Age of Wonders 4

Age of Wonders 4

Tomes of Warfare - Archon Prophecy Update
161 Comments
TesLife 8 Oct @ 5:15am 
I thought i was going crazy, but thats on me for not reading the comments. About 30 turns in the first game after i installed this mod, random graphic glitches and shortly after video game driver crasher became to appear. I dunno if its the enchant, or t3 evolved unit, but something from this mod. Sad, cos i really like the t3 gunners.
Daverin2112 3 Oct @ 4:22am 
This makes sense, and I get why you did it, but can you be -extra- explicit in Imperial Mantle that the enchant is disabled on mounted versions of these units? I added this for an exemplar based build, and, well... yeah. The tome is meant to be infantry focused, but sub-exclusionary enchants are rare, so a bit of THIS THING HERE is warranted, like Anya's Arcanum with the shadowflame tomes.
Jǫrmungandr 1 Oct @ 12:42am 
This mod seems to create game crashes. It seems to be specifically 'Tome of Ingenuity'. I can't go anywhere near it, not even hover over it in the catalogue. The game has been crashing seemingly at random as well, making it near impossible to find out why. It is otherwise a good mod with good tomes, a good edition to game. I also cannot uninstall the mod because my middle of campaign will become corrupt. I also worry what happens if an AI faction chooses this tome down the road...Anyway, i thought I should report this, so it might be of help to some of you.
Mr.Horakhty 30 Sep @ 4:51pm 
Was having graphical glitches during faction leader selection, disabling this mod seems to have fixed the issue.
GOGATSY 29 Sep @ 7:21am 
I tried playing without this mod and I experienced hard visual glitches and driver failure only at the end of my game and ui glitches not that many times as before. Disabling this mod seemed to increase overall stability, but the problem still persists. Maybe there are similar issues with other mods, or there are problems with the game itself and how it interacts with mods after the recent patch.
GOGATSY 28 Sep @ 3:59am 
It's just difficult to test on my end, because graphical glitches and crashes don't start immediately, only after a few turns or manual battles.
GOGATSY 28 Sep @ 3:57am 
Theldiot, thank you for your work on testing. I will definitely try out the new realm without this mod later to test game state. Do you use many other tome mods like this one?
TheIdiot 26 Sep @ 9:12pm 
After a significant amount of debugging, I have discovered that this mod specifically is the one in my playlist of 105 mods (which includes all major cosmetic mods other users have mentioned) that causes the graphics driver crashes. The game for me runs totally fine so long as this one is not enabled at the same time as those mods. Unfortunately I will have to play without it for now.
Daverin2112 26 Sep @ 4:35pm 
I feel the two turn wait on the bolt repeater for the engineer is too much; it obviously compounds over time, but that should be the reward for taking an otherwise support-less support. With the first shot being weak and then cooling down, getting to set the pace with siege range should be part of the fun!

Either that, or he should still get a support skill, maybe only for constructs. Don't forget, he does not benefit from many/most unit enchants boosting support damage due to non-magic type.
GOGATSY 23 Sep @ 12:50am 
Maybe there is a problem at the moment with the mods that adds customization options for rulers, specifically.
GOGATSY 23 Sep @ 12:39am 
In addition to the crashing and visual artifact discussion, I have also experienced them, but only after adding various versions of fashion mods for rulers to my extensive list of mods. I also used Schitzel mods and many time mods to expand the roster of units. The problems started after several manual battles around turn 30, and reloading the game does not help. At this point, I think Triumph has placed some kind of asset limiter, because I did not have these problems before the Griphon patch. Of course, maybe there is a compatibility issue at the moment, I'm just not sure.
Daverin2112 8 Sep @ 3:53am 
I just noticed, but... why in the world are the Varangians so beefy? The rifle has 110 hp, which is good for a t4 fighter, while the axe has 155??? That's out of line for a T3, especially one who is as versatile as this. And then to have damage reflection on top of that...
Dr. Sinclair 6 Sep @ 12:23pm 
Running a very large mod list (more or less same as before AP release, no issues back then) with many tome/unit mods, schnitzel's mods and this mod, no other cosmetic mods, and yeah... the graphical issues get REALLY bad sometimes, including GPU driver crashes in some extreme cases.

updating/cleaning out/rollback on drivers had absolutely no effect.

