Age of Wonders 4

Age of Wonders 4

Tomes of Calm Remastered - Giant Kings Update
30 Comments
Invertin 8 May @ 6:14am 
used Clear Mind on an Imperial Guard and the model stretched out into the sky as a bugged animation. It wasn't a big deal since it's just a selfcast support ability and the model returns to normal instantly, but i figure that's prooobably not intended.

Just in case it matters: Body was Elfin but with the Human proportions and Culture was Oathsworn (Secrecy Oath, which is another mod. I can't imagine the oath would be the cause but just in case)
Furin 6 Apr @ 9:59pm 
Indeed, thank's a ton I love this mod.
Vandergrahf 5 Apr @ 6:23pm 
Thanks for the update!
Pai de 5  [author] 5 Apr @ 4:03pm 
Tea House - Changed Scaling to 2 Stability and 1 Knowledge, (In terms of math, a standard game usually goes to 4-5 citys, which equals, 10 stab + 5 Knowledge (12 + 8 ) to each city, for comparison, a strong SPI like Alchemy gets very easily 16 Knowledge or more instantly, considering the power budget of the building is it's scaling, it seems fair, obviously you can spam outposts to increase this drastically, but as i said, i can't balance for it without hurting the fun of the idea for the average player.)

Sword Testing - Keep as it is, 90 hp is a really harsh threshold, but it was chosen exactly because only some type of hero classes can participate on it. (It is a sword mastery themed tome after all.)
Pai de 5  [author] 5 Apr @ 4:03pm 
Updated up to fix the new introduced bugs.

Additionally reworked the following with the help of feedback (thank everyone for their input):

Tranquilizing Pressure Point - Now only can target T3 or lesser, (Still situationally powerful, but not an insta-win against the strongest units anymore,)
Maal  [author] 3 Apr @ 11:33am 
Bagas' working on it, he's fixing and testing all of his mods simultaneously so it should be done around this week-end.
Fii 3 Apr @ 3:28am 
Messed around with the ResourceEditor, just need to specify a Screen Type for the spells and they won't crash anymore.
Fii 3 Apr @ 2:59am 
I feel like Tea House stability scaling is fine (it neatly counters Ronin Hideout) but knowledge scaling should not be done on an outpost building. A flat 3 knowledge is good enough.

Also, I would like to echo the report that tactical spells are causing CTD.
Caer 3 Apr @ 12:42am 
Seems like the recent update broke your mod. spells from inner peace cause a ctd
Curatorr 4 Mar @ 10:08am 
I am fairly certain if you spam "Ronin's Hideout" in outposts you put up, it will cause the outposts to have a Revolt from low stability. This is fine with cities, because they are made to deal with revolts vanilla. However, outposts have no way to deal with them. So when a Revolt happens, you end up losing your single annexed province in basically every outpost with no way to recapture it (you cannot destroy your workcamp in the outpost without destroying the outpost itself).

Otherwise great mod. Thanks.
jeremy.n.49 2 Mar @ 11:52pm 
I completely understand your point of view; when we create something, we also put our vision into it.
As for T1 spells, I get it—I think a simple increase in mana cost will already make it more rational. ^^

I agree that outpost spamming is a fair and potentially problematic strategy in vanilla. However, the stability gains were especially too strong and almost quite removed stability issues. On a single building, that’s probably too much. :3
Pai de 5  [author] 28 Feb @ 3:15pm 
Also, i must confess that Tranquilizing Pressure Point ended as something off my own design philosophy kicking in.

I kinda dislike how T1 spells are meant to be phased on really quickly in this iteration of the game, i believe that these type of spells should be always situational very powerful to keep up with the higher tier spells as considerations once the 1 spell per turn really takes it toll.

(As an example, Tome of Roots has a pitifully weak spell that can never hold a candle to the latter tiers, and i find it very sad how it feels like it may not even exist beyond a point)

So i will think carefully how to find the balance it needs.
Pai de 5  [author] 28 Feb @ 3:14pm 
Hey Jeremy glad you're still around, and thanks for the props and feedback, i must confess i did not know the tomes are based on some of your original creations, so maybe that's why we ended with a change of affinities, as i gunned for "Cultural Tradition" as the main theme of tome of Inner Peace.

I plan to make a balance pass once Giant Kings hit and take all your guys feedback in consideration.

