Age of Wonders III

Age of Wonders III

Ayalin Premium Sorcerer Mod
153 Comments
Dyna1One 21 Dec, 2023 @ 2:59pm 
Random but tier 1 lv 5 still says Cosmos Purity instead of Awaking in the tooltip, just in case you ever come back <3
Ayalin  [author] 19 Jan, 2023 @ 6:09am 
oh that's a bug, it's me who forgot to tagg the requisite :) thanks a lot for signaling !
Terrve 19 Jan, 2023 @ 5:57am 
Perhaps a bug, but the Cosmos Awakening perk from the Astrologer path gives quick learning to all units in the army, not just summoned ones
Ayalin  [author] 31 Dec, 2022 @ 12:22pm 
Thanks!:) - I was actually proud of it too (which does not happen that often as I generally takes back what works in famous RPG and put it back in this game, so I don't feel very original ya' know). But I really enjoy imaginating this one and creating it, then playtesting it too. Successfully doing the VFX for the orbs so that you can manage your orb count without clicking the hero portray was the important part for me to make it work and also fun to play.
Dyna1One 31 Dec, 2022 @ 10:33am 
So I’ve been messing around with astrologer, and man that one’s so much fun actually I wasn’t expecting that- awesome job on that!
Dyna1One 29 Dec, 2022 @ 8:54am 
It seems like a couple of races (Elves, Draco, Frost, Goblin, Dwarves) has one T3 racial sorcerer-only magical origin melee unit
Dyna1One 29 Dec, 2022 @ 8:49am 
Sorry that's just for elves, I'm just rotating between different combinations right now
Dyna1One 29 Dec, 2022 @ 8:49am 
Yeah I'm currently looking at the difference between magical origin vs summoned units, to see if it'd be too powerful I personally think maybe focus it on magical origin as quite a few people use Chivalrous Intentions which adds the "Arcane Guardian" which is a T3 unit magical origin unit (elemental, kind of anti machine) and I cannot really find any other magical origin non-summoned units, all units that you can summon from specs (suchs as the earth elemental) are also magical origin so it wouldn't create problems with that either
Ayalin  [author] 29 Dec, 2022 @ 7:19am 
Yeah exactly. I could buff it again (like dispel bonus on enemies on top of dispelling malus on yourself), but still, it makes sense to have a quick learner leaderr skill for summon as Rogue, Necro and Druid have it.
Dyna1One 29 Dec, 2022 @ 6:36am 
Yeah it’s very specific indeed, a little bit of an interesting concept when using wisps to trigger the effect but even getting in the situation where you’d get value out of that and pulling it off is a little tough haha
Ayalin  [author] 29 Dec, 2022 @ 1:05am 
Hmm it's true that I did it for necro and also for rogue (the shadow path). I did not do it for Archdruid because the mod already added a strategic spell which gives quick learner to beasts in a given army. Kinda strange I did not do it for sorcerer with its summons- and I think cosmos purity is too niche to be really interesting. I will change Cosmos purity to give quick learner to summon (and rename it).
Dyna1One 28 Dec, 2022 @ 9:06pm 
Or just magical origin in general, if not would you be able to teach me how to do this?
Dyna1One 28 Dec, 2022 @ 7:37pm 
It'd might potentially be kind of unbalanced (?) but I would love to see something similar to your Necro's Eager Spirits hero upgrade (maybe a lategame one @lvl 12 or 15 if it'd be too powerful) for magical origin summoned creatures? I personally love focusing more on the summons on necro and the warlord mod (where the ultimate skill gives an exp boost instead of gold ranks)
Ayalin  [author] 20 Dec, 2022 @ 1:39am 
Thank you again Otto, it's fixed now :)
Ayalin  [author] 19 Dec, 2022 @ 6:59am 
Nono you are right it's 100% a mistake on my side actually, even if the spell description does not precise it, it should not be stackable. Will correct it when I get them time.
[FTJ] Otto 19 Dec, 2022 @ 6:57am 
Haha, you're very much welcome.

Regarding the spell, I just checked it in my ongoing game and it can indeed be stacked an unlimited amount of times. Here's an Imgur [imgur.com] link with screenshots, if Steam accepts it.

As far as mods go, I have all of yours plus a few visual ones. I don't believe them to be the source of the problem, but I'm no modder.
Ayalin  [author] 19 Dec, 2022 @ 6:46am 
Hello Otto and thank you very much for your kind words!
So actually you are instilling a small doubt in my mind, the intention was that it is not stackable, you can only activate one of these per cities you control, but I am wondering if I properly setup the spell to precisely be not stackable. Did you manage to stack plenty of them on one city? If so, it requires a fix on my side, it's not intended.
[FTJ] Otto 19 Dec, 2022 @ 6:42am 
Incredible work! Your mods made me and a friend go back to the game after so long. It really breathes new life into it.

