Ageless Era - Current Version: 4.41

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Bad_tactics
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Re: Ageless Era - Current Version: 4.41

Post by Bad_tactics »

Also what does Divine protection on Luz Cleric do? Seems to have no effect whatsoever.
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Re: Ageless Era - Current Version: 4.41

Post by Ravana »

Will be solved next update probably during winter. https://github.com/inferno8/wesnoth-Era ... ic/pull/86

Divine protection is immunity from units that have ability of negative healing.
Bad_tactics
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Re: Ageless Era - Current Version: 4.41

Post by Bad_tactics »

Okay, looking forward to the fix. Bone beast is a favourite of mine.
And thanks for the clarification on Divine protection. The description falls short in communicating what it really does.
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Re: Ageless Era - Current Version: 4.41

Post by Bad_tactics »

The ability Fungal Regeneration on EOMA Destroyers Greater Cyclops (and consequent advancements) does not work. As it suggests, the unit should heal a defined number of hit points or get cured from poison effects if standing on mushroom tiles at the beginning of its turn. The ability follows the Submerge ability activation method with an active form when standing on the appropriate tiles and inactive form if not. It remains inactive even when standing on mushroom tiles.
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Re: Ageless Era - Current Version: 4.41

Post by Ravana »

Please tell exact terrain code of that terrain. It is enabled for terrain=*^Uf,*^Ufi. You can see terrain codes with :show_terrain_codes.
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Re: Ageless Era - Current Version: 4.41

Post by ChaosRider »

Ravana wrote: August 9th, 2026, 4:44 pm Please tell exact terrain code of that terrain. It is enabled for terrain=*^Uf,*^Ufi. You can see terrain codes with :show_terrain_codes.
I guess but there is a cave terrain with many small funguses. Its still count as cave I think, not fungus.
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Re: Ageless Era - Current Version: 4.41

Post by Bad_tactics »

Tested on Tb^Tf. Did not test other variations like shown by ChaosRider (GOAT creator btw).
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Re: Ageless Era - Current Version: 4.41

Post by Ravana »

Added T*,*^T* to forest keeping, arson, nature regeneration, fungal regeneration.
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Re: Ageless Era - Current Version: 4.41

Post by IPS »

ChaosRider wrote: August 9th, 2026, 6:48 pm
Ravana wrote: August 9th, 2026, 4:44 pm Please tell exact terrain code of that terrain. It is enabled for terrain=*^Uf,*^Ufi. You can see terrain codes with :show_terrain_codes.
I guess but there is a cave terrain with many small fungises. Its still count as cave I think, not fungus.

Screenshot_20260809_204610.jpg
That small fungi is just a cosmetic overlay that people only uses at map editor tor cosmetic purposes, but actually no gameplay or skill mechanics are including that small fungi farms. So this small fungi right now doesn't do anything in gameplay unless certain skills are rewriten to do something now on that specific overlay terrain.

Regards about some terrains behaviors when combining multiple some terrains adds the best defense of both terrains (like river ford) with smoothest movement costs as well (river ford) which is 1 for fish and ground alike...

While there are cases which are tougher and less friendly as with real forest or fungi terrain overlay over other terrains which in some cases only counts the defense of the forest/fungi (swamp fungi, swallow water fungi) and counts the worst movement costs of the two type of tiles for that one (fungi/forest for fish and swamp/swallow-water for ground). So at forested/fungi swamp or swallow-water with fungi/forest will only have the defense properties of FOREST OR FUNGI with also the WORST movement costs between FUNGI/FOREST and SWAMP/WATER. Making it just a worse version of FOREST/FUNGI terrain where also ground units moves worse UNLESS of having at least same MOVEMENT COST at water/swamp and fungi/forest at same time.

As well there are the terrain overlays which are somewhat neutral (not completely, but not best or worst case scenario) of terrains which applies THE BEST DEFENSE with also WORST TERRAIN MOVEMENT COST the unit could actually get from these terrains like SAND-FORESTED-HILL or without hill or forest, the unit will have the best defense of that mix of terrains (2 between sand and hill/forest) or (3 including all sand/forest/hill) at the cost of applying the actual worst movement cost of these terrains. So yeah forested hills, sand hills, forested desert and forested sand hills will apply the best terrain defense at cost of the worst movement cost on that tile. The same exact thing happens if you replace sand with snow or cave if I'm not wrong. So in short units often have great defense at this type of terrains but often struggle at moving at these tiles unless they have a movement cost of 1 on all the terrain tiles included in that single tile overlays.
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Re: Ageless Era - Current Version: 4.41

Post by ChaosRider »

IPS wrote: August 10th, 2026, 5:30 pm
ChaosRider wrote: August 9th, 2026, 6:48 pm
Ravana wrote: August 9th, 2026, 4:44 pm Please tell exact terrain code of that terrain. It is enabled for terrain=*^Uf,*^Ufi. You can see terrain codes with :show_terrain_codes.
I guess but there is a cave terrain with many small fungises. Its still count as cave I think, not fungus.

