Age of Wonders 4

Age of Wonders 4

Timberwood - Tomes of the Chaos Lord
93 Comments
Gokudo31 10 May @ 3:48pm 
thanks you
Lord Vectra  [author] 10 May @ 11:25am 
yes
Gokudo31 10 May @ 11:21am 
Hi, I wanted to know if it is compatible with the Ogre update : is it ?
Lord Vectra  [author] 6 May @ 4:46am 
Yes, that is intended.
Dokgo 28 Apr @ 7:40am 
Hello !
I was wondering if the 'Blood Transfusion' was supposed to be affected by line of sight rules ?
As it is a 3 action ability and most of those abilities for other battle mages are 'Always hit'.
I just wanted to make sure and i'm fine with it, if it was intended !
Lord Vectra  [author] 17 Apr @ 4:31pm 
WIP
PecklistheWise 17 Apr @ 3:02pm 
Love to see this updated! Any chance you're gonna be adding nurgle too?
Lord Vectra  [author] 17 Apr @ 1:44pm 
Bloodletter screenshot updated
Lord Vectra  [author] 14 Apr @ 12:29pm 
Bloodletter screenshot has been removed for being extremely outdated. New screenshots will be made this week
Lord Vectra  [author] 23 Mar @ 9:16am 
Emergency Patch(3/23/25)
>FPS Issue Fixed
>All units are compatible with the unit makeover mods
Lord Vectra  [author] 19 Mar @ 5:59pm 
@Felix It's working on my end so not sure what to say/do,
Felix Fictus 12 Mar @ 1:17pm 
getting an endless loading screen on start-up when this mod is enabled and idk why.
Super Cosmic Space Magnet 18 Feb @ 6:05pm 
These are excellent! Thanks so much for your wonderful work.
Lord Vectra  [author] 18 Feb @ 12:19pm 
Update(2/18/25)
>Tome of Fateweaver
SPI oversight has been fixed

Tome of Excess
>Chamber of Hedonism
SPI now appears
fins 18 Feb @ 4:57am 
All of them are fine there. I'm wondering if it's something to do with the race I'm picking because I played a game yesterday and suddenly fateweaver was working normally despite me not changing anything :x
Lord Vectra  [author] 17 Feb @ 10:11am 
How do they look in the encyclopedia?
fins 14 Feb @ 7:53am 
Do the fateweaver and the slaanesh unit have a bugged/invisible model for anyone else, or is this some sort of mod conflict? I've tried shifting the mod order around but nothing seems to fix it. The Khorne unit works fine so idk
Lunsen402 26 Jan @ 2:33pm 
Will there be a tome of pluage (or similar as well) to represent nurgle? since the the other chaos gods are represented?
Lord Vectra  [author] 4 Jan @ 3:26am 
Ill add it to the buglist
GodlikeDennis 4 Jan @ 2:21am 
Tome of the Fateweaver's Cult of the Fateless special structure seems to cost an arm and a leg. 440g 1300p in my game. Seems like the other cults are priced around 170g 450p so this seems to be an oversight.
Lord Vectra  [author] 23 Nov, 2024 @ 6:30am 
Ill log it in the buglist
Gex 23 Nov, 2024 @ 5:35am 
Hello! I haven't done extensive testing, but it appears the chamber of hedonism doesn't appear as an SPI in the build queue after unlocking. I have only tested as Reaver culture so far.
Kim bosong 21 Nov, 2024 @ 12:59pm 
Astral Spawn. is that you again?
Lord Vectra  [author] 21 Nov, 2024 @ 11:51am 
Update(11/21/24)
Astral Spawn has been fixed
Ent3r 16 Nov, 2024 @ 9:06am 
Viewing the astral spawn from the encyclopedia, it seems to have a few abilities / traits that no longer work and are labelled as "this unit as deprecated"
Lord Vectra  [author] 8 Nov, 2024 @ 4:53pm 
Update(11/8/24)
[Tome of the Blood Cult]

Bloodletter
>Missing Heads and weapons is fixed

Vessels of Blood
>Skill level is expert (cost more research to complete)

Sagath's Ritual
>Skill level is adept (cost less research to complete)

