The Great Steppe Era (1.16,1.18 add-on server)

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ForestDragon
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Re: The Great Steppe Era (1.16 add-on server)

Post by ForestDragon »

After being busy for months due to uni and war, the 1.4.5 update for GSE is ready, bringing with it amazing portraits drawn by Kordov, as well as some nice improvements:
General changes:
-AOE attacks have been reworked, so that now they are affected by leadership/other damage-affecting abilities just like longrange attacks, and accuracy is also affected by abilities insteaad of always being a fixed amount per unit
-some translation improvements
Dead Field Coven changes:
-rampage ability now works properly even if first attack is removed (like when using mods that let you unequip weapons)
Triumvirate changes:
-added portrait to ushkuynik (contributed by Kordov)
-increase healing light movement from 2 to 4
-increased messenger of light's hitpoints from 37 to 42, and luminary's hitpoints from 48 to 54
-increased messenger of light/luminary's solar flame damage from 4-4/6-4 to 5-4/7-4
-messenger and luminary now have slightly better healing (+4/+8 instead of the original +3/+6)
Ogre Kingdom changes:
-new unit: Troll Papal Guard (alt advancement of Troll Stormtrooper)
-added portrait to halfogre mercenary/landsknecht (contributed by Kordov)
-added ranged attack anim to Ogre Cleric
-added melee attack anim to Ogre Cleric
-longrange attacks' chance to hit calculation is now more accurate, and is now affected by the same chance to hit abilities/specials as normal attacks
Mandate changes:
-added portrait to terracotta line (contributed by Kordov)
-added portrait to mangus line (contributed by Kordov)
-added portrait to kobold line (contributed by Kordov)

These are the new portraits:
Attachments
terracotta.png
terracotta.png (192.23 KiB) Viewed 5779 times
ushkuynik.png
ushkuynik.png (196.86 KiB) Viewed 5785 times
halfogremercenary.png
halfogremercenary.png (252.69 KiB) Viewed 5785 times
mangus.png
mangus.png (229.35 KiB) Viewed 5785 times
kobold.png
kobold.png (185.61 KiB) Viewed 5785 times
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ForestDragon
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Re: The Great Steppe Era (1.16 add-on server)

Post by ForestDragon »

The 1.4.6 update for GSE is out, mainly focused on improving Triumvirate, especially in the late game where the faction wasn't as strong as we'd like compared to other factions, especially in survivals.

Tumen changes:
-thunder strike ability no longer damages captured units
Serpent Khaganate changes:
-fixed Bansheetaur's awe ability not working
Triumvirate changes:
-new unit: Sentinel (advances from fighter), has custom AMLA
-new unit: Bard (advances from apprentice), has custom AMLA
-most triumvirate lvl3 units are now able to build lvl1 buildings, instead of just lvl0 ones
-ranger instead gets the option to build spike traps for 0 gold at the cost of more moves
-improved fighter/apprentice sprites
-architect now has a magical tools alt. attack
-architect now has damage/repair AMLAs, but no longer has hiding spot/library AMLAs (since bard AMLA has those buildings' abilities now anyway)
-outpost/fortress are now upkeepless
-blessed beacon/divine radiance are now upkeepless
-blessed beacon/divine radiance now have more healing - +8/+12 instead of +6/+8
-ravenblade AI is now slighty smarter (can use raven form to flee)
-warrior no longer has firststrike
-marksman's guard tower now costs 3 moves to build instead of 4
-units now have move costs mentioned in build description, instead of just gold cost
-fixed the 'resolute' ability not working (Temsk Braveheart's AMLA)
-fixed lvl2-3 skylark build cost bug
Ogre Kingdom changes:
-ogre pope now has mentor 4 ability
-fixed longrange attacks being usable by caged units

Great Steppe Music also got updated with a bit of new music too

bard portrait (contributed by Kordov):
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slav-bard.png
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ForestDragon
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Re: The Great Steppe Era (1.16 add-on server)

Post by ForestDragon »

The 1.4.7 update for GSE is out, bringing a new unit for triumvirate (to help the faction afford buildings in scenarios with low gold, like survivals), and plenty of small tweaks. Changelog:

Tumen changes:
-reduced Minotaur Chosen max xp from 160 to 150
-reduced Tarbynn Terror max xp from 85 to 80
Serpent Khaganate changes:
-reduced Great Salamander max xp from 100 to 85
Dead Field Coven changes:
-reduced Kanavar Slaher max xp from 70 to 65
-reduced Fiend max xp from 65 to 55
Triumvirate changes:
-new unit: Drake Merchant (advances from drake smith), has custom AMLA
-architect now has a new AMLA (makes upgrading buildings cost less MP), but no longer has marketplace AMLA (since merchant now builds markets instead)
-apprentice can now upgrade allies' buildings too, instead of only buildings from his own side
-reduced Braveheart max xp from 70 to 65
-reduced Architect max xp from 70 to 65
-reduced Bard max xp from 70 to 65
-reduced Ushkuynik max xp from 70 to 65
-reduced Sentinel max xp from 70 to 65
-reduced Marksman max xp from 90 to 80
-reduced Ranger max xp from 90 to 80
-reduced Warrior max xp from 85 to 80
-fixed skylarks's holy light aoe ability not working properly in defense
Mandate changes:
-reduced Kobold Fire Lancer max xp from 65 to 60
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drake_merchant.png
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Mabuse
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Re: The Great Steppe Era (1.16 add-on server)

Post by Mabuse »

Like this era :)
The best bet is your own, good Taste.
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ForestDragon
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Re: The Great Steppe Era (1.16 add-on server)

Post by ForestDragon »

Mabuse wrote: August 1st, 2023, 5:43 am Like this era :)
Thanks
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hermestrismi
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Re: The Great Steppe Era (1.16 add-on server)

Post by hermestrismi »

What campaigns use GSE? Is there a timeline for the major races (history, powerful kings, ...)
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ForestDragon
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Re: The Great Steppe Era (1.16 add-on server)

Post by ForestDragon »

hermestrismi wrote: December 11th, 2023, 8:57 pm What campaigns use GSE?
Ogre Crusaders (playable both in singleplayer and multiplayer) and Deeds of Sir Swine (singleplayer only). Both campaigns are mainly about the Ogre Kingdom faction.
hermestrismi wrote: December 11th, 2023, 8:57 pm Is there a timeline for the major races (history, powerful kings, ...)
I recommend asking Mechanical about that, since he is more heavily involved with making faction lore.
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hermestrismi
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Re: The Great Steppe Era (1.16 add-on server)

Post by hermestrismi »

ForestDragon wrote: December 12th, 2023, 7:53 am
hermestrismi wrote: December 11th, 2023, 8:57 pm What campaigns use GSE?
Ogre Crusaders (playable both in singleplayer and multiplayer) and Deeds of Sir Swine (singleplayer only). Both campaigns are mainly about the Ogre Kingdom faction.
hermestrismi wrote: December 11th, 2023, 8:57 pm Is there a timeline for the major races (history, powerful kings, ...)
I recommend asking Mechanical about that, since he is more heavily involved with making faction lore.
Thank you
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Mechanical
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Re: The Great Steppe Era (1.16 add-on server)

Post by Mechanical »

I'm currently working on a massive graphical improvement to the Great Steppe units. I started with the Bull Tumen, as it is the first faction and its art is the oldest. My goal is to make the scales brighter, more saturated and with fewer colors, as well as to fit the sprites into 72x72 format and get rid of gigantism.
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тумен_почти_готово.png
тумен_почти_готово.png (26.4 KiB) Viewed 1405 times
My art thread
If you like my art, try The Great Steppe Era!
Also try my Rage (16+) drakes slasher campaign!
Join the Wesnoth Modders Guild community!
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MathBrush
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Re: The Great Steppe Era (1.16 add-on server)

Post by MathBrush »

Is there like a manual or guide for what each unit does in this, without playing the game directly? I really enjoy reading up on units.wesnoth.org about different abilities of different units in different campaigns, and GSE is famous (to me) for being one of the most complex and good-looking multiplayer factions. But on units.wesnoth.org there's a lot of 'dummy' in the abilities and it doesn't describe what the units actually do. So where can I find that?
Drake Campaign: A Fiery Birth | Knalgan Alliance Campaign: Drunkards, Dwarves, and Doubloons | Dunefolk Campaign: Asheviere's Shadow | Northeners Campaign: Goblin's Glory | Undead Campaign: Shakespeare's Ghost | Rebels Campaign: Santa Must Die
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ForestDragon
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Re: The Great Steppe Era (1.16 add-on server)

Post by ForestDragon »

MathBrush wrote: March 6th, 2024, 12:29 am Is there like a manual or guide for what each unit does in this, without playing the game directly? I really enjoy reading up on units.wesnoth.org about different abilities of different units in different campaigns, and GSE is famous (to me) for being one of the most complex and good-looking multiplayer factions.
We don't really have a manual at the moment, just in-game ability descrIptions.
MathBrush wrote: March 6th, 2024, 12:29 am But on units.wesnoth.org there's a lot of 'dummy' in the abilities and it doesn't describe what the units actually do. So where can I find that?
Dummy abilities are mostly dummy faction abilities like "khaganatefaction", since it is relevant for some code.
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ForestDragon
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Re: The Great Steppe Era (1.16, 1.18 add-on server)

Post by ForestDragon »

Great Steppe Era has been ported to 1.18 and updated to 1.4.8 there! Changelog:

1.4.8 Release:
General changes:
-ported to 1.18
-new scenario: Siege Race
-updated russian translation
-bard music will now play properly in steppe + eoma crossover
-fixed a few lua bugs
Tumen changes:
-a lot of Tumen art has been redrawn
Coven changes:
-transformed enemies now have 9999 max exp (workaround for the 'leveled up transformed units lose their exp but still revert to same level' problem)
Triumvirate changes:
-armorbreak ability now removes smith buffs
Ogre Kingdom changes:
-fixed OOS error with random ogre titles in certain situations by using fake random
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