Ageless Era - Current Version: 4.41

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IPS
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Re: Ageless Era - Current Version: 4.39

Post by IPS »

Hello everyone, got some news to say about the upcoming ageless release which will occur either end of decemeber of this year or the first two weeks of January 2026!

And by the way, thanks for supporting ageless by using this quite often in multiplayer lobbies! All you time spent in playing it with other people is quite inspiring :mrgreen:

Even with the low activity on wesnoth forums feedbacks, still heard some few interesting ideas over here... but not much I can say.


Update 4.40 will sadly not be as large as promised much earlier... so there will be no new factions, but still some few new units around some factions as well of being a release mostly focused in balancing deeply some issues that been lurking the era for quite long time :shock: ... which most of that will get fixed this update.


Few things specific thits I have to mention about specific rebalances and an opinion on the AE variant of ARCHAIC KTHONS

After realizing some games with AoA - Norse Jarldoms (I think I typed it well?) realized that they are really needing of some important buffs... as they got 4 blade attackers, two ranged options but both are pierce, and only one unit featuring impact melee... so on this release crossbowmen will get fire arrows since lv1 but by lowered cost efficiency so the faction can at least have 2 (almost 3 if we count blade hatchets) different ranged damage types. Guards will additionally have a very weak impact melee attack on all levels as well getting a valuable 60% defense in villges ! (same for hunter line) allowing some specific units to be 60% in villages as one of the main problems of norse jarldoms is that their units sacrifice the comfort of 60% village defense (to 50%) in exchange of much better terrain adaptibility (1 MP cost at hills, snow and caves) as expected from a faction of nordic warriors from a more offensive perspective. Additionally axe fighter and level up will feature 70% on mountains which after thinking it well... moutains are a tough terrain to move on and are rare terrain type. Additionally some jalrdom units will feature 30% at water tiles allowing them to take more offensive assaults. As well some minor buffs in some random aspects of this faction. Still I will be waiting that default adds a special name "Village brawler" which adds these units 10% more accuracy when hitting units inside village tiles as that will be a great adition to Norse Jarldoms.

Other important mention is at Frozen human faction, that one will get a complete rework in balancing because there were some few units that were stupidly too good cost efficiency but the others were quite below average... so bad ones get buff and good ones in contrast gets nerf.


About Archaic Kthons.... well, after viewing some few games , realized tht them as a whole faction are at least fine (Around tier B+ or A-) as a whole faction being slightly under the averages, but still that doesn't mean they're not out of issues.... as if a player uses random recruits mod and then purchase one or two Kthon units with thrall special that in specific is really strong (not to say OP?) because the control that player obtains from picking what unit to plague and when to not is really huge, as well in right situations plague can be used as good baits to later take less damage. Might be checking what to do wh this faction, but at the moment I will not do big things to them.


Additioanlly, I'm nerfing various default-like mirrored from AoA because they're doing way too well in comparation of their default counterparts.

A random thing I have to say, is that there are some random aislated unit nerfs because they're way too strong by themself... No more to say for now , I will paste the official list of things that is about to be changed for this next release inside this spoiler box!

Spoiler:
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Re: Ageless Era - Current Version: 4.40

Post by Ravana »

Ageless Era 4.40 is out on the 1.18 and 1.19 add-on server

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Version 4.40:
* Units and Factions
    * Harpies update
    * Fixed Yokai units that had incorrect level
* Balance
    * Detailed notes can be found from forum or github or this addon files
* Other
    * Ageless Heroes has checkbox to enable recruiting high level units
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Re: Ageless Era - Current Version: 4.40

Post by IPS »

After some long time with no news about ageless, I've finally come back with a list of changed balance changes for the next upcoming 4.41 release.

Sadly this time change list won't be very large, but it will be focused mostly in old and un-maintaned units like EE Dark Elf and EE - Chaos , which finally will get a mini rework including more attack special, minor stats changes and making them more interesting to use. Mini rework and buff for AE Dark Legion footmen to make them little more interesting and more viable as they're from a faction without healers or mages...

Some other minor changes to certain STRONG starting leader units such as mother mudcrawler and daemon shapeshifter because the unfair advantage that these units gives to player who picks them in short competitive scenarios as afterlife...

As the list of changes are really small in contrast of other releases, this update is going to happen soon in April. And probably another update at start of May to finish what 4.41 was meant to be.


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Re: Ageless Era - Current Version: 4.40

Post by Ghize29 »

Thanks our lord and king IPS
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Re: Ageless Era - Current Version: 4.40

Post by ahyangyi »

IPS, do you also use discord or do you prefer talking here? As you might have seen I am recently submitting various small bug fixes to Ageless, and I have also talked to Ravana about possibilities of importing other existing factions.

Anyways, let's keep in touch and coordination. Which should be easy because I know I suck at balancing numbers and I would just refrain from touch them.
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Re: Ageless Era - Current Version: 4.40

Post by IPS »

ahyangyi wrote: April 7th, 2026, 8:05 am IPS, do you also use discord or do you prefer talking here? As you might have seen I am recently submitting various small bug fixes to Ageless, and I have also talked to Ravana about possibilities of importing other existing factions.

Anyways, let's keep in touch and coordination. Which should be easy because I know I suck at balancing numbers and I would just refrain from touch them.
I would rather chatting in discord, and took a somewhat short break from wesnoth. But in short something in my pc broke and techincally I can no longer test changes and code in the same device which significantly lowered my motivation.

And sure, I will implement my old list of balance changes and in another time I will review new content and balance them more properly, because I'm not sure if I will have motivation to do all this in only like 5-6 days at most (code the balance changes of the previous list and also review new units balancing)
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Re: Ageless Era - Current Version: 4.40

Post by IPS »

Codded all the promised balance changes from long ago, still in few cases I'm going further with the balance changes, which I will explain further in short.

EA - Dark Legion
- All ranged specialized drones will have Magic Dodge special in their ranged
- Lv2 and Lv3 Crossbowmen will now have Magic Dodge special in their range
- Lv3 Elite Gunner will now have Magic Dodge in melee, Lv3 Enforcer drone in its blade melee
- Lv2 Rayblade will now have Magic Dodge in melee, Lv3 Stormblade will now have Magic Counter in the melee
- Lv3 Deathmaster pierce attac will now have Magic Dodge special, Blade attack will now have Dread special
- Lv2 Archer melee lowered by -1, increased XP by 10
- Lv3 Archer Blade resistance increased by 10% , poison attack now has 1 more dmg
Dark Legion humans in overall need now more XP for lv3, but they're more profesional.

If you wonder what does exactly these specials I'ma explain
Magic Dodge, when the attack is used offensively if the attacker had Enchanted or Magical it will lower their hit chance to 50% instead of higher.
Magic Counter, the same but it also works at both offensive and in retaliation

The idea of this is helping Dark Legion perform better with no magic casters, similar treatment will have some other factions without magic casters.

EE - Monsters
- Lv2 Spider and Lv3 Spider will now have Feeding special
- Lv3 Spider ranged damage adjusted from 9-3 to 8-4 , melee is now Dread Special
- All wolves cold resistance increase by 10% , if alr 20% cold res instead 10% more in fire
The idea is to make the entire faction be significantly better becausee of the big nerf of Mother Mudcrawler losing ONE strike at its ranged because it was unfair OP as leader choice in PVP games like afterlife.

Lv3 Spider can now be a good unit for gamemodes like Orocia if correctly used. High skillcap still but it can be worth it.


EOC - Chaos
- Lv2 Dark Knight and Lv3 Chaos Knight axe attacks now have Dread Special.
EE will have Dread on the Sword attack, EOC will have it on the axe.
So EE gets the better unit but EOC gets the best attack.



If more changes gets added to my previous list of balance changes for May 2025 I will just edit this post, which, will be my idea.
ADDED AOA - Jarldom BUFFs


AoA - Norse Jarldoms
Another no mage faction, might buff even further again.
They're also a faction which most of their units are 50% at villages because in prior of better movement costs.

- ALL NEUTRAL JARLDOM units now are 3 traits with FEARLEST MUST HAVE
This barely does something, but makes them inmune to AWE debuffs!
- ALL CHAOTIC JALRDOM units now are 60% VILLAGE DEFENSE (except the lv2 berserker)
Now not just archers but also all chaotic units with no exception

Guards on the other hand are neutral and 60% defense in villages as a weird exception

- Crossbowman XP to 38 (-2)
- Master Crossbowan HP to 63 (+4)
- Maraudeur melee now has +Magic-Dodge special
- Warlord melees now have +Magic-Counter
Now warlord is an attempt of a hard-counter of magic melee.
- Viking now has +Magic-Dodge in melee, cold res to 20% (+10%)
- Vargrarian now has +Magic-Counter in melee
- Berserker and Destructive blade melees now have
- Nordic Archer now has +Magic-Dodge in ranged, cold res to 20% (+10%)
- Nordic Master Bowman now has +Magic-Dodge in ranged, cold res to 20% (+10%)
- Huskarl cold res to 20% (+10%)
- Thane and Jarl fire res to 10% (+10%)
- Jarl cold res to 30% (+10%)
- All lv2/lv3 riders are now 20% cold res
- Mounted Bowman XP to 85 (+10) , ranged now has +Magic-Dodge
- Mounted Archer HP to 69 (+4) , NEW ATTACK: 16-2 fire ranged , both ranged attacks now have +Magic-Dodge , price to 57g (+3g)
The idea is to decrease the powercreep of this lv3 and the other mounted Lv3
- Mounted Knight both melee now have +Magic-Dodge