[Tome of the Fateweaver]
Fateweaver
>Missing Head is fixed

Fires of Change
>Skill level is expert

Minor Trans
>Skill level is expert

Vile Transmutation
>Skill level is expert

City Structure
>Skill level is adept

[Tome of Excess]
Whip of the Pain God
>Skill Level is adept

Prince of Excess
>Missing Head is fixed

Minor Trans
>Skill level is expert

Vassal Spell
>Skill level is expert
Kim bosong 30 Sep, 2024 @ 7:04pm 
huge thanks for update. lord vectra.
CreeperDelta 29 Sep, 2024 @ 12:02am 
Thanks for maintaining these, Vec. They all rock!
Lord Vectra  [author] 28 Sep, 2024 @ 7:58pm 
Tome of the Blood Cult
Bloodletter
>Bloody Cleave
>>Removed its ability to remove retaliations and defense modes
>>Cleave damage is 17
>>Has no Momentum
>>Daemon Cloak has been reverted to give 2 layers and can only stack to 2 layers
>>Intimidating Aura has been removed

Sagath's Ritual
>Grants 3 Tough Layers => 2 Tough Layers

Bloodletter Focus
>Misfortune/Fortune effect has been removed
>Gain 2 morale when inflicting bleeding or attacking someone who is bleeding
>Blood Transfusion's heal is a 1-hex radius instead of 2-hexes and requires the target is bleeding to use it

Tome of the Fateweaver
>Astral Spawn's fix has been redone.
volthe92 3 Sep, 2024 @ 1:28pm 
Sorry, I checked it worked but since I was logged in, it didn't ask me for permission. The image was just a battle report after I defeated the army with the Astral Spawn, so it wasn't that important. At least you could check your mod without needing it, and so, thanks for the work!
Lord Vectra  [author] 31 Aug, 2024 @ 9:39am 
@volthe92 It seems my astral spawn fix was somehow undone. Next update will include the fix again.

Side note: Your link says I need permission.
volthe92 30 Aug, 2024 @ 6:47pm 
It is in a default army protecting a Quarry. I am playing Eternal Court and some of the armies guarding resource nodes have Astral Spawns. I just started a game to go for an achievement and test a bunch of mods, then this started happening. I thought it might be the mod that changes AI, but when I checked here and found it is or was a known issue, I second guessed it. Image below of the quarry and army defeated.

https://drive.google.com/file/d/1zJ2t27Fglyam7u2lOWPN9Vqj4wsufYq1/view?usp=drive_link
Lord Vectra  [author] 30 Aug, 2024 @ 12:14pm 
@volthe92
Where did you fight the Astral Spawn?
volthe92 30 Aug, 2024 @ 11:53am 
I have the Astral Spawn attacking its allies "bug" still happening. Has it been fixed and my other mods make it still bug out, or is it still WIP?
Lord Vectra  [author] 29 Aug, 2024 @ 6:11am 
@Conquistador
By the way, I have screenshotted your concern w/ the playtester group to discuss it so don't think you expressing your concern was for naught :D

And in case it sounded dismissive earlier, I was just seeking to dig into your head for more info, so you're "too jack-of-all-trades" comment was particularly helpful ^^
El Conquistador de Amor 27 Aug, 2024 @ 2:51pm 
I think maybe Bloodletters felt so strong because of the build + other tome mods I was using. I still think they're a little too jack-of-all-trades in that they feel like a shock unit with their ability to charge lines of infantry, do a sweep, then have a 3-hit attack on the next turn, all while being very tanky and surprisingly high damage output. If they were tier 4 units I feel it would be appropriate, but it's possible I am just being hasty in my judgment.
Lord Vectra  [author] 26 Aug, 2024 @ 5:30pm 
@Conquistador
No Counter: If by this, you mean the Soul Bleed, without it, there are too many counters as a lot of things have bleeding immunity and is actually akin to poison with how many counters there are. I have been thinking on removing the fortune/misfortune effect, but besides that, only the Transfusion ability is widely applicable. Soul Bleed *only* works on the bleed-immune foes.

As for the Bloodletters, its a drafted T3 unit in a T3 tome, and I wasn't interested in bumping it to T4, so I sought to make it a T3.5 similar to Exemplar who feels like a T4.5.

