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Tourney won by Team Dos Equis XX!! (Tourney)

A great tourney eventually found his earned end!


A tourney ended successfully:

Thanks to all those who participated in this tourney !!
Congrats to the winner(s)! And a big thanks to the organizer Skuns453Lirik902!
The following matches were played:
Round 1: Game#1 3 fistfuls of wonder beat Team 1-st
Round 1: Game#2 Dos Equis XX beat Fancy Name Team
Round 2: Game#3 Dos Equis XX beat 3 fistfuls of wonder
Round 2: Game#4 Fancy Name Team beat Team 1-st
And the winner was Dos Equis XX.
He will get an extra place in our Hall of Fame!
Good luck and have fun in the next tourneys!






Created on: Friday - 2021-04-30 at 17:06:27

Related Links

» Tournament Tree
» To the Team
» Link to the Tournament
» Tourney Overview

Write a comment

PBEM and Single Player Balance Mod v1.3: one of the last few major updates (Community)

v1.3 is the first of the v1.3x update: it significantly changes mobility over Water, altering the relative advantages of Swimming, Floating and Flying units, modifies the costs of strategic spells to make non-summon spellcasting more viable across the board, and pushes the cursor further in favour of production vs mind-control. These change massively impact the game. As usual, it also improves description of skills, abilities, etc. to improve player experience.

An Article by Hiliadan

Three broad areas are affected by this release:

  • Boost to production & defense and further tweaks to Mind-control strategies (50% higher upkeep of Mind-controlled units, Lesser Charm and Lesser Convert for Bards and Evangelists). Several rounds of tweaks had already been implemented to deal with priority #4 of the community directions for balance, but after taking stock of the balance of production vs mind-control strategies reached in v1.29 and previous versions, more was needed.

Mind Controlled units now have +50% upkeep, nerfing mind-control strategies, while production and defense are boosted with cheaper Siege Workshops, Wooden Walls and access to racial defensive building after Builders' Hall

  • Change to mobility: as announced in previous articles (v1.28 & v1.29), a major change is finally there, reducing the mobility of Swimming units on Water (except for Sea Creatures) and making life more difficult for Flying and Floating units (who basically won't regain health when starting their turn above Water). This weakens domineering Flying/Floating doomstacks or harassing strategies (see discussion on the forum).


Non-Sea Creature with Swimming now use 4 MP per hex to move over Water, while Flying and Floating units regenerate a lot less over Water, boosting Sea Creatures and reducing the overpowerness of high-mobility stacks


v1.3 was actually released on the main branch of the balance mod in November 2020 but the article about it is written only now (as v1.31 is about to be released on the main branch, article to come soon!). The release happened about 7 months after v1.29 (against a goal of a release every 3.5 months).


v1.3 is a pretty massive update, even though it still does not include the Racial Governance overhaul in the works for quite some time now: this overhaul was delayed (at least to v1.33, or later) since it represents a very significant amount of work (help welcome on the forum!). This release is probably one of the last few major updates of the balance of the game. The next versions are likely to be more modest. The last three major topics to tackle are Racial Governance, AI and balance of the Shadow Realm expansion.

v1.31 will be a more minor update, bringing some polishing and moving Arch Druid and Theocrat's T3 to their 2nd class building, in line with other classes.


Full changelog of v1.3 (also available on the official changelog of the balance mod)

Bug correction
- Issues/bugs of the balance mod corrected:

  • Domain of the Sun correctly states units and cities like Volcanic
  • Clearing an Item Rack with Very Weak defenders sometimes give no reward. This is due to Item Racks getting +50% defenders due to Strong defenders settings but not getting +50% reward value for some unknown reasons. So the multiplier must be reverted back to 0.7 (from 0.47).
  • "Convert" (actually Lesser Convert) skill for Theocrat Leaders now correctly displays the attack strength of 8 spirit instead display {{ResistValue} in the Leader’s unit panel when Produce Evangelist is not researched
  • Solar Spire can no longer be produced in the Arcane Item Forge (the issue had been fixed earlier but had reappeared)
  • Solid Chain of Coif of Heroes (Strong) is now correctly in the Strong item category for item rewards

- Incompatibilities fixed: Extended Settings - More Game and Map Setting Options - Huge and Gigantic map sizes are available and no longer replaced by Small Square Map and Medium Square Map


General
- True Resurrect costs 40 CP (was 50 CP)
- Wooden Walls cost 90 gold (was 100 gold)
- Siege Workshop costs 130 gold (was 150 gold)
- Builders have a new ability, Repair Wall: touch ability which heals 25 HP to a wall (unused by AI)
- Builder's Hall (was Siege Workshop) unlocks the racial defensive building (e.g. Filth Pit for Goblins)
- Item Rack's item reward rarity depends on the strength of the defenders:

  • Very Weak & Weak Defenders: Common items
  • Average: Strong items
  • Strong and Very Strong: Epic items

(in modding terms, it's split it into 5 different adventure sets)
(was 1 reward set with all items available, and value of items linked to defenders' strength)

- Obsidian Armor of the Black Knight gives 40% Blight, Fire, Frost, Shock, Spirit Protection and +2 Defense (was 60% light, Fire, Frost, Shock, Spirit Protection and +3 Defense)
- Frost Wyvern Egg, Fire Wyvern Egg, Cursed Egg are Legendary (was Epic)
- Draconian Diet Dish is Legendary (was Mythical)
- Swimming now uses 4 MP/hex on the strategic map. Sea Creatures get Natural Swimming and still uses 3 MP/hex.
Sea Creatures never take attack of opportunity (like units using Sprint).
- Flying and Floating units get -12 HP regeneration per turn when starting their turn over water. This means they regenerate 0 HP even with Fast Healing (x1). This does not affect active healing (e.g. from Nourishing Meal). Cannot Regenerate units (Machines, Undeads) are excluded.
- Mind-controlled units cost more in upkeep:+50% gold / turn (was +25%)
- 14 descriptions and Tome of Wonders pages are updated to correct imprecise or incorrect descriptions. Full list.


Arch Druid
- One with the Elements: 50 CP to disjunct (was 60 CP to disjunct)
- Nature's Eyes: 70 CP to cast, 70 CP to disjunct (was 80 CP, 100 CP to disjunct)
- Thorn Hedge Walls: 60 CP to cast, 60 CP to disjunct (was 120 CP, 120 CP to disjunct)
- Fertile Domain: 40 CP to disjunct (was 50 CP to disjunct)
- Insect Plague: 20 upkeep, 50 CP to cast, 50 CP to disjunct (was 15 upkeep, 60 CP, 50 CP to disjunct)
- Poison Domain: 50 CP to cast, 50 CP to disjunct (100 CP, 110 CP to disjunct)
- Wild Growth: tier III, 220 RP, 40 CP to cast (was tier IV, 350 RP, 60 CP)
- The Wild Hunt: 80 upkeep, 450 CP to disjunct (was 64 upkeep, 500 CP to disjunct)


Overall, strategic spells are now easier to cast (Insect Plague at 50 CP instead of 60 CP) but disjunction is also cheaper and upkeep slightly higher, boosting non-summon spellcasting and beginning to address late game mana floods


Dreadnought
- Mana Fuel Cells: 20 CP to disjunct, 15 upkeep (was 40 CP to disjunct, 20 upkeep)
- Suppress Nature: 60 CP to cast, 60 CP to disjunct (was 100 CP, 120 CP to disjunct)
- The Great Mobilization: 100 upkeep, 450 CP to disjunct (was 80 upkeep, 500 CP to disjunct)
- Dragon Oil: 60 CP to cast, 60 CP to disjunct (was 120 CP, 120 CP to disjunct)

Rogue
- Bards have Lesser Charm (was Charm)
- Poison Mastery: 50 CP to disjunct (was 60 CP to disjunct)
- Treasure Raiding: 15 upkeep, 50 CP to cast, 50 CP to disjunct (was 10 upkeep, 60 CP, 60 CP to disjunct)
- Corpse Looting: 20 upkeep, 60 CP to disjunct (was 15 upkeep, 70 CP to disjunct)
- Incite Revolt: 60 CP to disjunct (was 80 CP to disjunct)
- Guild of Shadow Thieves: 60 CP to disjunct (was 70 CP to disjunct)
- Network of Scrying Eyes: 120 CP to cast, 120 CP to disjunct (was 150 CP, 170 CP to disjunct)
- Night Wish: 350 RP, 25 upkeep, 60 CP to cast, 60 CP to disjunct (was 400 RP, 5 upkeep, 100 CP, 110 CP to disjunct)
- Age of Deception: 100 upkeep, 450 CP to disjunct (was 80 upkeep, 500 CP to disjunct)