Using the driver workaround seemed to some-what reduce, but not remove, the artifacting, but still crashed more or less at the same frequency.

Game is very stable without any mods

It's really sad as i don't think i can play vanilla anymore. Especially when half of my pantheon uses modded content and i don't wish to ruin their identities.

I definitely do not think it's just a driver issue, considering freshly installed old drivers (2024) have shown the exact same problems,
Ragnin 5 Sep @ 6:26pm 
@Daverin2112 Only problem with that is the fact that rolling back to 2024 drivers did not solve the issue either. So it feels like its more then just a driver problem. I hope they figure something out. Really can't play the game without mods.
Maal  [author] 5 Sep @ 6:07pm 
I'll pass that to Bagas, he's the actual author. I just uploaded it for him.
Daverin2112 5 Sep @ 6:05pm 
Hey, head's up @Maal, the Nomadic Gathering is not actually contributing as a Research Post for Academy requirements, despite the UI stating is should be.
Daverin2112 4 Sep @ 2:15pm 
Yeah, it actually makes some intuitive sense if it has to do with addditional assets. I'd imagine major fashion mods, Von Schnitzel's work, and larger tome collection mods are major culprits.

Triumph has actually stated on their forums that they are aware of, and feel a bit out of control, of latest Nvidia drivers for sure playing less and less nicely with their game. So could just be a downhill symptom of that.
Ragnin 3 Sep @ 5:52pm 
I have found Age of Fashion and its sub mods also contribute a fair bit to this GPU driver crash as well. If I have this mod, Von SChnitzel's and Age of Fashion activated then I crash pretty quickly when trying to create a faction and moving back and forth in the hero screen.
Daverin2112 31 Aug @ 2:56pm 
Huh, this would explain a recent gfx engine glitch into crash I experienced. I assumed it had to do with mod load in general, but sounds more specifically related to unit and visuals count?
criticofthedawn 31 Aug @ 11:20am 
My completely uneducated guess/theory is that the number of units (and perhaps other model customization options) that the game is juggling causes engine instability after a certain number of units/etc are present. If that's the case, the recent patch cycle/DLC may have caused previously stable mod combinations to destabilize in large mod collections because more units/transformations/visual effects/etc were added.
Nero 31 Aug @ 1:03am 
@criticofthedawn
In my tests, the combination with the fewest modules that causes crashes is when only Von Schnitzel's LTCU, Culture Tome Units and Anthro Helmets, and Tomes of Warfare are enabled.

I also have 140 other modules, but if I disable LTCU (and its submodules) and Culture Tome Units and Anthro Helmets when I enable Von Schnitzel's Tomes of Warfare,
Or conversely, when enabling Von Schnitzel's work, disabling Tomes of Warfare will allow the program to run stably.

Additionally, some people reported similar situations in the comments section of Culture Tome Units and Anthro Helmets.
All of these issues only occurred after an update, so perhaps only the developers can fix this problem.
Jarob 30 Aug @ 9:23pm 
Love the mod, great concepts and I've been using it for a while! I seem to have run into an issue with the Company Captain: its mini-portrait doesn't show being mounted (celestial griffon), though when built they are properly mounted and have functioned fine in combat thus far until I fought an embarkment battle. Thereupon, their armor manifests in the middle of their ship-model and, after the fight, I get massive graphical glitches before a near-immediate crash. I'm running enough other mods their could be other issues, but I do believe at least some of this to be relevant.
criticofthedawn 30 Aug @ 11:26am 
@Nero, LTCU is one of the mods I found that seemed to make a larger than average difference, yes, which makes sense with my theory as it also adds a lot of units. It was on the shortlist before I discovered that the specific mods disabled appear to be less important than the number of mods active.