AoA - Mountain Goblins
Seriously no endgame potential faction. It getting a serious buff

- Goblin Slayer ranged accuracy upgraded to +Marksman
- Warlord Melee now has +Magic-Counter
- Invader Melee now has +Magic-Counter
- Plains Ranger now has +Magic-Counter at ranged.
Having this special in RANGED attack is a very powerful buff. Unit is so low dmg and no lv3.
- Wolf Champion ranged attack now has +Dread
- Goblin Wiseman now has Regen 4 , cold ranged now has +Weaken debuff too


AoA - Galianos Imperium
- Duelist blade res to 10% (+10%) , price to 15g (+1g)
- Javalenist pierce res to 10% (+10%) , ranged now has +Bleed, price to 25g (+1g)
- Elite javalenist pierce res to 20% (+10%) , ranged now has +Bleed, price to 51g (+4g)
They don't have mages or line breaker specials, so something that prevents healing might come handy from somewhere.
- Swordsman and Elite Swordsman cold res to 10% (+10%)
- Gendarme on Foot and all advancement NEW ATTACK: blade damage +Bleed/+Attack-only specials
- Gendarme on Foot -10% parry on new secondary attack
- General main attack now has 10% parry, secondary attack has no parry but +Bleed/+Attack-only specials
- Ranger HP to 47 (+2) , XP to 88 (+11)
- Veteran Ranger HP to 57 (+2) , ranged now has +Aimed , price to 60g (+5g)
- Apothecary melee now has +Stun special , price to 28g (+2g)
- Crossbowman with Bulwark HP to 53 (+2)
- Pyromancer ranged damage decrease by 1 , now has +Corrode special in ranged, XP to 75 (+10) , price to 28g (+2g)
- Master Pyromancer now has +Corrode special in ranged, price to 50g (+4g)
- Pikeman and Heavy Pikeman cold res to 10% (+10%)
- Heavy Pikeman will now have a +Bleed attack only attack special
if I added the special without the attack only it would be scary OP trust me lol
- Heavy Footman NEW ATTACK: 14-3 impact melee +Cripple 5% +Attack-only, price to 62g (+3g)
- Scout cold res to 10% (+10%)
- Mounted Crossbowman impact and cold res increase by 10% , XP to 85 (+10)
- Escort HP to 70 (+8) , impact and cold res increase by 10% , ranged attack now has +First-Strike , price to 59g (+4g)
I refuse that a mounted crossbowman to have less HP than a foot archer, he has to have more bulk, even his both damage are low.


AoA - Kingdoms of Rohvar
- Gothic Knight on Foots NEW ATTACK: 17-3 blade melee +5% accuracy -10% parry +Magic-Counter, price to 54g (+4g)
Weird secondary attack which increases damage significantly (accuracy) at cost of his defense but he's heavily armored
Also if the target has magic melee he instead decreases opponent hit chance, which makes this thing alive in the meta
- Sargeant leadership 2 aura got replaced by Protection aura instead, price increased
Two different auras is quite more useful in one faction.
- Mercenary and Mercenary Captain both now have +Magic-Counter
BOTH FIGHETERS are horrible in terms of resistances, but lv3 at least has leadership.
But in physical strength they're really bad
- Royal Archer now have +Magic-Dodge at ranged
- Ritterbrüder now has +Magic-Counter at his melee
The amount of XP required to get this unit 111 XP at his lv2 is insane high, probably it's well deserved.
- Gothic Knight fire/cold res to 10% (+10%)
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Re: Ageless Era - Current Version: 4.40

Post by IPS »

I finished with the balancing , I was getting out of ideas and material and then also the time pressure, so I had like 3 different reasons to stop at here now.

The final list of all about to come unit rebalances list is here. Hopefully some of the factions rebalancing might be enough clever to not touch them in long.... I think I should rather at focusing at few factions with more definitive rebalances to not touch them in years unless if something wrong is spotted either by playing or watching.
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Re: Ageless Era - Current Version: 4.41

Post by Ravana »

Ageless Era 4.41 is out on the 1.18 and 1.19 add-on server

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Version 4.41:
* Units and Factions
    * Enabled advancement to several level 4 AoA units
    * Added few existing units to recruit list
* Balance
    * Detailed notes can be found from forum or github or this addon files. Mostly EoMa, AoA, EE.
* Other
    * Fixed error preventing playing with 1.19.24
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Re: Ageless Era - Current Version: 4.41

Post by IPS »

Yo, after thinking a while what are going to be next ageless changes I've considered that I have clear the next priorities at it.

