Age of Wonders 4

Age of Wonders 4

AoW 3 Races+
Ergebnisse 11–20 von 28
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Update: 21. Aug. um 14:48

*** 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. um 13:29

- 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.

Update: 13. Aug. um 13:02

- Changed Insectoid Lore
- Added for Goatkin's "Pastures New" Feature to cheapen vassalise costs (+10 Imperium per release)
- Removed Goatkin's extra City Cap
- Sorted Elysian and Ancient traits alphabetically
- Elysian Form adds Highman Heritage as standard
- Ancient Heritage created

Update: 3. Aug. um 14:20

- Shortened most descriptions for a more slick, better overview of every heritage. I'm hoping the lack of lore text chunks won't ruin the fun for anyone! <3
- Changed a ton of ability names, split some up and made things clearer
- Tried to make Lizardmen Swimming and accidentally made them ride swimming crocodiles, which was too cool not to keep so... Lizardmen now always start with crocodile mounts. They may choose for all units to mount crocodiles and swim across water, or use water walking, depending on what spell is cast. The difference is largely a visual one, as both will negatively affect their general movement points but give them the swimming ability. If no spell is cast, mounts function as normal.
- Molekin now have Cave Crawling
- Frostling Cold Protection fixed
- Goatkin Natural Rams should now be working and visible in combat previews
- Syron trait properly attached to Syron form
- Removed Insectoid's Governor bonus as it wasn't working

Update: 31. Jul. um 12:05

- Clarified a couple of abilities by changing their names and adding races to combat attack previews. I know that attack previews really shouldn't be holding traits if following game standard for traits, but I like being reminded as often as possible that if something ogreish is about to go down, I know what I'm fighting

Update: 31. Jul. um 11:17

- Fixed a Goatkin empty tooltip
- Hid most effects from the Unit Panels as they don't belong there
- Fixed damage previews to be simpler
- Fixed attack popups to be simpler

Update: 23. Jul. um 2:48

- Corrected Syron's Original Denizens to only apply in the Umbral Realm

Update: 22. Jul. um 6:09

- Extra Lucky and Unlucky now works!!! :D ...when you're facing units with a Racial Heritage. I have not found a way to get this to work on Animals, Mythic Units, etc. The technical details is that you need a certain property that either gives your units penalties or bonuses when facing happy or sad halflings. These properties are given with the Heritage Traits.
- Reset the Heritage Trait cost to 1 Point again, the reason being that Units generated on the map were did no longer have Heritage Traits when they have no cost. No idea why this is, but this will have to be the solution for now. Sorry, Trait min/maxers!
- Set Goblins main start Overlay to always be Wetlands. Won't work for you Underground crawlers.

Update: 21. Jul. um 4:16

- Made all Heritage traits free picks, as the intention is for them to just be in the background anyway and not something to consider spending points on or not, and reset most race's standard traits, with the exception of Lizardmen for whom the AoW 1 lore needs Strong to be in there
- Toadkin: Added "birthing pools"; +3 Food if there's a swamp or river within the city borders. +6 If you have both.
- Updated Goatkin description to no longer be that of the Swedish alternative and experimental fusion music group "Goat" (see the screenshots if you're curious of how it looked)
- Fixed the Syron's City income

Update: 20. Jul. um 7:40

- Fixed Halflings Physical Weakness and removed the Very Lucky spell that didn't work anyway