Age of Wonders III

Age of Wonders III

Ayalin Premium Archdruid Mod
70 Comments
Ayalin  [author] 16 Dec, 2022 @ 12:28pm 
Re Dragon; it is available at level one with Path of the Beastmaster unlocked, but it's a vanilla skill so if you have another mod modifying (or even not modifying) the skill with a higher priority than this one, it will overwrite my own change.
Ayalin  [author] 16 Dec, 2022 @ 12:24pm 
hm? gonna check.
Dragon 16 Dec, 2022 @ 11:03am 
Befriend Animal isn't available at level 2 under the Beastmaster tree, even though it mention that it does
Ayalin  [author] 30 Nov, 2022 @ 9:14am 
The second reason is about the variety of choice and possible combinations. To be honest with you initially I was more leaning toward pure locked specialisation, but then I realised I would have to create and add at least twice the amount of skills than what the mod already does, and that was too much work.
Ayalin  [author] 30 Nov, 2022 @ 9:12am 
Hello Robot, yes you can follow multiple paths. The thing though is that you will be naturally limited by your skill points, and all specialised skills have an "upfront" skill point cost, consisting of the base skill for each paths. For example, if you try to have all path from all tiers available for your hero, you have to spend 2x3+3x3+3x4 -> 27 skill points for nothing but a few HP. which means if you are level 15, you only have 75-27-> 48 skill points left to learn interesting skills.
Robot1Bot 30 Nov, 2022 @ 5:14am 
Are you supposed to be able to have your heroes follow multiple paths? Such as a hero who is following both the path of the ranger and keeper? Cause it feels a bit odd to me.
Ayalin  [author] 12 Oct, 2022 @ 2:48pm 
Mod updated with the right changes I believe; thanks for your feedback :)
Ayalin  [author] 5 Oct, 2022 @ 12:25pm 
Long strider seems to be a good candidate for replacing Hunter finesse as a required upgrade for Produce Panther rider
Ayalin  [author] 5 Oct, 2022 @ 12:24pm 
I will have a look for a replacement then, the Hunter finesse requirement was made mainly for balancing purpose (the Produce panther rider should not be available too soon in the game).
skaz88 5 Oct, 2022 @ 12:07pm 
If you change the requirement for produce panther rider to something else, there's no conflict with leader overhaul.
skaz88 5 Oct, 2022 @ 11:08am 
I think the reason Leader Overhaul is clashing is because of the Hunter's Finesse skill, it looks like the overhaul removes this and produce panther rider depends on that........
Ayalin  [author] 5 Oct, 2022 @ 9:25am 
I think orc could have "knee-crack" (it's another Ranger hero skill introduced with the update)- it will be a bit more useful than martial art I think; and for Tigrans well... maybe a weaker version of Inflict crippling wounds (1 turn duration only, -25% move instead of 50%).
Ayalin  [author] 5 Oct, 2022 @ 9:21am 
Hey fezim thanks for your kind words and the good feedback- what you said makes sense, I will try to add a bit of racial distinction on this one :)
Cheers !
fezim 5 Oct, 2022 @ 9:14am 
I think the addition of long shot on elite hunters calls for a bit of furthered racial variation, since the ability seems kind of out of place on some variations, orc and tigran hunters in particular with their blades/javelins.

Orc hunters would probably make a lot more sense with the old martial arts, they seem to fulfill more of an irregular role anyways rather than an archer.
For Tigrans it just doesn't fit with their throwing blades, but I couldn't think of a proper alternative here (projectile resistance perhaps? ignoring line of sight seems to make them a good unit for short range dps from shortly behind the main line, where they would be likely to eat some ranged fire as well).

Keep up the good work! :D
Ayalin  [author] 14 Sep, 2022 @ 12:58am 
Thanks Funi! Yeah I mentioned it on in the rogue class comment section but after testing a bit it's quite a headache to load all dependencies from 7 pretty big mods... :( Much more simple to do the stuff within each premium class.
Next is Dreadnought- I have started reviewing all the vanilla skills and omg dread have a pretty poor talent pool compare to other classes, so there is a lot of new talent to do :o
Funi Time 13 Sep, 2022 @ 2:14pm 
Hero upgrades look really good! Which class is next?

Shame you couldn't do dependencies but I'll happy drop TDI when all the classes are done.
Haven't found any issues with hero mods or TDI so far either. Looks like separate edits between all of them so no conflicts.
Ayalin  [author] 13 Sep, 2022 @ 8:09am 
The mod has been updated with the full rework skill tree and the different pathings, let me know what you guys think :)
Dragon 22 Jul, 2022 @ 5:17pm 
Call of the Pack does not say what it does in the research book, I had to go digging for info in the complete mod change list link.
Fyrebrand18 11 Jul, 2022 @ 10:03am 
Thank you!
Ayalin  [author] 11 Jul, 2022 @ 10:02am 
So I just checked, there are not many changes for Archdruid but there are some definitely, so I guess one of them is countering one of mine. For affecting mod priority, once you open the game, you go into the user content pane, then open the package management; then in the package management you choose 'open' an rpk file located in the folder which contains all the mods you have installed, then you put my mod at a high value (at least above the Leader Overhaul one). I assume if you put 100 it should definitely be higher.
Ayalin  [author] 11 Jul, 2022 @ 9:57am 
Yeah you can find the issue by deactivated your mods one by one up to the point where the tech eventually appears. Let me check Leader overhaul
Fyrebrand18 11 Jul, 2022 @ 9:33am 
I have found the problem and I cannot believe that it's Leader Overhaul.
Fyrebrand18 11 Jul, 2022 @ 8:41am 
Is there a tutorial you can point me to on how to change the priority?
Ayalin  [author] 11 Jul, 2022 @ 8:34am 
To be more clear- there has to be one mod which overlap this one and makes the tech not available. You can up the priority of this mod I believe if you open the mod editor.
Ayalin  [author] 11 Jul, 2022 @ 8:32am 
hmm ok- it's certainly a mod compatibility issue then, but I will double check on my side.
Fyrebrand18 11 Jul, 2022 @ 8:30am 
I tested it with high elf.
Ayalin  [author] 11 Jul, 2022 @ 7:26am 
arf- which race? I will test on my side, if it works on my side it's certainly a matter of bad mod compatibility.
Fyrebrand18 11 Jul, 2022 @ 7:06am 
Produce Panther Rider doesn't seem to appear for me.
Jowry 28 Feb, 2022 @ 9:31am 
that could be it too, good idea
Ayalin  [author] 28 Feb, 2022 @ 2:05am 
I usually play a lot with snakes ((Tiers III + tiers IV) and don't bother summoning tiers 1 / tiers 2 beasts when I play druid unless I am really forced to. It's true that they don't offer much compare to let's say the Ghost warriors from Sorcerer (which are insanely good for their tiers). Might want to look into but I think what I would do would be to modify the Empire upgrade called "Beast mastery" and makes it buff tiers I & II units rather than adding an additionnal upgrade.
Jowry 27 Feb, 2022 @ 4:48pm 
I know, but even with Tree of eternal the tier 1 and 2 animals/monsters mostly from another mod called Chivalrous Intentions (another famous mod) and they are still a bit fragile and don't do much damage, for example black spider and spiderling , which are both tier 1 and are the only ones that don't evolve, if you think it's going to get unbalanced and just put the empire upgrade to buff only tier 1 and 2 animals/monsters, then tier 3 and 4 won't be affected (because already are strong) so it will encourage the use of tier 1 and 2 animals/monsters, even more baby spiders, baby snakes that evolve
Ayalin  [author] 27 Feb, 2022 @ 12:10pm 
I agree with you and I gave them +20% physic resist thanks to tree of eternal (in my mod). You need to summon them in the city having the building though.
Jowry 27 Feb, 2022 @ 6:15am 
I have a suggestion, how about an empire upgrade that increases 10hp, 2 defense, 1 or 2 damage on all channels for all animals/monsters, it's because I think most animals/monsters mostly tier 1 or 2 very weak and squishy
Boricapra 7 Apr, 2021 @ 1:33pm 
Alright, many thanks Sera.
Ayalin  [author] 4 Apr, 2021 @ 8:19am 
Hello @Boribee; made the test with Human and high elves- as soon as I reached metropolis with the symbiosis researched the mana gain increased accordingly, with a blue dot appearing on the forest / dense vegetation tiles being displayed. So it's working, and I assume there is one of your mod conflicting for these civilisations with the symbiosis upgrade. I will do one more test, I will research symbiosis after my cities reached metropolis status, but it's working fine on my side so far.
Ayalin  [author] 1 Apr, 2021 @ 2:04pm 
I will run a quick test on my side and let you know. If it works fine on my side it means you have another mod conflicting with this one.
Boricapra 1 Apr, 2021 @ 12:17pm 
Yes, they were metropolis. I am currently playing as High Elven Arch-Druids and my human and high elf metropolises do not produce mana via their forests, strangely however my halfling metropolis do. And as I mentioned so did the goblin metropolis. Seemingly neither humans nor high elves can utilise symbiosis. I have yet to reach the status of metropolis with my orc and dwarf settlements to test their response.
Ayalin  [author] 29 Mar, 2021 @ 3:19pm 
Hello Boribee, call of the pack gives quick learner which increase Experience gain for those affected. Strange bug (?) for the natural symbiosis though it is supposed to work normally on underground and surface. Were they metropolis status? The mana gain only works for metropolis status in theory.
Boricapra 29 Mar, 2021 @ 8:47am 
The Call of the Pack spell doesn't tell what the granted ability is, neither do the animals seem to gain any ability at all. The Natural Symbiose also doesn't seem to work. My forests are not producing any mana. It is strange that when I was playing with a goblin arch-druid underground, the wetlands and forest did produce mana, but when I played as high elves or humans on the surface, they didn't.
Necroburn 3 Aug, 2020 @ 11:09pm 
I find the strength of the panther rider to be a little underwhelming for a T3 unit
BOT 2 Feb, 2020 @ 1:50pm 
I tried a mod that splits the summoning, but it was made with a specific lost for the "other" categories. Hope that helps :)
Ayalin  [author] 2 Feb, 2020 @ 7:04am 
Hmm that's a good question, I don't have the answer, certainly requires testing
BOT 1 Feb, 2020 @ 11:52am 
just wondering if the summon split works with mods that add more animals, specifically chivalrous intentions?
Lordmitch2 8 Dec, 2019 @ 6:04pm 
The call of the pack spell don't tell you what ability the animals gain.
Ayalin  [author] 17 Jul, 2019 @ 2:49pm 
@Narukami guess who is there ! it's Premium Necromancer !:D
Ayalin  [author] 12 Jul, 2019 @ 3:08pm 
and monsters for tree of life is easy to do, I will try to add it next update :)
Ayalin  [author] 12 Jul, 2019 @ 3:08pm 
Will check again on racial tag, thank you for mentioning it! Yes Natural Symbiosis is too strong late game I will do something about it. Probably limit the effect to your capital but I am not sure it's doable technically speaking. If I were to do this the effect would certainly not be limited anymore to lvl 4 city only and would work on all city level of your capital.
God Of Sheep 11 Jul, 2019 @ 2:12pm 
3. Natural Symbiosis, is probably too strong, late game is infinite mana.

4. Tree of Eternal Life, only affecting beasts makes this feel a tad weird, by the time you research / build you will be near hornd gods / other t4 summons, having this affect monsters too would be fairly nice for things such Feathered serpents / phoenixes

5. Overrun, super good, late game pure beast armies with all other buffs and this actually makes them very viable.
God Of Sheep 11 Jul, 2019 @ 2:12pm 
Hey, Ive played 20 or so games with your 4 mods + empire bulding mod on small-medium maps, so all of my feedback is in that context.

1. Panther Rider super strong unit, combines amazingly with Academician granting projectile resistance and +4 movement. Missing racial tags, so it dosn't get some of the Governance boosts, such as Meteoric Armor on dwarf for example.

2. Summon Animal Spells split, the game should have always been this way
Narukami 7 Jul, 2019 @ 11:57pm 
Necromancer? That's my favorite! I'm dying to see it)
P.s. Oh, I've forgotten: racial prefixes for Panther Riders. Otherwise, all is good)