Age of Wonders 4

Age of Wonders 4

64 ratings
Tome of Shifting Sands
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Tags: Mod, Tomes
File Size
Posted
4.203 MB
1 Jul @ 6:44pm
1 Change Note ( view )

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Tome of Shifting Sands

In 1 collection by KingofApples
KingofApples' Mods
7 items
Description
Description
Adds a new tier 3 Materium tome, Tome of Shifting Sands, into the game. The first desert tome available! Finally, you can coat the world in sand and command worms to devour your enemies!

Planning to update the mod to include voiceovers later.

Compatibility
File edited:
None. Should be compatible with everything.

My Other Mods
So Many Realm Traits - Adds Additional Realm Traits
So Many Society Traits - Adds Additional Society Traits
So Many Body & Mind Traits - Adds Additional Form Traits
Chosen Destroyers Improved - Makes Chosen Destroyers Better
25 Comments
KingofApples  [author] 25 Jul @ 1:35am 
I'll look into fixing this when I update the mod for the new dlc.
Drezzy 25 Jul @ 12:59am 
For me, Desert warrior holds 2 swords in one hand.
Mettkar 23 Jul @ 2:01am 
Yap, Desert Warrior's model is bugged for me too.
Master Necro 17 Jul @ 3:28am 
I do use a lot of mods, could be.
KingofApples  [author] 17 Jul @ 2:30am 
It's visible when I test it. It could be a conflict with a different mod. Is anyone else having the same issue?
Master Necro 17 Jul @ 2:01am 
Desert Warrior seems to be bugged, model is invisible.
.Master Jiren, The Strongest 15 Jul @ 10:56am 
since people are making suggestions, i'd absolutely love egyptian style tomes. this one already adds worms, i'd love to see some scarab and scorpion units. maybe sphinx constructs. im super annoyed that Dragon Lords lack a sphinx head option.
Apocryphal 8 Jul @ 1:11pm 
I think there should be a "dirty tactics" enchantment, where you deal a little extra poison damage to targets that are slowed or blinded (not stacking).
Coelrus 5 Jul @ 11:01pm 
I can't help but feel that if you're going to be making a tome to turn your faction into desert dwellers then there should be some way that your warriors can blind your enemies by kicking sand in their face. Without requiring a godir to cast a spell for it that is. I think that a unit enhancement or a change to the "desert warrior" is the way to do that. Also does the "desert warrior's" ability to bleed/poison stack with unit enhancements that provide bleeding/poisoning? As for the missing SPI, I think an oasis farm or greenhouse is a good idea. But I am more partial to an idea I'm having based on Dune where I heard that spice is created by the giant worms. Inspired by that I would suggest a mine replacement where worms are raised to harvest them for wealth. It would give more gold per adjacent desert and provide a worm in combat like the golem mine does with golems. Regardless these are just ideas I had so it's really up to the modder what they are willing to do.
Fenris 5 Jul @ 9:47pm 
I suppose one could try to stretch the Tranquility Pool as a kind of oasis, but it doesn't really seem appropriate or thematic to Sands to me - none of the rest of the tome speaks to Alchemy, Transmutation, or trade (Golden Realm). My initial perception is that this tome leans towards being relatively balanced for a mod tome, while a free magic material is a bit strong. Oasis Farm would be a relatively vanilla style province improvement. My proposal for the glasshouse city structure might be pushing the boundaries a bit, depending on how much income per sandy province is set. That said, it would give a bit more flavor to terraformer factions selecting sand as their favored terrain.