Sorcerer
- Mend Magical Being is once per battle for Apprentices (was 2 turn cooldown in the balance mod and once per battle in the official game)
- Glyphs of Warding: 40 CP to disjunct (was 50 CP to disjunct)
- Enchanted Walls: 60 CP to cast, 60 CP to disjunct (was 120 CP, 140 CP to disjunct)
- Summoner's Aura: 25 upkeep, 60 CP to cast, 60 CP to disjunct (was 15 upkeep, 100 CP, 110 CP to disjunct)
- Dome of Protection: 30 upkeep, 60 CP to cast, 60 CP to disjunct (was 20 upkeep, 100 CP, 120 CP to disjunct)
- Spell of Return: 80 CP to cast (was 100 CP)
- Age of Magic: 100 upkeep, 450 CP to disjunct (was 80 upkeep, 500 CP to disjunct)

Theocrat
- Evangelists have Lesser Convert (was Convert)
- Paid Absolution - 70 CP and 70 CP to disjunct (was 80 CP and 90 CP to disjunct)
- Prayer for the Hurt - 80 CP, 25 upkeep and 80 CP to disjunct (was 100 CP, 30 upkeep and 90 CP to disjunct)
- Beacon of Faith - 120 RP and 30 CP, 30 CP to disjunct (was 130 RP and 40 CP, 50 CP to disjunct)
- Sanctified Sites - 20 upkeep, 100 CP to disjunct (was 15 upkeep, 110 to disjunct)
- Armageddon - 100 upkeep, 440 CP to disjunct (was 80 upkeep, 550 CP to disjunct)
- Hallowed Domain - 80 CP, 80 CP to disjunct (was 80 CP, 90 to disjunct)

Warlord
- The Draft: 40 upkeep, 100 CP to cast, 100 CP to disjunct (was 30 upkeep, 120 CP, 130 CP to disjunct)
- Conqueror's Feast: 80 upkeep, 120 CP to disjunct (was 40 upkeep, 140 CP to disjunct)
- Hero Slaying: 20 upkeep, 80 CP to cast, 80 CP to disjunct (was 30 upkeep, 100 CP, 110 CP to disjunct)
- Global Assault: 100 upkeep, 440 CP to disjunct (was 80 upkeep, 600 CP, 500 CP to disjunct)
- Inspire Loyalty: 30 upkeep, 90 CP to cast, 90 CP to disjunct (was 20 upkeep, 100 CP, 110 CP to disjunct)

Earth
- Domain of Earth costs 160 RP and 40 CP (was 180 RP, 60CP)
- Earth Elemental has Regeneration (was Regrowth)
- Earth Elemental has 60% Fire and Frost Protection (was 100%)

Air
- Domain of Winter costs 160 RP and 40 CP (was 180 RP, 60CP)
- Arctic Empire costs 310 RP and 60 CP (was 350 RP, 80CP)

Fire
- Domain of the Sun costs 160 RP and 50 CP (was 180 RP, 70CP)
- Tropical Empire costs 310 RP and 60 CP (was 350 RP, 80CP)

Creation
- Domain of Life costs 160 RP and 40 CP (was 180 RP, 60CP)
- Temperate Empire costs 310 RP and 60 CP (was 350 RP, 80CP)

Destruction
- Domain of Corruption costs 160 RP and 40 CP (was 180 RP, 60CP)
- Blight Empire costs 310 RP and 60 CP (was 350 RP, 80CP)

Water
- Freeze Water: 25 CP to cast (was 40 CP)
- Drench the Land: 40 CP to cast (was 60 CP)

Wild Magic
- Warp Domain: 90 CP to cast (was 100 CP)

Shadowborn
- Seed of Distrust: 10 upkeep (was 5 upkeep)
- Embrace Darkness: 10 upkeep, 50 CP to cast, 50 CP to disjunct (was 5 upkeep, 60 CP, 120 CP to disjunct)
- Entwined by Shadows: 40 upkeep, 100 CP to disjunct (was 30 upkeep, 150 CP to disjunct)

Grey Guard
- Scales of Fortune: 10 upkeep, 50 CP to cast, 50 CP to disjunct (was 5 upkeep, 60 CP, 120 CP to disjunct)
- Shield of Dispassion: 40 upkeep, 100 CP to disjunct (was 20 upkeep, 150 CP to disjunct)

Keeper of Peace
- Rally of the Populace: 80 CP to disjunct (was 120 CP to disjunct)
- Keeper's Creed : 40 upkeep, 100 CP to disjunct (was 30 upkeep, 150 CP to disjunct)
- Spiritual Freedom: 10 upkeep, 50 CP to cast, 50 CP to disjunct (was 5 upkeep, 60 CP, 30 CP to disjunct)






Created on: Saturday - 2021-04-24 at 00:05:25

Related Links

» Official forum thread of the PBEM balance mod (for announcements)
» Beta branch of the PBEM balance mod on Steam Workshop
» Main branch of the PBEM balance mod on Steam Workshop
» Dropbox folders with latest balance mod files (for non Steam users)

Write a comment

Tourney won by Team Dread & Mac!! (Tourney)

A great tourney eventually found his earned end!


A tourney ended successfully: Thanks to all those who participated in this tourney !! Congrats to the winner(s)! And a big thanks to the organizer Hiliadan! The following matches were played: Round 1: Game#1 Mab`s Sons beat phir&ookie
Round 1: Game#2 Dread & Mac beat MM&BC
Round 1: Game#3 Reckless mortals beat SleepingDog & personian
Round 1: Game#4 Crusher of Clans beat Bastards of the North
Round 1: Game#5 Deaf Ogres NWO beat Zia
Round 1: Game#6 xlnt & Henry beat Tooth and Nail Biters
Round 1: Game#7 Pandapocalypse beat HoboTeam
Round 1: Game#8 LobEarLo beat Brews Bros
Round 2: Game#9 Mab`s Sons beat Dread & Mac
Round 2: Game#10 Reckless mortals beat Crusher of Clans
Round 2: Game#11 xlnt & Henry beat Deaf Ogres NWO
Round 2: Game#12 Pandapocalypse beat LobEarLo
Round 2: Game#13 phir&ookie beat MM&BC
Round 2: Game#14 Bastards of the North beat SleepingDog & personian
Round 2: Game#15 Zia beat Tooth and Nail Biters
Round 2: Game#16 Brews Bros beat HoboTeam
Round 3: Game#17 Reckless mortals beat Mab`s Sons
Round 3: Game#18 Pandapocalypse beat xlnt & Henry
Round 3: Game#19 Dread & Mac beat phir&ookie
Round 3: Game#20 Bastards of the North beat HoboTeam
Round 3: Game#21 Deaf Ogres NWO beat Zia
Round 3: Game#22 SleepingDog & personian beat Brews Bros
Round 4: Game#23 Dread & Mac beat Bastards of the North
Round 4: Game#24 Deaf Ogres NWO beat SleepingDog & personian
Round 5: Game#25 Reckless mortals beat Pandapocalypse
Round 5: Game#26 Dread & Mac beat Mab`s Sons
Round 5: Game#27 Deaf Ogres NWO beat SleepingDog & personian
Round 6: Game#28 Dread & Mac beat Deaf Ogres NWO
Round 7: Game#29 Randomvictory: Dread & Mac beat Pandapocalypse
Round 8: Game#30 Dread & Mac beat Reckless mortals
And the winner was Dread & Mac. He will get an extra place in our Hall of Fame! Good luck and have fun in the next tourneys!






Created on: Monday - 2020-06-01 at 11:39:17

Related Links

» Tournament Tree
» To the Team
» Link to the Tournament
» Tourney Overview

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PBEM and Single Player Balance Mod v1.29: a final polishing before a major update (Community)

v1.29 is the last of the v1.2x update: the final release before v1.3x versions and their overhaul of non-summon strategic spells, Racial Governance and at some point, balancing of the Shadow Realm Community Expansion. The scope of this update is limited: completing the hero/Leader skill cost rebalancing, and mostly bug fixing. As usual, it also improves description of skills, abilities, etc. to improve player experience.

An Article by Hiliadan

v1.29 focuses mainly on two areas:

  • Finalisation of the hero/Leader upgrade point overhaul which had started in v1.23 and has the twin aims of balancing hero classes against each other (boosting weaker heroes) and increasing the variety of viable options/paths for hero upgrades by raising the cost of abilities always taken by players and reducing the costs of abilities usually shunned.

