Age of Wonders 4

Age of Wonders 4

WerMS Starting Transformations
41 Comments
Werzui M.S  [author] 20 Jul @ 3:12pm 
@Master Necro

yeah, i thought as much. thx for the info :er_wave:
Master Necro 20 Jul @ 2:15pm 
This will need to update when Griffin drops. On the beta the traits don't show up since that whole screen was overhauled with new categories.
Werzui M.S  [author] 11 Jul @ 12:44pm 
that is also a good trick to bypass that annoying 5 trait cap in the body / Mind trait selection, as long as you deactivate the "cheat" mod after creating the faction, to prevent enemies from doing the same ;)
Werzui M.S  [author] 11 Jul @ 12:40pm 
do you, by any means, have a mod active, that gives a ton of trait points?
if so, then that might cause random enemies to take everything, as long as they have points.
for example if you use a mod, that gives like 100 trait points and randomize you faction, the game will actually take everything it can, as long as there are enough points, completely ignoring the cap of 5 traits. this might or will happen on randomized enemies aswell.
Werzui M.S  [author] 11 Jul @ 11:19am 
@Necroburn;
could you explain what you mean?
Necroburn 11 Jul @ 9:40am 
I narrowed down a bug to this mod that's making enemies have every possible trait in the game
Halita Silverblood 22 May @ 3:18pm 
Good to see that my bringing up of this silly edge case warranted action, and that a higher than 100% discount actually works with the game. Thank you, and thank you for being so friendly! Can tell there's quite a bit of passion with your modding, so I wish you the best!
Werzui M.S  [author] 22 May @ 2:22pm 
@Halita Silverblood;
ok i tested if making it -200% cost and it actually works.
i made the test with the society trait you mentioned and it seems it's just down to simple math.
im going to update it with this change, i mean in the end these transformation traits are advertised as cost free, atleast for the first 3 turns ;)
Halita Silverblood 22 May @ 12:48pm 
No worries! I went and got a picture of the odd math interaction, if it is needed. It is an order of operations issue which makes the transformation spells still have a mana cost if any society trait adds a cost to racial transformations. In this case, the Fundamentalist society trait from the below mod is adding +30% mana cost. Your traits nullify the vanilla cost(the 100%), but the 30% cost from the society trait remains.

https://imgur.com/a/VNEpI4X


This specific ruler starts with -2 mana income due to traits and society traits, so there's no hope of ever casting Geomantic Crystallization at start due to this. It is a very niche case, but still worth me bringing up as I would assume it applies to any societal trait which touches transformation mana costs.

True on the fitting part, though. Just unsure if practical considering how it utterly crippled the ruler above I made. I do wonder if discounts could go above 100% to counter this issue, too.
Werzui M.S  [author] 22 May @ 12:44pm 
on the other side i would say it's quite fitting with the theme or vision, if you wanna call it that, of that particular society trait
Werzui M.S  [author] 22 May @ 12:42pm 
the one thing i could look into, regarding that matter is, testing if putting a higher discount than 100% would work or let's say if the game let's me make more than 100% :shockedstar2022:

never have gone over 100% when it comes to these types of values >-<
Werzui M.S  [author] 22 May @ 12:40pm 
@Halita Silverblood;
ahh i see, that makes sense

Sorry english isn't my first language even if i understand it pretty well :3
Halita Silverblood 22 May @ 12:38pm 
I'm aware(used your mods for a while), let me rephrase:
The 30% added cost by the other mod's Fundamentalist society trait is being applied after the 100% reduction your traits are doing, therefore making the spells have a 30% mana cost instead of 130% or 0% mana cost.

Meaning that Geomantic Crystallization needs 170 mana to cast instead of its normal 500+ mana cost for the first three turns of the start - they all still have 0 casting point usage.
Werzui M.S  [author] 22 May @ 11:19am 
i just can give you that tip, if you use multiple starting trans traits, you can cast them back to back in the same turn without them costing anything.
You have 3 turns at game start until they hav their normal cost :er_wave:
Werzui M.S  [author] 22 May @ 11:18am 
@Halita Silverblood;
thx for the nice comment :er_heart:

i don't really know what you mean? does the transformation have a cost in the first 3 turns or did i miss read that?
Halita Silverblood 22 May @ 9:31am 
Is there anything that can be done regarding the Fundamentalist trait in this mod - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2979130375 - considering it increases transformation casting costs by 30%?

Just had a game where I used Fundamentalist from that mod, and your Geomantic Crystallization starting transformation together, and couldn't cast it in time before the cost went back to normal. I'd assume the same is of any other transformation trait with cost increases.

