War of Legends [MP Era for Wesnoth 1.16/1.18]

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Re: War of Legends [MP Era for Wesnoth 1.10+]

Post by Lord-Knightmare »

a) Giving them both 60% defence on castle (they're not tanks, so giving them a slightly higher defence on that terrain shouldn't break them)
Done.
b) Make the Rune Forger's attacks magical (with the arbiter's magical/slowing attack + melee attack, there's absolutely no logical reason anyone would ever advance Savants to Rune Forger). Or maybe not give them 'magical' attack - but it's important to give them any advantage over the Arbiter, otherwise the Rune Forger will be effectively useless as a unit.
Gave the Rune Forger magical for all its attacks. It's basically a heavy damage dealer now.
I'll also insist on what I said about the Weaver line needing some boosts...
As for the Weaver-line, I have checked it. The Prophetess-line seems to be in need of the most adjustment.
I have the following ideas:
  • Add magical to melee and add an arcane ranged attack such as divine lightning and give it a fancy name like ancient lightning cipher.
  • Add magic armor like that in Skyrim. Buffed resistances for all damage types and adding steadfast.
  • Add a ranged attack that petrifies an opponent for one turn. It could be called paralysing cipher or chronostasis cipher. We're still discussing the attack name.
Here's the current change-log:
Spoiler:
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Re: War of Legends [MP Era for Wesnoth 1.10+]

Post by revansurik »

Lord-Knightmare wrote: May 18th, 2018, 10:04 am Gave the Rune Forger magical for all its attacks. It's basically a heavy damage dealer now.
Great! :)
Lord-Knightmare wrote: May 18th, 2018, 10:04 am I have the following ideas:
  • Add magical to melee and add an arcane ranged attack such as divine lightning and give it a fancy name like ancient lightning cipher.
  • Add magic armor like that in Skyrim. Buffed resistances for all damage types and adding steadfast.
  • Add a ranged attack that petrifies an opponent for one turn. It could be called paralysing cipher or chronostasis cipher. We're still discussing the attack name.
I'd add all three of them :lol: Since the Herald line is already more battle-oriented, in keeping with the unit description the Prophetess and Ascendant could be more of a support unit that deals no heavy damage but has a variety of unique skills/abilities. The ancient lightning cipher could be a stronger attack (even single use, like 25-1, with 'magical') just so she won't be completely defenceless. Magic armour would also make her more durable on the battlefield. For the Ascendant, I'd even give her the 'Protection' ability, allowing her to slightly increase the defence of allied lv1-lvl3 units (again, Windsong are strongly defensive), as well as teleport; considering that they deal pretty low damage, even with all these abilities they shouldn't be broken - they'd mostly be the ultimate support unit.
I also love the petrify attack! It should deal pretty low damage (like, 1 point of damage/2 uses), since it already paralyses the opponent. And I'm in favour of 'chronostasis cipher' - sounds a lot more badass :D

On the Herald/Envoy line - I still think their attacks should get 'magical' (or maybe 'enchanted' would be best) ;)
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Re: War of Legends [MP Era for Wesnoth 1.10+]

Post by Lord-Knightmare »

I'd add all three of them :lol: Since the Herald line is already more battle-oriented, in keeping with the unit description the Prophetess and Ascendant could be more of a support unit that deals no heavy damage but has a variety of unique skills/abilities. The ancient lightning cipher could be a stronger attack (even single use, like 25-1, with 'magical') just so she won't be completely defenceless. Magic armour would also make her more durable on the battlefield. For the Ascendant, I'd even give her the 'Protection' ability, allowing her to slightly increase the defence of allied lv1-lvl3 units (again, Windsong are strongly defensive), as well as teleport; considering that they deal pretty low damage, even with all these abilities they shouldn't be broken - they'd mostly be the ultimate support unit.
I also love the petrify attack! It should deal pretty low damage (like, 1 point of damage/2 uses), since it already paralyses the opponent. And I'm in favour of 'chronostasis cipher' - sounds a lot more badass
I will make changes now. Gonna need some help in writing the code for the Chronostasis cipher event though. Chrono means time and stasis is 'halting' something. Since petrifies literally stops units permanently, they are sorta frozen in time... :lol:
On the Herald/Envoy line - I still think their attacks should get 'magical' (or maybe 'enchanted' would be best)
Add 'precision' (80% chance to hit on offence) to their ranged attack?
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Re: War of Legends [MP Era for Wesnoth 1.10+]