A dozen abilities had their costs tweaked to better reflect their strengths: Phase and Projectile Reflection are now cheaper, while Free Movement (Arch Druid ability) is now more expensive for instance

  • Bug fixing and modification of Forbidden Sanctum's reward to avoid ridiculous situations where you could get 800 or more mana: the reward now should not exceed 300 mana and still depend on the strength of the secret skill acquired in the Sanctum.

v1.29 was released on the main branch close to 8.5 months after v1.28 (against a goal of a release every 3.5 months). This is despite the fact that its first release on the beta branch came only 2 months after the release of v1.28 on the main branch. This significant delay is partly due to some tedious bug fixing and obstacles to implement some of the planned changes (see next paragraph). It also reflects the considerable time spent preparing v1.3.


Unfortunately, some technical issues prevented the implementation of the major overhaul of the movement of non-Walking units announced in the article on v1.28. This is delayed to v1.3. With a change of decimal, v1.3 will be a major update of the balance mod, and probably its last such major update. Unlike what was announced in that same article, it will only boost non-summon strategic spells. The rework of Racial Governance is pushed to v1.31 or further versions to avoid further delaying the pace of new balance mod releases.

The coding of v1.3 should start in early June, with hopefully a release on the beta branch shortly after. The pace should accelerate after that, with much smaller updates to be expected (except for the Racial Governance overhaul).

Full changelog of v1.29 (also available on the official changelog of the balance mod)

Bug correction
- Issues/bugs of the balance mod corrected:

  • Solar Spire is again correctly displayed in units’ panel and correctly provides the additional Fire damage against Flying units
  • MCI following failed Necromantic Aura check is non-removable by Break Control and non-stealable with Steal Enchantment
  • Goblin Engineer has Flash Bomb (was Flash Bang)
  • Undeads, Ghouls, Machines can again benefit from Regrowth from Shrine of Guardian Angel
  • Force Field Generator (effect) from Force Field Generator Gear is renamed Lesser Force Field, is stealable with Steal Enchantment and prevents the spell Force Field from being cast on the unit (and vice-versa, the spell prevents the ability from being used on the unit)
  • Diggable Cavern Wall and Undiggable Cavern Wall is reduced in the Tournament game flow
  • Karl the Lich now correctly has have 5 upgrade points at level 2 (was 4)
  • "Small Square Map" is renamed "Square Small Map"

- Several minor description corrections


General
- Forbidden Sanctum’s extra reward multiplier is 0.07 (was 0.25) so that you can get maximum 200-300 mana in addition to CP and free skill (this is also updated in the Strong Defenders Normal Rewards mod)
- Armor Piercing costs 1 upgrade point (UP) (was 2)
Inflict Immolation costs 3 UP (was 4)
Inflict Severely Poisoned costs 4 UP (was 5)
Phase costs 3 UP (was 4)
Projectile Reflection costs 3 UP (was 5)
Rapid Reload costs 2 UP (was 3)
Guardian Flame costs 4 UP (was 5)
Martial Art costs 3 UP (was 2)
Tireless costs 7 UP (was 6)
One with the Tree costs 5 UP (was 6)
Life Steal costs 3 UP (was 2)
Energy Drain costs 5 UP (was 4)
Free Movement costs 3 upgrade points (UP) (was 2)
Immolating Touch costs no action point (was takes all remaining AP)
- 9 descriptions and Tome of Wonders pages are updated to correct imprecise or incorrect descriptions. Full list.


Example of before and after description updates: the strength of Disintegrate is now stated and the exclusion of Elementals and Dragons from several abilities is now visible. Thanks to gladis and Rodmar for reporting most of those!


- The update of the entire French localization of the game is completed. Thanks Rodmar!

Necromancer
- Inflict Despair is available at level 7 (was 5)






Created on: Sunday - 2020-05-10 at 23:18:56

Related Links

» Official forum thread of the PBEM balance mod (for announcements)
» Beta branch of the PBEM balance mod on Steam Workshop
» Main branch of the PBEM balance mod on Steam Workshop
» Dropbox folders with latest balance mod files (for non Steam users)

Write a comment

Shadow Realm Community Expansion: open beta launched! (Community)

About 5 months after the opening of the closed beta (June 2018), the Shadow Realm Community Expansion moved to open beta on the Steam Workshop in November 2018. As we are moving closer to an official release (out of the beta phase), this article takes stock of the progress on this project which has involved more than a dozen contributors from the community.

An Article by Hiliadan

About 120 bugs and issues have been fixed during the closed beta and the first phase of the open beta. The two mods of the expansion (one for the main content and one to access the Shadow layer in RMG maps) have reached the top 30 by subscribers, with 2500+ subscribers and very good rating (the expansion is for instance rated the 10th best AoW3 mod in the latest community rating). The closed beta focused mainly on polishing the content but it was too short to properly address balance and compatibility with other mods (though no incompatibility issue arose).

Goals of the open beta:

- polish the last scenarios of the Shadow Realm campaign and add the missing retextures and icons

- conduct a balancing pass to ensure the expansion is properly balanced

- address any compatibility issue which might appear with other mods

Everything currently works in the Community Expansion and it is safe to use it. The first two scenarios of the campaign can be considered finalized. All the units, abilities and structures are fully designed.


A new T4 unit: the Elder Bone Dragon, which can only be unlocked by clearing the strongest of all sites, the Forgotten Throne


What is missing:
- some retexturing (Elder Creatures) and some icons
- finishing maps 3A, 3B and 3C
- fixing some bugs on the RMG, especially one which can cause crashes on large maps (but extremely rare on Medium or Small maps)

You can see the list of known issues and report new ones here: https://forum.paradoxplaza.com/forum/index.php?threads/shadow-realm-open-beta-tests.1301141
And finally, let's give big thanks to people contributing or giving bug reports and feedback for the Expansion!






Created on: Wednesday - 2020-01-22 at 22:15:56

Related Links

» Wiki
» The main mod
» The mod to get the Shadow layer in RMG maps

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Best mods of AoW3 - 2019 (Community)

This is the third edition of the "best mods of AoW3", following polls in 2016 and 2017. A handful of significant mods (and in total about 100 new mods) have been released since and a new poll was needed to update the list of top mods. All 20 mods of this ranking are excellent mods, even the lowest ranked ones, as they were selected through a shortlisting process. They include two of the four entirely new Races created by modders, 1 balance mod, 1 new Dwellings, several DLC-worth mods that significantly reshape the game (including a community expansion with a new campaign) and a handful of mods adding new visuals or improving current ones.

An Article by Hiliadan

As already mentioned in the articles presenting the results of the first and second polls about the best AoW3 mods, AoW3 is a very rich game with about 400 units, more than 400 techs and 400 unit abilities and few players have played all its class or races. And for those who managed to get bored despite this immense replayability, a plethora of mods designed by the community further improves graphics or increases their customization, adds new units/spells/buildings/abilities/etc., improves the ease of use of the game or improves existing assets of the game by making them more fun and more balanced.





Chart of the Age of Wonders series in numbers, compiled by Tibbles (full chart can be found on the old official Triumph news)




How to navigate all these mods?
In early 2019, a shortlist of 20 of the best mods was drafted with the help of the community on the Steam forum, and building on the results of the previous such polls. These 20 mods were then put to a poll open to everyone for two months until 21 June 2019. 80 votes were cast, electing the best mods of AoW3! Voters could rate each mod on the following scale:


  • To be avoided! (-2)

  • Bad mod (-1)

  • Neutral (0)

  • Good mod (+1)

  • Must have! (+2)

  • Don't know


This list should help you to find the best mods and select the ones most appropriate to your style and wishes.
Keep in mind that the 20 mods listed in this article are already among the best for AoW3 and are already the result of a shortlisting process, so even the mod ranked #20 is very good. And also keep in mind that there are many more excellent mods outside of the list: with only 20 spots on the list and 600+ mods available, even exceptional mods could not make it.

The table below presents different statistics from the poll (full table):

  • Simple average: average quality of the mod


    • Average of the ratings (for example: 10 'Good mod' votes and 10 'Must have!' votes translates into (10*1+10*2)/20=1.5);


  • % of 'Good' and 'Must have!' votes: helps distinguish mods that are judged by the majority of the community as really good, even if others dislike these mods


    • Proportion of voters who rated the mod 'Good mod' or 'Must have!'


