Age of Wonders 4

Age of Wonders 4

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Paths of wonders
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5.501 MB
13 Oct @ 6:45am
26 Oct @ 11:34pm
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Paths of wonders

Description
New "Wanderer" class, that can be picked by any ruler, can equip any weapon and has massive skill tree to choose from, which supports all archetypes.

Over 100 new skills, that are divided into 18 clusters, 3 for each affinity.
Overview of implemented clusters:
Shadow - Rogue and Death Knight Cluster - Flanking damage and Morale loss
Shadow - Acolyte Cluster - "Melee" Spells
Shadow - Mastery Cluster - Debuffs
Astral - Spellcaster Cluster - Magic damage
Astral - Summoner Cluster - Summoning
Order - Paladin Cluster - Self sustain and Taunts
Order - Cleric Cluster - Healing and Links
Order - Mastery Cluster - Buffs
Nature - Druid and Witch Cluster - Healing over time, Flora and Corpses
Nature - Defender Cluster - Positioning and Retaliations
Materium - Warrior Cluster - Melee damage
Materium - Artificer Cluster - Turrets and Obstacles
Chaos - Archer Cluster - Ranged damage
Chaos - Cultist Cluster - Fumbling and Morale gain
Chaos - Mastery Cluster - Critical hits

3 remaining clusters are in development
40 Comments
Marshall 3 hours ago 
Cool stuff! I'm in for regular sized icons and scrollbars.
STRG  [author] 11 hours ago 
So, I think I have found a way: how to not affect the skill tree screens of the original classes and/or how to add scrolling/zooming.
But it will certainly take time to implement this properly. A quick preview is shown in one of images in the description.
Am I right in thinking that this is a main request: regular sized icons and scrollbars?
Marshall 23 hours ago 
@STRG Yes, that is the mod. Well, I'm using multiple skills mods, but my guess is that this mod adds the vertical slider as it is the only one not fitting onto the screen - and I just added it recently and the vertical slider is quite new, too. I'not 100 percent sure though.
STRG  [author] 28 Oct @ 10:21pm 
I agree that resolution workaround isn't perfect, and I don't like that it affects the visualization of other classes/content. It would be nice to have zoom and/or scroll up/down feature. I haven't figured out how to do it yet.

Does anyone know of a mod that has mouse wheel zoom or vertical scroll bar?
STRG  [author] 28 Oct @ 10:20pm 
@Marshall Hello, thank you for the suggestion. Did you mean this mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3577168844 ?

I have checked it. I don't understand you what the slider is in this mod? I see it widening the skill tree screen by creating a second column for signature skills.

Regarding compatibility: I have successfully launched theMoreSignatureSkillsBase mod with Paths of Wonders. As advertised they change different things, therefore they seem compatible. What mod are you using that isn't working properly with Path of Wonders?
Marshall 28 Oct @ 6:28am 
Would you consider adding an up and down slider instead of changing the resolution as in theMoreSignatureSkillsBase Mod. That way, multiple skills mods could be used.
Daverin2112 27 Oct @ 4:56am 
Yeeeessss. Keep feeding the ultimate ruler class. Do et.

Seriously, when this gets completed we should all petition Triumph to just make this the single ruler class officially, lol.
ThePhilosopher 25 Oct @ 6:18am 
Jesus.
Peter 23 Oct @ 11:57pm 
One wish I have is for Affinity gates to be a bit less stringent. Some of them are pretty steep, and they sort of force you to only take certain classes into certain cultures or builds. Like what if I want to play a materium wizard. Its perfectly possible base game but in this I have to get like 15 points into materium to unlock the tree.
STRG  [author] 23 Oct @ 9:42pm 
@fireball900 Hello, thank you for the comment.
Right now propably not.

Mod forces several "placeholder builds" for AI heroes. Build depends on the equipped weapon. In general, heroes with physical ranged weapons should prioritize archery cluster, heroes with polearms should prioritize defender cluster and so on. But random picks made by AI could lead to strange choices. The quality of those builds might be suboptimal.

Some of the implemented skills use game mechanics that aren't prevalent in the original game. For example: Whirlwind and Abducting Arms. Both are "on-move" abilities. I'm not sure that AI understands what to do with them at all.

Currently, AI doesn't interact with outer clusters as some of them are missing. I have been thinking about creating "proper builds" that hardcode deterministic sets of skills. It isn't a priority at the moment.