Era of Magic (EoMa) 4.6.2 - now on Ko-fi!

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ForestDragon
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Re: Era of Magic (EoMa) 4.6.1 - now on Ko-fi!

Post by ForestDragon »

IPS wrote: February 13th, 2024, 1:49 am - BladeFury HP to 29 (+1), XP to 39 (-3) , now has pain-absorb(+1)
Triple-strike being capped to 40% instead of chances higher harmed severely the cost efficiency of this unit, this is why the unit got buff.
- ChainLady HP to 44 (+2) , XP to 65 (-10) , price to 29g (-2g)
Very low HP and all-around will rarely be well usedparticularly with the 40% hit chance.
I think if the fundamental problem is AOE chance to hit, we can buff that directly by making it editable per-unit like with all-around
IPS wrote: February 13th, 2024, 1:49 am The units do also need a very weak lv3 , so tharis can get at least one lv3 that is not expensive in XP's . Also why not two different versions of chain lady for lv3? I will suggest this two options.

Chain Slaughteress
This option offers MASSIVE damage considering its very low XP demand for lv2, but this option has very low HP's deadly but most fragible of both otpions. Basically it has lv3 damages with AOD feature and taking her away will deal a lot of dmg's while not being an hard task.

HP: 58
16-3 blade melee +all-around +dread +attack-only +first-strike
16-3 blade melee +triple-strike +first-strike +parry(+5) as stat
9-2 pierce ranged +hit-and-run(2)
Movement: 6
Price: 51g

Resistance: Same as of lv2
Specials: Dauntless, BloodLust(+6) , Nocturnal-Regen(0/+2)

Comments:
Truth HIGH melee DPS unit in tharis, while having massive 48 dmg's with first strike (Which is important aspect of the unit) it also can make a decent use of the AOD bonus as it has more chances to trifgger. Addionally can kite enemies with her ranged attack. Taking it away using lv2-lv3 units might not be hard, but the unit will deal a decent mount of damage before dying specially if using melee attacks ... which is the purpose of the unit. The idea that the unit is 3 strikes is to allow it for a small chance of massive AOD damage in very few strikes, while that wouldn't be fair if 2 strikes attack.

I would add more bloodlust, but this unit can easily kill multiple in a single turn which is still hard but POSSIBLE lol.

Chain Dealer

HP: 58
11-4 blade melee +triple-strike +dread +first-strike
6-4 pierce ranged +triple-strike
Movement: 6
Price: 51g

Resistances: 0% on blade/pierce
Specials: Dauntless, BloodLust(+6) , Pain-Absortion-Aura(1)

Comments:
This option is bit tankier than the other, but doesn't feature hit-run on ranged and instead, her 6-4 on ranged allows that attack in combination of triple-strike and pain-absorb-aura be decently useful attack for both dealing a bit of damage and to also heal her. Both units got some utility in their weak ranged attack, but none over-shadows the other. Slaughteress gives a much better use of first-strike in melee and offers an option of massive AOD high DPS while this other if more focused in self healing (just a bit)
I think two upgrade branches is a bit overkill, but I do agree that
IPS wrote: February 13th, 2024, 1:49 am Other suggestions:
- Pain Mistress XP to 82 (-6)
They need early a decent lv3 fighter.
- Dark Wizard XP to 88 (-4)
Black Mage is so much better unit.
- Frontliner XP to 76 (-4)
- Dark Slayer XP to 80 (-5)
In lv2 their HP is really awful.
- Dark Hunter XP to 42 (-3)
- Dark Assasin XP to 78 (-6)
- Great Hunter XP to 83 (-5)
- Great Hydra XP to 87 (-3)
- Great Witch XP to 90 (-3)

- Jungle Crossbowman HP to 39 (+1)
- Jungle Assasin HP to 54 (+2)
- Jungle Guardian HP to 49 (+1) , XP to 74 (-3)
very low HP/tankyness
- Clan Leader XP to 87 (-3)
- Mystic HP to 49 (+1)
- All lv3 salamanders HP increase by +2
They move 5 instead of 6, they need more HP.

