interesting interaction (Mystic Warrior vs White Warrior) , in lv2 Mystic Warrior purchase will counter White warrior purchase but in Lv3, then Golden Warrior counters Sky Guardian because of the skilled on melee, that type of interactions occurs way too often specially in EoMa ... and not only in EoMa.

XP AMLA tiers: actually, manually adjusted specific AMLA values for certain units based in "tiers", stronger and more solid units will require more XP for AMLA reheal , which means, units with more potential or in general more solid will require more XP's while units that are weaker/lower HP will require less XP for full reheal in AMLA. Usually as main criteria stuff like Overall Ressistances, base HP, Unit overall strength, mounts of specials are usually considered to be listed in a certain XP tier.

Existing AMLA personalized AMLA tiers are the following:
- Lv2 --- 111 XP , only cosmic eye ... because it's by far strongest lv2 unit. Rest of everything else requires 100 XP to AMLA.

- Lv3 --- 126 XP , lowest tier, units like dwarven mechanic, Jungle Champion, etc are listed here.
- Lv3 --- 133 XP , lower tier and new tier, at here are listed few units that been buffed or nerfed to this tier.
- Lv3 --- 150 XP , usually considered "normal" Lv3 AMLA XP , stable units or with more specials are usually at here.
- Lv3 --- 166 XP , higher tier and new tier, for stronger than average units. Mobile Defense, Lv3 Efreeti and Wyverns are at here.
- Lv3 --- 175 XP , highest tier, only units as Air God and Pacificator are tiered here.

AMLA seems not like a very important topic, but when multiple AMLA comes, the difference everytime will be more punishing and harder, this also helps in RPG balancing.

Units are succeptible to increase or decrease AMLA tier in base on what I do see in my own games or while spectating rooms. I do even want to implement this AMLA tier thing in Ageless much later, as it will help games don't go broke at being either too hard or too easy, as making game be easier for people WHO KNOWS how to use CORRECTLY "weaker/more average units" while handicap people who only uses "stronger/more-epic units"
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Re: Era of Magic (EoMa) 4.1 - new units and many improvements!

Post by Ravana »

Pointing out that after release I disabled all attack-based area damage in rpg. You might want to check some rpg version units because of that. I noticed that Kirios had damage lowered in beam attack rpg.
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Re: Era of Magic (EoMa) 4.1 - new units and many improvements!

Post by IPS »

Been waiting a time so units in https://units.wesnoth.org/1.16/Era_of_M ... magic.html could upload/update and look more carefully this , as it's much more fun viewing multiple units using that interface in browser :lol:
+
There will be some few adjustment on some units from lv2 to lv3 , with a short explanation why this change and why a very iconic unit will get a toy nerf but still nerfed.

- Cyclops Brute XP to 88 (-4) -as much as default's steelclad-
- Cyclops Noble XP to 95 (-5) , many units in other eras got buffed in other aspects.
- Goblin Veteran XP to 68 (-6) , low HP.
- Orcish Warbanner XP to 88 (-12) , very poor gain of stats in level up.
Edit: Orcish Chief HP to 66 (+3) , blade ressistance to 10% (+10%)
- Barbarian XP to 72 (-2) , price to 27g (-1g) , ranged is ok, but unit has no bonus ressitances.

- Jungle Crossbowman XP to 70 (-5) , very low HP in all levels.
- Jungle Guardian XP to 77 (-3) , not very popular unit in multiplayer lobbies.
- Temple Guard HP to 55 (+1)
Leveling salamanders is very secondary, still it's planned that all lv3 salamanders will get +3 HP buff. Compared to AMLA , lv3 is much stronger.
- Mystic XP to 190 (-10) , very poor damage gain in lv4, also kharos heal+12 requires much fewer XP.
- Swamp Mage XP to 195 (-15) , low HP, low damage for lv4 (appart of other utilities)

