Age of Wonders: Planetfall

Age of Wonders: Planetfall

Adventure Mod
Showing 21-29 of 29 entries
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Update: 16 Apr, 2021 @ 10:57am

Update to 1.8:


Added 7 new units for the Amazons


Bug fixes:

- Infusions from Bio Mods work now correctly on Plague Carriers

Update: 3 Apr, 2021 @ 12:03pm

Update to 1.7:

Added 7 new units for Vanguard (1 unique unit for each secret tech)

Update: 14 Mar, 2021 @ 11:44am

Update to 1.6:


- The Heritor primary skills give now additionally a chance to drain energy to make the Heritor tree more useful to leaders that don’t have the Heritor secret tech (and no way to gain essence charges).

- The hero skill Essence Seeker grants no longer energy drain (as this was shifted to the primary skill) but an improved Essence Harvest Defense Mode that works whether or not the hero has already an essence charge.

- Improved Vitality is replaced: In the melee tree by Fast Movement, in the ranged tree by Flanker (limited to ranged attacks)

Update: 8 Mar, 2021 @ 12:10pm

Update to1.5:

Several hero skills are changed to provide alternatives for heroes that are not army commanders. The following skills don’t have the army leader requirement but are slightly debuffed:

- Biology Expert: Units gain +2 Biochemical resistance and are healed for 6HP after battle (was +5HP permanent)

- Hardiness Training: Non-hero units gain +2 status resistance (was all units)

- Extermination Squad (effect unchanged)

- Electrification Subroutines: Units have a 6 strength chance to apply Electrified (was 8 strength)

- Intuitive Evasion: Units that suffer damage gain +10% evasion for the next turn (was for 2 turns)

The bonuses from Defensive Tactics and Offensive Tactics do now also include heroes. However, Offensive Tactics grants now only +5% critical hit chance instead of +5% damage.

Added the skill Superior Vitality for 6 points. It gets unlocked when the hero learns Basic Vitality.


Bug fixes:

Glorious Leader now works when the hero is in a vehicle.

Corrected the skill description for Dark Presence.

Update: 1 Mar, 2021 @ 10:23am

Update to 1.4:

Soul Shield now works on all non-mindless units (was: enlightened units only)


Bug fixes:

Purifiers have now the correct number of mod slots and don’t lose mods when evolving

Update: 22 Feb, 2021 @ 11:19am

Update to 1.3:


- Terraforming operations can no longer target sectors that already have the corresponding terrain

- Added a new Strategic Terraforming Operation that gets unlocked through the Tier V Doctrine skills. The operation has the same energy cost as the regular terraforming operation but requires only 3 strategic operation points. To make room for the subskill, the Syndicate special building was shifted to the Tier I Doctrine skill. Amazons don’t get an additional terraforming operation as they already can unlock a cheaper one in their military research.


Bug fixes:

- Glorious Leader skill is now working and grants an active ability that provides +200/+400/+600 morale to friendly units in a 3 hex radius until end of combat. (Stack wide abilities seem to cause issues when combined with reputation based triggers.)

- KirKo Malictor Veteran evolves now correctly into KirKo Malictor Swarm Lord

- Fixed Hallucinating not working on PsiTec Fists

Update: 15 Feb, 2021 @ 11:20am

- Happiness penalties for disliked terrain are reduced to -6 and for unfavourable terrain to -3

- Xeno Plants upgrades from the Xenoplague primary skill line have more impact (Xeno Plants gain Tunnel and finally Tireless)


Bug fixes:

- Oathbound Colony skills should now be enabled

- Fixed descripition for Crippling Claws (KirKo Mod)

Update: 8 Feb, 2021 @ 1:44pm

Don't update the mod if you still have a running game. It might lead to a crash

- The Offense and Defense segments include more variations depending on the secret tech. (They felt imho a bit bland as the skills were almost the same for every hero.) With the new update secret techs grant an additional skill that makes each of them suited for particular army compositions, see p. 43 in the (updated) manual

- Weapon primary skills are changed from army buff to hero buff skills: see p. 46-47

- Operation point cost for terraforming is reduced (but energy cost for the Oathbound terraforming operation is slightly increased): see p. 57-58


Bug fixes:

- Indentured gained from Deploy Control Collars can no longer get 3 mods for basic mod costs. Instead the cost for mods that are gained this way is doubled (but they can still exceed the mod slot limit). For this change I had basically to link every mod in the game to a new cost value. So, if you encounter a mod with unusually high costs (or no cost at all) It's probably a bug caused by this update...

- Flesh Tearer Mods no longer apply the wrong effects, additionally Assembly Echo Walkers can now also use the Flesh Tearer Mod

- description for Voidtech Stasis Field is fixed

Update: 29 Jan, 2021 @ 1:02pm