Age of Wonders 4

Age of Wonders 4

Signature Hero Skills
36 Comments
primeambitions 7 Apr @ 8:12pm 
will this mod every get updates? it was so awesome
Cairsiden 16 Nov, 2024 @ 3:36am 
Not trying to rush you, but saw you hadn't said anything since the new DLC broke the mod. Just wondering if you were planning to update? (again, no rush, i'll wait as long as I gotta. Just wanted to know if one was in the works!)
snowgods000 13 Nov, 2024 @ 3:51am 
Unsurprisingly no mods which add skills work with tiger update (as it completely reworks the skill trees).
jackite 6 Nov, 2024 @ 7:36pm 
@mikealnight I FIGURED IT OUT!!!
It's a bit manual but here are the steps:
1) Find the last save of a victorious game where the mod was installed.
2) Load said save.
3) Your leader will still automatically be respec-ed and will simply have all his perk points and nothing selected.
4) select all the skill for your leader.
5) finish the game
6) once you do, the victory screen will ask if you want to override your leader in the pantheon.
Click Override.
7) Repeat for all saves with the mod installed.
jackite 6 Nov, 2024 @ 6:34pm 
@mikealnight you can actually play with game by starting a game with the mod installed, saving, removing the mod, and loading the game. It seems to work great for me. I'm trying to find a fix overall, but we'll see how that goes. Hopefully, the author can find a solution.
mikaelnight 6 Nov, 2024 @ 6:13am 
Plz update mod, because i cannot use signature skill in New DLC
And if I disable this mod, the game is broken (same as "Ashtero" case
So, plz help us!
Ashtero 20 Oct, 2024 @ 12:49pm 
Disabling this mod broke my game:

1) I played one game with this mod to try it out.
2) After that game I added corresponding ruler to the pantheon.
3) Then I disabled this mod.
4) Game started crashing when creating new map.
5) I've tried various methods of fixing it, but the only one that worked was deleting that ruler from the pantheon. (Probably something to do with saved skills.)

You might want to add uninstallation advice to the description.
lmlsna 29 Sep, 2024 @ 9:06am 
@Shocky That's fair lol. My experiences are probably skewed towards lengthy games since they come mostly from playing the campaigns (on the hardest difficulty it lets me select) as an auto-battler, letting the AI control my units and only controlling spells myself (since otherwise researching most spells would have no purpose). This makes the game more challenging since I am subject to the same bad AI as my opponent and can't use decent tactics (let alone cheese) to get perfect victories. This slows the game down substantially, since I need to play things very cautiously on the strategic map.
Shocky 29 Sep, 2024 @ 8:11am 
@lmlsna Oh I don't doubt that, but I feel have overrun and won most maps before my main heroes hit level 12. The hardest and most important battles has already taken place. It's a matter of wrapping it up for me by then. :D IF I don't snowball by that point, the enemy is.

But it's good get some counter feedback, I guess need to test the other builds more to get a feel for them. I need to play the largest maps more, atm. have been doing the scenarios and challenge standard setup. Or maybe a xp rush on heroes kind of build to reach 12 fast.
lmlsna 29 Sep, 2024 @ 7:46am 
@Shocky The AOE spells are vastly stronger than Nature's Attendant imo. By level 12 they become able to shut down an entire enemy army with giant AOEs inflicting gilded, stunned, or frozen while dealing massive damage. Effectively removes 6 enemy units single-handed.
Shocky 29 Sep, 2024 @ 7:06am 
Been playing this quite a bit, and I feel myself drawn to pick up Nature’s Attendant multiple times. Having an extra tier 3 unit to go in the army is huge and it scales well with multiple heroes, so as much I dislike the thought of a nerf, it might be needed. :p

My suggestion is to make it a 50/50 % chance for it being a tier 2 or tier 3 animal. It's still a good supplement to an army, but a bit more unreliable how powerful it's.
Otherwise I feel the spell has it's place being a summon on first round of a battle, so if you remove it's ability to act on first turn might not make a huge difference.
It will severely limit it's usefulness later in the battle, so maybe for those cases where you don't summon it on first round it will be a lot worse.

The later upgrades to the ability come online rather late on the game stage, so tier 4 summon is ok to me.

Ofc. this is just my opinion, maybe it's not as powerful as I feel it's. :steamhappy:
DerGympanse 21 Sep, 2024 @ 9:19am 
I just made it work by loading this mod last. Then it works in combination with my other hero mods. Now I can finally play with this amazing Mod :)
DerGympanse 21 Sep, 2024 @ 8:31am 
This mod looks really exciting, but sadly it didn't work for me. I used it in Combination with the hero classes mod and the +2 skillpoints / lvl 30 max mod, but even when disabeling them it sadly still didn't work. I also played around with the load order but couldn't find a way to make it work. I don't own any DLCs so maybe thats the issue, but i would love to play with this mod. I also only tried it with my ruler, but I think the mod is supposed to work for both ruler and heros.
Choupinet 18 Sep, 2024 @ 8:00am 
I love this mod and it fixes one of my main gripes with the base game, but I think the damage numbers are a bit overtuned/overpowered.
JackT.(J.Man) 2 Sep, 2024 @ 9:22am 
Is this compatible with Hero Classes lite ? When I was level 8 don't work.
☩Dark_Warchief☩ 23 Aug, 2024 @ 1:30pm 
This mod is amazing, but it could use a more distinct name.
Jacks  [author] 22 Aug, 2024 @ 4:35am 
Quick update:
- Bug Fixes -
Tier 2 Materium Focus - Boulder Smash (and subsequent Tier 3 upgrades to this ability) are now correctly categorized as melee and will boost damage based on melee boost, not magic boosts.