Destroyers unchanged as the buff/reworks did come already in previous version.
- Recruitment Officer HP to 65 (+5) , comes from a lv2 that spends 100 XP to be obtained.
- Trench Sweeper AMLA value adjustment to 126 (+26)
- Dwarvish Cadet XP to 83 (-5) -impopular, as much XP as other option to lv3-+
- Dwarvish Soldier NEW ATTACK: Bombs 8-3 fire ranged +marksman +attack-only , price increase to 60g (+3g then +3g) . Unit needs something special so people picks him sometimes. This attack don't counts of hit-run unlike gun.
- Flying Fortress melee accuracy adjusted from +Skilled to +Lesser-Revenge (this won't affect anything unless player removes attack-only from any kind of shop)

- Fire God price to 65g (+2g then another +3g) , aura unit, flying, not as powerful as master of fire.
- ALL JINNS (except efreeti) frozen/unwalkable defense to 40% (-10%) , this has been at this wrong higher value for real long, which was not intended.
- ALL WATER ELEMENTALS frozen defense to 40% (+10%) , and adquisition of Frozen Regeneration +4
Water elemental buff is precisely to counter nerf of jinns.
Tharis no planned adjustments at this momment.



RPG ADJUSTMENT
- ALL Lv3 SALAMANDERS AMLA bonus disable! still they will get compensed in other way.
- ALL Lv3 SALAMANDERS movement to 6 (+1)
- Swamp Salamander ALL damages +1
- Shadow Salamander NEW ATTACK: Wrist blade 8-3 blade melee +marksman +magic-counter, Throwing knives strikes increase to 4-6
Worst of all salamanders for RPG. Potent buff.
- Salamander Marine ALL melee damage increase by +1 , Ranged accuracy decrease to marksman (as wanted previosuly).
- Yellow Salamander / Desert Salamander no longer having +Bleed on ranged , in compensation unit aligment changed to Liminal
+25% Damage in 2/6 of the game is quite strong, specially in time of day that 99% of things aren't buffed by ToD , as backstabing is very rare in RPG unless playing with teammates.
- Lava Salamander now having Regenerates +4 in RPG , firetouch damage increase to 9-3 and adquires +magic-counter
- Mystic XP in RPG decrease to 140
- Chosen March XP in RPG decrease to 180
- Flying Fortress & Mechanical dragon not having Parachute and hard-landing.
- Flying Fortress melee accuracy change from +Skilled to +Lesser-revenge.
- Battlecopter melee accuracy decrease to +Marksman
- Constructor impact damage decrease to 5-5 , pierce attack decrease from 5-6 to 5-5
- Turbo Serker not having hit-run(2) in ranged in RPG.
- Great Witch HP to 42 (+4) , ranged damage adjusted from 4-6 to 5-5 , Curse damage to 10-1 and accuracy decrease to +Enchanted
- Matriarch of Darkness ranged damage adjustment from 4-7 to 5-5 , Curse damage to 12-1 and accuracy (offensive) decrease to +magcic(offensive) , accuracy (defense) decrease to +Enchanted ;;; melee damage increase to 10-3
Matriarch of Darkness is insane strong in RPG, even better than some lv4's and massively superior over most witches.
- Matriarch of Pain melee damage increase to 8-5


This doesn't include lowest tier in RPG, but just readjust all units that were cuasing some kind of trouble in RPG or were too strong for some reason. As well of including some lv3 saurian mages buffs in XP in RPG as their lv4 doesn't give much stats compared to other lv4 leveling.

Will also much later work in a format for changelog to help inferno8 in transcribing all changelog as he commented me it was among hardest stuff for him to deal of all todo list.

Edit: Added orcish Chief 10% blade ressist as buff.
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Re: Era of Magic (EoMa) 4.1 - new units and many improvements!

