Age of Wonders 4

Age of Wonders 4

Dark Culture Rework - Subcultures
46 Comments
fireball900 9 Jul @ 2:18pm 
This looks very cool, I'll be looking forward to trying this out!
Lord Vectra  [author] 1 Jul @ 12:06am 
yes
Alex the Great 30 Jun @ 8:17pm 
Are you planning to do subcultures for the High Culture by any chance?
Lord Vectra  [author] 1 Jun @ 9:35pm 
You can ignore it. Itll still work fine in-game.
RoseRougeSange 1 Jun @ 9:14pm 
Broken - Says Meta data file missing or can't be parsed. Feudal Culture rework, doesn't seem to have this issue, just this one. I have tried resubscribing too.
Fenragon 9 Apr @ 10:00am 
@cbct Issue is on your end, works fine for me.
cbct 4 Apr @ 10:15pm 
Culture overhaul doesnt work after update, tried resubbing and didnt do anything
Lord Vectra  [author] 1 Apr @ 11:03am 
UPDATE(4/1/25)
ALL Subcultures
>Sundering Curse updated

Pursuer
>Lost Optional Cavalry
>Has 40 movement instead of 32 movement

Warlock
>Gained Optional Cavalry

Dominion Subculture
Decrees
>City Stability penalty per province decreased from 5 to 4

Dominion University
>Made it even more cheaper to build in cities not of your race

Dominion Designation
Soul Cripple => 2x Misfortune
5 Frost Damage => 10 Frost Damage

Dominion's Curse
Remorse => Soul Cripple

Overlord Subculture
Iron Fist
>-100% Rush Discount, but for 10 turns, -40 City Stability with an additional -20 City Stability per City Tier (so -60 in a Tier 1 city). Also inflicts a -10% income penalty to food, draft, and mana of that city.
Lord Vectra  [author] 26 Mar @ 6:02am 
The bug that appears when you have 100% Rush Discount has been fixed.
Lord Vectra  [author] 31 Dec, 2024 @ 5:15am 
@Kazeck No problem!

@Gokudo31 Sorry for last response. Answer is no. The issue with Cull the Weak is its overreliance on the weakened status effect. Thus, I made it so Cull the Weak works on all debuffs that the Dark Culture can inflict innately.

Weaken is given by Cull the Weak itself and Baneful Curse. Sundered Resistance is Night Guard, Warlock and Baneful Curse. Sundered Defense is Night Guard, Warlock, Baneful Curse, and Dark Knight. Then, ofc, Slow is Ice Shackles.

Now, if you meant that the +1 frost damage is in ADDITION to, the answer is still no because it's already quite great at the moment.
Kazeck 30 Dec, 2024 @ 9:45am 
Gotta say this made me play Dark again, loving it. Thanks for your awesome work Lord Vectra! I am so glad you're still working on mods.
Gokudo31 21 Dec, 2024 @ 3:48pm 
I've got a suggestion for cull the weak:

wouldn't it be cool to have it checking the weakened stack in order to get
+ 1 frost damage per stack of weakened ?
max 5 weakened would give 5 extra frost damage.
Lord Vectra  [author] 10 Dec, 2024 @ 3:26pm 
That's definitely a mod conflict.
Namid 2 Dec, 2024 @ 11:34pm 
Unfortunately, I have a bug to report. It might be a mod conflict, I'm not sure, but whenever I have this mod installed and start a game with an AI having dark culture - the game freezes up. When I'm feeling better, I'll try and track the problem down if it's not this mod (to help others in the future).
Lord Vectra  [author] 22 Nov, 2024 @ 12:00pm 
When I said "Dominion Authority" earlier, I meant Dominion University.

(11/22/24) Part 2
Dark Units would appear in other games with other cultures once you hit Town Hall 2. This has been fixed.
Lord Vectra  [author] 22 Nov, 2024 @ 1:04am 
(11/22/24)
Units given by Dominion Authority had the possibility of appearing if you had Society Traits that gave units. This has been fixed
WeaverMoth 21 Nov, 2024 @ 7:54pm 
Oh I understand if you can't always fix things up. Been around a lot of modding communities were certain mods were broken for years because modders disappear all the time either due to real life problems, PC breakdown, losing interest, not liking the community, or many other reasons. A lot of the earlier AoW4 modders for example have moved on seems.

You do good work and I like your experimentation with trying to give Dark and Feudal something to work with as my god they need it. I am looking forward to seeing what you do with high.
Lord Vectra  [author] 21 Nov, 2024 @ 12:37pm 
Thank you! I try to be creative with my mods :D
Infinite Realm 21 Nov, 2024 @ 12:33pm 
@lord vectra

Yes I understand. Thats why I said if too much hassle. Meaning dont worry about it.

