Age of Wonders 4

Age of Wonders 4

Tome of Blight
65 Comments
ScienceFictionGuy  [author] 12 Aug @ 10:08pm 
Griffon Patch update is complete, details can be found under change notes. You might need to un-sub and re-sub to force the mod to update to the most recent version.

If you find any issues I missed please let me know.
gleaming pulsar 15 Jul @ 12:19pm 
thank you very kindly
ScienceFictionGuy  [author] 15 Jul @ 12:06pm 
I can try: https://discord.com/invite/SmbeaYnRGD

If that doesn't work you can find the link from the AoW subreddit.
gleaming pulsar 14 Jul @ 5:00am 
Would you perhaps be willing to provide me with a link to the discord?
ScienceFictionGuy  [author] 13 Jul @ 10:58pm 
@Gleaming Pulsar

Best starting guide I can recommend is to just open up an existing Tome Mod using the mod tools and looking at how they set up their SPIs. That's basically how I learned to do it, haha. ERICdb also has a series of tutorial videos on youtube but they're 2 years old so parts of them are dated.

If you get stuck I would recommend joining the AoW4 Discord Modding and asking questions in the modding channel. A bunch of us are active there and it'll be much easier to post screenshots to explain stuff.
gleaming pulsar 7 Jul @ 12:34pm 
Hi, this tome mod adds a custom SPI, and I wanted to ask about how I might add those myself. In particular I wanted to make a mod that adds SPIs to vannila tomes that are lacking them over time to make tomes that had hero skills previosly not bad in the mod. Would you be willing to provide a checklist of things that I would need to do to add a custom SPI to an existing tome, if you have the time and energy to spare?
Scribe of Nekoti 31 Mar @ 6:49am 
Nice!
ScienceFictionGuy  [author] 30 Mar @ 7:55pm 
Ogre patch (open beta) update is complete, details can be found under change notes. You might need to un-sub and re-sub to force the mod to update to the most recent version.

If you find any issues I missed please let me know.
Mokai 5 Nov, 2024 @ 10:38am 
How strange! Well hey, thanks for double-checking. Sorry for the trouble!
ScienceFictionGuy  [author] 5 Nov, 2024 @ 8:16am 
@Mokai

I just re-tested Blight Doctor transport ship modularity and confirmed that it is working correctly. Unless you're somehow stuck on a much older version of this mod it was probably a conflict with another mod.
ScienceFictionGuy  [author] 5 Nov, 2024 @ 8:13am 
Tiger Patch update is complete, details can be found under change notes. You might need to un-sub and re-sub to force the mod to update to the most recent version.

It's mostly minor visual adjustments, no major changes were needed this time around. Let me know if I missed anything. (And be sure to mention the culture and form you are playing as to help me reproduce the issue)
Mokai 2 Nov, 2024 @ 11:30pm 
Had a lot of fun with this tome in my latest run. Had a bit of a weird bug where the Blight Doctor appears to have no ship model for navel combat!
Naraxa 27 Jul, 2024 @ 2:18pm 
Considering the quality of your tome mods I figured I'd put this suggestion here. Do you think you could make a tome with a construct major transformation for materium empires? Feels a little unfair that they don't get any major race transformations while every other affinity does (some of them 2).
Lulu 10 Jul, 2024 @ 12:52am 
damn, balanced, interesting AND fun ??
Shadowing 30 Jun, 2024 @ 8:55am 
Did you added ascention skill?
Naked Granny 25 Jun, 2024 @ 6:20am 
Yeah, for real. Please take over the now-abandoned and buggy tome mods.
Lemonz 19 Jun, 2024 @ 11:07pm 
Thank you for being the one Tome modder who actually updates their mods
ScienceFictionGuy  [author] 18 Jun, 2024 @ 10:17am 
This update comes with a rework of the two tactical spells provided by this tome, most notably the replacement of the Parasitic Growth spell which allowed you to buff friendly Diseased units. The reasoning for this change is I feel that since the Wolf Update disease-immunity has become so prevalent that this mechanic is problematic to support effectively. Especially for Undead and the Primal Crocodile Subculture which are meant to compliment this tome.

The replacement "Wither" spell is intended to help address this problem by providing a way to counter inorganic and magical units that are immune to the Diseased status effect. It's something of a call-back to the "Rot" spell from older AoW games.
ScienceFictionGuy  [author] 18 Jun, 2024 @ 10:16am 
Mystic patch update is complete, details can be found under change notes. You might need to un-sub and re-sub to force the mod to update to the most recent version.

If you find any issues I missed please let me know. (And be sure to mention the culture and form you are playing as to help me reproduce the issue)
Dragon 16 May, 2024 @ 10:20am 
does this mod have the UURB patch built in like your other mods, or is there a patch for it in the future, or already around somewhere?
ScienceFictionGuy  [author] 5 Mar, 2024 @ 6:18am 
@Xenosophont

Well that's definitely a bug, sorry about that!

The spell is completely reworked with the Blight Boil removed in the future version I'm working on so it will be fixed eventually. It's only partially complete so unfortunately I can't release it now.
ScienceFictionGuy  [author] 5 Mar, 2024 @ 5:50am 
@A Big Hairy Monster

Yea this is a new thing that was changed in the Wolf Patch. This, in addition to the Crocodile Primal subculture, has resulted in an even wider range of units that are immune to Disease which poses a design problem for both the self-buffing and enemy-debuffing parts of this tome.

This is the main reason why the full update of this tome isn't finished yet, I'm working on different options to address the disease immunity issue.
Xenosophont 4 Mar, 2024 @ 1:36pm 
@ScienceFictionGuy

I just encountered a Blight Boil inside a "Tree of Rot" lvl3 Wonder structure: it appeared as part of the stack inside before battle. It didn't show up in any way during the battle of course and also appeared as having died after the battle. I don't think the game should be adding them as a Tier I unit as part of neutral stacks (it was probably replacing a functional Tier I unit that should've been there)
A Big Hairy Monster 4 Mar, 2024 @ 12:53pm 
Been using the mod just fine in PF, but something worth noting is that undead are immune to disease, and so necro factions can't benefit from the buff spells.
ScienceFictionGuy  [author] 4 Mar, 2024 @ 10:31am 
@Xenosophont

Understandable! I really should have tagged it so the unit doesn't show up in the encyclopedia at all but it was my first mod and I was learning as I go.
Xenosophont 3 Mar, 2024 @ 11:16am 
Ah sorry, I've seen the in-game encyclopedia entry looking like one of those polygonal Shoggoth-like abominations that appear when an update/SLC breaks a mod unit and reported it here (I'm new to this mod so I haven't realised the bomb effect - it just appeared in the encyc as a Tier I unit). Good to know that I can reactivate this mod before starting a new map - it's a cool tome!
ScienceFictionGuy  [author] 3 Mar, 2024 @ 10:31am 
@Xenosophont

If you're referring to the model Blight Boil never had one, it's basically a bomb that explodes as soon as it is spawned. (It's how the Vile Bloom spell does damage) The reason for this is the Diseased property is not "countable" so I had to use this workaround to make an effect that scales damage based on the number of Diseased units.

As long as the spell is still doing damage then everything is still working as intended for the moment. The Vile Bloom spell and the Blight Boil will be getting replaced with something less janky in an upcoming update.
Xenosophont 3 Mar, 2024 @ 8:41am 
The "Blight Boil" appears bugged after the latest DLC update.
Bishamonten 29 Feb, 2024 @ 5:48pm 
Thanks for being so speedy with the updates, I think that's very kind
Master Necro 29 Feb, 2024 @ 2:39am 
Love these new updates!
ScienceFictionGuy  [author] 28 Feb, 2024 @ 11:19pm 
Hi everyone!

Just uploaded an update for Wolf Patch compatibility and some smaller changes.

More changes will be coming soon but they're not quite ready for release yet.
Nexious 28 Feb, 2024 @ 11:51am 
I hope you do something cool with this mod. Also please do not rely on getting your own units diseased as when you play with the Primal Crocodile your units are immune to disease which can be a really good synergy pick :)
Cat-Lunatic 27 Feb, 2024 @ 4:47pm 
So do you plan to update this mod?
ScienceFictionGuy  [author] 6 Jan, 2024 @ 8:45pm 
@SDgamer

I plan on updating this mod after Primal Fury either way, but what this will entail depends on what sort of Nature Tomes we get in the DLC.

I think there is a good chance that Triumph will add an official Plague/Disease tome which would make this mod redundant. If this happens then I plan to redesign this Tome into a different interpretation of the "Blight" theme.

If they don't add an official Disease tome then I will stay with the Disease theme and make some smaller adjustments and improvements.
SDgamer 5 Jan, 2024 @ 11:54am 
Even if Primal Fury comes out, will you still work on this mod? Saw in the comments that you are taking the wait and see approach which is understand able. Heck the guy who made the Chivalrous Intentions mod for AoW 3 is waiting tell all the DLC comes out
ScienceFictionGuy  [author] 10 Dec, 2023 @ 9:57pm 
@Smokey McWeed Oops, Fungal Groves being build-able in water is not intended. I'll get around to fixing it at some point.

I think this tome is due for some other updates also but I'm waiting to see what sort of new Nature tomes the devs come up with in the Primal Fury DLC. Got some other tome projects to work on in the meantime.
Smokey McWeed 2 Dec, 2023 @ 9:10am 
@ScienceFictionGuy Thanks for your attention to the tomes you've created, really like them all. I noticed the AI building Fungal Grove on coastal tiles... working as intended? If so, might want to limit it to underground lake tiles. I find myself picking up this tome any time I am underground, but don't have the adaptation - Fungal Grove is perfect for a barren cavern floor tile or a snow field in a frozen cavern. Just my ramblings, cheers!
Videogamer40000 9 Nov, 2023 @ 4:00pm 
Thanks for the update.
Videogamer40000 5 Nov, 2023 @ 2:11pm 
I made mention of this on your other tome mod, but it applies here as well. Currently, this tome doesn't follow the vanilla tome research scheme of having one adept skill and one expert skill; instead, it only has intermediate skills. If you ever end up updating this tome, could this be changed?
shadow_seal 24 Jun, 2023 @ 5:25am 
Nurgle's love, Life and Death, that's what I want, thank you !!!
ScienceFictionGuy  [author] 20 Jun, 2023 @ 8:16am 
This mod should work fine with the Dragon Dawn update as is.

Let me know if you find any bugs that I missed.
Ulharr 13 Jun, 2023 @ 9:04am 
love the mushrooms on the doc
Shyhalu 9 Jun, 2023 @ 6:40pm 
Parasitic Growth is way too strong, consider making it +1, remove the stacking, or remove the regen.
I'm dealing with an AI casting it twice and fighting unkillable tier 1/2 units regaining +20hp per turn and have 4 stacks of evasion (from a hero or race trait IIRC).
It even out regens vile bloom hitting for 30-45 dmg on the first round.
ScienceFictionGuy  [author] 29 May, 2023 @ 12:17pm 
@ericbrown84 research skills and spells should be tagged with both Shadow and Nature affinity requisites, though I will admit I haven't done in-depth testing to confirm that they benefit from upgrades. (Will add to my list of stuff to work on)
ericbrown84 28 May, 2023 @ 9:44pm 
is there any way to tell what affinity the spells are tied to for the purposes of seeds/roots/hearts upgrades? are the spells tied to any affinity, or possibly both?
ScienceFictionGuy  [author] 27 May, 2023 @ 2:37pm 
* meant to say that there is no Blighted terrain in AoW4. (They really need to add the option to edit your own comments here)
ScienceFictionGuy  [author] 27 May, 2023 @ 2:33pm 
@patoo & @pelias117

There probably could have been a version of this concept that would have fit as Chaos/Nature but I think the mechanics I ended up using lean decisively towards Shadow. (Inflicting weakend, interacting with the decaying status effect and using zombies as disease carriers) I also think the infestation theme fits Shadow more than Chaos but maybe that's up to interpretation.

I get the desire for more diversity but I think all of the Shadow/Nature mods that the community have made so far do belong as Shadow/Nature. What can I say, it's a fun concept that's why it's so popular.

I'm sure future tome mods will give us more content covering the other affinities and even things out. My next project is Chaos/Shadow themed for what it's worth.
ScienceFictionGuy  [author] 27 May, 2023 @ 2:04pm 
@Varulv16 I had thought about something like this but it would need to be a terraforming effect which would be completely different from the Fungal Grove on a technical level. Unlike AoW3 there is no "Blighted" terrain in AoW3. So I would need to add a new overlay feature or terrain type to the game, which could potentially cause compatibility issues. There is mushroom terrain used in the underground that could be repurposed for the visual effects.

It's probably possible but it'd be a lot of extra work if it's just for a cosmetic effect. I'm working on my next project right now but when I revisit this Tome in the future I'll consider it.
pelias117 27 May, 2023 @ 11:45am 
If I could echo Patoo's suggestion, Nature/Chaos might fit better the way the developers have Shadow as Ice/Undeath magic.
patoo 27 May, 2023 @ 6:09am 
really enjoying this tome with my skaven themed race. If I may add a suggestion to transform this to nature/chaos affinity. There are already a lot of modded tomes that are nature/shadow. Just to add more diversity :)