Age of Wonders 4

Age of Wonders 4

Tomes of Tyranny
62 Comments
Lord Vectra 5 Nov, 2024 @ 7:21am 
Afghan, this is outdated and Timber has given the tomes to me since way earlier this year. You can find the updated version here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3277860771

To answer your question preemptively, no. That's not enough of a reason for me to separate them.
AfghanistanMyCity 5 Nov, 2024 @ 6:56am 
Could you maybe upload these seperatly? the Death Knight one looks amazing but I think the art on the Ivory tower book is just a bit to out of place for me.
Wandering Mania 4 Jul, 2024 @ 12:30pm 
Can we get a confirmation from Timber on what Vectra said?
Lord Vectra 4 Jul, 2024 @ 11:27am 
Timber gave the control of this mod to me. You can find the updated version here: Vectra's Age of Wonderful Tomes
Timber  [author] 30 Jun, 2023 @ 12:15pm 
Update: Fixes the Ivory Noble to propertly count as a shield unit in addition to mythic.
CreeperDelta 27 Jun, 2023 @ 7:43pm 
Great work on the mods, Timber. I'm about to add this one to your other Swampy one.
Timber  [author] 26 Jun, 2023 @ 6:42pm 
Oh, shoot, I'm realizing a change I meant to have in here isn't, and I didn't realize. The noble is also supposed to actually count as a shield unit, and thus get all enchantments that way too. I was fiddling iwth that prior to upload and it might not have gotten pushed. I'll get that pushed out.
Timber  [author] 26 Jun, 2023 @ 6:24pm 
I think the Ivory noble is deceptively powerful. It maybe needs a slight bump up. But it has huge defensive stats, and the lifelink and taunt ability might as well delete an enemy melee unit from the fight as is.

Plus, it still gains the benefits of your race, something other mythic units don't, which can be worth a *lot*.

Maybe it needs a slight tweak up. But the taunt putting you in defense shield wall mode (something that I think might be missing from the tooltip right now, and needs adjustment), combined with life steal and watchful and the strengthened steal effect I've found to be pretty nuts.
Wandering Mania 26 Jun, 2023 @ 5:29pm 
I'd have to agree with Faytte. I'd also have to add that the Wraith Knights are a bit weak as well for what they are.

But then again I could be bias as the strength of the Revenant in the 'Ice themed tomes' mod by Araragi, is almost unkillable.
That mod seen here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2977116671
Faytte 26 Jun, 2023 @ 4:41pm 
Ivory noble seems really weak for a mythic unit.
Timber  [author] 25 Jun, 2023 @ 6:29am 
Geas is not a typo. It's a type of spell.
shadow_ hunter_ chris 25 Jun, 2023 @ 1:58am 
i got a kinda curious look, i am not sure if the Ivory noble's taunting ability is meant to be "Gaze" but it says Geas. but either way this mod especialy death knight just makes the Dark culture immensly useful
Claymore Roomba 22 Jun, 2023 @ 11:52pm 
Man, I love how the Ivory Towers tome looks like. And the idea behind it too, I'm a huge VtM fan, but didn't even think about, how cool it would be to spice AoW up in that direction.
Timber  [author] 22 Jun, 2023 @ 3:58pm 
Major update:
Due to the rebalancing of the soul economy in the early game, Death Knight was probably producing way too many souls.
Sacrifice Dissidents soul gain was reduced to +5
Oppressor's Bastion's Soul gain was reduced to +5
Confessor's Quarters now grants Structure production for low stability, and food for high stability instead.

The Wraith Knight's demoralize breath demoralize chance was raised back up to 90%.

This update also introduces the Tome of Ivory towers. A tome focused on stability, souls, and strengthening hero and mythic units. This tome is partially inspired by the Camarilla and Ventrue from Vampire: the Masquerade. It features a vampiric, undead mythic unit who specializes in leading mortal armies (totally of their own volition, of course.)

Please leave any feedback!
Wandering Mania 22 Jun, 2023 @ 5:31am 
Sweet. Thanks. I do like the changes by the way. Very fun.
Timber  [author] 22 Jun, 2023 @ 4:35am 
@Wandering Yes.
Wandering Mania 22 Jun, 2023 @ 3:18am 
Is the tome 'Multi-pack' getting all these updates as well? Because I actually unsubbed from this one to get that one, as I wanted all of them.
SimDoughnut 22 Jun, 2023 @ 2:49am 
Love the new Wraith Knight, finally I can yell out "Wraiths on Wings" like Gollum at my computer. :)
Timber  [author] 21 Jun, 2023 @ 3:34pm 
Update to fix a couple tooltips, removed crushing anguish from wraith knight, lowered the damage on its breath weapon by a couple points, and lowered the demoralize chance to 60%.
Timber  [author] 20 Jun, 2023 @ 6:50am 
Update: lizard compatibility.

Switched the wraith to be a wraith knight. Now a tier IV mounted unit with a demoralizing breath attack. Updated it visually.

Death Knight armor: no longer enchants fighters/skirmishers. This should help reduce the cost, no longer enchanting units that probably aren't "knights" and also not frontliners typically.

