Age of Wonders III

Age of Wonders III

Scaarion's Expanded Classes
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Update: 9 Feb, 2021 @ 3:26pm

Dwarves added, arbalest ability works, repeating crossbow ability works, some spells added!

Rather than what I did for humans, I'm gonna be quick about this one. Dwarves consist of the following:

T.2 Evolving: All units in this section evolve into a veteran form upon reaching gold rank. Their elite versions retain all previous abilities, gain a minor stat boost, and gain the ability to advance in rank to gain additional unit properties.

Town Guard - Irregular - Crossbow & Melee
Gatebreakers - Infantry - 2H Melee, wallcrushing
Scalerenders - Pikeman - Monster, beast, and dragon slayer pikemen with shields
Gildenkriegers - Infantry - S&S, Shiny
Gildenpickniers - Pikemen - Shielded shiny pikemen
Repeating Crossbowmen - Archer - Fires repeating crossbow, evolution gains flaming bolts and firebombs
Storm Sages - Support - Electrically charged variant for the dwarves, since thunder and sky were just as valued.

T.2 Standalone:
Sappers - Irregular - Unique ability: Sapper Bomb (hurts self, be careful, but devastates walls)
Quarreltusks - Archer - Boar Riding repeating crossbowmen
Hussars - Irregular - Mounted scouts of the dwarves, use axe & shield
Eisenritters - Cavalry - Dwarven heavy cavalry riding wall-crushing oxen

T.3:
Giant Slayers - Pikemen - Variant veteran upgrade for scalerenders; more heavily emphasizes ability to take down big things, gains some throwing tricks.
Veteran Units - Varies - As noted before, the T.2 Evolving units all have veteran forms. These can be built independently upon gaining a grand palace.
Foreman - Irregular - The dwarven combat builder. Does everything a builder does, throws fire bombs, rides an ox, and gains lava walking at max level.
Steel Snipers - Archer - Inspired by the Steelguard of Chivalrous intent, steelguard using arbalests.
Steel Charges - Cavalry - Inspired by the Steelguard of Chivalrous intent, ox riding steelguard.
Arbalestiers - Archer - Core dwarven arbalestiers. Nothing terribly fancy.

T.4:
Firstborn Sages - Pikemen - I've actually always been upset that the uber dwarf was infantry, and that there was no T.4 pikemen, or T.3 Racial pikemen. Fixed both problems in one shot by making a flaming super pike unit.
Stormbolters - Archer - Inspired by the Steelguard, I made the dwarven alt T.4 into a storm rune adorned, arbalest wielding, steel armor wearing, super steel guard.

Update: 9 Feb, 2021 @ 11:05am

This is the initial upload to steam, and is nowhere near done.

Currently, I have only just learned the core of the modding language, and am looking for any and all input on the mod. So far, things are going relatively smoothly, but I haven't fully delved into the more advanced features.

Currently, this is a WIP project, with only dwarf and human units implemented, which means that it is only balanced for human and dwarf games. Don't worry, I intend on making progress on the other races very soon. My next goal is to get some orcs into the mix, and after that either Goblins or Elves.

Now then, this mod does require all expansion content to function, and is playing well with other mods as far as I am aware. If there are conflicts with your mods, glitches, bugs, or messy animations, or anything else of the like, please bring them to my attention and I will make the appropriate adjustments. There is also a slew of unused content which just hasn't been linked in, yet, and that is mostly because I am in the slow and steady testing phase.

