Age of Wonders: Planetfall

Age of Wonders: Planetfall

Adventure Mod
Problem with Indentured
I know you created new mods to fix the problem with Indentured and cost of their mods is doubled, but there is still some issue.
1) Mod upgrade cost is not doubled. I got an indentured by hero in Subjugator vehicle and it has tier 1 mod for 10 cosmite and tier 3 mod for 30 cosmite, but then I can upgrade tier 1 mod to tier 3 mod for just 5 cosmite. I guess it is because the tier 3 mod is considered to have cost 15 and then 15 (normal cost of tier 3 mod) - 10 (current cost of existing tier 1 mod)=5
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2396298265
2) It can result in having duplicates, the unit can equip the same mod twice.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2396298205
3) Not really related to indentured, but my Dvar hero who uses Subjugator vehicle can use Furious Attack skill and then its attack Project Agony Field stays at 100% accuracy. I guess it is hard-coded to always hit with 100% accuracy. Is it expected to have 50% damage bonus for free?

By the way I am playing as Assembly and it is quite powerful indeed, ability to adapt all mods for every battle for free is extremely powerful.

Edit. Actually the duplicated mods have different cost, look at the stunning mods:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2396527105
Last edited by sandman25dcsss; 15 Feb, 2021 @ 5:10am
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Showing 1-2 of 2 comments
Der Mentat  [developer] 15 Feb, 2021 @ 11:46am 
The different costs for the otherwise identical mods are expected. The Control Collars give you basically access to an "advanced mod" that ignores mod slot limits but is in compensation more expensive. It is not intended though that you can use two identical mods on the same unit. This looks again like a lot of work but I'm quite sure I can fix this.

I cannot change the issue 1) I think. The new modding system uses a lot of hidden workarounds and many things can't be adjusted directly. It should only work for the units that you get from battles, not for produced units; so I don't think it's gamebreaking. The only other option is to just disable mods completely for Indentured gained through Control Collars. I would really like to avoid this because stealing mods you otherwise couldn't get is a fun mechanic.

Regarding 3): Yeah, the accuracy is hard-coded in these cases. I can only debuff the skill in general if it's too strong.
sandman25dcsss 15 Feb, 2021 @ 12:12pm 
Thank you for the explanation! It is not a problem for me to keep it all as is, I hope AI does not run into problems with those mods as when using two identical mods one of them is ignored (I checked it with that stunning mod).
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