Ageless Era - Current Version: 4.41
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Re: Ageless Era - Current Version: 4.41
Been pretty much tired and I'm late by like 10 days my planned agenda as I've been too tired actually add my own planned changes... but still I did already code the upcoming changes that I did mention in an older forum post.
Atm these are the already coded changes for the next version, still there are MORE to add, but before the spoiler with all individual changes I will explain what's already planned to add to this list of changes:
AoA ALL lv4B advancements will get fixed their inconsistencies from their AE vanilla 4A versions
AoA Lv4 Goblin leader will get added with new Aura and more stats.
EFM Dalefolks will have a lv3 shifter on all his animal variants (including human form)
FL Blood Elves with get a Lv3 version of their mages as most people expressed dislikes from direct advancements from lv2 to lv4.
Probably some little more upcoming changes awaiting before this release!
What's new THIS TIME at the balance changelog for 4.42?
- Minor adjustemts and fixed some errors at previous balance changlog
- AE - Desert elves BUFF (10% extra fire res at almost everything there) + Moon Enchantress/Priesstess REWORK
All Explained in the balance changelog inside this spoiler!
Atm these are the already coded changes for the next version, still there are MORE to add, but before the spoiler with all individual changes I will explain what's already planned to add to this list of changes:
AoA ALL lv4B advancements will get fixed their inconsistencies from their AE vanilla 4A versions
AoA Lv4 Goblin leader will get added with new Aura and more stats.
EFM Dalefolks will have a lv3 shifter on all his animal variants (including human form)
FL Blood Elves with get a Lv3 version of their mages as most people expressed dislikes from direct advancements from lv2 to lv4.
Probably some little more upcoming changes awaiting before this release!
What's new THIS TIME at the balance changelog for 4.42?
- Minor adjustemts and fixed some errors at previous balance changlog
- AE - Desert elves BUFF (10% extra fire res at almost everything there) + Moon Enchantress/Priesstess REWORK
All Explained in the balance changelog inside this spoiler!
Spoiler:
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Re: Ageless Era - Current Version: 4.41
- Sabotage: In offensive the opponent retaliates with x0.9 damage, if mechanical then opponent retaliates with x0.8 damage and also takes x1.1 more damage.
- Gaze: In offensive, accuracy increase by 10%, opponent accuracy decrease by 10% (including magical and other special modifiers)
- Vindicate: In offensive, accuracy increase by 20%
- Night Cover: In night time, this unit takes % damage decrease depending the multiplier (10, 20, 30, etc %)
I dont like sabotage concept. We have evade/dread which reduce damage. Making it conditional on being mechanical seems needless complexity.
I dont like gaze setup with accuracy increase and decrease being together. For accuracy increase we have spinning.
Vindicate and gaze and spinning should all be unified to one concept which can have some units with 10 and some with 20. Basically when there are too similar abilities then group them to one name.
Night cover is ok but the values cant get too high.
- Gaze: In offensive, accuracy increase by 10%, opponent accuracy decrease by 10% (including magical and other special modifiers)
- Vindicate: In offensive, accuracy increase by 20%
- Night Cover: In night time, this unit takes % damage decrease depending the multiplier (10, 20, 30, etc %)
I dont like sabotage concept. We have evade/dread which reduce damage. Making it conditional on being mechanical seems needless complexity.
I dont like gaze setup with accuracy increase and decrease being together. For accuracy increase we have spinning.
Vindicate and gaze and spinning should all be unified to one concept which can have some units with 10 and some with 20. Basically when there are too similar abilities then group them to one name.
Night cover is ok but the values cant get too high.
Re: Ageless Era - Current Version: 4.41
Sabotage could be standarized to 12.5% and remove the conditional if enemy if mechanical. So it's 1/8 less damage taken at both retaliation and in offensive. Also Sabotage unlike Evade or Dread it also works when used defensively so it's the main reason why the value is way lower.Ravana wrote: August 21st, 2026, 8:15 pm - Sabotage: In offensive the opponent retaliates with x0.9 damage, if mechanical then opponent retaliates with x0.8 damage and also takes x1.1 more damage.
