Age of Wonders 4

Age of Wonders 4

AoW 3 Races+
Mostrando 11-20 de 26 aportaciones
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Actualización: 13 AGO a las 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

Actualización: 3 AGO a las 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

Actualización: 31 JUL a las 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

Actualización: 31 JUL a las 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

Actualización: 23 JUL a las 2:48

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

Actualización: 22 JUL a las 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.

Actualización: 21 JUL a las 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

Actualización: 20 JUL a las 7:40

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

Actualización: 20 JUL a las 7:21

Goatkin
- City founding cost is now 100 Imperium ("Pastures New")
- Food reduction per population is now 15% and bonus per adjacent city is 30% ("Safety In Small Herds")
- All friendly adjacent cities now count, not just owned
- Removed Cold Resistance

Other
- Restored Human default traits (only adding Human Heritage)
- Added Avian cheaper libraries property ("Book-Hawkers") and ditched the idea of annexing mountains... For now
- Changed Syron City Trait to gain +1 Mana +1 Knowledge per adjacent city ("Power Sharing") since the previous Leader influence idea didn't work
- Sorted the Forms alphabetically
- Changed Lizardmen swimming description to fit with them walking on water
- Goblin Heritage's Wetland Foraging finally works! Cred to Guilu in the #modding-questions channel of the Age of Wonders Official Discord for giving me the tools. Goblin players will get the World Spell "Wetland Foraging" upon game start. This gives the goblins -8 HP and the Wetland Foraging ability. The reason why the HP penalty is linked to the boon is that you might be able to cast the spell (it counts as a race transformation) on other absorbed races, so they should have the same penalty and boon if this is done. They probably lose a bit of constitution from changing their diet to the goblin one, yet gain the wetland foraging ability. ^^

Actualización: 17 JUL a las 7:42

- Now hopefully everyone stops getting a Goblin Wetland Walking spell... ^^;