Post by Lord-Knightmare »

Here's the code I think would work...
Spoiler:
Gonna try it out tomorrow.
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Re: War of Legends [MP Era for Wesnoth 1.10+]

Post by revansurik »

Lord-Knightmare wrote: May 18th, 2018, 5:25 pm Add 'precision' (80% chance to hit on offence) to their ranged attack?
Sounds sweet :D

I'll try the code for Chronostasis myself later this sunday (it's currently 1:30 am and I'm starting to falter :lol: )
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Re: War of Legends [MP Era for Wesnoth 1.10+]

Post by Lord-Knightmare »

Hey, everyone...

I am too lazy to write a post here today so, would you all mind if we move straight to the point?

War of Legends v1.1.9 has officially been released!
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Re: War of Legends [MP Era for Wesnoth 1.10+]

Post by Konrad2 »

If I'm reading this correctly, some units got new/renamed images, but the image paths were not updated.
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Re: War of Legends [MP Era for Wesnoth 1.10+]

Post by Lord-Knightmare »

Konrad2 wrote: June 25th, 2019, 1:05 pm If I'm reading this correctly, some units got new/renamed images, but the image paths were not updated.
Given my semester midterms start in 72 hours and then I got more final-year thesis work to do, expect the fixes to be updated in mid-August. Unless the animations got fixed in another Aragwaith version..which I can look into.
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Re: War of Legends [MP Era for Wesnoth 1.10+]

Post by Lord-Knightmare »

War of Legends is on the 1.15.x Add-ons Server now!
There are some deprecations left but I shall be fixing them in due time. Till then, enjoy!

As for feedback, I'd appreciate some on faction-against-faction balancing recommendations. Suggestions for improvement are also appreciated.
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Re: War of Legends [MP Era for Wesnoth 1.10+]

Post by Atreides »

There are few MENU_IMG_TXT left in the faction cfg's. Nothing broken, just unsightly when reloading a saved game. :)

I'll leave balancing to the better players, hehe. Maybe one of these days I'll get there... <g>
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Re: War of Legends [MP Era for Wesnoth 1.15+]

Post by Lord-Knightmare »

Announcement:
War of Legends v1.2.2 has been released for the Battle for Wesnoth 1.15.3 and higher versions.
Spoiler:
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Re: War of Legends [MP Era for Wesnoth 1.14+]

Post by Lord-Knightmare »

Announcement:
v1.2.4 has been released tonight for Wesnoth 1.15.x.
Changelog

Code: Select all

version v1.2.4
--> Sylvans:
   ---> Ensure that Faerie Sprite-line can access the Dextrous trait now.
--> Vampires:
   ---> Vampires are now immune to drain
   ---> Vampires are still susceptible to poison
   ---> vampires now inherit global traits (including strong)
--> Dark Legion:
   ---> Crossbowman: ranged +firststrike, +1 dmg
   ---> Arblastier: ranged +firststrike, +1 dmg
--> Dwarves:
   ---> Crossbowman-line: ranged +firststrike
--> Orcish Union:
   ---> Troll Boulderlobber: +3 HP 
--> Windsong:
   ---> Courier: -1 ranged and melee dmg (this was way too OP)
   ---> Reaver: -1 ranged and melee dmg (this was way too OP)
   ---> Dreadnought: -1 ranged and melee dmg (this was way too OP)
   ---> Emissary: -1 ranged damage
--> Campaign Units:
   ---> Warmaster has two further AMLAs available.
   ---> New Unit:
      --> (Troll Shaman) --> Troll Warbanner
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Re: War of Legends [MP Era for Wesnoth 1.14+]

