Age of Wonders 4

Age of Wonders 4

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Timberwood - Tomes of the Sea
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File Size
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41.719 MB
29 Jun, 2024 @ 4:49am
27 Aug @ 5:49am
17 Change Notes ( view )

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Timberwood - Tomes of the Sea

In 2 collections by Lord Vectra
Lord Vectra's Mods
36 items
Vectra's Custom Tomes
10 items
Description
As of (8/27/25), the Hand of the Ocean spell will appear but is temporarily disabled.

This is one of the tomes updated from the mod, Tomes of the Timberwood by Timber. He gave me ownership of all those tomes. You can find the rest that I updated here: Vectra's Age of Wonderful Tomes

Did you know steam has a follower mechanic where you can follow modders? I didn't either. You can go here and follow me if you want to be up-to-date on any future tome mods I make (or any mod I make in general): Wanna follow?

About The Changes
Many changes were made, but they were vetted between myself and a few playtesters who wanted to voluntarily help me test things. With that being said, don't be afraid to share balancing issues, concerns, and of course, bugs. I believe I fixed all of them, but there were a lot of bugs when I first started, so it's possible I missed some.

To-Be-Implemented
I will be writing lore for the custom units, complimentary to Unit Lore & Miscellany by Arca_Bibliophile. I will, however, be using the purple research icon instead,

UURB Compatibility
For those with Unique Unit Rank Bonuses, subscribe to Vectra's UURB Compatibility Master Mod for the Unique Unit Rank Bonuses for my custom units.

Support/Commissions
If you want to support me, you can donate here: Wanna Donate?[ko-fi.com]
If you want to commission a tome, go here: Wanna Commission?[ko-fi.com]
120 Comments
Daverin2112 8 Sep @ 5:55am 
I think shadow/materium is good for Pirate, actually. It oddly feels appropriate to have continuity with Shades, as well, what with Restless Raider being a skirmisher who benefits greatly from it.

I'd honestly pretty happily take pure nature, that makes sense to me and leaves more room to sneak in shadow or astral as well. That said, nothing wrong with respecting the former author's vision.

Although the turtles do kinda fit materium, lol. And Tome of Drowned Goddess giving Elemental does mean you actually have good reason to want to end at Creator. Actually, on a strategy layer perspective, the affinites make really good sense. The tome series winds up doing a lot to give additional defense when in your domain, and nature/materium really wants to grow domains. So in practice, it all works out.
Lord Vectra  [author] 8 Sep @ 5:26am 
@replanttrees @Daverin2112
I don't decide affinities of tomes based on its synergy with other tomes. Stormborne is a storm tome which there is a distinction to be made about water tomes vs storm tomes.

I personally would do Pure Nature for many of these but it was Nature/Materium originally by Timber (the original author), so I made a call to keep it as-is. As per Timber, he made them materium because water is of the earth. I don't agree but about the time this tome was originally made, Tome modders were making up reasons to do dual-affinities.

Astral doesn't make sense unless you're just looking at the color of the astral icon. As for Pirate Tome, its shadow because undead/souls and its materium due to it's focus on gold and treasure.
Daverin2112 7 Sep @ 6:57pm 
I'm with you, if only because, as you say, it leaves it very oddly less than happy working with a storm or frost theme, the two most obvious choices for companion tome types, but on the whole, it can work just fine, and I am sure Vectra has their reasons.
replanttrees 7 Sep @ 2:56pm 
First off, these tomes are nice and I have always felt that the game could use a few more water synergy tomes.

My question is, why materium? Unless I am remembering things wrong every water effect in the game is nature, and the "water tome" is astral/nature. Shouldn't these tomes be astral/nature instead of nature/materium.

I also feel a little weird about the last tome being shadow/materium, but I dont't have any suggestions for how to fix it while keeping the undead pirate theme. Maybe astral/shadow could work?
Scribe of Nekoti 2 Sep @ 2:11pm 
I'm happy to hear you are still working on it!
Lord Vectra  [author] 1 Sep @ 2:07am 
Also, Also, I have found a fix for the hair, but this mod will not be updated for a bit until I get the terraform thing situated.
Lord Vectra  [author] 1 Sep @ 1:42am 
That's because there was code I had in the mod, but I didn't realize the collateral damage it would cause. You would need to start a new game to put SPIs in water again. As for Hand of the Ocean, as per my last reply, it has been temporarily disabled.
所罗门的poi 1 Sep @ 12:50am 
I am certain that all buildings that must be built in the province for this mod cannot be constructed. And there is the spell of the Ocean Hand, but it is gray and cannot be used.I am using the Conflict Oath Storm Giant.How can I send you a screenshot?
Scribe of Nekoti 27 Aug @ 6:28am 
Ahh, a shame. I was looking through the comments to see how I had missed the terraform spell. A shame it's been cut.

I love the mod. I used it over the last couple of days to beat the last AP story level as Astral focused Architects with a whole Poseidon/Hoplite vibe. This mod was crucial to landing that flavor. Thanks so much! The yield on my water tiles were bonkers by the end.
Lord Vectra  [author] 27 Aug @ 6:03am 
(8/27/25)
Deleted some left-over code that was accidentally left enabled

Idk ur name, but I actually can't replicate your bug (even before the update just now). Are you sure its mine? What SPIs are you trying to build? I have a long game with this enabled and I can build SPIs just fine.