Age of Wonders 4

Age of Wonders 4

Outlaw Culture
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Von Schnitzel  [developer] 22 May, 2023 @ 2:12pm
Special culture building and spell ideas
Post Special culture building and spell ideas here
Last edited by Von Schnitzel; 22 May, 2023 @ 2:17pm
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Showing 1-14 of 14 comments
Wolfie 22 May, 2023 @ 2:41pm 
Tactical Spells or Unit abilities
A little nod to the AOW3 rogue class
- Scoundrels throw net and sprint
- Assassins first strike, similar to the barbs but poison on initial attack (tact ops buff?)
- Area buff increase crits on flank attacks
- Poacher crippling shot, single long range attack with a chance to give slow movement
- caltrops drop a hazard if enemies move over it get bleeding and slow movement
In PF it was possible to give invisibility in tactical combat, i'm not sure if it works here. But you could give a temp to invisible that gets removed after X turns, attacking or being attacked
DesPro111 22 May, 2023 @ 2:45pm 
What about a series of "spells" for gold.
Example:
"Black Market Supply" Spell
The unit receives a random effect for 1 turn on a strategic card from the list
- Opioids (does not suffer morale penalties, Tenacity effect, slowness)
- Bombs (gets the "Bomb Throwing" skill)
- New weapon (+2 physical damage, chance to cause bleeding)
Last edited by DesPro111; 22 May, 2023 @ 2:46pm
Rockbou 22 May, 2023 @ 2:47pm 
Maybe an amended version of the Tavern, could be called Cantina if you want a shout-out to Star Wars use of them that also allows recruitment of certain units, or provides a decrease to the cost of rushing units.
Von Schnitzel  [developer] 22 May, 2023 @ 3:14pm 
Originally posted by Wolfie:
Tactical Spells or Unit abilities
A little nod to the AOW3 rogue class
- Scoundrels throw net and sprint
- Assassins first strike, similar to the barbs but poison on initial attack (tact ops buff?)
- Area buff increase crits on flank attacks
- Poacher crippling shot, single long range attack with a chance to give slow movement
- caltrops drop a hazard if enemies move over it get bleeding and slow movement
In PF it was possible to give invisibility in tactical combat, i'm not sure if it works here. But you could give a temp to invisible that gets removed after X turns, attacking or being attacked

Throw net and sprint was something i tried on Swashbuckle becuses i based it on AOW3 Civic Guard and AOW2 Sailor but net animations was a bit weird so i scrapped it sprint is sort of redundant becuses of disengage.

Assassins first strike could be a decent ops buff for units as part of the infamy mechanic.

Area Flank buff is a good one i tride that as a culture bounus but couldn't figure out how to do that.

Crip shot is a good idea to make Poacher more unique and interesting or as a infamy enhancement for archer units.

Caltrops could be a good replacemen for hold the line.
Archinos 22 May, 2023 @ 5:27pm 
An interesting idea could be a building that gives you a % of your gold stash based on city stability up to a cap. like for example 1% per level below neutral and it prevents your cities from losing provinces from rioting. I feel like it would be an interesting alternative to dark's overlord tower, but playing into the outlaws and thieves theme. Also, I feel like an outlaw's town would be full of scum and villainy causing it to be very unstable.

On the note of spells, I want to pitch in an idea for a gimmick. How about their melee units inflict blind with their first attack and deal an extra 10% dmg to blinded / stunned units. And their ranged units could have less damage, but a bleeding effect on their attacks to play into that dirty kind of fighting style.

As for actual spells: Smoke bomb, give 2 stacks of evasion and strengthened to a unit
And my idea for caltrops: deal 10 dmg to a unit, plus another 10 per stack of blinded/bleeding.
Last edited by Archinos; 22 May, 2023 @ 5:31pm
Winterwolf 22 May, 2023 @ 6:04pm 
Culture Passive - Loot and Plunder, You get gold for every hit on an enemy (Or perhaps based on the amount of damage you do to the enemy)

Outlaw Trade - Spell, Enhancement - Gives Non-Outlaw units the passive Loot and Plunder.
Wolfnacht 24 May, 2023 @ 1:05pm 
Culture Passive - Theft - every unit killed by a unit from this culture gives 1 gold, ie defeating a stack of 5 units grants you 5 gold. Yes, there's something similiar already in the game, but that would be a nice addition. Overall, I personally think like this faction should be best suited for aggresive early game by design, that's what I think of when I imagine a bandit culture/faction in games : )


Units:
Poacher - you can set up a trap on the battlefield visible only to you. When enemy unit steps in it, it becomes immobilized for x turns and suffers x bleed damage. Could also be a world spell which basically wastes 1 turn of enemy hero.