I also agree that the Tea House is a bit too powerful right now, however i don't want to balance around outpost spamming strategy, since while it's a fair way to play the game, and could break the game if left on vanilla, as this is ultimately a mod i think i have a bit more liberty to let the players do as they please.
jeremy.n.49 26 Feb @ 8:27am 
I'm happy to see my mod, though a bit old now, has been remastered!
I love the idea of the Kensei unit, and the rework of the Accursed Lantern is interesting. It's fun to see your take on affinities. I like the Tome of the Vagabond, but I’d prefer for the Tome of Inner Peace to keep its original alignment, as it ties to Masamune’s vision in the Oelian Empire (a roleplay project of mine).
I’ve seen some comments suggesting that certain tomes are a bit overpowered. I have to admit that the Tome of Inner Peace, as you've remastered it, is quite strong.
The cumulative bonus of the Tea House should probably be lowered.
The Sento is a powerful building; in my original version, I made it cost money for more decision-making for your population stability or rentability.
As for Tranquilizing Pressure Point, it might not need to have a 100% chance of Neutralizing, considering how other Tier I tomes work.
I love what you did with the Imperial Guard! And I’m glad you kept the Tea Elemental
Fii 23 Dec, 2024 @ 2:20am 
Tome of Inner Peace seems rather overpowered. Especially since it's a T1 tome.

- Tranquilizing Pressure Point is extremely strong in low unit count matchups, which are common in the T1 Tome period. In 1v1s, it's game-breakingly powerful, and even in 6v6s, having the ability to just Neutralize their strongest unit for a turn is ridiculously strong.

- Tea House is outright broken.
Scaling stability is already strong enough, even if it was 3 + 1 per Tea House as you can spam it on outposts to make your city Teahouses stronger, it's worth the cheap cost (60% of Tavern) and lack of pre-reqs... With the original 2 knowledge flat income, it made for a small subsidy for resource outposts.
But scaling Knowledge? On a 60 gold cost? That's ridiculously broken. It makes outpost spam viable (cost 38 gold for outpost + 60 tea house, -10 gold upkeep, 2 knowledge + 2 per teahouse?!)
MrDeath 21 Dec, 2024 @ 12:24am 
Since the 1.3 game patch have reduced base hp of heroes from 90 to 80, does it make them nearly impossible to survive the "Sword Testing" spell? Which is already sounded pretty harsh to use.
Ruby 14 Dec, 2024 @ 9:46am 
In the tome of peace, the Sento has a small grammatical error. It should be "Units built in this city" not build.
Pai de 5  [author] 11 Dec, 2024 @ 12:38pm 
Yep, these little army pictures i always take with Culture Makeover TA On, kinda confusing i know, but damn they look cool lol
SDgamer 11 Dec, 2024 @ 9:59am 
I noticed there are two versions of the Imperial Guard in the Screenshots. Are you using a cosmetics mod or is that a special unit you can summon?
Pai de 5  [author] 10 Dec, 2024 @ 1:49pm 
New Update is uploaded and here's the notes:

Rebalanced Kensei (Same functionality, just easier to use in general).

Rebalanced damage of Imperial Guards.

Rebalanced 1 Pantheon Ascension choice from Vagabond tome.

Fixed some Soothing Elemental issues.

Ship Modularity Bugs.
Videogamer40000 24 Nov, 2024 @ 5:51pm 
I noticed the soothing elemental can be summoned without requiring a level 1 wizard tower. I was wondering if this was intentional. As summons of it's tier typically require a wizard tower.
g0jira 17 Nov, 2024 @ 11:12am 
while i like whole tome, Kensei is not worth using in most cases, self dmg is nightmare when you have huge dmg buff on units
EpyonComet 15 Nov, 2024 @ 6:03pm 
I had a Kensei attack an enemy while having full AP. He killed the unit with the first strike, but still repeated it, taking the usual self-damage from the additional attacks.
Twiggymc 14 Nov, 2024 @ 10:07pm 
I had that slayer i had to unsub and resub to the mod
The Slayer 14 Nov, 2024 @ 10:41am 
For some reason I don't see tome of inner peace, do you have any kind of solution.
Batu Khan 13 Nov, 2024 @ 7:41am 
yoo, the mod is awesome. i played with the kensei unit and i thrilled with the idea. there is a issue tho with the damage the unit takes from his own attack. its too high. the unit does one-shot itself with one attack. can you lower the damage it takes from it own attack to 10-15 percent instead of 30? it second is locked with t4 only, and most armies dont run that many t4. so, you cant play the unit as much as it is right now. i enjoy the tome, is amazing. hopefully you do one for samurai or bushido monks, of iga ninja. that be wicked.
Master Necro 11 Nov, 2024 @ 1:57am 
These look awesome!
Ringwraith 11 Nov, 2024 @ 12:22am 
Thanks for updating it!
Ringwraith 11 Nov, 2024 @ 12:20am 
Tome of Calm was the ol'reliable. I was still using it efficiently even today.
Lemonz 10 Nov, 2024 @ 11:15pm 
Nice. I like having more tomes that fit WoW's thematics.