Age of Wonders 4

Age of Wonders 4

Fabled Hunters Expanded
45 Comments
Grathocke 6 Aug @ 2:16pm 
BTW, for anyone who might wonder, this is still working as of the GK update.
Grathocke 27 Nov, 2024 @ 4:23pm 
I was able to resolve the problem by placing it at the end of the load.
Grathocke 27 Nov, 2024 @ 4:14pm 
@archlute Thanks. Guess I'll have to chase it down.
archlute 23 Nov, 2024 @ 12:12pm 
I tried 10ish turns with other mods enabled and didn't encounter any pink boxes. Good job!

@Grathocke, looks like it's a mod conflict.
archlute 22 Nov, 2024 @ 10:09am 
@Muad'Dib thank you for the update. I didn't see the previous, buggy behavior on a fresh start without any other mods enabled. I didn't test in-depth, but the first combat of the session at least didn't result in any pink boxes or odd behavior. I'll test further later.
Grathocke 12 Nov, 2024 @ 7:49pm 
I just started a new game. I'm still getting the pink boxes. Is it possible that it is conflicting with another mod?
Grathocke 12 Nov, 2024 @ 3:18pm 
@Muad'Dib Thanks for the update.
The Slayer 12 Nov, 2024 @ 2:38pm 
I do like Expanded Socety traits not caue they are broken (devious watchers are beyond broken in my opnion) but cause they introduce fun questing mechanics which give additional and sometimes VERY risky objectves. I do hope you'll expand upon more of socety traits!
Muad'Dib  [author] 12 Nov, 2024 @ 12:20pm 
@Grathocke & @archlute @Mi-Cola
I pushed a small patch to resolve the issue with the post-battle screen.
Grathocke 12 Nov, 2024 @ 9:57am 
@archlute Thanks for tracking that down. I couldn't figure out what was causing it. I've got too many mods to track everything down.
Mi-Cola 11 Nov, 2024 @ 8:35pm 
@archlute thank you for the comment otherwise I would have never found out wtf was causing the pink box with the text "UI.Strategic.CombatResultScreenUnitVM".
archlute 7 Nov, 2024 @ 11:32am 
Thank you for an awesome mod! It looks like the new expansion introduced an incompatibility. With this mod enabled (and only this mod) I'm getting an error message over any combat results. There's basically a pink box with the text "UI.Strategic.CombatResultScreenUnitVM" written across the combat results panels of both forces. In any case, thank you for your work!
Muad'Dib  [author] 5 Nov, 2024 @ 11:30pm 
@Grathocke
Thank you for your feedback, it's appreciated! I am working on a new iteration of this mod, and the other society traits, to be released alongside the fourth one. It should address your issue with the scarcity of bounties.

I am retesting for bugs but it's been a bit of a whack-a-mole with the recent patch releases, as they tend to revert some modded files. The game should stabilize after the upcoming patch, and I should be releasing the new version in the near future.
Grathocke 4 Nov, 2024 @ 6:45pm 
@Muad'Dib I like this mod as it adds another layer of complexity. The only thing I've noticed is that in the early game I can only get a small amount of the 3 bounties, but if I enchant my units the total drops precipitously since it's hard to get more quickly. And if I add more of the enchanted unit type, it just makes matters worse. For instance, I recently had 12 Bloodless Bounty after enchanting and then I only had 4 turns before I would go negative. So I just removed the enchantment since it wouldn't last very long anyway. Is this hard and fast, or is there any chance it might change?
BlackKnight67 20 Aug, 2024 @ 6:57am 
Hmmm, okay. I'll look again on next new game, but when I set up my current game (admittedly with lots of other mods enabled) it disallowed Fabled Hunters when I selected the Casters one, and vice versa.
Fenrisúlfr 19 Aug, 2024 @ 11:25am 
they should all be compatible
BlackKnight67 19 Aug, 2024 @ 11:17am 
Newbie here, but was this intended to be incompatible with your re-worked Gifted Casters?
Stephanie 14 Aug, 2024 @ 2:00pm 
I've been getting crashes during AI turns due to this mod. I wish I knew what the AI players are doing to cause the crash, but I couldn't figure it out. I run a lot of mods, and spent about two hours turning mods off before i pinned the crash issue down to this one (with the other mods turned off).

No one else has commented on crash issues so far, though. And it's such a great mod I'd hate to see people not use it just because of "my" crash issues.

Still, thought I'd mention it. I have to quit using this mod now so I can actually finish games lol. I lost three games in a row before I figured out which mod was causing the issue (for me).
joel.west 27 Jun, 2024 @ 11:34pm 
thanks a bunch for the fix
Muad'Dib  [author] 26 Jun, 2024 @ 10:33am 
@joel.west Not a scrollbar, but I was able to mod the height of the text container. It should now be able to stretch to the top of the screen, roughly doubling the number of cities you can have with no issues.
Fenrisúlfr 25 Jun, 2024 @ 8:44am 
@joel.west, i believe it shows up in the victory conditions
joel.west 25 Jun, 2024 @ 8:41am 
back when I was playing AoW4 five months ago in Jan 2024 I made a note that if an empire has more than 14 cities then this mod creates a problem with text becoming hidden. this is because text box expands for each city. the exact number of cities where this happens may depend on font size settings