It's also a Fighter unit which has no advantages. Its Cleave is meant for engagement which is why it has momentum, and why it's on a 2 turn cooldown instead of 1 like Warbreeds. Do you think the damage is too high or do you think it removing retaliations, by itself, is broken? Is the cleave the only reason you feel it's the best melee unit in the game?
El Conquistador de Amor 26 Aug, 2024 @ 2:05pm 
I remember the old versions of these and am trying them now. My god, Blood Cult absurdly strong. The enchantment is overly broad, powerful, and has no counter. and Bloodletters are so good you basically don't need any other melee unit. Do they really need a one-AP cleave attack that removes retaliations? All on top of being mounted?

I have yet to try the other tomes, but whew lad. You might want to tone them all down if they're as strong as Blood Cult.
Dragen Everchosen 12 Aug, 2024 @ 12:20am 
Alright Thank you
Lord Vectra  [author] 11 Aug, 2024 @ 12:49pm 
Other than the Nurgle tome, probably not.
Dragen Everchosen 11 Aug, 2024 @ 10:18am 
love the mod! would you ever make more warhammer chaos inspired mods?
Lord Vectra  [author] 8 Aug, 2024 @ 9:21am 
UPDATE(8/8/24)
Tome of the Blood Cult
>New Status Effect called "Soul Bleeding" which acts just like bleeding and is treated as bleeding but only applicable against units who are immune to bleeding

>Bloodletter Focus
>>No longer does +2 physical damage
>>now works on Ranged units
>>chance to bleed => chance to inflict soul bleed
>>Has an added effect: Gain fortune and inflict misfortune against units who are bleeding during your turn only

>Blood Transfusion now has a 90% chance to inflict Bleed and a 90% chance to inflict Soul Bleed

>Minor transformation reduced from 450/450 to 350/350

Tome of Excess
>Minor transformation reduced from 450/450 to 350/350

Tome of the Fateweaver
>Minor transformation reduced from 450/450 to 350/350
Kim bosong 6 Aug, 2024 @ 11:59pm 
Thanks!
Lord Vectra  [author] 6 Aug, 2024 @ 12:15pm 
Bloodletting Focus will get a rework due to Obsidian Weapons change in this last update. The ability that battle mages get will stay intact.
Lord Vectra  [author] 4 Aug, 2024 @ 6:37am 
UPDATE(8/4/24)
Tome of the Blood Cult
Bloodletter
>Will now grant 3x Tough Layers instead of 2x (Tough layers can now stack up to 3x)
Sagath's Ritual
>Now grants 3 Tough Layers instead of 2

Blood Cult's SPI
>Grants +10g instead of +10 draft
>Used to not inflict alignment penalty when pillaged. Has been fixed.

Tome of Excess
Festival of Mindless Ecstasy
>Tooltip has been edited to be more clear

Chamber of Hedonism
>Was not counted as a mine. That has been fixed
>Used to not inflict alignment penalty when pillaged. Has been fixed.

Tome of the Fateweaver
Chaos Rift
>A bug appeared that would allow you to set it as a spawn point. This has been fixed.
>Used to not inflict alignment penalty when pillaged. Has been fixed.
Lord Vectra  [author] 2 Aug, 2024 @ 11:30pm 
Thx for the report. I will log it in!
Furin 2 Aug, 2024 @ 1:57pm 
Found another thing with either cult of excess or ivory towers, the chamber of hedonism from COE does not count as a mine for the ghost marble mine from IT. At least when placing the ghost marble mine next to it there is no green line shown, which since a short while ago indicates a working interaction of tiles/tile structures. Other mines, fe. golem mine, do work for ghost marble mine, so I suspect it is some missing checkbox with the chanmber of hedonism.
Furin 2 Aug, 2024 @ 9:23am 
Thank you for you work and immidiate feedback!
Lord Vectra  [author] 2 Aug, 2024 @ 8:59am 
I don't know how I missed that lol. The undead part will be removed due to coding limitations (hard to explain but basically, it gives u the effects associated with undead but the game doesn't actually treat you as undead), so it will only grant Blissful Cruelty. I'll log the bug to be fixed. Ty for reporting!
Furin 2 Aug, 2024 @ 7:49am 
Hello, it's me again, I want to report a minor error in the description of a spell in the tome of excess. The spell is called 'festival of mindless ecstasy' and the error appears in the mouseover tooltip in the game. According to the tooltip the troops recruited via liege have blissful cruelty and '.'. This '.' most likely says 'are undead'.

This error already has been in the original timber tomes if I remember correctly. It once read 'and are undead' but changed to . at some point. So anyone who has not played the timber tomes before that change will not know about the being undead part.

I hope this helps.