Age of Wonders 4

Age of Wonders 4

(GK Uppdated) Late Tier Cultural Units
 This topic has been pinned, so it's probably important
Von Schnitzel  [developer] 20 Aug, 2023 @ 5:32pm
Balance
Help my balance this mess pls
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Showing 1-12 of 12 comments
Pai de 5 8 Nov, 2023 @ 12:14pm 
Hey schnitzel how it's going? sorry to have to contact throught here but i own only the Epic version of the game which makes hard for me to use the workshop, i'm a fellow AOW modder that wants to talk to you about your Culture Unique Makeover and creating a "add-on", if you want you can add me on steam i already sent the invite, thanks for your time
Furin 18 Dec, 2023 @ 12:27pm 
I'll help gladly, great mod man!

So far I have played mystic only so my feedback is only this. I'll add more later.

I am not sold on the magister, I have never seen his special ability, because fights rarely last 3 turns and he starts with it disabled. His ability to pull back and heal other units is very situational and only needed if you effed up prior. Suggestion, make his special ability start on 0 cooldown, what does it even do? Make a mirror image of a magister? Make a mirror image of some other friendly or enemy? Even if that were the case, the range is propably low, so by the time he can make a double, the fight is already over.
Last edited by Furin; 18 Dec, 2023 @ 12:29pm
SDgamer 5 Jan, 2024 @ 10:09am 
only because i'm curious, is it not possible to make a tier 1 and 2 units version of this mod or is that a balancing nightmare? Asking because i know Expanded Units suffers from that said balancing issue even though it adds some nice units such as Tier 2 Pikemen for Feudal and tier 1 spearmen for Barbarian. An example of the balance issues would be the Tier 2 Wild Witches that have a AoE spell natural to them which........ yeah
Wyzilla 14 Feb, 2024 @ 1:54am 
Champions for Barbarians feel like they need to be nerfed through the ground. Just in autoresolve I had roughly a 300 point lead over the enemy but my forces completely lose largely because Champions are borderline indestructible, especially when they get wightborn. However in the actual battle it's more or less the same as the autoresolve, there's no effective way to counter them because of steadfast allowing them to rebuke death for a turn, coupled with easy access to regen on attacks, high resistance to damage in the first place, and both having attacks AND charge as an attack makes them hideously overtuned. Compared to tier 4 knights, casters, or even monsters, they outclass them entirely. They even destroy tier V units in melee. Probably the best unit not only in this mod, but in the game as well outside of heroes.
zayzaybot 9 Jun, 2024 @ 6:18pm 
Just to give my input for this amazing mod, I think the Tier IV knights need to be adjusted again, because they currently feel pretty underwhelming in comparison to what the other Tier IV's from this mod can offer, and while switching to sword and shield is cool conceptually, I feel it needs to be applied differently to make them less wonky, and potentially make them more useful as well. I think you should change their sword and shield mode to be a second life for strictly after they are killed by the enemy, and not something they switch into immediately after their first charge, like how the bone horrors used to turn into skeletons after death. What I'm envisioning is, their first life is the horse, and after that first life is gone/their horse is dead, they get back up and continue to fight on foot. I understand if this would be a too much of a programming nightmare to implement, but if you're up for it, I think it would be a really cool change for the Tier IV knights.
[Y]AMI•°*”˜ 28 Jun, 2024 @ 8:32am 
Thank you very much for this amazing mod . I was wondering if this mod modifies any base game RPK files since I'm running +100 mods and I can't figure out what the problem of the crashes is .
Von Schnitzel  [developer] 28 Jun, 2024 @ 10:12am 
Originally posted by YAMI•°*”˜:
Thank you very much for this amazing mod . I was wondering if this mod modifies any base game RPK files since I'm running +100 mods and I can't figure out what the problem of the crashes is .
Yes but it is very unlikely to cause the game to crash, example dark warlock unit, and high awaken spells but that's it. there is 2 other things u should try 1. disable any mod that haven't been updated especially outdated unit mods (This is likely the culprit) 2. try Verify Integrity of Game Files it is possible steam didn't update the mod correctly.

