Age of Wonders III

Age of Wonders III

Not enough ratings
Corruptor Class AI
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
400.787 KB
8 Aug, 2021 @ 7:01pm
22 Aug, 2021 @ 5:39pm
3 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Corruptor Class AI

Description
BEFORE YOU DOWNLOAD
This mod requires both the Golden Realms and Eternal Lords DLCs, as well as the Corruptor Class mod available at https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2355333367.

THE CURSEWEAVER
The Curseweaver is a new primary class, with units and spells mainly based on the Corruptor Class mod. The class is mainly designed for AI use, but is also an option for players who want a less overdesigned version of the Corruptor.

Curseweavers pursue power by infecting their people with magical curses such as vampirism and lycanthropy, and channeling those curses to give them strength in combat. Most of the Curseweaver’s class units come in vampire and werewolf forms, and the more powerful of them can use these curses to bind enemies to their will as well.

As well as the class itself, this mod includes a premade Curseweaver leader of every race, as well as a male and female Curseweaver hero for each race. The non-leader heroes start as either vampires or werewolves, giving non-Curseweavers some ability to play with vampirism and lycanthropy if they stumble across one. Curseweaver units are also included in the spawn tables for flavour-appropriate structures.

VAMPIRISM AND LYCANTHROPY
Vampirism and lycanthropy work the same as in the Corruptor class. Living humanoid units (a.k.a. “untainted” units) can be transformed into vampires or werewolves by being bitten in combat, or by getting targeted with the free Vampire Infection and Werewolf Infection spells while in a stack with a vampire or werewolf. Vampires are life-stealing undead that depend on untainted allies or cities to restore health. Werewolves can transform into hard-hitting Beast Form units in combat based on their tier, but suffer a slight penalty to their defenses in either form.

CLASS UNITS
Harrier Bats (Tier 1): As Corruptor. A fast flying unit that deals little damage, but can break its target’s guard.

Vessel (Tier 2): A vampire support unit that can heal both living and undead units, as well as inflicting Weakened on enemy units. Curseweaver Vessels have a better ranged attack than their Corruptor variants.
Spiritwalker (Tier 2): A werewolf support unit that can heal both living and undead units, as well as restoring allied units’ action points. Curseweaver Spiritwalkers have a better ranged attack than their Corruptor variants.

Offering (Tier 2): An untainted spearman with Undying. Because it has Undying, your cursed units can also feed on it repeatedly without cursing it, unless it dies a second time. Curseweaver Offerings have higher base stats than their Corruptor variants.

Ascendant (Tier 2): As Corruptor. A durable vampire with a shield and the ability to float over terrain. Martial Arts and a vampire’s life stealing make it exceptional at tying enemies up.
Warden (Tier 2): An armored Beast Form werewolf that grants defense bonuses to allies standing next to it.

Whisperer (Tier 3): A powerful melee vampire that can seduce enemies with immortality and Shadow Step to ambush enemies.
Skinshifter (Tier 3): A powerful Beast Form werewolf that can throw knives at range and infect enemies with lycanthropy in melee.

Night Avatar (Tier 4): As Corruptor. A flying endgame summon that grants or improves neighbouring allies' life stealing, and causes untainted allies that die next to it to rise as vampires after the battle.
Moon Avatar (Tier 4): As Corruptor. A powerful endgame summon whose howl grants action points to allies in a wide radius and turns untainted allies into werewolves.

COMBAT SPELLS
Spirit Drain (Tier 1): As Corruptor. Deals Spirit damage to a target and decreases their action points next turn.
Vengeful Spirit (Tier 2): As Corruptor. One of your units is possessed by a spiteful ghost, letting them inflict a wide range of status effects.
Bloodthirst (Tier 2): As Corruptor. Grants an allied unit Tireless, a large speed boost and Life Drain.
Easy Prey (Tier 2): As Corruptor. Attempts to massively decreases a target’s defenses by assaulting them with illusions.
Polymorph Hex (Tier 3): Temporarily transforms an allied unit into a beast of the same tier, healing them.
Benign Shapeshift (Tier 3): As Corruptor. Increases an ally’s defences and grants them Regrowth.
Blood Revival (Tier 3): Resurrects a slain unit as a vampire under your control. The unit dies permanently at the end of the battle.
Moonrise (Tier 4): Summons one low-tier werewolf onto the battlefield every turn at a random location.
Moonbeam (Tier 5): As Corruptor. Deals Fire and Spirit damage to a target, and may inflict a Lycanthropic Curse on them.
Blood Frenzy (Tier 6): As Corruptor. Attempts to drive random enemies berserk every turn – enemies killed while berserk will rise as vampires.
Wings of Night (Tier 7): As Corruptor. Grants all your units Floating and a large speed boost, as well as letting them shroud themselves in darkness for a gigantic boost to defences for a single round.

