Age of Wonders 4

Age of Wonders 4

Reworked Primal Strike [Deprecated]
24 Comments
eharper256 26 Mar, 2024 @ 6:43am 
I was talking about Converting Savage Strike back into This Mod's Primal Strike.

Base game was super limited, but it's arguably worse now unless you go all out on a crit build and you must be precise with that, as someone said on Paradox forums, there are only 4? tomes with Crit support and they're spread across different schools.

Yeah I completely forgot about Vision of Victory lol. But it's not really like Dark and their Weak or Reavers and their Marking, as multiple units have support for it in those cultures as well as a spell.

Alternatively, like I say, changing the innate Strengthened for Fortune on the units that have it could also work (though obviously strengthened is more barb thematic).
Komogi  [author] 24 Mar, 2024 @ 10:52pm 
By the replacer version, do you mean converting Savage Strike back to what Primal Strike was in the base game? Or to this mod's version of Primal Strike?

Barbarians do actually have a spell called Vision of Victory, which give friendly units in a 1-hex radius 3 Fortune, but I get what you mean by them not really having a way to give themselves critical chance.

Interesting, didn't realize that unlisted mods appeared in the launcher's mod browser!
eharper256 24 Mar, 2024 @ 11:27am 
Any chance you'd consider a replacer version, overwriting the new Savage Strike?

Personally I think it's a bit junky when Barbarians have no innate kit to give themselves critical chance. (An alternate version that swaps in Fortune in lieu of their various ways to normally get Strengthened would work as well).

And before you ask, yes this is unlisted, but its accessible still via the mod browser in the game launcher.
Komogi  [author] 27 Feb, 2024 @ 4:14pm 
As of the Wolf Update, this mod has become deprecated, due to the removal of Primal Strike. I will be unlisting this mod, thank you for all of the support!
Komogi  [author] 27 May, 2023 @ 5:52pm 
I checked out your videos and yeah jeez, the damage rainbow archers do is pretty off the charts, along with that range and accuracy. Those Golden Golems didn't stand a chance.
BoinBoin 27 May, 2023 @ 10:42am 
+2 range is obtainable for all culture (enchant + medals), high culture can get to +3 range (enchant + awaken buff + medals).
So that is 7 range T1 archer, or 9 range zephyr archer's AoE skill shot. (high culture only)
My stack are made of x1 hero, x1 sunpriest either x3 T1 archer + x1 T1 shield or x4 T1 archer depends on if the hero in the stack able to do combat summon and with that setup I beat brutal difficulty.
I even got a video up at youtube on their performance.
Komogi  [author] 18 May, 2023 @ 10:09am 
Damn, +2 Range is some scary stuff O.o
What was the highest difficulty that you managed to clear with that tactic?

Oh yeah, you're right! I should be able to make a copy of Sneaky and rename it, but not sure if it'll be able to stack with the original racial trait.
And as for non-trait Dormant options, I was thinking that Skirmishers could have a chance to inflict Marked with their attacks (Marked by the Light?), while Shock could have a chance to inflict Burning with theirs (The Light! It burns!).

No worries at all haha, it was a fun discussion! Hope you got some good rest!
DDkiki 17 May, 2023 @ 10:42pm 
Yeah archer and battlemage have same dormant trait, it make high archers kinda OP tbf cuz it stacks with seeker arrows enchantment from materium. I cleared some maps just with t1 archer spam :^) It really need some nerf in patches.

Isn't there a racial trait that increases flanking damage...Sneaky? But reusing it might feel wrong. I might think about non-trait dormant options later but its a morning already, time to sleep, lol.
Komogi  [author] 17 May, 2023 @ 10:35pm 
Yeah, +10% critical wasn't the most exciting of buffs :P
After checking again, I noticed that both Ranged / Battle Mage actually have Dormant: Seeking Missiles, but maybe that could be split so that Ranged would have +20% accuracy, while Battle Mages would have +1 Range!

I'll have to look a bit more into modding flanking mechanics, but there currently does exist a trait called Pass Through which does exactly what you suggested! Though that may require dynamically adding a trait to a unit, but it does sound possible.
DDkiki 17 May, 2023 @ 10:19pm 
Hmm, considering each type has something unique id say they need different buffs. Crit-stacking seems kinda boring tbf :^) lets get creative (dunno if its possible with modding tools)

Lets say, maybe awakened skirmisher should have increased flanking damage? It would create nice combo with awakened support who can cause distracted status, that makes all attacks on target considered flanking.

As for shock...iirc cavalty units of Heaven from HOMMVI had activated ability to pass through objects, maybe awakened shock units should get something same?
Komogi  [author] 17 May, 2023 @ 10:03pm 
Now that you point it out, that is quite an interesting design decision. Though it is a bit similar to how Dark's Brand of Wrath, Barbarian's Primal Mark, and Industrious's Rune of Industry, are only limited to certain units, while still being a prominent part of their overall design.

If I were to add an Awakening mechanic to Shock and Skirmisher units, I could see them getting something like +10% critical chance when awakened.

How about you?
DDkiki 17 May, 2023 @ 6:27pm 
Talking about cultural abilities, would be interesting to also have some High's dormant redesign to also give something to shock and skirmisher units, not just damage, rn dormants only include same unit types that High culture has, which making them using shock or skirmisher tomes a little less fun, with how prominent that mechanic is.

Have any thought on it?
Komogi  [author] 17 May, 2023 @ 3:20pm 
If anything, I can create a version of this mod where the damage is not reduced, if there's demand!
Komogi  [author] 17 May, 2023 @ 3:18pm 
Hmm I felt that giving almost all units 8 "guaranteed" damage at the start of the battle might be a bit too strong, which is why I toned it down to 6. And Primal Mark is more flexible compared to Feudal and Dark's cultural enchantments, where there are conditions that need to be met before their damage buff kicks in.

But I haven't played many campaigns until late game or multiplayer either, so I could totally be convinced otherwise, when it comes to balancing!
Freaky Freddy 17 May, 2023 @ 12:27pm 
Is reducing the damage really warranted ?

8 damage once per battle really doesn't seem that strong compared to the 20% damage that Feudal and Dark get, specially late game
Komogi  [author] 14 May, 2023 @ 10:59am 
No worries at all! Had to check again too, just to make sure haha
DDkiki 14 May, 2023 @ 10:12am 
Oh right im derping
Komogi  [author] 14 May, 2023 @ 9:53am 
DDkiki I believe that Primal Mark already applies to Skirmisher Units in the base game!
DDkiki 14 May, 2023 @ 12:37am 
I maybe be blind but what about primal marked skirmishers?
Komogi  [author] 12 May, 2023 @ 7:00pm 
Update Version 1.1 is out!

Changes:
-Primal Mark (Unit Enchantment) no longer affects Scout units.
Komogi  [author] 12 May, 2023 @ 6:31pm 
Thanks for the feedback! I agree with your reasoning that Primal Mark probably shouldn't apply to non-Barbarian scouts. As for its upkeep, I can't create any custom Unit Enchantment Upkeep with the current mod tools unfortunately, and the lowest cost of all the current upkeeps is 2. :(
I could change that cost to 1, but that would make all other unit enchantments that cost 2 to cost 1 as well.

Will have an update soon with the change to Primal Mark!
Lordlynel 12 May, 2023 @ 3:46pm 
Nice mod! You might want to consider reducing primal mark upkeep cost though, since it has a weaker effect and is now applied to almost every unit, increasing the amount of upkeep payed. Plus, it probably shouldn't apply to scouts, considering almost every attack enchantment doesn't do so, and it also forces you to pay enchantment upkeep for things that probably are not fighting (pathfinders should keep primal strike at base though).
Komogi  [author] 11 May, 2023 @ 11:12pm 
That's a fair point! Could totally make another version that only includes Ranged units.

In my head, I interpreted Primal Strike as a magical enhancement that Barbarians would apply at the start of each battle, thus not limiting it to only Melee or Physical Damage dealers. Which is why I decided to add it to Battle Mages and Support Units as well.
Defender Of Super Earth 11 May, 2023 @ 10:34pm 
Not a bad idea. Makes sense to me for ranged units to also get primal strike. Not sure about mages though since they are casting a spell etc.