Age of Wonders III

Age of Wonders III

V-Mods: Legendary Smithwork
Showing 1-10 of 11 entries
< 1  2 >
Update: 4 May, 2018 @ 7:38am

1.6 - Leadership Abilities update


5 New Items:
Deathbringer – Weapon – Inflict Death (8 resist melee invoke death in inflict form)
Cursed Orb – Jewel – Cursed Aura (Undying + Cursed to stack), Throw Curse
Deadland Boots – Boots – 100% Blight Resist, Def +2, Path of Decay
Boots of Travel – Boots – Athletics, +20 Move Points, Phase, Free Movement, Tireless
Mask of the Bone Collector – Helmet – Collect Bones, +2 Def, +1 Resist


More Forge Abilities:
Explosive Death(fire/ice) – Torso
Sprint – Boots
Cast Lightning – Jewel
Slip Away – Use Item
Taunt – Use Item
Throw Curse – Use Item
Steal Enchantment – Use Item
Sun Disc – Shield
Break Control – Use Item
Cure Disease – Use Item
Dispel Magic – Use Item
Pounce – Boots
Fear Strike – Weapon

Leadership abilities (Forge):
-Aspect of Offence - +1 dmg – Torso/Weapon
-Aspect of Defense - +1 def – Torso/Shield
-Aspect of Resistance - +1 resist – Torso/Helmet
-Inspire Self Sacrifice – Absorb Pain - Torso
-Unified Mind – Mind Control Immunity – Helmet
-Phoenix’s Blessing – Resurgence - Torso


Bunch of changes:
-Lowered Void Implosion costs (similar to explosive death)
-Absorb Pain, Phase, Wail of Despair now also available in Use Items
-Inflict Stun/Freezing Cold costs up to the same level and 6-point cost
-Lowered Frostbite cost as it is a weak non-stacking debuff
-Most Inflict type abilities have been tuned cost-wise.
-Lowered Resurgence Costs.
-Devastating Charge has lower costs.
-And more that was forgotten and undocumented. Lots of fine-tuning in costs.
etc.etc.etc.

Update: 25 Apr, 2018 @ 11:30am

1.5 - Sorting, Resurgence, Ranged Life Stealing

Added Resurgence to list of available abilities (Undying already was available)
Resurgence and Undying are available for torso slot.

- Limited abilities to some item categories.

Breaths – Helmet
Phase – Boots
Erymanthian Boar – Jewel
Eldritch Horror – Jewel – 1000 mana
Invoke Death – Weapon
Lesser and Greater Reanimate Undead – Jewel – Lowered Greater cost by 5 value
Void Implosion – Torso
Thunderstorm – Jewel
Wail of Despair – Helmet
Rallying Cry – Helmet
Petrifying Scream - Helmet
Ice Nova – Weapon
Divine Vengeance - Weapon
Absorb Pain – Torso/Shield
Undying – Torso
Domes – Helmet
Resurgence – Torso (idk what happens if you stack with vanilla resurgence atm, probably nothing)


- Implemented Ranged Life Stealing to jewel items.
Ranged Life stealing abilities override normal life stealing abilities. They work on all attacks.

Ranged Life Stealing 1-2 hp, 3 forge-points, stacks to create Ranged Greater Life Stealing, 80 value
Ranged Greater Life Stealing 2-4 hp, 4 forge-points, stacks to create Ranged Life Drain, 120 value
Ranged Life Drain 3-6 hp, 5 forge-points, stacks to create Ranged Greater Life Drain, 160 value
Ranged Greater Life Drain 4-8 hp, 6 forge-points, 200 value


- Lowered/raised various point costs to improve forge UI experience. Weapon and use item lists still have a lot of abilities with same point costs.

Special thanks to jancomx for comprehensive feedback.

Update: 12 Apr, 2018 @ 2:05pm

1.4d - WHY CAN'T I EVER GET IT RIGHT ON THE FIRST TRY patch

- defence +3 upgrade was falsely named +2

BOOM.

fixed.

wow.

great.

