Ageless Era - Current Version: 4.41
Moderator: Forum Moderators
Re: Ageless Era - Current Version: 4.37
Posting that it's scheluded that in this week I will review all EOM (Era of Myths) units as they seem to be quite underpowered (outdated overpriced XP, some pricement issues in higher level units) and in some cases bad late game scalling (particularly Therians the most)
And also I plan to add some few more factions to Ageless Wars, at the moment two new listed factions officially submitted and few more coming which I will be talking about them.
Alpine Alliance: Human units featuring advantage in hill and mountains terrain (slightly superior at frozen and cave terrains also), featuring versatile infantry and also the aid of different flying rocs, eagles and phoenix hatching unit.
The Cataclysm Legion: Chaos and Dark legion formed an alliance with mutants and genetic experiments (ME - The Cult), thematically the concept was so nice as a replacement of demons because in a future release it's planned to make a faction with just daemons.
Planned to be added (medium chances to be added in this 4.38 release)
- Avian Alliance (not definitive name): Features ME avian and all Harpies, particularly humanoid birdy alliance.
- Infernal Pact (no definitive name) All demonic units in the same alliance, with the aid of efreets and similar units too, slightly inferior chances to be submitted this release.
- Twilight Moon: this faction contains all vampires and interesting adds (like cosmic eye and dark orbs) , unsure if to add werewoles or to split in different factions, but this thing is still in debate because of very few vampiric units existing in Ageless... might not submit if not a good concept idea.
- Enchanted Forests: Keeper of the forests, containing BEEM wood warriors, Yokai and some other enchanted forest creatures, might have good potential for a faction content if correctly planned
- Steel Legions: Heavy Armor human warriors, very strong melee fighters and good physical archers, might include Chealier, Emperor Guards (including ninjas), probably AOA Galianos, but still struggling a bit because I don't find a low max healing unit (Heal +4/+6 max ... or just use Chealier healer because he could be fine because no magical?) , so will probably look how to manage them
- Southern Nations: Might include Dunefolks and sand oriented units that suits thematically to them, particularly Dardo, and EFM sand oriented factions. Most likely to come in this update
- Steampunk Empire: Faction containing steampunk machines and a lot of thunderstick, featuring dwarves and human alike, the faction was planned to be published the first release but Steampunk Folks didn't come in 4.37 ... so the faction is on hold. Could probably add them even with missing units from a whole faction...
- Atlantis Confederation: Faction containing mermen and RE - Aquana and some aquatic creatures. Most likely didn't like the idea to add them because them as AI opponent could be a problem in many scenarios but could mind adding this faction but remove from random faction options to avoid the AI skill issue when using this faction.
- Aristocracy Kingdom: faction built of Aristocrat humans, with units like fencer and rich men, featuring excepctionally good mages BUT not haing a solid melee fighter.
And even more than listed, while not having a clear idea in how to add these, but concept and recruit list is still in progress... and epect some of these factions be added for Ageless Wars, which ones will be submitted I don't even know at this moment, but we will be viewing in July.
And that's all for now.
And also I plan to add some few more factions to Ageless Wars, at the moment two new listed factions officially submitted and few more coming which I will be talking about them.
Alpine Alliance: Human units featuring advantage in hill and mountains terrain (slightly superior at frozen and cave terrains also), featuring versatile infantry and also the aid of different flying rocs, eagles and phoenix hatching unit.
The Cataclysm Legion: Chaos and Dark legion formed an alliance with mutants and genetic experiments (ME - The Cult), thematically the concept was so nice as a replacement of demons because in a future release it's planned to make a faction with just daemons.
Planned to be added (medium chances to be added in this 4.38 release)
- Avian Alliance (not definitive name): Features ME avian and all Harpies, particularly humanoid birdy alliance.
- Infernal Pact (no definitive name) All demonic units in the same alliance, with the aid of efreets and similar units too, slightly inferior chances to be submitted this release.
- Twilight Moon: this faction contains all vampires and interesting adds (like cosmic eye and dark orbs) , unsure if to add werewoles or to split in different factions, but this thing is still in debate because of very few vampiric units existing in Ageless... might not submit if not a good concept idea.
- Enchanted Forests: Keeper of the forests, containing BEEM wood warriors, Yokai and some other enchanted forest creatures, might have good potential for a faction content if correctly planned
- Steel Legions: Heavy Armor human warriors, very strong melee fighters and good physical archers, might include Chealier, Emperor Guards (including ninjas), probably AOA Galianos, but still struggling a bit because I don't find a low max healing unit (Heal +4/+6 max ... or just use Chealier healer because he could be fine because no magical?) , so will probably look how to manage them
- Southern Nations: Might include Dunefolks and sand oriented units that suits thematically to them, particularly Dardo, and EFM sand oriented factions. Most likely to come in this update
- Steampunk Empire: Faction containing steampunk machines and a lot of thunderstick, featuring dwarves and human alike, the faction was planned to be published the first release but Steampunk Folks didn't come in 4.37 ... so the faction is on hold. Could probably add them even with missing units from a whole faction...
- Atlantis Confederation: Faction containing mermen and RE - Aquana and some aquatic creatures. Most likely didn't like the idea to add them because them as AI opponent could be a problem in many scenarios but could mind adding this faction but remove from random faction options to avoid the AI skill issue when using this faction.
- Aristocracy Kingdom: faction built of Aristocrat humans, with units like fencer and rich men, featuring excepctionally good mages BUT not haing a solid melee fighter.
And even more than listed, while not having a clear idea in how to add these, but concept and recruit list is still in progress... and epect some of these factions be added for Ageless Wars, which ones will be submitted I don't even know at this moment, but we will be viewing in July.
And that's all for now.
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Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
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Re: Ageless Era - Current Version: 4.37
Added sucessfully for Ageless Great Wars:
- Steel Empires faction, mentioned in previous forum post.
- Southern nations, mentioned in previous forum post
- Drifter Alliance, but it's avians, harpies, centaurs and minotaurs aliance instead of only bird.
