Age of Wonders III

Age of Wonders III

Scaarion's Expanded Classes
Showing 1-10 of 13 entries
< 1  2 >
Update: 5 Mar, 2021 @ 3:08pm

Introducing the first wave of custom structures! While I don't have fully custom structures for them all just yet, nor have I implemented the full roster, the first few have been rolled out. These structures are available to all classes and races, and their functions are below:

Treasury: +20 gold production. Enables the production of certain mercenary or noble caste units.
Great Library: +10 Knowledge production and unlocks a variant support unit. Requires the laboratory.
Signal Towers: +1 Domain Range, +5 Knowledge Production, and enables the production of hussars and scouting units.
Arcane Academy: Enables the production of Tier 3 support units for each race, +100 mana capacity, +25 mana production, +5 knowledge production.

Further updates include various bug fixes, major ones below:
Tempest archer's production requirements were incorrect. Fixed.
Various orc units had incorrect production requirements. Fixed.
Cold Spike had the wrong icon. Fixed.
Winged Hussar was underpowered for its Tier 3 archer position. Gave them +5 shock damage with their bow. Will update to a unique bow, soon.
Undead human units were not available to build, and holy units were available to necromancers. Fixed, kinda. Next update will disable the cleric, champion, and queen's chevalier for necromancers.

Planned structures:
Armory: Grants access to specialized tier 2 units. Until it is implemented, requirements will not be updated.
Officer's Academy: +1 Rank to Irregular units, enables the production of officer units that grant morale benefits.
Hall of Heroes: +1 rank to all Tier 1 and 2 units, enables the production of racial tier 4 units.
Mana Reservoir: +100 Mana Capacity.

More to come as I come up with them.

Other Planned updates:
Dwarf, Elf, and Orc unit icons coming soon.
Custom structure icons.
Goblin units and icons coming soon, along with custom blight and earth abilities.
Draconians after that, along with unique spirit abilities (including some for necromancy focus).
Then Frostlings, Tigrans, and Halflings (probably in that order).
Then I will consider class units.

Update: 1 Mar, 2021 @ 11:34am

Change Log:
INTRODUCING ABILITY ICONS!

While I don't have all of the icons, yet (I'm missing a unique icon for emberstrike, currently), I have implemented a wide variety of ability icons for the custom abilities I've added to the game, and even for ones I have yet to implement. I've also fixed a number of abilities (repeater volleys not listing their proper names, many ability effects not triggering as intended, some abilities being far too powerful).

Implemented the full roster of elven units, orcish units, dwarven units, and human units.

Made several tweaks to unit visuals (including ability sets)

Fixed ability pathing scripts.

Made several new abilities available in the forge. Also made physical resistance available in the forge.

Updated several unit and ability description dialogues.

Plans:
Unit Icons (planned Human > Dwarven > Orcish > Elven, following the order of their creation)

Finishing Ability Icons (100 intended abilities in total, 79 are currently added)

Implementing planned abilities (next set is blight)

Adding Elven unit descriptions.

Goblin units.

Update: 23 Feb, 2021 @ 12:59am

Fixed numerous bugs, balance issues, and missing link data entries.
Fixed several rig issues.
Implemented numerous mod resources, including the SEC mounts selection for more rapid unit development in future updates.

Core Elf units implemented, untested, and many missing their descriptions.

Elf Units
Tier 1
Elf Militia - Irregular. Evolves into a Warrior, Skirmisher, or Sentry.
Elf Renshi - Infantry. Two-handed elven infantry wielding something like a katana. Modeled after Kendo users.
Elf Crossbowman - Archer. Available with a builder's hall, uses armor piercing heavy crossbow. Evolves into a Sentry Scout or Hussar.

Tier 2
Skirmisher - Irregular. Shortspear? Check. Shield? Check. Javelins? Check. Concealment? Check.
Warrior - Infantry. A smaller shield, greater emphasis on damage, and overall better stats than normal infantry.
Kyoshi - Infantry. The next step of training in the way of kendo, retains all previous bonuses during evolution path.
Sentry - Pikeman. The lack of spear and shield combos in this game disturbs me.
Wingpiercer - Archer. Compound bow archer. Improved range and damage output.
Sentry Scout - Archer. Foot crossbowmen using an elven repeating crossbow that has a secondary heavy shot.
Hussar - Archer. Mounted crossbowmen with mobility and concealment benefits in mind.
Horse Guard - Cavalry. Parade cavalry who wield and wear heavily enchanted gear. Defensive focus.
Impaler - Cavalry. Light shock cavalry using longspears.
Spellweaver - Support. An alternative to the storm matron, implemented into the same evolution tree. Rather than lightning themed damage focus, they grant multiple elemental buffs to allies and have limited offensive capacity.
Warlock - Support. A more offensive alternative to the storm matron, uses mixed elemental magic.

