Age of Wonders 4

Age of Wonders 4

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AoW 3 Races+
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Etiquetas: Form Traits, Forms
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3.088 MB
14 JUL a las 5:10
26 SEP a las 12:50
29 notas sobre cambios ( ver )
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AoW 3 Races+

Descripción
Overview
Do you ever tire of all races always having the same free-choice starting conditions? Are you intrigued by the idea of bringing more flavour back into the game and make elves feel slightly more like... elves?

I've (quite enthusiastically) poured about 200 hours into this effort to bring back the strengths and weaknesses of the AoW 3 Races, finding similar ideas for the new ones, as well as bringing back a few we haven't seen in a while, from Highmen to Dark Elves. The basic concept is to give them both some disadvantages and some beneficial traits, but overall it will be at least a small boost to every race.

I'm eager to hear all your thoughts regarding balance, particularly for the new races. Just be aware that I'd prefer giving interesting penalties along with a heavy hitting trait, rather than nerf it. Extremes are fun. As we say in Sweden: Ingen mer mellanmjölk!

Features
AoW 3 Race Heritage
  • Draconians: Fast Healing, +2 Fire Resistance, -2 Frost Resistance, Cities give +3 Mana
  • Dwarves: +1 Defence, +1 Resistance, +10% Unit Cost, Mountaineering, Cave Crawling, Night Vision, +2 Blight Resistance, Cities gain rebated Workshop
  • Frostlings: Fast Embark, Arctic Walking, +9 Frost Resistance, -5 Fire Resistance, Cities gain rebated Armory (not associated with a race as there is nothing really matching them)
  • Goblins: -8 HP, -10% Unit Cost, Wetland Foraging, Cave Crawling, Wetland Walking, Night Vision, +5 Blight Resistance, Cities give +20% Food
  • Halflings: -1 Melee damage, +10% Ranged Accuracy, Forestry, Lucky (13% dodge, increasing to +23% at High Morale and goes down to 0 at Low when facing other Racial Heritage races), 20% Physical weakness, Cities gain 7 Happiness.
  • High Elves: +1 Resistance, +10% Ranged Accuracy, +1 Shock damage (magic attacks), Forestry, Night vision, -2 Blight Resistance, Cities lose 10% Food and gain 3 Knowledge
  • Humans: Mariner, Cities gain 10 Production
  • Orcs: +8 HP, -1 Resistance, +1 Melee damage, +1 Ranged damage, -20% Ranged Accuracy, Night Vision, Victory Rush, Cities gain rebated Blacksmith
  • Tigrans: -1 Resistance, Combat Athletics, Predator, Barrens Running, Night Vision, +5 Spirit Resistance, -2 Frost Resistance, Cities give +5 Gold
AoW 1 & 2 Race Heritage
  • Azrac, Dark Elf, Highman, Lizardmen, Syron and Wood Elf Heritage are all based on traits of the races from these games, some of them incorporating city traits that I thought would fit as well. I was looking at Nomads but decided that their stats are actually very similar to humans and their only real thing was having monsters to recruit and being able to move their cities, so nothing much I could do from my end there.
AoW 4 Race Heritage
  • Avian, Goatkin, Insectoid, Molekin, Ogrekin, Ratkin, Simian, Toadkin, Wolfkin and Ancient Heritage have all been given individual strengths and weaknesses, some more complex than others. Elysians Form automatically gets the Highman Heritage as it seems to match, lore-wise.
New standard Traits
Existing races/Leaders (and random units on the map) that have chosen to go with standard traits will automatically be assigned their form's standard Heritage trait, along with those from this list.
  • Ancient: *Poisonous, Resistant (lose Arcane Focus, Defensive Tactics, Weak Constitution)
  • Avian: *Ceaseless Cacophony, Light Footed (lose Adaptable, Elusive, Sharp Eyes)
  • Dwarfkin: Defensive Tactics, Tough (lose Hardy)
  • Elfkin: Arcane Focus, Keen-Sighted (lose Sharp Eyes)
  • Elysian: Inner Radiance, Tenacious (lose Adaptable, Defensive Tactics)
  • Feline: Desert Adaptation, Elusive, *Sneaky (lose Athletics)
  • Goatkin: Herbivore, Tough (lose Hardy)
  • Goblin: Hideous Stench, *Swamp Adaptation (lose Sneaky)
  • Halfling: Light Footed, Quick Reflexes (lose Elusive)
  • Human: Adaptable, Defensive Tactics, Mount Masters (lose Fast Recuperation)
  • Insectoid: Ceaseless Cacophony, Overwhelm Tactics (lose Cold-Blooded)
  • Lizardfolk: Cold Blooded, Hardy, Strong (lose Poisonous, Tenacious)
  • Lupine: *Arctic Adaptation, Pack Tactics, *Sharp Eyes (lose Athletics)
  • Molekin: Bulwark, *Hardy, Underground Adaptation (lose Tenacious)
  • Ogrekin: Fast Recuperation, Inner Fire (lose Hardy)
  • Orcoid: Ferocious, Strong (lose Hardy)
  • Ratkin: Overwhelm Tactics, Quick Reflexes (lose Adaptable)
  • Simian: Athletics, Cheerful (lose Light Footed, Quick Reflexes)
  • Syron: Empowered By Magic, Inner Lightning (lose Adaptable, Arcane Focus)
  • Toadkin: Hardy, Resilient, Swamp Adaptation (lose Sharp Eyes)
*New skill for this form

Detailed list of changes
See this google spreadsheet for a complete overview of all traits.[docs.google.com]

Compatibility
Changes to base and all expansion FormTraits_ .rpk files, implementing the standard traits picked for every race, so that Dwarves always get the Dwarven Heritage, etc. If you want spawning units on the map to have the standard traits, make sure this mod is lower in the mod order than any other that changes this. Flaws have also been modded, so mods changing them won't work either, for now.