The game ran just fine with both this mod and LTCU enabled for me with around a dozen random others disabled, and also ran with this mod active if LTCU and 5-10 other mods were disabled.
Nero 30 Aug @ 10:11am 
@criticofthedawn
Are you using the LTCU mod? If so, try disabling it and see if things get much better.
criticofthedawn 30 Aug @ 7:21am 
My conclusion, therefore, is that large numbers of mods appear to generally destabilize the game’s graphics engine, even if they work fine individually.

This mod appears to do so more than most, but I have no idea why. Maybe this is a limitation of the game engine itself - perhaps larger numbers of units or spells slow the engine down because it is running through a full list of models and/or alterations each time a unit is rendered? It seems just as likely that it may be limited by the power and stability of the user’s graphics card, their memory, the speed of their processor, etc.

If you’re having visual bugs running this mod, try disabling a bunch of other mods and see if that helps!
criticofthedawn 30 Aug @ 7:20am 
I started to make a shortlist of mods that increased instability with this one to see if I could duplicate it by disabling everything but this mods and the one on the list. No luck, the game ran fine.

I then decided to try disabling everything but this mod again, and activating mods from the bottom of the mod list up (with exceptions made for dependencies). The same behavior repeated, with the game perfectly stable for most of the list and visual glitches and crashes occurring more as I got closer to the top of the list.

I also observed very minor instability during testing with all mods except this mod activated, while the base game is dead ass stable for me.
criticofthedawn 30 Aug @ 7:19am 
All right, after some more testing this morning, from what I can tell there doesn't seem to be a single mod that conflicts with this one.

My methodology has been as follows:

Visual glitches and crashes are easiest/fastest to trigger for me by rapidly cycling through large lists of recruitable heroes or pantheon heroes.

I disabled all mods aside from this one and confirmed that this mod runs just fine alone.

I then re-enabled batches of 10 mods at a time from the top of my mod list to the bottom (to avoid dependency problems). As I got towards the bottom of the list, visual glitches began to occur occasionally, then instability dramatically increased in the last dozen or so mods. I attempted to isolate a single culprit, but aside from a general observation that disabling mods that made more changes increased stability, I was unable to isolate any specific mods that are not compatible with this one.
criticofthedawn 29 Aug @ 9:40pm 
Just an update on the visual bug front, I am running some brute force testing by turning mods off and on and attempting to force a crash by rapidly cycling through heroes, and have the following to report:

1. Changing the position of the mod in the load list does not make a difference.
2. The mod appears to work fine if all of my other mods are disabled.
3. I'm not having a lot of luck narrowing the instability down to interactions with a single mod. There are a few which (so far) appear to possibly be a factor, but I haven't been able to find a single mod that leaves the game stable with this one after disabling it.

My theory right now is that the game may just get unstable after loading 107 mods into it, and since this one has a lot of content it ends up being the one that tips it over into crashville.

I'll keep poking at it later on, but it's getting late so I'm done for now.
Ragged Veins 29 Aug @ 1:54am 
Smithing trade might fit better with a gold upkeep and casting cost, especially with the flavour of the tome in mind.
Daverin2112 26 Aug @ 7:40am 
For the foot knight, maybe actually directly crib off of the Tyrant Knight? I think if you switched the the tyrant helm, the plate armor would not be so heroic looking. I dunno, I totally understand your point, and will leave it at that thought, but I almost would love the continuity of them being a "foot tyrant knight".

One balance point to make as well; the Tome of the Imperial Mantle does feel like it has some very blunt, loaded enchantments for units. 20% damage, no penalty, at T2 is kinda much, especially because it being order affinity feeds REALLY well into Pyre Templars. And the HP boost is pretty nice as well.

