Ageless Era - Current Version: 4.21

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octalot
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Re: Ageless Era - Current Version: 4.21

Post by octalot » August 10th, 2018, 9:29 pm

A collection of confusing facts:

In mainline: 1.14's UtBS has diverged heavily from 1.12, the 1.14 UtBS Quenoth Elves are a different set of elves than 1.12 UtBS' Desert Elves.

In AE: it seems there are already two versions of the Desert Elves in AE - one in units/misc_units/desert-elves and one (that has more units) in units/EoC_units/elves-quenoth. Both of these are based on the Desert Elves, the elves-quenoth aren't the 1.14 UtBS Quenoth Elves.

In Wesnoth 1.16: in #3414, CelticMinstrel is suggesting moving the units from the UtBS campaign to core. I've suggested that he should make a resource pack add-on for 1.14 that other add-ons could depend on, containing the units that were added to 1.16's core.

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Re: Ageless Era - Current Version: 4.21

Post by IPS » August 12th, 2018, 5:23 am

This is a somehow large list of possibly upcoming changes to balance in ageless. On here there are the most wanted changes by me, some of them being considerably exigent with hard reworks that needs extreme care with not setting something wrong. If many of those are coded rightly the balance improvement on there can be huge and ageless can feel much more fresh.

Here a quick resume of the suggested changes:

1.- Ageless RPG potential adjustment
Some special cases of units (mostly at era of magic) that are still doing brutally good in RPG scenario and being easy picks. Same can be said if those units are played in orocia or similar maps in which you can stack more upgrades.
2.- Calydonian movetypes might be much better, stronger calydonians
Calydonians is the only faction that is unplayable if the map abuses of terrains like sand, cave and other because of having terrible movement costs and defenses on such tiles. Calydonians need an important buff in this aspect apart of higher cost efficiency by being moderately stronger.
3.- Orchs Khanagates buff / Shielders absolute rework
This faction feels weak, 5 units, no scouts (hunters now will be their scouts) and now they will have access to a more stable pierce damage at lv1. Shielders considerable nerf via rework. Many other lines will get buff.
4.- Desert Elves new units / balance adjustements
Some units at desert elves are ridiculously OP (9 movement scout that is 7-5 blade mele + skirmisher LOL), apart of adapting the faction to have better performance when dealing versus undead and knalgan aliance.
5.- Archaic Menagerie adjustments
Better movement at randomly generated maps in some units, blue novice and advancement moderate buffs, an attempt/try of reworking dancer and madam. Other changes.
6.- Primevalist nerfs
Lv1 primevalist will have as nerf regenerates +6 at lv1 and lower resistances and higher XP to advance to Lv3. Many damage reductions at already broken units like firewheels and a long list of upcoming nerfs.
7.- Yokais
Want to try some reworks to some lines like poltergeists, rebel swarm, and some adjustment to other units.
8.- Anakes buffs
Anakes is likely to be one of weakest plague factions in whole ageless, apart of having weird cases of lv3 with lower resistances than their previous level...
9.- Wood Warriors adjustments: A short list of wanted changes.
10.- Despair
Will have better movetypes at random generated terrains and some adjustment to some other stats.
11.- South seas buff
From archaic era, they're the only faction that feels more to default like (being notably weaker than all other archaic era factions). Seahag has been overbuffed previously so she will get a counter nerf. Upcoming improvement of balance to suit better in all game-modes.
12.- Frozen human miscelanous adjustments: Not that much can be said from here except the shield guardian rework.
13.- Ancient Phantom adjustments
Disperse buffs around archers and other lines, proposal to fix the unwanted 60% defense at hills/forest/mushroom at most lines, mummies nerfs and spirit moderate damage nerf.
14.- High Elves important adjustments
Important nerfs to faerie warrior and his lv2 advancement, spearman nerf, and other important adjustments.
15.- Sylvan considerable adjustments
Balancing units that actually aren't balanced, disperse nerfs mostly in non default units because of being overpowered. Few buffs at fire faerie.


The list of changes was slightly longer, but these are the most wanted changes. Still, that's a lot to implement at here.
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octalot
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Re: Ageless Era - Current Version: 4.21

Post by octalot » August 12th, 2018, 10:56 am

IPS, what will happen to the duplication between Desert Elves and EoC Quenoth Elves?

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Re: Ageless Era - Current Version: 4.21

Post by IPS » August 12th, 2018, 11:54 pm

Yet, I have no idea at all, but the desert elves suggestion can be left as optional in any case.

Still, actual desert elves perform a way worse than default factions against certain matchups from default era like undead and knalgan for example by lacking mages or even source of impact damage.

The duplication happened already in EE - Chaos and EoC - Chaos Legion and there are no regrets at all with that. Both faction have the same invaders, diferent versions of invokers and headhunters; sharing some units with different attack types (EE's invoker is 10-2 cold while EoC invoker is 6-3 arcane).

I do not see the duplication as a problem, also it's hard to implement new units from zero. I once had in mind about desert brave that has a club and a sling, that deals fewer damage than fighters but are slightly cheaper but not more cost efficient.

But, desert elves are mostly blade damage and in second place only pierce, and a faction with only these 2 attack types cannot work well at all. They have shaman that has very poor impact damage but is not enough to counter units like heavy infantry or skeletons. They don't have any line breakers which difficult to overtake enemy defensive positions.
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Re: Ageless Era - Current Version: 4.21

Post by woseshaman » August 14th, 2018, 5:49 am

A couple bugs i noticed:
1. Eternal Era -> Centaurs -> Arch-Priestess: The weapon special "holy" is supposed to work only against undead enemies, but currently is always active.
2. Eternal Era -> Fallen : The weapon special "consume + x" doesn't actually do anything. It shows green text as if healing was done, but the hp doesn't actually change.

(3. Kinda minor... but the exp modification changes a couple units to have a fixed amount of strikes on certain attacks (such as the omen line and air gods), which overrides weapon specials such as the EoMa's no-counter-attack and Deep elves' trample weapon specials, which are supposed to prevent enemies from counterattacking).

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Re: Ageless Era - Current Version: 4.21

Post by IPS » August 15th, 2018, 2:29 am

Aditional feedback:

All nordhiris have as impasable coastal rift terrain.
And for some reason, a poisoned unit is immune to bleed, while a bleed unit can be poisoned.

These 2 things may be adjusted.
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Re: Ageless Era - Current Version: 4.21

Post by Ravana » August 15th, 2018, 6:09 am

I think it was that way because usually poison does more damage then bleeding.

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Re: Ageless Era - Current Version: 4.21

Post by IPS » September 2nd, 2018, 12:43 am

Is it intentional that thrallment doesn't work in defense? because it won't work if the unit is slain at enemy turn from retaliation.
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Re: Ageless Era - Current Version: 4.21

Post by Ravana » September 2nd, 2018, 7:00 am

Yes. Initially it was so horribly powerful that I did limit it in every way I could think of.

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Re: Ageless Era - Current Version: 4.21

Post by IPS » September 3rd, 2018, 10:01 pm

It should at least say in its description that it won't work in retaliation. So players will not count in that to happen when playing versus AI hordes.
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