Age of Wonders III

Age of Wonders III

Quo's Specializations
83 Comments
Digital Joy 19 Nov, 2017 @ 3:57pm 
Will this mod ever be finished?
Dunadd 27 Apr, 2017 @ 1:01pm 
Either this mod, or your combined specialization mod, or the Deluxe specializations mod, is causing every player and AI player to be able to recruit succubi from the start, and without any Rogue specialization. Can anyone tell me which it is please?
Dragon 26 Mar, 2017 @ 10:24pm 
I don't know but I hope so, this mod brings in some interesting comcepts to the game =)
Digital Joy 20 Jan, 2017 @ 8:18am 
is this mod finished or being developed still?
T Werking Dead  [author] 14 Nov, 2015 @ 5:20am 
So... I thought I had a change log of everything I changed since 11-4 (Sin Master initial release.) Looks like I was wrong. Basic overview: very few changes to Sin Adept, which is basically done at this point minus fixing any major bugs. Added Sloth Demon. Invoke Envy has changed somewhat.
T Werking Dead  [author] 14 Nov, 2015 @ 5:08am 
New release this morning. Main major addition is the Sloth demon, which has been added to the possibilities for converting a Gold medal Sin Spawn.
T Werking Dead  [author] 6 Nov, 2015 @ 3:31am 
Also, at this time I will go ahead and announce the theme of the upcoming spell spec. The spec is "Clock Adept" and "Clock Mastery." It will focus on time control and also the deployment of "automatons" to serve you. Thank you for bearing with me for a few days while I scramble to get the core parts released so the In Dev aspects of this new spec stop popping into live games.
T Werking Dead  [author] 6 Nov, 2015 @ 3:30am 
I do not yet have a planned release date for the new spec. RL work is absolutely killing me right now, so weekend time is pretty much not a thing. But i will see what I can squeeze out. The released spec is likely to be in a VERY early stage of development, much earlier than I released Sin and Lunar, so expect lots and lots of edits to it after it is revealed.
T Werking Dead  [author] 6 Nov, 2015 @ 3:28am 
Here's the new development trajectory: Sin Adept is going to be completed. Sin Mastery will be complete except that the planned Lust and Glutton are going on a permanent freeze status. I am going to turn my attention to releasing the "In Development" spec instead, to try to release all of these spells that are showing up as "In Dev" from appearing in spell books. Not the path I wanted to take but my hand is being forced.
T Werking Dead  [author] 6 Nov, 2015 @ 3:26am 
Well disappointing news. After a lot of testing I am still finding what I did to try to make the undeveloped specs not show up in game as rewards for quests still does not work. Basically, there appears to be no way to stop this behavior short of deleting the spells entirely. Based on this I'm going to go in a slightly sideways direction with the development (described in next post)
T Werking Dead  [author] 6 Nov, 2015 @ 1:54am 
NP. Glad it seems to be fixed for now. Hoping no other issues arise out of what I did to stop the spells from appearing, my fix was rather unorthodox. :) The funny thing is, despite the text labels on most of the In Development spells implying they don't work, most of them actually do and would function if you were to figure out how to use them by clicking around. ;D
Esterior 5 Nov, 2015 @ 10:57pm 
Thanks Squid! Aperrciate the fix! I didn't think it was a big problem but its even better now that its fix! Thank you!
T Werking Dead  [author] 5 Nov, 2015 @ 6:43pm 
Made one additional change to try to prevent any secret specs from showing up as quest rewards. Please let me know if In Development spells are showing in game or if there is other fallout.
T Werking Dead  [author] 5 Nov, 2015 @ 6:28pm 
Just published a new build that attempts to fix the issue of In Development spells sometimes showing up as rewards from Wizard Towers. This is very hard to test with a staff of 1 person so please let me know if the spells continue to show up or if this change has unforseen ripple effects. Sadly I fear there is a chance the "in development" specs might still show up as a reward for finishing the research tree first, if someone confirms please let me know.
T Werking Dead  [author] 5 Nov, 2015 @ 3:52pm 
I have created a post on the main game mod forums to discuss the Hidden spell tag issue. I am testing some possible workarounds. I am unsure if any will work, hope to have a solution asap.
T Werking Dead  [author] 5 Nov, 2015 @ 3:25pm 
No I didn't realize the spells that belong to unreleased classes were popping in there. Those spells are actually NOT set to the "Secret" class. They are set to the actual class that contains them, which is hidden from view on the character select screen. On the forums, we decided this was the best way to conceal unfinished spells so they wouldn't cause "screamers" to appear in the bug log. I will see if there is some other way to suppress them from appearing. The game really does not give many options on this front.
Beggar 5 Nov, 2015 @ 11:16am 
All the spells that are "under development" are just set to "secret spells"? You do realize they are not really secret? they get awarded through research structures and empire quests. It's very immersion breaking, I get tons of crappy unfinished spells that dont really exist from rewards (Quos Specs: Under Development). Can't recommend this on until major issues are fixed.
Ozz2000 5 Nov, 2015 @ 7:22am 
Thank you so much Squid Pro Quo :) I know my request is not new to you and I appreciate you being so responsive to this community's ideas!
T Werking Dead  [author] 4 Nov, 2015 @ 2:14pm 
Good timing on the request. Ozz. :) There is now a mod available that does exactly what you ask. The Specialization Merger will merge the Lunar or Sin specs, similar to how other combo mods work. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=548166209
Ozz2000 4 Nov, 2015 @ 10:30am 
Thank you Squid Pro Quo. Your mod is one of the most creative I've seen in the workshop.
To make it integrate even better with mods that merge specializations, can you release a version that combines the master and adept for Lunar and Sin?
T Werking Dead  [author] 4 Nov, 2015 @ 3:08am 
Hi everyone. A PREVIEW version of Sin Mastery launched this morning. This portion of the mod is still very much in Alpha phase, and you will note certain missing icons and other issues. I am launching early primarily to ensure the game is stable and not crashing when played with this new spec. Please feel free to try it out and leave feedback on in the Sin Specialization forum. Details about what is in this new spec are forthcoming.
T Werking Dead  [author] 26 Oct, 2015 @ 8:49pm 
Thanks Uber Noobie :) Sin Master is actually partly written, and my original plan was to release both at once, but I wanted to work out some kinks before going live. The Gluttony spell that will show up at the master level required revision because it was causing crashes in testing. Lust right now exists only as a particle effect and concept. Also, Sin Adept/Master actually replaces ANOTHER spec that was originally going to come out first but I sent back to the drawing board after testing, so that may release soon-ish as well.
Uber-n00bie 26 Oct, 2015 @ 8:38pm 
Haven't tested it out enough to have an opinion on the new Sin effects stat-wise, but everything looks great from what I've seen so far. Both the Lunar and Sin specs are adding something new and unique, yet complement the vanilla specs quite nicely.