Modded all Culture_XXX.rpk files for the Faction Property Givers to contain all race tags.Some races have been assigned new standard traits that I thought were more interesting for them; Avians, for example, now start with ceaseless cacophony unless changed. They were rather similar to Halflings and Simians before.

Known Issues
  • The Lizardmen Heritage Pedal Air Pockets gives a penalty to general movement in exchange for swimming. All races you are Keeper of can learn it, but they'll have the same penalty. If you apply their Crocodile Riders transformation to other races who don't ride crocodiles, their mounts will just walk on water as only crocs have swimming animations.
  • Halfling Very Lucky/Unlucky trait will only work when facing other units with Racial Heritage traits, ie no animals.

Credits
I would like to give a warm shoutout to my friends at the AoW Official Modding Discord, especially:
  • Visie Mago, for creating his modding videos and the extra help with adding texts
  • ScienceFictionGuy, for tireless support and ideas
  • Guilu, for giving me the recipe for Wetland Foraging
  • Project, for his Russian Translation

Ko-Fi[ko-fi.com]
Discusiones populares Ver todo (1)
2
23 SEP a las 9:28
Suggestions and upcoming changes
HjAa
166 comentarios
Tanaka hace 10 horas 
Cheers! This is my favorite mod for AOW4!
HjAa  [autor] hace 16 horas 
@Tanaka The add-on is supposed to give features to the races that are a bit more out there than this one, bringing back AoW 3 abilities like Draconic Ancestry to Draconian Support units, Guardian Flame to Dwarven and Weakening to Goblin, along with Defensive Strike to Dwarf Infantry etc. Bringing back Toad Hop to spearmen is another one.

I'm afraid however that I haven't even succeeded at making a draft, as the files won't talk to each other and nothing shows up in game. :UnhappyMask: At this point I have given up the idea of making it work. We'll see further ahead.
Tanaka 13 OCT a las 21:07 
What is this add on mod about? Have you completed?
HjAa  [autor] 9 OCT a las 4:59 
Hi @Gorbash and thanks for the feedback. <3 I'll have a think. I see your point and while it makes sense for them, just like swamp adaptation would make sense for goblins and possible desolate adaptation for Draconians, I prefer to keep those separate as the mechanism inherently isn't a part of the AoW 3 races. The boons given with the Heritage should be enough to warrant the 1 point cost, I would have thought, as the adaptation gives you an Earthshape spell and arctic starting location as well.
Gorbash 8 OCT a las 7:20 
I like the idea of Frostlings being a thing again, but please add being able to create a farm in the hostile environment to the respective races (eg Frostlings in snow etc)
Love the idea of Frostlings marching again, but having to spend two slots simply so they can eat ....
HjAa  [autor] 26 SEP a las 12:53 
Well, I got the zoomies and gone and did it anyway. All races are now more on par with what the original races were. That said, this does enable me to make an even more flavourful add-on mod. Have a look and hope you'll come to like it. Happy gaming, everyone! :WheelOfAges:
Fenrisúlfr 26 SEP a las 8:21 
@HjAa, as long as all the traits are balanced in comparison to each other, go crazy (maybe instead of nerfing the powerful traits, buff the ones that are weak to the same level)
HjAa  [autor] 26 SEP a las 8:18 
@Cat-Lunatic Thanks for reporting that bug! I wouldn't want to change the original races in this mod as that's what it was originally made to create. Doesn't exclude the idea of making all the new AoW 4 races a bit closer to that style and then making a separate mod where I give both the old and new races some fun traits. Although that might be a bit ambitious with my current availability. :HappyMask:

@Fenrisúlfr I always appreciate your support! :headcrab: And it does also make me feel very torn about the whole thing. Part of me really enjoys the new races a bit more imaginative and crazy. Makes me feel more like "oooh, I want to try playing this race this time because of its fun dynamic". Maybe there's a compromise to be had, where some of them get toned down.

Anything but Ratkin, because they're so damn fun to play right now. Tear them down!
Fenrisúlfr 26 SEP a las 6:04 
@HjAa, i would say as long as it is easy to understand and all the traits are a similar strength, it is fine
Cat-Lunatic 25 SEP a las 23:52 
If you give them the new stuff, you should give the old races newer stuff too. but also, Frostling appears as a form when your starting a new scenario, if you reach the advanced section to limit say, forms or cultures to appear? Frostling appears there.