Age of Wonders III

Age of Wonders III

Ayalin Premium Rogue Class Mod
144 Comments
Ayalin  [author] 1 May, 2023 @ 11:34pm 
Hu yeah it sounds pretty complicated
Dyna1One 1 May, 2023 @ 4:58pm 
So many mods that are pretty sweet but aren't split up so you get this outdated, incompatible mess, I like building great cities (Because of Civilization I think lol) and Empire Building Mod has some incompatibilities but has a patch to remove the hero upgrades (basically the same like what you've done with heroes) but is also incompatible with for example Legendary Units, which has a patch for the base EBM mod, but not the hero compatibility version, I just like the extra buildings they give lol
Dyna1One 1 May, 2023 @ 4:54pm 
Damn, I kind of liked that mod (got into it a few months ago when I started playing 300% research and 200% growth), might just turn it off and play a little faster modes
Ayalin  [author] 1 May, 2023 @ 4:47pm 
hm it might be impactful as pretty much all core units are impacted. My mods modify them from time to time by adding to them some abilities sometime, you will be missing that as well
Dyna1One 1 May, 2023 @ 4:44pm 
Ahh gotcha, turns out one of the mods I'm using (city development mod) adjusts the units (adding population cost to all vanilla units), which breaks that feature.

Makes me wonder how many other units might've been affected by this
Ayalin  [author] 1 May, 2023 @ 10:50am 
They evolve to assassins with this mod; it felt thematically more suited than making them evolve to lesser shadow stalker
Dyna1One 1 May, 2023 @ 9:47am 
Hmm my bad, for some reason I couldn't find the produce shadow stalker in the rogue list but found it now my bad, anyway like I said it's a lot of fun but why exactly can we not evolve our little buggers? :(
Ayalin  [author] 30 Apr, 2023 @ 11:27pm 
Hmm I am a bit surprised, I thought I fixed it lately... could you mention to me which units are still missing from (I guess) chivalrous?
Dyna1One 30 Apr, 2023 @ 4:50pm 
Finally decided to give Rogue a try, pretty fun! However I'm not a huge fan of the removal of evolving the scoundrels and the minor incompatibilities that came with it like Jarin mentioned previously, some units have become inaccessible because of it unfortunately :(
Ayalin  [author] 19 Apr, 2023 @ 3:34am 
I think it should work, but it would be worth being mentioned as well.
ReverseRaven 19 Apr, 2023 @ 3:16am 
Oh they are all covered by mind control immunity, but that doesn't stop Ghoul Curse and True Resurrect. Admittedly I did not try with basic dispel since I trusted the tooltip saying it could be removed with Cure Disease. Will try.
Ayalin  [author] 18 Apr, 2023 @ 3:21pm 
Hmm good point potentially; but the basic dispel spell should work, shouldnt it? I should put back cure disease onto rogue as a base skill though, it's a good point anyway.

By the way, you are not supposed to steal tiers III tribe unit xD only tiers II and not all of them.
I guess I forgot a mind control immunity somewhere, I will be checking that ^^ thanks for the kind words and the feedback anyway, happy to know ppl are enjoying all the stuff I made!
ReverseRaven 18 Apr, 2023 @ 12:52pm 
Ayalin, first of all I really appreciate this and all of your other mods. They've injected a THIRD life into AoW3 for me the same way CI gave it a second life.

Second, sorry if I'm missing something here. Maybe I'm just blind, but does Rogue intentionally not learn Cure Disease under Path of the Alchemist? I'm mostly asking because of Black Rose Poison. See, Black Rose didn't have a proper tooltip when I took it so I wasn't sure what it did and then I wound up stealing a very powerful unit from your Tribes mod... after I hit it with Black Rose Poison.

