Age of Wonders III

Age of Wonders III

V-Mods: More Heroes
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Update: 23 Aug, 2017 @ 12:29pm

V1.3 the Demon update


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|New Heroes/Abilities:|
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All "Demons" are Inherently Evil of Magical Origin, Monsters, Heretic and Unholy Champions. They have abilities: Fearsome, Demonic Presence and Demonic Sacrifice. They are also sometimes easily identified by their name or appearance.

22 new heroes
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<DRACONIAN>

Saedare the Succubi - Magical Origin, Monster Rogue with 'Seduce' ability

Zaha the Hollow - Undead Archliche Necromancer with 'Like Blighted' ability

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<DWARF>

Asmodeus the Daemon - Demon Sorcerer (I believe with this; the mod adds 1 hero of each race/class combination now)

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<FROSTLING>

Hildegarde the Uncrowned Queen - Dragon Dreadnought with 'Frost Breath' and +40% Frost Protection

Zaratan the Frost Daemon - Demon Arch-Druid

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<GOBLIN>

Bajanda Skull - Theocrat with 'Witch Doctor's Skull Headdress' item

Dedemas Daemonis - Demon Dreadnought

Goana the Voidqueen - Necromancer with 'Void Implosion' ability and 'Nightmare' mount

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<HALFLING>

Diamorfia the Transcendent - Dragon Arch-Druid with 'Spirit Breath' and 'Strong Will' abilities

Lilith the Demon of Dawn - Demon Sorcerer

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<HIGH ELF>

Aerhzon the Pilgrim - Theocrat with 'Meditation' ability

Awalea Arcana - Sorcerer with 'Summoned Slayer' ability and 'Sorcery 1' upgrade

Azi Dahaka the Demon of Dusk - Demon Sorcerer

Elma the Prodigy - Dreadnought with 'Quick Learner' ability

Favaros the Fae - Fey Rogue with 'Phase' ability

Nynheja Heransz - Rogue with 'Assassins Strike' upgrade and 'Hero Slayer' ability

Thalzion the Eternal - Dragon Necromancer with 'Gas Breath' ability

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<HUMAN>

Adramelech the Hellish King - Demon Rogue

Alhelor the Black Panther - Were Panther Rogue

Haihech the Iron Fist - Warlord with 'Undying' abilty and 'Martial Arts' upgrade

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<ORC>

Aeshma of the Bloody Mace - Demon Warlord

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<TIGRAN>

Batibat the Daeva - Demon Theocrat

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|Changes:|
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Were Panther heroes change form into a single bigger Panther instead of a group of panthers. It has 2 less hp at level 1 and has +1 defense and +4 movement points. Higher level heroes have much more hp and higher stats...

This change applies to the Tigran hero "Panthra One-Eye" and the new Human hero "Alhelor the Black Panther".

Update: 18 May, 2017 @ 2:45pm

V1.2 the Balance-1 update

After some reflection, I've come to the conclusion that many of the heroes in this mod had an unfair headstart on abilities that require skillpoints to get. This is my first bigger update trying to balance the most glaring issues. All heroes retain their uniqueness by still having their normally unattainable abilities, but most skillpoint abilities have been removed. Most prelearned spells are still there, but the game usually gives heroes a spell anyway in my experience.

Now that most problematic cases have been evened out, the next step is to find compromises with more complex ones.

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|Changes/Balancing:|
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<DRACONIAN>

Cnurmodun - Removed True Sight and Emergency Repair

Shivana - Removed Warm at Night


<DWARF>

Vollmar - Removed Imperial Authority

Dui - Removed Field Medic

Brimir - Removed Tireless

Dwalinn - Removed Tireless and Martial Arts

Thrud - Removed Iron Heart


<FROSTLING>

Bryana - Removed Wizard Hunters

Eyallath - Removed Invisibility

Hajlew - Removed Physical Protection 20%


<GOBLIN>

Sniffle - Removed Tunneling

Zylzark - Removed Sorcery 2

Gnakus - Removed Free Movement and Swimming

Beneefs - Removed Dispel, Changed Blight Protection 20% from skillpoints to inherent

Warmaster - Removed Defense and Melee Command, Added Charge Command


<HALFLING>

Exethet - Removed Tunneling

Vani - Added Magical Origin

<HIGH ELF>

Asha - Removed Bomb Squad, Tunneling and Sabotage

Ezinia - Removed Martial Arts, Overwhelming and First Strike

Neliel - Removed Static Charge, Sorcery 1, Shock Protection 20%

Marian - Removed Slayers Doubt, Break Control

Yulier - Removed Inflict Bleeding Wounds

Viola - Removed Inflict Crippling, Changed -175 Morale to -50 Morale

Lucius - Removed Awaken- and Befriend Animals

Shana - Removed Free Movement


<HUMAN>

Sloth - Removed Nourishing Meal

Lust - Removed Charm

Pride - Removed Break Control, Strong Will

Envy - Removed Shout of Intimidation

Greed - Removed Blight Protection and Syphon Life


<ORC>

No changes


<TIGRAN>

Crosis - Removed Both Reanimates

Aridan - Removed Skillpoint Fire Protection and Magic Fist

Khaerran - Removed Imperial Authority

Lheandra - Removed Druidry 1 and Revive Instinct

Zabulus - Removed Nature's Resistance

Update: 7 May, 2017 @ 2:59pm

V1.1 the Automata update

This update is forced by the recent update on the game, most upcoming heroes are still in concept state.
Also in this update: a humble attempt in making machine heroes a bit more interesting, without overshadowing other options or making them too powerful with dreadnought/machine-focused players.
Next up: Monsterlords, Feylords etc. (probably a demon for all races, I quite liked it)

ATTENTION: THIS UPDATE MIGHT BREAK YOUR OLD SAVEGAMES WITH THIS MOD. MAYBE. BUT MOST LIKELY THEY WERE ALREADY BROKEN SINCE GAME UPDATE 1.8.

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|Changes/Balancing:|
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Asha - Added: 'Core Charge' ability

Avaz - Added: 'Like Blighted' attribute, also Changed: -1 Physical Damage and +1 Blight Damage

Crosis - Added: 'Reminder of Joy' attribute

Dui - Removed: (4) skillpoints worth 'Wall Climbing' and 20% 'Blight Protection' attributes

Joculatus - Added: +200 Base morale

Leo - Changed: -1 Physical Damage and +1 Fire Damage

Lucius - Removed: (5) skillpoints worth 'Call Beast Horde' spell

Lux - Changed: -1 Physical Damage and +1 Spirit Damage

Mysteria - Added: 'Core Overcharge' ability

Shivana - Added: 'Like Arctic' and Changed: 'Dome of Frost' ability to 'Ice Nova' ability, also Changed: -1 to Physical Damage and +1 to Frost Damage

Wintersong "Agony" - Removed : (5) skillpoint worth 'Last Stand' spell and Added: (3) skillpoints worth 'Inflict Bleeding Wounds' attribute

Wintersong "Death" - Removed: (1) skillpoint worth 20% 'Blight Protection' attribute

Wintersong "Enigma" - Added: 'Core Overcharge' ability

Wintersong "Misery" - Lowered: Morale penalty lowered from -300 to -175 and Removed: (7) skillpoints worth 'Blind' spell and 'Cause Fear' ability, also Added: 'Sickle' item

Wintersong "Storm" - Removed: Inherent 80% 'Shock Protection' attribute and Added: 'Cult of Storm Insignia' item, also Changed: -1 to Physical Damage and +1 to Shock Damage

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|New Heroes/Abilities:|
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NEW PROPERTY and ABILITIES related to it:

'Automata'

Applied to all machine-type heroes.
All Automata have one of the following four new abilities, depending on hero:


1. 'Core Overcharge'

- Starting cooldown 3 turns (So it won't be used as a turn 1 heal, also makes it more rare in use because in shorter fights you might not even get to use it)
- Free use (It just made sense to me, since the effects last only for your turn and the following enemy turn)
- Once per battle (Cooldowns would turn these to heavily unbalanced because of reload on machines and other reasons)
- Instantly Heals up to 30 HP (They're basically all heals with some nice short buffs, or in this here ability: chance for buffs or debuffs)
For one turn:
- Raises morale by 100
- Gives a random combination of two of the 14-buffs/7-debuffs from the list below at random:
1.* +2 Defense, +4 Resistance, +200 Morale, +2 Physical Damage, +4 Shock Damage, +8 Move Points
2.* +4 Defense, +2 Resistance, +200 Morale, +4 Physical Damage, +2 Shock Damage, +8 Move Points
3.* +2 All Damage types
4.* +10 Physical Damage
5.* +5 Physical Damage
6.* +10 Shock Damage
7.* +5 Shock Damage
8.* +10 Defense
9.* +5 Defense
10.* +10 Resistance
11.* +5 Resistance
12.* +400 Morale
13.* +200 Morale
14.* +16 Move Points
15.* -1 Defense, -1 Resistance, -200 Morale, -8 Move Points, -4 Physical Damage, -5 Max HP
16.* -300 Morale
17.* -600 Morale
18.* -8 Defense
19.* -8 Resistance
20.* -5 Physical Damage
21.* -10 Max HP
NOTE: List of random effects will be expanded if this introduction of custom abilities is taken well (Or rather, if my friend has no problem with it). Chance for temporary abilities or getting self stunned are a possible addition. For now however additional abilities will be a thing for the basic 'Core Charge'.


2. 'Core Focus: Defense'

- Starting cooldown 3 turns (Same as above)
- Full turn use (Allowing the player to decide an attack target with a buff this strong would be unbalanced)
- Once per battle (Obviously, above)
- Instantly Heals up to 50 HP (Yes, intended to heal completely on lower levels)
- Activates guard mode (The high defensive bonuses make the hero a low-priority target for attacks for 1 turn)
For one turn:
- Raises morale by 200
- Raises defense by 10
- Raises resistance by 10
- Gains 'Total Awareness' attribute
- Gains 'Tireless' attribute
- Gains 'Projectile Reflection' attribute


3. 'Core Focus: Offense'

- Starting cooldown 3 turns (Same as above and many other balancing reasons)
- Full turn use (For reasons)
- Once per battle (Obviously, above)
- Instantly Heals up to 20 HP (A lower heal since we're now talking about attacking)
For two turns: (Because gaining Berserk ends turn apparently, but oh well... makes it interesting)
- Raises morale by 200
- Raises physical damage by 4
- Raises shock damage by 4
- Raises move points by 8
- Gains 'Killing Momentum' attribute
- Gains 'Tireless' attribute
- Gains 'Guard Breaker' attribute
- Is under Status-Effect 'Berserk' (No exploiting the bonuses for ranged attacks)


4. 'Core Charge'

- Starting cooldown 3 turns (Yep, above)
- Full turn use (Makes sense in a different way than overcharge, this one is "slow" and not "fast" Also makes it more strategic in use)
- Once per battle (Once again, above)
- Instantly Heals up to 40 HP (Pretty high heal, since you're using a whole turn for it)
For 1 turn the hero gains:
- 'Static Shield' ability (Basically you have this for the period you can't do anything)
For 2 turns the hero gains:
- 'Thunderstorm' ability (Intended to be used on the next turn because of 1 turn cooldown. If you don't use it, it will still be lost the next turn)
For 3 turns the hero gains:
- 'Call Lightning' ability (Intended to be used on the turn after casting Thunderstorm because of 2 turn cooldown. If you don't use it, it will still be lost on the next turn)


NEW DEMONIC ABILITIES:

Currently only 1 unit has them, Belhifet the Demon Lord.

'Demonic Presence'
- Non-Hero, Non-Machine, Non-Elemental, Non-Undead units in army have -200 morale.

'Demonic Sacrifice'
- No cooldown
- Full turn use
- Once per battle
- Short range (same as Erymanthian Boar)
- Sacrifice a unit and summon a Shadow Stalker for 2 turns in their place.


19 NEW HEROES: Now a total of 96
See discussions, because there isn't enough space in this changenote
Now all races should have at least one machine hero.

Also here's something to ease the mind: https://youtu.be/TEniyI1n-2k

Update: 8 Oct, 2016 @ 6:25pm

1.0 - Initial Release

77 Heroes