Age of Wonders 4

Age of Wonders 4

Gifted Casters Expanded
41 Comments
Asekritov 13 Jul @ 1:15pm 
Mod has issues with feudal rework. Bannerman lost it's abilities.
Naked Granny 15 Feb @ 7:07pm 
Very excited for this mod to get fixed - Mystic and Astral have just felt incredibly underwhelming by comparison to how much mod support has nature and dark have been spoiled by.
pansatyr1 6 Jan @ 1:15pm 
This looked like a seriously interesting mod until I tried it and saw that it removed the Spellbreaker's Star Purge. I see now that it seems to be a bug related to newer game updates. I look forward to seeing it in action once it gets fixed. I'll try the gifted hunter's one when I have to remake my Grovewarden dragon faction. Dev mistakes deleted 2/3 of my dragon lords. Which is a shame since it's almost not worth remaking them with the hero rework.
Muad'Dib  [author] 5 Nov, 2024 @ 11:55pm 
Appreciate everyone's patience with this one. I will be releasing a bugfix and rebalancing update for this and the other mods, however recent patches and real life have delayed it quite a lot. I should be releasing the new version in the near future.
finnvara 13 Sep, 2024 @ 7:15pm 
I think Eldritch Realms partially broke this mod, unfortunately. With it installed, a number of battlemage and support units lose their special abilities (Necromancer and Evoker, as already noticed, but also the Winter Witch loses the frost blast). Some, like the Warlock, still work, and work beautifully with the mod, but that number has become much smaller since the last DLC.
DelightfullyMAD 24 Aug, 2024 @ 2:48pm 
(Sorry for repeat post but can't edit previous post) This mod also deletes the Necromancer's Strengthen Undead power as well. Haven'; checked other units out to see if any other abilities have been removed, but that's at least 2 abilities I can confirm are deleted by this mod, even when this is the only mod active
DelightfullyMAD 24 Aug, 2024 @ 2:42pm 
So for whatever reason this mod removes the Evoker unit's Electric Arc ability. Not sure why, but I have narrowed it down to this mod specifically, and no matter where in the load order I put it it still deletes that ability from the Evoker unit
Naraxa 6 Aug, 2024 @ 11:15am 
@druidx44 Couldn't agree more, these mods are very well made and add needed nuance to otherwise small scale traits. Devious watchers is my favorite currently as the spycraft system makes scouts actually viable throughout all of playtime, and espionage is just always fun to do imo. So yeah great job Muad'Dib for making this series and good luck on that chaoss trait mod you're currently working on!
druidx44 3 Aug, 2024 @ 3:51pm 
Can i just say thank you for doing all these. As the expansions come out and make various traits and cultures more complicated its wonderful to see some of the originals get an interesting and generally balanced overehaul.
Naraxa 23 Jul, 2024 @ 10:43am 
If I may give a suggestion for a future trait overhaul sometime after you're done with the chaos trait, could you change up how umbral disciples work? I've played around a good amount with the eldritch sovereign rule type and I gotta say it could use a little more identity. What's there is good, it could just use more like the traits you've already changed.
Naraxa 18 Jul, 2024 @ 7:05am 
Oh cool! Must've missed that, my b
Fenrisúlfr 18 Jul, 2024 @ 4:13am 
@Naraxa, they stated that they were working on a chaos trait next
Naraxa 17 Jul, 2024 @ 8:37pm 
You've got some very fun ideas in this series of mods, makes me sad we can only choose 2 traits by default lol. You have any plans to continue this mod series or have your priorities changed?
Shepherder 30 Jun, 2024 @ 9:12pm 
This mod appears to be conflicting with both Reaver Refresh and Wondrous Item Pack. With the Wondrous Item Pack & Reaver Refresh, this mod causes a CTD. With just Reaver Refresh, this mod causes the game to hang while loading on the initial screen.
Fenrisúlfr 24 Jun, 2024 @ 4:40pm 
After Chaos, could you expand the Bannerlords society trait?
It just feels underwhelming
DelightfullyMAD 24 Jun, 2024 @ 4:34pm 
Nice! Given how mods affect this game in general I am no stranger to starting a new game, so gonna give it a try now.

Are you planning on eventually redoing every Society Trait? Or just doing one from each Type? And after Chaos I would like to throw my vote in for Materium as the next one after that.

Keep doin what you're doin and glad you're enjoying the process as much as we are playing it
Fenrisúlfr 24 Jun, 2024 @ 2:49pm 
@Muad'Dib, I didn't expect you to state what trait, but chaos traits could have a few fun mechanics
Muad'Dib  [author] 24 Jun, 2024 @ 1:36pm 
@DelightfullyMAD
Glad to hear you are enjoying them, it is good fun creating them as well!
I was able to resolve and retest the issues and uploaded a patch. Change notes available.
For best results start a new game. If playing an existing save, please check the change note for instructions.

@Stepover34
Next up is a Chaos trait. I won't spoil which one yet...
DelightfullyMAD 24 Jun, 2024 @ 9:42am 
@Muad'Dib Thanks for the prompt response! Just glad to know it wasn't just me being stupid and not figuring out how this all works.

Well then, in that case I eagerly await the update since as said before I love this series of mods and I really hope you continue the good work. Cheers~
Fenrisúlfr 24 Jun, 2024 @ 7:16am 
@Muad'Dib, what affinity is the next trait?
Muad'Dib  [author] 24 Jun, 2024 @ 7:11am 
@DelightfullyMAD Thank you for your report.
The issue has been introduced by the Eldritch Realms update.

The way it is supposed to work is that Arcane Energy is reserved when you activate a shape and/or form, and then expended whenever you cast a malleable ability. Several changes to the backend introduced in Eldritch Realms broke this.

