Age of Wonders: Planetfall

Age of Wonders: Planetfall

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Reworked Forgotten
   
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26 Feb, 2020 @ 1:57pm
10 May, 2021 @ 7:36am
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Reworked Forgotten

In 1 collection by Mr. Phansea
Roguerifler's Planetfall Mods
14 items
Description
Synopsis:

This mod reworks the Shattered Arc and makes minor changes to the Golem and Serpion Forgotten units.

Description:

I strongly dislike the Shattered Arc’s design. Unlike literally every unit in this game and in previous Age of Wonders games, the Shattered Arc’s strength is not an active ability but rather a passive trait. The Essence Channler trait gives the Shattered Arc and all friendly units in battle +1 shield for each essence the Shattered Arc has, up to 4 shields or 5 if you are playing the Heritors. This is crazy powerful if you are the Heritors because you can consistently give this unit full essence. If you aren’t the Heritors it’s an incredible struggle, the Shattered Arc’s abilities require an RNG roll to gain essence. So not only is this unit basically a floating permanent tactical op that you can use every turn for almost nothing, only the Heritor can make use of it.

The Shattered Arc’s active abilities aren’t much better. It’s main attack, Shattered Communion does hardly any damage and requires an eight strength RNG roll to setup a status effect called Corrupt Communion. If the RNG roll fails, the Shattered Arc cannot use any of its other abilities because they require essence or they require the Corrupted Communion effect. So, in essence, you have a unit that can’t do anything interesting or impactful on its own without succeeding at a low strength resistance check. This is essentially roll-to-move in video game mechanics.

This mod reworks the Shattered Arc into a support tank focused on debilitating single targets. It also makes small changes to the Serpion and Golem to distinguish them from each other more.

Compatibility:
This mod changes the Shattered Arc, Golem, and Serpion unit records and will be incompatible with other mods that do the same.
13 Comments
yorick 26 May, 2021 @ 8:54am 
Thanks for keeping this up! :ss_beer2:
Mr. Phansea  [author] 10 May, 2021 @ 7:51am 
Updated for 1.404
Mr. Phansea  [author] 3 Dec, 2020 @ 11:48am 
Updated for 1.403
Mr. Phansea  [author] 19 Nov, 2020 @ 9:39am 
Updated for 1.402
Mr. Phansea  [author] 12 Nov, 2020 @ 7:45am 
Updated for 1.401
Mr. Phansea  [author] 9 Nov, 2020 @ 4:25pm 
Updated for 1.4
Chikanuk 12 May, 2020 @ 11:59pm 
Stagger and especially massive one is huge thing, and -"you can mod more resistance to stagger" argument is invalid here. Cuz i can say - "you can debuff his stagger resistance". Also dont forget - with most of light units even if you mod their resistance (wich cost money and cosmite btw) - golem will still stagger them.
Stagger immunity is rare thing to have, you need to mod it (and you cant on some races) or this is high tier unit. 3 golems can stagger to 0 ap vanguard walker and units around him, while dealing tons of damage.
Why do you thing massive stagger is so rare on T1-T2 units? And on aoe its even stronger.
Even without heritor tricks this is OP unit now, and with it even more broken.
Chikanuk 12 May, 2020 @ 11:56pm 
This is t2 unit with sniper rifle shot for one action point and with aoe wich have massive stagger and great damage at 7 range. You still didnt see an issue with this? Regular snipers need 3 AP to do same damage. This thing can run circles around enemies and always flanking with sniper\artillery range and strong damage. And his aoe - right now its better then Excavator Tank shot. Yes, its spend essence, but only one, wich you can get pretty easy. Especially if you heritor. And this is T2 starting unit, not T3 mid-late game one. You can have many of them, and they will destroy literally everything.
Mr. Phansea  [author] 12 May, 2020 @ 7:31pm 
Also, you can give units with stagger resistance stagger immunity by adding a mod that grants stagger resistance. Many factions and secret techs have access to these sorts of mods so it's relatively easy to outplay. All factions have mechanical or heavy units that they can build which have a built in level of stagger resistance. So Massive Impact isn't exactly the most dominating of ability modifiers to give to a unit.
Mr. Phansea  [author] 12 May, 2020 @ 7:28pm 
@Chukanuk

By default the Golem's base weapon has 3 optimal range and a max range of 7 with an accuracy penalty of 10% beyond the optimal range. So with 2 essence (+2 range + 20% accuracy) the Golem does not have a base 110% accuracy at range 9. It in fact has an accuracy of 70% at range 9 (similar to the accuracy of a Sniper rifle). So this unit, which has damage similar to a sniper rifle, unlocks range and accuracy similar to a sniper rifle with its scaling essence property. I don't see any issue with this.

Many T2 units have abilities that are much better than the Golem's default AoE, usually they are single actions, have better range, and sometimes apply better status effects (Purifier, Gunship, Ramjet, Harrier, just to name a few). An ability that can only be used by spending essence shouldn't be on the weaker end of the spectrum of similar abilities.