Age of Wonders 4

Age of Wonders 4

AoW 3 Races+
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Update: 11 Sep @ 4:58pm

- Ancients will now only deteriorate down to 40% of their max HP
- Ancients have a new feature; Hungry For Life, which increases tactical healing by 40%
- Ancients now have proper lore
- Simians: Updated tool-tip for Have A Banana to display the right number
- Gave Lupines' melee attacks a small (base 10%/20%) inflict bleeding chance and increased their damage against bleeding to 30%
- Lupines now have Night Vision
- Fixed Flaws to once again allow to combine with Heritage Traits
- Added Mangrove Swimming to Lizardmen

Update: 27 Aug @ 11:53am

- Changed Avians standard traits to Ceaseless Cacophony and Light Footed

Update: 27 Aug @ 8:04am

- Increased Simian's "Have A Banana Trait" to +7 Food per connected City. Apparently it was still at +2.

Update: 26 Aug @ 6:36am

- Goblin Form may now be combined with Frostling Heritage
- Toads no longer crash the game during leader customization
- To compensate all the crashing toad creators out there, I made an icon for Toad Hop, visually changed it and it no longer applies to Giant King, Dragon Lord and Eldritch Sovereign ruler types (if someone misses this little bit of silliness, I might be convinced to bring it back ^^)

Update: 22 Aug @ 2:48pm

FINALLY! <3
- Heritages are restricted to their true forms, even when randomised!!
- Made Ancient Heritage incompatible with Weak Constitution, to not be able to get double punishment from the flaw. If you don't like their deteriorating form, why not compensate with Rapid Recuperation? ^^ You get a juice 20 HP and +3 Def, so should be worth it! Might be overpowered, need testing ^^;
- Tigran Athletics now show the correct tooltip; they were never meant to have 36 World Map movement, rather 40 Combat Movement

Update: 22 Aug @ 2:06am

Nope, didn't work. Now you can't pick any traits at all, anymore. Gonna take me a while to fix this.

Reverted back to an older version for you to use.

Update: 22 Aug @ 1:42am

Lab presents possibly a working version. Let me know. ^^;

- Modded all Culture_XXX.rpk files for the Faction Property Givers to contain all race tags. No idea what this will do besides making stuff work. Wondering what else I can do in order for randomisation to work. *muses*

Update: 21 Aug @ 2:56pm

Never mind. It broke stuff. Back to the lab again.

Update: 21 Aug @ 2:48pm

*** Midnight breakthrough ***
I've now associated all traits with forms. This means that Elf form can only pick High Elf, Dark Elf and Wood Elf forms, etc. If you want to know how, the key was in using tags and putting a custom incompatible tagfilter, where the right form skin must be true. The form itself also had to have the skin tag attached to it. The downside seems to be that no randomly generated rulers have Heritage Traits at all. Still, I consider that a win, as at least you won't have Molekin with Highman heritage randomly appear on the map or as leaders anymore, which seemed to be the biggest ire in the comments. I'm stupidly proud of myself for figuring this out solely by seemingly endlessly poking around.

Update: 21 Aug @ 1:29pm

- Simian: Have A Banana trait increase to 5 Food per connected city, to be a smaller bonus than the average Humans standard +10 production but with a possibility to grow beyond it
- Simian: Bamboo Warfare: +10% damage, +1 Defense in Forest Terrain trait added
- Goblins no longer need to cast a world spell to enable Wetland Foraging, that and health penalties are now built in
- Changed standard traits to match point costs for the racial heritages. Some of them, like Tigrans with Athletics and Ancient with Weak Constitution, were already overlapping and some didn't match the flavour, like Classic Lizardmen being poisonous. I tried to keep those I felt were signature skills for the race and put some in that weren't used. Full list is in the mod description.