I definitely want to chip in $$, you dont deserve free.

All I can say is your doing a fantastic job. You understand what Triumph completely missed out on the most two culture which are voted the weakest in the game by youtubers. But you fixed those problems and gave us even more unique mechanics. The city stability upkeep for the dark culture makes so much sense, you have a very creative mind. I thank you once again.

:)
Lord Vectra  [author] 21 Nov, 2024 @ 12:16pm 
its been fixed. Also, just a heads up, modders do all this work for free, so expecting the same level as paid developers isn't a good practice. Most modders, including myself, try to polish our mods, but I'd be careful on expecting it all the time.

In my case, I just have a lot of experience making mods.
Infinite Realm 20 Nov, 2024 @ 9:53pm 
Hi and good day! @Lord Vectra

Are you able to fix a spelling error please. If your too busy its okay.
In Dominion the word =

* ''Coukd'' needs to be replaced with ''Could'' *

The letter ''K'' should be the letter ''L ''

If its too much of a hassle. I really want this game to look professional because all you modders have done a GREAT JOB! This game feels more complete when everything, looks right!

Please, much appreciated.
Infinite Realm 19 Nov, 2024 @ 2:09pm 
Finally dark culture rework. I wonder if I can rout enemies early with this build. It has remorse.
WeaverMoth 18 Nov, 2024 @ 1:19pm 
Oh cool, I will check that out.
The Slayer 17 Nov, 2024 @ 8:10am 
It's rly cool! TY Lord Vectra!
Lord Vectra  [author] 17 Nov, 2024 @ 4:51am 
@Dusklord and @The Slayer, it is now compatible with extra culture unit mods thanks to the help of Von.

UPDATE(11/17/24)
>This mod is now compatible with mods that add cultural units
WeaverMoth 15 Nov, 2024 @ 1:48am 
I was running a additional culture units mod and noticed it was stacking up weakened to 10 stacks on Overlord culture. Really weird if interesting interaction. Rather sad that the mods aren't compatible, I really like the ideas I see with this mod at giving dark culture a bit of a buff and a interesting subculture.
Lord Vectra  [author] 13 Nov, 2024 @ 4:45pm 
No, they will not. One of my playtesters tested it, and if you were to play both, it would only work for Overlord. If you played Dominion with them, they'll have both Fear the Strong and Cull the Weak. There are ways to make them compatible, but I'm unsure if the other modder(s) would be willing.
The Slayer 11 Nov, 2024 @ 3:28pm 
So I have a question. Will those "subculture" mods work with additonal culture units mods? I remember reworked Mystic culture created issues.
Lord Vectra  [author] 10 Nov, 2024 @ 11:45am 
Update(11/10/24)
Fixed a crash where Dominion's Designation would crash the game if you used it on someone with regeneration

To fix the crash, Soul Cripple has been changed. Soul Cripple, instead of removing or being removed by regeneration and rally, will now, instead, not trigger it's effect while the opponent is under the effect of Rally or Regeneration.
Lord Vectra  [author] 8 Nov, 2024 @ 5:09pm 
Update(11/8/24)
Both Cultures
>Fixed an issue where dark units will appear when starting the game as another culture while having a society trait that grants units

Dominion Subculture
>Change Despair to Remorse
>Fixed a crash. Fear the Strong has returned to regeneration when attacking with magical or physical ranged attack rather than a flat heal
Lord Vectra  [author] 5 Nov, 2024 @ 10:58am 
@Twiggymc sorry for late reply. Warlock seems fine on my end, so I'm not sure what's causing it for you.

Also, for everyone, this mod will be updated soon to show the remorse change as well as to address some bugs that has been reported to me.
Twiggymc 2 Nov, 2024 @ 1:44pm 
Warlock's are just floating heads for me, every other unit seems fine
Lord Vectra  [author] 20 Oct, 2024 @ 11:20am 
No problem! I try my best! ^^
CreeperDelta 20 Oct, 2024 @ 10:47am 
Thanks for all of the hard work, Vec
Lord Vectra  [author] 20 Oct, 2024 @ 9:04am 
UPDATE(10/20/24)
My last update seemed to have caused units in the draft selection to have a duplicate for some reason. That has been fixed.
Lord Vectra  [author] 19 Oct, 2024 @ 4:44pm 
UPDATE (10/19/24)
The Following bugs/crashes has been fixed:
>Strange crashes when it came to mirror matches (Dominion army vs Dominion army).

>A crash where, if you were killing two units at the same time while auto combat was active, it would crash upon gaining regeneration.