Tier 3
Archmage - Support. At gold rank, the warlock becomes the archmage, riding a unique mount, the Unicorn of Glory.
Arcane Archer - Archer. Uses an enchanted spellbow to deliver mixed elemental damage at long range.
Hanshi - Infantry. One of two evolutions of the Kyoshi. Focused on martial prowess and minor command benefits.
Mageblade - Infantry. Alternative evolution of the Kyoshi. Focused on melee magic.
Razorwind - Archer. A repeating crossbowman on a gryphon. What more do you need?
Silver Knight - Cavalry. Tier 3 Heavy Cavalry with unicorn mounts. A solid alternative to gryphon riders.
Stormguard Sentries - Pikemen. Leadership and defense focused, use tower shields with enchanted pikes.
Stormguard Sentries - Infantry. Leadership and defense focused, use tower shields with enchanted swords.
Storm Matron - Support. Female T2 Support Units evolve into matrons. Has a mix of their talents and ride a gryphon.
Windrider - Irregular. I may have had too much fun with gryphons... Gryphon riding skirmishers.
Winged Hussars - Archer. Three archers for tier 3? Well, they are elves, and these ones use compound bows on mobility focused gryphon mounts.

Tier 4
Tempest Archer - Archer. The fact that elves had a Tier 3 cavalry always bothered me... Their own lore emphasizes archery... So, I stuck an Elven Greatbow on a giant gryphon riding stormsister. ALL THE STORM ELFNESS!
Avatar of the Sky - Support. Elves are magical, right? Well, these ones are EXTREMELY magical. Born with many of the powers of an elemental, they wield the weather as their ultimate weapon.

Update: 17 Feb, 2021 @ 8:32pm

Orc unit initial package uploaded.

Tier 1 Units
Orc Militia - Irregular. Evolves into Warrior, Lonspear, or Harrier at gold rank.

Tier 2 Units
Orc Harrier - Irregular. dual wielding falchions with the throw blades ability
Orc Warrior - Infantry. Shield and longsword wielding orc with slightly more defensive focus.
Orc Longspear - Pikeman. Shield and long pike with defensive focus.
Orc Hussar - Irregular. Mounted Skirmisher with scouting abilities.
Orc Crossbowman - An Orc with a razor projectile crossbow. Clearly cavalry class. Clearly.
Orc Ironpiercer - Archer. Favors armor piercing projectiles and has better overall stats than the razorbow.
Orc Cataphract - Cavalry. Anti-infantry focus shock cavalry.
Orc Embermage - Support. Some fun fiery goodness to give support units some orc flavor.
Orc Warden - Archer. Mounted crossbow wielding archer with more focus on mobility.

Tier 3 Units
Orc Arbalestier - Archer. An orc with an arbalest and explosive bolts for some added flavor.
Orc Siegebow - Archer. An orc shocktrooper who decided to use a ballista arm as a bow. Surprisingly aggressive.
Orc Linebreaker - Infantry. When shocktroopers learned the value of shields, the other races trembled in fear.
Orc Guardian - Pikemen. When shocktroopers decided to imitate the longspear, Sauron trembled in fear.
Orc Devastator - Cavalry. Shocktroopers on heavily armored black horses.
Orc Hellracers - Irregular. The orcs have learned to domesticate nightmares... Through sheer aggression.
Orc Warmage - Support. When ember mages evolve, they get angry. When they get angry, the world burns.

Tier 4 Units
Orc Juggernaut - Infantry. Bigger, angrier, greener. The Juggernaut is what happens when orcs have too many wheaties.
Orc Warlord - Cavalry. The commanders of the horde must tame a nightmare as a rite of passage into their position. Alone. The results can be quite heated.

Update: 15 Feb, 2021 @ 8:04pm

So, I did a dumb...

I forgot to upload or save any of my change notes... Also, I tried to use fancy quotation marks in my unit descriptions for orcs and wound up breaking their link scripting. So... had to fix that.

That's pretty much this entire update.

Update: 15 Feb, 2021 @ 5:45pm

Implementing Orcs!