I am currently working to resolve this and a few other bugs introduced by the DLC and aim to have a patch by the end of this week (real life jobs suck!). Will update here as soon as the fix is live.
Based on your feedback, I will also either expand the tooltips to make it clear how the system works, or consider simplifying it, if the mod tools permit.

The next Society Trait is also in the works and should be out in a few weeks.
DelightfullyMAD 23 Jun, 2024 @ 9:42pm 
I love the concept of this mod and this series of mods you're doing, since many of the society traits are rather underwhelming. However, I find myself rather mystified as to exactly how I am supposed to actually use the metamagic feature in this mod.

I learn the metamagic, I enter battle and activate one of them. My Astral Energy is like x5 and I also have something called Astral Energy shortage of x2... and my unit's malleable spell is now permanately disabled due to "Astral Energy Shortage".

Am I doing something wrong, or using metamagic incorrectly? I've read over the tooltips in game but they really don't help much, just saying I need Astral Energy to use metamagic, but I have astral energy but activating even a single metamagic gives Astral Energy Shortage, and even when Astral Energy Shortage is less than my Astral Energy my unit skills are disabled due to that shortage and never become active no matter what I do
Fenrisúlfr 18 Jun, 2024 @ 10:00am 
Mod still works
Muad'Dib  [author] 1 May, 2024 @ 2:21pm 
@starflight the -5 stability penalty was being doubled, I released an update to address it.

@spear dair very likely so, unfortunately. I am planning to release a merged version of the Society mods which will allow easier maintenance and compatibility patches.
spear dair 16 Apr, 2024 @ 1:09pm 
I think this may be incompatible with "Can Be Cavalry" mod as the sun priest's ability goes missing with it

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3205000601
伊尔翎 12 Apr, 2024 @ 12:36pm 
Sorry, I did not use the English version, so maybe I did not make it clear. I want to know if it is a bug that city stability is greatly reduced after using this Society Trait. Also, exchanging the spell of world map casting point for combat casting point seems too weak, can you enhance it
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.

@starflight What do you mean about stability, City Stability, game stability...?
I am always looking for feedback on balance, so I will consider your suggestions for Focus Power.
Fenrisúlfr 9 Apr, 2024 @ 8:23am 
could we be able to use the metamagic on heroes, for a skill point cost?
伊尔翎 4 Apr, 2024 @ 1:10pm 
Great mod, very creative. I love it. But I want to know why my stability has dropped so much, and if the spell that trades map cast points for battle cast points is too weak, should we consider enhancing it a bit?
Fenrisúlfr 2 Apr, 2024 @ 6:26am 
thank you, also console commands don't void achievements but they void your pantheon progression and prevent the ruler from ascending
Muad'Dib  [author] 1 Apr, 2024 @ 1:27pm 
@Stepover34 I released a minor update that provides compatibility with Exotic Flying Mounts (neat mod, that one). New games should be automatically working. To fix the abilities in existing saves, either simply end the turn, or type 'Shadowfax' in the cheat panel (CTRL+ALT+C on PC), though this might void achievements for that game.
Fenrisúlfr 30 Mar, 2024 @ 2:47pm 
@Muad'Dib anyway keep up the good work
Muad'Dib  [author] 30 Mar, 2024 @ 2:39pm 
@Apocautil Appreciate the report. Several other Hero Skills that give unit abilities were also impacted and have been fixed as well.

@Stepover34 Will look into it. Cannot promise, unfortunately.
Fenrisúlfr 30 Mar, 2024 @ 8:35am 
Apocautil 29 Mar, 2024 @ 4:23pm 
@Muad'Dib When the mod is enabled Exposing Light Hero Magic Skill can be selected but wont show up on the skill bar or in the character table. I originally thought it was a conflict or load order issue like what Xenosophont but I changed the load order and solved the "Mending Awakening" issue but the Exposing light issue persists.
Muad'Dib  [author] 22 Mar, 2024 @ 1:30pm 
@Videogamer40000 thanks for reporting, the bug has been fixed. Unfortunately the fix will apply to newly created Animists only in existing saves, if you have a save with Blight Animists, they will retain that damage type...
Videogamer40000 22 Mar, 2024 @ 12:50pm 
Currently, if the mod is enabled, it prevents Primal Culture Animist units from using their different damage types based on their primal animal. They just default to blight damage instead.
Xenosophont 21 Mar, 2024 @ 2:58pm 
@Muad'Dib Yeah, figured that would be the case. I've encountered this a lot before and can shuffle load orders or even edit mods in Pack Manager / Res Editor to make them get along with each other so I might give it a go when I feel like starting a Gifted Casters playthru with your revamp (I played & liked your Fabled Hunters revamp). This however was the first time I saw a mod conflict *removing* vanilla unit abilities though! xD (freaky things do occur in this realm)
Muad'Dib  [author] 21 Mar, 2024 @ 2:27pm 
@Xenosophont There seems to be an incompatible mod in your playset. Unfortunately with the way modding works, some things simply cannot be achieved without modifying the game files. If two mods attempt to modify the same file, only one of them will work, depending on the load order.

@Lemonz Actually leaders of any type cannot get the skill, it is intended both for balance and flavor (the heroes 'assisting' the leader with casting the spell). I've missed this in the description - will add it with the next update. Thanks for bringing it up!
Lemonz 21 Mar, 2024 @ 10:24am 
Are Wizard King heroes not supposed to be able to get Assisted Invocation? I assume not since Overchannel is just that but better, but I'm just checking.
Xenosophont 20 Mar, 2024 @ 2:24pm 
Activating this mod (in the middle parts of the loading order) disables certain abilities of units such as "Mending Awakening" of High Tier 2 Support unit Sun Priests.