can you create a scrolling text box to avoid text becoming hidden by having 'too many' cities in your empire??
Fenrisúlfr 18 Jun, 2024 @ 9:57am 
Mod stills works
Muad'Dib  [author] 16 May, 2024 @ 10:28am 
Hi @HazelFawn, I tested several scenarios with the Wildlife Lair, including selecting and clearing it, but I can't reproduce your issue. If you'd like to upload and give me a link to your save game I can take a look.
HazelFawn 16 May, 2024 @ 5:57am 
I crash to desktop every time I hover over or click on a wildlife lair. I do not own any DLC nor do I have any other mods enabled.
Muad'Dib  [author] 11 Apr, 2024 @ 2:21am 
@Stepover34 I will consider it. At the moment I am working on the remaining traits in order to get one per affinity. At that stage I could consider some changes like this.
Fenrisúlfr 9 Apr, 2024 @ 8:25am 
can we have heroes able to benefit from the wild hunt, for a skill point cost?
arielmq 17 Mar, 2024 @ 7:07am 
thank you
Muad'Dib  [author] 17 Mar, 2024 @ 4:19am 
Thanks for the report, @arielmq, The bug has been fixed.
arielmq 16 Mar, 2024 @ 2:32pm 
Hello, the mod does not allow you to build farms in Ashlands
Lemonz 5 Mar, 2024 @ 12:54am 
Thanks for the update, this feels very thematic for Primal culture.
Muad'Dib  [author] 28 Feb, 2024 @ 9:53am 
@Lemonz yes, I am currently testing and will release an update for compatibility in the coming days.
Lemonz 27 Feb, 2024 @ 8:10pm 
Does this need an update for the latest DLC? I'd assume so, given how many animals were added.
Muad'Dib  [author] 7 Feb, 2024 @ 9:15am 
@joel.west Today's update increases the space for displaying post-battle resource gains. It should no longer obscure the Close, Retry and Watch Replay buttons.
AdriaEpops 21 Jan, 2024 @ 1:16am 
wow I really like this mod, thank you for making it !
doctor giggletouch 15 Jan, 2024 @ 4:55am 
Love these overhauls. Makes society traits more interesting.
Muad'Dib  [author] 14 Jan, 2024 @ 4:03pm 
Hey, normally you should only be hearing a howl when picking up a wildlife trail on the world map. Picking up three in a chain (as indicated by the map snapping to the next one) will reveal a lair in the final sector, or the closes eligible sector.

You should not be getting any income until the lair is revealed. Could it be you are seeing the other forester bonus, granted by mountains and uninhabited sectors? In any case I will be pushing an update hopefully in the upcoming days to address the issue with the interface overflow, and some other minor ones.
joel.west 27 Dec, 2023 @ 9:16pm 
I notice that as I move my armies occasionally I hear a wolf howl and this triggers a glowing yellow icon in a nearby tile indicating wildlife is nearby. this wildlife is not actually revealed until your army enters that box (or ANY army?) but the province output has added gold even if the wildlife is not yet revealed

is this how you intended for this to work?
joel.west 27 Dec, 2023 @ 9:13pm 
the fix is to force the city notices into a scroll in a max height box so the 3 buttons will always appear after a battle. trial and error will indicate how tall this scroll box can be. the three buttons disappeared when I had 14 cities so the scroll box can be at most 13 lines tall

an alternative fix would be to trigger a line of text at ten or more cities that says 'food was added to other cities that cannot be displayed'

if neither fix is viable then simply replace the food add notices with one line that says 'food was added to all the cities in your empire'
joel.west 27 Dec, 2023 @ 9:07pm 
despite the increased save file size I started an 8 player game and enabled your mod

however there is a strange bug I have found. the mod adds food to every city in your empire when you win a battle. if you play tall that is not a problem. but I play wide (ie with many cities in my empire) since I use a mod that caps imp cost per added city at 200 imp

the problem is that the notice of the added food for each city forces up the retry, replay, and close buttons for each notice of food gained at another city. eventually with enough cities ALL three buttons are hidden from view

I know it is this mod causing this bug since after I disabled this mod and redid the battle the three buttons were in their usual position on the screen
Muad'Dib  [author] 21 Dec, 2023 @ 2:13am 
I will look into it and see if there is anything to be done. Not sure how file save size scales with the different types of mod content.
joel.west 19 Dec, 2023 @ 8:48pm 
I noticed today that after the golem game update my game save file is 4x bigger than it would be with 76 added mods compared to the 24 basic mods I 'must have' to play the game

your mod did not add all of that but to a two player small map save file it adds 250 kb. that may not sound like much but prior to the golem update this is greater than the 220 kb entire save file size for a two player small map game

please post if you can figure out how to fix this. until then I am tempted to turn off this mod (along with other save file space hogs). which is a shame since this mod adds so much to the fabled hunters society trait
Uthur 12 Dec, 2023 @ 11:44am 
Cool, thank you
Muad'Dib  [author] 12 Dec, 2023 @ 6:53am 
Yep, definitely intend to have a collection once I get up to 3 or so traits. But I'd also like to keep the option of picking in case a specific trait does not appeal to someone.
Uthur 11 Dec, 2023 @ 1:32pm 
Out of curiosity, when you do release the other improved society traits will you release a mod that contains them all to make downloading them all easier or will they only be released as separate mods?