Due to the last bug, I have made the following changes:
>Fear The Strong
>>Physical Ranged and Magical attacks now grant a flat 2 life steal upon hitting someone with those status effects. Increases to 4 for non-repeating attacks.
Lord Vectra  [author] 17 Oct, 2024 @ 6:49am 
UPDATE(10/17/24)
I have fixed a tooltip problem with Conscription where it still said +2 draft per province instead of +1.

Additionally, I have now added screenshots.
Lord Vectra  [author] 14 Oct, 2024 @ 2:24pm 
UPDATE(10/14/24)
Dominion's University
+25% XP Bonus => +10% XP Bonus

Decree of Magic
+2 mana per province => +1 mana per prov

Decree of Conscription
+2 production/draft per province => +1 prod/draft per prov

Decree of Expansion
+2g per province => +1g per prov
Lord Vectra  [author] 14 Oct, 2024 @ 1:21pm 
I thought conscription because you're conscripting builders. Granted, maybe there is a better word but couldn't think of one.

When I asked if you played it, I wasn't questioning your ability to sense powerlevels. It was that you were wrong about War but that was before I realized I mislead you, so that's my fault lol.

As for magic, I'll reduce it to 1 mana too.

Thx for the feedback!
eharper256 14 Oct, 2024 @ 1:16pm 
Ah, okay, typo makes War ALOT better lol. No, I haven't played it yet, though I have played a lots of AoW4 modded and have a decent sense for powerlevels.

Expansion: Fair, that's also fine.

Conscription: Mostly because "Conscription" (the word) implies armies, not economic bonuses. 1 of each then, and it's still really good like that.
Lord Vectra  [author] 14 Oct, 2024 @ 1:07pm 
I'm a dumbass. Decree of War was a typo. It is +2 imperium/knowledge per Empire Unit killed.
Lord Vectra  [author] 14 Oct, 2024 @ 1:05pm 
Have you played the mod yet?

War: That doesn't scale per city. The +2 knowledge/imperium is only +2 regardless if you have 1 city or 96 cities.

Expansion: The purpose of expansion was to help with early growth, so I would rather reduce it back down to 1g and keep the food requirement reduction.

Conscription: Draft is definitely not enough to warrant it. The decrees gotta have actual economic impact to warrant the stability malus.

Because while Dominion might not take economic penalties of negative stability, they have no way to gain immunity to rioting, unlike Overlord.
eharper256 14 Oct, 2024 @ 12:51pm 
If we had to set an arbitrary trade value, it would something like this IMHO:
1 Imperium == 2 Knowledge == 3 Mana/Gold == 4 Production/Draft == 6 Food

I'm sure some will disagree about precise placements and values, but it's something like this.
eharper256 14 Oct, 2024 @ 12:44pm 
Considering the exclusivity and the practically required overlord towers, I would say:

War: With just 3 cities as it stands, you're looking at like +50-80 Imperium and Knowledge a turn which is incredibly OP (FULL Wizards Tower is only +20 Imperium lol, but then you ALSO have an ENTIRE library chain of buildings for free). I'd say 1 Imperium, 1 Production.

Magic: Either take out Upkeep bonus, or Mana to 1/province. 2 & Upkeep together is super good- is like 5 units of T4 Phase Beasts for free.

Expansion: Just the 2 gold alone is super great.

Conscription: Change to Draft 2 and the +10% XP bonus.
Lord Vectra  [author] 14 Oct, 2024 @ 12:18pm 
@eharper256, thanks for the feedback! I originally had it as +1 across the board but decided a little before release to make it +2. Do you think all should be +1 or is there a decree(s) in particular that you think should get the +1 treatment?
eharper256 14 Oct, 2024 @ 12:06pm 
Looks great! Though whew, Decree of War is wildly OP compared to the others, with the top two resources packed into one. I'd make it +1 of each so at least it's then a choice.

T3 Overlord ranged: Ebon Jaegar~ Some heavy spiky armour unit with the largest longbow you can give him. [Ebon Volley]- 15 DMG, 4 range repeater, but 100% Accuracy vs. the weakened type status effects. Special- [Kneel!]- 3 AP, 5 range, Ignore 50% Defence & Giant Slayer.

T3 Dominion support: Haemomancer~ Blood mage, tattoo'ed and pierced. Glowing red aura? [Blood Darts] 19 Spirit single, 5 range, 90% Weaken & 90% Bleed. [Blood Boil] 3 AP. 3x3 Hex in 2 Hexes. Allies in AoE get 30 Temp HP but Bleeding x2. Enemies get Bleeding & Soul Cripple 2x.