Age of Wonders: Planetfall

Age of Wonders: Planetfall

28 ratings
Planetfall Overhaul Mod
   
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File Size
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142.753 MB
4 Aug, 2022 @ 10:43am
1 Apr @ 11:06am
136 Change Notes ( view )

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Planetfall Overhaul Mod

Description
-Growth of colony influences on resources gathering.
-Colonizers cost 3 colonists. It needs at least 8 colonists.
-Increased garrison defenses.
-Sector expansion every 3 colonists.
-Resources' bonuses on colony's growth.
-Friendly settlements won't be able to turn into colonizers anymore
-Dwelling recruitment will cost energy as well.
-New Start Buildings with upgrades and techs.
-Water sector specialization gives cosmite.
-New tech for unlocking military advanced structures.

-Units damage is based on their Tier and Single or Repetitive Action. Ranged damage weapons Accuracy / Single or Repetitive Action are based on type of weapon / vehicle.
-Most of non damage abilities are Free.
-Promotion Rank Bonuses are changed.
-More over-watch abilities for some units and new abilities.
-Different area of damage depending on unit weapon.
-Units costs and upkeep changed.
-Weapon range modified
-Air vehicles are more evasive, but some weapon are better against them.
-Anti armored ground vehicles weapons.
-New visual effects
-Some units abilities reworked
-Units promotion reworked
-Races' different strength/weakness + special races' bonuses
-Units' cost reworked
-Units formations reworked (more units)
-New "evolving" units
-Faster units movement in Tactical and Strategic Map
-Status effects last longer

-More Tactical Points .
-Higher Tier Operations to be deadly.
-Faster research for Covert Operations and Doctrines.
-Reduced cost of operations and upkeeps.
-DEF and STR covert operation points based on colony growth, +1 STR every mission accomplished
-Ultimate Technology reworked with new "ultimate" units unlockable

-Flanking is now even more effective.

-New Dwell Faction

-Hero promotion reworked (especially now you heroes cannot use weapons until they unlock them)
-4 classes for the Hero Leader to choose
-New Magical Weapons

-Enemies will declare war to players who build doomsday structures upgrades

-Invasion and Spawners reworked

-Mercenaries Camps

-Mutant Boss Quest
-God Boss Quest
Popular Discussions View All (1)
1
2 Sep, 2023 @ 10:39am
Bug Tracker?
Loboramdk
72 Comments
Sim17og  [author] 1 Apr @ 8:06am 
I'll try to boost AI on harder levels
Eightball 23 Mar @ 6:36pm 
Hey, I love the mod. However, I have noticed that the AI struggles A LOT if you begin with weak starting armies - even on the hardest difficulty. Also, some Vitality hero skills say they boost health by 2 points, but raise them by 4 instead. Cheers.
Sim17og  [author] 7 Dec, 2024 @ 10:39pm 
Yes, this mod is not supposed to be played for campaign playthrough
Austere Hare 7 Dec, 2024 @ 3:33pm 
i was playing the revelations campaign first map, on hard might that have something to do with it?
Sim17og  [author] 7 Dec, 2024 @ 4:30am 
If you want a 100% bug free version, disable all the options at the beginning of the game. I haven't experience a bug in a while though.
Austere Hare 6 Dec, 2024 @ 3:39am 
buggy, i crashed on turn 5.

also, my settlement and all sectors were overrun by 5 by 6 back to back maurader attacks.

i did like the changes, especially the economy/buildig changes.

could you release a version that just has the building/economy changes, but leaves everything else alone? :lunar2020halodragon::steamthumbsup:
Yoinkyz 31 Oct, 2024 @ 10:47am 
someone gotta make a collection to go well with this xd anyone reccomend any mods to go along with this
Sim17og  [author] 21 Oct, 2024 @ 12:25pm 
Mercenaries camps should respawn properly
Kim bosong 30 Jun, 2024 @ 5:51pm 
you can make full change list to google docs
Sim17og  [author] 15 Jun, 2024 @ 3:44am 
Fixed Missions 1 to 4