Age of Wonders: Planetfall

Age of Wonders: Planetfall

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Adventure Mod - Unrestricted Modding
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30 Oct, 2022 @ 8:43am
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Adventure Mod - Unrestricted Modding

Description
This mod removes the modding restrictions of the Adventure Mod, IE units can use all 3 mod slots from the beginning. At the same time mod costs are put back to the original value. (To prevent incompatibility with the Nexus Mod, mods that change the damage channel still use the old system – but as these mods are mutually exclusive anyway, it doesn’t make a difference mechanically.)

The mod also includes the changes from the Compatibility mod, so happiness penalties from terrain are removed and upkeep doesn’t increase when units reach Veteran or Champion rank.

For balance reasons, all produced units that can not be promoted to Veterans / Champions gain currently +10HP. (This affects for example units from Expanded Arsenal.) The exact value of this buff might change with future updates, though.

The mod works only in combination with the basic Adventure Mod, it should bot be used in combination with the New Facition Compatibility Mod as this leads to duplicates for the hero skills.
16 Comments
Der Mentat  [author] 23 Apr, 2023 @ 10:30am 
Ok, in this case I'll keep the mod in the current form. Possibly I'll create later a new version of the mod that is only about the new content (but probably not within the next year).
PaleEnchantress 22 Apr, 2023 @ 3:32pm 
I would really appreciate you not doing that about the colonizer cost. I have to still make income cities like crazy to keep the AI from trampling me and stopping my adventuring.
Der Mentat  [author] 19 Apr, 2023 @ 10:27am 
I got recently the suggestion to remove the increased colonizer cost from this mod. This seems reasonable because in this version the mod is more about extended content than about the initial idea of the adventure mod (with the concept of less cities and armies).

If there are no objections, I would include this change with an update, probably next weekend.
Der Mentat  [author] 5 Feb, 2023 @ 10:36am 
@GrokGrokov: Unfortunately I cannot fix this. This bug will only happen under very specific conditions, though. The way I implemented the ultimates required a difficult workaround because normally you cannot have skills that require a specific secret tech and have at the same time a global skill as requirement. At least the bug should only occure if you skip several important skills (like Modular Extension).
Der Mentat  [author] 1 Feb, 2023 @ 10:29am 
Thanks, that must be a bug.
GrokGrokov 31 Jan, 2023 @ 8:34am 
Found a problem.
From the racial skills of the heroes, you can take the ultimate regardless of the secret technology.
Example:
As Oathbound/Heritor in the Oracle Protégé skill tree, you can take both ultimates - Oracle’s Reward or Siege Runner.
Der Mentat  [author] 28 Jan, 2023 @ 11:15am 
Yeah, you can just replace NFC. I copied all changes that the NFC includes and just added the features from the description above.
GOGATSY 27 Jan, 2023 @ 4:51pm 
No, I meant - will the changes that you made in this mod for units that cant be promoted to veterans/champions be transfered to your New Facition Compatibility Mod (for example for units from colonial guard etc)? Or you transfered all features from that mod here, and all changes for heroes from New Facition Compatibility Mod are still present here and i can just replace NFC with this mod?
Der Mentat  [author] 27 Jan, 2023 @ 2:47pm 
The NPC units? What kind of changes - do you think they need to be buffed as well?
GOGATSY 26 Jan, 2023 @ 7:43pm 
Will there be changes in your New Facition Compatibility Mod regarding units that can not be promoted to Veterans / Champions?