Serve the greater will: Removed soul cost on spell, is now a mana spell.

Please let me know of what you think of the changes and of any bugs found in the latest DLC.
SergiusValek 14 Jun, 2023 @ 2:37pm 
@Timber @PiLoT here is some ideas:

Blood boil, tactical spell
chance of enemy unit exploding (higher chance with less hp), dealing damege to nearby units. If not, enemy unit takes 30 fire damage.

Blood farm, province improvement or city improvement
Decreases vampire unit upkeep (or something like that?)

Could do something around shapeshifting (mist/bat/wolf)

Is it possible to create a currency, for instance, blood (like souls)? Not a modder, don't know how hard are to do stuff :steamhappy:

Great work so far, good sir.
Timber  [author] 14 Jun, 2023 @ 1:39pm 
Small update: updates the particle effects on a couple spells so they're centered on the target.

And adds a particle effect to the death knight armor morale reflect.
marius8990 14 Jun, 2023 @ 1:05pm 
This is my favourite Tome, both modded and vanilla. Thank you for the great work.
Telruna 9 Jun, 2023 @ 12:45pm 
Thanks. Great mod.
Wandering Mania 8 Jun, 2023 @ 11:01am 
Both of those ideas look really good in my opinion Timber.
Timber  [author] 8 Jun, 2023 @ 10:49am 
Sire Vampire, tactical spell
Target enemy (humanoid/racial unit?) non-hero/mythic unit, % chance to instantly kill based on remaining hp and convert into vampire spawn, a weak fighter unit similar to zombie.

Exsanguinate, tactical spell
enemy units in radius suffering from weakened/bleeding take large physical damage
Timber  [author] 8 Jun, 2023 @ 10:49am 
@PiLoT here's a rough framework of an idea

Tome of vampirism, tier IV shadow (shadow/order?)
Soul harvest, +2 shadow, other normal effects

Hero skill, Bloodcurse
apply bloodcurse to an enemy for duration of fight.

Vampire Crypt, Province improvement
Can only be built in throne city, -1 Ruler respawn timer, generate souls/(imperium?) per enemy hero in crypt?

Bloodgift effect: Whenever a hostile non-vampire, non-undead, unit dies, regain X health

Bloodcurse effect: Whenever a friendly non-vampire, non-undead unit dies, weaken/sunder defense/resist.

Vampirism, major race transform, costs souls
Appearance: changes skin pale, hair black, (spooky particle effect?)
Undead, Blight resist, spirit weakness, Blood gift, flying movement? Charm on hit (misfortune, distract?)

Taint blood, siege spell,
Afflict enemy army with bloodcurse
Timber  [author] 8 Jun, 2023 @ 6:21am 
Yeah, a lot of that is pretty similar to dark culture/wightborn already unfortunately. :( Personally I think using the mod that makes visual transforms optional and using dark culture/wightborn gets most of the way there, but, I'll think about maybe adding a tier IV vampire theme tome here!

Unfortunately I've got my hands a bit full with the chaos mod and sea mod, and some other tomes I want to work on.

If you haven't checked it out, the Age of Tomes mod has a really good Hunger tome that has some vampire-y features in it!
Jovreth 8 Jun, 2023 @ 3:01am 
Oof ideas... Maybe the vampire tome could give an extra unit like... vampire lords - who have life steal as default and can charm living units which could be TIII, unless we'd throw in there - if killed comes back to life if the battle was victorious for TIV.

Some blood magic spells for example an offensive one that could deal more damage the more dead units there are in the battle, or the more wounded the targeted units are

Unit enhancement or more tranformation that gives the race lifesteal, blight resistance and maybe like invisibility in underground biomes.

Maybeee a city targeted spell that kills off a level of population but heals the vampire and vampire tranformed units stationed at the city/province

Definitely some province/city improvement revolving either around blood or shadow but the specific idea of it eludes me at the moment

I realise those are a lot alike some already existing options in the game but i'm really trying to stick to the vampire aesthetic here xd
Timber  [author] 7 Jun, 2023 @ 7:44pm 
@Lordlynel I can't reproduce this problem. If you mean they turn grey after being built, it's a known bug that, as far as I know, we don't have a solution for in modded tomes with structures.
Timber  [author] 7 Jun, 2023 @ 7:40pm 
I could certainly look at coming back here and maybe making a vampire style tome if people have good ideas for one.
Lordlynel 7 Jun, 2023 @ 7:01pm 
I seem to be able to build multiple confessors quarters.
SergiusValek 7 Jun, 2023 @ 6:05pm 
Pilot, I was wondering the same. I would really like some vampires.
Jovreth 6 Jun, 2023 @ 11:40am 
I made a faction lately that was meant to imitate a vampire court, kind of feudal cannibals(as to reinforce the fact that they gain life from blood/life essence)
Works well with wightborn, but the decrepit undead visual doesn't fit
Wondering if there will be a Vampire Tome at some point
PaleEnchantress 29 May, 2023 @ 9:01pm 
Thank you for reducing the souls per turn cost of the enchantment. It was completely unusable before.
Timber  [author] 29 May, 2023 @ 3:54pm 
New update released:

Reduced soul upkeep of death knight armor by half.
Added a new special province improvement that lower stability and generates souls. As well as knowledge per adjacent conduits and research posts.