- Goblin Snier XP to 72 (-3)
- Troll Warlock will now regen+9
100 XP for a lv3 is massive, I preffer increase regen value by 1 instead of decreasing XP's.

- Atokpi Infantry XP to 84 (-3)
- Bone Golem XP to 82 (-3)

- Prophet of Light HP to 53 (+2)
- Inspired AMLA XP value to 80 (-20)

- Mystic Warrior XP to 94 (-6)
- Black Mage XP to 93 (-2)
- Sorcerer XP to 95 (-5)
- War Mage XP to 100 (-5)

- Elite Camel Rider XP to 83 (-5)
- Dispeller XP to 92 (-3)
- Summoner XP to 82 (-3)
- Earth Elemental HP to 42 (+2)
- Air Avatar XP to 101 (-3)
- Fire Avatar XP to 93 (-2)


Basically these units needs help because they offer very low HP for the XP they requiring, it's why I picked these units in specific, as well helping them to not be significantly weaker in a next Ageless release.
Good ideas, I like them.
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Re: Era of Magic (EoMa) 4.6.1 - now on Ko-fi!

Post by IPS »

As I have tested in some few games, when the map is small and there is not many retreating options combined that tharis leaks in having low physycal damage in early game. In factions that are resistant to cold attackers, tharis suffers at dealing damages and considering the fact that they have lower HP than their enemies very often.

I think they need few decreases in prices, because of the following facts
1.- Hydras deals only 21 damage (2 attack types) for 20g and 4 movement
2.- Dark warrior deals only 16 damage for 16g , that ratio is terrible for the gold spent (but they enjoy of tankyness and they don't take damage in offensive)
3.- Dark hunter ranged attack is only a good attack on +25% TOD, otherwise it has only 2 strikes in poison, 6-2 backstab is equivalent to default's thief 4-3 from knalga
4.- Chain Lady costing gives 9-2 blade damage with random AOD, but still is less cost efficient than Orcish Grunt (12g) from default.

So regards tharis very early game stats, I propose some more things. Considering BOTH POSTS, units menitoned again would have the following changelog.
- BladeFury HP to 29 (+1) , XP to 39 (-3) , price to 14g (-1g)
- Dark Hunter XP to 42 (-3) , price to 18g (-1g)
- Dark Warrior XP to 39 (-3)
- Dark Slayer HP to 46 (+2) , XP to 80 (-5)
- Disciple XP to 44 (-2)
- Hydra HP to 46 (+1) , XP to 51 (-3)
- Great Hydra to regenerates(+9) , XP to 87 (-3)
- Chaos Hydra to regenerates(+9)
- Witch HP to 31 (+1) , XP to 42 (-2)

In this list appears only units that did not appear or units that once appeared in a previous list BUT with the real definitive changes (including previous changes as well)
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Re: Era of Magic (EoMa) 4.6.2 - now on Ko-fi!

Post by inferno8 »

Era of Magic 4.6.2 is out!

This version brings some changes related to balance and fixes a very ugly lua error in the campaign.

I'd like to thank IPS for his involvement in balancing this update. :)

@IPS: I decided not to include any changes related to Bladefury this time, because I am planning to improve this unit in one of the next major updates (4.7 or 4.8 ). She will get a lvl3 advancement (one, for now). I am also leaning towards ForestDragon's solution to implement a custom value-based cth for this unit line to solve some of the problems you mentioned. ;)

Full changelog:

Code: Select all

## Version 4.6.2
 ### Units
   * Barbarians:
     * Goblin Sniper XP to 72 (-3)
     * Troll Warlock will now regen+9
   * Darkblood Alliance:
     * Jungle Crossbowman HP to 39 (+1)
     * Jungle Assasin HP to 54 (+2)
     * Jungle Guardian HP to 49 (+1) , XP to 74 (-3)
     * Clan Leader XP to 87 (-3)
     * Mystic HP to 49 (+1)
     * All lv3 salamanders HP increased by +2
   * Destroyers:
     * Atokpi Infantry XP to 84 (-3)
     * Bone Golem XP to 82 (-3)
   * Kharos:
     * Prophet of Light HP to 53 (+2)
     * Inspired AMLA XP value to 80 (-20)
   * Sky Kingdom:
     * Mystic Warrior XP to 94 (-6)
     * Black Mage XP to 93 (-2)
     * Sorcerer XP to 95 (-5)
     * War Mage XP to 100 (-5)
   * Summoners:
     * Elite Camel Rider XP to 83 (-5)
     * Dispeller XP to 92 (-3)
     * Summoner XP to 82 (-3)
     * Earth Elemental HP to 42 (+2)
     * Air Avatar XP to 101 (-3)
     * Fire Avatar XP to 93 (-2)
   * Tharis:
     * Pain Mistress XP to 82 (-6)
     * Disciple XP to 44 (-2)
     * Dark Wizard XP to 88 (-4)
     * Dark Warrior XP to 39 (-3)
     * Frontliner XP to 76 (-4)
     * Dark Slayer HP to 46 (+2) , XP to 80 (-5)
     * Dark Hunter XP to 42 (-3) , price to 18g (-1g)
     * Dark Assasin XP to 78 (-6)
     * Great Hunter XP to 83 (-5)
     * Hydra HP to 46 (+1) , XP to 51 (-3)
     * Great Hydra to regenerates(+9) , XP to 87 (-3)
     * Chaos Hydra to regenerates(+9)
     * Witch HP to 31 (+1) , XP to 42 (-2)
     * Great Witch XP to 90 (-3)
	 * Dark Warlord: summoning Dark Hunter costs 1g less (13g -> 12g)
 ### Code
   * fixed missing ifdef MULTIPLAYER for some rpg checks in AMLA filters
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Re: Era of Magic (EoMa) 4.6.2 - now on Ko-fi!

Post by IPS »

Been so long since the last time I've posted in here, just that I was trully busy with Ageless things... still got few things to mention as far I could watch.

1.- The nerfs regards Fire and Air avatars/gods elementals been a big sucess, while this units still give a fairly strong advantage in mid game, their high XP demands unfavours transition to late game at a fair point. People still not using this often certain Summoners units as Lv1/2/3 summoners not even carpet riders as people been always lazy to some manual work with certain units. Lv2 rhamis consume a real lot of XP, but despite their low base HP in lv3, theyy are formidable units, which leads them at late game fighters role. Can say that Summoners abuse is no longer an issue. Few changes.
- Rhami XP to 46 (-2)

2.- Saw few problems of abuse regards lv3 infernal vortex, more often used in PVE abuse, well... AI will never consider damage aura while attacking this units, meaning that it's trully a lot easier to level up this units to lv3's. So for the best of fairness, this requires a very moderated (probably not small :lol: :lol: ) intervention. Saw people having unjustified GOOD result out of spamming several of this units and literally not consider this much all other units...
- Dark Portal HP to 36 (+1) , XP to 72 (+12)
- Black Portal HP to 57 (+5) , AMLA XP to 166 (+16) , price to 60g (+2g)
- Infernal Vortex HP to 55 (+3) , AMLA XP to 166 (+16) , price to 58g (+1)
- Atokpi Charger HP to 57 (+2)
- Atokpi General XP to 170 (-10)
- Bone Giant XP to 155 (-5)
- Moloch HP to 99 (+3)
- Bone Splitter HP to 72 (+2)
- Devourer XP to 145 (-5)
- Titania HP to 65 (+2)
This changes are request from me so people depends less on spamming/abusing portals, while buffing all other options that are not this popular right now. Portals are meant to be something somewhat secondary and not a main unit.