- Gaze: In offensive, accuracy increase by 10%, opponent accuracy decrease by 10% (including magical and other special modifiers)
- Vindicate: In offensive, accuracy increase by 20%
- Night Cover: In night time, this unit takes % damage decrease depending the multiplier (10, 20, 30, etc %)
I dont like sabotage concept. We have evade/dread which reduce damage. Making it conditional on being mechanical seems needless complexity.
I dont like gaze setup with accuracy increase and decrease being together. For accuracy increase we have spinning.
Vindicate and gaze and spinning should all be unified to one concept which can have some units with 10 and some with 20. Basically when there are too similar abilities then group them to one name.
Night cover is ok but the values cant get too high.
Spinning at this moment is just 10% accuracy stats but with the problem that you cannot add this special to any non physical object that needs to spin.... while you add 10% accuracy stat over the attack and lowkey pretend the attack has to have 10% more accuracy and nobody would ask why it does nor need to give explanations about why. Also Spinning is a attack special that is only being applied to only two units (Boomerang and Ranger) from ME tribalist faction.
I'm absolutely aware of the size of Night Cover if gets values greater than 30%. While x0.8 damage taken modifier at night time is not as great as steadfast or 20% more resistances and it's conditioned to one specific ToD in the game, so the special is acceptably good for me. I wouldn't still try something having values greater than 30% of this special because that would lead such unit to be extremely inconsistent.
Gaze well the idea is to add more alternatives to Dread as otherwise there would be too many units with Dread Special. Also if you don't like it being 10% more accuracy and 10% less accuracy for opponent we could negiotate it and make it just 15% less accuracy for opponent when this attack is used in offensive. Sometimes not being hit is more valuable than just taking less damage per strikes mostly when you're avoiding taking early hits of SLOWS or any other relevant debuff. Gaze would be quite interesting if it could also work to Magical, Enchanted, Precision, etc giving it more uniqueness. Not as OP as Mind Fog but alrighty interesting.
Vindicate would be the 20% version of accuracy increase in only offensive similar how Greater Marksman is just Marskman but 80% instead of 60%.
Also the whole idea of adding 3 attack specials and Night Cover is precisely to avoid repeating too many times the same attack specials and also, brinding something more fresh and more unique.
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Re: Ageless Era - Current Version: 4.41
As promised, I have already coded and implemented all changes posted at there with exception of ALL lv3 variants of EFM dalefolks shifter. While I do not like the idea of too much effort for one unit that requires a lot of work but problem is that dalefolk are pretty much cooked at endgame becasue lv2 max cap at too many units....
Also plans are to do this changes and finish between end of 2026 or early 2027 when then the balance changes will not be as common as the idea is to do as many changes we can to the earliest to focus at other things later!
But in short, what been added that wasn't in the older post is this for if people don't really want to read the whole balance changelog for now
- ME Infernai buffs!
Yes! they face several issues in their faction design being the most the very persistent cold weakness which been more common at Ageless units overall. No physical ranged attacks in all the faction so my idea was adding some few new attacks to existing units (fire melee for lv2/lv3 hell hounds) , sadist line having claws attack with one more strike but much less power, more attack specials between units and the most interesitng of all this... drain/plague inmunity incoming! (not yet coded) for infernai untis! explanations why I think it's a great idea to add both plague and drains inmunity to infernai is posted at the balance changelog, still infernai can get poisoned.
- MiE Vampires buffs!
Few new cold attacks, soul hunter line more health at lv2 and lv3 and better magic res at lv3, a pair of vampire units will now have secondary cold attack, many of the lv2/lv3 vampires will have Night Cover 10% to help them take less damage at night time. Also some minor stats adjustments across the faction.
- MiE minor buffs to centaurs, nothing too relevant but buffs!
- FL new lv3 mages that are between lv2 and lv4, few minor buffs across some other units.
- AoA mountains goblins get their lv4 Overlord unit! pretty weak but standard aura is pretty strong aura that is always helpful
- AoA inconsistencies balancing between 4A and 4B units, so they now have consistency between previous levels. Effort reward may not be completely balanced at some cases at first attempt so it's very likely they gotta get touched a bit at 4.43 update too....
That are just the changes in the balance changelog that been not in the previous forum post. Also minor values adjustment to few things I decided it was a better idea to edit values over upcoming changes instead of older values... but nothing big to mention at there.