Should make death knight armor more usable, and make pushing into lower stability easier for the structure to generate souls.
Wandering Mania 27 May, 2023 @ 9:02pm 
Straph,
And with the passive income of the only vanilla building being at; +3 per turn per Soul Well
With a mod that adds SPT to the Archon Blood being at; +5 per turn

You would need to still have at least some income:
14 cities to have 4 stacks Vanilla.
Or
8 sources of modded Archon blood and no Soul wells

You see how quickly that 2 SPT adds up? It's just too damn expensive. And I don't think you know what your defending.
Straph 27 May, 2023 @ 8:39pm 
I had to limit my response to 1000 characters. I also wanted to say that I like the concept of this tomb, and how it could play out as the evil lich king build. There is a lot of potential here with a few minor tweaks. I enjoyed testing it, and just wanted to share my opinions on how it played. The flaws I found, and how it might be improved. Thanks for adding this~
Straph 27 May, 2023 @ 8:36pm 
The armor spell requires 50 skulls to activate and 2 skulls per unit to maintain. With a single stack, excluding the hero, the upkeep is 10 skulls per turn. This makes the spell alone sufficient to balance all passive income from buildings. Upkeep calculations are crucial, and without an Excel file, it's not worth considering. The tomb becomes impractical for any build other than full necromancy, which relies on a large passive skull income from sources other than battle farming. The limited skull feature seems more appropriate for a tier 1 structure. The unnecessary additions such as gold, mana, draft, research, and production do not align with the theme or offset the tomb's costs. It would be better to focus on drafts and skulls while modifying the quarters to be based on population rather than stability. More population would generate more skulls, unlike stability which fluctuates.
Wandering Mania 27 May, 2023 @ 3:02am 
A flying wraith that counts as cavalry would work. Something like the mounted 'Wraith Knights' in 'LotR: Return of the King'. Put 'em on Bone Wavern mounts. Just a thought.
Timber  [author] 26 May, 2023 @ 10:58pm 
Yeah, I'm going to remove or tweak the cost, just waiting to get back to my PC. Next update will have that, maybe a special province improvement to lower stability and provide souls, and maybe convert the wraith to be a cavalry unit. Or possibly introduce a mounted variant of the wraith instead, I quite like the existing one, even if it does overlap with the corrupted soul.
Wandering Mania 26 May, 2023 @ 5:06pm 
THE WZRD,
Yes, that spell is handy. But no, it don't really 'save' anything. Some of us play without free cities, some of us play without vassals, and most of us think that upkeep is just far too steep to even be a thing.

A higher soul cast cost, could easily have replaced the upkeep, and made it functional, and usable. But as it stands, most of us can't use it, because of it's draining SPT cost.
ericbrown84 26 May, 2023 @ 4:44pm 
+1 for excessive dk armor upkeep
THE WZRD 24 May, 2023 @ 11:20am 
I enjoyed playing with this tome. I do agree at first the soul cost on deathknight armor was a bit much but the spell that makes vassals give souls saved it and worked great. this is awesome!
Tony Starch 24 May, 2023 @ 11:12am 
the white folds on the book. hmmmm
k.slama95 22 May, 2023 @ 8:43am 
oh my god Timber, you just saved this game, i tried to remove it myself, but i saw that for that I would have to change it's spell class or something... maybe i misunderstood the modding tool
Timber  [author] 22 May, 2023 @ 5:42am 
Fair enough! I'll probably remove the soul cost on the armor. Unfortunately I'm out of town for a week still, so it will have to be then.
Wandering Mania 22 May, 2023 @ 1:11am 
I agree with Juz. Even with another mod that adds +5 soul income to the Archon Blood, 2 SPT upkeep is basically saying; "I want this armor enchant, but I only want 6 units in total so I can keep it going."
It's way too steep of a price even for 1 SPT, and that's simply because of how few options there are to get soul income. The Soulwell, and Archon Blood if you have the other mod, but that's it.
Juz 21 May, 2023 @ 5:59pm 
Got to agree that the soul upkeep for Death Knight Armor is just insane. You have to lean into the new ways introduced to generate souls from the death knight tome but you can't always use them. There are scenarios where you don't have vassels to enchant and if you are not playing the Dark culture it's unlikely you will have cities will low stability. It makes this tome very niche.
ZoroTheBold 20 May, 2023 @ 9:07pm 
This is an awesome tome and I love what it brings to my game. However I do have one thing that isn't exactly my favorite. The "Death Knight Armor" upgrade is exactly what I feel like some shadow and order armies need but the soul upkeep cost is crippling. I used it during one of my playthroughs and it lost me the game, as I had no souls to pay the upkeep (22 a turn). I think if you made it a high mana cost instead or lowered the souls upkeep cost it would be much more viable. Regardless this tome is some really good work keep it up! :steamthumbsup: