Age of Wonders 4

Age of Wonders 4

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Reworked Primal Strike [Deprecated]
   
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11 May, 2023 @ 9:10pm
12 May, 2023 @ 6:51pm
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Reworked Primal Strike [Deprecated]

In 1 collection by Komogi
Komogi's AoW4 Mods
16 items
Description
This mod is now deprecated, as of the Wolf Update, since Primal Strike was removed. Thanks for all of the support!

Overview:
All Barbarian Culture Units now have Primal Strike!

I've always wondered why Primal Strike was limited to Barbarian Melee units. With this mod, every Barbarian and would-be Barbarian can revel in dealing (slightly less) damage on their first hit!


Changes:
  • Primal Strike added to Pathfinders, Furies, and War Shamans.

  • Primal Strike now applies to all types of base attacks, including ranged and magic.

  • Primal Mark (Unit Enchantment) now also applies to Ranged, Support, and Battle Mage units.

  • Primal Strike Blight damage reduced from 8 to 6 (For balance reasons, as more units have access to Primal Strike)

  • Tooltip description of Primal Strike has been updated to reflect the above changes.

This is my first mod, any feedback would be greatly appreciated! Let me know what you think!


Mod Compatibility:
This mod is compatible with the following notable mods:

Any other mods that do not change the same resources in the game files should be compatible!

Requests for compatibility checks can be done on the appropriate discussion forum!


My Other Mods:

This mod and my other mods can also be found on Paradox Mods![mods.paradoxplaza.com]


Modding Information:
To make a custom unit compatible with this mod, simply add "Primal Strike - Property" to its Property Group List! No need to worry about ranged / magic units having it, as it will not affect the base game.

This mod changes the following files in the base game:

Upgrades_Cultures_UnitProperties.rpk
{Culture - Barbarian}
-Primal Strike - Property
-Primal Strike - Ability Modifier
-Primal Strike - Extra Damage
-War Shamans - Property Group
-Furies - Property Group
-Pathfinder - Property Group

Culture_Barbarian_Research.rpk
{Barbarian Research - Unit Upgrades}
-Primal Mark - Unit Upgrade
Popular Discussions View All (3)
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13 May, 2023 @ 7:28am
PINNED: Bug Reports
Komogi
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13 May, 2023 @ 7:24am
PINNED: Mod Compatibility
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11 May, 2023 @ 9:16pm
Feedback
Komogi
24 Comments
eharper256 26 Mar, 2024 @ 6:43am 
I was talking about Converting Savage Strike back into This Mod's Primal Strike.

Base game was super limited, but it's arguably worse now unless you go all out on a crit build and you must be precise with that, as someone said on Paradox forums, there are only 4? tomes with Crit support and they're spread across different schools.

Yeah I completely forgot about Vision of Victory lol. But it's not really like Dark and their Weak or Reavers and their Marking, as multiple units have support for it in those cultures as well as a spell.

Alternatively, like I say, changing the innate Strengthened for Fortune on the units that have it could also work (though obviously strengthened is more barb thematic).
Komogi  [author] 24 Mar, 2024 @ 10:52pm 
By the replacer version, do you mean converting Savage Strike back to what Primal Strike was in the base game? Or to this mod's version of Primal Strike?

Barbarians do actually have a spell called Vision of Victory, which give friendly units in a 1-hex radius 3 Fortune, but I get what you mean by them not really having a way to give themselves critical chance.

Interesting, didn't realize that unlisted mods appeared in the launcher's mod browser!
eharper256 24 Mar, 2024 @ 11:27am 
Any chance you'd consider a replacer version, overwriting the new Savage Strike?

Personally I think it's a bit junky when Barbarians have no innate kit to give themselves critical chance. (An alternate version that swaps in Fortune in lieu of their various ways to normally get Strengthened would work as well).

And before you ask, yes this is unlisted, but its accessible still via the mod browser in the game launcher.
Komogi  [author] 27 Feb, 2024 @ 4:14pm 
As of the Wolf Update, this mod has become deprecated, due to the removal of Primal Strike. I will be unlisting this mod, thank you for all of the support!
Komogi  [author] 27 May, 2023 @ 5:52pm 
I checked out your videos and yeah jeez, the damage rainbow archers do is pretty off the charts, along with that range and accuracy. Those Golden Golems didn't stand a chance.
BoinBoin 27 May, 2023 @ 10:42am 
+2 range is obtainable for all culture (enchant + medals), high culture can get to +3 range (enchant + awaken buff + medals).
So that is 7 range T1 archer, or 9 range zephyr archer's AoE skill shot. (high culture only)
My stack are made of x1 hero, x1 sunpriest either x3 T1 archer + x1 T1 shield or x4 T1 archer depends on if the hero in the stack able to do combat summon and with that setup I beat brutal difficulty.
I even got a video up at youtube on their performance.
Komogi  [author] 18 May, 2023 @ 10:09am 
Damn, +2 Range is some scary stuff O.o
What was the highest difficulty that you managed to clear with that tactic?

Oh yeah, you're right! I should be able to make a copy of Sneaky and rename it, but not sure if it'll be able to stack with the original racial trait.
And as for non-trait Dormant options, I was thinking that Skirmishers could have a chance to inflict Marked with their attacks (Marked by the Light?), while Shock could have a chance to inflict Burning with theirs (The Light! It burns!).

No worries at all haha, it was a fun discussion! Hope you got some good rest!
DDkiki 17 May, 2023 @ 10:42pm 
Yeah archer and battlemage have same dormant trait, it make high archers kinda OP tbf cuz it stacks with seeker arrows enchantment from materium. I cleared some maps just with t1 archer spam :^) It really need some nerf in patches.

Isn't there a racial trait that increases flanking damage...Sneaky? But reusing it might feel wrong. I might think about non-trait dormant options later but its a morning already, time to sleep, lol.
Komogi  [author] 17 May, 2023 @ 10:35pm 
Yeah, +10% critical wasn't the most exciting of buffs :P
After checking again, I noticed that both Ranged / Battle Mage actually have Dormant: Seeking Missiles, but maybe that could be split so that Ranged would have +20% accuracy, while Battle Mages would have +1 Range!

I'll have to look a bit more into modding flanking mechanics, but there currently does exist a trait called Pass Through which does exactly what you suggested! Though that may require dynamically adding a trait to a unit, but it does sound possible.
DDkiki 17 May, 2023 @ 10:19pm 
Hmm, considering each type has something unique id say they need different buffs. Crit-stacking seems kinda boring tbf :^) lets get creative (dunno if its possible with modding tools)

Lets say, maybe awakened skirmisher should have increased flanking damage? It would create nice combo with awakened support who can cause distracted status, that makes all attacks on target considered flanking.

As for shock...iirc cavalty units of Heaven from HOMMVI had activated ability to pass through objects, maybe awakened shock units should get something same?