An edge case which I've gotten curious about to an otherwise really, really good mod. This mod's a must, and you did such a good job on it and your suite of mods! I use them all!~
Werzui M.S  [author] 22 May @ 12:08am 
@Ragged Veins;
fixed :bonfire2:
for what ever reason the reveler's heart was neither consídered a transformation, nor chaos spell by default so i added the tag for it and replaced the shadow label with the correct chaos one :)
Ragged Veins 21 May @ 6:38pm 
Reveller's heart seems to have its normal cost on turn one, unless I'm doing something wrong.
Mr.Horakhty 9 May @ 1:56pm 
No this mod works. I was suggesting using "Optional Cosmetic Transformations Mod" as a workaround for Scions of Flame problem when using Elemental Tomes mod. Since it makes a copy of every vanilla transformation and adds "No Transform" to their names. So even if someone uses Elemental Tomes they will still get "No Transform Scions of Flame" added.

And apparently some effects on "Optional Cosmetic Transformations Mod" doesn't work. That's what I meant.
Werzui M.S  [author] 9 May @ 12:10pm 
@Mr.Horakhty;
what do you mean by, some effects don't work?
from my mod?
Mr.Horakhty 9 May @ 11:44am 
Now it makes sense, when I picked Scions of Flame it gave me "no transformation scions of flame" version. So I suppose instead of a compatibility patch one can use Optional Cosmetic Transformations mod and get no transformation variant.

Also not sure if it is mod conflict but crystal transformation still costs mana to cast.

edit: Just as a heads up apparently that mod might be broken to some degree, I haven't had any issues but comments say some effects don't work.
Washeek 8 May @ 8:39am 
Hey, no need to apologize! Thank you for the help!

I've checked quickly and there's no simple way to patch this, other than completely gutting the ET mod of its chaos changes or somehow replicating it's effects in your mod and re-referencing the ability to the modded one.
Afaik no way to somehow make your mod actually cross-reference another .rpk like that, but maybe there is.
Might look deeper into it later, for now I've disabled it and all works well.
Washeek 8 May @ 7:36am 
Yeah ok. Load order doesn't change anything. So One or the other or make a patch, got it.
Werzui M.S  [author] 8 May @ 7:34am 
tbh, i have no idea how to make a compatibility patch for another creators mod :/
Werzui M.S  [author] 8 May @ 7:33am 
compatibility patch would be the way.
my mod does nothing with the tome itself, just adding the spell from it, the other mod however changes the tome, making the origin of the spell invalid and the trait unable to give the spell.
Washeek 8 May @ 7:29am 
Ha, got it! Thank you! Yes I do have that one (in a patched variant so I was confused at first). Ok so this would require a compatibility patch, correct? Or maybe load order change may suffice?
Werzui M.S  [author] 8 May @ 7:27am 
@Washeek;
i tested and it works on my end :happystar2022:
Werzui M.S  [author] 8 May @ 7:25am 
that mod changes the entire tome, where the scions of flame comes from, thats why!
Werzui M.S  [author] 8 May @ 7:24am 
@Washeek;
you are using the elemental tomes mod, correct?
Washeek 8 May @ 7:23am 
Hi @Werzui M.S. Please excuse me for being a bother again. Can you please confirm that the scion of flame transformation trait works?
I've tested all of them and this is the only one that doesn't give me the spell in the beginning. Might be mod conflict, but might as well be just a bug?
Washeek 4 May @ 3:32pm 
Thank you.
Werzui M.S  [author] 4 May @ 8:21am 
@Washeek;
that mod is deleted, i made a new mod, that turned these custom transformations into society traits
Washeek 4 May @ 8:19am 
Hi @Werzui M.S thank you for the mods. Is there any chance you can point me to the extra forms mod? The one that has Harpy, Blood scion etc. One day it just disappeared, I can't find it anywhere now and my already made races are broken.
Werzui M.S  [author] 3 May @ 12:43am 
@Wrath;
the reason i made them not mix, is because the will have stiff ugly looking wings, when you mix them with other stuff, that adds wings.
there is generaly no balance reason for certain transformations, to not mix, it's jut because i testet all of them and saw what happens, the ones with glitching visuals got that "not mix" rule from the base game :er_wave:
Wrath 2 May @ 6:25pm 
Hi Werzui. First of all, thank you for the great mod! Would it be possible to make Draconic Transformation mixable with the other Winged Transformations? I know Draconic has wings, but they seem to be more vestigial and their movement type isn't changed to Flying. Thank you!
Werzui M.S  [author] 1 May @ 12:00am 
@Apocryphal;
this mod adds the transformations from the dlc too, they are required.
Im not doing every litte bit for every dlc!
Apocryphal 30 Apr @ 3:44pm 
Are the DLCs hard requirements? If so, can you make modular versions?
Werzui M.S  [author] 27 Apr @ 7:17am 
@veilletteross;
Just the ones that add the same body parts like a tail (naga + gloom strider) or wings (angel + demonkin), these would cause some buggy visuals, the only exception is angel + harpy (from one of my other mods).

all other major transformations can be mixed and matched without any problems :er_wave:
veilletteross 27 Apr @ 5:26am 
any chance of getting a full list of which transformations don't mix
Werzui M.S  [author] 25 Apr @ 7:13am 
This Mod is a standalone version of a 3 part mod, that replaces my outdated form trait addon mod :bonfire2: