Age of Wonders 4

Age of Wonders 4

LevelUp - Unit Medal Overhaul
108 Comments
Funi Time  [author] 14 Aug @ 3:51am 
@Dftum Frew adf-Guqr

If you have my Trainer mod installed, that will be causing the issue.
I'll update it now.
Funi Time  [author] 14 Aug @ 3:44am 
@Dftum Frew adf-Guqr

I've checked through each unit type in the game including bone dragons specifically and can't find any issues with level up bonuses applying correctly.

It could be another mod conflict.

Try disabling this mod and see if it goes away. If it does it's probably a mod conflict with another mod you have in your list.
Funi Time  [author] 13 Aug @ 2:26pm 
@Dftum Frew adf-Guqr

Thanks for letting me know
I'll look into it

Probably some of the links have changed with the final DLC update
Dftum Frew adf-Guqr 12 Aug @ 12:49pm 
For some reason, some units did not have bonuses for the first 3 levels and did not have bonuses to stats for all 5. For example, the bone dragon
Funi Time  [author] 17 Jul @ 5:11am 
Changelog: 17/07/25
V7.5

Updated Shock Cavalry ‘Aggressive Tactician’ ability to be consistent with changes to Killing Momentum introduced in the Griffon update.
Funi Time  [author] 17 Jul @ 3:41am 
GRIFFON UPDATE (Beta)
Mod is fully compatible
(cross checked modded RPKs for changes & validated abilities in game)
Funi Time  [author] 2 May @ 1:40am 
@skaz88

Removed visibility from a lot of them.
Updates have made a lot obsolete, or close to obsolete imo so I took them down so I don't have to continue supporting them.

I've made the Trainer mod visible again but not currently playing AOW4 so haven't been doing any real playtesting after the last DLC.

Can do quick updates if people let me know if somethings broken, but other than that not actively developing mods atm.
skaz88 1 May @ 10:10pm 
What happened to the rest of your mods? I really liked the Trainer mod.
Funi Time  [author] 11 Apr @ 12:15am 
@primeambitions
Is there anything that's stopped working with mod, stuffed up text etc. ?

@The_Bane_Company
Cheers for the feedback
primeambitions 7 Apr @ 8:24pm 
hope the mod gets an update
The_Bane_Company 3 Apr @ 6:10am 
You are amazing and I appreciate the work you put into making this game awesome! :D
Funi Time  [author] 15 Nov, 2024 @ 1:01pm 
Changelog: 16/11/24
V7.4

Updated ability descriptions due to text changes introduced with Tiger update.

Polearm: Versatile infantry with strong defensive stances.
Champion Medal: Retaliator (Mod* +1 Retaliation +20% damage via Retaliation Attacks and Opportunity Attacks.)
Legend Medal: Defensive Attackers (Mod* This unit has +2 Defence against non-flanking Melee attacks.)

Battle Mage: Ranged damage dealer, blast down enemies with critical casts.
Champion Medal: Control (Mod* +10% Critical Chance.)
Legend Medal: Empowered (Mod* Ignore up to 1 Resistance 2 Status Resistance.)

Fighter: Melee duellist, evade retaliations while striking through enemy defenses.
Champion Medal: Vigilant (Mod* Gains +4 Defense and Resistance against Retaliation Attacks and Opportunity Attacks.)
Legend Medal: Martial Expertise (Ignore up to 1 Defense 2 Status Resistance.)
Funi Time  [author] 15 Nov, 2024 @ 11:29am 
@drew_west
Yes, this still works, just needs a text update for a few of the abilities
drew_west 14 Nov, 2024 @ 1:35pm 
does this still work?
Funi Time  [author] 23 Oct, 2024 @ 4:13am 
Changelog: 23/10/24
V7.3

Shock Infantry Aggressive triggers +10% Critical Chance for 2 turns, so it can actually be stacked as intended.
Funi Time  [author] 23 Oct, 2024 @ 3:45am 
Changelog: 23/10/24
V7.2

Removed Passive Unit XP gain and rolled it into a separate mod – Trainer - Passive Unit XP
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3353433120
It didn’t necessarily fit within the scope of this mod.
Funi Time  [author] 22 Oct, 2024 @ 12:53am 
Changelog: 22/10/24
V7.1