Actual balance changelog is this! Probablly will just add a 3-4 pierce attack for Steelhive welder and probably very minor things, and implement the promised changes to EFM dalefolk balancing some time soon before this weekend!
Also plans are to do this changes and finish between end of 2026 or early 2027 when then the balance changes will not be as common as the idea is to do as many changes we can to the earliest to focus at other things later!
But in short, what been added that wasn't in the older post is this for if people don't really want to read the whole balance changelog for now
- ME Infernai buffs!
Yes! they face several issues in their faction design being the most the very persistent cold weakness which been more common at Ageless units overall. No physical ranged attacks in all the faction so my idea was adding some few new attacks to existing units (fire melee for lv2/lv3 hell hounds) , sadist line having claws attack with one more strike but much less power, more attack specials between units and the most interesitng of all this... drain/plague inmunity incoming! (not yet coded) for infernai untis! explanations why I think it's a great idea to add both plague and drains inmunity to infernai is posted at the balance changelog, still infernai can get poisoned.
- MiE Vampires buffs!
Few new cold attacks, soul hunter line more health at lv2 and lv3 and better magic res at lv3, a pair of vampire units will now have secondary cold attack, many of the lv2/lv3 vampires will have Night Cover 10% to help them take less damage at night time. Also some minor stats adjustments across the faction.
- MiE minor buffs to centaurs, nothing too relevant but buffs!
- FL new lv3 mages that are between lv2 and lv4, few minor buffs across some other units.
- AoA mountains goblins get their lv4 Overlord unit! pretty weak but standard aura is pretty strong aura that is always helpful
- AoA inconsistencies balancing between 4A and 4B units, so they now have consistency between previous levels. Effort reward may not be completely balanced at some cases at first attempt so it's very likely they gotta get touched a bit at 4.43 update too....
That are just the changes in the balance changelog that been not in the previous forum post. Also minor values adjustment to few things I decided it was a better idea to edit values over upcoming changes instead of older values... but nothing big to mention at there.
Actual balance changelog is this! Probablly will just add a 3-4 pierce attack for Steelhive welder and probably very minor things, and implement the promised changes to EFM dalefolk balancing some time soon before this weekend!
Spoiler:
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Re: Ageless Era - Current Version: 4.41
Posting here to let know about more changes and some plans for 4.43 release , also I'm not yet sure if Ravana will be willing to update as I'm wanting to at the first weekend of September. But whatever lets first talk about the goals of not this release but instead the next one.
For 4.43 I plan to make a full review on attack names in prior to make a better work at that lot of secondary attacks that been added recently to many units (like the extra cold melee, or ranged alike). This will also include ATTACK ICONS and Unit descriptions as well.
Second thing I want to mention is that with the addition of many secondary attacks is to help more random units at being capable to defeat some of the most terrifying enemies in all Ageless : Air God , Infernal Vortex and Air God as these 3 units counter an insane amount of units.... in that extreme way that adding +Magic-Counter +Magic-Dodge and Extra cold attacks at so many units is because YES, THESE UNITS hardcounters THIS MANY UNITS that it's not even healthy for the ingame ecosystem once someone gets any Lv3 of these mentioned units and the most in highly modded games.... like players very often winning to AI by just spamming these mentioned units and addinga lot of XP mod upgrades to make them insane strong.... also being a problem at afterlif gameplay that few of these units will decide which side will win unless the skill cap is that exagerated of making the winning player lose an already WON game. So in purpose I've been tremendously been nerfing this specific group from EOMA units that hard counters so many things in any gamemode...
I'm also thinking about in a moment making an external modifier to readjust some resistances, XP and other stats to default so if player wants to use their default units and want to face against random ageless units then this mod will help default units to perform lot better. Some ideas about values of this mod would be this:
- Drakes: Fire res to 60% , Cold to -40% , arcane to -10% , basically too risky to use with so many arcane and cold attacers around there.
- Dwarvish Steelclad XP to 84 (-4)
- Skeletons arcane res to -30% , fire res to -10%% , impact res to -10 , yes they suck at PVP
- Swordsman XP to 72 (-8) / Pikeman XP to 65 (-10)
And going on there in purpose of making default be moreviable with new ageless standards that are trying to get closer to the almost game breaking meta of strongest units from EOMA era...
