Age of Wonders III

Age of Wonders III

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hiliadan May 2, 2016 @ 10:54pm
PBEM balance mod + feedback required on balance proposals
Some people may read only this Steam forum and not the official forum so I thought it would be useful to share the current work on balance here too!

Several players, including me, have been working on balancing the game through mod for several months. We need more feedback from experienced PBEM and live-multiplayer players in order to choose the best fixes to balance issues.

A PBEM balance mod has already been released and I strongly encourage everyone to use it: http://steamcommunity.com/sharedfiles/filedetails/?id=661597466
A general balance mod also exists: http://steamcommunity.com/sharedfiles/filedetails/?id=608495984

We are preparing the v1.1 of the PBEM balance mod and have listed all the suggestions from people involved in balancing here: https://docs.google.com/document/d/1flsHncpzAmJa_2xMHZ6Tlp-mf69ej2mYrSGNc4V3_QA/edit?usp=sharing
Changes in:
- light green are already in v1.0 of the PBEM balance mod;
- dark green will be included in v1.1;
- yellow are priority changes that we would like to include and need more feedback on.

So I invite everybody to read the proposed changes in the GoogleDoc and provide feedback (and cite the #ID of the changes).


Here are key topics regarding the different balance topic discussed:
– general balance mod: http://aow.triumph.net/forums/topic/balance-mod-prototype/
– the proposed fixes for Necro’s conversion: http://aow.triumph.net/forums/topic/necromancers-ways-of-acquiring-too-strong-in-pbem-at-least/page/3/#post-242523
– the discussion on conversion-like abilities (non-Necro): http://aow.triumph.net/forums/topic/suggestion-conversion-limit/
– the discussion on XP farming: http://aow.triumph.net/forums/topic/game-suggestion-to-stop-experience-farming/
– the balance discussion based on the (PBEM) tournament results: http://aow.triumph.net/forums/topic/balance-based-on-hard-data-from-the-pbem-tournament/


The changes that most urgently require feedback are:
- Dreadnought change:
Dr08
Musketeers’ Fire Musket does 28 ranged physical damage (was 25)

- conversion changes:
AD05
Befriend Animal is available at level 5 for Archdruid heroes and leaders (was 3) and costs 4 (was 3)
Th08
Leaders and heroes’ Convert works only on T1 and T2. When Produce Evangelist is researched by the player, its leader and heroes can now convert T3 and T4.
Th09
Theocrat leaders and heroes can choose Convert at level 13 (was 7) for 7 points (was 5)
Ro14
Rogue heroes and leaders can choose Charm at level 7 (was 5) for 7 points (was 5)
Ro14
Rogue heroes and leaders’ Charm is a touch ability (was Short range)
Ne07
Necromancer heroes and leaders can choose Convert Undead at level 7 for 5 points (was level 5 for 4 points)
GC10
Converted, Charmed, Seduced, etc. units are converted only until the end of Battle and disappear afterwards
GC11
Converted units cost more in ukeep: +1 gold / turn for T1 and +25% gold / turn for T2 to T4

- Necro changes:
Ne05 GRU7 * “Lesser Reanimate Undead” is a prerequisite of Greater Reanimate Undead (GRU). GRU is available at level 11 (was level 7), for 8 points (was 7 points). GRU works only on allied units and only on T1 and T2.
When a Necromancer player researches all its T1, T2, T3, and T4 strategic techs, GRU is upgraded to the current version (target T1 to T4 units and restore 100% health)
Ne05a Greater Reanimate Undead – works only on YOUR undeads, restores 75% HP (was 100%). Needs Lesser Reanimate Undead as prerequisite.
Ne05b Greater Reanimate Undead works only on T1, T2 and T3 (was up to T4)
Ne05c GRU1 * Increase cost of GRU: 6 -> 8
Ne05d GRU3 * Make mind-control immune and ghoul-curse immune units also immune against enemy unit reanimation
Ne05e GRU3bis * Make it impossible to target cadavers of Death Bringers
Ne05f GRU6 * Increase the level required to choose it: 7 -> 9
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hiliadan May 7, 2016 @ 7:07am 
A new change has made it into the list of "Priority changes" considered to be included in v1.1 of the PBEM balance mod:
Dr04b
Engineers have Lesser Overload: give +20% damage to target machine or Musketeer until end of combat, but has a chance (physical strength: 7) to be stunned for 2 rounds after attacking.

