Age of Wonders III

Age of Wonders III

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Tactical Rework - Goblins
   
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1 Mar, 2017 @ 4:15pm
10 Jan, 2019 @ 7:39pm
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Tactical Rework - Goblins

Description
My Tactical Rework series aims to improve races that feel inconsistent or somehow lacking in flavor. The goblins are one such case, with a very shaky early game (autocombat, I'm looking at you), excessive dependency on blight damage and underused flavor. This mod aims to reaffirm their identity as a swarm race that uses numbers advantage, flanking, debuffs and morale penalties to defeat individually stronger foes. A lot of care has been taken to ensure it's all balanced.

Documentation:

Looks like Steam is not allowing google docs links anymore. I'll try to find a way to circumvent this, but for now it looks like the only way to access the document is to copy-paste the link into your browser :/

https://docs.google.com/document/d/10tdStnsLHis8cGSNlLSeXlNczuPRFOw1OSQ-WyiKzNo/edit?usp=sharing

Compatibility:

This mod will override changes made to Laboratories, Great Temples and the goblin racial structure. It will also override changes made to goblin units (except skewers) and goblin governance upgrades. Other than that, it should be compatible with other mods out there. Currently testing with the famous Empire Building Mod and the MP Mod. Let me know if you find any issues.

Changelog:

- v1: We exist and have been playtested.

- v1.1: Fixed an issue where a migrated city wouldn't get the correct governance bonuses from Laboratories and Great Temples.

- v1.2: Fixed some level-up bonuses that were duplicated due to the game already assigning them automatically (hidden). Additionally, granted Warg Riders a nerfed throw cleavers ability to help with their skirmishing tactics (one hit; single use per combat).

- v1.3: Fixed a misplaced requisite that was preventing Warg Riders from benefiting from the thoroughbred mounts upgrade. Additionally, nerfed the production bonus of Economic Governance tier 1.

- v2.0: After more playtest and feedback, we've decided on the following changes:

--- Weakness debuff changed to: -1 Armor, -2 Physical damage and 60% Blight Weakness (no longer causes morale or resistance penalty).
--- Replaced the Witch Doctor's weaken with a new ability: Spook (special thanks to Nordos/atord), since the weakness debuff is already available on Big Beetle (and Abominable with military governance 3)
--- Cave Patrol now has Throw Cleavers (weaker version) in place of Throw Stones. Same damage, but with a shorter range and once/battle.
--- Big Beetles now additionally gain Undead Slayer on silver medal, to give goblins a slightly better chance against undead foes.
--- Goblin Assassins now have Mosquito Darts and +2 ranged Blight damage in place of Assassin's Strike, to differentiate their role from that of Warg Riders. They also have Inflict Enfeebling Fever in place of Deadly Poison (which they will already gain from military governance 5).

- v2.1: After more playtest and feedback, we've decided on the following changes:

--- Throw Cleavers (goblin version) now has a 1-turn cooldown instead of being a once-per-battle ability. Additionally, it puts the unit on guard when used. This is a direct buff to Cave Patrol and Warg Riders' survivability.
--- Darters no longer evolve to blight doctors on elite, instead they gain Slip Away, +1 defense and +1 resistance.
--- Butchers now have Disgusting Stench from the get go, gain Tireless on veteran, Monster Slayer on silver and Bloodthisty on elite (unchanged).
--- Abominable defense increased by 1 and gains Regrowth on elite instead of Killing Momentum.
--- Assassin no longer has Backstab, but regained Assassin's Strike. Still has mosquito darts.

- v2.2: After more playtest and feedback, we've decided on the following changes:

--- Abominable nerfs. Starts with Regrowth, but no longer has Life Stealing and Fearsome. Gains Fearsome on elite. Defense reduced to 12 (from 13), Health reduced by to 80 (from 90), Damage reduced to 14 (from 15). Unit type changed to Irregular instead of Monster, because the synergy with Archdruid was way over the top (and additional Rogue synergy won't make much of a difference anyway since Shades are already so good).


* If you find any bugs or issues, please report. I'm not currently looking for detailed balance feedback, but if you're playing and something feels off or excessive, let me know and I'll take a look when I can.
31 Comments
Sëhan  [author] 13 Jan, 2019 @ 6:05pm 
Alright, keep me posted if you find anything that feels over the top
Loken 12 Jan, 2019 @ 9:58pm 
Thanks! I'll give it another go.
Sëhan  [author] 10 Jan, 2019 @ 7:39pm 
There, updated.
Sëhan  [author] 10 Jan, 2019 @ 6:51pm 
Thanks for the feedback, I'll dial them down. I was fearing they might be too strong indeed.
Loken 10 Jan, 2019 @ 5:29pm 
I like your tactical reworks alot. Thank you. This particular one I had to take out though because the abominables ended up being too strong with their fear, regrowth + life stealing on a tier 3 it was a bit much. Not to mention their ability to Weaken. Hold all that up to say a tier 3 elven Griffon, or even a human Warbreed and well it just wasn't fair.
Sëhan  [author] 3 Apr, 2018 @ 7:13pm 
The lucky mechanic is infamous for being very unreliable, so I'd rather not go there xD

I'm very satisfied with how this rework turned out and consider it a finished project.
Teralt 3 Apr, 2018 @ 12:31pm 
I think it would be nice for lightly armed units of goblins to be able to evade like halflings.
Sëhan  [author] 17 Aug, 2017 @ 6:20am 
Thanks for the compliment :)
I had to stop working on them due to life reasons, but I'll get back eventually.
dust in the wind 10 Aug, 2017 @ 1:25pm 
I LOVE your reworks. They are inspired. Are you still working on halflings?
Sëhan  [author] 24 Jun, 2017 @ 7:07am 
I guess it would depend on how much you can use tactical combat, because if you do all your battles in tactical combat to milk exp for your units, then it can certainly be OP. The way people play the game changes a lot based on whether they are allowed to use tactical combat or not.

So far it hasn't really been a problem (there are more abusive strategies in the vanilla game anyway), but I'll take it into consideration. Thanks for pointing it out :)