Age of Wonders III

Age of Wonders III

Dark Elves
Shaithias  [utvikler] 6. okt. 2015 kl. 6.46
Suggestions
What do you want with the dark elves? Suggestions here, like add magical property to blademasters to be able to bansih them, or shadow sisters need a buff etc.
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sethgaines 6. okt. 2015 kl. 10.21 
I know it might be a lot of work, but it would be nice if I only needed your mod (and not the template) to play. Less resources and potential conflicts, etc.
str86lol 11. okt. 2015 kl. 1.39 
Really like the mod, but since i use other mods adding more variety to all races/classes, they feel kinda empty. I think it would be great if you could collaborate with the maker of the racial reinforcements mod, whose units seem to fit nearly seamlessly imo. The New Dawn mod would also be a good place to look as well.
Sist redigert av str86lol; 11. okt. 2015 kl. 2.10
Shaithias  [utvikler] 12. okt. 2015 kl. 12.39 
@sethgaines unfortunately, my mod will always require the dark elf template. The reason is that the dark elf template contains all the dark elf skins, and they are not released seperately from that mod and the mod editor prohibits you from opening packed rpks and dissection. This is to protect the other mod but in this case it prevents me from using assets from that other mod without including the other mod.

@str86lol I am working with jimmies (garresh) on a warlock class that will work with this. Secondly I am probably going to be adding a population production requirement to dark elf units, and adding in some other racial units.
Shaithias  [utvikler] 19. okt. 2015 kl. 7.19 
@str86lol
dark elf priestess of lolth added
Kobolds added
wizard added /shadow priestess removed
working on psionic master
Nefrogitis 22. nov. 2015 kl. 19.14 
Why remove Shadow Priestesses? They mesh will with the Dark Elves lore.
Shaithias  [utvikler] 23. nov. 2015 kl. 9.37 
The shadow priestess and the wizard unit overlapped to much. The shadow priestess was turned into the priestess of lolth which is a more specialized shadow priestess, and their lightning was put into the wizards capable hands. The priestess of lolth is an exceptionally powerful unit, they are designed to first blind from a distance, then incapacitate, and finally to web their foes with the webs of lolth herself conjured into reality before unleashing the devestating inflict agony ability. I *could* replace the inflict agony ability with a ranged lightning attack...? The only issue with that is the fact that dark elves eschew the standard magical bolts, and instead rely on spells, blades, and arrows.
Sist redigert av Shaithias; 23. nov. 2015 kl. 9.38
Lethalite 4. jan. 2016 kl. 19.45 
This mod still being worked on?
Shaithias  [utvikler] 5. jan. 2016 kl. 14.38 
Yes the mod is still being worked on. It is on the back burner at the moment and its getting trimmed down and some things like spells and some of the dark elf structure effects are getting split off into another mod I am working on. I am working on a big spell and structure overhaul right now to be able to build and raze structures. I am also working on a desolate lands mod that introduces a hardmode to the game, like making it impossible to clear certain structures.
Sist redigert av Shaithias; 5. jan. 2016 kl. 14.39
Morphic 13. jan. 2016 kl. 10.54 
Hey is it intended for Dark Elves to be unable to heal naturally on the Surface? Their "Weakness to Light" trait doesn't exactly state this but I noticed that they don't regen while on the Surface.

If this is intended, that's cool since it makes sense flavor-wise and acts as a balancing agent ... but not being able to regen at all is a massive downside early-game on Surface starting maps. Would it be possible to add in a "reduced" natural healing factor while on the Surface? Like instead of regaining ~10 HP per turn they only get 5 HP on the Surface or something. Maybe an early game structure that provides units some form of healing on the Surface?
Shaithias  [utvikler] 13. jan. 2016 kl. 11.13 
It is intended and I will add that to description. The upside is that they have massively increased healing underground. I will try to add healing to the torture chamber.
Sist redigert av Shaithias; 13. jan. 2016 kl. 11.15
Morphic 13. jan. 2016 kl. 21.44 
Opprinnelig skrevet av Shaithias:
It is intended and I will add that to description. The upside is that they have massively increased healing underground. I will try to add healing to the torture chamber.

Ah okay, I kinda figured something like that. I hadn't been able to use them Underground yet, as I just got the Mod. However they do seem surprisingly balanced overall and it does enrich the game experience.
Aredrino 9. apr. 2016 kl. 18.02 
My suggestion is that you put down in the description what synergies between classes, dark elves provide.

Arch druid hunters, for example. What do they get if you are a dark elf? You havent written any of that stuff anywhere. =p And since it's a mod you can't really theory craft through a wiki-page.
Phælin 27. feb. 2019 kl. 2.03 
This is a great mod.
Would it be possible to turn-off the helmets from the units, though? It seems most of them have this huge headpiece on, and I personally would love to remove that.
Best regards! :)
Sist redigert av Phælin; 27. feb. 2019 kl. 2.04
Sam 1. mars 2019 kl. 18.49 
Evolutions not working for me, neither normal or ghoul units
Shaithias  [utvikler] 1. mars 2019 kl. 19.53 
Which evolution is not working?
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