Post by Lord-Knightmare »

Announcement:
v1.2.5 has been released for the Wesnoth 1.15.4 add-on server.
Change-Log

Code: Select all

version v1.2.5:
--> Knalgan Alliance:
   --> New faction introduced to War of Legends and Empowered Legends Eras.
--> Dunefolk:
   --> New faction introduced to War of Legends and Empowered Legends Eras.
--> Aragwaithi:
   --> Ancient Banner: +protection
   --> Greatbow: ranged +marksman
--> Loyalists:
   --> Mage-line added to recruit list(s)
   --> Spearman-line added to recruit list(s)
   --> Sentry: +armoredfoot, +protection, -steadfast
   --> Custodian: +armoredfoot, +protection, -steadfast
   --> Mounted Bowman:
      --> Alternate Advancement for Cavalryman
      --> Mounted Bowman: +1 melee damage
   --> Iron Mauler:
      --> Iron Maulers can now advance to the Titanium Decimators
   --> Titanium Decimator: +4 HP
   -->New Unit:
      --> (Spearman) --> (Javelineer) --> Javelin Master
--> Multiplayer:
   --> All WoL macro advancements have been enabled in the MP eras.
   --> Sylvans (EL) can now recruit Wose Shamans
   --> Orcish Nightblade is now a leader in Orcish Union (EL)
   --> Human Alliance named changed to "Lorddom of Verdanyn"
   --> Multiple mainline custom advancements have been enabled.
   --> Knalgan Alliance and Dunefolk have been added to the eras
Release Notes
Yes, I have finally introduced both the Knalgan Alliance and the Dunefolk as playable factions.

The most prominent feature for this release is the inclusion of the Dunefolk. Additionally, many custom advancements will now be available when the eras are in play. Examples: Inferno Drakes can now level to Armageddon Drake, Troll Whelps can level up to Troll Shamans and the Troll Shamans, in turn, can level up to Troll Warbanners.

I have also enabled the advancement of Dune Warmaster to Dune Paragons.
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Re: War of Legends [MP Era for Wesnoth 1.15+]

Post by Lord-Knightmare »

Announcement:

v1.2.6.1 has been released for 1.15.9:
Changelog

Code: Select all

War of Legends
Change-Log v1.2.6

version v1.2.6.1:
--> UI:
   --> Added profile icons:
      --> electric damage type
      --> arcane focus damage type
--> fixed ellipses of Wood Mage and Adept of Light
--> Outlaws:
   --> New sprites for the Shadow Initiate-line
   --> New Unit-line for the Outlaws faction
      --> Axethrower --> Axeman --> Axemaster
--> Fixed the bug with electric and arcane_focus resistance calculations
   --> I apparently did not enter the correct formulae for [resistance_defaults][/resistance_defaults]
--> Minotaurs:
   --> Behemoth: +2 melee damage
   --> Ancient Behemoth: +2 melee damage
   --> Elder: +1 staff damage, +1 sacred fire damage
   --> Cutthroat: +1 melee damage
   --> Savage: +1 damage
   --> Overlord: +1 damage
--> Mages:
   --> Mage of Storms: +1 lightning damage
--> most instances of lightning as fire dmg corrected to electric damage type
   --> Windsong: Seeker-line
   --> elementals: Thunderbird
   --> Thunder Mage/ Tempest Mage/ Mage of Storms
--> Quenoth Elves: cleaned up code