A question: is Energy Transmutation supposed to be stackable an infinite amount of time on the same city?
It's not THAT overpowered, as Sorcerers are limited by casting points much more than by mana, but it seems to me that the ability to print an unlimited amount of the stuff from a single town is not exactly intended lol
Kipo 22 Oct, 2022 @ 3:15pm 
Oh yes warlord next week?? You spoil us. So nice to know there's still modders for this game:)
Ayalin  [author] 21 Oct, 2022 @ 6:53am 
To BladeofSharpness, with a bit of delay-
Yes Prescience is the weakest "base" skill and only costs 2 skill points to learn. Remember stacking orbs do give you resistance & stat bonus to adjacent summoned units, so even without learning any cosmos abilities it's still useful to an extent.
For the description well yeah I can make them shorter for sure- they are all the same though, it's just a copy paste across all mods every time I do a new hero rework ^^
Ayalin  [author] 21 Oct, 2022 @ 6:45am 
Np Kipo and thank you very much for the kind words! I still have quite some stuff planned, warlord hero rework is coming next week :)
Kipo 21 Oct, 2022 @ 6:34am 
Ah yes you were right Ayalin, hadn't played this in a year and it's working now. I must assume my crash was from generating a map that was too large. Time to continue my 100+ hour roleplay matches. Love your mods:) All my friends love them! Hope you come out with more mods like this set in the future. Love having massive unit / building bloat. Amazing for RP
BladeofSharpness 16 Oct, 2022 @ 10:36am 
Ok, I did not know about the other skills. So prescience is the weakest skill, is it the cheapest? I like the overall principle of having magical skills which are not spell, thus bypassing somehow the 1 spell per side limit of AOW3.
While I have you attention, 2 things:
1 - the description of the magic paths is a bit useless, like 'Arcanist: You will choose the way of the Arcanist"! I would suggest instead giving the general idea in one sentence.
2 - You did not reply on the other thread about the Empire Building mod: the warehouse is super weak, please do something!
Ayalin  [author] 16 Oct, 2022 @ 7:31am 
hello- you need to spend one round if you use the prescience hero ability yes.
You get to start with one orb at the start of battle if you take the skill "Premonition" and more importantly, you can get the "Cosmos Apprentices" skill which will allow your support units to "feed" your hero with orbs as well.
Abilities and bonus provided by orbs are pretty strong in my opinion and justify the points above, but I am open to balance changes if it feels too weak / too strong.
BladeofSharpness 16 Oct, 2022 @ 6:09am 
Hi there. Is it new that you must spend one round to get one orb? This is very restrictive!
Ayalin  [author] 14 Oct, 2022 @ 4:56pm 
Yeah, since the 5th of september the beholder issue was fixed (I believe it was happening on debug mod and could crash the game but not for everyone)
Ayalin  [author] 14 Oct, 2022 @ 4:55pm 
So Kipo- I believe it might be the Beholder bug which was fixed a few months ago, so you should give it another try :)
Kipo 14 Oct, 2022 @ 4:15pm 
This single one of your mods always crashes my games on startup, been over a year and I still have to have this being the only mod out of my entire mod list that's disabled sadlife
skaz88 12 Oct, 2022 @ 10:07am 
This is going to mesh so well with the Cosmos specialization from Extra Special.
Ayalin  [author] 12 Oct, 2022 @ 10:02am 
cheers Vladmanvillage, thank you mate!
Vladmanvillage 12 Oct, 2022 @ 9:46am 
Woooo!!!!
I was checked this mod page every 3 hours.
Thank you Ayalin!
Ayalin  [author] 12 Oct, 2022 @ 8:05am 
Hero rework update is out! This was a tough one- hope you will enjoy it, feedback welcome as usual :)
Ayalin  [author] 9 Oct, 2022 @ 6:37am 
Good :) modding aow feels a bit hard at the beginning, but it gets better quickly! good luck!
1merluniq 9 Oct, 2022 @ 6:29am 
after hours and hours of searching i finally figured it out.Its a DLC2 property so i should be searching in the dlc2 rpks..thnx for the help
Ayalin  [author] 8 Oct, 2022 @ 4:39pm 
The "effect" of the Armory giving an abilty to produced unit will be a different file than the city upgrade file itself. I believe it's either in the city prop RPK or the Aow unit property RPK. Check the city upgrade file to see all the effects it has and their respective name. Find back the file and within this file you can setup specific requisite filter when applying a property to a unit produced (like Armored, but it can be anything, undead machines etc).
Ayalin  [author] 8 Oct, 2022 @ 2:14pm 
Hello 1merluniq, actually yeah it's not super obvious in the data how structures connect to mystical city upgrades. First, each structure has some kind of string name like "CRYSTAL_TREE" located far down in their data. Second, far down into any city upgrade file, you can also spot a row saying "required structure name for this upgrade to be built". In the case of the enchanted armory, you should see being written "CRYSTAL_TREE" in the said row. It's basically just a simple string match and not a typical file selection like the engine generally shows you.
1merluniq 8 Oct, 2022 @ 9:58am 
"only applies to armored units"
1merluniq 8 Oct, 2022 @ 9:54am 
Hi there.I see that you have become quite an expert in modding so i was wondering if you could give me an insight into the editor stuff.I ve figured most of it but there is a couple of things that still bug me.I have located the crystal tree and enchanted armory prop in the rpk files but there s no information as to how the tree connects to enchanted armory building and how the enchanted armory prop only applies to pikemen.I appreciate any help you could give me
Ayalin  [author] 9 Sep, 2022 @ 1:52pm 
Okayy.. at least your game was not lost in vain. It should not happen anymore now. Nice to see it did not discourage you from starting new games.
Btw Hero druid skills rework coming soon :) lot of cool stuff into it
tazarbill 9 Sep, 2022 @ 1:33pm 
Nah ,when the save game has problematic unit or conficts it s a lost cause.But since u fixed that, we had 2 games so far 100-130 turns bith in collossal titanic maps (which are twice the extra large maps)with 5 ai's with sorcerer ai ,game works smooth aka a kitten.Great job with the class mods btw and the premium empire uilding mod.Suffice to say all these small bonuses in those external building ,+1 lighning dmg here +5 hps in produced units adds a lot more to the game and gives exploration on the map new meaning to find good building combos to add bomuses to the produced units in the cities.Cudos m8 .
Ayalin  [author] 9 Sep, 2022 @ 12:28pm 
Re tazar- is the map working?:)
tazarbill 4 Sep, 2022 @ 10:15pm 
Cheers m8 ,thnks for taking intrest in to the matter,we ll check the save with the update on later on today..
Ayalin  [author] 4 Sep, 2022 @ 3:24pm 
The update is pushed- No error message anymore on my side on debug mode, please let me know if it works for you guys. I sincerely hope you will be able to take back your current game without troubles, I cannot imagine how frustrating it must be to lose a turn 100+ game.
Ayalin  [author] 4 Sep, 2022 @ 3:12pm 
I will push the change after some finale verifications
Ayalin  [author] 4 Sep, 2022 @ 3:11pm 
And I did find a duplicate file in my rpk completely hidden in a subfolder, it was a f****ing test file done pretty early I believe
Ayalin  [author] 4 Sep, 2022 @ 3:10pm 
Was able to start the game on debug mode without having the error message
Ayalin  [author] 4 Sep, 2022 @ 3:10pm 
Found the issue :D
Ayalin  [author] 4 Sep, 2022 @ 2:43pm 
So in the end I did both- played up to turn 105, sorcerer vs sorcerer, no issues.
Ran the game on debug mod and the error message appeared, but it did not prevent me from playing normally.
I have one last card to play to be fair, the good old' "have you tried turning it on and off", in this case I will recreate the Cosmos watcher unit from scratch (not that long to do..) and I hope it will solve the issue.
1merluniq 4 Sep, 2022 @ 2:19pm 
i have run the game with all modes disabled but this one and same message about double id popped up so its not a matter of conflict with other modes.What ever the problem is it lies within the sorcerers mode.Probably the copy paste you mentioned before.We never actually saw that unit in the game that crashed we didnt even have a sorcerer class in the game.I guess there could be another way that the unit could be generated on the map.Or something similar i m not familiar with the modding mechanics.If you want to check if the game is fixed no need to test it by playing the game.Just disable all modes but the sorcerer mode and run the game in debug mode.If the problem persists you ll get the error message about double id resource on the first turn.If not then the problem is fixed
Ayalin  [author] 4 Sep, 2022 @ 1:13pm 
I have made the changes; but I need to check what's happening in game and if the unit works fine. I will do one or two battles with the beholder then spamm skip turns up to 100 at least. If everything goes well I will push the modifications.