Post by inferno8 »

IPS wrote: June 27th, 2023, 7:25 am Will also much later work in a format for changelog to help inferno8 in transcribing all changelog as he commented me it was among hardest stuff for him to deal of all todo list.
Yeah, that's a good idea. It would greatly speed up the process and make my life easier. As you've probably noticed, the latest changelog has ~150 entries and I had to type most of them, which took 3 days. :P The new format will allow me to copy&paste them directly to that file, saving time.
There is also another benefit - I can use custom scripts to parse such nicely formatted lists and modify hundreds of units in seconds. That's exactly what I did with new unit prices. Very convenient. :geek: Doing this manually (total of 95 units) would probably take many hours.
IPS wrote: June 20th, 2023, 10:49 pm Bone Splitter: Concept of a option B of lv3 from Bone Golem, it doesn't has much features appart of way higher HP (like 80 HP) , 9-4 pierce melee and 27-1 impact melee (54g). It would have lv1 ressists because it has a special named "Bone Birth" which basically at the cost of 30 HP and 9g , it can summon a lv1 Bone Beast , while as well having other special named "rest heals 10" , this means that when unit is quiet for at least 2 consecutive turns, instead of healing only 2 HP, it will regenerate 10 HP per turn and condition would be that unit should have at least 31 HP and player to have at least 9g (or 8g) to be allowed to use this special. This unit can be a living factory (...).
Interesting but complex concept. EoMa units should have relatively simple and easy to understand abilities. On the other hand making an alternative advancement for Bone Giant or Moloch seems like a quite interesting idea. The current Bone Giant line is composed of bulky units (high HP, high melee damage). The alternative lvl3 or lvl4 could do things differently, but still retain some characteristics of the base line. Bulky, but with lower HP, shifting towards ranged attacks maybe (or not) + having a regular summon ability (Bone Beast) but not too cheap, maybe 2/3 of the original recruit cost. That way the concept of a "factory" could be preserved. Since it would be a high-level unit, it shouldn't affect balance in a major way (at least not in MP). What do you think?

Now that I think about it, to make Moloch more interesting, maybe adding an option to "consume" nearby bone beasts to heal some extra HP (+10?) would be an interesting addition. But it needs to be well-thought out. So I'd also like to know your opinion on this one too.

Orcish Brawler: approved for 4.2 ;)

I am still thinking about a potential recruitable lvl2 Cyclops Mage unit (Barbarians) with the teleport ability. But this addition needs to be carefully thought out as well (low priority).

@IPS: As Ravana already pointed out, all area of effect attacks have been disabled in RPG for the upcoming 4.2 (they are still enabled in 4.1). This is a significant change which may affect balance in that mode. If some RPG units need their stats changed because of that reason, let me know.
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Re: Era of Magic (EoMa) 4.1 - new units and many improvements!

Post by Ravana »

inferno8 wrote: June 27th, 2023, 1:34 pm There is also another benefit - I can use custom scripts to parse such nicely formatted lists and modify hundreds of units in seconds. That's exactly what I did with new unit prices. Very convenient. :geek: Doing this manually (total of 95 units) would probably take many hours.
I didnt want to do that either, instead gave IPS commit access. During last 2 months almost all factions were changed and I had to revert just 5 commits.

It is interesting to hear about workflows used by others. I will probably create some new scripts to handle forgotten legends unit prefix situation.
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Re: Era of Magic (EoMa) 4.1 - new units and many improvements!

Post by IPS »

Well, actually bone golems is among least popular of all destroyer army builds... and yari atokpi (as well of samurai buffs) made atokpies significantly more popular and not an highly ignored unit. Bone Golems were not a populat unit, but I have to admit that healing from certain % of enemy's max HP was way too powerful skill and in my tests I showed that if playing correctly to destroyer that unit didn't even need of such strong special to be viable.

Destroyers actual ranged artillery are based mostly in (Cold , Arcane, Fire, Pierce) in order, while atokpi's ranged count as ranged they are not the highest damage deleales on RANGED , specially their damage is much lower particularly in retaliations.

Still bone splitter throwing sharp pierces of bones over enemies as some kind of hybrid fighter is sincerelly a sexy concept :lol:

Btw bone-birth special could be costing more golds and less HP , and ofc regen value lower , if in any case that causes some kind of trouble. But main idea is that unit reheals when stationary for multiple turns instead while moving. And even summoning interrupts unit's stationary healing meaning that things might be recalculated carefully.

But main reason why I think that bone-splitter could be a good addition, more than to gameplay itself, I was aiming more specifically to lore.

Resume of my head: Calculus done by Guru speculated that destroyers invasion should last for a period of time, but his calculus did go wrong because somehow destroyers are capable to replicate/produce and violating any naturally possible entropy, meaning that destroyers appart of spawing from remains of the living beings in the dead continent that perished to cataclysm, destroyers can also manufacture not only the black anima but somehow also the bones from which are built atokpies and bone golems.

Guru also, did send that pair of Um's to Mehir's expedition for TWO purposes, first, helping mehir to sucess and archieve Guru's request for the dwarven energy core, SECOND but not mentioned in campaign, Guru can somehow share vision/visibilty with the Um's he sent to Mehir's expedition as he was really curious about the destroyer's population and for details he could possibly perceive (envoiroment, details, hints, etc) that mehir would not be spending attention because of fighting for his own life and also for not having knowledge of anything. (Which means, by me, Guru was viewing as some kind of TV/remote viewing (thanks to Um's he sent to mehir) all mehir's expedition at that point, reason why Guru was also being very kind to Mehir while being as some type of sincere (but rigged) apologize, but Guru is very practical and cold minded but having some type of weird morale in overall, but maybe... too controller person (and master of manipulation?) )

Other thing to mention, the dead continent is geographically the biggest and (obviously) least populated of all continents in that universe, population is uncertain and not really known , still, there are civilizations that somehow survived to the mess of the cataclysm but are very discrete (Atokpi did not survive, because they sacrificed their whole civilization and all colonies to perserve the rest of the world, reason why they stoped the invasion of Forest of Life againist dark blooded, even if they were close of defeating the lizards).

Even, remaining population of Kharos is more populated than the whole dead continent (which means, the population density in this continent is insanely low, even lower than north pole with remaining living ancient dwarves), even after Kharos being murdered in mass by Tharis in recent times.


Much very weird logical hipotesis about events that were contemporary (or bit earlier) to events in TLU but not relationed to Mehir's expedition :lol: , let's try to talk about Bone Splitter and how that unit could be lv3 ranged (or hybrid fighter).

About bone-infusion (I would name it like that) , I think a value of +12 HP for each lv1 sacrifice is quite okay, also as well allowing lv2 be sacrificed for +28/+30 HP but I don't know if that it's too extreme to consider. Obviously this is not worth if bone beast/golem are nearly at full HP, but in case of being in very few HP in some situations it could be worth it to perserve or at least make it harder to die :P ... remaining detail is, should lv4 moloch shoul spend action points to do this (meaning , it cannot attack in same turn it gets bone infusion) or if the moloch could be capable to move and then receive bone infusion ... also other thing I would consider is that sacrificed lv1/lv2 should be at full movement points to be allowed to interact this way with Lv4 Moloch .... but about lv4 terms I'm not sure which terms should be used for this other unit...

Well, this is quite akward and bit difficult, 9-3 pierce melee is already a lv3 archer ranged attack , second thing to mention is that adding it 13-2 impact melee as secondary melee just to be different to Lv2/Lv3 bone golem/bone-giant is other thing to consider. so I got an approximate idea how to make the unit still I'm not sure at all , but just trying.

Lv3 Bone Splitter
HP: 70 (will have lv2 ressists instead of lv1)
Movement: 5
9-3 pierce melee (collector +2)
13-2 impact melee (collector +2)
9-4 pierce ranged
XP: 150
Price: 55g

Specials
Scavenger +2 , Bone-Split , Rest-Heal(8)
(Skills from lv2 are maintained , but not increased)

Not sure if you want a lv4 version of it, still lv4 can easily have higher ranged damage increase in comparaton to melee and being even more ranged unit instead of hybrid as of lv3. Still 67 HP seems bit too low for me, while 70 HP seems bit too much to me LMAO.

Bone-Split:
Unit sacrifices 20 HP and player spend 10g to summon a lv1 Bone-Beast.


In case you want a lv4 version of it, could also bring it in same post.


