Age of Wonders: Planetfall

Age of Wonders: Planetfall

Planetfall Overhaul Mod
72 Comments
Sim17og  [author] 1 Apr @ 8:06am 
I'll try to boost AI on harder levels
Eightball 23 Mar @ 6:36pm 
Hey, I love the mod. However, I have noticed that the AI struggles A LOT if you begin with weak starting armies - even on the hardest difficulty. Also, some Vitality hero skills say they boost health by 2 points, but raise them by 4 instead. Cheers.
Sim17og  [author] 7 Dec, 2024 @ 10:39pm 
Yes, this mod is not supposed to be played for campaign playthrough
Austere Hare 7 Dec, 2024 @ 3:33pm 
i was playing the revelations campaign first map, on hard might that have something to do with it?
Sim17og  [author] 7 Dec, 2024 @ 4:30am 
If you want a 100% bug free version, disable all the options at the beginning of the game. I haven't experience a bug in a while though.
Austere Hare 6 Dec, 2024 @ 3:39am 
buggy, i crashed on turn 5.

also, my settlement and all sectors were overrun by 5 by 6 back to back maurader attacks.

i did like the changes, especially the economy/buildig changes.

could you release a version that just has the building/economy changes, but leaves everything else alone? :lunar2020halodragon::steamthumbsup:
Yoinkyz 31 Oct, 2024 @ 10:47am 
someone gotta make a collection to go well with this xd anyone reccomend any mods to go along with this
Sim17og  [author] 21 Oct, 2024 @ 12:25pm 
Mercenaries camps should respawn properly
Kim bosong 30 Jun, 2024 @ 5:51pm 
you can make full change list to google docs
Sim17og  [author] 15 Jun, 2024 @ 3:44am 
Fixed Missions 1 to 4
Sim17og  [author] 14 May, 2024 @ 1:10pm 
It should be
avenger711 14 May, 2024 @ 12:14pm 
Is the full list of changes?
Sim17og  [author] 2 Feb, 2024 @ 11:11pm 
The link is broken. Try to disable all the quests in a new game.
Jedius IX Bakka 2 Feb, 2024 @ 4:36pm 
Here it is
{LINK REMOVED}
Found it under \Program Files (x86)\Steam\userdata\<number>\718850\remote\SAVES
Sim17og  [author] 1 Feb, 2024 @ 4:22am 
I could check the log file of your saving. Yeah it might be helpful
Jedius IX Bakka 31 Jan, 2024 @ 1:06pm 
It's at the beginning of Turn 19. First planet of the Galactic Empire mode, with Aggresive Settlers and Masking Frequencies traits (can't buy neutral cities & can't detect covert operations). Quests are enabled but I'm not about to complete any of the new objectives. This is how the game looks like just before pressing "End turn" and the bug happening.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3151325449
Would it help if I sent the save file somehow?
Sim17og  [author] 31 Jan, 2024 @ 11:42am 
It's likely the mod. I need to simulate something similar to understand what's going on. What turn did it happen? Did you enabled quests?
Jedius IX Bakka 31 Jan, 2024 @ 7:40am 
I started a new game with only this mod enabled. During the game, I went to war with Paragon. They launched a strike at me, I defended against it, all was cool. But a dozen or so turns later, as they launched another strike, I am completely stuch at this screen, screenshot below.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3151132184
The only thing I can do here is load the game or exit. Reloading earlier autosaves still leads to this screen on exactly the same turn, and locks me from progressing. Is this mod the cause or am I just super unlucky?
Warlock Overlord Nukit Claw 10 Dec, 2023 @ 12:04pm 
Ye that checks out.
Warlock Overlord Nukit Claw 10 Dec, 2023 @ 12:04pm 
Lol :)
Sim17og  [author] 10 Dec, 2023 @ 9:51am 
Actually I forgot to give metamorphosis property to the units
Warlock Overlord Nukit Claw 10 Dec, 2023 @ 9:37am 
ah i found out what it was. There is a comp issue between this mod and xenoplague expanded. that mods adds extra units and screws the tiers around for your mod
Sim17og  [author] 10 Dec, 2023 @ 9:08am 
Destroyer should evolve in Xenodon, Plague Lord shouldn't evolve as it tier 4 already
Sim17og  [author] 10 Dec, 2023 @ 8:57am 
I'll check it out
Warlock Overlord Nukit Claw 10 Dec, 2023 @ 5:15am 
Heya, i don't know if you still update this? But for xenoplague the destroyer and the plague lord are not avaible as evoltions. It dousn't show that in the tech tree
Sim17og  [author] 29 Aug, 2023 @ 11:22am 
It's 8 not 10 my mistake
ronehjr2262 27 Aug, 2023 @ 4:24pm 
The colonizers being available at 10 colonists function did not work for me.
Sim17og  [author] 15 Jul, 2023 @ 10:47pm 
Next update won't be compatible with older play-through
Sim17og  [author] 6 May, 2023 @ 11:37am 
(Probably) Sorted Mission 2 bug
Lapsis 15 Apr, 2023 @ 3:01pm 
Hi Sim,

I found what was causing the trouble. The "Adventure Mod" ( https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2377887888 ) was overriding most of your content, that is why I was not able to get the primary tiers higher as I, due to having a different skill tree. The ones that were default (like secondary equipment Tier I-IV) was still usable.

So in fact, I simply cant use Adventure Mods packs, while using your; unless ofc, I will limit myself to tier I weapons, which are still great as together :D
Sim17og  [author] 14 Apr, 2023 @ 11:04pm 
Try if it works without any other mods. Might be a mod compatibility issue.
Load order doesn't matter here. There's a priority number in mods. The higher one overwrites the lower.
I set my number to the lowest.
Lapsis 14 Apr, 2023 @ 4:29am 
Greeting Sim,

Sorry for a late reply, didn't have a chance to check the game earlier doing a week, but I did checked it yesterday and I am still not able to use any primary weapons higher than Tier I.

I wonder, perhaps its my load order? Do your mod should be kept at high list of priority? 1st/2nd? Or at the bottom on the load mod order?
It just weird, as I dont even have a skill that allow me to teach my hero to use a better primary weapons in the game. Perhaps, because I play as the Colonial Guard from a different mode? Or it does work differently in Empire Mode?

Thanks for great mode. once again! :)
Sim17og  [author] 9 Apr, 2023 @ 10:07am 
At lvl 4 you should be able to unlock Tier 2 Weapon Abilities Unlock Skill
Lapsis 9 Apr, 2023 @ 9:58am 
So far, I started a new game with mod enabled.

I can tell that in locked section, my heroes can learn "Tier 1-4 Secondary Equipments Unlocks", so I believe it will let me use different weapons.

Sadly, I dont have any skills learned as my main hero. The Colonial Mercenary Hired Gun got just a Ranger Specialist 1, so nothing there. I will double check with a new hero, as I used my hero made in Empire Mode.
Sim17og  [author] 9 Apr, 2023 @ 9:27am 
What do you see in learned skills section? It's in the Hero unit screen
Sim17og  [author] 9 Apr, 2023 @ 9:23am 
Was it fixed then? Can you try it with a new play through? I successfully gave pulse sniper (lvl2) to my hero. I haven't tried with melee weapons yet.
Lapsis 9 Apr, 2023 @ 9:01am 
What I trying to explain is that:
Whenever you got a level up with your hero (any vanilla/moded fraction such as Colonial Guard), there is no skill that allow you to use a higher TIER primary weapons.

There is a skill that you can chose to use higher TIER secondary weapons, but there is non for primary weapons. I believe it was the skill among hero skills in previous patches of this mod, that is why I am letting you know about this potential bug :)

Glad to hear that melee weapons are available ^^
Sim17og  [author] 9 Apr, 2023 @ 8:52am 
You can't upgrade weapons to TIER 2,3,4 or you don't see the skills in the unit profile (like you can't see laser pistol ability)? I think I've just fixed a bug for melee weapons upgrades
Lapsis 9 Apr, 2023 @ 8:41am 
Yes, I do talk about Hero Skills - Both. These are not appear to be selected. Just Tier I-IV as secondary, but not primary weapons, which is odd.
Sim17og  [author] 9 Apr, 2023 @ 8:36am 
Ranged or Melee?
Sim17og  [author] 9 Apr, 2023 @ 8:19am 
Are you talking about Hero skills? I'm checking it out
Lapsis 9 Apr, 2023 @ 7:46am 
The mod is great! However I am not able to use any primary weapons above Tier I, because there is no a skill that allow you to improve it. Its there for Secondary Weapon, but not the Primary and its weird, as it was there, before the April updates...

Anyway, thanks for your great work! :D
Koyaanisqatsi 19 Mar, 2023 @ 1:20am 
Sure, thanks.
Sim17og  [author] 19 Mar, 2023 @ 12:41am 
I might give you an alternative version without Misfortune units. I cannot guarantee it's not going to break the game anyway.
Koyaanisqatsi 19 Mar, 2023 @ 12:23am 
Can we try with those two? I didn't experience anything else with any other units. Worth giving it a shot.
Sim17og  [author] 18 Mar, 2023 @ 11:04pm 
I've got others units which evolves and have extra abilities. I don't think it's just Misfortune at this point. I should test all units it would be massive work. Everything works fine in random maps and empire mod. I've no idea what's the difference between those playing modalities.
Koyaanisqatsi 18 Mar, 2023 @ 10:49pm 
Would it be a lot of hassle to remove those units/abilities? I didn't notice any other crashes and sometimes full mission can be played without a crash.
Sim17og  [author] 18 Mar, 2023 @ 10:14pm 
It looks like this mod isn't suitable for campaign play through. That's weird indeed.
Sim17og  [author] 18 Mar, 2023 @ 8:48am 
Not uploaded yet I'm trying to sort Misfortune
Koyaanisqatsi 18 Mar, 2023 @ 8:44am 
Herald still crashes :(