Penultimate or last wave of balance changes as well... including EOM units as well of most of Drifter Alliance units (ELE centaur was hell outdated dang)
I also got plans for the upcoming 4.39 version release, this one might be quite big one too, but more in the side of new content than just balance changes, but idea are this:
- Add some pending factions (Quenoth Elves, re add-KHALIFATE from EE and REWORKED!!! , EE verision EE which was eliminated too) , some more new thing
- Add pending new units on AE - Desert Elves and Archaic - Meganierie, as well of Slave (or renamed?) for Archaic - Phantoms.
- Factions rework!! OLD FACTIONS from very random era getting reworked... because they're no personality at all
4.38 release was mostly to oxigenate Ageless Wars concept and some serious wave of balancing, 4.39 will only target un-attended factions in very long or factions that needs to be reviewed because of being added at Ageless Wars.
- Steel Empires faction, mentioned in previous forum post.
- Southern nations, mentioned in previous forum post
- Drifter Alliance, but it's avians, harpies, centaurs and minotaurs aliance instead of only bird.
Penultimate or last wave of balance changes as well... including EOM units as well of most of Drifter Alliance units (ELE centaur was hell outdated dang)
I also got plans for the upcoming 4.39 version release, this one might be quite big one too, but more in the side of new content than just balance changes, but idea are this:
- Add some pending factions (Quenoth Elves, re add-KHALIFATE from EE and REWORKED!!! , EE verision EE which was eliminated too) , some more new thing
- Add pending new units on AE - Desert Elves and Archaic - Meganierie, as well of Slave (or renamed?) for Archaic - Phantoms.
- Factions rework!! OLD FACTIONS from very random era getting reworked... because they're no personality at all
4.38 release was mostly to oxigenate Ageless Wars concept and some serious wave of balancing, 4.39 will only target un-attended factions in very long or factions that needs to be reviewed because of being added at Ageless Wars.
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Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
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Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
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Re: Ageless Era - Current Version: 4.37
In preparation of an Ageless Release this week, will just post the final list of balance changes for 4.38 , as well of some things which remains pending for any future release on. 4.39 and 4.40 will be the very lasts updates in which I focus in ageless balancing for a while in order to start other projects (eras with collaborations) with factions we might see in ageless another day, but will talk about that later.
4.39 will become quite big with the max lv1 and lv2 advancement AMLA customised upgrades and conditional 90/100/111 XP required for full reheal or AMLA upgrades. While for Lv1 this value could probbly be in margin of 45/50/55 , not as many tiers as of lv3 with big margins like 126/134/150/166/175 to assist or handicap units based in their performance or consistency in comparation of other certain units of their same levels. While also for lv4 this XP AMLA Tier is at the moment in margin of just 175/200/225/250 but still I was not reviewing the lv4 at all because those are rare to see in multiplayer or even single player.
As well, factions already listed in any of the bigger coalitions in ageless wars will be more intesively reviewed for balance imperfections because those units will be seen way more often and not just a "one random ageless faction from over 100 that the era has that nobody picks voluntairly"
Last to say, it's planned for Ageless Wars only, there will be unique variants of units like a Dwarvish Fighter that has more advancement options than all other dwarvish factions in order to prevent repeating Dwarvish Fighter in certain Ageless War factions just to cover all dwarvish advancement from random dwarvish factions in included in the bigger ageless war faction, as well it's planned for example add some variants of kharosian Shielder (without sun follower) to add for Divine Jusitce Faction recruit list ... and see which other things to add to also decrease the mount of repeated lv1 units in ageless wars in a same faction.
4.39 will become quite big with the max lv1 and lv2 advancement AMLA customised upgrades and conditional 90/100/111 XP required for full reheal or AMLA upgrades. While for Lv1 this value could probbly be in margin of 45/50/55 , not as many tiers as of lv3 with big margins like 126/134/150/166/175 to assist or handicap units based in their performance or consistency in comparation of other certain units of their same levels. While also for lv4 this XP AMLA Tier is at the moment in margin of just 175/200/225/250 but still I was not reviewing the lv4 at all because those are rare to see in multiplayer or even single player.
As well, factions already listed in any of the bigger coalitions in ageless wars will be more intesively reviewed for balance imperfections because those units will be seen way more often and not just a "one random ageless faction from over 100 that the era has that nobody picks voluntairly"
Last to say, it's planned for Ageless Wars only, there will be unique variants of units like a Dwarvish Fighter that has more advancement options than all other dwarvish factions in order to prevent repeating Dwarvish Fighter in certain Ageless War factions just to cover all dwarvish advancement from random dwarvish factions in included in the bigger ageless war faction, as well it's planned for example add some variants of kharosian Shielder (without sun follower) to add for Divine Jusitce Faction recruit list ... and see which other things to add to also decrease the mount of repeated lv1 units in ageless wars in a same faction.
Spoiler:
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Re: Ageless Era - Current Version: 4.38
Ageless Era 4.38 is out on the 1.18 and 1.19 add-on server
Code: Select all
Version 4.38:
* Units and Factions
* EE Drakes gained new advancements, abilities, animations
* EE Outlaws new unit line
* Era of Magic update
* Several EoM units are deprecated and will be removed eventually
* Balance
* Detailed notes can be found from forum or github or this addon files
* Bug Fixes
* Some missing images
Re: Ageless Era - Current Version: 4.38
By the way after thinking for a while I got an accurate list of changges that is wanted for this 4.39 which might be the penultimate big planned update before I start working in own personal projects in wesnoth, but it's being expected by me that 4.39 might be one of the biggest ever release updates in all Ageless updates history !!
So I'm posting a roadmap of what's is planned and the probabilities of that being applied this new release:
- Most likely to happen
1) Artillery range balance overview: Units with this pretty rare range will be all reviewed and balanced very finely and not anymore as a exerimental thing, being one of the most notable features in all ageless over other era compitaions.
2) Factions REWORKS: this might be BIG, adding more personality and uniqueness to certain factions that are just so random to us (like ME's Mercenary), giving an unique personality to them based on viewing carefully the foot types, planned to make all factions quite more unique, focusing the most on already dead and no official release factions as Mercenaries Era's for example!
3) Fix weird foottypes in Mercenaries Era: Tired of odd terrain movement costs like 2 MP at moats and 30% moat defense in units without a reason to be like this? or excluively at rarer terrains lie sand or cave? WELL, I plan to fix these inconsistencies and making it less random terrain bonuses and more a factional bonus, which is part of 2nd point.