Lv4 ???
HP: 84 (lv2 ressists)
Movement: 5
11-3 pierce melee (collector +2)
16-2 impact melee (collector +2)
10-5 pierce ranged
13-3 impact ranged
AMLA XP: 200
Price: 80g

Specials
Scavenger +2 , Bone-Split , Rest-Heal(10) , Bone-infusion
(Skills from lv2 are maintained , but not increased)


Not sure, but 10-5 is like lv3.5 ranged attack, 11-3 is just bit higher than melee attack on a ranged unit, two damage types in both ranges for lv4. May be okay as unit I think.
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Re: Era of Magic (EoMa) 4.1 - new units and many improvements!

Post by ForestDragon »

inferno8 wrote: June 27th, 2023, 1:34 pm Now that I think about it, to make Moloch more interesting, maybe adding an option to "consume" nearby bone beasts to heal some extra HP (+10?) would be an interesting addition. But it needs to be well-thought out. So I'd also like to know your opinion on this one too.
10 HP really doesn't sound worth it, compared to even just using a lvl1 bone beast as a normal meatshield.
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Re: Era of Magic (EoMa) 4.1 - new units and many improvements!

Post by inferno8 »

IPS wrote: June 27th, 2023, 10:19 pm But main reason why I think that bone-splitter could be a good addition, more than to gameplay itself, I was aiming more specifically to lore.
Lore is not that important. Era of Magic is primarily used for MP/RPG and because of that reason gameplay should be considered the most essential aspect of EoMa's design. Of course it would be great to see lore and gameplay complement each other, but it is the latter who should play the major role here.
IPS wrote: June 27th, 2023, 10:19 pm Calculus done by Guru speculated that destroyers invasion should last for a period of time, but his calculus did go wrong because somehow destroyers are capable to replicate/produce and violating any naturally possible entropy, meaning that destroyers appart of spawing from remains of the living beings in the dead continent that perished to cataclysm, destroyers can also manufacture not only the black anima but somehow also the bones from which are built atokpies and bone golems.
Well, not exactly. Also, I think there is no need to explain everything, at least not now. Destroyers are the most enigmatic faction of all and I find that mysterious part of them very intriguing. I suppose only few Sky Kingdom magi may have certain knowledge about the way Destroyers function. The same applies to Corrupted Shamans from the Great Marsh, the ones whose ancestors brought Destroyers to the world of EoMa.
IPS wrote: June 27th, 2023, 10:19 pm Guru also, did send that pair of Um's to Mehir's expedition for TWO purposes, first, helping mehir to sucess and archieve Guru's request for the dwarven energy core, SECOND but not mentioned in campaign, Guru can somehow share vision/visibilty with the Um's he sent to Mehir's expedition as he was really curious about the destroyer's population and for details he could possibly perceive (envoiroment, details, hints, etc)
That's true. But there is more to that:
Spoiler:
IPS wrote: June 27th, 2023, 10:19 pm Guru is very practical and cold minded but having some type of weird morale in overall, but maybe... too controller person (and master of manipulation?)
Sounds like a very cool name for a potential lvl5 advancement for Guru. :lol: Jokes aside, he is a very interesting person. You'll learn more about Guru's story in a Sky Kingdom campaign which is scheduled for release in 2063 (maybe earlier). ^_^
IPS wrote: June 27th, 2023, 10:19 pm Other thing to mention, the dead continent is geographically the biggest and (obviously) least populated of all continents in that universe, population is uncertain and not really known , still, there are civilizations that somehow survived to the mess of the cataclysm but are very discrete (Atokpi did not survive, because they sacrificed their whole civilization and all colonies to perserve the rest of the world, reason why they stoped the invasion of Forest of Life againist dark blooded, even if they were close of defeating the lizards).
You are probably talking about the continent of Atokpi. It was obliterated by Destroyers long before Cataclysm. Now it is mostly full of overgrown ruins with no intelligent lifeforms. It is a nice tropical place surrounded by myriads of small islands. The continent itself is quite small compared to the one where events of TLU took place. Its small size was one of the reason of Atokpis invansion - they wanted to conquer more lands starting with the Jungle of Life due to its close proximity.
The reason why Atokpi stopped their invasion is quite different, though.
Spoiler:
IPS wrote: June 27th, 2023, 10:19 pm About bone-infusion (I would name it like that) , I think a value of +12 HP for each lv1 sacrifice is quite okay, also as well allowing lv2 be sacrificed for +28/+30 HP but I don't know if that it's too extreme to consider. Obviously this is not worth if bone beast/golem are nearly at full HP, but in case of being in very few HP in some situations it could be worth it to perserve or at least make it harder to die :P
Ok, after seeing ForestDragon's comment, I think +12HP might be a better value. If a Moloch is surrounded by 6 Bone Beasts, this would mean a total of 72HP healing, but it would still be a rare situation.
IPS wrote: June 27th, 2023, 10:19 pm remaining detail is, should lv4 moloch shoul spend action points to do this (meaning , it cannot attack in same turn it gets bone infusion) or if the moloch could be capable to move and then receive bone infusion ... also other thing I would consider is that sacrificed lv1/lv2 should be at full movement points to be allowed to interact this way with Lv4 Moloch .... but about lv4 terms I'm not sure which terms should be used for this other unit...
I think it should work exactly like Forest Spirit's 'kamikaze heal'. Simple and effective.
IPS wrote: June 27th, 2023, 10:19 pm Not sure if you want a lv4 version of it
We can stick with lvl3 for now. I can only hope Bone Splitter won't become more popular than Bone Giant. With bone-split and bone-infusion the former could easily overshadow the latter and its advancement Moloch. :hmm:
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Re: Era of Magic (EoMa) 4.1 - new units and many improvements!