version v1.2.6:
--> Humans/Loyalists:
   --> Chevalier: new ability 'radiance'
   --> Crusader: new ability 'radiance'
--> Orcs:
   --> Orcish Shaman: ranged dmg +1
   --> Orcish Warlock: ranged dmg +2
   --> Orcish Sorcerer: ranged dmg +1
--> Elementals:
   --> Fixed Vine Tiger/Vine Beast not receiving their heals when standing on the new mushroom grove
--> Monsters:
   --> Fixed Wyrm's missing attack icon
--> Attack types:
   --> new 'electric' damage type added
--> Lua
   --> commented out a code segment that caused issue #5225 in Wesnoth Github
--> Windsong:
   --> Prophetess: fixed an animation glitch
   --> Ascendant: Fixed an animation glitch
   --> Adjusted arcane resistances for Gatekeeper-line, Seeker-line
   --> Adjusted movement/defences/resistances for the Weaver-line
   --> Adjusted the movement and defences of the Scribe-line
   --> Pathfinder: +1 ranged dmg
   --> Farstirder: +1 ranged dmg
   --> Seeker-line: ranged (fire -> electric)
--> Sylvans:
   --> Faerie Sprite: +1 melee damage, -4 cost
   --> Fire Faerie: +2 melee damage, -6 cost, +3HP, +10XP
   --> Faerie Spirit: +1 melee, +1 ranged, +3HP, +3 cost
   --> Faerie Dryad: +1 melee damage, +5HP, +2 cost
--> Vampires:
   --> Sangel: +1 melee damage
   --> Marlgoyle: +2 HP
   --> Noble-line: +1 damage to fangs
   --> Duelist-line: fangs +1 strike
   --> Half Blood: +1 ranged damage
   --> Twilight Walker: +2 bow damage
   --> Day Hunter: +1 bow damage
   --> Blood Hulk: -2 cost, +2 HP
   --> Duelist: +1 sword damage, +1 cost
   --> Sword Dancer: +1 sword damage
   --> Noble/Lady: +2 sword damage
   --> Sire/Mistress: +3 sword damage
   --> Methusalem/Duchess: +3 sword damage
   --> Blood Hulk: +10% def on cave/forest
--> Undead:
   --> Undead mounted units receive +40% blade resistance now
   --> Undead mounted units receive +50% blade resistance now
   --> Deathmaster-line:
      --> chill tempest now deals 'frost nova' damage
--> Hero of Irdya specific:
   --> Removed Jahin's AMLA
   --> Jahin's advancement:
      Soldier --> Warrior --> Warmaster --> War Grandmaster --> Supreme Warlord
Release Notes
Most of these changes were specific to Hero of Irdya I.
v1.2.6.2

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version v1.2.6.2:
--> Great Ogre: +14 HP
--> Vampires: 
   --> Malborn: +1 melee damage
--> Undead:
   --> Fix bug with Frost Nova special
--> Loyalists: 
   --> Fixed bug with radiance
v1.2.6.3

Code: Select all

version v1.2.6.3:
--> Vampires:
   --> Blood Manipulator: +1 blood boil damage, +2 aura wave dmg, +1 fangs dmg
   --> Flesh Artisan: +1 blood boil dmg, +1 fangs dmg
   --> Twilight Walker: +1 bow dmg
--> Minotaurs:
   --> Overlord: +4 HP
   --> Ancient Behemoth: +feeding
--> Campaigns:
   --> Wyrm: +1 ranged dmg
   --> Ice Ghost: +1 melee dmg
--> Troll Boulderlobber: +3 HP
--> Troll Boulderlobber now has the proper portrait
Faction Change
Are there any objections to the replacement of the Southern Elves faction with the Quenoth Elves faction? If I do not get any responses, I am going to start implementing changes soon.
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Re: War of Legends [MP Era for Wesnoth 1.15+]

Post by makalu »

Hi, great work on your Era! I like it very much, my favourite.
Im playing revansurik "A song of the winds" campaing and I've noticed the jinx curse isnt cured neither by healers nor villages.
I continued playing but I now I have Maat at 25% defense on next scenarios. I think some units got fixed on later scenarios, but not AMLA ones.
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