  • % of 'To be avoided!' votes: highlights mods which may be bugged, have some balance issues, or other problems

  • Ranking: this section orders mods from #1 to #20


    • 'Must have!' votes: helps distinguish the top of the top, the mods you HAVE to always use, if you want to improve your AoW3 experience, with no hassle attached


      • Based on the proportion of voters who rated the mod 'Must have!'




All the indicators exclude "Don't know" answers. The darker the green, the best the mod is ranked.






The 20 best mods for AoW3 according to the voters


1) Racial Class Unit Reskin
2)  Chivalrous Intentions
3)  PBEM and Single Player Balance Mod
4)  Decodence - Map Editor Content + Decodence - RMG Integration
5)  Racial Heritage Mod
6)  Extended Settings - More Game and Map Settings
7)  Empire Building Mod
8)  Racial Watchtowers
9)  More Colors for Coat of Arms
10)  Shadow Realm Expansion - Content + Shadow Realm Expansion - RMG Integration
11)  Structure Reward Variety
12)  Extra Support Units
13)  The Old Man and the Sea
14)  Movement Orders First
15)  Legendary Units
16)  Lost Library Revamp
17)  Hero Development Mod
18)  Hero Profession Mod
19) New Arsenal
20)  Insectoid Race


A short note on incompatibilities


Compatibility mods exist for several top mods. Without these compatibility mods, some changes of the top mod may overwrite or be overwritten by other mods, but the game will remain stable in any case.



The top 5 mods
#1 - Racial Class Unit Reskin - average rating: 1.65 (57 votes) - Must have!





Category
: Visuals


The 2nd mod on the Steam Workshop (by subscribers) with more than 31 400 subscribers (only topped by the Chinese language mod), the Racial Class Unit Reskin comes first of our ranking for the third time in a row (it topped the previous polls in 2016 and 2017)! More than simple reskins, this must-have mod from Tibbles significantly improves the appearance and icons of all race-specific class units (so machine and non-racial Undead excluded), making each race's units really unique and recognizable.

72% of voters rated it as 'Must have!' and none gave him negative ratings: you can subscribe to this mod with your eyes closed.



Compatibility mods:
-
Bigger Regiments
- Regiments





New racial models of the Warlord Warbreed (by Tibbles)






High Elf Shaman before and after the improvement (by Tibbles)



#2 - Chivalrous Intentions - average rating: 1.50 (26 votes) - Must have!






Category: New content



One of the reasons for the rerun of the poll, Chivalrous Intentions is the meteor which blazed through the sky of AoW3 in recent months. Released in October 2018, it has very rapidly conquered the hearts and minds of hordes of players. It is the only mod released in 2018 which reached the top 30 mods by subscribers (most top 30 mods are very old ones, from the days when more people played AoW3). With 100 updates when these lines are written, it is very regularly improved with new content by his creator, Tasty Buttcream (with support from Iguana-on-a-stick). As its "only" 26 votes and 1.50 rating show, Chivalrous Intentions is not yet well known among players but has a core of die-hard fans.



The mod adds more than 300 units to the game (and still counting), adding a lot of variety to races and class-race combinations. It has a strong focus on balance and lore.





The mod adds a Flying unit for Goblins but it requires a Grand Palace to be unlocked - an example of the attention paid to balance and to making all buildings and Mystical City Upgrades more useful (by Tasty Buttcream)





The mod started with a focus on Human chivalry orders, hence its name - it has since expanded to all races and beyond chivalry (by
Tasty Buttcream)




#3 - PBEM and Single Player Balance Mod - average rating: 1.35 (43 votes) - Good mod





Category: Balance, New content, Visuals



This mod is the result of extensive and long-term work by the AoW3 community to improve the game by making it both more balanced and more fun to play with all races, classes and specializations, started in early 2016. It includes many new and reworked ability and techs (e.g. a Fortifying Meal for Halfling Brew Brother that synergizes with Halfling Farmers by allowing them to Throw Chicken again, a new Cloaked in Shadows tech for the Partisan specialization which makes units Invisible for 1 turn, etc.), making Dreadnought and Halfling more enjoyable and interesting to play, Necromancer more balanced, lacklustre specializations such as Partisan, Earth, Air Master, etc. more interesting. The full changelog is available on a dedicated page.



Three branches of the mod co-exist: a beta-branch to test new versions, a main branch which receives versions successfully tested in the beta branch, and a Tournament Edition sometimes used for tournaments on the Battlefield website. Users can stick to the main branch.
The balance mod is not complete without the Strong Defenders Normal Rewards mod if you play with Strong defenders. It was technically necessary to break down the mod in two to avoid affecting players playing with the Normal (or Very Strong)t defenders settings.



Changes are designed both by (through a discussion process with many players which ensures only needed and coherent changes are brought) and for the AoW3 community, with both Single players and PBEM players in mind. With Triumph having stopped balancing the game, this mod aims at being the new "base game" for all players. As such, it includes the Racial Class Unit Reskin and Racial Watchtower mods (#1 and #8 of our ranking) with the permission of their authors, which means players using the balance mod benefit from their visual improvements without needing to separately download and launch them: only 1 mod needs to be launched. Other must-have mods will be added to the balance mod on a case by case basis.
The balance mod also includes more than 30 clarifications or corrections of in-game descriptions, and is available in French, Polish and Russian (though the two latter have unfortunately not been updated for some time).



Two articles explain why PBEM players and single players should use the PBEM balance mod and introduces its latest v1.28 version.


The following mods have compatibility patch to work better with the balance mod:
- Empire Building Mod
- Weapon Resize
- The League of Extraordinary Builder


A video showcases the improvements brought by the balance mod:








Dreadnought heroes/Leaders have been boosted and can choose Lava Walking, while all 'xx Empire' spells received bonuses, as illustrated by Temperate Empire (+1 defense, +1 resistance)


#4 - Decodence - Map Editor Content + Decodence - RMG Integration - average rating: 1.20 (30 votes) - Good mod





Category: New content, Visuals


Resulting from the hard work of Charlatan to bring new visual content to the game, the Decodence suite of mods contains three mods: Decodence Map Editor Content, Decodence RMG Integration Patch and Decodence Leader Customizations. Only the first two were shortlisted and they should be used together. Decodence Map Editor Content contains all the 3D model assets, and can be used by map makers to create incredible maps (it is for example used in the Shadow Realm Community Expansion, see #10 below). The RMG Integration Patch brings some of this new content to the game by including it in randomly generated maps:


  • 2 new terrain types (overlays) in addition to Fertile Plains, Wetlands, etc.: Tundra and Autumn

  • 6 new sites to clear and absorb in your cities' domain



Please note that this content might not be balanced and that it is necessary to set all the terrain overlays to maximum in the settings of new maps to equilibrate them with Tundra and Autumn (otherwise the maps will contain too much Tundra and Autumn in comparison to the other overlays).





One of the two new terrain types introduced by the Decodence mod: Autumn (by Charlatan)





One of the new site introduced by the RMG Integration mod - the Raven Home (by Charlatan)




Decodence also has several compatibility mods:
- Empire Building Mod (#7)
- Old Man & the Sea (#13) - apparently this mod disappeared from the Steam Workshop around September 2019
- Corrupt the Source (not in the top)

#5 - Racial Heritage Mod - average rating: 1.05 (39 votes) - Good mod





Category: New content



One of the most successful mod adding new content to the game (others include Chivalrous Intentions - #2 in the top -, the Empire Building mod – #7 in the top -, City Building mod – not in the top – and the Hero mods from the same author), the Racial Heritage Mod deepens the alignment concept and brings two sub-factions for each race, one good and one evil. Each sub-faction brings two new units to the game, as well as a production chain including in general four new buildings. In total, the mod thus brings 4*9 = 36 new units to the game, which you will face at independent sites and that you will be able to build in your cities. Each faction has a very specific gameplay and flavour, greatly enhancing the game experience.
Together with the Hero Development (#17), the Hero Profession (#18), the Old Man & the Sea (#13), the Beastman Dwelling and the Archon Race mods, Eomolch created content worth a new DLC for the community. All these mods featured in at least one ranking of the best mods for AoW3, which demonstrates the quality of his work!