Post by IPS »

inferno8 wrote: June 28th, 2023, 3:37 pm
IPS wrote: June 27th, 2023, 10:19 pm Not sure if you want a lv4 version of it
We can stick with lvl3 for now. I can only hope Bone Splitter won't become more popular than Bone Giant. With bone-split and bone-infusion the former could easily overshadow the latter and its advancement Moloch. :hmm:
Then our best option here is not allowing it to lv4 for now an expecting that new lv3 increase popularity of lv2 bone golems. In terms of XP mod it hasn't the potential of the lv3/lv4 patch of moloch as it doesn't scale insanely strong with strikes (56 XP) for massive +33 damage per 56 XP which is insane ratio ... but bone splitter is also strong enough to make a good use of x3 +DMG xp mod upgrade (48 XP) for a total of 12 DMG increase. As well bone splitter is not a good unit at attacking mages as it usually ends in disadventage because of taking more damage than damage it will deal to them ... still in orocia can be an interesting unit to consider.

Precisely it's why I want to try with "rest heals" instead of regenerates, as a limitant and forcing it to be stationary to also heal in large mounts of HP per turn. So 9-4 with lesser-revenge in ranged, 67 HP, no lv4 and rest as suggested would be our first version for Lv3 Bone Splitter. Lesser Revenge would allow it to always hurt at ranged distance unless being burst by massive strike damages (such as lightning). Still looks quite weak to me, so maybe melee having a special of +1 strike in pierce melee when used in offensive, allowing the unit to be 9-4 at both ranges only in offensive, which is fair damage for a lv3 hybrid fighter unit ; this could compensate the unit having near to lv2 damage values. In melee, it would fire bone projectiles at short distance, which means it's more similar to bone splitter ranged than to lv3 moloch melee.

Still is mentioned moloch as said has the potential to be 44-N damage/strikes allowing it to be heavy damage dealer with certain upgrades.


Also concerning to specific units, there are units that are insane impopular units, but the few who considers them and use them really well are in extremely dominant tendency (Mystic Warrior, Elemental Archer, Slicer line, Steam Ulfseker line, Blade Dancer) absolutely almost nobody uses that unit but the very few who dares and uses these units correctly have an insane advantage over the rest of average players. Units cannot be nerfed even out of their OP potential because only like 5-10% of players can really use them well lol.