Thanks for thinking on my points, btw!
Daverin2112 26 Aug @ 7:31am 
The big thing for the Armored Crusader is his one active is up against two; he has a stun, but the Paladin has damage over it, and THEN the heal to boot. Tbf as well, the Pally, and indeed most of the new tomes, and even some other stuff, are absolute power creep, and causing a new level of balance to match. Don't get me wrong, it is a dang good active as well, just the fact he has THAT much to balance against.

I really wish I could think of an obvious replacement. The funny thing is, if you wanted to keep a Nordic scheme, I almost could even point to the Caroleans, who would be a dead ringer for having a gun only to actually pull out a melee weapon and charging into the fray, but it'd be even odder from an internal lore perspective to call them that. My first thought would be to check into different Italian mercenaries during the gunpowder era and see if any name is... generic enough, I guess.
Drezzy 26 Aug @ 3:22am 
Why does Varangian Axeman has so much HP for a tier3 unit?
Pai de 5  [author] 25 Aug @ 2:05pm 
@Daverin2112 i had to rebalance the Armored Crusader because of that, he was a much weaker unit in comparison (Which is crazy), but now i'm confident he has his own strengths, namely, he exchanges the Heal active for a chance to stun on his active, as well has having more Status Resistance in comparison, if he still underperforms, i may touch him again.

In regard to your other points, i do agree with the Varangian, i'm not happy with his theme, but i don't want to transform the tome into the "Caravan" tome, i want to make the unit feel foreign and Mediterranean, but if i can't find the assets needed, maybe i will just settle for a more Middle Eastern Design. Foot Knights feel fine, they should be a more tyrannical spin to the normal knight, the full plate feels too heroic for them. Company Captain could have some Architect assets, but i will need to test it first to see what i can cook.
Nero 25 Aug @ 9:09am 
I'm in the exact same situation as criticofthedawn. Until I clicked on this page today, I thought it was caused by a mod that changed the appearance of the game. Disabling the mod completely resolved the issue. Hopefully, the developer can identify the issue soon. Thanks for your work. This is a great mod.
LineArck 25 Aug @ 4:56am 
helllo, i noticed an error in tome of freedom, nomadic culture is tagged as a unit enchantement and freedom sworn has minor race transformation. I assumed is supposed to be the other way around.
Daverin2112 25 Aug @ 4:17am 
Also, maaaaaybe the Company Captain could adopt some Architect assets, going for a more centurion look? That's an absolute reach, though.
Daverin2112 25 Aug @ 4:15am 
- This is dumb, and nitpicky, and absolutely ignorable... but a Varangian Rifleman seems very odd to me. The Varangian Guard/Warrior was a very specific thing in history, with a very specific ethnicity and culture. They'd best be essentially an armored berserker for otherwise orderly cultures, in a fantasized context. Can they just be "Mercenary" or maybe "Chartered" since they are working for a chartered caravan? The idea itself is dang cool, though! 2/2
Daverin2112 25 Aug @ 4:14am 
Some small thoughts for this amazing mod:

- Armored Crusader staying is a good call, for the reason you say; thematically, they feel like they can be the "not Good, just Order" choice. But they are, currently, straight weaker to Paladins, if literally only because the Pally brings their heal as well. I have no clue what the correct call here is. It could be as simple as, just like the guy in AoW3, being inherently Control Loss Immune? Or maybe a Taunt or Assault could be a charge as well? Just something to match.

- Could you reskin the Foot Knight to use the new Feudal assets? Specifically the plate armor? For a long time High was about as good as it got for the plated look, but given its name and otherwise looking like a dead ringer, it'd be more fitting thematically. 1/2
criticofthedawn 24 Aug @ 8:00pm 
@Pai de 5, the fastest way to trigger the visual errors on my end has been to go to the hero or pantheon hero recruitment screens and rapidly scroll through a large list of heroes. With this mod enabled, I start seeing visual artifacts especially in the mist behind heroes after rapidly scrolling past a dozen or two. Otherwise, things can work fairly normally with the mod active for up to 10-20 minutes before discolorations start appearing and gradually getting worse as the game destabilizes.