Looking forward to whatever you decide to add to the Sin Master spec -- along with any additional specializations you may decide on adding later.
T Werking Dead  [author] 25 Oct, 2015 @ 2:46pm 
First update to the Sin Adept spec is in. I went in to make a minor change to Bestow Bling Wrath and found the spell behaving badly in several ways. Among other things, I fixed the weird delay in the FX playing when cast, fixed several icons and suppressed a few redundant ones. Also, Blind Wrath now grants Inflict Taunt, not Inflict Blind Wrath, which was too self defeating to be useful.
Zharevion 25 Oct, 2015 @ 1:18pm 
Sin is pretty cool and original, will we see demon summoning for master or something like that?.

Best regards!
T Werking Dead  [author] 25 Oct, 2015 @ 12:47am 
Instructions for creating bridge mods to mods that add new races are now included here: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/526020591/483368526580618743/
T Werking Dead  [author] 24 Oct, 2015 @ 5:33pm 
I am excited to release a brand NEW specialization to this mod, Sin Adept. Sin Adept is an evil specialization that focuses (somewhat whimsically) on the 7 Deadly Sins. Sin Adept is considered an Alpha product at the moment, much like Lunar was when it launched, and may change drastically in the future if many problems or balance issues are encountered. In the mean time, feel free to try it out and please report any bugs in the forums.
T Werking Dead  [author] 22 Oct, 2015 @ 9:20pm 
FYI, it's looking like there will be something new for this mod sometime before Halloween. I'm not going to announce what it is just yet, but there's a reason for no new updates in a while. All I'll say about it, for now, is that if "Lunar" didn't fit your character concept, there's other apples on the tree, perhaps... :)
T Werking Dead  [author] 19 Oct, 2015 @ 8:11am 
Minor update for those of you who were wondering if this mod will eventually be compatible with mods that add new races to the game. The answer seems to be "yes," I believe I have figured out how to do it, but it will require a small degree of tech savvy on the part of the player. You will need to create a very minor mod, which I call a "bridge mod," to do the linking. I will write up and post some instructions once I am able to provide enough detail.
sethgaines 17 Oct, 2015 @ 8:22pm 
Yes, unit property. Sorry for the confusing explanation.
T Werking Dead  [author] 17 Oct, 2015 @ 7:59pm 
Seth, on which portion of the spell is the fire symbol missing? Do you mean missing from the unit property when the spell is applied to units?
T Werking Dead  [author] 17 Oct, 2015 @ 7:57pm 
Also, by chance I just noticed a huge bug where the old Nadir spell, which I removed and thought I relegated to the halls of history. It had a bug in it that allowed you to cast it if you happened to research the Sorceror skill "Static Shield." Will be fixed with the next rollout.
sethgaines 17 Oct, 2015 @ 7:57pm 
Ahh, that was it. Still missing the fire symbol in the unit effect notes.
T Werking Dead  [author] 17 Oct, 2015 @ 7:54pm 
Seth, any chance you were trying to use Moon Armor against an incoporeal enemy? Moon Armor (like Static Shield) does not work on Incorporeal enemies. I will add a note about that to the spell description if I remember to.
sethgaines 17 Oct, 2015 @ 7:48pm 
Moon Armor is not doing damage anymore, and when you check the effect after casting on a unit, the notes look wrong. The fire symbol is missing, and the formatting looks off.
T Werking Dead  [author] 17 Oct, 2015 @ 11:36am 
Also just rolled in a very minor fix for multilanguage support for players playing in French, Russian etc. The text will still show in English for these players, but the text should no longer blank out.
T Werking Dead  [author] 17 Oct, 2015 @ 11:30am 
After a ton of banging my head into things I have finally gotten the Lunar spec to show up in the Tome of Wonders from the character creation screen. You should be able to access the spell list using the same method as the vanilla game specs (click the spec icon once you have assigned the spec to your character).
GuineanWarlord 17 Oct, 2015 @ 7:05am 
Thanks Man! I appreciate the polite "Yo, read the updates!!". Respect goes a long way.

