Era of Chaos v1.4.0 for Wesnoth 1.12 and 1.13

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Astoria
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Era of Chaos v1.4.0 for Wesnoth 1.12 and 1.13

Post by Astoria »

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The Era of Chaos

Available on the 1.12 and 1.13 add-on servers.

Follow the development on GitHub!

You can find us on IRC, at #wesnoth-umc-dev.

The Era:
The Era of Chaos is an era based on the campaigns Under the Burning Suns, Invasion from the Unknown, and After the Storm, as well as some custom factions made by Espreon and myself. It also features extended mainline factions with a greater variety of units.

Changelog:

Code: Select all

1.4.0:

-Decreased the Shockbird's melee damage by 2
-Increased the Automaton's shield damage by 1
-Updated sprites from After the Storm
-Give the Aragwaith Greatbow marksman instead of precision
-Used the mainline version of the Nightblade instead
-Made Shaxthal vulnerable to plague
-Made Vampires vulnerable to poison
-Added a missing image for the Aragwaith Longswordsman's alternate sprite
-Added a new idle animation to the Aragwaith Witch
-Added an alternate sprite for the Aragwaith Wizard
-Added a missing sprite for the Ice Fang
-Added a new sprite for the Dwarvish Flamethrower
-Added a description for the eras
-New unit descriptions for most Chaos units

1.3.2:

-Dropped support for 1.10. EoC now requires Wesnoth version 1.11.8 or later
-Updated most of the AnimationWML

1.3.1:

-New animations for the Aragwaith Greatbow
-Removed old unit IDs from the Chaos Empire's leader list
-Fixed a bug causing the Demon Shapeshifter to be immortal
-Decreased the XP the Shaxthal Drone needs to level
-Increased the Shaxthal Drone's HP

1.3.0:

-Fixed Night Nymph advancement
-Rebalanced the Chaos Longbowman and Crossbowman lines (L2 - L3)
-Added a faerie race icon
-Fixed the level 0 ellipses on 1.11.6+
-Made the EoC unit files load in the editor for 1.11.4+
-Added a missing Aragwaith Flagbearer standing animation
-Made units with biomechanical_smallfoot movement type able to enter deep water
-Fixed an encoding bug in the Goblin Lancer
-Updated mainline strings; more attacks names should be translated for users using non-English Wesnoth
-Renamed the Quenoth Marshal to Chieftain
-Added special notes for Camouflage
-Fixed the Sun Enchantress's fire aura having the staff icon
-Made the Quenoth Stalker and Assassin elusivefoot
-Fixed the Dwarvish Flamethrower's ranged attack not showing up
-Fixed the special notes for the Quenoth Mystic line
-Gave the Quenoth Prophetess Sustenance
-Buffed the imps, making them better melee fighters
-Merged the Imperials and Infernals
-Removed the Biomechanical soldiers and the Shaxthal Razorbird line
-Improved the Quenoth Lurker's melee attack

1.2.2:

-Decreased the Ice Cub's HP and melee damage
-New sprite for the Ice Fang
-New sprites for the Demon Lord
-Renamed the Nightshade Fire to Eventide Dancer
-New unit descriptions for Demon and Dusk Faerie lines
-New ranged animation for the Demon Spelldancer
-Added missing projectile images
-Added a missing attack icon
-Fixed units having more than maximum moves after transforming

1.2.1:

-Fixed the Moon Enchantress having 1 MP
-New sprites for the Dusk Faerie line (L1 - L3)
-Decreased the Elvish Acolyte's cost
-Altered the Dusk Faerie line's stats
-Fixed some broken image paths on the Fire Faerie
-Added missing fire aura attack icon
-Fixed defense animations for Quenoth Sun Enchantress and Life Mage
-Updated animations for the Quenoth Flarebow and Blazebow

1.2.0:

-Fixed the "Descriptions should no longer include the name as the first line" error (1.11)
-Fixed the regular Dark Adept being available as a leader in the undead rpg faction
-Changed the Protection ability back to the original Extended Era mechanics. (affecting units of a lower level instead of just level 0 and 1)
-Gave the Aragwaith Ancient Banner protection
-Buffed the Chaos Headhunter by giving it +2 melee damage and -5 XP
-Tweaked the Skeleton Rider line's movetype
-Completely rebalanced the Elementals
-Fixed the Naga Guardian advancements' TC
-Fixed the Bandit Ambusher sprite not appearing
-Fixed the Wolf's ellipse
-New Demon line baseframes (L1 - L3)
-Added smoke effects to the Iron Golem's ranged attack animation
-Renamed the 'fairy' race to 'faerie'
-New Imps race description
-New baseframes for the Demon Stormtide
-New baseframe for the Demoness Slashing Gale
-Increased the Chaos Raider's cost
-Major changes to the Quenoth, following the ideas for Under the Burning Suns: Eftboren

1.1.1:

-Added the Loyalist Spearman line to the Wild Humans
-Fixed the Dwarvish Commander being level 1
-Fixed the transformed Blood Apprentice having the Fledgeling's max HP and XP
-Fixed the Fledgeling not being able to transform back

1.1.0:

-Added some more demons from After the Storm
-Added marksman to the Quenoth Swordsmaster
-Rebalanced the Quenoth Archer line
-Added water units to the Wild Humans and the Quenoth Elves
-Added the Orcs
-Lowered the max XP of the Bandit Fighter and Wild Archer
-Reduced the Runner Drone's ranged damage and pierce resistance
-Increased the Runner Drone's max XP
-Corrected the Aragwaith Eagle Master's max XP
-Gave the Aragwaith Greatbow precision on its ranged attack
-Increased the Aragwaith Guard and Shield Guard's resistances
-Gave the Aragwaith Swordsmaster marksman instead of precision
-Various fixes to the Aragwaith coding
-Decreased the Demon Zephyr's max XP by 15
-Increased the Forest Spirit's movement by 1
-Gave the Blood Apprentice transformation

1.0.1:

-Fixed typo in Heroes era recruit list that was causing errors

1.0.0:

-Animation fixes
-Added the missing basic shaxthal palettes
-Made a basic "Use Shaxthal Surface Variations" mod
-Renamed Chaos and Biomechanical Advanced Crossbowman to Arbalestier
-Added the Elementals
-Updated Chaos Bowman sprites
-Updated Desert Druid sprite
-Rebalanced the Desert Shaman line
-Buffed the Quenoth Scout line
-Added the Aragwaithi
-New portraits for the Chaos Invader and Chaos Knight
-Lowered the Headhunter's cost to 15
-Merged the Outlaws and Wild Humans
-Tweaked the Wild Humans' stats
-Changed the Flamethrower's ranged attack to fire

0.9.0:

-Added the Dwarves
-Added the Quenoth Guard line
-Rebalances to the Quenoth Elves
-New sprite for the Chaos Raider

0.8.0:

-Added an attack icon for the thunderbird
-Added the Vampires

0.7.0:

-Initial release
Last edited by Astoria on November 12th, 2013, 10:40 pm, edited 24 times in total.
Formerly known as the creator of Era of Chaos and maintainer of The Aragwaithi and the Era of Myths.
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Re: Era of Chaos v0.7.0 for Wesnoth 1.10 and 1.11

Post by Crow_T »

Awesome, thanks for compiling this!
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Re: Era of Chaos v0.7.0 for Wesnoth 1.10 and 1.11

Post by adr3n »

Nicey nicey!
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Re: Era of Chaos v0.7.0 for Wesnoth 1.10 and 1.11

Post by Lord-Knightmare »

Nice era, but shouldn't The Imperials and Demons be allied under one banner?
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Re: Era of Chaos v0.7.0 for Wesnoth 1.10 and 1.11

