Age of Wonders 4

Age of Wonders 4

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Immersive Cultural Units (On Hold)
   
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19 May, 2023 @ 7:48pm
1 Jun, 2023 @ 3:07pm
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Immersive Cultural Units (On Hold)

Description
*If someone wants to take over the mod, they are more than welcome!

Note* still in development. Some cultures still missing units. Many units not fully complete, but are at least working.
Immersive Cultural Units
This mod adds new units, expands on unit progression, and overhauls some unit visuals.

May 25 - Added Doomherald (Tier III Dark), fixed some visual issues, and added evolutions for the Tier I scout and shield units for High culture (into Sunshield and Lightwing).

May 27 - Added three units to Mystic. Fixed a couple of minor issues.

Mod Aim
The aim of this mod is to create a more immersive and enjoyable experience by overhauling cultural units. The mod will do this by A. Expanding the unit progression system so that cultural units remain relevant and interesting throughout the game and by B. Adding some appropriate new units to each culture's roster.

Units are intended to COMPLIMENT each cultures current strengths and playstyle, not alter them. If a culture has a clear weakness that could be filled in, it is going to be left there intentionally. Each culture should have a distinct feel and playstyle! Feedback on this appreciated.

Unit Progression
Many vanilla units will now evolve upon reaching champion rank in the same way that the Peasant Pikeman unit evolves (evolved) into the Defender. Units will also gain additional stats and abilities upon reaching certain ranks, allowing for your core cultural units to scale much later into the game and for the capabilities of your veteran units to match their experience.

[Visual Overhaul]

So far, only the barbarian culture has been overhauled. Outfit varieties planned for the Berserker as well. Some cultures may not get changed at all as they really don't need it!

New Units
There will be at least 2-3 new units for each culture ranging from tiers 2-3. Some of these will be evolutions of vanilla units so as not to clutter the game with too many new units and to keep AI army compositions in balance. Most units will have their AI recruitment priority changed from average to low.

Tier IV units are under consideration.

All Current and Brainstormed Units
All units are still considered a work in progress even if they have a ✔.. they may still need balancing or a custom ability.

Barbarian
Sunderhoof - Tier III Mounted Skirmisher ✔ (Reverted back to the Skullpiercer.. would require custom animations for javelin throw on horseback sadly.)
Vandal - Tier II Shock Cavalry ✔
Chaos Weaver - Tier III Battlemage ✔

Feudal
Longswordsman ✔
Feudal Halberdier ✔
Longbowman ✔
Maybe a tier 1-2 support unit as well. "Nurse" perhaps.

Industrious
Sharpshooter ✔
Engineer WIP
Linebreaker ✔

High
LightWing WIP
Sunshield (will probably get a name change, but it's an evolution of the shield unit) ✔

Dark
Doomherald ✔
Dreamer (concept)

Mystic
Arcane Assasin ✔
Attuner (They don't do any sort of attuning yet, have to create the custom ability for them still.) WIP
Mystic Guard ✔



Feedback

Feedback on unit balance, ability suggestions, and unit suggestions would be very helpful right now as I have spent much more time modding than playing this week. Feel free to ask about sending pictures of the units as well.. I rushed these out in the encyclopedia and am in general bad with pictures lol

I'll open threads for suggestions and bug reports.
Popular Discussions View All (5)
17
1 Jun, 2023 @ 4:52am
PINNED: Bug Reports
Zistac
11
27 May, 2023 @ 11:39am
PINNED: Current Unit Suggestions and Feedback
Zistac
6
3 Oct, 2023 @ 4:42am
PINNED: New Unit Suggestions
Zistac
113 Comments
Xeniferos 15 Jul, 2023 @ 6:34pm 
@Zistac How difficult is it to learn how to alter cultural unit appearances, at the very least? I've tried following the modding guide but it only really shows you how to alter their abilities/properties, and not necessarily cosmetics or outfits.
Zistac  [author] 7 Jun, 2023 @ 7:31pm 
I've decided to put the mod on hold until the game and modding tools are in a better state. Certain very basic things simply don't work at all or require loopholes which work for some cultures but not others, thus making the aim of the mod unachievable in the game's current state despite being a very simply project.
Shadowing 4 Jun, 2023 @ 6:38am 
Breaks mythic culture bad. Stars only with soothsayer, scout and extra units. Also Arcanist portrain is fcked up for some reason.
Zistac  [author] 2 Jun, 2023 @ 5:01am 
@RambelZambel Strange, I did the same thing to both of them. I liked it to a culture ID but I'll change the building structure link to a the mystic town hall specifically. Thanks for telling me!
MaCC165 2 Jun, 2023 @ 1:45am 
thx for the updates, maybe u didnt u try to fix it yet, but mystic guard still buildable as barbarian(Tier II Hall), attuner is removed.
Zistac  [author] 1 Jun, 2023 @ 6:52pm 
@Osiris sorry about that. The Mystic units were incredibly complicated and for some reason are coded differently than the rest of the units. It meant that I had to delete units from the game and make more indirect copies for the evolutions, which is what caused this. Unfortunatley steam auto-updates mods, which is absurd.

The bright side is that this mod should never break a save again even with me updating. Adding new units from scratch doesn't break it and neither does adding abilities or leveling (at least it never has so far).
Osiris 1 Jun, 2023 @ 6:10pm 
My saved game broke as of today's update, and it cited this mod :(
Zistac  [author] 1 Jun, 2023 @ 2:47pm 
@Cat-Lunatic Sure, Let me know if it looks better or worse!
Cat-Lunatic 1 Jun, 2023 @ 12:12pm 
I'd give the assassin a magical short sword.
Zistac  [author] 1 Jun, 2023 @ 12:04pm 
@RambelZambel thanks. I'll fix the attuner and mystic guard. For some reason, mystic units are categorized in the hidden files different than every other culture's units but now I know how to fix it.

Phycic Gaze was meant to just be a placeholder till I made the custom ability. I'll put something else there for now till I make the ability bc year that sounds op.

Yeah he just doesn't have a weapon. There is only one dagger item in the game and it doesn't display. I'm debating equipping him with a shortsword or waiting for someone to create a dagger mod.

Yeah Doomherald has only dominate as an attack. I might give him another aoe ability. His kit can easily be overpowered or underpowered already due to the chance to proc control on the main attack and insanity on the passive aura but I haven't used him enough to see exactly how strong/weak he is.