Age of Wonders 4

Age of Wonders 4

Immersive Cultural Units (On Hold)
 This topic has been pinned, so it's probably important
Zistac  [developer] 19 May, 2023 @ 9:22pm
New Unit Suggestions
Post suggestions for new units here.
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Showing 1-6 of 6 comments
badtiming220 20 May, 2023 @ 2:39am 
My suggestions after 7 AI runs going through all the cultures (so idk if they'll be balanced for multiplayer). I thought of giving them something else on top of just improved stats to really give that sense of reward from evolving them.

High:
  • Dawn Paladin - T3 Shield Unit evolved from T1 Dawn Defender. Give it an ability that heals itself and gives +1 Bolstered Defense & Resistance.
  • Dusk Archer - T2 Arrow Unit evolved from T1 Dusk Hunter. Give it a debuff ability that applies Marked 2 on an enemy target while awakening this unit at the same time (kind of like a Glade Runner that awakens instead of reduces enemy defenses).


Dark:
  • Stalker - T2 Skirmisher Unit that deals half Ice, half Physical. Ranged ability (no cooldown) has a chance to apply Weakened and Slow.
  • Great Warlock - T3 Battlemage Unit evolved from Warlock. Sundering Curse evolved into Spreading Curse, with a similar effects but affects 2 other enemies within 2 hexes.
  • Cutthroat - T1 Fighter Unit. Basic melee attack has a chance to apply Bleeding. Can evolve into...
  • Butcher/Harvester - T3 Fighter Unit evolved from T1 Cutthroat. Basic melee attack evolved to also now has a chance to apply Sundered Defense.


Mystic:
  • Astral Weaver - T3 Support Unit evolved from T2 Soother. Keeps Spell Channeling passive, Soothing Breeze now also applies 1 Regen and bounces to 2 other targets instead of just 1.
  • Arcane Sentinel - T2 Polearm Unit evolved from T1 Arcane Guard. Gains Cosmic Rebuke (melee attackers take 2 Fire, 2 Frost, and 2 Lightning damage)
  • Spell Bulwark - T3 Shield Unit evolved from T2 Spellshield. Stunning Flash now also grants the Spell Bulwark +1 Bolstered Defense & Resistance.

Maybe make Arcanist evolve into Spellbreaker? Always felt like it was supposed to do that.
Last edited by badtiming220; 20 May, 2023 @ 4:26am
Zistac  [developer] 20 May, 2023 @ 8:15pm 
@badtiming220 These are great. Working on the high shield unit now. Will probably give it a stronger ability than that though. Might make the archer after.
Will definitely make Arcanist evolve into Spellbreaker, not sure yet about the polearm and shield units.
For dark I have a lot scrambling around in my head still.
Alex the Great 25 May, 2023 @ 8:37am 
For the high culture some more cavalry units would be nice. For T2 they could be Dawn Rider with a T3 upgrade named Dawn Knight while having maybe a debuff to morale on enemy units.
Vaelrisian 30 May, 2023 @ 1:19am 
Originally posted by Alex the Great:
For the high culture some more cavalry units would be nice. For T2 they could be Dawn Rider with a T3 upgrade named Dawn Knight while having maybe a debuff to morale on enemy units.
AFAIK there's no dormant ability for shock units, so the mod author would have to add one. Maybe bonus morale damage?
Vaelrisian 30 May, 2023 @ 1:27am 
Originally posted by badtiming220:
My suggestions after 7 AI runs going through all the cultures (so idk if they'll be balanced for multiplayer). I thought of giving them something else on top of just improved stats to really give that sense of reward from evolving them.

High:
  • Dawn Paladin - T3 Shield Unit evolved from T1 Dawn Defender. Give it an ability that heals itself and gives +1 Bolstered Defense & Resistance.
  • Dusk Archer - T2 Arrow Unit evolved from T1 Dusk Hunter. Give it a debuff ability that applies Marked 2 on an enemy target while awakening this unit at the same time (kind of like a Glade Runner that awakens instead of reduces enemy defenses).


Dark:
  • Stalker - T2 Skirmisher Unit that deals half Ice, half Physical. Ranged ability (no cooldown) has a chance to apply Weakened and Slow.
  • Great Warlock - T3 Battlemage Unit evolved from Warlock. Sundering Curse evolved into Spreading Curse, with a similar effects but affects 2 other enemies within 2 hexes.
  • Cutthroat - T1 Fighter Unit. Basic melee attack has a chance to apply Bleeding. Can evolve into...
  • Butcher/Harvester - T3 Fighter Unit evolved from T1 Cutthroat. Basic melee attack evolved to also now has a chance to apply Sundered Defense.


Mystic:
  • Astral Weaver - T3 Support Unit evolved from T2 Soother. Keeps Spell Channeling passive, Soothing Breeze now also applies 1 Regen and bounces to 2 other targets instead of just 1.
  • Arcane Sentinel - T2 Polearm Unit evolved from T1 Arcane Guard. Gains Cosmic Rebuke (melee attackers take 2 Fire, 2 Frost, and 2 Lightning damage)
  • Spell Bulwark - T3 Shield Unit evolved from T2 Spellshield. Stunning Flash now also grants the Spell Bulwark +1 Bolstered Defense & Resistance.

Maybe make Arcanist evolve into Spellbreaker? Always felt like it was supposed to do that.
For Dark, the stalker could evolve into a tier III Assassin unit that does more base damage, comes with the flanker trait, and gains a ranged version of the Assassinate hero ability called 'Kill Shot' or something similar, with a three turn cooldown and extra success chance for each stack of weakened on the target.
Dracxus 3 Oct, 2023 @ 4:42am 
Only got a few ideas for the Feudals & Mystics ........


Feudal :

- Royal Guardsmen
T4 2handed sword shock infantry with first strike that grants +3 bolstered defense & resistance
to Leaders/Heroes

Elementalist :

- T2 mounted mage with 3 high damage spells ( Fire, Frost & Shock ), but can only attack once
per turn and has low or no resitances



Mystic :

- Arcane Vanguard
T3 Skirmishers with Javelin&Shield ( throwing javelins as the primary attack ) with high
defense&resistance
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