Compatibility mods:
- Empire Building Mod (#7)
- Regiments



Tigran Battle Priest, from the Moon Cult Tigran sub-faction (by Eomolch)





Halfling Gardener, from the Good, The Vigil Halfling sub-faction (by Eomolch)




Rest of the top 10



#6 - Extended Settings - More Game and Map Settings - average rating: 1.00 (37 votes) - Good mod





Category: Customization



An old mod, which features for the first time in the ranking, the Extended Settings mod allows to go beyond the lower and upper bounds set by Triumphs for most of the variables of Random Map Generation. You are frustrated and would like to play Gigantic maps? With this mod, you can (though it may cause crashes in later stages of the game, as AoW3 is not made to handle the huge memory loads associated with extra large maps). You've always felt games ended up too fast and you want to take hundreds of turns to finish maps? Try the Ultimate Slow game speed which makes research and population growth 8 times slower than at normal speed. You can even tweak city growth and research time separately now!

For players wanting more customization of starting resources, starting income, defenders, maximum number of heroes, etc. this mod is what they need. If you're happy with base settings though, this mod won't bring you much as it's all about additional settings.





Not afraid to feel alone on a Titanic map size? This chart shows how large it is compared to the Large maps (by Samurai190)




#7 - Empire Building Mod - average rating: 1.13 (39 votes) - Good mod





Category
: New content



This rich mod from Der Mentat brings content almost worth a new DLC. It includes new building chains (also modifying existing ones), new units, a revamped hero upgrade system, new combat spells, etc. The Empire Building mod really provides a new experience of AoW3 and increases the "empire building" part of the game. It is very well developed with a very complete and well-illustrated (and mostly updated with latest changes) manual and a translation in German. Regularly updated over 12 months in 2016-2017, this mod is one of the most carefully crafted available, with a great care to details. In the previous poll, it ranked #3 and despite an improvement in its rating (from 1.06 to 1.13), it lost some ranks due to one user (probably unfairly!) rating it as "To be avoided!".


Der Mentat created compatibility mods to perfectly integrate the Empire Building Mod with two other specific mods and with all the mods that modify heroes:



- Triumphant Heroes
- PBEM and Single Player Balance Mod (#3)
- Decodence - Map Editor Content and Decodence - RMG Integration (#4)
- New Arsenal (#18)
- all hero mods
- all unit mods
- Racial Heritage (created by God of Sheep to fix an issue with Tigran Master Shredder) (#5)
- Legendary Units (created by Lord Cameron) (#15)





Shadow Witch, one of the 27 alternative racial unit of the mod (by Der Mentat)






Some of the new buildings deepening the empire building aspect of the game: Market and Academy (by Der Mentat)

#8 - Racial Watchtowers - average rating: 0.98 (48 votes) - Good mod




Category
: Visuals

This mod by iHunterKiller replaces the standard Watchtowers on the strategic map by race-specific Watchtowers, embellishing the strategic map. Simple and efficient, it also consistently made it to the top 10 (#3 in 2016 and #7 in 2017).
Since v1.8 Poseidon, the Racial Watchtower mod suffers from a bug that prevents Builders from building water Fortresses. This can be fixed by using the PBEM & Single Player Balance mod, which contains a fixed version of the mod, including an improved Goblin Watchtower (see #3 above).



Compatibility mods:

- League of Extraordinary Builders





Draconian Watchtower (by iHunterKiller)





Orc Watchtower (by iHunterKiller)





#9 - More Colors for Coat of Arms - average rating: 0.81 (32 votes) - Good mod




Category
: Visual, Customization



Always part of the rankings (#11 in 2016, #4 in 2017), the mod does a very simple job and does it well: it adds 32 colours for the coat of arms you choose for your Leader and which colours your cities and units on the strategic map.



#10 (ex aequo) - Shadow Realm Expansion - Content + Shadow Realm Expansion - RMG Integration - average rating: 1.00 (29 votes) - Good mod




Category: New content



The other main reason for running the poll on the best mods again is the Shadow Realm Community Expansion. Released in open beta on the Steam Workshop in November 2018,  it is a coherent and relatively large package of additional content for AoW3 built by a team of more than 10 volunteers for over 3 years. The expansion includes a new race (the Shadow Elves), a new Dwelling (the living Archons), a new layer (the Shadow Realm), over 15 new structures and 40 new abilities. It also includes one of the only two custom campaigns designed for AoW3 by the community, with 3 scenarios and 5 maps (the campaign has 3 endings and thus 3 maps for the third scenario). With all this new content and the amount of work put into it by the community, it's almost worth a new DLC!


A manual describing all the new units, abilities, structures, etc. can be found on a dedicated page of the AoW3 wiki. It also includes a FAQ section explaining, among other things, how to activate the Shadow layer.



Please note that the expansion is still in open beta and may thus contains some issues or bugs. In particular, the third scenario of the campaign is still under work (as of August 2019).
The expansion requires at least 2 mods to be played: the Shadow Realm Expansion - Content and the Decodence Map Editor Content are the backbone of the expansion and are sufficient to play the campaign. To find Shadow Elves and get the Shadow layer in RMG maps, you will need two additional mods:
Shadow Realm Expansion - RMG Integration and Decodence RMG Integration.





The new race introduced by the Expansion: the Shadow Elves, with a full line up of racial and class units, and a strong background story, partly explored in the campaign

Compatibility mods:

- Wasteland Campaign and Nomad Race

- Dark Elf Dwelling

- City Development Mod


#10 (ex aequo) - Structure Reward Variety - average rating: 0.75 (28 votes) - Good mod




Category: Ease of use and improved game mechanics



Its name might be slightly confusing but this mod is relatively simple: it adds new reward sets for the following sites: Great Farms, Springs of Life, Dungeons, Brigand Hideouts, adding new units to the list possible rewards, thus increasing the diversity of rewards. The mod also adds more diversity of items to several sites.




Dungeons no longer reward racial units, instead holding Tier 3 Animal/Monster/Giants and Lesser Elementals (by Godzillamancer)




The rest of the shortlist of best mods



#12 - Extra Support Units - average rating: 0.69 (35 votes) - Good mod





Category: New content

Tibbles, the author of the Racial Class Unit Reskin mod (#1), added 1 new T3 mounted Support unit for each race, unlocked by a new Chamber of Mystery building, unlocked by Temples. The units are:


  • Draconian Ascendant Elder

  • Dwarf Forge Lord

  • Frostling White Rider

  • Goblin Blight Surgeon

  • Halfling Brandy Brother

  • High Elf Storm Maiden

  • Human Inquisitor

  • Orc Black Priest

  • Tigran Ancient Mystics





The mod is available in English and German. This nice mod can enliven games by bringing some novelty, without changing too many things.





One of the 9 new T3 racial units: the High Elf Storm Maiden (by Tibbles)



#13 - The Old Man and the Sea - average rating: 0.86 (35 votes) - Good mod





Category: New content



The favourite Dwelling mod of the AoW3 community, the Old Man and the Sea has a poetic name and a lot of very flavourful new content! It adds 4 new water structures, 3 Mystical City Upgrades associated to these water structures, 4 new water-borne units (including the monstrous Sea Serpent!) and 1 new Dwelling with its 5 new units: the Nynevians.

This mod significantly increases the interest of maritime exploration and warfare, a welcome addition that tackles one weakness of AoW3.

It was without doubt an inspiration for the official Poseidon update which copied its Water Fortress concept.





The new Nynevian Dwelling, surrounded by some of the new water structures (by Eomolch)



In terms of compatibility, this mod will not be compatible with other mods adding Dwelling, except the following ones if you use these compatibility mods:
- Dark Elf Dwelling and Beastman Dwelling
- Beastman Dwelling

#14 - Movement Orders First - average rating: 0.67 (18 votes) - Good mod





Category: Ease of use and improved game mechanics



A less well-known mod, Movement Orders First does a very simple job: it changes the order in which notifications are shown to players each turn. In the official version, you are first shown the "Select production for city xx", which can be counter-productive when you want to first explore the map to get some stashes of gold, or clear sites to receive rewards, etc. which will all increase your available gold and mana to build things in your cities. Similarly, you may clear Ancient Ruins or a Lost Library and get some research points during your turn, so you generally want to choose your research after you have moved all your units.

The mod thus lets the notification be displayed in a more effective order: 1/ unit movements, 2/ research, 3/ city and Dwelling production. Thanks Leon Feargus!



#15 - Legendary Units - average rating: 0.68 (25 votes) - Good mod





Category: New content



Another old mod which made it to the shortlist for the first time, Legendary Units adds a T4 for each race. This "Legendary" racial unit can only be accessed through the Evolution at Elite level of the racial T3 unit. It starts as the equivalent of the Champion I unit it evolved from but then acquires additional abilities to become even stronger.