Currently, I have the following implemented:

Abilities
Shoot Arbalest: A long-range version of the heavy crossbow with a bit more damage and indirect fire.
Shoot Repeating Crossbow: A short range, slightly less damaging light crossbow with the repeating fire function.
Poison & Fire Repeaters: Repeating crossbows with poisoned or flaming projectile effects.
Fireball: Modeled after the hero spell, and given to support units, Fireball serves as a way to spice up your support functions.
Shoot Stormbolter: The dwarven Stormbolter is a runic Arbalest imbued with the power of storms, rain down lightning with a javelin-throwing crossbow.
Sapper Bomb: I've always wondered why Age of wonders never had sappers. They were crucial in the age of gunpowder for siege warfare. So, I added in Dwarven Sappers and the sapper bomb. Don't worry, others will get it, too. Sapper bombs are heavy and hard to throw, but deal incredible damage over a large area. Unfortunately, the short range and large aoe make them more than a little dangerous to employ.
Shield Alternatives: The Tower Shield and The Pavise Shield were incredibly important tactical options for infantry. So, I added them in as forge properties. They are not yet implemented in units, as they will be used primarily in Class Units, and I need to figure out their balance with basic units before implementing them as a standard.
Inflict Stagger: A stun effect that relies on physical resistance rather than electrical. Ineffective against Elementals and Incorporeal Undead.

Human Units
Tier 1
Human Militia:
A Tier 1 Irregular that evolves into a Tier 2 Irregular, Infantry, or Pikeman. Utilizes sword and shield, and receives throw net as a civic guard if the racial governance perk is chosen. Slightly better damage, but no viable range. Good mobility and able to be deployed rapidly. Implemented into the Call to Arms Warlord Ability.

Human Crossbowmen:
A tier 1 archer that uses the heavy crossbow in place of the bow and arrow. Slightly better health and defense, and favors armor-piercing projectiles over blessed arrows.


Tier 2
Bounty Hunters
A tier 2 irregular, and evolution option for the militia. Exceedingly high mobility and gains multiple types of concealment with rank improvement. Utilizes heavy crossbow and melee attacks, along with flash bang grenades to tie up enemy units. Also benefits from the civic guard upgrade.

Footmen
A tier 2 Shield bearing Infantry unit for the humans, and evolution option for the militia. High defense and progressively becomes a better defender as they increase in rank. While they have rather limited crowd control, the tireless property, defensive strike, and defender property make them invaluable in the defensive lines, while charge and war cry make them potent damage dealers.

Sentries
Another shield bearer, but this one with a spear, and also an option for evolution from the militia. Sentries gain the throw javelin ability to allow them to serve as both a mid range combatant and powerful melee defender. Possibly one of the best units to have on your walls to back up your main ranged defenses.

Seekers
Crossbow Women. That's right. A unit of exclusively female crossbow wielding irregulars who specialize in mobility, scouting, and assassination. Rather than let the men of the era stomp all over them, the seeker's union was founded to give human women of all castes a voice, and a blade. The seekers, as per their namesake, gain the seeker ability at the end of their evolution tree. Oh, right, they EVOLVE.

Imperial Archers
A more elite variant of the archer. Once I implement the compound bow ability, they will be using it to rain down even harsher arrows upon enemy lines. Nowhere near as mobile as the Seeker, but a little more deadly when fully advanced in rank, the Imperial Archer should be a solid ranged compliment to your army.

Magicians
Ever get tired of ped- I mean priests, being the only support units you get as a human? I know I did. I appreciated the heals, don't get me wrong, but here, have an arcane mage, humanity. After all, a non-devout support unit that rains down mixed elemental damage at range should be welcome, no? They're a little squishy, though.

Hussars
The Hussar will be making its way into every army as a mounted irregular option, but each one will have its own flair. Human Hussars utilize a Heavy Crossbow from horseback, giving them a bit of a shared role with the Mounted Archers of the Warlord class, but their job isn't really fighting. Their job is MOVING. With 40 base movement, access to the free movement ability, and Athletics the Human Hussar can zip around the battlefield, staying consistently out of reach of melee pursuers, as well as explore the map in a hurry. They're not so great at sea, though.

Cataphracts
The fact that the only light cavalry in the human ranks not only lacks a shield while wielding a sword, but also is just a glorified squire got really tired, really quickly. So, have one that isn't just a Knight's stable boy in armor. A heavier hitting cavalry unit utilizing a spear and shield while still being light cavalry. Cataphracts are meant to charge headlong into the fray, cutting down infantry and chasing down archers.


