Age of Wonders III

Age of Wonders III

Attack Protocol - Roaming Army Overhaul
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Update: 27 Jul, 2022 @ 3:35am

Changelog:
27/07/22 V3.8

Bug Fix:
Changed spawn strengths for Naga Den from Very Strong to Weak, as per other ‘World Enders’.
This should stop them Ending the World too early.


Reworked new spawn sets (again). Reduced unit lists significantly to reduce clutter in spawns and keep them looking thematic.

Spawn Changes:

Mana Disturbance, Frozen Camp, Sorcerers Enclave, Dark Pact Riders, Barbarians (all 3 types), Greenskins – Refer spreadsheet in mod file for updated unit sets (or just see in game)

Update: 26 Jul, 2022 @ 1:48pm

Changelog:
27/07/22 V3.7

Started creating unit set lists to better track and make changes to spawn sets.
Need to monitor spawns and defenders in game. Saw some unusual defender sets not conforming to normal rules. May need to tweak.

Spawn Changes:

Dark Pact Riders:
Removed FELLHORSE from spawns

Sorcerers Enclave:
Added all PRIEST unit sets, and removed all ELEMENTAL unit sets

Greenskins:
Added CANNON unit set

Update: 26 Jul, 2022 @ 1:43pm

Update: 26 Jul, 2022 @ 4:34am

Changelog:
26/07/22 V3.6

Spawn Additions (Cultures):

‘Greenskin Tribe’ added with ‘Raider’ behaviour, spawning from Brigand Hideout
They are made up of Orcs, Goblins, a few animals including wargs, boars, and snakes, have trebuchets, and some demi-giant troops.

‘Dark Pact Riders’ added with ‘World Enders’ behaviour, spawning from Necromantic Circle
They are made up almost entirely of Cavarly troops from Orcs, Humans, and High Elves, with a few animals including crows and nightmares, and can eventually spawn obsidian dragons.


Spawn Changes:

‘Kobold Camp’ changed to ‘Annoyance’ behaviour (was Raider), and now spawns from Monster Den (was Brigand Hideout)
This should keep the majority of spawned troops Kobolds for longer into the game.

‘Sorcerers Enclave’ has had a new unit list made specifically for it
Snakes have been removed. There are now additional monster units, Shade units from the Rogue, Elementals, Spy drones, and Martyrs amongst others.

‘Barbarian Camp’ has had three unit lists made specifically for it
Each unit list has a slightly different flavour of barbarians, hopefully this is reflected in game.
Group 1 is made of Orcs, Goblins, and Frostlings, and is heavily beast and giant focussed for support units.
Group 2 is made of Humans, Dwarves, and Halflings, and is a mix of warbreed, engineer, and machine troops for support.
Group 3 is made of Elves, Tigrans, and Draconians, and is heavily animal focussed for support units with a lot of flyers, and manticore riders.

‘Frozen Camp’ has had a new unit list made specifically for it
It is now Beast Master / Inquisitor focussed with monsters mixed in with Frostling Crusaders, Monster Hunters, and Assassins amongst others.

‘Mana Disturbance’ has had a new unit list made specifically for it
No more horse stacks! It’s focussed primarily on fairy units with some elemental supports.


Hopefully these changes make for a more engaging experience, with limited ramifications on the appearance of modded units in spawn stacks.



Notes:
Keep play testing for balance and survival of AI (Strong Defenders, Average Spawns, Lord AI).
Once all spawns are balanced will look at introducing further variety to spawn ‘cultures’.

Update: 17 Jul, 2022 @ 1:45am

Changelog:
17/07/22 V3.5

Another major balancing pass, reducing spawn strength at the start of the game a little further.
Should still have a good quantity of spawns without the player or AI getting overwhelmed too early.

Balance (Behaviour Adjustments):

World Enders: Still the most powerful group, but balanced so they don’t become the biggest threat until late game.
Value Proportion Per Spawn reduced from 0.5 to 0.45.
Max Proportion to Add reduced from 10 to 8.65

Destroyer: Should be fairly strong on first spawn, but not overwhelmingly powerful until late game.
Spawn Strength changed from Strong to Medium
Spawn Strength Multiplier changed from 1 to 1.5
Max Proportion to Add changed from 2.5 to 2.8

Raiders: Should be trivial early game, and strengthen towards the end of the early game.
Spawn Strength Multiplier changed from 1 to 0.5
Value Proportion Per Spawn changed from 0.18 to 0.4
Max Proportion to Add changed from 5.5 to 11

Territorial: Should be moderately strong on first spawn with steady growth to late game.
Spawn Strength Multiplier changed from 1 to 0.8
Value Proportion Per Spawn changed from 0.3 to 0.35
Max Proportion to Add changed from 3.6 to 5.2

Annoyance: Should be trivial early game, and strengthen towards mid game.
Spawn Strength Multiplier changed from 1 to 0.5
Value Proportion Per Spawn changed from 0.2 to 0.4
Max Proportion to Add changed from 4.4 to 9

Notes:
Keep play testing for balance and survival of AI (Strong Defenders, Average Spawns, Lord AI).
Once all spawns are balanced will look at introducing further variety to spawn ‘cultures’.

Update: 16 Jul, 2022 @ 10:12pm

Changelog:
17/07/22 V3.4

Pickup Defenders:

Strength of pickup Defenders for gold and mana reduced even further to 0.3x Very Weak/


Behaviour Adjustments:

World Enders:
Spawn Delay Delta reduced from 4 to 3.

Raiders:
Spawn Delay changed from 5 to 6

Annoyance:
Spawn Delay changed from 5 to 6

Notes:
Keep monitoring for balance and survival of AI (Strong Defenders, Average Spawns, Lord AI).
Once all spawns are balance will look at introducing further variety.

Update: 16 Jul, 2022 @ 8:54pm

Changelog:
17/07/22 V3.3

Pickup Defenders:
Inadvertently reduced the strength of some defenders from vanilla.
These have now been reinstated to close to original levels, but with changes to spawn groups.
Basic pickup Defenders (gold, mana, refugees, flotsam) are pretty trivial now which will allow early game seizing of loot, provided you have a moderate strength scouting party.

Update: 16 Jul, 2022 @ 8:54pm

Update: 16 Jul, 2022 @ 7:12pm

Changelog:
17/07/22 V3.2

Pickup Defenders:
Modified defender strength from 0.8x to 0.4x, and 4 defenders to 2.
Pickup Defenders are pretty trivial now which will allow early game seizing of loot, provided you have a moderate strength scouting party.

Update: 16 Jul, 2022 @ 2:34am

Changelog:
16/07/22 V3.1

Behaviour Adjustments:

World Enders: World Enders have a purpose; all of their spawns will head straight to their targets. Spawns will be recalled on a timer, and a new stronger spawn will be summoned to take their place. Hopefully this reduces the spawns that don’t activate issue.
Timer Option changed from ‘Always Run’ to ‘Despawn Units’
Sleep Chance changed from 0.2 to 0 (will not sleep)

Destroyer: Destroyers will patrol their territory as opposed to directly seeking out units to attack
Behaviour Type changed from ‘Raid’ to ‘Patrol’

Raiders: Raiders are now much more aggressive, and should on average spawn faster. Strength of spawns will vary depending on how much combat the spawn site has encountered.
Spawn Delay changed from 8 to 5
Spawn Delay Delta changed from 4 to 3
Timer Option changed from ‘Despawn Units’ to ‘On Spawned Unit Death’
Behaviour Type changed from ‘Brigand’ to ‘Raid’
Value Proportion Per Spawn changed from 0.3 to 0.18

Territorial: Spawns will now avoid attacking stronger enemies
Behaviour Type changed from ‘Patrol’ to ‘Brigand’


Pickup Defenders:

Added Defenders to all pickups (except Item Sack).
Defenders drawn from Pirate Group Cat, Brigands Rogues Group Cat, Ancient Ruins Adventurer Group Cat in addition to vanilla unit categories.
Defenders are either 0.8x Very Weak or 0.8x Weak strength with 4 units, depending on the value of the reward they guard.