3.- Kharos seem be doing really fine, I didn't see abuses regards kharos faction at all. I saw more interesting reactions on players on considering way more white warriors instead of spamming shielders (with variated results, depending on player's skill). Both horses being impopular among players in mid/late game (even if kharos TRULLY need them... players don't like em much). Minor changes on Kharos side
- Elemental Archer XP to 92 (-3)
- Heavy Calvary XP to 84 (-2)
- Cleric Arcane res to 30% (-10%) , XP to 46 (-4)
This allow that units like Magic Eye have a chance againist this unit in PVP matches.
- Bishop Arcane res to 50% (-10%) , XP to 90 (-5)
(lv3 remains unchanged)
- Fire Priestess arcane res to 30% (-10%) , XP to 97 (-3)
- Grand WarBanner price to 72g (+2g)
- Fireswordsman HP to 47 (+3)
This option is being less popular than Fanatic, mayority of players coinsides the other option is usually stronger.
- Golden Warrior XP to 180 (-10)
Low HP excuse, this unit is not as solid as other units in terms of tankyness attempting to lv4
- Solar Guardian XP to 193 (+8)
XP nerf on this is to counter the XP reduction in some other places in Kharos.


4.- Ancient Dwarves I got no conclusion for this yet, only one XP reduction on a unit that is kinda fragible.
- Technologist XP to 80 (-4)

5.- Sky Kingdom side offers some issues with specific special units as Mu to Um and Golems lv2 underperforming while attempting to lv3. Both situations must be corrected.
- Mu XP to 80 (+5)
Um is now stronger, so it's fair asking a lil more XP for it.
- War Golem XP to 88 (-7)
- Battlemage XP to 49 (-3)
- Hidden Face XP to 37 (-1)


No planned changes for Tharis, Dark Blooded & Barbarians for now.
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Re: Era of Magic (EoMa) 4.6.2 - now on Ko-fi!

Post by IPS »

Yo, this is another post, this is regards a rework for lv3 and lv4 omen as I spotted the main issue of the unit is that appart of being very deadly in offensive, it also has very high chances to hit in retaliations... this issue is not just relevant in modded game (which is most of my concern) but I think that omen should just focus in an offensive role and not as a very powerful retaliator, as for that we got the buff in atokpies. My proposses are the following:

Obliterator
- HP to 58 (+3)
- Sword damage increase to 13-3 (+1) , accuracy nerf to +Marksman
- Stab damage increase to 18-2 (+2) , accuracy nerf to +Skilled +Precision
Price is kept because this version is bit worse.

Abaddon
- HP to 70 (+3)
- Sword damage increase to 17-3 (+2) , accuracy nerf to +Marksman
- Stab damage damage increase to 23-2 (+2) , accuracy nerf to +Skilled +Precision
Price is kept because the unit is definitively more deadlier in their offensive , and againist very heavy units, while swift foot can attack it with much fewer risks.


This is necessary to implement to avoid situations where a single Lv3 Obliterator can RPG a whole multiplayer scenario in XP mods... while we keep more fair PVE / PVP experience in multiplayer lobbies.


Apocalypse been a somewhat abusable unit in this modes also, but I think I will just split more +magic-counter at certain ageless units to keep in control both Apocalypse and Fire God in this type of games, as well that both units have only 1 damage type which if spammed could cause players to have issues.

To help just a bit to destroyer army
- All atokpies nocturnal regen values increase by +1
- Atokpi General Staff damage increase to 19-2 (+1)
- Atokpi Master & Alter ego version Staff damage increases by +2


That's all the post for now.
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Re: Era of Magic (EoMa) 4.6.2 - now on Ko-fi!

Post by ForestDragon »

the "accuracy nerf to +Skilled +Precision" part is confusing, but besides that the new balance ideas look good.
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Re: Era of Magic (EoMa) 4.6.2 - now on Ko-fi!