Compatibility mods
:
- Regiments
- Empire Building Mod (#7)
- Inflict Status Abilities Overhaul




The Legendary Draconian Flyer is the result of the Evolution of a T3 Draconian Flyer (by Lord Cameron)

#16 - Lost Library Revamp - average rating: 0.56 (16 votes) - Good mod





Category: Change to game mechanics



In the base game, the Lost Library's reward is one unresearched skill from the player's Research Book. This mod changes that so that the skill is now taken randomly from a pool of skills including all classes and specializations. The pool includes only tier 1 to tier 3 skills, with 3 from each class and 1 from each specialization. The defenders are also modified to include more supports and more supernatural creatures.


#17 - Hero Development Mod - average rating: 0.63 (32 votes) - Good mod





Category: New content



Eomolch cleverly revamped the hero upgrade system, adding 3 specialization to each class and race-dependant upgrades, which means that each hero is now more unique, having both race specific upgrades and a specialization (melee, range or support) which can lead for instance to 2 Rogue heroes in your army with totally different skills and roles, one being an Assassin, and the other a Duelist or Trickster. A manual is available. The mod includes many new unique abilities, for instance Teaching of Humility, a Theocrat Monk touch ability which grants Monk abilities to one allied units: it gains Spirit damage but cannot attack for the next three strategic turns, or Beast Within, an Arch Druid Shaman ability that lets you shapeshift into a random animal.



Another mod, Hero Profession mod, is ranked #18 and is also worth a look, in combination with this mod.





All heroes now have 3 choices to further specialize, for Theocrat, they are Monk, Paladin or Priest



Compatibility mods:

- Triumphant Heroes (not in the top)
- Empire Building Mod: see #7


#18 (ex aequo) - Hero Profession Mod - average rating: 0.55 (29 votes) - Good mod






Category: New content



This mod expands and refines the Hero Development Mod (#17, above): it creates 3 "professions" or sub-races for each race, increasing further the diversity of heroes' development paths. The Hero Professions Mod requires both the Hero Development Mod and the Racial Heritage Mod (#5) to be played. You will now be able to play a Goblin Blight Doctor Rogue Trickster or a Goblin Pyromancer Rogue Duelist for instance, and not just a simple "Goblin Rogue"!
A manual is available, describing briefly most of the new abilities and paths. The manual was updated in 2021 to include the addition of Archons through a compatibility mod (see below).





One of the new ability available to Draconian Nest Warden: Lizard Ancestry! (by Eomolch)


Compatibility mods:

- Archon Race (by Eolmoch)


#18 (ex aequo) - New Arsenal - average rating: 0.59 (22 votes) - Good mod





Category: New content



Released in December 2017, New Arsenal was too recent to feature in the previous ranking. The mod does what many had begged Triumph to do for AoW3: add racial T4. Each race gets a second T3, unlocked by a new T3 building, and a final T4 building unlocking the ultimate racial T4 unit. Balanced with the community of live MP players, the mod reached its v1.4 in May 2019 and should be well balanced. A table listing all the units and their stats is available.



Compatibility mods:

- Empire Building Mod (#7)
- Deluxe Specializations





Missing the Kharagh? Here is the Goblin Behemoth!

#20 - Insectoid Race - average rating: -0.08 (25 votes)





Category: New content



ATTENTION: this mod was removed from the Steam Workshop by its creator, Liberty Valance. He then made the files available again. You can now download the .taf file through this link (old dead Steam Workshop link) . Put it in your C:\Users\[Windows user name]\Documents\My Games\AoW3\UserContent folder (for Windows users), then execute the AoW3 launcher: this will unpack the mod and you'll be able to use it afterwards.
While we are speaking about Liberty Valance's mods, here are links for his other mods: the Spider's Gift mod, Witch Hunter mod and the Shinobi Race mod.




This mod of Liberty Valance really pushes the boundaries of the Mod Editor of AoW3 and proposes an entirely new race with very unique game mechanisms and visuals, the Insectoids! This mod deserves a lot attention: check it out! The video below shows some gameplay, after a short animated introduction.







Other information


You might be interested in these other compilations of information about AoW3:

- library of tutorial, PBEM and live MP videos
- strategic and tactical guide by the-Battlefield.com community




If you want to learn more about the Battlefield.com/aow3, the community website for AoW3, please read this article.



Feel free to leave some comments at the bottom of the article!







Created on: Sunday - 2019-08-11 at 01:12:50
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PBEM and Single Player Balance Mod v1.28: polishing, Dreadnought class boosts and beginning of AI improvement (Community)

v1.28 builds on the long-standing work of the balance mod regarding "leveling and mind-control" vs "production" and increases the economic trade-offs of mind-control strategies (specifically for Regrowth units) and boosts the Dreadnought class. It deals with several imbalances noticed in recent competitive and tournament games, in particular regarding Earth Elementals. It also brings the usual improvement in user experience associated with the balance mod: bug fixing, better descriptions, visual improvements, etc.

An Article by Hiliadan

The main areas of work of v1.27 included Mind control and independent Regrowth units and Engineers. v1.28 brings some refinements and tackles other topics. Its focus can be broken down into:


  • Mind-control and Regrowth: as noted in the article about v1.27, acquiring Regrowth units early through mind-control can provide a significant advantage and potentially be game-changing. v1.28 thus expands the extra upkeep (+50% instead of +25% for non-Regrowth units) to all Regrowth units who got mind-controlled. Trolls and Warbreeds are also removed from low-level sites so that it is no longer possible to mind-control them early game.




Getting a Regrowth unit for easy manual battles early on? Alright but you can't have your cake and eat it: you'll have to pay for that extra power!



  • Boosting the Dreadnought class (including Engineers): while the previous version focused only on Engineers, this time, the boost is more broadly based and reinforce previous boosts to Dreadnought (mainly heroes) introduced by the balance mod. Magma Forges can now provide gold to Dreadnoughts, making income less dependent on Gold Mines (and thus on RMG luck), Spy Drones stop being blind UG, Engineers are made even more useful, and Dreadnought heroes finally get a top skill!

  • Various balance changes: Earth Elementals used to be the best Elementals with Regrowth, 40% Physical Protection, immunity to Fire and Frost, Tireless at Elite... they could clear some sites in solo (especially Hall of the Forefathers), make most clearing a walk in the park in manual combat and be devastatingly hard to counter in auto. After making them very hard to obtain in previous updates, now they lose Regrowth. A few other balance and coherence changes are also included in v1.28 (e.g. Oyster Reefs now correctly provide bonuses to Theocrats, Arch Druids or Sorcerers using their Empire Upgrades or spells based on treasure sites).

  • AI enhancement: v1.28 is a timid start to AI improvement. AI modding is a huge undertaking which will need to be delayed after v1.3 due to the enormous workload to properly test the effect (and thus usefulness) of changes. v1.28 starts by allowing the AI to cast some spells it used to ignore.



v1.28 comes 4.5 months after v1.27. This is a significant delay compared to the goal of a release every 3.5 months, mainly due to tournaments using the Tournament and Main branch of the balance mod and preventing releases on these branches, as well as technical difficulties at the end of testing. Hopefully, v1.29's development will be faster!

In the near future, v1.29 should include a limited number of changes on two main topics: the second stage of the rebalancing of the costs of hero upgrades (which started in an earlier version of the balance mod) and very significant changes to movements for non-Walking units (increase of the cost of swimming and malus for Flying and Floating units over Water). Further ahead, v1.3 will be a major update and will finish dealing with the top priorities expressed in the 2017 poll on the directions for balance. In particular, it will rework Racial Governance and boost non-summon strategic spells to make spellcasting more active (and avoid having a number of weak and rarely used spells).

Full changelog of v1.28 (also available on the official changelog of the balance mod)
Visual improvements
- Chthonic Guardians now have a shield

Bug correction
Issues/bugs of the balance mod corrected:
- Stiffen Limbs has a spirit attack check (was physical)
- Twisting Roots can start researched (was couldn’t)
- Solar Spire and Stylite can no longer be produced in the Arcane Item Forge
- Cape of Rot has the old version of Path of Decay: it is always active and cannot be controlled (was a version of Path of Decay which could not work; it was not possible to fix it to make it optional like non-hero units’ Path of Decay)
- Foot Wraping of Power (Epic) can no longer be found in Mythical sites,  Solid Chainmail Leggings of Heroes (Strong),  Longsword of Dire Penguin Slaying (Strong) and Athla's Natural Club (Strong) can no longer be found in Legendary sites.