Last thing to mention, I think that Guru shown in TLU deserves his own lv5 unit (NOT PLAYABLE in multiplayer EoMa, but just existing unit just to be shown in Campaign and who knows, maybe serving as opponent in some of the Ultimate Wesnoth Survival scenarios that quequo could potentially create :lol: :lol: )

Other idea I got , is that Guru being forced to go for earth magic in EOMA era , could have an explanation ... which this would be my version:
- All Master mages, have one of the following options:
1) Becoming a Master of Elements and become prodigious of all elements.
2) Becoming a Guru, and mastering ONE of the 4 elements, having responsabilities for the sky kingdom nation as well fixed extras depending on which element they want to specialize (Fire, Air, Water or Earth).
3) Context in EOMA era that determinates why Guru of Earth is most requested in this specific historic period on Sky Kingdom Nation and which would explain why players are forced to pick Guru of Earth

If we look carefully, Guru of Earth is very solid unit and nice unit, impact damage, AoD and higher physical ressistances proves that Guru of Earth is extraordinary unit, even, if we plan carefully all other 3 Guru's of Elements specializations, we could even force other Guru's Variations (that could exist as unit, but NOT playable in EOMA) to still be strong but not as strong/meta as Guru of Earth in this specific timeline named Era of Magic. Meaning that even if player had choice to pick the 3 guru's of elements, earth would be in most situations be the most convenient.

Weird hipotesis about some features of other gurus.
- Guru of Fire: Main ranged attack 13-5 fire ranged instead of land-fall , secondary stronger fire melee attack (12-2 fire melee +magical +magic counter) as addition of his secret attack, Fiery Glow similar to Master of Fire or Fire God. His shield would be different but 70% fire ressist. Summons ???
- Guru of Water: 10-5 cold ranged attack +magical, bubble impact ranged 17-1 +enchanted +slows +attack-only as other option of ranged attack, maybe some icecless attack too. Heals+8 & Same Aura as Frost Witch. Shield might be slightly different, but 50% on cold. Summons ???
- Guru of Air: 11-4 arcane ranged +magical +first-strike , lightning 24-1 arcane +greater-marksman +attack only option for ranged ; +skirmisher & +1 movement in comparation of all other guru's. Shield might be different, 65% on arcane. Maybe same aura as chronomancer. Would summon Battle Eyes.
- Guru of Earth: Unit as we know it. Features AoD landmass 12-4 +magical , not mentioned but stronger +UM-strike by +3/+4 in comparation of all other elements guru's. Best shield which is 20% more resistant to physical and +10% to fire/cold (which means all other gurus are 20% ressist on all and 30% on arcane). Features Regenerates, and stronger leadership than all other options. Summons Lv1 Golems

Common features of Guru's.
- 8-2 mystic touch (+1 for guru of earth) , 17-2 or 16-2 UM strike
- Ranged attacks based in Gurus element specialization
- One aura that depends in Guru's element.
- Slight stats variations and ressist variations depending on Guru's element.
- Other guru's owning Inspires III instead of leadership , which would have lower values increase for all levels compared to lv4 leadership BUT better than Inspires II that we do know from Inspired. Or maybe, other guru's featuring different stuff or IDK :lol: :lol: :lol:

This would avoid a lot of discussions why Guru is earth magic as well ending doubts why this forced advancement to Guru of Earth, so yeah, there existed guru's of other elements but Sky Kingdom is not hiring/training guru's of all other elements and only Guru's of earth. It makes strongest synergy with actual Sky Kingdom composition as well of being meta/good option againist most dominant factions in EOMA ecosystem (precisely, the playable ones). Maybe for an extension for Golden Age (the previous age before Era of Magic) there could be a variation of Sky Kingdom that was ruled by other Guru , with slightly different army compostion and other lv4 Guru dominating in that meta/era :lol:

And yeah, I love guru so much :lol: :lol: :lol:


Edit: thought too, if air guru would be meant to summon Battle Eyes, this would mean that Guru in Golden Age, was an Air one, and mean there would be 2 more Sky Kingdom magical machines that served in Sky Kingdom story that actually in Era of Magic are just discontinued or just , not conisdered very practical to use as weapon in Era of Magic.
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