Post by Astoria »

Preview of things to come:

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Re: Era of Chaos v0.7.0 for Wesnoth 1.10 and 1.11

Post by adr3n »

i feel that the desert elves are a little weak, maybe im wrong, still playtesting em...
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Re: Era of Chaos v0.7.0 for Wesnoth 1.10 and 1.11

Post by Astoria »

adr3n wrote:i feel that the desert elves are a little weak, maybe im wrong, still playtesting em...
Feel free to suggest balancing changes if you think a faction is unbalanced.
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Re: Era of Chaos v0.8.0 for Wesnoth 1.10 and 1.11

Post by Astoria »

Era of Chaos version 0.8.0 is now available!

Image

New Faction: Vampires
This release includes a new faction to the era: Vampires. These vampires are mostly identical to the ones found in the Era of Myths, but we’ve decided to add a special feature to this faction: shapeshifting. Some vampire units (most notably the Fledgeling unit line) can transform into bats with a special right-click menu item. This transformation turns the unit into a bat, which can then be turned back into a vampire using the same option. This transformation can be used as often as you want during your turn, and it doesn't cost anything.

Changelog:

Code: Select all

-Added an attack icon for the thunderbird
-Added the Vampires
Formerly known as the creator of Era of Chaos and maintainer of The Aragwaithi and the Era of Myths.
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Re: Era of Chaos v0.8.0 for Wesnoth 1.10 and 1.11

Post by Mabuse »

nice. :)
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Re: Era of Chaos v0.8.0 for Wesnoth 1.10 and 1.11

Post by vultraz »

Era of Chaos version 0.9.0 is out!

Image

This version introduces a new faction: Dwarves! Credit to bumbadadabum, AI0867, the Extended Era for the Dwarves, and Invasion from the Unknown for the automatons. There’s also a new Quenoth Guard unit line, with sprites by our very own Zerovirus. Besides that, there are other minor graphical and balancing changes. Enjoy!

Changelog:

Code: Select all

-Added the Dwarves
-Added the Quenoth Guard line
-Rebalances to the Quenoth Elves
-New sprite for the Chaos Raider
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Re: Era of Chaos v0.8.0 for Wesnoth 1.10 and 1.11

Post by Lord-Knightmare »

Nice 8)
Hope you guys introduce the Elementals next.
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Re: Era of Chaos v0.8.0 for Wesnoth 1.10 and 1.11

Post by Espreon »

Lord-Knightmare wrote: Hope you guys introduce the Elementals next.
Yeah, we plan on including them (probably with summoners), eventually.
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Re: Era of Chaos v0.8.0 for Wesnoth 1.10 and 1.11

Post by adr3n »

Awesome!

PS: the thread title needs to change :lol2:
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Re: Era of Chaos v0.9.0 for Wesnoth 1.10 and 1.11

Post by swangdoodles »

Hi, first of all this is a very nice era to play with, thanx.

I have a question. The vampires have the vampire trait (cannot be drained, poisoned or plagued). And they can shift into bats (this is a lot of fun in game-play). This makes them quite a strong faction.

The demons and imps in the infernals faction, have no extra trait... They can be drained/poisoned/plagued as normal. In (most) other campaigns that use these units they get a "demon" trait... That makes them immune to drain/poison/plague. I think it would be a nice idea to add this "demon" trait to the Era of Chaos as well...

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Re: Era of Chaos v0.9.0 for Wesnoth 1.10 and 1.11

Post by Espreon »

swangdoodles wrote: The demons and imps in the infernals faction, have no extra trait... They can be drained/poisoned/plagued as normal. In (most) other campaigns that use these units they get a "demon" trait... That makes them immune to drain/poison/plague. I think it would be a nice idea to add this "demon" trait to the Era of Chaos as well...
The demons and imps of this canon simply are not immune to poison and drain, but these demons (though not the imps) are immune to plague. We will not add such a trait to demons and imps.
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