Age of Wonders III

Age of Wonders III

More Elemental Units
Ivsternater  [developer] 17 May, 2018 @ 9:27am
Bugs and Balancing.
See something way to strong? weak? strange animations? Voice it here.
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Showing 1-9 of 9 comments
֎ 20 May, 2018 @ 12:09pm 
Shield Brother doesn't show up in game.. Edit: actually nothing shows up. Likely a conflict with another mod. Edit: managed to get it to show up by deleting other unit packs.

Orc: Very situational unit, swallow whole is just a broken ability. I suggest you remove swallow whole and buff the unit, revert it back to T2.

Dwarf: Too broken with static shield and T4 defense on a T2 unit.

Tigran: Alternate damage Mystic with weakening. I guess can be good mixed with Necro units or Goblins. Otherwise I think Mystic offers more utility overall.

Frostling: Very good unit. Give Frostling a very stronger T2 archer. About the same as a non-Druid Hunter in terms of damage. More aoe with the fire arrows.

Halfling: CAN'T get to show up in game. Reviewing based on in game Tome of Wonders. Stat looks reasonable. Probably very strong behind walls with daze.

Draconian: The spear is too blue. Turn into an ice shade. I don't get how this unit is an archer. It is clearly a support. It might be a bit too strong with freezing projectiles and freezing touch plus possible dual channel damage with Draconian Ancestry.

Human: Too strong as a T2 swordsman with 10/10 physical/fire damage. Would be wicked as ghouls. Nerf the damage by a point or two or three.

High Elf: Good unit. T2 irregulars are always fun.


Last edited by ֎; 20 May, 2018 @ 1:01pm
Ivsternater  [developer] 20 May, 2018 @ 7:27pm 
@Umbrellalalala

Thank you very much for some feed back.

The Halfling seems to be showing up for me and my fiances game. Prob need to hit the update button on the user content area. I'll throw down a list of what mods I have going with this one. Might still be some overlapping... Not sure.

The human shouldn't of had 10/10. I had it set to 4 Phy and 6 fire. Changed him.

Very agreed with the Orc, after making the first batch of units I was mainly waiting for some suggestions for the most part while I was mucking around with the editor tool more. Changed him.

Dwarf changed.

Draconian changed. Even gave him a staff instead xD

Glad you like the High elf and Frostling. I will get around to working on custom abilities to change up that fire storm the frostling does.


Last edited by Ivsternater; 20 May, 2018 @ 7:51pm
֎ 21 May, 2018 @ 3:40pm 
Thanks for the quick edits and balances. This mod seems to conflict with both Racial Heritage Mod and New Arsenal despite not editing the same buildings. If you have time, can you look into this at least for Racial Heritage?
Ivsternater  [developer] 21 May, 2018 @ 5:36pm 
Tested Racial Heritage with the pack I normally use, all the units showed up with both mods. I see what you mean about the New Arsenal one, just totally removes my dudes after adding it to the mix. Try with just Racial Heritage and New Elemental units, if there is still a problem it could very well be another mod you have in. Hopefully its just something simple like units being in the same slot. I will poke around.
֎ 21 May, 2018 @ 6:29pm 
Must have done something wrong when testing. Does work with racial heritage. However, I still cannot find Halfling Magician in any of the buildings. Every other race seems to work.

Your lore for Goblin Tomb Raider is so good. I was gonna say it is dumb giving gobo a Tigran shield. I initially thought 35 base HP was too low, but these things are beyond tanky.

A Gold Butcher is at 75 HP, 13/10 defense. A Tomb Raider is 51, 13/12 defense with defender and sun shield.
Last edited by ֎; 21 May, 2018 @ 8:55pm
ℳantissa 22 May, 2018 @ 9:04pm 
Savage Hack is kinda useless on Orc Behemoth. Only 6 points of damage for a single attack with no special effect. Maybe give it a physical check that causes either bleeding and/or movement loss.
ℳantissa 22 May, 2018 @ 9:09pm 
Same situation for Elf Exiled. A single attack for a few points more damage without effect (other than no retaliation), the unit is a bit boring. Except this one does a lot more damage due to Phase + backstab. A crappier Rogue Assassin sounds fine.
Ivsternater  [developer] 22 May, 2018 @ 9:50pm 
Crappier rogue assassin is generally what I was going for giving it shadow step, and a weaker shadow strike. Pretty good at gold for a non-class unit. The orcs savage hack is mainly a finisher, like using up all your movement points to reach someone and just give that little extra bit of damage to finish someone, otherwise yeah pop warcry and go ape with melee. Be nice to have an ability that does more based off of missing hp.
ℳantissa 23 May, 2018 @ 7:13am 
Is this a unit I would actually use in it's current form? Just some feedback from my perspective
Dwarf: Yes, on every class. Except Theocrat due to lack of devout on Irregular and Crusader. -> Good unit.
Frostling: Yes, on every class. Except Arch Druid due to superior Hunters
Goblin: Yes, on some classes. Butcher is a sidegrade in most cases and depending on scenario.
Human: Yes, on some classes and situations. A T2 swordmans with Mountaineering.
Halfling: Yes, on some classes. very good for channel damage and minor bard skill. Maybe this thing should learn Dispel or Steal Enchantment at some rank.
High Elf: No, probably not on most classes. Though I did find him annoying to play against due to the conceilment. Irregular buffing rogue has superior Assassin. Other classes don't really spam Irregular.
Draconian: No, probably not on any class. I can't think of a single situation where I would want frost channel damage rather than brute forcing with physical. This guy has nice metals, but you need to reach gold.
Orc: Haven't played enough or tought about it long enough.
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