The problem now is that I have a Blood Herald with Black Rose Poison and I have no way of removing it other than making an Arcane Forge to build a Cure Disease item. Kinda just odd to me that the Rogue doesn't have a countermeasure for its own poison, but you know, if this is how you intended it, then that's alright. Thanks in advance!
Ayalin  [author] 11 Apr, 2023 @ 12:21am 
lol, so all of that for a very "meh" unit right? xD
Emperor Jarin 10 Apr, 2023 @ 2:46pm 
OK, looks like it's an issue that CI will have to fix, but OTOH the unit that got unlocked doesn't seem super-great, so *shrug*
Ayalin  [author] 9 Apr, 2023 @ 5:00pm 
I believe it is fixed but might be worth checking on your side just to be sure on a fresh game Emperor Jarin.
Ayalin  [author] 9 Apr, 2023 @ 12:07am 
Yeah I forgot about it ,sorry for that ! will fix it today :)
Emperor Jarin 8 Apr, 2023 @ 11:40pm 
Just checked again now that this mod's been updated, and the Frostling rogue unique unit added by CI (makhai?) is still linked to the inaccessible Produce Shadow Stalker tech. I'm still of the opinion that adding the summon shadow stalker spell to the produce shadow stalker tech would be the best solution, as I also think it'd be cool for rogues to be the only class to have a class unit they can both build and summon.
Emperor Jarin 25 Mar, 2023 @ 3:53pm 
That's fair, the tribe invasion is what introduced me to your mods in the first place!
Ayalin  [author] 25 Mar, 2023 @ 2:43pm 
Hmm I've read through the mod changelog and it looks like I have not done it yet- so I was planning to do it but did not do it yet apparently; ok another thing to add in the buglist, I was very busy with the Premium Tribe invasion as you can imagine but I will do a round of bugfix on the older mods.
Ayalin  [author] 25 Mar, 2023 @ 2:40pm 
Well there are two files - the skill file itself, and the player property being given by the skill in this case. The "thing" needed to produce Shadow Stalker and potentially other units relying on this skill is the Player property, so if I attach this player property to the other new skill I created myself and called "Summon Shadow stalker", it should work.
Emperor Jarin 25 Mar, 2023 @ 2:35pm 
OK, not a mod issue. IDK what it is :S Wish I could help more, but like I said, I have no idea how to mod, all I can do is enjoy the incredible work you and other modders do =D
Emperor Jarin 25 Mar, 2023 @ 2:28pm 
Looks like they're two separate skills, with the vanilla produce skill being inaccessible in the rogue tech tree despite being a rogue skill. Now I'm wondering if it's a mod compatibility issue on my end?
Ayalin  [author] 25 Mar, 2023 @ 2:13pm 
So initially, the Produce shadow stalker tech was made impossible to research (linked to warlord class but require a rogue skill to unlock), and then some ppl made the feedback like you did that some CI units were not unlocked anymore. So I did put in the Summon Shadow stalker skill the same native file that was given originally by the vanilla skill, or at least that's what I thought I did xD
Emperor Jarin 25 Mar, 2023 @ 11:10am 
Gotcha. I ended up testing it out because I noticed that CI's stuff has the produce shadow stalker tech set as a prereq, which you replaced with the summon shadow stalker tech, and I wasn't sure what would happen. It does seem like a simple enough fix, but I have no idea how to mod, lol. It's a pretty minor quibble, tbh, and your mods have already added a few hundred more hours of playtime for this game.
Ayalin  [author] 25 Mar, 2023 @ 12:59am 
It's easily doable- actually I thought I already fixed it by giving the Produce shadow stalker skill without letting the Shadow stalker to be built. I need to have a look
Emperor Jarin 24 Mar, 2023 @ 8:54pm 
Hey, loving your mods and the hype for Age of Wonders 4!
I noticed that Summon Shadow Stalker replaces Produce Shadow Stalker, would it be possible to instead have Produce Shadow stalker unlock both production and summoning of the unit? My main reason for asking is that the current tech prevents CI units that require produce shadow stalker from being able to be built, but I also think it'd be thematically interesting for the rogue to be able to both train and summon their ultimate unit.
Andrew 12 Dec, 2022 @ 10:56am 
Ok ty for amazingly rapid answer
Ayalin  [author] 12 Dec, 2022 @ 4:21am 
Well I just checked the mod description in the discussion topic and yes "summon shadow stalker" is replacing corrupted killers. So, while not very elegant, it's intended.
Ayalin  [author] 12 Dec, 2022 @ 4:19am 
Hm will have a look at it; it's possible that I wanted to deactivate the skill but was not sure how to do it (this mod is my second one and the first of its sort), so I just added a warlord requisite while the skill was still tagged for rogue so that it's impossible to have it available. Sorry if you tried to find the issue for hours ^^
Andrew 12 Dec, 2022 @ 2:09am 
Shame that "corrupted Killers" requires a Warlord skill as prerequisit when it is a Rogue skill.
Ayalin  [author] 23 Oct, 2022 @ 3:25pm 
yes sure no worries
Akidson 23 Oct, 2022 @ 2:11pm 
I want to ask you about a few things but don't want to clutter the comment section. Would you mind if I added you to friends to have a chat?
Akidson 22 Oct, 2022 @ 3:24pm 
Thank you for the answer. I'm not a new player haha. I'm actually coming back to this game after a few years. I used to play it on GoG. But I appreciate your friendly and welcoming attitude :)
Ayalin  [author] 22 Oct, 2022 @ 2:53pm 
Hello mantixelo, thank you very much for the kind words!
To answer your question, absolutely yes- I use triumphant hero myself. The only exception would be if a hero belongs to a non-vanilla class like a new class added by another mod, but that's pretty obvious :)
Welcome to the Aow III hype train by the way, I wish I was a new player myself again to rediscover this great game so take your time to experiment and profit :)
Akidson 22 Oct, 2022 @ 2:04pm 
Hey Ayalin. All your mods look absolutely amazing!
I have no idea how Age of Wonders 3 mods work so I wanted to ask. Will your mods that affect heroes make changes to heroes added by mods too? For example Triumphant Heroes, V-Mods: More Heroes or Heroes of Datel. Are they compatible with your mods and will be affected by your changes or there won't be any changes made to them or maybe they are incompatible and some problems may appear?
Ayalin  [author] 13 Oct, 2022 @ 5:51am 
yes Yikes :)
Feel free to mix things as much as it pleases you- remember you only earn 5 skill points per level though :)
Yoinkyz 13 Oct, 2022 @ 5:47am 
is it normal that i can choose all paths?
Funi Time 14 Sep, 2022 @ 2:29am 
Definitely understandable, glad you gave it a try though.

Like I said in your Archdruid update, I haven't noticed any issues or incompatibilities done this way anyway! Keep up the good work.

Looking forward to the Dreadnought!
Ayalin  [author] 13 Sep, 2022 @ 7:54am 
Re Funi Time; So in the end I decided to make all the hero reworks within each class premium mods (sorry for that...); I did check loading dependencies within the other single hero mod I did, but it's not ideal for one main reason- I have to load a tone of stuff from the 7 other mods into one and it's a headache to link things between each others... I hope you will enjoy the druid rework nonetheless, have a nice week :)
Funi Time 1 Sep, 2022 @ 6:19am 
!!!!!
Ayalin  [author] 1 Sep, 2022 @ 4:11am 
Theocrat is out :)
Funi Time 28 Aug, 2022 @ 6:15pm 
Yeah very true
Can never please everyone, just stick to your vision.

From my also limited and amateur experience all your mods are pretty well balanced. But i play mostly for fun and flavour, not competitive.

Still crossing fingers for the mod-dependancy route, but you have to do what works best fodr you.
Ayalin  [author] 28 Aug, 2022 @ 9:49am 
Yeah, nailed it again. Might sound arrogant / or uncalled-for, but I do spend a lof of time considering what I will add, what I will change, and what I will not add in the end; I give quite some importance to the overall balance of the game despite being in an "amateur" position, at least from my very subjective perspective. And mod compatibility does not really go in this direction as I do not have any control over what others are doing.
Funi Time 28 Aug, 2022 @ 9:03am 
Always a pleasure
Looking forward to your next releases!

I'll keep you posted if I think of anything, but I'm pretty sure you've got it covered.

I'd definitely try out TDI for a bit if I were you, it'll give you an idea of what works and doesn't, and where things need to be balanced a bit more. Also where it might be worth streamlining bs quantity.
Ayalin  [author] 28 Aug, 2022 @ 8:41am 
Thank you very much Funi; for advices & honesty. Don't hesitate to give some ideas if you really want some specific stuff directly done by myself in my mods, I can't promess I will do it all the time but I already did it for some ppl:) cheers!
Funi Time 28 Aug, 2022 @ 8:34am 
Also Theocrat! Yes please
Can't wait to give it a run
Funi Time 28 Aug, 2022 @ 8:33am 
I've got my fingers crossed!
I have a feeling you may not even need to copy over icons and descriptions, I think they also load in from the dependant mods.

Tbh I was about to start a heroes mod, but you've got much more infrastructure, are great with abilities and fx, and go to the effort of doing new icons and presenting everything in such a clean way.

Depending on how far you go I might just look at doing something supplementary to your mods to spice up the basic upgrades only i.e casting points, attack, defence etc.
Ayalin  [author] 28 Aug, 2022 @ 8:20am 
haha thanks :) okay okay I will have a look to this after finishing the V1 for theocrat, then I might want to regroup all the hero stuff in the hero mod I already did a few years ago, as long as I can get back existing abilities without having to redo everything I am fine with doing it this way.
Funi Time 28 Aug, 2022 @ 8:15am 
I think if you do a quick trial you'll find it very easy. Basically no different from working in a normal package, the dependencies just load all the content from the other chosen mods so the RPK files will look the same as if you had just opened them in the one mod.

It will also automatically merge entries from multiple mods so they'll hold the reference ID from the base mod even though they might have a slightly different position in the lists. This means your references are always relevant because the ID is maintained.

I learnt to mod through the modding guide and working back from your premium empire mod. Trust me the stuff you're doing is already miles ahead of this in terms of technical ability!

No sweat