Everfell and Werewolfpelt Factions

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Kiech
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Everfell and Werewolfpelt Factions

Post by Kiech »

Present Release: 2.1.0 (August 10th, 2015)

Hey there. Been a long-time infrequent player of Wesnoth. Off and on since I played it on a grandfather's Linux system (something like.. 2006ish?)... I've developed factions for personal play.

In selecting art, most of it was datamined from the Create page and from other uploaded addons. Artwork is of course the work of their then-respective owners. Artwork changes I made are obvious, mostly frankenspriting and magenta-izing image frames to suit the visual needs of the two factions.


+On the addons server, Everfell faction now comes with the Werewolfpelt faction. Essentially they are rival factions of what would be a campaign, if I ever got around to making it.
++Everfell are mage-heavy, with werewolf melee units
++Werewolfpelts are werewolf-fur donning melee units, with faeries as ranged units and a new wolf line as scouts

I have included a convenient unit lineage & stat .doc inside the addon folder for each individual faction for easy out-of-game reference.


Dropping this thread here just for a heads up and relevant feedback. Feel free to post here or PM me regarding it or any ideas. Help toward own-faction balancing is always a plus, although I think at this stage it's fairly stable. I've tested the Werewolfpelts and made some light balance changes before pushing it live, but watch for future updates as I use them as pawns on the field of Wesnoth and see where they need tailoring (same applies to the Everfell faction, always making adjustments for balance).
Last edited by Kiech on August 11th, 2015, 5:45 am, edited 6 times in total.
Author of Everfell & Werewolfpelt Faction MP Era | Updated to: 2.1.0, on 8/9/2015
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Ravana
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Re: Everfell Faction

Post by Ravana »

I noticed you use EFM. However Era of Four Moons also has that. You might want to change it.

Code: Select all

    [heals]
        id=spell-curaga
        value=12
        poison=slowed
        max_value=48
        cumulative=no
        affect_allies=yes
        affect_self=yes
        name= _ "spell: curaga"
        description= _ "This unit is capable of healing nearby allies of 12 health per turn, up to a max of 48 health. Additionally, poison effects are halted."
        [affect_adjacent]
            adjacent=n,ne,se,s,sw,nw
        [/affect_adjacent]
    [/heals]
max_value is not recognized for [heals]

cure-cura names might be confusing as both are heals with value, not any variations of cures.

spell-protect_leadership is not visible to user.

###Credit: "awake" taken straight from EoM -> EoMa, as EoM is Era of Myths.

It might be useful to remove the 3.65 mb of unused halos.
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Kiech
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Location: Northwest

Re: Everfell Faction

Post by Kiech »

Hey Ravana,

Thanks for checking into some of the WML and whatnot. I did notice, based on your WML quote, you downloaded an earlier version--just a heads up; "curaga" is set to +10. That makes me sad there is no max_value for heals. Oh well, removed!

I renamed some of the healing spells. Trying to keep them differentiated and clear.

The "leadership" on shell and protect are actually intended purely for animation purposes--so that's okay!

Adjusted credits there and in one other spot. (:


I removed those halos, and the attack icons, that were unused. Thanks for noticing that. Saves a lot of mb's.


Thanks for some feedback!! Super appreciate it. Updated to "1.13" with those changes.
Author of Everfell & Werewolfpelt Faction MP Era | Updated to: 2.1.0, on 8/9/2015
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Ravana
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Re: Everfell Faction

Post by Ravana »

I downloaded it from web interface, and from 1.12 server, version delay might be from that.

I thought the 0 leadership was to counter negative leaderships like fear and charm.
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Kiech
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Re: Everfell Faction

Post by Kiech »

Gotcha, it probably was a web delay.

Negative leadership auras, as in from other custom eras... that is an interesting benefit to note, and actually moderately fitting to the "protect/shell" case. I will add it to the ability notes for extra clarification. I'm assuming a leadership value of 25 will override a 0, which will override a -25, etcetera hence prevention? The protect/shell leadership case only occurs on defense too so it would not completely obliterate another unit's special negative aura. (annoyingly, leadership animation still plays on offense even though it has no effect)

EDIT: Uploaded 1.14 to server. Spent some time testing and found some minor animation errors. Fixed them, and added some colour-altered halos for lightning and animation shields. Woohoo.
Author of Everfell & Werewolfpelt Faction MP Era | Updated to: 2.1.0, on 8/9/2015
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Atreides
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Re: Everfell and Werewolfpelt Factions

Post by Atreides »

I've ported this to 1.14. It's an interesting pair of factions with nifty traits and quite a few custom abilities. I was contemplating incorporating them into my Lonely Era for quite a while but finally decided to put it out as a stand alone.
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