General
- Bards get Mind Control Immunity
- Planetary Alignment gives +100 % RP income for 4 turns (was complete the current research instantly)
- Shadow Step costs 4 UP for Rogue (was 5) and Necromancer (was 2)
- Inflict Despair is available at level 5 (was 1)
- Enemy heroes cannot be targeted by True Resurrect
- Warbreeds and Trolls are replaced by Ogres on Destruction Mana Node. Trolls are replaced by Ogres on Ancient Ruins
- Cure Disease costs no action point and has a 1 turn cooldown (so can be used only once per turn) (was takes all remaining AP)
- Liberated from Raiders (+400 happiness for cities liberated from roamers) last 10 turns (was 15 turns)
- Oyster Reef is affected by Sanctified Sites, Animistic Knowledge and Magical Structures
- Harbors heal 10%  HP/strategic turn to friendly Boats in the city’s domain


Always found Harbor not very useful? Now at least they're a bit better and repair allied ships in domain (unfortunately we did not find a way to display the healing in the unit panel, but it is effective)


- Trolls, Naga Slither, Naga Guardian and Naga Matriarch no longer have Greedy and Hatching Pool no longer gives Hatched to Naga units. Instead, units with Regrowth gets +50% upkeep when they are mind-controlled (instead of +25% for non-Regrowth units).
- 24 descriptions and Tome of Wonders pages are updated to correct imprecise or incorrect descriptions. Full list.

Arch Druid
- Archdruid heroes can choose Call Ancestral Spirits at level 7 (was 5)

Dreadnought
- Dreadnought heroes can choose Force Field Generator Gear for 7 points at level 13: Units led by this hero get Force Field Generator: self-buff ability that can be used Once per battle for no action point and gives 40% fire, 40% frost and 40% shock protection for 5 turns.


A stack of Frostling equipping the Force Field Generator thanks to the gear provided by their Leader - Dreadnought heroes used to lack a top ability like Divine Justicars (Theocrat) or Master Illusionist (Sorcerer), now they have Force Field Generator Gear.


- Spy Drones have Night Vision
- Great Blacksmith increases sales at your forges: Magma Forge generates +5 gold/turn (in addition to existing -10% gold for Armored)
- Engineers have Tunneling and can Build Road for 4 gold/hex and Bridges for 48 gold (was 5 gold/hex and 60 gold)


The article on v1.27 asked whether we had reached the end of the road of Engi balancing: we had not yet - can this change finally be the end of it?


- Summon Spy Drone costs 60 RP (was 80 RP)

Halflings
- Halfling economic RG1: Store House costs 45 less to build (was Store House costs 35 less to build)

(Revenant) Archons
- Obelisk of Undeath do not affect allied units with Curse (was: allied units are also Curse if valid targets)

Fire
- Tropical Empire gives Inflict Scorching Heat to allied units in your domain (was Inflict Immolation)

Wild Magic
- Summon Lesser Elemental is tier 3 skill (was tier 4)

AI
- AI will now cast the following spells in auto combat: Killing Spree, Dampening Field, Sadism, Gift Of Nekron, Rite Of Malediction, Smoke Screen, Bane of the Unnatural.






Created on: Wednesday - 2019-08-07 at 23:57:17

Related Links

» Official forum thread of the PBEM balance mod (for announcements)
» Beta branch of the PBEM balance mod on Steam Workshop
» Main branch of the PBEM balance mod on Steam Workshop
» Dropbox folders with latest balance mod files (for non Steam users)

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Interested in AOW Planetfall? (Spezial)

The game was released on August 6th

An Article by Mark

Visit our new AOW Planetfall page.
Following Link ==> https://www.g4l.eu/aowpf/
You can login with our login details.

If you are interested in administering or improving this site (Beta), contact me (Markymark) or Hilidian.

Otherwise, we hope we find ourselves in a game

Thanks alot.

Your the-battlefield.com team






Created on: Tuesday - 2019-08-06 at 16:25:22

Related Links

» AOW PF League Community

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PBEM and Single Player Balance Mod v1.27: rework of the item reward system, Engineers, Mind Control and more (Community)

v1.27 brings two very impactful changes to the game: item rewards when you clear sites are now more tightly linked to item rarity and Floating units no longer have Cave Crawling. These changes may seem minor on paper, but they have big consequences in game! Besides, this new update of the balance mod boosts Engineers, starts to deal with mind-controlled Regrowth units and continues to improve user experience with better descriptions and bug fixing.

An Article by Hiliadan

v1.26 was a small update with a couple of changes and a handful of bug fixing. Its successor has a broader scope, which can be categorized as follow:


  • Items (priority #11 or "Decrease rewards or increase risks for high-level sites" based on the poll on the opinion of the community on balance): in the vanilla game, each site giving items was associated to only two "reward sets" (see the Wikia for more explanations), which means you could get Mythical items in low level sites or, vice-versa, Common items in high level sites. Getting crappy items after a tough fight could be quite frustrating, and conversely, getting very good items during early clearing could unbalance the game. v1.27 changes that by linking rewards to the site difficulty: now Mythical sites will always yield Mythical or Legendary items, while "common" sites (like Brigand Hideouts) will only yield Common items. This change was associated to a requalification of the rarity of 60+ items.




Sites are now linked to their own level and the one just: a Mythical Lost City will give Mythical and Legendary items



  • Floating / Flying: several discussions indicated Floating and Flying units benefited too much from their extra mobility, without significant weaknesses and were clearly superior to non-Floating/Flying units. Debate is still ongoing on how best to deal with that but two options got enough support to be implemented: Floating units no longer have Cave Crawling automatically, so they need 4 MP underground instead of 3 MP. And Pillar of the Stylite gives additional bonus vs Flying units.

  • Mind control and independent Regrowth units: the balance mod has introduced many changes to limit snowball through mind control, but works remain to be done. One area still needing work is independent Regrowth units, which can give a very significant advantage to players getting access to them early through mind control. v1.27 thus introduces an extra +25% upkeep for such units. This feeds into priority #4 " "Further balance 'leveling and mind-control' vs 'production'".

  • Engineers: another long-standing work of the balance mod, Engineers have been boosted with more HP, better Flash Bomb, the ability to Build Roads... but they're still expensive to build (and thus usually require more than 1 turn to produce): v1.27 weakens them slightly in terms of damage output but makes them cheaper.

  • Bug fixing: as usual now, this new update fixes bugs! 5 from the official game and 2 from the balance mod.

  • Description updates: 18 imprecise or incorrect descriptions were updated, to make players' life easier, and a full relocalization for French has been included in the balance mod! Thanks to Rodmar18 for that!



v1.27 comes a bit less than 3 months after v1.26 (first released on the Tournament branch of the balance mod). The goal is to keep a pace of a release every 3.5 months.

Around the end of June, v1.28 should make the tactical AI a bit smarter, consolidate previous changes (e.g. related to Regrowth independent units), and bring small balance touches, like delaying the learning of Call Ancestral Spirits by AD heroes.
Later, v1.29 (which should be renamed directly v1.3 if we manage to achieve its ambitious plans!!) should go much further in the AI smartening direction, make Racial Governance much more balanced and interesting, and make strategic spell casting and disjuncting much more active.



Full changelog of v1.27 (also available on the official changelog of the balance mod)
Bug corrections
- Beacon of Faith can not longer be cast on allied Ghoul cities (could be cast but had no effect so was a waste of mana)
- Produce Shadow Stalker no longer gives the ability to Lesser Shadow Stalkers of your allies to evolve in Shadow Stalkers
- Nightshade Fairy can no longer be obtained as reward from Fey’s Easy Quests (Nightshade Recruit cost is increased from 240 to 330, i.e. a buy cost of 0.9*330/2=148.5 and the unit reward multiplier was decreased from 0.4 to 0.3; the Easy Quest’s Reward value = 450 and multiplier = 0.3 i.e. 135 gold value)
- Ziggurat on Strong Defenders can no longer have 3 Phoenixes to defend them (Amount of Boss Unit reduced from 3 to 2 for the Ziggurat Beholder and Henchmen set, Recruit cost Tigran Warbreed raised to 400)
- Falling Clouds now correctly gives -2 vision range to Armored units (was giving -4)

Issues/bugs of the balance mod corrected:
- "Dwarf Protector Economic" is now correctly displayed next to the +3 gold in the city panel when hovering over gold in the balance mod
- Various small description updates (icons added in Inflict Despair, Inject Mana Fuel, Pandemonium, Berserk, “damage” added in Domain of the Sun, “Exhausted” added to list of units not affected by Death March, +20% replaced by +15% for Hafling entry in ToW and in unit panel)

General
- Floating does not give Cave Crawling any more (need 4 MP to move on Subterranean climate).
- Trolls, Naga Slither, Naga Guardian and Naga Matriarch get "Greedy": The unit costs +25% upkeep. Naga Slithers, Guardians and Matriarches produced in a Naga Dwelling get “Hatched” and gets -25% upkeep, which means they cost 8 gold/turn (as before).