Feedback greatly welcome to finalize v1.1 this week or next.
hiliadan May 24, 2016 @ 9:28am 
Changelog as of v1.1 (which should be released this week or next):

General changes
– Nymphs and Nightshade Fairies deleted from reward set on Spring of Life. Blight Tusk Boar and Bleak Warg added to reward set instead.
– Max XP interactions for each tier were changed to 6/8/10/12 for tier 1, tier 2, tier 3, tier 4 accordingly (was 10/10/12/14).
– Heroes and leaders do not get XP any more for touch abilities (Healing, Touch of Faith, Awaken, etc.)
– Base XP gain when you kill a hero is now 7 (was 25) and the XP bonus based on the hero’s level are now: 2 points for each level (was 5 points for each additional interval of 5 levels)
– A new map size is available: “Duel” 65 x 73
– Unity Beacon Tower costs 700 gold (was 1200)
– Unity Beacon Fire costs 700 mana (was 1000)
Archdruid
– Call Beast Horde – minimum and maximum amount of beasts was changed to 4-5 (was 2-3), time to life – to 4 rounds (was 7), new animals added to the animal set. Chances to summon unit of certain tier are: T1 – 43%, T2 – 30%, T3 – 20%, T4 – 7%.
– Poison Domain is Tier 3 now and costs 300 research. Maintain cost – 15 mana, Mana cost – 80. Poison damage – 10.
– Befriend Animal is available at level 5 for Archdruid heroes and leaders (was 3) and costs 4 (was 3)
– Leaders and heroes’ Befriend Animal has strength 10 (was 12). When Summon Eldritch Animal is researched by the player, its strength is improved to 12.
Dreadnought
– Flash bang – Launches a mana-infused flash bang that bursts apart into a mixture of light, scraps, and flames. Deals 4 fire and 4 physical damage to target enemy unit and attempt to Blind (with strength 7) all units in 1 hex radius (was Single target) for 2 turns. If Blind was unsuccessful, affected units lose 25% of their movement points. Blinded units have a maximum attack range of 1 hex.
– Engineers gain +8 HP.
– Engineers can build Roads.
– Maintenance ability heals 5 HP per Machine unit in stack now (was 3).
– Ram of Flame/Frost Tank inflicts 20 dmg now (was 16).
– Reload of Cannon now needs 3 action pts.
– Structural Insight now moved to Rogue Class.
– Hero’s ability Tree Crusher costs 4 pts now (was 10).
– Musketeers’ Fire Musket does 28 ranged physical damage (was 25)
Necromancer
– Stiffen Limbs now works only 3 turns (was To End of Combat) and costs 50 RP (was 60).
– Dead cities give more RG XP pts (40% now, was 35%).
– Dead cities now gain +5% to all types of income for every level of Necromancy skill.
– Inflict Despair – lowering strength to 9, Spirit Weakness inflicted by this ability will be lowered from 20% to 10%.
– Greater Reanimate Undead – works only on YOUR undeads, restores 75% HP (was 100%). Needs Lesser Reanimate Undead as prerequisite.
– Necromancer heroes and leaders (at level 9 for 7 points) have the ability Ghouling Strike: once per battle, can inflict Ghoul Curse (strength 9) and is a melee attack with +5 Physical +5 Blight bonus (was Inflict Ghoul Curse)
– Necromancer heroes and leaders can choose Convert Undead at level 5 for 5 points (was level 5 for 4 points)
– Leaders and heroes’ Control Undead has strength 6 (was 8). When Summon Banshee is researched by the player, its strength is improved to 8.
Rogue
– Panic Attack and Mass Battlefield Panic – increased strength to 10 (was 9).