I've not messed with tome of wonders at ALL, and so while I can't fell your pain, I can imagine the references and id and keeping everything perfectly straight...oiy.
T Werking Dead  [author] 17 Oct, 2015 @ 2:17am 
I can have a look at what the descriptions are doing. For a list of which Cosmic Events currently work with the Moon Spire, have a look at the change log here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/526020591 . Eventually this will probably end up in the Tome of Wonders, but creating a spell page like the existing specs have is pretty complicated and I have not been able to successfully do it yet.
GuineanWarlord 16 Oct, 2015 @ 9:35pm 
I know it says "certain cosmic events" ....(smiling with a dramatic sigh) I suppose I CAN just sit back and see what comes out of the oven, so to speak.
GuineanWarlord 16 Oct, 2015 @ 9:26pm 
I do have a question. Your desciption for the moon spire has...a bit of an identity crisis. lol. (I like the mod, I like the personality you bring to it. So thank you for the time and gift of sharing it)
But the tome of wonders description and the tooltip description inside the city ....differ. Soooo.... Do I need Lunar Mastery for my Moon Spire to provide improvements to my units?)
GuineanWarlord 16 Oct, 2015 @ 9:13pm 
@Squid Pro Quo
I have the degguer running, and the couple of times I've used the Eye of the Moon outside my view (explored, but fog of war), I've not had issues.
T Werking Dead  [author] 16 Oct, 2015 @ 8:03pm 
Also, when you kill a Moonship, its propellers should now also properly go away too rather than continuing to float in the air, :)
T Werking Dead  [author] 16 Oct, 2015 @ 8:00pm 
As of tonight's update the Moonship unithas received a graphical update. It now properly floats above the ground. Thanks to Tibbles and Flenoom on the community message boards for the tips on getting it off the ground! Also, there have been some additional minor graphic updates to particle effects. Lunar Eclipse should be much brighter now, Summon Moonship is more dramatic, and the Moon Eye features a concentrated glow effect.
sethgaines 16 Oct, 2015 @ 9:11am 
This mod is a lot of fun. Still haven't played far enough to get the moon ship, but I have some dreadnoughts built for them. I don't know what all the spells do, but have you considered something to do with tides (maybe on water site battles), madness/lycanthropy, or a summon (I was thinking a giant bat.)?
druidmagick 16 Oct, 2015 @ 5:34am 
Sounds good, it's a pretty solid mod. Good luck on the cross class mod, I've got that one too lol. Thanks for the work you've done.
T Werking Dead  [author] 15 Oct, 2015 @ 8:17pm 
Also, since we seem to have gotten reasonably far with this mod, I've upgraded it from Alpha test to Beta test. Stuff could still change, but I consider many of the things in here more or less locked down. I will need to close off this project to some degree in the coming weeks. While it's always fun to keep changing and changing stuff, RL obligations (and finishing the cross class mod) require me to be realistic about how many more hours I can invest. :)
T Werking Dead  [author] 15 Oct, 2015 @ 8:07pm 
Tonight I rolled out an upgrade to the Moonship unit. Moon Cannon now deals 22/11 damage (up from 18/8), is not impeded by obstacles, and the Moonship has Frost Nova. Note that if you are in the middle of a game when you install, any Moonships summoned prior to install will not have Frost Nova.
T Werking Dead  [author] 15 Oct, 2015 @ 6:41pm 
Thanks Druid. I may simply remove the cooldown on the Moonship's Cannon attack and lower the damage value. It will be staying short range (for now) because part of the downside of the Moonship is supposed to be it needing to get close. It can actually do huge damage, it just requires each target to be lined up right next to the other. It leaps from target to target sort of like Chain Lightning does. There is no other attack quite like it. The ship needs to be about as powerful as an Elemental in the end (to match up with its cost/candles).
druidmagick 14 Oct, 2015 @ 6:23am 
Very interesting mod. I haven't really used the Eye of the Moon spell, so can't help you there at the moment. However, I did end up getting your removed spell when I took out a spire. The moon ship seems a little underpowered by the way. The "cannon" on it having short range and no line of damage being the culprit. For it's tier, I think it would be fine to make the cannon more cannon like.