(Untamed) Trolls and Nagas now get Greedy (+25% upkeep). The Hatchling Pool at Naga Dwellings cancels out this with Hatched (-25% upkeep) for Nagas.


- Shrine to the Skull Lord and Well of Souls are no longer "Treasure site" for the sake of Sanctified Sites, Animistic Knowledge and Magical Structures strategic spells (were Visit Structures but giving bonuses through these spells)
- Pillar of the Stylite gives an additional +1 spirit damage against Flying units.Solar Spire gives +1 fire melee damage against Flying units.
- Replenishing Bucket of Monkey Filth (use item, throw filth) is Strong (was Epic)
- Dire Bear (mount +5 HP, devastating charge, bloodthirsty, inflict bleeding wounds) is Epic (was Legendary)
- Silver Aegis Ring (jewel, 40% physical protection) is Mythical (was Legendary)
- The rarity of these items is changed as follow (before -> after):
Accursed Helm of the Tower : legendary -> mythical | head dragon slayer, giant slayer, 20% blight weakness, +2 def, +1 res, +1 vision range
Arm Cuff of the Spirit Slayer : strong -> common | jewel +1 physical melee str, elemental slayer
Betrayer's Gift : mythical -> legendary | weapon backstab(2x), +1 physical melee str
Blessed Totem of Health : epic -> strong | usable +5hp, +12 hp recovery
Bone Wyvern : legendary -> mythical | mount flying, inflict brain rot
Boots of the Shocking Snake Slayer : epic -> legendary | leg 40% shock protection, +2 def
Buckler of the King's Guard : strong -> epic | shield shield, +1 def, +1 res
Choker of the Great Matriarch : legendary -> mythical | jewel 40% fire protection, 40% blight protection, +1 res, vision range upgrade
Cult of Storms Insignia : epic -> legendary | jewel 80% shock protection, cave concealment, +1 res
Darkbringer Gemstone : strong -> common | jewel urban concealment
Dragor's Swordcatcher : legendary -> epic | shield shield, +2 def
Eternal Fire Cape : mythical -> legendary | torso fire aura, +1 def
Fire Wyvern : legendary -> mythical | mount 40% fire protection, flying
Flametongue Sword : mythical -> legendary | weapon overwhelm, +3 fire melee str
Friendly Beggar's Shoes : strong -> epic | leg bringer of goodwill
Frost Wyvern : legendary -> mythical | mount 40% frost protection, flying
Grar's Plate Greaves : legendary -> mythical | leg +4 def
Halfling Trick Bauble : legendary -> epic | jewel invisibility
Horned Helmet of the Verbose Dragonslayer : epic -> strong | head dragon slayer, +2 def
Jack's Gift : common -> strong | jewel +10 hp
Jewel of Forgotten Revival : strong -> common | jewel +12 hp recovery
Lizard on a Stick : epic -> strong | usable poison spit
Locket of Lost Love : common -> strong | jewel strong will
Mana Powered Heavy Drill : epic -> strong | usable tunneling
Mesmerizing Necklace : common -> strong | jewel inflict dazzled
Mundane Traveler's Cloak of Divine Joy : strong -> legendary | torso 40% fire 40 frost 40 shock protection
Old Orcish Tower Shield : epic -> strong | shield projectile resist, shield
Pendant of the Lightworker : epic -> legendary | jewel true sight, +1 res, vision range upgrade
Pyromancer's Tinderbox : epic -> strong | usable immolating touch
Rod of Lightning Charge : legendary -> common | usable shocking bolts
Rusty Disk of Defense : epic -> strong | shield shield, +1 def
Serious Shield of Austerity : legendary -> epic | shield +1 def, +1 res
Shimmering Orb of Aldor : legendary -> epic | jewel +2 res
Smooth Shield of the Wayward Clans : legendary -> epic | shield shield, +2 def
Spear of the Jungle Dweller : strong -> epic | weapon inflict severely poisoned, +1 physical melee strength, +1 blight melee strength
Trinket of the Moongate : legendary -> epic | jewel phase
Wand of the Naga Mage : legendary -> epic | usable naga fire
Armor of Divine Regeneration : epic -> mythical | torso regrowth
Box of Blades : strong -> common | usable throw blades
Cape of Rot : mythical -> legendary | torso free movement, path of decay
Deathbringer's Medallion : legendary -> epic | jewel shadow step
Fallen Gurock's Warpants : strong -> common | leg +2 def, 20% blight weakness
Forged Frostling Shield : common -> strong | shield +1 def, 20% frost protection
Frost Witch Staff : legendary -> mythical | weapon castigate, grant frozen flame, 60% fire protection, 60% frost protection
Helmet of Primal Instinct : epic -> common | head predator
Ice Scaper Gloves : common -> strong | usable throw ice ball
Reaper's Hood : legendary -> epic | head gas breath
Ritual Knife of the Unholy Gutter : epic -> strong | weapon devour corpse
Shield of the Frosted Ark Raider : epic -> legendary | shield +2 def, 80% frost protection
Shield of the Unfazed Mercenary : strong -> common | shield shield
Sickle : strong -> common | weapon bloodthirsty
Slacks of Sorcery : legendary -> strong | leg +1 resistance, 20% shock protection
Spear of Justice : strong -> epic | weapon +1 physical melee str, first strike, polearm
Sun Spear : common -> strong | usable throw sun spear
Tigran Sandals of Speed : common -> legendary | leg +4 MP
Stick of the Frost Witch (usable, frost bolts) is Strong (was Legendary)
Wand of Fiery Doom (usable, fire bolts) is Strong (was Legendary)
- Summon Earth Elemental cannot be obtained as a reward in Sunken Cities any more
- A new “Tournament” game flow is available and automatically sets up the Advanced Settings of maps (number of treasure sites, etc. and geography) based on PBEM tournament rules.


Finally, players will stop making mistakes in the settings for tournament games!!   Beware: this does not (cannot) modify settings which are edited in the last screen where players are displayed (Beacons, hero level, starting skill, etc.)


- 18 descriptions and Tome of Wonders pages are updated to correct imprecise or incorrect descriptions. Full list: https://docs.google.com/spreadsheets/d/1eVOyD2rdiUb4PytVhaKT1rxNiWMquRAlnXw587VwBpg
- The French localization (translation) of the game is entirely updated, thanks Rodmar

Dreadnought
- Engineers have 5 melee damage and Fire Blunderbuss for 7/8 physical/fire damage and cost 65 gold and 10 mana (was 6 melee damage, 8/8 ranged damage and 70 gold and 10 mana)
- The extra cost due to extra abilities for Engineers is now 5 gold for Projectile Resistance for Dwarves (was 11), 5 gold for Sprint for Tigrans (was 10), 5 gold for Inflict Immolation for Draconians (was 10).


Finally, you can one-turn your Engineers and they're not over-priced any more! The end of the road for Engi balancing?


Water
- Rot gives Weakened to Machine and Undead it affects (was Deteriorated in the balance mod and Weakened in vanilla).






Created on: Wednesday - 2019-02-27 at 23:38:17

Related Links

» Official forum thread of the PBEM balance mod (for announcements)
» Beta branch of the PBEM balance mod on Steam Workshop
» Main branch of the PBEM balance mod on Steam Workshop
» Dropbox folders with latest balance mod files (for non Steam users)

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Invitation to the AOW Lan / Germany (Community)

All players are welcome

An Article by Mark

The next LAN will take place on 10.10 (DO) -13.10 (SO) in Homberg (40 km from Kassel).

The LAN is organized by the civforum together with the BF association!
Every player from this forum (and of course everybody else) is of course invited!

Until now desired games:
-civ6 (with addon)
-aow3 (or AOW Pandora)
(who likes to play other games, please report)






Created on: Monday - 2019-01-14 at 17:31:15

Related Links

» More Details in civforum (register)

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