Age of Wonders 4

Age of Wonders 4

Preserver Culture
 This topic has been pinned, so it's probably important
Professor H. Farnsworth  [developer] 26 Jun, 2023 @ 5:36am
Bug Reports
Report bugs here! Please give a thorough explanation with steps to reproduce (you know the ordeal!)

Confirmed
- Incorrect spell tag on Awakening of the Woods

Fixed
- Proper bow for the poor Deepwood Scout
- Remove the shield from Tree Kin
- Proper handling of legs for all races - woo!
- Set up proper handling of helms
- Fix heroes being able to get 3x Nature's Ward
Last edited by Professor H. Farnsworth; 30 Jun, 2023 @ 2:25pm
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Showing 1-15 of 39 comments
Cat-Lunatic 26 Jun, 2023 @ 6:24am 
I'm posting it here out of proper methodology.

Deepwood Scout doesn't have the bow.

The Treekin's shield is at the bottom of the unit, effectively between its legs/under its feet.

And most of the units seem awkward with beastkin forms/halfling forms, mostly cause of leg clipping.
Cat-Lunatic 26 Jun, 2023 @ 3:53pm 
Glade guard still has leg clipping for beastmen races and halflings.
Videogamer40000 26 Jun, 2023 @ 4:49pm 
All units except the Deepwood Scout and Wildwood Ranger have a blank ability.

Sisters of Thorn seem to be missing Nature's Grace.

Waywatchers have marked X0 on them as a debuff.

I'm not sure if this is a bug or some sort of workaround for now, but the life units have their own tab section in the encyclopedia rather than being listed in the cultures tab like all the others.

All of this was tested with only this mod enabled.
Professor H. Farnsworth  [developer] 27 Jun, 2023 @ 2:01am 
- Sisters of Thorn has the wrong buff, I'm testing a new version that fixes this.
- I know that most units have an extra bulletpoint, but I don't know what's causing it. I am investigating, but everything looks right.
- Yeah, I attempted at making a on hit buff out of marked and it did not.. work. They'll probably get a Mark ability instead.

I can't add them to the Encyclopedia without breaking every other mod that adds their stuff to the Encyclopedia, so I opted for their own tab. This isn't a bug, it's simply how the game is made - sadly a lot was not very well thought through when it comes to compatibility.
valsorim_valsorim 29 Jun, 2023 @ 2:28pm 
+1 range now applies also to melee attacks of heroes and Dire Warg Maul, which seems wrong
Grathocke 29 Jun, 2023 @ 9:57pm 
I just got out of a battle with some undead. There was a glade guard that kept attacking repeatably without stop. It destroyed one of my heroes, an anvil guard, and a steelshaper before I'd had enough and exited the game. This isn't intended is it? He just kept hitting my guys for like 5 minutes and going from one to another when he finished killing a unit.
Professor H. Farnsworth  [developer] 30 Jun, 2023 @ 2:43am 
Originally posted by Grathocke:
I just got out of a battle with some undead. There was a glade guard that kept attacking repeatably without stop. It destroyed one of my heroes, an anvil guard, and a steelshaper before I'd had enough and exited the game. This isn't intended is it? He just kept hitting my guys for like 5 minutes and going from one to another when he finished killing a unit.

Nope! But I know what happened. I completely forgot to give its melee stab attack a cooldown.
valsorim_valsorim 30 Jun, 2023 @ 6:36am 
Awakening of the Woods does not apply Slow for me, but I'm not sure if it is not because the game I play was started few days ago with version before the update where it was mentioned. But it costs 5 mana. Also the description of it says + Blight damage - without the number
Professor H. Farnsworth  [developer] 30 Jun, 2023 @ 7:44am 
Originally posted by valsorim_valsorim:
Awakening of the Woods does not apply Slow for me, but I'm not sure if it is not because the game I play was started few days ago with version before the update where it was mentioned. But it costs 5 mana. Also the description of it says + Blight damage - without the number

Ah right, yeah, the slowed effect must have gotten lost in translation.. I had a few resource editors open yesterday and lost track of which had what opened.. It applies the slow now and it also has the correct value!
Erenion 30 Jun, 2023 @ 8:31am 
Initial bugs I found, will post more when I find more:
- If you play as lizardfolk preservers, the dryads have both their little "humanoid" head and a lizard head.
- The t3 town hall does not mention that it unlocks the Spell Jammer (thankfully it does, though)
- If you enchant a Entwined Protector (maybe others, but this is what I had) with Nature's Protection, it gains three displayed enchantments.
- The racial ability that a Champion ruler gains is not shown among the learned abilities.
valsorim_valsorim 30 Jun, 2023 @ 8:47am 
Originally posted by Professor H. Farnsworth:
Originally posted by valsorim_valsorim:
Awakening of the Woods does not apply Slow for me, but I'm not sure if it is not because the game I play was started few days ago with version before the update where it was mentioned. But it costs 5 mana. Also the description of it says + Blight damage - without the number

Ah right, yeah, the slowed effect must have gotten lost in translation.. I had a few resource editors open yesterday and lost track of which had what opened.. It applies the slow now and it also has the correct value!

Ok, now it applies Slow, but the number is still missing.

And the descriptions of hero skills Nature's Ward and Nature's Grace show the number, but not of what it is
valsorim_valsorim 30 Jun, 2023 @ 8:55am 
Maybe you know this, but the outposts do not have any visible model, only the circle of roads is shown. But strange thing is, that for one where my ally "occupied" it, when it was built, was showing something.
Professor H. Farnsworth  [developer] 30 Jun, 2023 @ 9:02am 
Originally posted by valsorim_valsorim:
Maybe you know this, but the outposts do not have any visible model, only the circle of roads is shown. But strange thing is, that for one where my ally "occupied" it, when it was built, was showing something.

It's probably lacking modularity.

Nature's Ward was missing "Evasion", but Nature's Grace should definitely be showing that it's restoring temporary hitpoints.
I'm surprised you could see them at all, 'cos they were actually set to not show up.
Last edited by Professor H. Farnsworth; 30 Jun, 2023 @ 9:21am
valsorim_valsorim 30 Jun, 2023 @ 9:30am 
Originally posted by Professor H. Farnsworth:
Originally posted by valsorim_valsorim:
Maybe you know this, but the outposts do not have any visible model, only the circle of roads is shown. But strange thing is, that for one where my ally "occupied" it, when it was built, was showing something.

It's probably lacking modularity.

Nature's Ward was missing "Evasion", but Nature's Grace should definitely be showing that it's restoring temporary hitpoints.
I'm surprised you could see them at all, 'cos they were actually set to not show up.

I have verified the local files an reloaded mods in the launcher and this is what I see: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2996801583

Edit: this is fixed by the update from few minutes ago
Last edited by valsorim_valsorim; 30 Jun, 2023 @ 9:40am
valsorim_valsorim 30 Jun, 2023 @ 9:33am 
And the missing number https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2996805932

Edit: this is still not fixed by the update from few minutes ago
Last edited by valsorim_valsorim; 30 Jun, 2023 @ 9:41am
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