Shock Cav ‘Charge’ bonus damage halved. Was a bit overtuned compared other Unit Types.
Will continue to playtest and monitor feedback for further balance changes.
Funi Time  [author] 21 Oct, 2024 @ 11:13pm 
Mythic:
Gained a healthy +20% boost to damage at Champion rank to help them keep up with base unit enchantments and racial transformations. Retains Vicious Killer but lost Inspiring Killer.
At Legend rank these units will become incredibly durable with an extra 2 Defense 2 Resistance and 30 Hit Points, again to help them keep up with base unit enchantments and racial transformations.
Hopefully these changes will make them feel as powerful and worthwhile as they should feel at high rank, without being overturned.
Funi Time  [author] 21 Oct, 2024 @ 11:13pm 
Major Unit Updates:
Shock Infanty:
Champion rank ability promotes sustained aggression rather than relying on securing a kill. Previously it was optimal to waste a units damage on finishing off an enemy to gain its bonus critical chance, now it just needs to remain engaged in combat to achieve the same result.

Shock Cavalry:
Fleeting replaced with the Charge bonus at Champion rank.
Legend rank replaced with a Killing Momentum style ability that restores 33% movement allowing Shock Cav to follow up a killing blow with another charge of up to 2 hexes.
In general Shock Cav should feel more mobile and have higher payoffs for long range and flanking charges.
Funi Time  [author] 21 Oct, 2024 @ 11:13pm 
Changelog: 20/10/24
V7.0

Rebalancing of Shock Infantry, Shock Cavalry, Skirmisher and Mythic unit type rank rewards.

Addition of new ‘Experience’ ability inherent to all units (including heroes) – Unit gains +1 XP at the start of their turn.
This is more a game balance change that allows units that aren’t fighting regularly; such as garrisoned units and scouts, to passively level up over time.
This also affects all neutral and infestation units which will level up slightly faster than in the base game.

In the backend created property groups for all rank rewards so that any future changes to existing abilities will be carried over to any units that have already received a rank reward.
Grathocke 23 Sep, 2024 @ 7:52am 
I'm really glad to see the mod updated. Great work!
Funi Time  [author] 23 Sep, 2024 @ 4:01am 
Changelog: 23/09/24
V6.3
Description text update for Battle Mage “Empowered” and Fighter “Martial Expertise” abilities to display the correct values for ignoring Status Resistance, Defense and Resistance respectively.
Strange Festive 10 Jul, 2024 @ 12:55pm 
Cool, Thanks
Funi Time  [author] 10 Jul, 2024 @ 1:07am 
@Strange Festive Femboy
Yes, it will affect all modded units as well as units added by unit and tome mods - as long as those units have a base unit type i.e. Shield, Support, Shock, Mythic etc.

The mod is applied per unit type as a group as opposed to each unit individually so highly compatible with other mods.
Strange Festive 9 Jul, 2024 @ 5:49pm 
Question: Does this mod affect modded units for example the late tier culture units mod
Funi Time  [author] 5 Jul, 2024 @ 4:25am 
Changelog: 05/07/24
V6.2
Icon changes to Brutal and Aggressive passives.
Funi Time  [author] 1 Jul, 2024 @ 3:55am 
@silenticehunter
All the changes from LevelUp+ Test were rolled over to this mod.
This is updated for the current Mystic patch and Eldritch Realms DLC.
silenticehunter 1 Jul, 2024 @ 2:32am 
What happened with your level up test mod? will this mod be getting updated?
Funi Time  [author] 20 Jun, 2024 @ 4:50am 
Changelog: 21/04/24
V6.0
Full rewrite to update mod per LevelUp+ Test changes inline with changes introduced with the Mystic Update / Eldritch Realms DLC.
Rank rewards simplified and rebalanced across all unit types.
Funi Time  [author] 31 May, 2024 @ 7:23pm 
@SDgamer
I'll definitely be keeping a close eye on the levelling changes.
At it's core this mod adds more tactical abilities/passives as opposed to straight buffs.
I think it'll still be relevant but likely in need of a good rebalance.
SDgamer 31 May, 2024 @ 2:56pm 
I take it this mod may get retired after the latest dev stream?
Funi Time  [author] 4 May, 2024 @ 11:05pm 
@SDgamer
Not necessarily
I've been thinking of either updating or rebuilding this mod but haven't decided the best direction yet.

Still not fully happy with some of the Unit Types / abilities either. And picked up some new tricks for making skills without breaking language compatibility.
SDgamer 4 May, 2024 @ 9:38am 
I take it adding 1 new skill to Veteran Rank and 1 to Elite Rank would be to strong? Also would spreading out the Legendary Skills from Veteran to Legendary be pointless?
Funi Time  [author] 23 Mar, 2024 @ 8:27pm 
Changelog: 24/03/24
V5.8
Removed 3rd level of Wary from Scout Legend Medal.
+3 range was quite powerful, but the change was mostly made to synergise with the TII Scouts mod which have had vision range buffed.
Funi Time  [author] 10 Mar, 2024 @ 12:08pm 
@SokushaMT
As far as I'm aware none of this content was modified in the Wold Update and is working as intended.

This should only need to be updated when the Devs make changes to base stats for a group of units i.e. In the watcher patch when they reduced defense of all battle mages, or when they alter level up bonuses in which case it may need rebalancing.

The custom abilities are standalone and shouldn't break because of an update, and the linked base game abilities will retroactively update unless the Devs have modified how they're linked in some way.

If you do notice something broken please let me know, but when I checked after the update everything was still intact.
SokushaMT 10 Mar, 2024 @ 3:11am 
does this mod need an update?
Funi Time  [author] 26 Dec, 2023 @ 11:59pm 
Changelog: 27/12/23
V5.7
Updated Scouts further with the same principles as the last overhaul of making Scouts better Scouts and ignoring combat prowess for the most part.
Abilities have been reshuffled and simplified to reduce some bloat.
Wary now improves vision range and is awarded on the last three ranks for a total of +3 vision and sensing range.
Truesight has been replaced by Spy Networks allowing Scouts to provide their armies universal camouflage. This is still being tested but fits better than Truesight which felt too overpowered with the significantly increased vision range and removed any fun of being able to infiltrate enemy lines.
The Marked ability was removed to reduce bloat, the Razor Net ability was buffed to compensate, though I’m still not sure if I want to keep this one either. Will continue to monitor for balance and game feel.
Funi Time  [author] 24 Dec, 2023 @ 12:48am 
Changelog: 24/12/23
V5.6
General buffs and tweaks to Shield, Shock, Skirmisher, Support and Fighter units.
Shield and Support Champion Medals now provide defense against all non-flanking attacks, not just ranged. Their Legend Medals have also had a modified version of Protector added to passively buff the defense / resistance of adjacent allies.
Shock Infantry Brutal ability now ignores defense instead of reducing morale loss, Grim Executioner was moved to their Legend Medal.
Shock Cavalry Aggressive Tactician damage bonus increase by 5% to 35%.
Skirmisher Ambusher and Weak Point damage bonuses increase by 5% to 20%, Obscured increased to +15% evasion.
Ranged Sniper accuracy bonus increased by 5% to +30%.
Fighter Alert mod moved to Champion Medal and now provided defense against retaliation and opportunity attacks, while Martial expertise is now at Legend Medal and provided +3 defense and resistance against all non-flanking attacks.
Funi Time  [author] 1 Dec, 2023 @ 9:05pm 
Changelog: 02/12/23
V5.5
Continued:

Resourceful is the capstone ability providing a 20% gold upkeep discount to all units in the army including the Scout. This bonus doesn’t stack.
All in all, players should be able to use Scouts more naturally without being pushed to incorporate them into armies. At the same time correct utilisation of scouts in armies can provide significant strategic advantages.

Great feedback from ZenShin, hopefully this helps give the mod a consistent and polished feel.

NOTE:
WITH THE RELEASE OF THIS UPDATE, LEVEL UP BASE SCOUT WILL BE MADE OBSOLETE AND RETIRED FROM THE WORKSHOP.
Please unsubscribe if you have it installed for the most balanced experience.
Funi Time  [author] 1 Dec, 2023 @ 9:04pm 
Changelog: 02/12/23
V5.5
Scout rework.
Scout rank rewards are now more tailored to how they’re used… as scouts, and primarily affect the strategic layer with some minor combat buffs to make them useful when run in armies.
Expedition Leader gives Scouts passive experience gain so they can level up without needing to participate in combat. This ability only applies if they’re army leader which will occur when they’re travelling solo or with other scouts.
Survivalists provides all units in the army +30% escape chance when routing allowing hit and run tactics, or safe passage when caught off guard. This bonus stacks with each scout in the army.
Cartographer provides greater vision range, while Wary significantly increases sensing range when army leader (solo or with other Scouts).
Funi Time  [author] 1 Dec, 2023 @ 2:17pm 
@ZenShin
Appreciate the kind words.
You've set me down the track of a scout rework now, so there'll be some changes one way or another.
Once they're released I'd be keen to get your feedback again.
ZenShin 1 Dec, 2023 @ 5:18am 
And I can't give them raw killing power because they're scouts.

How about some disable ability? Such as slow, displacement or stun? Since the support in game usually provide defensive utility, perhaps scout can fit in role of offensive utility.


Anyway, just some thought and suggestion, your mod is great even without these changes, thank you again for making this game much more interesting.
ZenShin 1 Dec, 2023 @ 5:17am 
If they're not used in combat they can't gain levels so rank bonuses don't mean much.

Agree, wish there is a mechanism in game that scout gain exp while they exploring fog of war, or even simply based on number of hex they moved, but both are hard to implement.


I can't see a good way of making them more beneficial in armies (especially late game)

Indeed, I never scout in my force, until your mod shows up, I start intentionally having 2~3 scout as 2nd or 3rd team just for them to gain exp, but the process of grinding to "razor net" is not easy overall, and in late game 18 vs 18, they become useless again.
Funi Time  [author] 1 Dec, 2023 @ 12:21am 
I think at this point I might need to accept scouts are scouts and give them a mix of scouting and utility abilities, with the ability to passively gain XP.

I can't see a good way of making them more beneficial in armies (especially late game) than the raw killing power other units bring.
And I can't give them raw killing power because they're scouts.

I'll play around with some abilities and hopefully find a good compromise that fits the rest of the mod and a logical play style.
Funi Time  [author] 1 Dec, 2023 @ 12:15am 
@ZenShin
Thanks for the feedback.

I have definitely struggled with finding a good fit for scouts.

I tried to buff them so they're useful in combat, but there's never a reason to use them in combat instead of a combat unit. If they're not used in combat they can't gain levels so rank bonuses don't mean much.

Then I thought I'd give them base bonuses that make them attractive to keep in an army (level up base scout). This makes them a bit better but still doesn't solve the problem.
ZenShin 30 Nov, 2023 @ 9:59am 
I would suggest some passive abilities from your great mod "Level Up Base - Scouts" are actually very suitable as medal reward, especially it goes well with the game progression.

In early stage of game, scout unit are always exploring, thus make "survivalist" kinda waste,
same is true to "demolitionist", and "resourceful" as are very meaningful in late stage,
they are all good candidates for Elite ~ Legend medal.

Or create new ability to replace "Unleash the Hounds" such as sabotage thing, dealing heavy damage to single construct / fortification, or a single unit (except Mythical unit) stun. Something that make scout useful in a 18 vs 18 late game fight.
ZenShin 30 Nov, 2023 @ 9:55am 
Among all mods that modify the medal effects, I think your mod blend with vanilla the best, because the upgrade your mod introduce are

1. Balance and meaningful to each unit type's respective role.
2. Passive upgrade (in late game there are many units with active ability already)
3. Logical / Lore friendly.

Maybe with the exception of Scout "Unleash the Hounds", as in some of my play-through, some culture's scout really appear awkward with this ability, especially Reaver's Observer able to summon war hound is immersion-breaking.
Funi Time  [author] 29 Nov, 2023 @ 2:49am 
Changelog: 29/11/23
V5.2
Minor rebalance.
Mythic Ancient damage bonus down to +10%.
Skirmisher Ambusher and Weak Point damage bonus down to +15%.
Polearm Defense Mode at Champion rank has had the +20% retaliation damage bonus removed, and Push Back cooldown reduced to 0.
Fighter Unyielding changed to +1 retaliation attack only, additional ability Alert added at Champ rank that gives +2 Defense +2 Resistance against non-flanking melee attacks.
Battlemage Warmage changed from +20% critical chance to +15% critical chance and +15% critical damage.
Funi Time  [author] 28 Nov, 2023 @ 1:52am 
Will monitor the changes for game feel and balance.
The changes to Mythic units will definitely make mid to late game infestations much harder. High level Mythic units will be significantly stronger than in the base game, maybe OP, time will tell.

Again, great feedback from A Peasant Mobster, hope this helps mitigate some of the issues raised.
Funi Time  [author] 28 Nov, 2023 @ 1:52am 
Changelog: 28/11/23
V5.1
Rework to Mythic rank bonuses.
Intimidating Aura moved to Elite rank.
Cunning moved to Champion rank, but reduced to +15% bonuses.
Legendary rank now has two new abilities. Ancient gives +2 defense and resistance and +15% damage. Nemesis gives the first attack in a series a 90% chance to inflict Demoralized. As per the base game Demoralized can stack up to 5 times leading to heavy morale damage.

Rework to Skirmisher Legendary rank.
Ended up taking advice and using passive buffs on this one. Ambusher is a flat +20% flanking damage and Weak Point +20% damage against units in guard mode (pretty much counteracts the defensive bonus of guard mode).