Age of Wonders III

Age of Wonders III

Ze Old Man and the Sea Expansion
Showing 1-7 of 7 entries
Update: 17 Nov, 2024 @ 8:36am

v1.2.31
• Reverted changes to Water Fortress structure

Update: 16 Nov, 2024 @ 7:14pm

v1.2.3
• Removed some issues (hopefully all) regarding circular dependencies within the Immune to Drenched property group.
• Added and cleaned up some requisites.
• Added Nynevian Pikeman and Seawolf Rider to relevant reward sets.
• Minor text updates.
• Replaced the Tugboat's 'Build Maritime Post' ability with the vanilla 'Build Water Fortress' ability, and attempted to allow Water Fortresses to upgrade into Maritime Fortresses. I haven't yet tested these, so please let me know if crashing occurs at any step.

Update: 4 Oct, 2023 @ 4:30pm

v1.2.2
• First attempt to fix issues: CTDs related to circular dependency, missing features due to missing icon, missing visual models due to poor interaction with CI on my part

Update: 8 Sep, 2023 @ 9:44pm

v1.2.1
Super quick update that I haven't tested yet:
• Removed hopefully unnecessary dependencies
• Updated version number in package manager

Update: 4 Sep, 2023 @ 11:50am

v1.2.0
• Finally fixed issues with Chivalrous Intentions icons. I think.
• Added compatibility for Reliquary of the Fickle Mermaid from Ayalin's Premium Empire Building mod. It will still require the appropriate research from that mod to be built.
• FOR REAL THIS TIME: Saker (from Chivalrous Intentions) can no longer be constructed at ocean dwellings (they would sink upon production anyways, good times).
As of v1.1.1: They aren't producible at any dwelling (except Gloweye's Dark Elves), nor will they be producible by any mod-added races.
• Nynevian and Merfolk dwellings are now typed as Metropolis (as Naga is in vanilla), allowing them to benefit from relevant empire upgrades (such as those added by City Building & Upkeep For Ayalin's)
• Added some missing string key replacers.
• Added quoted sources to more unit descriptions (thanks to ContrarianBarbarian!)
• Squall Serpent now gains Floating instead of Walking at gold rank.
• Tweaks to Merfolk requisite.
• Remade water structure RMG settings from scratch. Hoping to improve stability and compatibility. This should make it compatible with the RMG from every mod I've looked at, notably including Shadow Realm, Return of Wonders, Witch Hunters, Ayalin's Premium Tribe Invasions, and WerMS Additions. However, it's NOT compatible with Decodence RMG, if only because the water structures will spawn on land in the Autumn and Tundra biomes. I can't really recommend using those biomes in general though due to stability issues, sadly :c

Update: 14 Jul, 2023 @ 11:04am

v1.1.0
• Added built-in compatibility for Beastman and Dark Elf Dwellings. This is kind of a WIP so please report any issues. If it works as well as I hope, it's also a proof of concept for future compatibility with Decodence without the need for a separate patch.
• Fixed those darn icons (sorryyyyy)
• Saker (from Chivalrous Intentions) can no longer be constructed at ocean dwellings (they would sink upon production anyways, good times)
• Added descriptions for Phantasmal Cannon and Tugboat
• Removed Human race requisite from Tugboat (like other boats)
• Other misc fixes that I can't remember, will probably update this changelog if I do.

Update: 5 Jul, 2023 @ 11:04am

v1.0.0
Initial release. Still needs some testing, polish, icon fixes, etc. There's probably missing string replacers somewhere. Please report anything you see!