also if u are runing whit Skyrim levels of mods it is likely 100% any of
non updated mods.
Love the mods, so thanks for that!
Little balancing feedback: The Tier 1 primal skirmisher does currently up to 60 base damage. (If my math is right.) While it only works twice, and needs some movement, it's still a lot.
Von Schnitzel  [developer] 12 Apr @ 7:09pm 
Originally posted by EverydayJoe:
Love the mods, so thanks for that!
Little balancing feedback: The Tier 1 primal skirmisher does currently up to 60 base damage. (If my math is right.) While it only works twice, and needs some movement, it's still a lot.
Hunters ranged damage have been lowered by 6, Let me know if this is too much or too low.
Last edited by Von Schnitzel; 12 Apr @ 7:10pm
The Hunter change looked fine to me.


As far as i can tell, this mod adds a bunch of cool units, while keeping all the vanillas ones, with a single exception. The Dark Culture Warlock, which was reworked into a support unit. Seemed odd to me to alter the premise of the mod for one unit, though not a big deal either.

Currently i'm playing a game with dark culture necros, all auto battle, except for my dragon leader, who roams around solo. Dark Culture suits the undead theme well, and battle mages synergize with their tomes.
I noticed your warlock is one of those units the ai does not know how to handle properly, which means in a mostly/all auto battle game i would avoid them. That leaves the dark culture without their own support or battle mage.
I gave those jobs eventually to tome units, still not ideal. The early battle mage was missed.

This is only partly balance related, the other part is personal preference, so feel free to ignore it. I'm sure other folks like the change. I just felt like sharing my perspective.
Von Schnitzel  [developer] 3 May @ 11:04am 
Originally posted by EverydayJoe:
The Hunter change looked fine to me.


As far as i can tell, this mod adds a bunch of cool units, while keeping all the vanillas ones, with a single exception. The Dark Culture Warlock, which was reworked into a support unit. Seemed odd to me to alter the premise of the mod for one unit, though not a big deal either.

Currently i'm playing a game with dark culture necros, all auto battle, except for my dragon leader, who roams around solo. Dark Culture suits the undead theme well, and battle mages synergize with their tomes.
I noticed your warlock is one of those units the ai does not know how to handle properly, which means in a mostly/all auto battle game i would avoid them. That leaves the dark culture without their own support or battle mage.
I gave those jobs eventually to tome units, still not ideal. The early battle mage was missed.

This is only partly balance related, the other part is personal preference, so feel free to ignore it. I'm sure other folks like the change. I just felt like sharing my perspective.
The reason i changed darks tier 2 battlemage in to a support unit is because

1.Warlock made Pursuer tier 1 archer redundant as warlocks are just better in every way . (Before any one call me a hypocrite and point to my militia mod the oathsworn archer in that mod is not built so it still isn't made use less by its battelmage)

2. It makes the large amount of tier 2 tome battlemage's more appealing and more useful for dark culture.

3.There's a lot of tome upgrades for support units without an accompanying support unit adding one to dark allowed dark to use those upgrades without having to pick up a tome containing a support unit.

As for the ai not using abilities that's because it believes it does too little damage i think i fixed that by increasing the damage of one of the abiltis.
The AI did occasionally use Withering Curse. Why it can't use the unit properly is a mix of factors.
For one, the combat AI isn't able to plan ahead. And abilities that leave an action point are not recognized as such. For example, before using the heal, It would not move into a position where it could fire afterwards, thus often underutilizing it.
The same would be true for the Life Tap ability, if it would use it at all. I don't think the AI understands the concept of abilities that refresh one-use-abilities. It's a problem with those from heros as well.
It's good with abilities that are either just damage, heal, buff or debuff. Mixing those and it get's already tricky. Dark Vitality it will use as a buff, if there's no one to heal, like in the beginning of many fights. Then it can't use it again until the warlock happens to start it's turn at the exact right position to use Withering Curse. Too far and it can't, too close and it will try to get distance first, just like every other ranged unit.
So overall, in auto battles you'll get little to no healing out of it.

It's an issue with many units, not just yours... The more interesting the abilities, the worse it is in auto combat.
Often, not always.

Your reasoning to switch out the vanilla warlock i can understand. I probably would have rather added another unit, but this ain't my mod. I'll take what i can get!
Last edited by EverydayJoe; 3 May @ 4:17pm
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