Unlike other releases this time there will be not a review of a lot of random units/factions , I will scope at some reworks which were meant to be HARDER and I've skipped for long (Meganerie, Kthons) while some other things coming.


PLANNED BY ME:
- Review/Rework Meganerie units
- Review/Rework Kthon as a whole faction
- Some rework at Deep Elves
- Review nature based factions like Yokai/Wood-Warrios/Sylvans which I suspect them to be undertuned (weaker than they should)
- Fix inconsistencies with the new Lv4A - Lv4B AoA units
- Prob add some promised new units mentioned in the balance changelog.
- Review archers in factions with no magical, berserk attackers or without healers to make them way better.

Release time? prob in 1-3 months not clear sure when exactly.


Other planned things to get hyped about! I plan to create new specials to make ageless unit more diverse and less spam on the same already existing specials, I might mention some I'm thinking about!

- Gaze: in offense, steals 10% accuracy from the defender (can work over magical, precision, etc too)
- Vindicate: in offense, gains 20% accuracy increase
- drain(1, 2, 3, etc): unit heals from living foes a fixed amount of health per hit.
Unlike drains which scales with increased damage (more dmg more drains, etc), drain fixed value is constant and gives no XP mod penalty.
- DOT(1,2, 3, etc): DOT refers to Damage Over Time, each successful hit deals extra true damage on sucesful strike.
Like the fixed amount of drains, this base value will not increase with XP mod or external upgrades.
- Night cover: on night time, this unit takes 20% less damage at both offense and defense.
Slightly worse than 20% all resistance increase BUT it can work at secret and sources of true dmg.


Prob some more, but all with exception OF drains have designed and planned units to add on them. Like KTHONs toads might have DOT 1/2 damage but one less fire damage so it can deal significantly more damage to very fire resistant units at cost of dealing less fire dmg.


Whenver I start designing the units I will make the balance changelog and post in the forums.
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Re: Ageless Era - Current Version: 4.41

Post by Ravana »

Dont like idea of dot because it breaks damage predictions. And knowing how we tend to work, the release probably happens around february.
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Re: Ageless Era - Current Version: 4.41

Post by IPS »

Wanted to post this on August 1st but I was sick and no feeling well. Fortunately while recovering could cook well with some ideas for some reworks and even some new units in factions that truly need them...

About NEW UNITS that ARE URGENTLY needed will be the EOTF shifter lv3 advancament and ALL of his animal transformations.... because dalefolk trully only have two lines that can go to lv3 ... that's only TWO things that can go lv3. While making Shifter get a lv3 has like 6 animals or transformation (including his human mode), which would grant up to 8 lv3 units to dalefolks at late-endgame. Idea is that lv3 shifter to be incredibly high stats and raw power (Like 80 HP and legit lv3 attacks) and keeping animal defense and movement cost properties... at cost of consuming massive 90 XP for lv3, so yes, lv3 shifter WILL be a strong unit because it might be tricky and way too difficult to use at full potential because he changes so often in base of his terrain.

Another faction that needs something promoting to higher level are AoA mountain goblins! , even if some of their units can get to lv3, I got a brilliant move to give endgame life to mountain goblins... Lv3 goblin warlord WILL NOW promote to LV4 !! THAT'S IT , a leadership lv4 unit with mediocre fighting skills (15-3 melee, 9-2 ranged) .... but +Stardard aura too!!! , yup that aura that increases all unit resistances by massive 20% regardless of their levels that is only seen at EOTF imperialist standards, but now lv3 goblin warlord will get this aura at its lv4 with crappy fighting skill but owning both lv4 leadership and +standard making it a very strong aura support.

So in short a lot of mid to bad ageless units might be fixed in next release and also, many things will get reworked to be either simpler or accomplish more specific roles that their factions were really needing.


Lastly to say, planned with exception of AoA changes, and new Shifter lv3 advancement.
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Re: Ageless Era - Current Version: 4.41

Post by Bad_tactics »

After the last update (Ageless Era 4.41.0) Bone Beast unit from EOMA Destroyers ability "Collector" does not work. Please fix.
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Re: Ageless Era - Current Version: 4.41

Post by Ravana »

Please be more specific. Preferably provide savefile and describe what to do there and what is expected outcome.
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Re: Ageless Era - Current Version: 4.41

Post by Bad_tactics »

Collector ability is like feeding (adds hp after killing) but only works when using the units default melee attacks. It has stopped working, so that after every kill of viable units no hp is added to the bone golems hp.
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