A New Land Era

It's not easy creating an entire faction or era. Post your work and collaborate in this forum.

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Shiki
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Re: A New Land Era

Post by Shiki »

Yes, it's saved in the savefile. Actually, I was thinking about making it like the menus in ANL, where the code is read from a local file, though thus all players need to have the scenario installed. But you can send me the savefile and I can edit it.
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TeaIntoxicated
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Re: A New Land Era

Post by TeaIntoxicated »

I find this era very enjoyable to play, excellent work!
Just wondering... why are Outlaws and Dwarves split? Aren't they balanced in default to form a competent army together?
And why Drakes get separate mages when they can have Saurian Augurs?
Also, why are Woodsmen unable to work, and only hunt? It's so random, and inhibits the development capacity of outlaws, as they get less workers per tile than usual. How is that balance working?
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Atreides
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Re: A New Land Era

Post by Atreides »

Found invalid WML in the mod for level 0 workers.
[gold]missing required=attribute (or something close) shows when an Elemental Wisp (level 0 from Era of Chaos) tries to collect gold from a farm (tulip) that it is on. Happens every turn.

This is the first time I've tried the mod.

Addendum
Tried it again using Default Era & Undead Walking Corpse. Same problem.

p.s. I see I've been vague again. I should state that I mean the modification that you can click to enable level 0 workers to build from any era has this problem. Or had. I need to try it again.
Last edited by Atreides on December 17th, 2021, 11:10 pm, edited 1 time in total.
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Atreides
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Re: A New Land Era

Post by Atreides »

Great to see this uploaded for 1.16!

I'm trying the 2p scen. but with 1p. Nice to see that both villes started under my owner and that I got a free fish for playing alone.

Found a minor buglet: it's looking for dagger-swish.ogg. That should be .wav

Oh and a bit of confusing/contradictory text found in the 2p. It states something like IF you play with the ANLE Era... problem is it is not optional. That text is probably outdated.
hay207
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Re: A New Land Era

Post by hay207 »

@Atreides: you need to differentiate between era and maps
This forum is for the era only while the stated errors seem to be map related
thanks
Ports: Velensk's tower defense, dov's deep shrine, Scrolling survival, Scrolling survival Co-op, Temples of the nagas.
Addons: Tower defense maps , some ANL scenarios like: ANL 3p "A New Land" survival type, and ANL Co-operative map for 2p
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Atreides
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Re: A New Land Era

Post by Atreides »

Oh didn't realize that. But the sound file error must surely be the era. Since the points about the map are so trivial I won't repost them on the other thread(s).
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Atreides
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Re: A New Land Era

Post by Atreides »

Found another little error. The Drake Apprentice has the defense anim inside the IFVER. Very creative use for that BTW to keep 14 & 16 files identical.
Atomniy
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Re: A New Land Era

Post by Atomniy »

Can U add:
1) shortcuts for building, studing and ANL era help?
2) Sand Nomads as another race (cause it is added in BfW...

And I addopted Raginature map for 4p survival with ANL era.
Shiki
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Re: A New Land Era

Post by Shiki »

I'm working on this again, all the things mentioned will be changed in the next version.

About the hotkeys I'm not sure: What would be good hotkeys?
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Shiki
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Released A New Land Era 3.0

Post by Shiki »

The faction in the era was changed to match the old Look and Feel of Undead Empire.
Many smaller changes (full changelog is in _main.cfg).
If you have replays with this version where you fight the bosses, post them!
Also, one can also play other factions, when launching Wesnoth with the -d option on command line.
  • Old maps were ported (End of Days, The Great Wall, Aybabtu Valley, Dome Isle)
  • Dunefolk is now available
  • Drake Workers use now team coloring (their images are now downscaled by the engine)
  • nerved Drake Worker (2mp over water), can obtain healthy trait in return.
  • nerved Dwarven Miner resistances (same as Scout, 10% on everything)
  • Hunter is now a normal worker (still has the now weakened gold bonus on forests)
  • Saurian Augur is a new researcher (in addition to the existing one, needs to be unlocked first)
  • 5p variant uses by default human faction (it was designed with them)
  • 4p map spawns Chocobones after game end
  • fix regression: Drake Apprentice has animation back
  • fix dagger-swish sound looking for ogg instead of wav
  • adjusted construction prices for some builings/factions
  • merfolk color fix (r.wesnoth.org/p656056)
  • streets / paths cannot be broken up in the middle
  • SP mod updated
  • better compatibility with mainline pick advance mod
  • teamcolors will be changed if two sides have the same
Also cleaned up the code … which is here: https://github.com/Robertdebrus/ANLEra
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Refumee
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Re: A New Land Era

