Closed ProditorMagnus closed 3 years ago
Fixed. Thank you for listing these. In case more are found in the near future, I'll re-open this.
I noticed that Toad Shaman line has strange resists
I noticed that Toad Shaman line has strange resists
Could you describe the problem more? Is it about the increase in pierce resistance or something else?
Didnt look much which resistance changed, it just has so much higher total resists than other choices. Battle Archer Mage resistance sum Level 1:+10 Level 2:+40 +20 +70 Level 3:+60 +30 +120
All fixed. Thank you once again 😉
There will be a new portrait in the next version.
https://github.com/inferno8/wesnoth-Era_of_Magic/blob/master/EoMa_eras.cfg#L14-L15 that newline looks strange in game.
It is actually https://github.com/inferno8/wesnoth-Era_of_Magic/blob/master/EoMa_eras.cfg#L38-L39 newline now.
Rewrote awake to work more reliably.
It wants &
I prepared another set of changes that I keep different from EoMa https://github.com/ProditorMagnus/Ageless-for-1-14/commit/3cbd94f5cc2900d650401c8a4a1fa5f31bbbf9a7.
Out of those I suggest for EoMa:
I implemented rpg check as https://github.com/ProditorMagnus/Ageless-for-1-14/blob/master/lua/preload.lua#L10-L22
I feel jinn is too powerful with its 5-4 and regen. I still remember when it was 4-3 and no regen and still people used it.
I think this is from EoMa,
Destroyers/Infernal_Vortex.cfg: halo="halo/air-lightning/00[010~06].png"
Destroyers/Dark_Portal.cfg: image="halo/air-lightning/00[010~06].png"
ravana@ravana-think ~/wesnoth/userdata_1_14/data/add-ons/Era_of_Magic $ wmlindent -d .
wmlindent: "./units/Destroyers/corpse_walking.cfg", line 673: close tag [/variation] with indent already zero.
wmlindent: "./units/Destroyers/corpse_walking.cfg", line 1087: close tag )} with indent already zero.
wmlindent: "./units/Destroyers/corpse_walking.cfg", line 1104: close tag [/variation] with indent already zero.
wmlindent: "./units/Destroyers/corpse_walking.cfg", line 2115: close tag [/variation] with indent already zero.
wmlindent: "./units/Destroyers/corpse_walking.cfg", line 2622: close tag [/variation] with indent already zero.
wmlindent: "./units/Destroyers/corpse_walking.cfg", line 2709: close tag [/variation] with indent already zero.
wmlindent: "./units/Destroyers/corpse_walking.cfg", line 2882: close tag [/unit_type] with indent already zero.
wmlindent: "./utils/doubleattack.cfg", line 29: close tag [/attack] with indent already zero.
wmlindent: "./utils/doubleattack.cfg", line 116: close tag [/attack] with indent already zero.
wmlindent: "./utils/sculpt.cfg", line 12: close tag [/attack] with indent already zero.
wmlindent: "./utils/abilities.cfg", line 1023: close tag [/specials] with indent already zero.
fixed for petrified
I did some more testing with kamikaze case. Observations:
That last one seems completely unrelated, so I am not comfortable creating issue for that yet.
From https://forums.wesnoth.org/viewtopic.php?f=8&t=31799&start=900#p631133
From https://forums.wesnoth.org/viewtopic.php?f=19&t=20039&start=1590#p632389
[x] Growing Fury: It stacks with every landed strike, even in berserk rounds... making them complete destroyers of any berserk unit that is not swift foot. A possible suggestion to balance this special is giving a cap of strikes that may get damage boost (recommended is that after 3rd strike the unit gains no extra damage at following strikes). Imagine the case of a cyclops breaker hitting all 4 of 4 strikes, 4th strike would be 23 damage that one strike (not completely confirmed) but there is the chance that 2nd strike starts with already boosted damage instead of base damage, this needs revision.
[x] Furious Death / Hard-landing: There is an issue with those 2 specials that if any unit with this special dies and due the explosion it kills another unit that has this same special or the other, triggers a bug in which for a very long period of time, both dying units will deal crazy amount of damage and literally killing ALL units between those 2, apart of a large error in your chat. ForestDragon's comment: this bug is due to fire_event=yes being present in both events in [harm_unit], and thus whenever a unit dies, it triggers all adjacent units' death events upon kill, and they activate theirs, which in turn activates the original unit's ability, etc.). This can probably be fixed by having furious death not kill units with the furious death ability, or adding a variable filter in the last breath that disallows the usage of the ability twice in one event (with the variable being set to yes after [harm_unit], and cleared at the end of the event). Both specials need to be fixed to not trigger more than once if those units are slain by another unit with one of those specials and triggering those specials in an endless cycle of furious death/hard landing events.
[x] Cyclops Breaker Would recommend to rework the main attack that has no double-attack Fist damage adjusted from 7-4 (growing fury 4) to 5-5 (growing fury 3)
1st strike will be 5 damage
2nd strike will be 8 damage
3rd, 4th and 5 strike will be 11 damage each one.
For a total of:
New version | Old version |
---|---|
5 damage if hitting once. | 7 damage if hitting once |
13 damage if hitting twice. | 18 (7 + 11) damage if hitting twice |
24 damage if hitting 3 times | 33 (7 + 11 + 15) damage if hitting 3 times |
35 damage if hitting 4 times | 52 (7 + 11 + 15 + 19) if hitting 4 times |
46 damage if hitting 5 times | 48 (7 + 11 + 15 + 15) if hitting 4 times, old 7-4 (rage 4 with 3 strikes cap) |
This will favor this unit at rarely missing all hits to an unit (specially vs swift foot), for strong trait add +1 damage per strike that did hit.
[x] Child of Light - Almost everybody picks this unit as leader mostly because there are likely NO REASONS to pick bishop as leader because this unit has much better mobility, both have leadership and the difference of damage is not that significant. Can consider some moderate reworks at child of light.
This unit is still a viable option because it has much better mobility, flies, 50% def at flat, magical on mele and +1 movement than bishop. Doesn't need a very strong leadership aura to work fine. Apart that in survivals happens that a player doesn't even recruit adepts of light but recruits and level up sisters of light.
This will difficult the viality of a build with only child of light, Lv2 shielders and nothing else...
Solved kamikaze zombie issue by creating dummy unit at prestart that always loads all events that might be needed.
Is it time to close this task? All points look solved.
When creating script to transform EoMa to version suitable for ageless, I found that