4) Fix visual bugs from preious release.
5) Even more ageless wars factions and few adjustment to existing ones.
6) More balance chahnges... I didn't even need to specificate this
- Very likely to happen
1) AMLA XP customized advancement for all units without a lv2/lv3 adancement: As they're quite very out-of-meta because worse game scalling, idea is giving them more uniquue features if player choices to AMLA this units !! one notable case is the Lv1 Altaris Scouts having not even a lv2 adancement... while ideas in mind is giing him quite interesting bonuses like "piercing arrows" which adds him massive damage increase and the +Bleed special in the pierce attack. Other feature to consider is that post AMLA he could unlock a fire arrow crossbow to make him more useful against more tye of enemies units ... and MORE TO COME to units like him. Featuring the most, PERSONALIZATION particularly the most in non lv2 adancement ones.
2) NEW AE factions: a more richer total of playable factions, featuring at leasts Quenoth Elves from the the burning suns and more!!
3) Complete most or ALL of PENDING noted changes from Balance changelogs which includes new units to already existing factions, add EE rebels faction, REVAMPING AE - ANIMAL/Monster/Wolf races in order to allow more specific interactions .... particularly convenient for ageless wars factions compilation.
4) Add descriptions to factions that did not have decriptions! , highly chances to occur in factions like ME - Emperor's Guard, ME - Hihglanders, EA - Frost Humans and in overall factions I do love their concept (did already happen with ME - Cult)
And well, some more things are planned but are not as highly accurate to happen, but main focus of this release been mentioned in here. Release date is not yet defined, but work is about to start in soon in my side.
So I'm posting a roadmap of what's is planned and the probabilities of that being applied this new release:
- Most likely to happen
1) Artillery range balance overview: Units with this pretty rare range will be all reviewed and balanced very finely and not anymore as a exerimental thing, being one of the most notable features in all ageless over other era compitaions.
2) Factions REWORKS: this might be BIG, adding more personality and uniqueness to certain factions that are just so random to us (like ME's Mercenary), giving an unique personality to them based on viewing carefully the foot types, planned to make all factions quite more unique, focusing the most on already dead and no official release factions as Mercenaries Era's for example!
3) Fix weird foottypes in Mercenaries Era: Tired of odd terrain movement costs like 2 MP at moats and 30% moat defense in units without a reason to be like this? or excluively at rarer terrains lie sand or cave? WELL, I plan to fix these inconsistencies and making it less random terrain bonuses and more a factional bonus, which is part of 2nd point.
4) Fix visual bugs from preious release.
5) Even more ageless wars factions and few adjustment to existing ones.
6) More balance chahnges... I didn't even need to specificate this
- Very likely to happen
1) AMLA XP customized advancement for all units without a lv2/lv3 adancement: As they're quite very out-of-meta because worse game scalling, idea is giving them more uniquue features if player choices to AMLA this units !! one notable case is the Lv1 Altaris Scouts having not even a lv2 adancement... while ideas in mind is giing him quite interesting bonuses like "piercing arrows" which adds him massive damage increase and the +Bleed special in the pierce attack. Other feature to consider is that post AMLA he could unlock a fire arrow crossbow to make him more useful against more tye of enemies units ... and MORE TO COME to units like him. Featuring the most, PERSONALIZATION particularly the most in non lv2 adancement ones.
2) NEW AE factions: a more richer total of playable factions, featuring at leasts Quenoth Elves from the the burning suns and more!!
3) Complete most or ALL of PENDING noted changes from Balance changelogs which includes new units to already existing factions, add EE rebels faction, REVAMPING AE - ANIMAL/Monster/Wolf races in order to allow more specific interactions .... particularly convenient for ageless wars factions compilation.
4) Add descriptions to factions that did not have decriptions! , highly chances to occur in factions like ME - Emperor's Guard, ME - Hihglanders, EA - Frost Humans and in overall factions I do love their concept (did already happen with ME - Cult)
And well, some more things are planned but are not as highly accurate to happen, but main focus of this release been mentioned in here. Release date is not yet defined, but work is about to start in soon in my side.
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Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
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Re: Ageless Era - Current Version: 4.38
Just at viewing how things needs to be drastically be changed in some factions on eras like BEEM , EOC and Archaic .... I think this release will be more focused in a big balancing overhaul. Particularly helping factions without good healers or massive weakness on arcane to also still be good factions even if they get countered with sorta of arcane...
Just spotted how wrong were some factions from long ago, particularly cases as of Anakes or EOC - Elementalts (this one was unplayable for so long ago and unit data was still hard to accesss to... also chances like as big as this one is coming to factions like Despair and Primeval in really soon... not listed because still not edited them but that is coming very soon.
Just spotted how wrong were some factions from long ago, particularly cases as of Anakes or EOC - Elementalts (this one was unplayable for so long ago and unit data was still hard to accesss to... also chances like as big as this one is coming to factions like Despair and Primeval in really soon... not listed because still not edited them but that is coming very soon.
Spoiler:
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Re: Ageless Era - Current Version: 4.38
While viewing some new added content balance and particularly... some stuff that been balance maintained for so long (BRUH, some things in THERE were just so horrendous
) made me to reconsider a balance review from a minor balance looking for things I used to dislike to review.... to then be the biggest ever planned balance review on a single review...
In short... no era will scape this 4.39 balancing review
, excluding things that were already adjusted to 4.38 , with maybe the exception of kthrons if I get too tired balancing the entire rest's stats ... and EOMA that for now doesn't need to be touch because if all the rest of ageless becomes better then EOMA will not require any nerfs at all.
Reviewed already like half of ageless on this 4.39 balance review and also considering the 4.38 rebalances too...
Ageless Balance Changelog 4.39
But in short, what's being fixed here is mostly this:
- Factions featuring very high weaknesses on arcane/fire (or both) will just be better at everything (more dmg, more HP, better cost efficienmcy at both XP's and gold cost) , meaning they will be more playable even if bad conditions like even if a good portion of enemies features this dmg types. Important losses impacts the entire game, which slowly snowballs in the entire game.... which was making these type of factions (Despair , Anakes, Horned Skeletons Fallen, etc) be quite inconsistent in endgame because most likely losing a good unit because TRASH resistances and pressed to tank a high enemy damage dealer with no other choice than front-lining it.
- MORE roles variety, before this, most lv2 units were boarding health values between 36 to 50 at the most, while it was very rare viewing something higher than 55 HP, now with this release units hitting +60 HP (because if not, these units would otherwise STINK...) will be a lot more common. Meaning that 60 HP tanks or mounts will be MUCH more common in lv2 , and lv3 with higher HP than 75 or 80 will be a lot more common as well, particularly for mounts. To make things fair, most of these units would require more XP to be adquired, but in some cases with also more damages.
- More Lv1 with +40 XP requirement now being more worth to afford, even if in previous release these untis did not need 40 XP to promote Lv2. As with HP's, XP variations is now more diverse meeting lv2 requiring 55 XP to lv3 and more often mounts requiring +85 XP to lv3 for a lot more consistent stats in endgame, because previous version of mounts having "standard" HP and "slightly inferior damage to standard" for "standard XP cost" scouts were quite impopular, hopefully with more costy in XP but stronger mounts they become more tasty to consider in a late/endgame composition.
- More creativity and fun considerations when considering unit's stats, adding secondary or bonus attacks quite more useful or more required for the unit to perform well, as well of not overly punishing down an unit that just was unlucky of having a very strong special and being overnerfed because of it...
- Fix inconsistencies towards advancements (like too few HP or stats gained from leveling or spending that lot of XPs) and making them more fair in almost all cases (both as buff or nerf)
I'm over 50% of the job already done, still some eras are pending as of EOTF which I already spotted weird things in healths values... EOS which I think I can greatly improve, Imperial/Feudal that are slightly outdated review, FL recheck because those were way too experimental and still requires polishing, EE recheck (why not, old balancing from 1.2 - 1.14 times are quite VERY different to modern 1.18 balancing). Might Check RE later on, even if that of reviews on RE were really really high quality and solid but I would rather to recheck once more and ofc AE indidually being a case by themself.
And after all this is complete I will then focus in setting customized AMLAS upgrades for units with max level of 1 and 2, which means, yes, this update WILL BE HUGE, and who knows if the promised units/factions on this release...
but considering how the big balancing overhaul happening that's not a promise anymore.
In short... no era will scape this 4.39 balancing review
Reviewed already like half of ageless on this 4.39 balance review and also considering the 4.38 rebalances too...
Ageless Balance Changelog 4.39
But in short, what's being fixed here is mostly this:
- Factions featuring very high weaknesses on arcane/fire (or both) will just be better at everything (more dmg, more HP, better cost efficienmcy at both XP's and gold cost) , meaning they will be more playable even if bad conditions like even if a good portion of enemies features this dmg types. Important losses impacts the entire game, which slowly snowballs in the entire game.... which was making these type of factions (Despair , Anakes, Horned Skeletons Fallen, etc) be quite inconsistent in endgame because most likely losing a good unit because TRASH resistances and pressed to tank a high enemy damage dealer with no other choice than front-lining it.
- MORE roles variety, before this, most lv2 units were boarding health values between 36 to 50 at the most, while it was very rare viewing something higher than 55 HP, now with this release units hitting +60 HP (because if not, these units would otherwise STINK...) will be a lot more common. Meaning that 60 HP tanks or mounts will be MUCH more common in lv2 , and lv3 with higher HP than 75 or 80 will be a lot more common as well, particularly for mounts. To make things fair, most of these units would require more XP to be adquired, but in some cases with also more damages.
- More Lv1 with +40 XP requirement now being more worth to afford, even if in previous release these untis did not need 40 XP to promote Lv2. As with HP's, XP variations is now more diverse meeting lv2 requiring 55 XP to lv3 and more often mounts requiring +85 XP to lv3 for a lot more consistent stats in endgame, because previous version of mounts having "standard" HP and "slightly inferior damage to standard" for "standard XP cost" scouts were quite impopular, hopefully with more costy in XP but stronger mounts they become more tasty to consider in a late/endgame composition.
- More creativity and fun considerations when considering unit's stats, adding secondary or bonus attacks quite more useful or more required for the unit to perform well, as well of not overly punishing down an unit that just was unlucky of having a very strong special and being overnerfed because of it...
- Fix inconsistencies towards advancements (like too few HP or stats gained from leveling or spending that lot of XPs) and making them more fair in almost all cases (both as buff or nerf)
I'm over 50% of the job already done, still some eras are pending as of EOTF which I already spotted weird things in healths values... EOS which I think I can greatly improve, Imperial/Feudal that are slightly outdated review, FL recheck because those were way too experimental and still requires polishing, EE recheck (why not, old balancing from 1.2 - 1.14 times are quite VERY different to modern 1.18 balancing). Might Check RE later on, even if that of reviews on RE were really really high quality and solid but I would rather to recheck once more and ofc AE indidually being a case by themself.
And after all this is complete I will then focus in setting customized AMLAS upgrades for units with max level of 1 and 2, which means, yes, this update WILL BE HUGE, and who knows if the promised units/factions on this release...
Creator of: Deathmatch new in 1.12 server.
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Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
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Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide
-
UnderstoodFungus
- Posts: 1
- Joined: August 14th, 2025, 9:30 pm
Re: Ageless Era - Current Version: 4.38
I have an idea for a new ageless wars faction, "Conquest of the Ancients". Should Include units from ancient Mediterranean themed factions, namely:
BEEM - Calydonians,
EFM - Imperialists,
Imperial - Lavinian Legion,
ME - Refugees,
RE - Dardo.
This makes for a healthy 39 recruits in total.
Also, some other changes:
Armies of freedom is missing the standard Loyalist mage, and should have the extended era young ogre that can advance to great ogre,
Orc Supremacy is missing the Goblin Cavalryman from Extended Era,
Cunning Woman could perhaps also advance to Outlaw Princess, to make that unit available outside of leaders, although the portraits look a bit strange together.
ELE - Horned Skeletons and Cult of the Dead should be able to recruit Corpse Archer, Corpse Fighter and Corpse Mage directly, they look perfectly balanced as normal recruits.
BEEM - Calydonians,
EFM - Imperialists,
Imperial - Lavinian Legion,
ME - Refugees,
RE - Dardo.
This makes for a healthy 39 recruits in total.
Also, some other changes:
Armies of freedom is missing the standard Loyalist mage, and should have the extended era young ogre that can advance to great ogre,
Orc Supremacy is missing the Goblin Cavalryman from Extended Era,
Cunning Woman could perhaps also advance to Outlaw Princess, to make that unit available outside of leaders, although the portraits look a bit strange together.
ELE - Horned Skeletons and Cult of the Dead should be able to recruit Corpse Archer, Corpse Fighter and Corpse Mage directly, they look perfectly balanced as normal recruits.
Re: Ageless Era - Current Version: 4.38
That faction for ageless wars already considered still I was viewing which factions merge them, but that list seems fair and complete.UnderstoodFungus wrote: August 14th, 2025, 10:03 pm I have an idea for a new ageless wars faction, "Conquest of the Ancients". Should Include units from ancient Mediterranean themed factions, namely:
BEEM - Calydonians,
EFM - Imperialists,
Imperial - Lavinian Legion,
ME - Refugees,
RE - Dardo.
This makes for a healthy 39 recruits in total.
Also, some other changes:
Armies of freedom is missing the standard Loyalist mage, and should have the extended era young ogre that can advance to great ogre,
Orc Supremacy is missing the Goblin Cavalryman from Extended Era,
Cunning Woman could perhaps also advance to Outlaw Princess, to make that unit available outside of leaders, although the portraits look a bit strange together.
ELE - Horned Skeletons and Cult of the Dead should be able to recruit Corpse Archer, Corpse Fighter and Corpse Mage directly, they look perfectly balanced as normal recruits.
Sadly Armies of Freedom is missing heavy mage lines (loy mages some other mages) , but this is completely intentional. Because they have access to good rangers, assassins and even one of quickest (very low cost XP) heals+10 unit, meaning armies of freedom is more physical strength and opportunistic tricks to deal high physical damages with fast recovery and overall superior mobility at rough terrains than other human armies. Not forgetting that they have 2 healing supports that can slow (EE - Cunnin Woman) & (AOA - Enchanter, which will be enormously buffed in next release).
The propossal of making cunning woman to also evolve to outlaw princess is the very least, very interesting, only thing is that the foot type is slightly inconsistent but I think I can fix that by editing the unit, also another problem is that cunning woman requires so few XP to level up and outlaw princess is quite strong for the low XP requeriments. I could work on both aspects and reworking lv1 cunning woman and lv2 outlaw princess because I sincerely like the idea.
Same thing as in case of Holy Army -forgot their exact name right now- is missing good archers or mages with other type of damage apart of arcane, because they got GOOD physical fighters and some GOOD fighters featuring fire/arcane on melee as well.
Orc Supremacy missing Goblin Cavalryman was not intentional, the unit will be added in next release too.
The Horned Skeletons mentioned for Cult of the Dead will also be added, their stats are fairly balanced still their cost may be bit inexact as Horned Skeletons were not meant to recruit them in lv1 , and can even say all these 3 skeletal units (mages the most, archers the least) got buffed because they were underperforming (quite underpowered) at higher levels. Will also consider giving ELE skeletal archers some minor terrain bonuses as some rangers from other races (human, elf .... even gobling...) , even if the bonus is so small like 1 movement cost in caves/forests.
As well, it's still in mind to fix all the images bugs in ageless wars factions added in 4.38, as well finding more concepts for even more factions, which some I've told them in previous forum posts here but I clearly don't remember at all right now.
By the way your motivation for the newly added Ageless Wars forum post is highly valuable for me!
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Re: Ageless Era - Current Version: 4.38
Done almost all suggested by UnderstoodFungus.
1) Add EE - Calaryman to Orcish Rulers Faction
2) Add all the 3 bone corpses (archer, mage and fighter) , on Cult of the Dead
3) Create the faction he proposed.
More details about Ageless Wars new additions
- 3 factions are added to Ageless wars!
a) Call of The Ancients , "From a remote past, empires of the past proclaims their dominance to also conquer the present!
Features all units from this factions:
BEEM - Calydonians,
EFM - Imperialists,
Imperial - Lavinian Legion,
ME - Refugees,
RE - Dardo.
This faction was already in mind but I had literally no name for it ... the other forum post helped me a lot at saving a lot of time and made it possible to upload this on THIS upcoming release! while not the exact same name, It looked better to me "call of the ancients"" over "conquest of the ancients" ... fun how Refugee's healers makes this mix of factions to actaully work and be very strong defensively
b) Haunted Forests , "Mystical and mysterious beings from the deep haunted forests want to expand their domain to protect more trees and increase their population"
Features all units from this factions:
AE - Yokai
BEEM - Wood Warriors
MiE - Sylvan Keepers
Additionally features the extra units from other factions!
RE Forest Cub , EE Wose, EOM Dryad & Fire Sprite
Intentionally avoided feral animals, because this faction is more about spirits, walking trees and their friends.
c) Aristocracy Kingodms, ""The aristocracy is paying a massive expansion campaign sending foreign to conquer new lands"
Features units a mix of diverse factions... which is tough to explain but in short...
- Farengarian kingdoms: Apprentice, Initiate, Noble, Conscript, Bowman, Squire
- Finn's Empire: Handgunners, Fencer, Rider, Light Cannon, Rider
- Galianos Imperum: Scout
- Kingdoms of Rovhar: Young Knight
- Mauve Islands Federation: Apprentice Sorcerer, Student
- Loyalist: Fencer, Heavy Infatryman
- Wild Humans: Soldier
- EFM Imperialists: Ballista, Galley
- RE Regis: Frigate, Regis Baron, Regis Infiltrator, Regis Mounted Nobleman
- ME Mercenary: Mercenary, Sailor
They are a mix of high class nobles, featuring as faction a diversity of mounted fighters, good artillery (cannons, ballistas and one generic archer), and HIGH tier human mages from AOA era, featuring as main weakness the poor diversity on melee unmounted fighters. They have access to slows but only in lv3 Sailor ... which is their main cons in comparation to Armies of Freedom
I also attempted for the hell alliance with just demonic units, , but there were not enough units to add for this release... and I quite not like much the idea of adding humans to this faction so nah, which reinforces my motivation of adding more ageless factions to have more material for good factions in Ageless Wars. Also after 4.40th release I will focus in working in my own eras which for sure will be part of the ageless ecosystem
Additional notes (Ageless):
- AOA - Mauve Islands & Farengarian Kingdoms will NO LONGER pick Arcanist as leader choice, they got removed because TELEPORT is unfair OP on a leader.