WHAT'S NEW in this season of adjustments
- EE Chaos buffs
- EotF all factions buff
- BEEM all factions buff
- ELE Vikings buffs (they will become inmune to AWE auras)
- ME Blight buff at units that were weak to cold
- Imperial Era most factions buffs
At the moment this are all the listed and already programmed balance changes for this 4.42 Ageless release, with exception of dalekfolks which will be the very last thing I will do before release, as well of the shapeshifter thing....
.
For 4.43 I plan to make a full review on attack names in prior to make a better work at that lot of secondary attacks that been added recently to many units (like the extra cold melee, or ranged alike). This will also include ATTACK ICONS and Unit descriptions as well.
Second thing I want to mention is that with the addition of many secondary attacks is to help more random units at being capable to defeat some of the most terrifying enemies in all Ageless : Air God , Infernal Vortex and Air God as these 3 units counter an insane amount of units.... in that extreme way that adding +Magic-Counter +Magic-Dodge and Extra cold attacks at so many units is because YES, THESE UNITS hardcounters THIS MANY UNITS that it's not even healthy for the ingame ecosystem once someone gets any Lv3 of these mentioned units and the most in highly modded games.... like players very often winning to AI by just spamming these mentioned units and addinga lot of XP mod upgrades to make them insane strong.... also being a problem at afterlif gameplay that few of these units will decide which side will win unless the skill cap is that exagerated of making the winning player lose an already WON game. So in purpose I've been tremendously been nerfing this specific group from EOMA units that hard counters so many things in any gamemode...
I'm also thinking about in a moment making an external modifier to readjust some resistances, XP and other stats to default so if player wants to use their default units and want to face against random ageless units then this mod will help default units to perform lot better. Some ideas about values of this mod would be this:
- Drakes: Fire res to 60% , Cold to -40% , arcane to -10% , basically too risky to use with so many arcane and cold attacers around there.
- Dwarvish Steelclad XP to 84 (-4)
- Skeletons arcane res to -30% , fire res to -10%% , impact res to -10 , yes they suck at PVP
- Swordsman XP to 72 (-8) / Pikeman XP to 65 (-10)
And going on there in purpose of making default be moreviable with new ageless standards that are trying to get closer to the almost game breaking meta of strongest units from EOMA era...
WHAT'S NEW in this season of adjustments
- EE Chaos buffs
- EotF all factions buff
- BEEM all factions buff
- ELE Vikings buffs (they will become inmune to AWE auras)
- ME Blight buff at units that were weak to cold
- Imperial Era most factions buffs
At the moment this are all the listed and already programmed balance changes for this 4.42 Ageless release, with exception of dalekfolks which will be the very last thing I will do before release, as well of the shapeshifter thing....
Spoiler:
.
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Re: Ageless Era - Current Version: 4.41
Speaking of Desert Elves, Whatever happened to the original sprite for the Sun Priestess?
Re: Ageless Era - Current Version: 4.41
Can you help me finding the original sprite you're talking about? I've been searching for Era of Chaos in 1.18 server and I found the same sprite that its been used in AE - Desert Elves. As actually AE desert elves is a merge of original desert elves from very old times (1.14 or older) with EoC units and some few that I invented by myself as the factions individually were way too bad to be one whole faction pic at random.BTIsaac wrote: September 2nd, 2026, 10:05 am Speaking of Desert Elves, Whatever happened to the original sprite for the Sun Priestess?
Original desert elves had only blade and pierce damage types, and only the shamans.... EOC Elves were almost the same with exception of few thigns so I decided it was a better idea to merge the two factions so each other will have less limitations. And I invented the dust fairies so desert elves have one more footype and also another ranged damage type.
Also about that, I have no real idea if there been another sprite for Sun Priestess and if there was, where to find it.
Another thing that happens often is that when one unit has the same sprite than its advancement, Ravana adds a colored orb at its head to differ more at sight from its previous level.
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Re: Ageless Era - Current Version: 4.41
War of Legends Era 1.14 and older had itIPS wrote: September 3rd, 2026, 3:50 pm Also about that, I have no real idea if there been another sprite for Sun Priestess and if there was, where to find it.
https://units.wesnoth.org/1.14/War_of_L ... stess.html
https://units.wesnoth.org/1.14/War_of_L ... eress.html
but they got completely replaced by the Quenoth Elves in more recent versions.