STRATEGIC SPELLS
Chiroptera Network (Tier 1): Your troops are escorted by small groups of cursed bats, increasing their vision range. Harrier Bats can summon weaker Feral Bats in combat..
Loyalist Vampires (Tier 2): Infects the rich and powerful of one of your cities with vampirism, granting it a happiness boost.
Rebellious Vampires (Tier 2): Infects the rich and powerful of a target city with vampirism, decreasing its happiness and pop growth.
Full Moon’s Call (Tier 2): Sacrifices the population of a living city to summon werewolves nearby.
Mana Sustenance (Tier 3): Feeds your vampires and werewolves off your Empire’s mana reserves, decreasing their upkeep.
Unresting Army (Tier 4): Your units are magically locked to their normal state of being, gaining a slight HP boost and fully healing after every turn and every battle.
Guardian Bats (Tier 5): As Corruptor. Waves of allied bats will appear in during fights in one of your cities’ domain.
Power Infusion (Tier 5): Grants increased melee damage to your vampires and werewolves.
Feral Instinct (Tier 6): As Corruptor. Once per turn, your vampires and werewolves gain additional action points when killing an enemy.
Age of Blasphemy (Tier 7): As Corruptor. Your untainted units gain Regrowth, and all your vampires and werewolves can inflict their curses on enemies.

EMPIRE UPGRADES
Prey Conservation (Tier 1): As Corruptor. Investments in medicine, food redistribution and orphan care increase your cities’ pop growth.
Scent of Blood (Tier 2): As Corruptor. Beast Form werewolves can inflict Bleeding Wounds, and vampires deal extra damage to bleeding enemies.
Compelled Devotion (Tier 3): As Corruptor. Training in pain tolerance grants your untainted units improved defenses.
Refined Curse (Tier 3): As Corruptor. Vampires have their Life Stealing ability improved, and werewolves lose their defence and resistance debuffs.
Nocturnal Pets (Tier 4): As Corruptor. Your Support units develop a connection with your empire's cursed wildlife, and can summon Feral Bats in battle.
Children of Night (Tier 4): As Corruptor. Your vampire heroes gain Vampiric Bite, letting them drain HP from enemies without provoking a counter-attack. Your werewolf heroes gain Lycanthropic Bite, letting them deal extra damage without spending action points. Both Bite abilities can also infect enemy heroes.
7 Comments
Kerolink 2 Aug, 2023 @ 7:57am 
I had the same problem "Loken" mentioned in a comment the 3 September of 2021

Unresting Army (Tier 4): Your units are magically locked to their normal state of being, gaining a slight HP boost and fully healing after every turn and every battle.

The problem is not that heals every turn, (what is already very OP) the problem for me is that they heal every time they execute a melee attack as well. I was invaded by an army of mostly tier 3 units from a Curseweaver IA and I couldn't make enough damage during my turn to defeat any of their units.They healed fully on retaliation and healed fully again during their turn.

By some testing I realized it is caused by this spell (Unresting Army). You should use your great disjunct to remove it before fighting a Curseweaver player

I don't know if someone will care about my comment, but I think by changing this spell or removing it could make this mod really great.
Poldon 6 Apr, 2022 @ 7:18am 
I've noticed that Tigran Spiritwalkers gain + fire ranged strength on medal, but have none to begin with so they gain nothing. As I don't get them purely for damage this isn't a dealbreaker, but it would be nice if they got the correct damage types.
That Human 2 Oct, 2021 @ 1:19am 
Patrick: No. Those all work fine. This is purely additional content, not modified existing content.
Patrick 16 Sep, 2021 @ 4:37pm 
Greetings, is there any known problem with your mod and my following modlist ? : Corrupter Class / Corruptor AI, Empire Building Mod, Extended Wardrobe , Racial Units Reskin ?
Loken 2 Sep, 2021 @ 6:58pm 
This mod is so much fun. Thank you for all this great content that helps me get even more out of AOW3. It could use a balance tweak on one spell in particular that made everything way too easy. That's Unresting Army. That one spell was off the charts overpowered. It's only tier 4 and once cast as a global enchant it made every unit in my army heal up every round in combat and I didn't even have to cast it in combat. That's really stronger than even the ultimate class spells, especially since it's working on undead.

I finally had to just click it off and not recast it so I could have a good game, which is worth it because I love everything else you've done. Please look at dialing back this spell. The concept of returning the body to stasis is cool but maybe it should only work globally with strategic turns and not in combat. Afterall we already have Benign Shapeshift as a combat heal. To overcome the inherent undead trait of not healing out of combat is really powerful enough.
m.bacio 29 Aug, 2021 @ 7:06pm 
dope
That Human 9 Aug, 2021 @ 8:55am 
Fantastic work! I love that the class have to variants too, and man, the implementation into spawn lists make the world feel so much more alive. Wild werewolves! Minor vampire clans! Thank you!