– Urban Cover now works on Infantry and Support too (except Succubus).
– Frostling Scoundrels now have Arctic concealment and Projectile Resistance on Bronze (as other scoundrels have).
– Structural Insight now moved to Rogue Class.
– Rogue heroes and leaders can choose Charm at level 7 (was 5) for 5 points
– Leaders and heroes’ Charm has strength 7 (was 9). When Produce Bard is researched by the player, its strength is improved to 9.
Sorcerer
– School of Enchantment cannot appear in skill book before turn 10.
– Mass Stasis – spell strength changed from 13 to 11. On failure affected units lose 25% of move pts, not 50%.
– Mend Magical Being now has cooldown 2 turns and lost trait ‘Once per battle’ for Apprentice
– Fix for hidden +5 research bonus from laboratories and observatories if you learn Magical Structures before Arcane Study.
– Summon Fantastic Creature costs 100 CP (was 110).
Theocrat
– Denounce City skill becomes cheaper – tier 3 spell (was tier 4), research cost 300 (was 400), mana cost 40 (was 60) and maintenance 15 mana/turn (was 20).
– Leaders and heroes’ Convert has strength 9 (was 11). When Produce Evangelist is researched by the player, its strength is improved to 11.
– Theocrat leaders and heroes can choose Convert at level 9 (was 7) for 7 points (was 5)
Warlord
– Training Regiment discount works on Warbreeds now
– Pounce ability (Tigran Manticore exclusively) – starts with 1 turn cooldown, targets can retaliate.
– Draconian Monster Hunters now has 14 fire range damage (was 11). Price increased +5 gold.
Orcs
– Orc Archer cost is 60 gold (was 70).
Draconians
– Draconian Raptor now has melee attack 10 physical + 3 fire (was 6 physical + 6 fire).
Frostlings
– Last Rite Of Winter doesn’t sacrifice Ice Queen now and cost 50 gold to cast.
Halflings
– Halfling Nightwatch costs 45 gold now (was 50).
– Halflings have 15% physical weakness (was 20%).
– Jesters cost 70 gold (was 75).
– Jesters get High Morale on Veteran, Solace on Elite (was Scorching projectile and Explosive Death on Elite)
– Brew Brothers’ Nourishing Meal resets the counter on Farmers’ Throw Chicken.
Brew Brothers have Inflict Crippling Wounds
– Brew Brothers ignore ranged penalty
– Brew Brothers’s Nourishing Meal has an effect similar to Bolster on its target
– Halfling economic RG3: Lucky Cloverfields in the domain of Halfling cities generate +10 gold, +10 mana and +100 Happines. Haste Berries in the domain of Halfling cities generate +10 production. Sunflowers in the domain of Halfling cities generate +5 mana, +5 gold, +5 production and +5 research. Pumpkins in the domain of Halfling cities generate +10 gold and +10 mana (was only the Lucky Cloverfields bonus)
High Elves
– Class supports have only racial 20% blight weakness (was 40%).
Humans
– RG 1 Economic – settlers gain 15% discount (was 25%).
Tigrans
– RG 1 Economic – settlers gain 15% discount (was 25%).
Other Changes
– Fix for wrong description of Polearm bonus damage (IRL it’s +4, on display was +5).
hiliadan May 30, 2016 @ 10:15pm 
v1.1 released: http://steamcommunity.com/sharedfiles/filedetails/?id=661597466

A small difference compared to what is described above: the strength increase for mind control abilities is applied only to leaders and not heroes + leaders when the associated techs are researched.
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Date Posted: May 2, 2016 @ 10:54pm
Posts: 3