A revision of all Lv3 leaders options will be done for 4.40, as I'm getting tired about doing the LARGEST EVER balance overhaul because no other release REVIEWED ALL AGELESS factions in a single release (excluding EOMA, which I can't edit directly by myself, but more than a year ago there was a whole EOMA overhaul which was the toughest but most beautiful rebalancing ever, which were 4 consectuvive months of EOMA testing & rebalance)
No new factions for generic Ageless, which is delayed to 4.40, but some factions that used to have disadvantage in late game because of not having enough lv2-lv3 will get new advancements! : Yokai & Mountain Goblins ! , additionally Altaris will get a Lv3 version of Primeval Warrior (read that EERYONE hated this jump from lv2 to lv4 , which was legit from Forgotten Legends era itself) , and Lv2 of Scout that was having AMLAs in Lv1 ...
1) Add EE - Calaryman to Orcish Rulers Faction
2) Add all the 3 bone corpses (archer, mage and fighter) , on Cult of the Dead
3) Create the faction he proposed.
More details about Ageless Wars new additions
- 3 factions are added to Ageless wars!
a) Call of The Ancients , "From a remote past, empires of the past proclaims their dominance to also conquer the present!
Features all units from this factions:
BEEM - Calydonians,
EFM - Imperialists,
Imperial - Lavinian Legion,
ME - Refugees,
RE - Dardo.
This faction was already in mind but I had literally no name for it ... the other forum post helped me a lot at saving a lot of time and made it possible to upload this on THIS upcoming release! while not the exact same name, It looked better to me "call of the ancients"" over "conquest of the ancients" ... fun how Refugee's healers makes this mix of factions to actaully work and be very strong defensively
b) Haunted Forests , "Mystical and mysterious beings from the deep haunted forests want to expand their domain to protect more trees and increase their population"
Features all units from this factions:
AE - Yokai
BEEM - Wood Warriors
MiE - Sylvan Keepers
Additionally features the extra units from other factions!
RE Forest Cub , EE Wose, EOM Dryad & Fire Sprite
Intentionally avoided feral animals, because this faction is more about spirits, walking trees and their friends.
c) Aristocracy Kingodms, ""The aristocracy is paying a massive expansion campaign sending foreign to conquer new lands"
Features units a mix of diverse factions... which is tough to explain but in short...
- Farengarian kingdoms: Apprentice, Initiate, Noble, Conscript, Bowman, Squire
- Finn's Empire: Handgunners, Fencer, Rider, Light Cannon, Rider
- Galianos Imperum: Scout
- Kingdoms of Rovhar: Young Knight
- Mauve Islands Federation: Apprentice Sorcerer, Student
- Loyalist: Fencer, Heavy Infatryman
- Wild Humans: Soldier
- EFM Imperialists: Ballista, Galley
- RE Regis: Frigate, Regis Baron, Regis Infiltrator, Regis Mounted Nobleman
- ME Mercenary: Mercenary, Sailor
They are a mix of high class nobles, featuring as faction a diversity of mounted fighters, good artillery (cannons, ballistas and one generic archer), and HIGH tier human mages from AOA era, featuring as main weakness the poor diversity on melee unmounted fighters. They have access to slows but only in lv3 Sailor ... which is their main cons in comparation to Armies of Freedom
I also attempted for the hell alliance with just demonic units, , but there were not enough units to add for this release... and I quite not like much the idea of adding humans to this faction so nah, which reinforces my motivation of adding more ageless factions to have more material for good factions in Ageless Wars. Also after 4.40th release I will focus in working in my own eras which for sure will be part of the ageless ecosystem
Additional notes (Ageless):
- AOA - Mauve Islands & Farengarian Kingdoms will NO LONGER pick Arcanist as leader choice, they got removed because TELEPORT is unfair OP on a leader.
A revision of all Lv3 leaders options will be done for 4.40, as I'm getting tired about doing the LARGEST EVER balance overhaul because no other release REVIEWED ALL AGELESS factions in a single release (excluding EOMA, which I can't edit directly by myself, but more than a year ago there was a whole EOMA overhaul which was the toughest but most beautiful rebalancing ever, which were 4 consectuvive months of EOMA testing & rebalance)
No new factions for generic Ageless, which is delayed to 4.40, but some factions that used to have disadvantage in late game because of not having enough lv2-lv3 will get new advancements! : Yokai & Mountain Goblins ! , additionally Altaris will get a Lv3 version of Primeval Warrior (read that EERYONE hated this jump from lv2 to lv4 , which was legit from Forgotten Legends era itself) , and Lv2 of Scout that was having AMLAs in Lv1 ...
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Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
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Re: Ageless Era - Current Version: 4.38
Finished with last stats alterations, and added few units to Altaris (two lv2 advancement for Light Scout and a lv3 between lv2 and lv4 for Primeval Warrior). As I've read that NOBODY literally liked the jump from lv2 to lv4 on this unit. Similarly lv2 fire mage will get reworked in this next 4.40 (not this release, but the next one) to be a similar case as this Ancient Guardian. Lv4 stats on boths units will remain the same, but considering player gets earlier rewards from investing some XP on these units their lv2 to lv4 cost will be more costy.
This are the final balance changes, while this list DOES NOT INCLUDE Rashy Era adjustments, they still are in forum post and I will also post them inside a spoiler, so considering both commits, this would be the biggest ever balance change in all ageless and finally made an universal AE balancing that is also compatible with 1.19 - 1.20 wesnoth balancing standards
https://github.com/ProditorMagnus/Agele ... g-4.39.txt
Gor forced to post the link instead because I got an error "Your message contains 74139 characters.