Screenshot_20260809_204610.jpg
That small fungi is just a cosmetic overlay that people only uses at map editor tor cosmetic purposes, but actually no gameplay or skill mechanics are including that small fungi farms. So this small fungi right now doesn't do anything in gameplay unless certain skills are rewriten to do something now on that specific overlay terrain.

Regards about some terrains behaviors when combining multiple some terrains adds the best defense of both terrains (like river ford) with smoothest movement costs as well (river ford) which is 1 for fish and ground alike...

While there are cases which are tougher and less friendly as with real forest or fungi terrain overlay over other terrains which in some cases only counts the defense of the forest/fungi (swamp fungi, swallow water fungi) and counts the worst movement costs of the two type of tiles for that one (fungi/forest for fish and swamp/swallow-water for ground). So at forested/fungi swamp or swallow-water with fungi/forest will only have the defense properties of FOREST OR FUNGI with also the WORST movement costs between FUNGI/FOREST and SWAMP/WATER. Making it just a worse version of FOREST/FUNGI terrain where also ground units moves worse UNLESS of having at least same MOVEMENT COST at water/swamp and fungi/forest at same time.

As well there are the terrain overlays which are somewhat neutral (not completely, but not best or worst case scenario) of terrains which applies THE BEST DEFENSE with also WORST TERRAIN MOVEMENT COST the unit could actually get from these terrains like SAND-FORESTED-HILL or without hill or forest, the unit will have the best defense of that mix of terrains (2 between sand and hill/forest) or (3 including all sand/forest/hill) at the cost of applying the actual worst movement cost of these terrains. So yeah forested hills, sand hills, forested desert and forested sand hills will apply the best terrain defense at cost of the worst movement cost on that tile. The same exact thing happens if you replace sand with snow or cave if I'm not wrong. So in short units often have great defense at this type of terrains but often struggle at moving at these tiles unless they have a movement cost of 1 on all the terrain tiles included in that single tile overlays.
About taking best defense I may a bit dissagree. Do you know why on flat with forest terrain horseman has 30% terrain defense when it has 40% on flat? In unit file where you can put terrain defense values there arent exactly terrain defense, you dont write 50% or 60% but values without %. Later game subtracts this value from 100. If you put for some terrain defense in unit file equal 10 then it will have 90%, with 20 it will have 80% and so on. So why Horseman choose worse option on flat and forest? Because it has -70 in terrain defense tags. There must be some logic that if after subtract its over 100 then it multiply by -1 the value that should be subtract and then its subtracts from 100. But it still takes over values that are plus.
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Re: Ageless Era - Current Version: 4.41

Post by IPS »

ChaosRider wrote: August 10th, 2026, 9:26 pm
IPS wrote: August 10th, 2026, 5:30 pm
ChaosRider wrote: August 9th, 2026, 6:48 pm
Ravana wrote: August 9th, 2026, 4:44 pm Please tell exact terrain code of that terrain. It is enabled for terrain=*^Uf,*^Ufi. You can see terrain codes with :show_terrain_codes.
I guess but there is a cave terrain with many small fungises. Its still count as cave I think, not fungus.

Screenshot_20260809_204610.jpg
That small fungi is just a cosmetic overlay that people only uses at map editor tor cosmetic purposes, but actually no gameplay or skill mechanics are including that small fungi farms. So this small fungi right now doesn't do anything in gameplay unless certain skills are rewriten to do something now on that specific overlay terrain.

Regards about some terrains behaviors when combining multiple some terrains adds the best defense of both terrains (like river ford) with smoothest movement costs as well (river ford) which is 1 for fish and ground alike...

