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 @ 9:23pm
Current Unit Suggestions and Feedback
Post suggestions for changes to current units such as stats or abilities here.
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Showing 1-11 of 11 comments
badtiming220 20 May, 2023 @ 2:27am 
When you say current units, do you mean ideas for evolving current units into new ones that we can suggest?
Malakin 20 May, 2023 @ 2:32am 
Hello, i am heavily interested in a mod like this, do you have a spread sheet with the units and the additional stats and abilities per ranks? I would love to brainstorm some ideas.
Best of luck with the modding, it already looks great at the start.
Zistac  [developer] 20 May, 2023 @ 2:35am 
Originally posted by badtiming220:
When you say current units, do you mean ideas for evolving current units into new ones that we can suggest?
For current units, I pinned another thread for ideas for new units, but it's not visible from the main mod page unfortunately. So there are options for both :)
Zistac  [developer] 20 May, 2023 @ 2:39am 
Originally posted by Malakin:
Hello, i am heavily interested in a mod like this, do you have a spread sheet with the units and the additional stats and abilities per ranks? I would love to brainstorm some ideas.
Best of luck with the modding, it already looks great at the start.

None of the units have additional stats or abilities per rank yet, I have ideas for most of the already existing units in my head, but haven't written them down. For the current stats and abilities that the units have, I can certainly type it out. You can find most of the info already under each unit's encyclopedia page when you run the game, but there may be a few hidden stats like armor piercing or things that aren't obvious like longbowmen having one extra range.
Malakin 20 May, 2023 @ 4:14am 
Originally posted by Zistac:
Originally posted by Malakin:
Hello, i am heavily interested in a mod like this, do you have a spread sheet with the units and the additional stats and abilities per ranks? I would love to brainstorm some ideas.
Best of luck with the modding, it already looks great at the start.

None of the units have additional stats or abilities per rank yet, I have ideas for most of the already existing units in my head, but haven't written them down. For the current stats and abilities that the units have, I can certainly type it out. You can find most of the info already under each unit's encyclopedia page when you run the game, but there may be a few hidden stats like armor piercing or things that aren't obvious like longbowmen having one extra range.
I see, a sheet with the the stats for each unit and the idea behind then could improve the development and the suggestions.
Zistac  [developer] 20 May, 2023 @ 4:34am 
Originally posted by Malakin:
Originally posted by Zistac:

None of the units have additional stats or abilities per rank yet, I have ideas for most of the already existing units in my head, but haven't written them down. For the current stats and abilities that the units have, I can certainly type it out. You can find most of the info already under each unit's encyclopedia page when you run the game, but there may be a few hidden stats like armor piercing or things that aren't obvious like longbowmen having one extra range.
I see, a sheet with the the stats for each unit and the idea behind then could improve the development and the suggestions.

I'll see if I can get that out today or tomorrow. I'll post it as a discussion or something and reply to you somewhere.
Mr. T 20 May, 2023 @ 1:30pm 
For dark, I'd suggest a tier 1 suicider unit that doesn't have an attack but basically walks in and detonates itself with decent damage and applies a long lasting weakness(+burn to keep the frontloaded damage manageable perhaps), something in line with goblin bombs from AoW1. Then mounting and significantly increasing the damage of the tier 1 shock unit when it evolves and a tier 3 version of the warlock that has a 1-hex aoe sundering curse instead of single target.

In general I'd say dark actually has gated faction strength by the (relative, compared to the always on passives) difficulty of getting the most out of the very powerful cull the weak. Leaning into it, and especially adding easy sources of weakening is going to juice them up quite hard, in my opinion. That said I don't really know how they stack up against other factions at the moment in a 1v1 or multiplayer play so perhaps that's necessary.
Zistac  [developer] 20 May, 2023 @ 2:25pm 
Originally posted by Malakin:
Originally posted by Zistac:

None of the units have additional stats or abilities per rank yet, I have ideas for most of the already existing units in my head, but haven't written them down. For the current stats and abilities that the units have, I can certainly type it out. You can find most of the info already under each unit's encyclopedia page when you run the game, but there may be a few hidden stats like armor piercing or things that aren't obvious like longbowmen having one extra range.
I see, a sheet with the the stats for each unit and the idea behind then could improve the development and the suggestions.
I put some unit info up as a separate discussion, you can view it there!
Zistac  [developer] 20 May, 2023 @ 2:28pm 
Originally posted by Mr. T:
For dark, I'd suggest a tier 1 suicider unit that doesn't have an attack but basically walks in and detonates itself with decent damage and applies a long lasting weakness(+burn to keep the frontloaded damage manageable perhaps), something in line with goblin bombs from AoW1. Then mounting and significantly increasing the damage of the tier 1 shock unit when it evolves and a tier 3 version of the warlock that has a 1-hex aoe sundering curse instead of single target.

In general I'd say dark actually has gated faction strength by the (relative, compared to the always on passives) difficulty of getting the most out of the very powerful cull the weak. Leaning into it, and especially adding easy sources of weakening is going to juice them up quite hard, in my opinion. That said I don't really know how they stack up against other factions at the moment in a 1v1 or multiplayer play so perhaps that's necessary.
I think I could create a detonate ability like that from that already exists in the files and change up the damage/effects to match Dark! I'll come back to this comment again when I start on Dark units. Thanks!
Last edited by Zistac; 20 May, 2023 @ 2:28pm
Hes.Dead.Jim 26 May, 2023 @ 9:02am 
Playing with the Engineer for a bit has seen them be a bit underwhelming. I like the support unit design but it would be nice if they had a low damage single shot attack. Keeping with the unit flavor maybe have it do 1/2 to 1/3 of the standard single shot attack with a couple of 50% ailments. Blind and weaken could flavor it as a flash-bang style attack.
The sharpshooters are falvor-light in comparison to the engineer. Keeping with the bastion style of play they might benefit from always ending in defensive mode. Doesn't add power, but lets them stand in closer fights and benefit from the culture ability more synergisticly.
Just my first thoughts, love what you are doing.
Zistac  [developer] 27 May, 2023 @ 11:39am 
Originally posted by Hes.Dead.Jim:
Playing with the Engineer for a bit has seen them be a bit underwhelming. I like the support unit design but it would be nice if they had a low damage single shot attack. Keeping with the unit flavor maybe have it do 1/2 to 1/3 of the standard single shot attack with a couple of 50% ailments. Blind and weaken could flavor it as a flash-bang style attack.
The sharpshooters are falvor-light in comparison to the engineer. Keeping with the bastion style of play they might benefit from always ending in defensive mode. Doesn't add power, but lets them stand in closer fights and benefit from the culture ability more synergisticly.
Just my first thoughts, love what you are doing.
Flash bang shot is a nice idea. But yeah the engineer is super unfinished still.
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