Post by IPS »

Yo, this post is to talk about repricement and minor balance changes (again), particularly for Era of Heroes and Masters version, so many changes been done but units didn't get repriced, so it's time to take care about that aspect as well.

Barbarians
- Cyclops Noble price to 34g (+2g)
- Warmonger price to 66g (+3g)
- Goliath price to 93g (+5g)
AOD price is now higher.
- Cyclos Lord price to 66g (+3g)
- Lorekeeper price to 90g (+4g)
- Barbarian price to 26g (-1g)
- Goblin Sniper price to 24g (-2g)
- Goblin Veteran price to 25g (-2g)
- Goblin Druid price to 28g (-3g)
- Goblin Wizard price to 31g (-3g)
- Roc Tamer price to 38g (+2g)
- Troll Warlock price to 62g (+4g)


Dark Blood Alliance
- Crossbowman price to 27g (-1g)
- Jungle Guardian price to 25g (-1g)
- Blue Salamander price to 31g (-2g)
- Green Salamander price to 31g (-2g)
- Clan Leader price to 33g (-1g)
- Corrupted Shaman price to 36g (+2g)


Destroyers
- Atokpi Samurai price to 28g (-1g)
- Bone Golem price to 28g (-1g)
- Bone Giant price to 53g (+2g)
- Pirania Mounstrosa price to 25g (-1g)
- Devourer price to 50g (+1g)


Kharos
- Bishop price to 36g (-2g)
- Grand Warbanner price to 73g (+3g)
- Javalineer price to 23g (-1g)
- Fanatic price to 42g (+7g)
I'm not joking about this, well used fanatic can be at full HP's every turn it slain a mage.
Very few fanatics can make an huge impact.


Runemasters
- Flying Fortress price to 69g (+3g)
- Mechanical Wyrm price to 66g (+2g)
- Mechanical Dragon price to 93g (+8g)
- Technician price to 28g (-1g)
- Technologist price to 29g (-2g)
- Rune Arist price to 61g (+2g)
- Runemaster price to 86g (+3g)


Sky Kingdom
- Battlemage price to 33g (-1g)
- Aeromaster price to 33g (-1g)
- Mystic Warrior price to 28g (-2g)
One less gold because of bad physical ressists, one less gold because of no longer +60% cth in defense in ranged.
- Sky Guardian +magic-dodge in melee gets replaced by +magic-counter (which also works in defense)
They got a severe and important cth on retaliation in their ranged, which means, even with this buff their nerf is higher.
- Um price to 70g (+3g)
- Void Mage price to 63g (+3g)


Summoners
- Air avatar price to 35g (-1g)
- Air god price to 62g (+1g)
- Earth avatar price to 32g (-1g)
- Water avatar price to 30g (-1g)


Tharis
- Chainlady price to 28g (-3g)
- Dark Assasin price to 32g (-2g)
unit depends in ambushing with nighstalk to be cost efficient... which is only a good option in really big maps, but you lose a lot of power, particularly againist non living.
- Great Hunter price to 31g (-3g)
Costs less because dark assassin moves faster and nighstalk...
- Dark Commaner price to 35g (-1g)
- Dark Slayer price to 31g (-1g)
- Frontliner price to 30g (-3g)
- Great Witch HP to 39 (+1) , price to 34g (-1g)
- Matriarch of Darkness price to 62g (+5g)
- Matriarch of Emptyness price to 63g (+3g)
- Matriarch of Frost price to 60g (+2g)
- Pain Mistress price to 30g (-2g)
Idea behind this is to allow tharis perform better with low level units (lv2) , while lv3 aura costs an extra fee to just nerf the buff...



In resume, low HP units got cheaper, higher HP or previously buffed got price increase, as well some cases got recalculated as case of Abyss mage due its movement costs advantages...
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