Tier 3 Order Expertise - Purification should now correctly heal and deal damage to allies and enemies respectively. It was indeed missing a component for the heal which was messing up the entire skill.

Tier 4 Heal and Damage Enhancement - Now correctly working for the Tier 2 Nature's Attendant (and subsequent Tier 3 upgrades to this ability). "Enhance Heal" grants the summon +100 hp and "Enhance Damage" grants the summon +50% damage. Both these effects last the duration of combat.
Jacks  [author] 20 Aug, 2024 @ 3:39pm 
@Nexious - The damage numbers show up in tooltips by default and account for modifications, thats just something the game handles on its own. Not sure why it doesn't handle heal the same way, but I can include the "base value" in a description so at least there is a rough idea of how much healing will be done.
Nexious 20 Aug, 2024 @ 7:09am 
Hmm, I see. So it is not possible to dynamicly change what the "healing done" is like how it is with damage when affected by things that give it more or less? Well if that is the case I think it is better to show the "base" value
Jacks  [author] 20 Aug, 2024 @ 6:45am 
@TheNeverendingStory - Are you using a regular hero or a wizard king/champion? Those are the only types that will be affected by this mod, dragon lords/eldrich soverign do not see the new signature skills. Or another mod you have perhaps is conflicting with this one. Try moving this mod to the bottom of your playset list and see if that fixes it.

@Nexious - I intentionally didn't include it as the numbers change as you get heal amplification, so if I have the tooltip say 30, it won't exactly be accurate. Do you think it would be better to have a "base value" in the tooltip? It's super easy to add them in

@skasz88 - Not sure what you mean by flipped ingame, do you mean the text? image? the effect? It all looks to be fine when I test it.

Will have the purification fix out in the next update. And T4 summon enhancements.
TheNeverendingStory 20 Aug, 2024 @ 5:47am 
Its not working for me. It keeps me giving the choice among the classic skills of the game. No sign of the new ones. Any help? Thanks :)
Nexious 19 Aug, 2024 @ 12:12pm 
The nature heal ability does not show you how much it heals in the tooltip which seems to be 30.
Jacks  [author] 19 Aug, 2024 @ 5:56am 
@Premice - Please refer to the IMPORTANT NOTICE in the description and the image in the description which refers to the scrollability issue. The main window was not built to have more then 6 signature skills so it doesn't scroll well, but to the sides of the main window there is a small area that is scrollable which allows you to scroll down to confirm. It is a bad work around, I know, but its the only thing that works without me going and manually editing the XML files which I don't know how to do.
Premice 19 Aug, 2024 @ 4:13am 
I have an issue, I can't scroll down or confirm the skill I have selected at level 8
skaz88 17 Aug, 2024 @ 2:26pm 
Enhanced Damage and Enhanced Cooldown are flipped ingame.
HeartSickOkra 15 Aug, 2024 @ 11:42am 
The Google doc says they should be melee, but Boulder Smash and Ground Pound are tagged for magic in game and do in fact scale off magic damage increases instead of melee.
Jacks  [author] 13 Aug, 2024 @ 4:41pm 
@Brogvy and @Evaen - I will look into it. I am sure I tested that skill at some point in development as it was one of my favorites, but I may have changed something after testing that broke it.
Evaen 13 Aug, 2024 @ 4:34pm 
@Brogvy I'm having the same issue, Purification Circle does 0 damage/healing for me as well.
Brogvy 12 Aug, 2024 @ 1:33pm 
Good stuff! I did notice one issue though - order skill "Purification" did 0 damage and 0 healing for me.
Nexious 11 Aug, 2024 @ 3:20am 
I see, well the Eldritch Sovereign have only unique choices on each of their signature skills. One that depends on an earlier choice.
But one thing that would be cool if you did it so Dragon Lords have something unique to choose from at level 8 and 16. Perhaps an active ability of your choice at 8 and then it upgrades at 16 cause level 4 and 12 are passive upgrades.
Jacks  [author] 11 Aug, 2024 @ 2:55am 
@Nexious - That is correct. With the way this mod handles "upgrading" the abilities based on choice, there isnt really a way to just have the level 8 and 16 signature skills appear from this mod for dragon lords. so their choices at those tiers are from the random pool of signature skills in the vanilla game.
And to be honest, I actually don't even know how Eldritch Soverigns signature skills work, I just know they are special, so I excluded any hero with the type "Eldritch Soverign" from even being able to see or choose the skills from this mod.
Nexious 11 Aug, 2024 @ 2:09am 
This mod seems really awesome but I do have one question. This mod replaces all signature skill choices for Champions, Wizard Kings and Heroes but not for Eldritch Sovereigns and Dragon Lords so if that is the case do Dragon Lords still choose from the old signature skills on level 8 and 16? Because they dont have unique skills there unlike Eldritch Sovereigns.
Jacks  [author] 10 Aug, 2024 @ 11:38pm 
@SkyPhoenixZ1 - I have never used that mod so I can't say for sure, but this mod modifies exactly 1 base game file, so a safe bet would be to make sure this mod is last in the load list, and it should work together with the mod you mentioned. If that mod does anything to signature skills mine would overwrite it, but that mod should retain its infusion/hero skill modifications as those are located in a different file
Jacks  [author] 10 Aug, 2024 @ 4:11pm 
@Fonzosh - it should work, though I've not actually tested that, if you install the mod and then load an older save, it will prompt you to include the new modded files for that save and then the new Signature skills will be present. Though not on heroes who have already skilled vanilla ones. You would have to respec the heroes to see the new skills.
Fonzosh 10 Aug, 2024 @ 8:36am 
Is it possible to add this one to a running game?