Re: Ageless Era - Current Version: 4.41
These have never been in ageless.
Re: Ageless Era - Current Version: 4.41
Okay but the current one looks like a placeholder, because, unless I'm missing something, it's identical to the Desert Shyde.
Re: Ageless Era - Current Version: 4.41
I do not see any reason to keep using actual 1.18 sun sorceress sprite at ageless instead of War of Legends sprite in 1.14 , clearly WoL is much better sprite.BTIsaac wrote: September 3rd, 2026, 4:54 pmWar of Legends Era 1.14 and older had itIPS wrote: September 3rd, 2026, 3:50 pm Also about that, I have no real idea if there been another sprite for Sun Priestess and if there was, where to find it.
https://units.wesnoth.org/1.14/War_of_L ... stess.html
https://units.wesnoth.org/1.14/War_of_L ... eress.html
but they got completely replaced by the Quenoth Elves in more recent versions.
As well that link solves my unfixed issues about plans to add more new units to AE desert elves but didn't do earlier because of missing sprites on some warrior line I wanted to add.
Like Lv2 at War of Legends could be a 3rd advancement of Ageless Desert fighter. So Desert fighter could promote to Desert Captain, Desert Hero and Desert Warrior. Warrior would have no ranged attack but in prior of some extra physical resistances.
Then Warrior promoting to Champion which is the more well rounded melee only fighter that AE desert elves would have or to Protector which has less damage less HP and worse terrain defense but having more solid physical resistances more similarly to an hybrid of loyalist loyalist swordsman to an Heavy Infantry.
This additions would help at AE desert elves to be better and differ even more to default rebels and also making Sun Sorceress to look much better. And I don't mind using the actual 1.14 WoL sun priestess for the lv2 because copying desert druid sprite which is already the same than other ageless unit is kinda silly. I would mind to add this for most likely 4.43 (NOT THIS, but THE NEXT RELEASE) , as I'm still thining about what balance to do with someseveral more factions.
Probably having motivation to work at the AE desert elves adds for something like october or november so they would be there before end of 2026.
Actually thinking what changes to do at ME - Equestrians, ME - Mercenaries and ME - Cult , which is not even coded or detailed what about to happen but still letting myself get some ideas for these,
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Re: Ageless Era - Current Version: 4.41
Posting the last forum post about the balance changes that is about to come, only thing I have to mention is that tomorrow I will code the lv3 dalefol shifter units stats of all his transformations... and only doing that tomorrow.
New changes:
- ME Avians buffs, helping them as they have no mages. 70% at mountains, mothers and advancement 40% arcane resistance etc
- ME Emperors guard buffs, again some more buffs to the faction as they have no mages no healers.
- ME Cult buffs, no longer units weak to cold/fire , freak significant buffs but more costy, more things
Not finished for now, but in 4.43 will review them with more calm and free time but I'm sure I want to do this changes for now.
- ME mercenary buffs, helping cost ineficient units, more utility at late endgame, pirte foot rework.
- ME Equestrians buffs, black-knight rework, miscelanous extra changes.
I don't remember if there are more changes than these from previous post but whatever, only few more units pending to be ready to be done. Wondering if Ravana will have interest in updating the changes this weeend or any time soon but as I planned from end of august all is almost done.
New changes:
- ME Avians buffs, helping them as they have no mages. 70% at mountains, mothers and advancement 40% arcane resistance etc
- ME Emperors guard buffs, again some more buffs to the faction as they have no mages no healers.
- ME Cult buffs, no longer units weak to cold/fire , freak significant buffs but more costy, more things
Not finished for now, but in 4.43 will review them with more calm and free time but I'm sure I want to do this changes for now.
- ME mercenary buffs, helping cost ineficient units, more utility at late endgame, pirte foot rework.
- ME Equestrians buffs, black-knight rework, miscelanous extra changes.
I don't remember if there are more changes than these from previous post but whatever, only few more units pending to be ready to be done. Wondering if Ravana will have interest in updating the changes this weeend or any time soon but as I planned from end of august all is almost done.
Spoiler:
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Re: Ageless Era - Current Version: 4.41
Probably middle of november.
Re: Ageless Era - Current Version: 4.41
Ok, then we're now talking about of probably the biggest ageless update in all history.
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