While there are cases which are tougher and less friendly as with real forest or fungi terrain overlay over other terrains which in some cases only counts the defense of the forest/fungi (swamp fungi, swallow water fungi) and counts the worst movement costs of the two type of tiles for that one (fungi/forest for fish and swamp/swallow-water for ground). So at forested/fungi swamp or swallow-water with fungi/forest will only have the defense properties of FOREST OR FUNGI with also the WORST movement costs between FUNGI/FOREST and SWAMP/WATER. Making it just a worse version of FOREST/FUNGI terrain where also ground units moves worse UNLESS of having at least same MOVEMENT COST at water/swamp and fungi/forest at same time.

As well there are the terrain overlays which are somewhat neutral (not completely, but not best or worst case scenario) of terrains which applies THE BEST DEFENSE with also WORST TERRAIN MOVEMENT COST the unit could actually get from these terrains like SAND-FORESTED-HILL or without hill or forest, the unit will have the best defense of that mix of terrains (2 between sand and hill/forest) or (3 including all sand/forest/hill) at the cost of applying the actual worst movement cost of these terrains. So yeah forested hills, sand hills, forested desert and forested sand hills will apply the best terrain defense at cost of the worst movement cost on that tile. The same exact thing happens if you replace sand with snow or cave if I'm not wrong. So in short units often have great defense at this type of terrains but often struggle at moving at these tiles unless they have a movement cost of 1 on all the terrain tiles included in that single tile overlays.
About taking best defense I may a bit dissagree. Do you know why on flat with forest terrain horseman has 30% terrain defense when it has 40% on flat? In unit file where you can put terrain defense values there arent exactly terrain defense, you dont write 50% or 60% but values without %. Later game subtracts this value from 100. If you put for some terrain defense in unit file equal 10 then it will have 90%, with 20 it will have 80% and so on. So why Horseman choose worse option on flat and forest? Because it has -70 in terrain defense tags. There must be some logic that if after subtract its over 100 then it multiply by -1 the value that should be subtract and then its subtracts from 100. But it still takes over values that are plus.
99% of cases is like I have said, horses in specific have in their footype a minus symbol (-) before the numerical value at forest defense. Like forest defense in mounted horse type is actually -70 , which means they will only dodge 30% at forest but also in all mix of possible terrains including forest they will be 30% defense because of the minus symbol in that number. That is made in purpose to make that specific interaction.

The only case I even used a - value in a footype terrain was at ARCHAIC - Windaemon foottype when I decided to make them be 6 MP cost instead of impassable forest terrain and hard capping their defense to -80 forcing the unit to be 20% defense if it contains an actual forest tree on it.

But yeah, if you don't add the - in the value at the defense value then terrains will work as I've mentioned in the first post. You require the minus character in the code to make it work as you're trying to correct me which is the type of cases in which your correction over my post is right.

But I've seen that original autors of some untis that been added at WOTG completely missed with the resistances values like placing in the code pierce=20 and then the better level pierce=30 , which means the lower level has better pierce res than the higher level XD , like in the case of Gray Ranger elf unit. Don't need to say much, but the values at defenses and resistances are the real % of defense or absolute damage taken for that unit, like if fire res fire=130 then the unit takes 130% of fire damage while if unit flat defense is flat=30 then the unit only takes 30% of hits if no accuracy or special modifiers on the attacker/retaliation.
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Re: Ageless Era - Current Version: 4.41

Post by Bad_tactics »

What is going on with the multiple fake Elf factions? Some units are rather unbalanced as they are just default elves with altered defences. These factions just flood the Ageless Era Add-on while offering little (if any) real alternatives.
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Re: Ageless Era - Current Version: 4.41

Post by IPS »

Bad_tactics wrote: August 14th, 2026, 6:58 pm What is going on with the multiple fake Elf factions? Some units are rather unbalanced as they are just default elves with altered defences. These factions just flood the Ageless Era Add-on while offering little (if any) real alternatives.
Can you specific which elves faction are you talking about? also remember that most of these factions came with the base idea of their owners and barely been changed by just a bit the values.

Prob the best aternative to rebels is only AoA rovanian elves because it been seriously restructured because original material could not be taken seriously.... but still it's way too similar (with exception of berserk/skirmisher) and stronger elf version of red mage at later levels.

Some others are have too few units and pretending to balance with so few units is also way too hard, but I think that MiE sylvan keeper is still on going there and there been plans to rebalance the vengeance line.


Desert elves, well I try to keep them more similar to original desert elves even if I wiped a whole EOC elves to merge them with AE desert elves to decrease the amount of flooded elves faction by one. Still they missing a planned unit to be added that is a tankier lv2 fighter with more resistances but no ranged attack at AE variant of Desert elves. Mentioning that some units that are more different at this AE desert faction are from the removed EOC Elves and one line that I invented by myself because desert elves were messing up with ranged damage types....