Here's some depressing music:
https://www.youtube.com/watch?v=d7LXXSOrYoU&ab_channel=PandoraJourney

no I didn't put "depressing music" on youtube

don't check

pls

no this is not a meltdown

pls

Update: 12 Apr, 2018 @ 1:37pm

1.4c - Quick Patch

- Defective Smithworks renamed to Defective Enhancements
- Added colors! Enhanced Smithwork and Extra ability in blue, Defectives in red and tiered abilities in yellow. More to come as I figure out what fits where if and when needed. Don't want to over-do it.
- Fixed and worked on some descriptions
- Separated Health, defense and resistance upgrades to 3 tiers with varying costs etc.:
e.g. +1, +2, +3 upgrades that cost progressively more but with less paid for each point of stat (values 20, 35, 45). More value for less? you get the idea. Highest upgrade of the three costs 1 more forge point than the others. ( if you had these upgrades in your game from 1.4b you might be getting a bonus, 20% chance, also disabled the rest from forge to avoid crashing and stuff )
- No duplicate names of abilities should be in the forge anymore as tiered abilities also have their own "(Tx)" in the name.
- Backtracked non-stackability of damage upgrades as it isn't too big of a balance concern and having high damage with a lot of resources can be fun in end-game. (only disabled old upgrades so your game shouldn't break if you used 1.4b, you will retain any upgrades made)
- Toned down movement upgrade costs.

Special thanks to jancomx for pointing out most of what was changed in "Requests".

Here's some study-music:
https://www.youtube.com/watch?v=sIPmCqs3cnU&ab_channel=Geytkeypur

Update: 8 Apr, 2018 @ 4:13am

1.4b - Cleave Fix

NOW it is fixed. There was a problem having an area attack as melee animation so it crashed the game. Now it is a spellcast animation but it does what is advertised. Will make a nice effect for it later.

Update: 7 Apr, 2018 @ 7:30pm

1.4a - Another Quick Little fix thing

- Fixed Invoke Death point cost
- Fixed Thunderstorm Forge ability to be in line with others
- (Edit: Attempted to fix Cleave, but broke it further instead. FIXED in 1.4b!)
- Berserker applies T3 Regrowth instead of normal Regrowth (can stack with other Regrowths for insane regen, mind the berserk however)


(As a note: Considering restriction of most active abilities to jewels instead of use items)

Update: 7 Apr, 2018 @ 9:53am

1.3 - More abilities + Fix

Fixed:

Swallow Whole to Weapons only.


I noticed I'd missed a few abilities. So I added them as well with similar pricing to the other stuff. Prices are of course subject to change in next rounds of rebalancing.
Added to the Forge:

Wail of Despair
Rallying Cry
Petrifying Scream
Throw Sun Spear
Hurl Net
Throw Harpoon
Throw Ice Ball
Hurl Boulder
Spirit Blast
Fire Cosmic Rifle
Throw Net
Absorb Pain
Sabotage
Turn Undead
Cause Fear
Rapid Reload
Mark Blood Sacrifice
Devour Corpse
Grant Frozen Flames
Awaken Spirit
Pledge of Protection
War Cry
Guardian Flame
Iron Heart
Mend Magical Being
Sun Shield
Athletics

(sorry for the non-alphabetical order)

Update: 7 Apr, 2018 @ 8:26am

1.2 - Forge Rebalancing update - Round A

Notes:
- Heavily cut down all upgrade prices. Not making a list of them right now. Please see for yourself. However here is a few points of what has changed.
- Most prices (for non-vanilla in-forge abilities) are in the range of 260-600 mana. Only a few are above that and only tiered abilities go beyond 1000 mana.
- The Enhanced Smithwork upgrade is about 120 mana
- Enhanced Smithwork gives +25 morale
- Added movement upgrades, +4,+8,+12, stack with each other but cant do 2x +4 in forge...
- Defense, Resistance, HP upgrades aren't stackable, but there are now 5 separate upgrades of each so you can have +5 defenses and +25 hp max.
- Damage upgrades are also not stackable beyond 2.
- Added +20% Physical resistance upgrade to jewels
- Most upgrades are now limited to only a few or 1 type of item
- Use items have their own +5 points upgrade that is a bit cheaper. No new name for it at this time, however it will be later renamed to "Extra Ability"
- Changed quest completion reward from 20% cut in forging cost to 5%.

Update: 6 Aug, 2017 @ 6:07am

1.1b - patch

Fixed some grammar mistakes.

Added Fearsome to Berserker Helmet

Update: 5 Aug, 2017 @ 4:00pm

1.1 - The Forge Update

0.8 cost instead of 0.5 cost for quest completer

minor changes to existing mod-added abilities in items (Trident of Madhu etc.)


Added:

Three tiered defective smithwork abilities to the forge, that add a skillpoint cheaper but give negative effects on the item.

A bunch of new abilities to the forge. Abilities range from costing 5 to 9 points. Almost every vanilla ability can now be added to items. Next time maybe all of them.

All abilities now have a sort of balanced cost. Further balancing will be approached at a later date. See the pictures for a table of costs. The orange pillar on the left is the absolute maximum cost of the ability and the orange pillar on the right is the absolute minimum as calculated by having: Dwarf racial governance upgrade + empire quest reward + maximum amount of defects and enhancing to reach the needed point number for the ability. P.S. I'm betting on the Dwarf Racial ability working on top of quest completion as Cost*0.8*0.65 instead of 1-0.2-0.35.... if it does work as latter, then my math is off...

New Items (22):

Sharanga, a bow with a paralyzing shot (long range) (11 resist)

Skybow, a longbow with long range and Call Lightning ability

Sentinel Bow, a bow with a defensive strike type shot (extreme range)

Prototype Sniper Rifle, a musket with extreme range that has a chance to deal double damage (10 resist)

Caladbolg, a strong sword, +3 dmg, destroy mountains, demolish walls, use Cleave ability

Durandal, a sword to keep you alive, +2 dmg, Undying and Regrowth

Berserker Armor, an armor with +3 def, +3 res and Berserker ability that gives huge boosts but berserks user

Berserker Axe, an axe with +3 dmg, Armor Piercing, Inflict Bleeding, Devastating Charge, First Strike, Overwhelm and Cleave ability

Berserker Helmet, a helmet with Total Awareness, Mind Control Immunity, +2 def and +2 res

Indestructible Helmet, a helmet with +8 def, Meteoric Armor and Physical Protection 20%

Death Knight Armor, an armor with Blight Protection 100%, Undying, Void Implosion, Unholy Champion, Necromantic Aura, +3 def and +1 res

Crown of Eternity, a helmet with Bringer of Goodwill, +4 def, +4 res, +5 vision and Regal Presence ability

Slavemaster Whip, a whip with +3 dmg, First Strike and Slavemaster ability

Runeblade, a sword with +2 dmg, Exploit Despair and Inflict- Shocking, Scorching Heat, Frostbite and Dazzled.

Hammer of the Dwarven Gods, a hammer with Inflict Stun, Guard Breaker, Defensive Strike and +5 dmg

Shield of Excellence, a shield with All protections +20%, +2 def, +2 res, shield, defender

Shield of the Sun God, a shield with +2 def, +4 res, Fire Protection +140%, Blind Aura, Dome of Flame, Sun Shield, Defender

The Red Quiver, a quiver with Inflict Immolation and Scorching Heat on ranged, Ranged dmg +2 fire, Fire Aura, Resistance +2

Shield of the Dwarven King, a shield with Regal Presence ability, +5 def, shield, Perfect Defense, 20% Physical Protection

Gift of the Allmother, a sickle with, Inflict Deadly Poison, Regrowth, +2 physical dmg, +1 blight dmg and Entangling Strike

Lordly Barbute Helmet, a helmet with, Bringer of Goodwill, Strong Will, Def +5, Res +5