It would also be lovely to see some sort of Chieftain (think like in HoMM 5, I think Order of the Chief ability would fit the game and culture quite well) added as a tier III unit, but since we already got assassin, this is a task I'll leave to the guy responsible for Expanded Cultural Units, if he decides to make a version compatible with your mod ofc.
Last edited by Wolfnacht; 24 May, 2023 @ 1:05pm
Von Schnitzel  [developer] 24 May, 2023 @ 3:26pm 
Originally posted by Archinos:
An interesting idea could be a building that gives you a % of your gold stash based on city stability up to a cap. like for example 1% per level below neutral and it prevents your cities from losing provinces from rioting. I feel like it would be an interesting alternative to dark's overlord tower, but playing into the outlaws and thieves theme. Also, I feel like an outlaw's town would be full of scum and villainy causing it to be very unstable.

On the note of spells, I want to pitch in an idea for a gimmick. How about their melee units inflict blind with their first attack and deal an extra 10% dmg to blinded / stunned units. And their ranged units could have less damage, but a bleeding effect on their attacks to play into that dirty kind of fighting style.

As for actual spells: Smoke bomb, give 2 stacks of evasion and strengthened to a unit
And my idea for caltrops: deal 10 dmg to a unit, plus another 10 per stack of blinded/bleeding.

i don't know if caps are a thing in this game but i tried something similar but ended up scraping it.

Blind is already part of dirt trick having to many units doing the same thing makes it less unique.

Smoke bomb is a good idea but i was thinking more like PF Laser tank smoke screen.
Winterwolf 24 May, 2023 @ 3:34pm 
Originally posted by Von Schnitzel:
Originally posted by Archinos:
An interesting idea could be a building that gives you a % of your gold stash based on city stability up to a cap. like for example 1% per level below neutral and it prevents your cities from losing provinces from rioting. I feel like it would be an interesting alternative to dark's overlord tower, but playing into the outlaws and thieves theme. Also, I feel like an outlaw's town would be full of scum and villainy causing it to be very unstable.

On the note of spells, I want to pitch in an idea for a gimmick. How about their melee units inflict blind with their first attack and deal an extra 10% dmg to blinded / stunned units. And their ranged units could have less damage, but a bleeding effect on their attacks to play into that dirty kind of fighting style.

As for actual spells: Smoke bomb, give 2 stacks of evasion and strengthened to a unit
And my idea for caltrops: deal 10 dmg to a unit, plus another 10 per stack of blinded/bleeding.

i don't know if caps are a thing in this game but i tried something similar but ended up scraping it.

Blind is already part of dirt trick having to many units doing the same thing makes it less unique.

Smoke bomb is a good idea but i was thinking more like PF Laser tank smoke screen.

Unit Ability - Mug Em - Steals a % of a random stat the unit has. Think of it like this, say you have a unit with this ability, lets just call them Muggers, and they attack say... a Dark Warrior unit. Well the Muggers will be able to steal (Temporarily for 1-2 turns) a % of one of the stats that that particular Dark Warrior unit has. For example, they might steal a percentage of max health from the unit, or they might steal some of their strength I.E. increase their own damage dealt and reduce the damage dealt by the dark warriors. Maybe they steal a bit of the Dark Warrior's Defense rating and add it to their own.

This ability is basically playing into the robbery aspect of the Outlaws where a lot of the equipment on our hero units give them stat boosts, that's basically what this ability is implying in taking, some of that equipment though not ACTUALLY taking the equipment.. if that makes sense.
Rockbou 24 May, 2023 @ 3:43pm 
@Winterwolf I really like the Mug Em idea!
Romeo Charles 31 May, 2023 @ 3:53am 
This is more fore random events, but some kind of building or something that randomly allows you to recruit a randomly selected unit from another faction that 'turncoated' because they're drawn by your wealth. I'm not sure how events in the game happen but say you have a lot of money, and now a strong unit wants to join you, or maybe you're pretty broke and a desperate low tier unit from another culture wants to join your cause.
Chriss 31 May, 2023 @ 11:56pm 
not an idea but when will you port this mod to paradox mods? I only have the game on Epic ;-; most of the other mods have been ported too.
SimDoughnut 1 Jun, 2023 @ 2:17pm 
Not sure if this is the right place for this, but this mod is really cool and I want to see it grow. So I've played two games with this mod now as pirates (because I really love pirates), on as regular pirates and one as plagued pirates using some cool user created tomes. I'm curious if two minor tweaks could be employed. Despite the slight clipping I love the Champion outfits, could these options be added to the wizard king as well? Also not sure if this is even possible, but could both leader types get some sort of one handed sword without a shield, or a great sword option. Something just seems a bit off about a pirate armed with a shield. A small buckler maybe, but not a full blown shield.

Also totally off topic, but does this culture mod play well with the More Cultural Units mod? If so, what is this culture based on, and what extra units are they apt to get?

In closing, love the mod, want to see it keep getting better. I'll share some more ideas once I've got a few more games with this culture under my belt.

Have Fun :)!
eharper256 9 Jul, 2023 @ 7:13am 
Originally posted by Winterwolf:
Unit Ability - Mug Em -
You'd probably implement this in a less complex way, like you [Bolster Armour on Self, Sunder Armour on Enemy, or Strengthen/Weaken] but I like this idea as a half damage 1-AP type thing.

One thing I might suggest is "Career Criminals", giving units Fierce or Watchful, but also giving them Condemned. It makes sense Order can deal extra damage to them with Zeal, after all.
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