Search found 1810 matches

by ForestDragon
November 27th, 2023, 11:14 am
Forum: Faction & Era Development
Topic: Era of Magic (EoMa) 4.7 - now on Ko-fi!
Replies: 2125
Views: 571297

Re: Era of Magic (EoMa) 4.4 - lots of balance changes!

Commando can just get reworked in some attacks or ranged be something more different to not overlap with mainline. I think it's not necessary the removal of that unit, just thinking how to adapt it more. Maybeeeee lv2 and lv3 commandos can be more hybrid fither but less melee or no idea, or becomin...
by ForestDragon
November 25th, 2023, 8:39 pm
Forum: Faction & Era Development
Topic: Era of Magic (EoMa) 4.7 - now on Ko-fi!
Replies: 2125
Views: 571297

Re: Era of Magic (EoMa) 4.4 - lots of balance changes!

Barbarian King to adquire BloodLust+3 He lost growing fury, and he needs some few more features, so I think that this addition (not in RPG) could be of help. In my opinion, growing fury +1 on an attack with less than 5 strikes is just a waste of UI space. ABOUT UNIT FEEDBACK, please provide me your...
by ForestDragon
November 24th, 2023, 9:07 pm
Forum: Faction & Era Development
Topic: Era of Magic (EoMa) 4.7 - now on Ko-fi!
Replies: 2125
Views: 571297

Re: Era of Magic (EoMa) 4.4 - lots of balance changes!

That lot of attack specials removal deserves a whole world of new testing as my previous testing ressults are no longer actual. Still lots of units even if higher dmg they ended in nerf because of removal of their first-strike in ranged .... but to be honest cannoners were really beast cause of tha...
by ForestDragon
November 22nd, 2023, 10:15 am
Forum: Faction & Era Development
Topic: Era of Magic (EoMa) 4.7 - now on Ko-fi!
Replies: 2125
Views: 571297

Re: Era of Magic (EoMa) 4.3 - now on Ko-fi!

Cases that has to be reviewed is Temple Guard, because that unit in its holy spear attack has literally 6 attack specials in one attack XDDD , that must be changed for real. Me and inferno8 managed to already rework temple guard in the 4.4 dev build (it hasn't really been mentioned here on forums t...
by ForestDragon
November 18th, 2023, 8:03 pm
Forum: Multiplayer Development
Topic: Leader Magic Mod v1.1.3(SP/MP Modification for 1.12/1.13)
Replies: 54
Views: 32448

Re: Leader Magic Mod v1.2.0 (SP/MP Modification for 1.16)

needmoreplayers wrote: November 17th, 2023, 9:10 pm spells too strong, breaks game

any setting to "decrease all spell damage/etc by 100-300%" and maybe increase spell cost by 50%
How about a "1 mana per turn" setting instead?
by ForestDragon
November 16th, 2023, 7:35 am
Forum: Faction & Era Development
Topic: Era of Magic (EoMa) 4.7 - now on Ko-fi!
Replies: 2125
Views: 571297

Re: Era of Magic (EoMa) 4.3 - now on Ko-fi!

By the way, been thinking exactly the same as inferno8 that Sky Kingdom has the least mount of units. To be honest I was planning for a more agile/less tankier ANOTHER lv3 advancement for Mystical Guardian that is more hybrid fighter than melee but that will be topic for later. Now I got a more new...
by ForestDragon
November 15th, 2023, 2:31 pm
Forum: Multiplayer Development
Topic: Leader Magic Mod v1.1.3(SP/MP Modification for 1.12/1.13)
Replies: 54
Views: 32448

Re: Leader Magic Mod v1.2.0 (SP/MP Modification for 1.16)

Decided to revisit this mod a bit in my spare time, and released a new Leader Magic Mod update on the 1.16 server: v1.2.0 (update made by ForestDragon) -added new mod option: if enabled, mana regen depends on leader level instead of always being 2 -new utility spell: Wind Sprint (+2 MP and [skirmish...
by ForestDragon
November 5th, 2023, 6:39 pm
Forum: WML Workshop
Topic: how to use opponent's terrain to calculate own defense?
Replies: 11
Views: 5151

Re: how to use opponent's terrain to calculate own defense?

EDIT: weapon special described above overrides fixed chance to hit specials like mainline's "magical" weapon special when fixed chance to hit is lower than one yielded by above formula, like when defender is land unit standing in water yet to find how to counter this issue [filter_attacke...
by ForestDragon
November 1st, 2023, 7:09 pm
Forum: Faction & Era Development
Topic: Era of Magic (EoMa) 4.7 - now on Ko-fi!
Replies: 2125
Views: 571297

Re: Era of Magic (EoMa) 4.3 - now on Ko-fi!

Edit: If you don't like poison melee being 6-3 , then rework it to 8-2 so it has less chances of poisoning in melee and forcing it to be used as a retalaition instead of being a viable offensive againist mages in your turn. So you now have the option to pick between 6-3 poison OR 8-2 poison for mel...
by ForestDragon
November 1st, 2023, 8:50 am
Forum: Faction & Era Development
Topic: Era of Magic (EoMa) 4.7 - now on Ko-fi!
Replies: 2125
Views: 571297

Re: Era of Magic (EoMa) 4.3 - now on Ko-fi!

I don't know, you're free to change the names if needed, but the idea is basically a poisoner that has poison melee and ranged and being passive/aggresive defender. More importantly than name, the similarity to saurian to saurian assassin is too high in the proposed stats. Magic-counter is usually ...
by ForestDragon
October 31st, 2023, 6:50 am
Forum: Faction & Era Development
Topic: Era of Magic (EoMa) 4.7 - now on Ko-fi!
Replies: 2125
Views: 571297

Re: Era of Magic (EoMa) 4.3 - now on Ko-fi!

3) Goblin Assasin will now gain +Magic-counter in melee. So it can be more nasty to kill by certain melee enemies. Unlike other balance changes, this one seems rather odd to me. Barbarians barely have any special enchanted gear even on higher-end units, but some random goblin gets magic counter? NE...
by ForestDragon
August 1st, 2023, 6:13 am
Forum: Faction & Era Development
Topic: The Great Steppe Era (1.16,1.18 add-on server)
Replies: 149
Views: 110557

Re: The Great Steppe Era (1.16 add-on server)

Mabuse wrote: August 1st, 2023, 5:43 am Like this era :)
Thanks
by ForestDragon
June 30th, 2023, 5:49 am
Forum: Faction & Era Development
Topic: Era of Magic (EoMa) 4.7 - now on Ko-fi!
Replies: 2125
Views: 571297

Re: Era of Magic (EoMa) 4.1 - new units and many improvements!

I have the exact same guessing about bone-infusion, still there are times in which player cannot do anything useful with lv1 units (still they cost upkeep, and give XP to enemy if slain), even saw inferno8's value of 10 HP recovery per lv1 bone beast and said, at least a 12 HP per unit would be les...
by ForestDragon
June 29th, 2023, 4:25 am
Forum: Faction & Era Development
Topic: Era of Magic (EoMa) 4.7 - now on Ko-fi!
Replies: 2125
Views: 571297

Re: Era of Magic (EoMa) 4.1 - new units and many improvements!

Ok, after seeing ForestDragon's comment, I think +12HP might be a better value. If a Moloch is surrounded by 6 Bone Beasts, this would mean a total of 72HP healing, but it would still be a rare situation. Honestly, that is still less than 1hp per point of gold spent. I believe that this would be to...
by ForestDragon
June 28th, 2023, 6:29 am
Forum: Faction & Era Development
Topic: Era of Magic (EoMa) 4.7 - now on Ko-fi!
Replies: 2125
Views: 571297

Re: Era of Magic (EoMa) 4.1 - new units and many improvements!

Now that I think about it, to make Moloch more interesting, maybe adding an option to "consume" nearby bone beasts to heal some extra HP (+10?) would be an interesting addition. But it needs to be well-thought out. So I'd also like to know your opinion on this one too. 10 HP really doesn'...