The game runs just fine with no mods and almost as well with over 100 other mods enabled, so I don't think this is a fundamental hardware incompatibility since the most recent patch. It doesn't seem to be happening when tome units from this mod are on screen or tome spells from this mod are cast, which is super weird.

Maybe it's a mod incompatibility or stability issues after a certain number of tomes or something weird like that. I appreciate you looking into it regardless! :)
Pai de 5  [author] 24 Aug @ 6:49pm 
Thanks for the reports guys, i can't replicate any visual bugs on my end, it could be possible some outside hardware incompatibility with the new update of the game.

In any case, here are the notes:

Rebalanced some units according to the DLC.
Tome of the Crusader stays as is, Virtue is basically the same tome but i like having a less "Holy" option for RP.

New - Tome of the Silver Coin - Highly experimental tome based purely on economy, still very unfinished, and will be receive more work in the future. (Check Pictures for previews)
criticofthedawn 20 Aug @ 9:45pm 
It's definitely weird that this mod is having the issues it is, but I'm glad to hear that it's at least not just me who is having serious graphics engine issues with the mod - I was worried initially that my graphics card was dying before I isolated this mod as the culprit, hahaha!

I'll tell you, I love the continuing support that this game has gotten from the devs, but every time a new patch/dlc cycle comes through, it breaks the game's mods in a new and exciting way, haha!
Bast 20 Aug @ 1:14pm 
Alright it seems i was getting the same issues as reported by critic, though i never crashed i did get the visual bugs and to the point that my minimap even glitched completely out. Not sure why though as i've used some other tome mods that were from the previous update on current patch to very little issues
Bast 19 Aug @ 5:34am 
I'll try the mod and see if i see any notable bugs or crashes from just adding it.
JKingJ 18 Aug @ 10:46pm 
Reporting a bug for when you eventually update this:

The ascension traits don't show their descriptions. Ex. Ascension: Supreme Authority has its name as its description rather than the previous description of "+25% vs T1 and T2 units... etc."

I can confirm that the following exhibit this issue:
- Defender of Faith
- Imperial Commander
- Iron Marshal
- King of Kings
- Supreme Authority
- Overlord

Accursed Acolyte and Calamity Acolyte also have this issue but I can't tell if this mod is the source for those two ascension traits.
criticofthedawn 17 Aug @ 10:31pm 
Something in this mod is presently drastically increasing the instability of the game's graphic engine for me, including triggering hard crashes with the 0x887a0006 display driver error code, discolorations, and visual artifacts, especially when viewing rulers and heroes.

This appears to be new with the new DLC and patch, as it worked fine prior. Disabling the mod greatly improves stability. Not sure whether this is an issue with the mod itself or some kind of conflict (I use multiple other mods, so this is entirely possible if nobody else is seeing similar!), but it presently makes it very difficult to use.
Maal  [author] 15 Aug @ 12:32pm 
He's active on the AoW4 discord in the modding section, so I assume he's looking into it amongst other things..
Mental Motel 15 Aug @ 4:53am 
Sorry to bother you, but will this be updated for the new DLC/Patch? I would love to play with it.
Drezzy 14 Aug @ 7:18am 
small visual bug: flags on barony building are misaligned.
Gilded Wraith 12 Aug @ 11:24am 
Is this the mod that adds the ascensions "Defender of the Faith", "Imperial Commander", "King of Kings" and "Supreme Authority"? If yes, what are the benefits of picking them?
LinkFan001 18 May @ 7:15pm 
Tome of Discipline, Militant Culture seems to be bugged. It says there are no valid targets for the spell.