Post by Refumee »

Hello guys,

I saw that your Era is missing Saurians and I just work on an Saurian Faction.
Maybe with those Level 0 Units you can add another Faction.
I am not the creator of those units. I got both from Across_the_Ocean Campaign.
devotee.png
devotee.png (1.53 KiB) Viewed 5102 times
young.png
young.png (1.75 KiB) Viewed 5102 times
S0-saurians.zip
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Shiki
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Re: A New Land Era

Post by Shiki »

Thanks. I don't have a concept to use the Devotee. But the Young one is a good addition to the drake faction, they have now two workers … might help to differentiate them from other factions.
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Shiki
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Re: A New Land Era

Post by Shiki »

  • Trenches & Landfill work like in older versions
  • Reworked Orcish Shamans (stronger)
  • Reworked Dunefolk worker (is a Dunefolk tutorial)
  • New Saurian worker unit for Drakes
  • Drake mages need less experience to level up and are cheaper
  • Dwarf resist nerv reverted
  • Runesmith, Dune Captain, Troll Hero, Elvish Lord are available as leaders
  • Several extra advancements from mainline are unlocked
  • Merfolk worker earns 1 gold when not building
  • Added hints to unit and era descriptions
  • Reworded negotiation options
  • Maps are grouped
  • Building changes:
    • Dwarves, Dunefolk and Orcs cannot plant forests
    • Elves can now exclusively plant forests on hills
    • Saurians/Drakes can now in addition to Undead create swamps
    • Big Tree cannot be removed (reserverd for story purposes)
  • For 2p A New Island:
    • Enemy leaders are easier to kill
    • Northern chamber is connected to enemy base
    • Soulless drake variation for one leader
    • One of the captives is a Merfolk researcher
    • AI can play one of the player sides
    • Messages are omitted when only one side is played
    • Hidden tunnels
  • For 4p Undead Empire:
    • Bridges and Paths can be removed everywhere
  • For 5p A New Land:
    • Djinn replaces Wose
    • Captives can move better
    • Storm Trident
    • Better turn 2 message
  • For 1.17:
    • New undead units available
    • Uses mainline miner and mainline merfolk units
    • Dwarves work differently
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Shiki
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A New Year

Post by Shiki »

This has a bit of everything.
Special thanks to Mechanical and Kordov, who created new graphics for the Orcish shamans
It is uploaded to 1.17, 1.16 and also 1.14
  • Elves can recruit a Wose Sapling, limited to once per game
  • AI destroyers can now be disabled in the »Custom Options« section of the era
    when creating a game and are no longer a modification
  • Scrolling to units generating income/research happens only for active player
  • Ingame help and map descriptions updated
  • Building changes:
    • Limitations on removing paths remain only for the two »A New Land« maps
    • Merfolk builders can recover destroyed terrain
  • Units:
    • Female Orc sprites created by Mechanical and portrait by Kordov
    • Intelligent workers from Dunefolk, Elves, Saurians need one kill less to advance
    • Leadership and XP buff for Rouge Mage and Shadow Mage
    • Diversion ability and more HP for Drake magicans
    • +1 HP for Dunefolk worker
  • For 2p A New Land:
    • Mushroom chambers are connected
    • Improved bottom chamber reward
    • Players are informed about possibility to use Merfolk unit as researcher
    • Hint about Dark Adept
    • Changes to Chocobone, should be excluded from attacks and not take villages
    • Increased village_support for players
    • Very minor gold/upkeep tweak to enemies
    • Thunderer added
  • For 2p Undead Empire:
    • Fix game breaking bug introduced in previous version of ANLEra
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Atreides
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Re: A New Land Era

Post by Atreides »

Nice just discovered a cool hidden feature. For laughs I started 5p ANL (my fave scen) playing the centre and let the outer ones be AI.
Wow it actually gives them "free" research in the form of new recruitables every few turns! (income too? hard to tell w/o code diving) Not sure it will be enough, they're almost overrun, will see.

Oh and found a typo and a minor bug in the 1.14 version. The typo is strenght in the diplomacy.lua file. Likely in all versions. 1.14 also has a problem with the path for the alchemist image in diplomacy.lua. It of course doesn't yet have them in subdirectory herbalist so the image fails to appear.
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