Orcs have the following units:

Tier 1:
Militia - Irregular - S&S with throw net and throw cleavers (will be implementing evolve paths from this unit)

Tier 2:
Flayer - Irregular - Dual wielder with throw blades
Warrior - Infantry - S&S Orcish infantry. Better defense, slightly less damage, more health than greatsword.
Longspear - Pikemen - Shields and longer pikes than base pikemen. More hp, too.
Hussars - Irregular - Mounted orcish spearmen with enhanced scouting abilities.
Crossbowmen - Archer - Razor projectile crossbowmen with decent hp and defense.
Ironpiercer - Archer - Armor Piercing Razorbows in armor.
Cataphracts - Cavalry - Vicious shield-bearing heavy cavalry
Ember Mage - Support - Focused on the ways of fire, gain a wide variety of fire spells

Tier 3:
Arbalestier - Archer - The orcish arbalestier. Not much different than the others, just bigger and greener.
Siege Archer - Archer - Orc Shocktroops with unnecessarily large bows that only an orc could draw.
Guardian - Pikemen - Tower shield bearing shocktroops with longpikes
Linebreaker - Infantry - Guard breaking, charging, shield bearing shocktroops.
Devatator - Cavalry - This is why you can't have nice things. Shock troops on horses.
Hellracer - Irregular - The orcs managed to tame and breed nightmares. These mad orcs are responsible.
Warmage - Support - Wielding fire and axe, warmages are a minor downgrade from shocktroops in health, defense, and physical damage, but have searing ray, fireball, and flametongue to even the field. Plus, they're fireproof.

Tier 4:
Warchief - Cavalry - The warchief serves as a minor buff unit, but mostly as a nightmare-riding shocktroop with a flaming mace and heavy shield. Expensive as all hell to produce, but more than worth it.
Juggernaut - Infantry - The icon of all shocktroopers, the juggernaut is a solo fighter that dual wields two-handed weapons of heroic make, crushes walls, and eventually can even regenerate mid combat.

Update: 10 Feb, 2021 @ 10:56pm

Name link and class data updates. Minor balance updates.

Update: 10 Feb, 2021 @ 10:29pm

It's official... I have to learn blender.

There is no other way to get some reasonable female units into this game.

For now, consider all female units placeholders for future updates after I've learned what I'm doing with blender. The same will inevitably be true of many other units. Also, I need some software to make unit/ability icons and portraits. That will be a trick...

Getting close to implementing the orcs.

Update: 9 Feb, 2021 @ 8:04pm

Fixed a lot of minor bugs.
Honestly, this was a week ago, and I fell behind in updating change notes, so I forgot which specific ones I did for this update.

For now, I fixed most graphics, unit requirements, unit classes, and ability targeter scripts that broke them.

I've performed a little over 3 dozen rebalances on unit stats to get dwarves and humans balanced with each other and core units.

I'm trying to balance 3 kids. a full time job, and a mod, and appreciate your patience and feedback!

Update: 9 Feb, 2021 @ 5:16pm

Added Unit Abilities:
All of the abilities I am adding are available in the item forge for varying forge point and material costs.

Ranged Weapon Abilities:
Shoot Arbalest: Long range, high damage (20 base), single use, inflicts stagger (new status!)
Shoot Stormbolter: As Arbalest, does 1/2 electric and 1/2 physical damage, and innately inflicts stun.
Shoot Compound Bow: Long range variant of the bow with +1 damage
Shoot Great Bow: Extreme range bow with inflict stagger.
Sapper Bombs: 20 phys, 10 fire, 3 radius, inflicts crippling wounds, immolation, and stagger, but has short range. Signature ability of sappers, will kill the sapper almost as quick as the wall.
Shoot Repeating Crossbow: Short range repeating fire light crossbow. Has fire and poison alts implemented. Has Razor Projectiles by default.
Shoot Repeater Volley: Fires bolts in a cone, not implemented in any units, still working on balance.

Melee Abilities:
Guarded Strikes: Repeating attack that guards at the end, but has -5 damage per strike.

Defensive Abilities:
Tower Shield: +4 version of the base Shield Bonus, cannot stack with any other shield.
Pavise Shield: +6 version of the base Shield Bonus, cannot stack with any other shield.

Magic Abilities:
Cosmic Burst: 2 damage of all types, hits a 1 tile radius around target.
Fireball: A much weaker version of the hero spell.
Flametongue: Melee fire attack that has a spray effect as well. Massive damage to main target, minor to others.
Searing Ray: Flaming line spell, still working on graphics
Meteor: Almost as viable as the hero fireball, but more designed to take out walls and fortifications
Hail Strike: Extreme range, 1 tile radius hail attack with minor ability to damage walls.
Ice Lance: A frozen shard that penetrates a line.
Chain Lightning: A much weaker version of the hero spell.