Tier 3
Pathfinders
The seekers who survive long enough to earn their bow become pathfinders. Exchanging the clunky heavy crossbow for a bow and taking to a horse rather than foot travel, the Pathfinder is one of the fastest units in the game, equal in speed to the hussar as a Tier 3 mounted irregular. Retaining their mobility training from their days as a seeker, and learning how to conceal not only themselves, but their new bonded steed, the Pathfinders are among the best spies and scouts in the human military.

Voyagers
The ultimate adventurer, a tier 3 irregular who can travel over any field with their heavy crossbow and sword. The voyager serves as the ultimate goal of a civic guard, having a bag of tricks at their disposal which includes throwing weapons, various terrain concealment options, and increasing ranks granting them specializations in dispatching particular types of foe. This makes them something of an off-brand monster hunter, but squishier and more reliant on their ranged capacities.

Champions
What ever happened to the idea of a holy knight, huh? Priests are kinda lame without them. Sure, there's the crusader, but the whole human portfolio seems to be built on the template of monotheistic worship. So, I give you the Champion, a holy warrior with some support functions while maintaining the identity of a Tier 3 heavy infantry unit. Armored in knight's gear with a blessed aura about them, they can smite your foes while healing your men, given sufficient experience.

Update: 9 Feb, 2021 @ 11:02am

Bardiche Infantry
Pikes and Spears aren't the only Polearms any more. I give you the most feared polearm of the russian military: the Bardiche. Wielded by only the strongest and fiercest of warriors, this giant poleaxe is meant to cleave men and cavalry in two, often with the same swing. Bloodthirsty, mad, and ready for a fight, these borderline berserkers will happily charge headlong into any conflict.

Arbelestiers
Yes, we finally got to a highlight of the mod, the human arbalestiers. Heavily armored crossbowmen wielding a massive crossbow, they can pick off enemies at long range with an insanely powerful shot. Downside? They can't move far before firing, as cranking that sucker takes a lot of effort, and keeping it fully loaded between shots can result in some unpleasant accidents during combat.

Cuirassiers
Heavy cavalry without all the fancy decorative bits, Cuirassiers are meant for anti-infantry and anti-range tactics. Heavily armored, wielding sword and shield against any in the path of their devastating charge, Cuirassiers are more than formidable in combat.

Magi
The magician may be a little garbage, but with the right training, a Magi can be a lot more effective. Mastering the elements of fire, frost, and lightning, these versatile tier 3 support units can heavily bolster the effectiveness of any army with a rain of fireballs, frost shards, and lightning bolts.

Clerics
Ever wonder why a priest is the biggest and baddest holy support unit available to humans? I sure as hell did. Clerics, the true soldiers of the holy order, were specialist combat medics with holy gifts far outpacing a mere priest. Wielding divine fire and bearing heavy armor, the cleric is a terrifying sight for any foe.

Queen's Chevalliers
An order of female knights in service to the queen, the Queen's Chevalliers care little for the ways of chauvinism and the churches which enforce them. Out to prove that a woman of drive can be twice the knight as any man, these warrior women are masters in tactical leadership and can inspire greatness on the battlefield while being a heavily armored and formidable combatant, themselves.


Tier 4
Paladins
The ultimate holy warriors of humankind, the paladins are heavily armored men of holy clout, blessed by the divine and empowered with the ability to smite down any in their path. Gifted with an unbreakable will through their patron, and sworn to defend the people with their very being, these cavalry units can serve equally in ranged combat through smiting prayer bolts as they can in melee with blessed weapons and healing gifts.

Seeker Matrons
The greatest of pathfinders are eventually awarded the title of matron, and the matron's armor as sign of their station. Firing an enchanted longbow and baring medium armor, these mounted irregulars can travel over any terrain with ease, hide in plain sight, and detect any foes they cross the paths of. Their vision has been honed and arcanely enhanced to see far and wide, and their shots never miss. These penultimate mounted archers have been called the queens of the wilds, the goddesses of assassins, and much more.