RE - Sylvans is Rashy Era version of rebels I just helped them be more balanced but all creative decision been done the author who is even alive in modding community even in recent times.

EE used to have their elves too , but considering they were adding only two mermens to rebels and the wose shaman I just asked to just remove that faction because it was too poor add to be a whole faction at ageless.

While not completely related to elfs, there been plans to also buff BEEM - Wood warriors.
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Re: Ageless Era - Current Version: 4.41

Post by ChaosRider »

IPS wrote: August 16th, 2026, 3:20 pm
Bad_tactics wrote: August 14th, 2026, 6:58 pm What is going on with the multiple fake Elf factions? Some units are rather unbalanced as they are just default elves with altered defences. These factions just flood the Ageless Era Add-on while offering little (if any) real alternatives.
Can you specific which elves faction are you talking about? also remember that most of these factions came with the base idea of their owners and barely been changed by just a bit the values.

Prob the best aternative to rebels is only AoA rovanian elves because it been seriously restructured because original material could not be taken seriously.... but still it's way too similar (with exception of berserk/skirmisher) and stronger elf version of red mage at later levels.

Some others are have too few units and pretending to balance with so few units is also way too hard, but I think that MiE sylvan keeper is still on going there and there been plans to rebalance the vengeance line.


Desert elves, well I try to keep them more similar to original desert elves even if I wiped a whole EOC elves to merge them with AE desert elves to decrease the amount of flooded elves faction by one. Still they missing a planned unit to be added that is a tankier lv2 fighter with more resistances but no ranged attack at AE variant of Desert elves. Mentioning that some units that are more different at this AE desert faction are from the removed EOC Elves and one line that I invented by myself because desert elves were messing up with ranged damage types....

RE - Sylvans is Rashy Era version of rebels I just helped them be more balanced but all creative decision been done the author who is even alive in modding community even in recent times.

EE used to have their elves too , but considering they were adding only two mermens to rebels and the wose shaman I just asked to just remove that faction because it was too poor add to be a whole faction at ageless.

While not completely related to elfs, there been plans to also buff BEEM - Wood warriors.
Its funny how you had to laught about one or two units from WOTG and their resistances and now someone else is asking what is wrong with fake elves faction in Ageless. I dont know which faction he mean but we didnt have to wait long to get info that something in AE is wrong with whole faction (not one or two units).
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Re: Ageless Era - Current Version: 4.41

Post by IPS »

ChaosRider wrote: August 16th, 2026, 5:57 pm
Its funny how you had to laught about one or two units from WOTG and their resistances and now someone else is asking what is wrong with fake elves faction in Ageless. I dont know which faction he mean but we didnt have to wait long to get info that something in AE is wrong with whole faction (not one or two units).
At least I don't avoid uncomfortable questions or petitions about the era or something on it. Even I'm caring about most of the content in this era as in the past years (mostly 2020-2025) there was a severe powercreep at EOMA factions being significantly better (like by more than 2 tiers) than average AE unit, resulting in people always picking these factions over the rest OR in random factions game being rehost if one of the players gets EOMA and other gets something that couldn't just counter it.... facing issues at multiplayer lobbies that these factions were facing both extreme love but extreme hate and even fights about players calling others "noobs" for just picking EOMA at afterlife or PVP gameplay

Like also I posted once at WOTG topic that a lot of WOTG units are either extremely underpowered (the whole vanilla yokais, all vanilla BEEM factions, vanilla minotaurs, the whole EFM minors problems but not grave as the other cases, many others) by featuring the most common issue either XP overprice or just horrible stats.... me saying that no pricing can fix bad units being bad and spending like 100 XP to promote a unit that gets less stats than default and are far less consistent because of having one extreme weakness that ruins the few remaining viability of that low stats unit. At least the blatant OP been fixed by the AI tournaments that fortunately helped you to spot the extreme OP and spot some severe underpowreds... but in case of second ones is just not enough by lowering price and making them dirty cheap as these need also XP adjustments too.


And btw I will probably review all elfic factions and if I got a decent idea I will add it to them, but for now as in my previous post I will only stay at deep elves rework because while not that bad still some roles are missing at it.

And will consider proposing a default-less random faction for people who wants randoms for something less default-like, as some people INTENTIONALLY look for these factions in specific but some other are avoiding them as well of reviewing the list of default-like factions and adjust them correctly to consider only very default-like factions lol
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