Age of Wonders III

Age of Wonders III

PBEM & Single player Balance Mod 1.31 (BETA)
Exibindo entradas 1–10 de 60
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Atualização: 12/abr./2021 às 10:38

Description fixes.

Atualização: 10/mar./2021 às 14:12

1.31 version was released with such changes:
- Trolls are removed from the defender sets of Great Farms (in effect replaced by Ogres)
- Miraculous Lizardman Breeches is Epic (was Legendary)
- Scrolls of Knowledge can no longer be found less than 15 hexes from starting location
- Domain of Corruption, Killer Instinct, Summon Dire Penguin can no longer be rewards from Forbidden Sanctum
- Henge is required to produce Shaman (was Arch Druid’s Dolmen)
- Flash Bang (Dreadnought spell) is replaced by Flash Bomb (if unsuccessful, reduces the mp of the targeted unit by 25%) and costs 7 CP (was 8 CP)
- Weapon Kit costs 7 CP (was 8 CP)
- Iron Heart is available at level 3 for Theocrat heroes and Leaders (was level 1)
- Celestial Chamber is required to produce Evangelists (was Theocrat’s Conclave)
- Evangelists do not have Combat Healing any more
- Warlord’s Scouts have Night Vision
- Zephir Bird has 40 HP (was 35 HP)
- Summon Hell Hound costs 160 RP (was 180 RP)
- Summon Baby Kraken costs 160 RP (was 180 RP)
- Summon Lesser Elemental costs 110 CP (was 120 CP)

Atualização: 30/out./2020 às 13:46

Small fixes.

Atualização: 15/ago./2020 às 8:40

1.3 version was released with such changes:
General
- Mind-controlled units cost more in upkeep:+50% gold / turn (was +25%)
- All Ziggurats now provide the same rewards: one or two items picked among Legendary and Mythical items, and between 0 and 281 gold in average, depending on the rarity and number of items received: 0 gold if 2 Mythical items are received, 281 gold if 1 Legendary item is received (was between 26.8 and 51.3 gold in the non-Naga Ziggurat and between 300 and 393 in the Naga Ziggurat).
- 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)
- Swimming now uses 4 MP/hex on the strategic map. Sea Creatures get Natural Swimming and still uses 3 MP/hex.
- Sea Creatures do not take attack of opportunity when moving near other units (like Flyers near walking units).
- Flying and Floating units get -12 HP/turn (i.e. effectively -6 HP/turn as natural healing is +6 HP/turn) when starting their turn over water. Mariner cancels that malus. Cannot Regenerate units (Machines, Undeads) are excluded.
- Siege Workshop (was Master' Guild) gives Repair Machine to Builders built in the city.
- Wooden Walls cost 90 gold (was 100 gold)
- Builder's Hall (was Siege Workshop) unlocks the racial defensive building (e.g. Filth Pit for Goblins)
- Builders have a new ability, Repair Wall: touch ability which heals 25 HP to a wall
- Siege Workshop costs 130 gold (was 150 gold).
Secret
- True Resurrect costs 40 CP (was 50 CP)
Items
- 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)
Archdruid
- One with the Elements: 50 CP to disjunct (was 60 CP to disjunct)
- Sunburst: deals 20 fire damage (was 15 fire damage)
- 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)
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) - I also feel the upkeep is too high (40 mana/turn), but since the overall aim is to increase upkeep, I'm not touching it.
- 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) - like Thorn Hedge Walls
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)
- Dread Omen: 25 upkeep, 60 CP to cast, 60 CP to disjunct (was 40 upkeep, 60 CP, 80 CP to disjunct) - a bit more expensive than Dread Siege which has a similar effect minus the -100 pop
- 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)
- Lightning Storm: 7 physical and 13 shock damage (was 5 physical, 10 shock)
- Enchanted Walls: 60 CP to cast, 60 CP to disjunct (was 120 CP, 140 CP to disjunct) - like Thorn Hedge Walls
- Summoner's Aura: 25 upkeep, 60 CP to cast, 60 CP to disjunct (was 15 upkeep, 100 CP, 110 CP to disjunct)
Theocrat
- Evangelists have Lesser Convert (was Convert; as a reminder, Lesser Convert has strength 8)
- Paid Absolution - 70 CP and 70 CP to disjunct (80 CP and 90 CP to disjunct)
- Prayer for the Hurt - 80 CP, 25 upkeep and 80 CP to disjunct (100 CP, 30 upkeep and 90 CP to disjunct)
- Beacon of Faith - 120 RP and 30 CP, 30 CP to disjunct (130 RP and 40 CP, 50 CP to disjunct, Fertile Grounds is 120 RP and 40 CP and gives +200 pop instead of +100)
- Sanctified Sites - 20 upkeep, 100 CP to disjunct (15, 110 to disjunct)
- Armageddon - 100 upkeep, 440 CP to disjunct (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
- Entwined by Shadows: 40 upkeep, 100 CP to cast, 100 CP to disjunct (was 30 upkeep, 150 CP
- 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)
Grey Guard
- Shield of Dispassion: 40 upkeep, 100 CP to disjunct (was 20 upkeep, 150 CP to disjunct)
- Scales of Fortune: 10 upkeep, 50 CP to cast, 50 CP to disjunct (was 5 upkeep, 60 CP, 120 CP to disjunct).

Atualização: 1/mar./2020 às 14:03

Various fixes.

Atualização: 15/set./2019 às 14:08

1.29 version was released with such changes:
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
- Inflict Despair is available at level 7 (was 5)
- 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)
... and various fixes.

Atualização: 30/mai./2019 às 12:26

A few small fixes (possible exploits for vision buff from Mermaid shrine and spirit attack buff from Wizard King shrine).

Atualização: 11/mai./2019 às 11:08

Double convert issue was fixed.
Various bugs with item rarity were fixed.
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.

Atualização: 28/abr./2019 às 14:29

General changes
- Converted units with Regrowth ability gain additional 25% to their upkeep.
- Planetary Alignment gives +100 % RP income for 4 turns (was complete the current research instantly).
- Enemy heroes cannot be targetted by True Resurrect.
- Warbreeds 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 spells.
- Harbours repair 10% HP/strategic turn to friendly Boats in the city’s domain.

Archdruid Class
- Archdruid heroes can choose Call Ancestral Spirits at level 7 (was 5).

Dreadnought Class
- 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.
- 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).
- Summon Spy Drone costs 60 RP (was 80 RP)

Rogue Class
- Incite Revolt gives -250 Undead Population / turn to Ghoul cities (was one-off -600 when the spell is cast).
- Bards get Mind Control Immunity.
- Shadow Step costs 4 UP for Rogue (was 5).

Necromancer Class
- Shadow Step costs 4 UP for Necromancer (was 2).
- Inflict Despair is available at level 5 (was 1).

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

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

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

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

Earth Specialization
- Earth Elementals have 60% fire and frost protections (was 100%) and don’t have Regrowth ability.

Atualização: 17/fev./2019 às 2:58

- Added new game flow designed for tournaments.
- Various fixes for wrong item rarity and sets.
- All Naga units 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)."