The maximum number of allowed characters is 60000"

Rashy Era balance adjustment, officialy published by author (excepting one dwarf's ranged hatchet that was meant to be 6-4 but is 8-3 instead).
About when 4.39 release comes, I got no official confirmation of it as the rest does not depend in me.
This are the final balance changes, while this list DOES NOT INCLUDE Rashy Era adjustments, they still are in forum post and I will also post them inside a spoiler, so considering both commits, this would be the biggest ever balance change in all ageless and finally made an universal AE balancing that is also compatible with 1.19 - 1.20 wesnoth balancing standards
https://github.com/ProditorMagnus/Agele ... g-4.39.txt
Gor forced to post the link instead because I got an error "Your message contains 74139 characters.
The maximum number of allowed characters is 60000"
Rashy Era balance adjustment, officialy published by author (excepting one dwarf's ranged hatchet that was meant to be 6-4 but is 8-3 instead).
Spoiler:
Creator of: Deathmatch new in 1.12 server.
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide
Re: Ageless Era - Current Version: 4.38
Some few leaks for 4.40 update on december 2025, just to get things more moved in here the forums
Completely planned:
- Release of at least 4 new factions! , here hints or full reveal
1) Quenoth Elves, the ones from the burning suns campaing, still Im not sure how stats will be handled.
2) Chaotic cult mages, with no good melee warriors at, which might be one of hardest factions to use properly.
3) Hot blooded creatures, featuring reworked warriors with quite unique stats and scary artillery attacks with weak retaliations at both melee and ranged.
4) Another chaotic human faction, still this one is much more generic.
Will also try if I find enough material for a demonic faction with only demons for a coalition for Ageless Wars.
5) Some new AE skills will also be added!
Magic-Ward: like Rashy Era's shield defense, but for magical damage types
Special-Counter: Upgraded version of EOM magic counter, which also decreases +Precision accuracy to 60% (For lv4 Altaris Ancient Warrior increased XP cost as a buff)
If special skill is planned, is because it's also planned that some units have it.
Few things that are planed, but particularly not on scope in specific
- Buffs/Nerfs based in REAL performance observation
- Complete some pending pending to-do list from balance changelog.
- Archaic - Kthon Rework , so not all melee attackers have thrallment, and balance the action correcly.
- More factions, still not exactly in scope.
Lastly, which faction would you like to see released in 4.40 update? :DDDD , maybe your suggesting be crucial if you want to see that faction being added to ageless before 2026, still some requeriments are needed
- GOOD and FRESH ART at least on majority of units
- Non human factions are prioritized a lot, particularly in this order goblins, daemons, undefined/any
, insects/animals, orcs, elves, drakes undead, human if more original/clever designs
- Viable diversity to work with even if I have to completely rework them or add units from somewhere else...
So , I'm really hyper specially because we gonna see the king of all artillery range attackers, few new secret attack units (you not gonna expect it because it's a reworked/added unit to one of the chaotic factions) and because pretty interesting things might come in not so sun but not so late. And shocking NEW LV5 unrecruitable/inassesible ARTILLERY dreadnough unit (product of a rework, but concept is lovely for a lv5 unit that is not accessible)
Lastly, I will edit some more things in balance changelog and more unit stats changes apart of ones already mentioned in wesnoth forum post.
Completely planned:
- Release of at least 4 new factions! , here hints or full reveal
1) Quenoth Elves, the ones from the burning suns campaing, still Im not sure how stats will be handled.
2) Chaotic cult mages, with no good melee warriors at, which might be one of hardest factions to use properly.
3) Hot blooded creatures, featuring reworked warriors with quite unique stats and scary artillery attacks with weak retaliations at both melee and ranged.
4) Another chaotic human faction, still this one is much more generic.
Will also try if I find enough material for a demonic faction with only demons for a coalition for Ageless Wars.
5) Some new AE skills will also be added!
Magic-Ward: like Rashy Era's shield defense, but for magical damage types
Special-Counter: Upgraded version of EOM magic counter, which also decreases +Precision accuracy to 60% (For lv4 Altaris Ancient Warrior increased XP cost as a buff)
If special skill is planned, is because it's also planned that some units have it.
Few things that are planed, but particularly not on scope in specific
- Buffs/Nerfs based in REAL performance observation
- Complete some pending pending to-do list from balance changelog.
- Archaic - Kthon Rework , so not all melee attackers have thrallment, and balance the action correcly.
- More factions, still not exactly in scope.
Lastly, which faction would you like to see released in 4.40 update? :DDDD , maybe your suggesting be crucial if you want to see that faction being added to ageless before 2026, still some requeriments are needed
- GOOD and FRESH ART at least on majority of units
- Non human factions are prioritized a lot, particularly in this order goblins, daemons, undefined/any
- Viable diversity to work with even if I have to completely rework them or add units from somewhere else...
So , I'm really hyper specially because we gonna see the king of all artillery range attackers, few new secret attack units (you not gonna expect it because it's a reworked/added unit to one of the chaotic factions) and because pretty interesting things might come in not so sun but not so late. And shocking NEW LV5 unrecruitable/inassesible ARTILLERY dreadnough unit (product of a rework, but concept is lovely for a lv5 unit that is not accessible)
Lastly, I will edit some more things in balance changelog and more unit stats changes apart of ones already mentioned in wesnoth forum post.
Creator of: Deathmatch new in 1.12 server.
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide
Re: Ageless Era - Current Version: 4.38
Update might come really soon so stay informed in the several upcoming days.
Also realized that while changelog in units like lv3 leech knight was meant for 12-3 pierce drain melee they were at a value very close to 4.38 (8-4 , unchanged) , so will have to review if all values mentioned in 4.39 balance changelog are being correctly applied for every unit
so in 4.40 they at least will not have outdated 4.38 stats ... because in cases like this lv3 leech rider while doing random review spotted it accidentally which would been submitted with just one attack being weaker than intended...
Another thing that I'm viewing is that probably some of the buffs are extreme... so I wouldn't be surprised if in 4.40 some previously buffed units get a nerf in their buff
but thing is that EOMA meta is really strong and this is truly the first attempt of making everything viable enough... particularly the high tier archers or non-magical ranged.
