Age of Wonders III

Age of Wonders III

New Dawn
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Update: 17 Oct, 2015 @ 2:43pm

- further tweaks to the random map generator to make more of our content show up in random maps (tested, it took us four attempts to get a demon dwelling), plus custom spawners are pretty much common occurrence now
- we will tweak the settings futher after some proper testing

Update: 17 Oct, 2015 @ 12:40am

- Red Drake is no longer infantry -> but correctly a dragon
- added several descriptions
- cleaned up the new dwelling and tried to tidy everything up so that we would avoid compatibility conflicts with other mods (Namely black dwarves, might require more adjustments)

Update: 16 Oct, 2015 @ 10:23am

- Vampires have been finally moved to their very own dwelling, the Vampire Mansion and received sizeable reinforcements (Bloodbound human servants - Guard, Warrior, Houndmaster, Thrall and Bloodhound, several blood magic monstrosities and similar)
- again, this is a big move so things might get a bit bumpy, we will try to smoothen it out and get proper set of icons for each of the vampire units as soon as we are happy with the functionality
- various vampiric abilities, as well as an entirely new set of upgrades centered around fighting vampires and demons has been added (Vampire Slaying, Demon Slaying etc.)
- several Demon units have been tweaked to make them a bit sturdier
- Chromatic dragon is no longer dedicated to evil

A new set of abilities has been added to test building of adventure structures on the map by the players, these should not be available as they are limited to our internal testing unit sets (for now), but if you happen to bump into them in the Tome of Wonders - YES, it is possible to open an Elemental Rift (hostile spawner) on the border of your opponents kingdom and watch the mayhem, NO, we did not make it available to public yet, as we are unsure whether this feature should make it live.

Lots of testing needed! Have fun :)

Update: 15 Oct, 2015 @ 5:53am

Update: 15 Oct, 2015 @ 5:07am

- Further polish and tweaking for the entire elemental group
- lots of figures redesigned and spiced up to make them look better
- Water Elementals, Water Nymphs, Hydromancers and several others units received a unique line of healing abilities - Soothing Splash, Spray, Stream, Rain and Current (healing in lines, cones, AOE healing and healing over time, all these abilities are working but of course need further testing)
- fringe elemental Behemoths have joined their mainstream counterparts in taking turns defending the Elemental Rifts
- Reef Colony dwelling is now home to the elusive Water Nymphs

Update: 15 Oct, 2015 @ 2:15am

- added several elementals to fill the gaps
- Unbound Elemental Behemoths can be now very rarely sighted guardin the Elemental Rift (
- fixed a number of abilities that had trouble with targeting

Update: 15 Oct, 2015 @ 1:42am

Update: 14 Oct, 2015 @ 6:07am

- Mercenary Captain is now a leader, not a bard (Minor bard skills removed)
- Elven Magician and Magus had their effects repaired
- several descriptions fixed
- Rain of Chaos can now properly apply a small number of beneficial effects on top of the debuffs
- Rain of Fire now properly damages every unit on the battlefield

Update: 14 Oct, 2015 @ 12:36am

- Plant Landmine, Clawstorm and Rain of Chaos tweaked, they should be working as inteded now

Update: 14 Oct, 2015 @ 12:22am

- Mercenary fort's battlefield effect has been removed, it will be replaced by our custom battlefield effect in the future
- Pure Brotherhood Abbey's battlefield effect changed to Blessing of Health