Age of Wonders 4

Age of Wonders 4

Age of Tomes
Zobrazeno 1–10 z 19 položek
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Aktualizace: 5. bře. 2024 v 5.10

Fixes
- Tome of Tides - Tidecaller units will now have their spear visible for DLC cultures.

Aktualizace: 4. bře. 2024 v 9.36

Some very much needed patching for the mod. Sorry for taking so long to come back.

Changes
- Tome of Astrology - Astrologer will now be Astromancer, with same special abilities but with the functionality and type of a Battle Mage. Unfortunately the staffs of support units have issues when modding, so this was a compromise.
- Tome of Witchcraft - Changed the hero skill icons for the different familiars to new, more flavourful icons.

Additions
- Unit descriptions in the Tome skills have been added for Astromancer, Tidecaller, Butcher and Witch.
- Tome of Hunger - Ravenous mark should now target Dragons as well. They are known to be hungry, after all.

Fixes
- Tome of Seelie - Fixed incorrect summoning cost for Spring Fairy.
- Tome of Hunger - Emergency Rations should correctly summon Piglets now.
- Goretusk Piglets should normally evolve now.
- Some descriptions were missing certain hyperlinks.

There might be more issues in the backlog that I'll be trying to solve in the following days. I haven't been able to reproduce the "water walking" bug, or at least it shouldn't happen with Astromancers. Will check on others.

Can't promise anything but I want to get back to adding a few more tomes at a slow pace.

Aktualizace: 29. kvě. 2023 v 1.15

Fixes
- Fixed two typos for Hunger description, which was missing the 5 max stack reference.
- Fixed some incorrect/missing affinity research tags for different tome skills (probably related to the seed/root/heart discounts).

Aktualizace: 28. kvě. 2023 v 14.04

Fixes
Tome of Hunger - Fixed minor transformation costing 350 casting points instead of 150.

Aktualizace: 28. kvě. 2023 v 8.52

Fixes
- Fixed Astral Observatory cost being for T3 instead of T1.

Tome of Hunger
With this tome I did a more straightforward tome as I actually recorded all the modding process in a Tutorial that should be available in the mod's description. With this tome I wanted to offer a more savage expression of chaos and one related to living being's desires, so Hunger it is. This Tome wants to get close and personal and provides sustain both inside and outside battle. This tome should be an awesome pick for evil factions with the Cannibal trait.

  • Hunger --> I love life drain/steal/link and all their different versions in different games, so it was an obvious pick. You aren't necessarily expected to reach max stacks, but with 2-3 your units should have impressive sustain.
  • Tenderizing Blast --> The first way to grant hunger to your units, which requires your units to come close to the enemies. Nothing too crazy, but a nice way to focus down high priority targets.
  • Scent of Flesh --> A very strong battle summon being a T2 with 3 hunger stacks, but does require a corpse, and comes damaged and with berserker, so it can be a double edge sword. A nice thematic addition that even attacks 1 time the turn is created.
  • Ravenous Mark --> A way to buff animals and demi-giants/fiends/undead with a 100% chance for a hunger stack on a unit dying. Could prove too strong, so we'll be on the look out. The flavour of fresh corpses entices all bestial/feral units with the curse of the Eternal Hunger.
  • Butcher Ogre --> I've always wanted to provide a place for this good lad, and this tome seems the best one for it. It builds up on the theme of feeding and health regen.
  • Insatiable Hunger --> The racial counterpart of hunger generating, in this case without any strings attached, only a 50% flat chance to be granted one stack. Many say there's no escape form the Eternal Hunger, even Undeath is not enough.
  • Meat on the Menu! --> A fun army buff that requires you to kill T1 units. This makes them relevant even at the end game if you want to keep the strong buffs it provides.
  • Great Cauldron --> A thematic addition in the form of a province improvement. It does give a lot of food, but to do so it uses up some draft. Where did those soldiers go? It even offers a bit of respite to close armies.
  • Emergency Rations --> By popular demand, the little Piggies were made available. They'll get progressively hungrier to they can potentially be fairly strong.

I've had quite a lot of fun designing the Tome while explaining what everything does in the Tutorial, so please check it out if you're interested in that.

Aktualizace: 22. kvě. 2023 v 10.07

Tome of Astrology

With this tome I wanted to explore a buff-centric astral tome of T1, as we currently have a damage focused one, and another specialized on defense. Knowing that astrology is often related to predictions, and constellation/planet alignments, I tried to focus on those two aspects from a mechanical standpoint. Thus, I introduce delayed spells that you are predicting by Aligning yourself with the stars.

  • Aligned --> I'd have loved for aligned to actually be Attunement: Fortune, but that was already picked. To offer something similar but less easily stackable, i went for a some critical dmg buffing and a bit of morale, which should make making criticals more often. Aligned also allows any unit to be a target for preditions.
  • Predictions --> This is what gives the delayed aspect to the tomes. All delayed spells take 2 turns at least, and most of them target the units that are aligned, granting them big bonuses in relation to their cost.
  • Augury of Aid --> I wanted to add a way to easily summon Wisps, and this offers cheap access to it, although it doesn't provide a permanent unit. If it ends being weak, we could give it permanently.
  • Astrologer --> The core of the tome, as it will be the most useful for granting easy acces to Aligned via Warding Defense mode. It can also make a prediction of fortune, so it's a decent support unit.
  • Cosmic Reprisal --> Originally wanted to do a dmg spell that counts the number of Aligned units on the field for extra damage, but dynamically given statuses don't work well with counting, so for now I decided to make it into a prediction. Will try to revisit or rework if it feels to boring.
  • Omen of Respite --> A very strong and efficient heal if enough units are Aligned, that can also heal unwanted negative status effects. Might be too strong, but we'll see how it performs.
  • Divining Governance --> A simple stability boost for a city, that scales with research generated. The idea is that astrologers are noticing more patterns and predicting better the future, resulting in more stability.
  • Astral balance --> Another extra +5 morale to units for a total +20 if there's 3 Aligned stacks, that has a chance to grant Aligned to units that don't yet have it. A nice way to not depend so much on Astrologers for those stacks.
  • Astral Observatory --> A fun little one that follows the theme of research/stability, that gets slight bonuses for being next to mountains, as everyone knows that it's easier to look at the stars from them.
  • Triumph Foretold --> One of the strongest buffs of the Tome is hidden behind a Hero Skill, so that they feel special. It's a whole hex of aligned stacks plus very offensive buffs, but can only be used once, so time it well.

Overall, I've had quite a lot of fun coming up with ideas for this Tome. I think it's very thematic and unique, but even if I've streamlined it a lot from initial designs, may feel a bit quirky, having to play with cooldowns. For now I've decided to use very short cooldowns, but people's reactions and testing will determine if it's too strong or not.

Aktualizace: 21. kvě. 2023 v 8.38

Another hotfix for the Crow Familiar hero skill, as it was using the spider reference instead of the correct one.

Aktualizace: 20. kvě. 2023 v 2.28

Hotfix to try to fix the issues with the witches summons.

Aktualizace: 18. kvě. 2023 v 8.20

Polish and Balance Update

Tome of Seelie and Unseelie
  • Added new Tome and Skill visuals.
  • Some spell and tier costs swapped around to follow the standard.
Why these changes? - I wanted to level up the older fairy tomes so that they are up to the new tome visual standards, and for compatibility sake with other mods, I changed the fairy costs to a standard value.

Tome of Tides
  • Changed Affinities - 2 Nature --> 1 Nature / 1 Materium.
  • Water Weapons --> Replace by new unit Tidecaller, a polearm unit that can push adjacent units with water and enter defense mode.
  • Nerfed Hydro Bomb from 12 -> 10 damage.
  • Obscuring mist is now Cold Mist, and deals 6 frost damage and can freeze wet units (30%). Mist effect no longers obscures and doesn't cover the whole area, but spawns some mists randomly.

Why these changes? - I wanted to offer some internal synergy and payoff in the Tome with the Frost damage, and double down on map control with a unit that can zone out and effect unit positioning. The Water blades was the most boring element, so I took it away. We'll see if the tome is still too strong and needs some nerfs. The affinity changes are to kill the requests of changing the tome one way or the other; this is how it will stay now, as I feel this is a good compromise.

Tome of Witchcraft
  • Jinxed --> Reduced status effect resistance malus from -4 to -1, but it can now stack up to 5 times.

    Why? - With this I want to make the status potentially relevant but less swingy, and lets me balance other skills using Jinxed in a granular fashion.

  • Witch --> Replace Bewitching Cackle with Accursed Link, which directs damage dealt to the witch to another friendly unit at the cost of 25% more damage recieved. Limited faimilar pool spawn to Crows, Dread spider hatchling and the newly added Young Plague Serpent. Basic attacks now have 30% chance to inflict Jinxed.

    Why? - The witch was clearly overperforming with both a summon and a seduce, so I removed the seduce, which was the most swingy mechanic. To compensate for the Jinxed nerf, witches can join in on the Jinxed stacking action. By reducing the pool of units, Witch should feel more thematic and in tune with the changes of Hero familiars (see next). Finally, the Accursed Link is a fun trick to potentially save your witches but at the expense of sacrificing another unit, so I believe it will be both thematic and useful.

  • Hero Familiars --> Nerfed T2 summons to T1 summons. Carrion to Crows / Serpent to Young Serpent / Hunter Spider to Dread Hatchling.

    Why? - The summons were too strong compared to similar abilities, so I chose the most similar substitutes from a lower tier. This should still make them a nice pick, but not feel as mandatory.

  • Evil Eye --> Buffed with a bit of cold damage and nerfed by inflicting 2 Jinxed instead of old 1 (-4 to -2 status resist).

    Why? - Some people called it weak, and the new damage and jinxed changes should make evil eye more useful overall, to serve both as unit finisher and to contribute to stack Jinxed and keep it refreshed. We'll see how it goes.

  • Greater Hex --> Updated to now Jinxed stacking. 1 Jinxed --> 2 JInxed.

    Why? - This is technically a nerf, but at the same time it's a lot of Jinxed stacks, so I feel it's still powerful, and in line with Prelude of Doom. We could buff this or add new effects if we feel it's to weak.

Why these changes? - I'm very fond of Witches and I had a lot of fun experimenting with different effects. Unfortunately, this have resulted in an overtuned Tome, so with all this changes I wanted to keep the theme and back down a bit. I hope this makes taking the tome a fun endeavor and not a stomping tool. Sadly, the Seduce ability has gone, but for a T1 tome, it's probably for the better.

Aktualizace: 16. kvě. 2023 v 6.47

-Fixed Witchcraft hero skills not being mutually exclusive.
-Fixed Occult Accord not appearing in spell selection.
-Removed mana generation from the SPI.