With this change I'm expecting that factions like loyalist and knalgan alliance from default drops from top 25% faction pick to be around the middle 50-60% bottom, meanwhile rebels dropping from top 33% faction pick to probably dropping to bottom 50-65% as well . Things might be much darker for underpowered default factions like northerners or undead which have no salvation and will hit bottom 80-90% faction choices of all AE being basically some of the few factions bording a tier equialent or lower than B in AE ecosystem. Drakes might be really hard to rate because they have extreme strengths and weaknesses so depends in the map and scenario ... but their pronostic is at not being that bad as undead or northeners and depending conditions underperforming rebels or over performing em.
But things like loy and knalga being rated this "low" is mostly because even if owning really good units (Swordsmen, Steelclad, Ulfseker, Red mages, knights) both factions have no access to an slower, and knalga not to healing or magic which drops them so badly... trust me that if you add a single white mage to a knalgan army they become very potent even in ageless standards or if owning a loyalist army about of breaking the table if you just add one slower with magical accuracy in that army. In the other hand rebels have no resistances in their fighter and their toughness is inferior than averages but covered by good ranged attacks, slows, healing and better performance at randomly generated maps (Similar to Knalga and drakes and orcs, but orcs have other deficiencies which pushes them down).
It's also expected that games using (spawned no gold cost) randomly generated enemies will become consistently harder, meaning there will be less low dice rolls and some having above default capacities like some of the high tier archers that got buffed in order to rival with mages but also demanding as much XP as lv3 arch mage to be obtained...
Lastly but not this relevant, I realized some typing errors in descriptions I've written for units in this 4.38 release, which ofc will be also checked and reviewd intensiely for december's 4.40 release, but I just noticed and might fix later.
Also realized that while changelog in units like lv3 leech knight was meant for 12-3 pierce drain melee they were at a value very close to 4.38 (8-4 , unchanged) , so will have to review if all values mentioned in 4.39 balance changelog are being correctly applied for every unit
Another thing that I'm viewing is that probably some of the buffs are extreme... so I wouldn't be surprised if in 4.40 some previously buffed units get a nerf in their buff
With this change I'm expecting that factions like loyalist and knalgan alliance from default drops from top 25% faction pick to be around the middle 50-60% bottom, meanwhile rebels dropping from top 33% faction pick to probably dropping to bottom 50-65% as well . Things might be much darker for underpowered default factions like northerners or undead which have no salvation and will hit bottom 80-90% faction choices of all AE being basically some of the few factions bording a tier equialent or lower than B in AE ecosystem. Drakes might be really hard to rate because they have extreme strengths and weaknesses so depends in the map and scenario ... but their pronostic is at not being that bad as undead or northeners and depending conditions underperforming rebels or over performing em.
But things like loy and knalga being rated this "low" is mostly because even if owning really good units (Swordsmen, Steelclad, Ulfseker, Red mages, knights) both factions have no access to an slower, and knalga not to healing or magic which drops them so badly... trust me that if you add a single white mage to a knalgan army they become very potent even in ageless standards or if owning a loyalist army about of breaking the table if you just add one slower with magical accuracy in that army. In the other hand rebels have no resistances in their fighter and their toughness is inferior than averages but covered by good ranged attacks, slows, healing and better performance at randomly generated maps (Similar to Knalga and drakes and orcs, but orcs have other deficiencies which pushes them down).
It's also expected that games using (spawned no gold cost) randomly generated enemies will become consistently harder, meaning there will be less low dice rolls and some having above default capacities like some of the high tier archers that got buffed in order to rival with mages but also demanding as much XP as lv3 arch mage to be obtained...
Lastly but not this relevant, I realized some typing errors in descriptions I've written for units in this 4.38 release, which ofc will be also checked and reviewd intensiely for december's 4.40 release, but I just noticed and might fix later.
Creator of: Deathmatch new in 1.12 server.
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Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
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Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
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Re: Ageless Era - Current Version: 4.39
Ageless Era 4.39 is out on the 1.18 and 1.19 add-on server
Code: Select all
Version 4.39:
* Units and Factions
* Image updates from Harpies. Unit updates will come with next release
* Several new units for Yokai and few for other factions. Image ideas are welcome
* Balance
* Detailed notes can be found from forum or github or this addon files
* Bug Fixes
* Reworded random faction names to achieve desired sorting order
Re: Ageless Era - Current Version: 4.39
Since the past 4.39 release I've been playing in multiplayer lobby as well of spectating some games and reviewing again unit data in the website, after like 10 days of cautious observation, some few theorical balances and from REAL results in REAL games, I decided these balanace change to come. Note that I will be starting to implement them in November.... as well in October I will try to hunt as many required changes so we might do what in 4.39 (the first attempt) is meant to be but on 4.40 things will be much more accurate
As well as some buffs around the units in many cases (like between 75-90% of the total) were in fact... BIG SUCCESS and working precisely as intended!
Still there are some exceptions which worries me that the buff did come way too far... Lv3 - ME - Holy Order - Purifier
... which being at the moment the only high tier archer giving really big problems in balancing. As well some cases of underwhelming buff attempts as of Lv3 - FL - Altaris - Land Lord while his Lv2 is now at the place he is inteded to be, still his Lv3 in a real game felt underwhelming and the buff he got in 4.39 was not enough at all.
The list of planned changes WILL be much longer than this, still for 1st October this is officially what is confirmed to be edited.
Kthons , Meganerie will get for sure more changes than already mentioned on this list, they're considered as high priority because I didn't check them that well in 4.39 to be honest. Both factions are facing severe disbalanced situations which I'm aware of them, but will be thinking in more accurate corrections instead of trying the first thing that runs in my mind.
As well as some buffs around the units in many cases (like between 75-90% of the total) were in fact... BIG SUCCESS and working precisely as intended!
Still there are some exceptions which worries me that the buff did come way too far... Lv3 - ME - Holy Order - Purifier
The list of planned changes WILL be much longer than this, still for 1st October this is officially what is confirmed to be edited.
Spoiler:
Creator of: Deathmatch new in 1.12 server.
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
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Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide