Age of Wonders 4

Age of Wonders 4

No Extended Zone of Control (Defense Mode)
16 Comments
Komogi  [author] 6 Dec, 2024 @ 9:40pm 
Version 1.3 Update

Compatibility update for the Ways of War DLC / Tiger Patch!

(No changes were made.)
Komogi  [author] 25 Jun, 2023 @ 2:37pm 
@Glorfy - Alternative version of this mod where Defense Mode only extends Zone of Control to two additional hexes is released and can be found here!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2994712762
Komogi  [author] 25 Jun, 2023 @ 2:25pm 
Version 1.2 Update

Changed name and description to better reflect what this mod does, along with an explanation for Zone of Defense.

Also fixed Defense Mode - Turn to Stone and Defense Mode - Protective Wall unintentionally extending Defense Mode to all adjacent hexes.
(Dev Note: Must have missed that when I remade the mod from scratch whoops.[/i]
Komogi  [author] 23 Jun, 2023 @ 5:39pm 
Cheers! :D Yeah, those kinds of flanking tactics are awesome, and part of why I created this mod in the first place haha

I should be able to whip up the alternative version in about a day or two, I'll update here once it's released!
Glorfy 23 Jun, 2023 @ 4:47pm 
Yo that's perfect! I like that way more actually, to have the one hex behind a Defense Mode unit stay vulnerable.

I can already imagine how sick it would be to maneuver a fast unit behind the enemy formation to nail a shield unit in its one vulnerable hex. Reminds me of a similar tactic in Total War games.

Would love to see this!
Komogi  [author] 23 Jun, 2023 @ 4:31pm 
As much as I like the idea, that can't be done at the moment with the mod tools that we have unfortunately :(

In the back-end, Zone of Control is what determines if a unit can be flanked, as well as where Retaliation / Opportunity attacks can be performed. What this mod actually does is remove the bonus Zone of Control a unit gets from being in Defense Mode, which is equivalent to preventing it from "gaining" flanking immunity.

The best I can do is to create a version of this mod where the "extended" Zone of Control leaves the hex behind the unit vulnerable. Thus, it could still be flanked from behind, even while in Defense Mode. Would that be something you're interested in?

Thanks for checking out +1 Retaliations btw ;3
Glorfy 23 Jun, 2023 @ 4:19pm 
Any chance we could get a version with only the removal of flanking immunity, but keeping the extended zone of control?

Besides keeping a unique aspect of Defense Mode, this implementation would create a really cool scenario where flanking a unit that's in Defense Mode is a bit trickier but not impossible (you'd have to spend more movement to avoid their extra ZoC to achieve a flanking position / circling around them is more difficult).

This puts even more emphasis on unit maneuvering and positioning, and you don't lose the extra wrinkle in formation-planning that the extended ZoC brings to the table. It also pairs even better with your +1 Retaliations mod balance-wise imo.
Komogi  [author] 24 May, 2023 @ 2:46pm 
Version 1.1 Update

Fixed custom text incompatibility with other mods.
( Thanks for helping with troubleshooting RambelZambel! )
Komogi  [author] 24 May, 2023 @ 2:40pm 
Yeah, honestly I'm not sure what happened, I might have unintentionally modified a language file somewhere when I was first learning to include custom text.

A new update will be out in a second, which hopefully should fix the issue! Had to recreate the mod from scratch, which thankfully didn't take long as the mod itself is relatively simple.

Thanks so much for trying to help pin down the issue, RambelZambel !
MaCC165 24 May, 2023 @ 6:44am 
yea, better form trait has the same prob with your mod, just the description of the traits doesnt change if used with your mod, the moddev of this mod wrote this to me: "might be that the author of that mod left the en.mo language file preloaded in one of the modified rpks. Can't see another reason for it overwriting descriptions"
Komogi  [author] 18 May, 2023 @ 9:22pm 
RambelZambel I can confirm the changes from Difficulty Remastered still work, it's just that the difficulty preview text doesn't display properly. If you play on brutal difficulty, you should be able to see that the other lords will have a Brutal Difficulty trait that gives them +80% experience & +4 experience per turn!

Unfortunately, I can't pinpoint where the difficulty preview text issue stems from, so I can't resolve that at the moment :(
Komogi  [author] 18 May, 2023 @ 9:27am 
That's an extremely odd mod conflict, thanks for bringing it to my attention! I'll look into it!
MaCC165 18 May, 2023 @ 4:29am 
overwrites the difficulty settings from "difficulty remastered" mod, back to vanilla
Komogi  [author] 16 May, 2023 @ 6:14am 
This mod is also designed to be as modular as possible, so you can likely combine it with other mods that affect defense modes, if you feel like this is too much of a nerf!

I personally use it with +1 Retaliation Attacks (Defense Mode) ;3
Komogi  [author] 16 May, 2023 @ 6:10am 
You’ll still get any defense / resistance bonuses! And unique defense modes like Defense Mode: Shielding and Defense Mode: Warding should still provide extra bonuses, such as all adjacent friendly units gaining +3 defense or all adjacent friendly units gaining +3 resistance / status resistance!
Fumo Enjoyer 15 May, 2023 @ 11:52pm 
What's the upside to using defense mode rn then :0?