Age of Wonders 4

Age of Wonders 4

Assassin Hero Class
25 Comments
Jenkem 11 hours ago 
Does the AI use this well?
Kingmaker 14 Sep @ 2:43pm 
@ Visie Maigo: Points awarded for another excellent mod!
Lokki 14 Sep @ 11:16am 
Any reason to use this instead of Ranger?
WarrGrinn 14 Sep @ 8:04am 
Aurora

Are you running the MultiClass mod? Maybe it doesn't know what to do with this. I'm getting ctd myself since the update to Assassin so started a new game and ctd around turn 16. Gonna try no Multi.
AuroraOurania 14 Sep @ 7:05am 
@visie amigo I do own All of the DLC so it's definitely not that. Main thing that makes figuring out the incompatibility difficult is that I have a ton of mods on right now. If you aren't changing any base game files though, I'd have no idea where to start since I don't feel like any of my mods are likely to require their to only be a certain number of classes or something like that.

I might post my mod list on discord to see if anyone has thoughts on what it could be to speed up testing, but what I'll probably do is just create some new playsets to try to go through things quickly
WarrGrinn 14 Sep @ 6:59am 
NICE!!
Bard next please!
Visie Maigo  [author] 14 Sep @ 5:43am 
Thanks all for the comments!

@AuroraOurania, that is unfortunate. As you noted it's likely another mod is causing the crash, as I'm not modifying any base game files. If the crash is consistent it'll be quick to disable a bunch of mods and test until you narrow down the troublesome mod.

On another note, do you own all DLCs, specifically Ways of War? The mod should be working without DLCs with how I built the mod, but I didn't get the chance to turn off DLCs to test for sure.
Ringwraith 13 Sep @ 11:26pm 
Another gem from you. This is just incredible. Thank you!
Jenkem 13 Sep @ 7:00pm 
THIS LOOKS AWESOME!

Would work very well with the Outlaw culture mod
skaz88 13 Sep @ 10:56am 
I think I need to check this out, I like the idea of making my Skirmisher Hero it's own class.
AuroraOurania 12 Sep @ 11:59pm 
I was really excited for this, but I tried it and I was getting a very consistent crash on ending a campaign map turn. I would assume this is from an incompatibility with some other mod I have, but I have no idea what would cause that and I have a lot of mods
Visie Maigo  [author] 12 Sep @ 9:00pm 
Quick patch based on initial feedback from Avoxel and Neko. I want to revisit the shadow tree at some point to make it more enticing. Appreciate all the feedback so far.

Version 1.1

Balance Changes
- Shadow Step now costs Leave One Action (from Free)
- Surprise Strike cooldown increased to 3 turns (from 1). Added the Cannot Be Refreshed tag.
- Assassin's Promise (moves down 1 row) switches places with Graceful Killer (moves up 1 row) in the skill tree.

General changes
- Dragon Lords can now be assassins. I couldn't find a way to hide the assassin class for Dragon Lords.
- Assassins can now use one handed weapons, but can't use shields.
- Go For The Kill can now be used while in enemy zone of control.

See the Change Notes for the full list of changes.
Invertin 12 Sep @ 8:05pm 
nice for ranged weapons to get some love after all the melee/magic classes the basegame added
무한궤도 12 Sep @ 5:37pm 
Please make a Korean version too.
Visie Maigo  [author] 12 Sep @ 4:56pm 
Thanks for the comments all! I will push out a small balance/bug fix update at some point this weekend. Appreciate all the feedback!

@Nexious, good catch. I originally intended for assassins to be playable by champions and wizard kings only.

@Jackal, the thought of an assassin dragon is pretty fun so I might consider it though they lack physical ranged damage (so some skills might not be useful for them).

@Erykaldo212, no plans for more classes at this time. This mod took a lot of work and I need to take a break for now.

@conmkcharm, thanks for the feedback. I can look into enabling one-handed melee weapons while disabling shields if that is possible.
conmkchar 12 Sep @ 3:55pm 
Great class, the weapon selection seems a tad limited, maybe let them select one handed weapons but not shields. A skirmisher weapon would always be more favourable but melee is more common and would give more loot potential for a melee focused assassin.
Erykaldo212 12 Sep @ 1:11pm 
Amazing mod! Do you have any plans of making any other class? I guess making this class took quite some time, with the balancing, custom FX and abilities.
JackalStorm 12 Sep @ 12:25pm 
@Nexious I actually didn't try that, the thought of a dragon ninja is quite hilarious tho.
Nexious 12 Sep @ 11:49am 
This mod is really cool and well made of what I have seen so far. It is really something that is needed in the base game imo.

I did notice that it seems dragon lords are able to select this class but then can't select any starting "weapon". I assume both Dragons and Giants are not supposed to be able to be assassins.
JackalStorm 12 Sep @ 10:25am 
Update, I actually played with it for a few hours, and I`m having a blast, great job on the mod.
Notoh 12 Sep @ 8:11am 
The way I click on this so fast
GodNova21 12 Sep @ 7:42am 
I will be trying this sunday sounds so interesting
f8570030 12 Sep @ 7:38am 
great!
JackalStorm 12 Sep @ 6:15am 
Outstanding Job, looking forward to test it, I wonder if it works with existing multi-class mod.
Arthur two sheds Jackson 12 Sep @ 5:06am 
seem really good so far!