Age of Wonders III

Age of Wonders III

MP Mod
 This topic has been pinned, so it's probably important
Griff  [developer] Nov 27, 2017 @ 10:25pm
Changelog
Archdruid:
- Call beast horde can summon tier 1-3 animals, 1-3 each turn, lasts 6 turns (was 1-2, 2-3 and 7).
- Animistic knowledge costs 280RP (was 350RP).
- Twisting roots effect cost 9mp/hex (instead of 12). (heroes can again gain it at lvl 5)
- Summon gargantuan animal costs 150mana (was 160).
- Horned gods entangle strike defense check reduced to 10 (was 12).
- Horned Gods blight weakness to 40% (was 20%), spirit protection to 40% (was 100%). Gains 20% spirit protection at bronze medal. Gets mind control immunity. Summoning costs 260 casting points (was 240).
- High elf shamans get magic bolts instead of poison bolts.

Dreadnought:
- All engineers have +10hp, +1 melee damage, +1 resistance and become tier 2 units. Gets build roads at bronze medal.
- Produce engineers cost 80 research points (instead of 60).
- Engineer flash bang grenade has blind strength of 10 (was 9).
- All musketeers gain +2 physical ranged damage per medal (instead of 1).
- Fire cannon start with 1 turn cooldown.
- Cost of dampening field increased to 30 CP (was 15). Disjunct cost is 30CP. Lasts 4 turns.
- Choking Fumes spell costs 900 research points, 30 casting points and becomes tier 6 spell (was 700, 15 and 5). Disjunct cost is 25CP. Lasts 4 turns.
- Summon siege engine costs 25CP (was 30).
- Destabilized mana core does 50 fire damage to units (was 60).

Rogue:
- All single-shot bards gain +1 ranged damage per 2 medals.
- All bards gain nourishing meal ability at bronze medal.
- Sadism spell wont give damage bonus anymore, mana cost 20 (was 25).
- Dark pact split into 2 parts: Part 1 can be researched after produce succubus, which gives boost to bard, assassin and succubus. Part 2 can be researched after produce shadow stalker, and boosts lesser stalker and stalker. Part 1 requires 600 research, Part 2 requires 3200.
- You have to research Dark Pact 1 before you can research Produce Shadow Stalker.
- Dark pact 2 now gives stalkers frost aura to shadow stalkers, which has 8 strength (instead of 9).
- Shadow stalkers physical protection set to 50% (was 60%). They cost 240 gold, 50 mana to build (was 200g, 40m).

Sorcerer:
- Summon fantastic creature: 100 casting points (down from 110), 240 research cost (instead of 200).
- Mass stasis: 11 strength (instead of 13), successful resist reduces 25% movepoints (instead of 50%). Costs 25CP (was 20).
- Static electricity now costs 40cp to disjunct (was 50). Lasts 4 turns.
- Static shield stun strength reduced to 8 (was 9), affects static electricity too.
- School of enchantment: costs 750RP (down from 800), and gives sorcerers inflict stun instead, which has 7 strength (instead of 8).
- School of teleportation: costs 240RP (up from 140), and becomes tier 3 skill. It gives sorcerers phase, which has 2 turn cooldown and can be used multiple times in battle (instead of single use).
- Magic structures: no longer gives gives knowledge bonus (was bugged earlier).
- Draconian Apprentice: gets 1 turn cooldown on fire bomb each time he uses it. Also starts with 1 turn cooldown. Apprentices firebomb gains +1 physical & +1 fire damage. Cost reduced by 10 gold.
- Dread omen disjunct cost to 60cp (was 80). Upkeep cost to 20 (was 40), 250 happiness penalty (was 500).
- Sorcerers spirit shield hero upgrade is swapped with elemental shield, which gives 20% fire, frost & shock resistance. It costs 6 hero upgrade points, and can be gained at level 5.
- Summoner's Aura twice weaker.

Warlord:
- All warbreeds gain 20% physical protection at start.
- All horse archers gain shoot longbow at gold medal.
- Tigran berserker gain pounce only at gold medal, and wont get tireless at gold medal. Costs 65 gold and 10 mana (instead of 75 gold and 10 mana).
- Tigran manticores pounce does 8 less damage.
- Martial arts training no longer effects cavalry units.
- Training regimen now only gives 10% discount (was 20%).
- Death march costs 40 cp (instead of 20), and causes exhaustion. Exhausted units cannot be affected by another death march in 3 turns.
- War effort only gives +7 gold per city (was 10).
- Bloodbath now only gives +4 physical damage (was 5).
- Dread siege disjunct cost to 60cp (was 75). Upkeep cost to 20 (was 30), 250 happiness penalty (was 500).

Necromancer:
- Embalmers guild gives +10 hp, but no fire resistance (was +7hp and 40% fire resistance).
- Lesser & greater reanimate undead brings unit back with 35% hp (instead of 50%).
- Deathbringers gain +20% physical protection.
- Bone collector cost decreased to 170g (was 180g).
- Devour corpse now leave one action point.
- Removed casting sound from whispers of the fallen.
- Corpus furia cost 15 mana (was 10).
- Animate ruins becomes tier 2 (was tier 1).
- Dark ritual becomes tier 3 (was tier 2).
- Desecration now gives +2 resistance to undead units and causes -2 resistance to devout units (was 3 and -3).
- Damnation gives -1 def & -1 res, -20% blight protection to non-undead, non-machine units (was weakened)

Theocrat:
- Rebirth costs 15 casting points to cast (was 20cp).
- Divine justicars hero upgrade requires level 13 (was 11).
- Holy war now only gives +8 spirit damage (was 10).
- Blessing of health should not be stackable anymore (was buggy before).
- Armageddon spell gives 60% spirit weakness to opponents (was 80%).
- Hallowed domain gives 20% spirit prot to friendly units, -2 res to enemies (was 60% and -3)
- Exalted research cost to 700rp (was 600).

Specialization changes:
- Cardinal culling gives only 20% physical weakness and -3 physical damage (was 40% physical weakness and -5 physical damage), and is non-stackable. Requires 500 research (instead of 600).
- "Domain of" -spells cost 15 mana upkeep, except domain of earth and fire cost 20 (was 20 and 30)
- Freeze water cost down to 30cp (from 40).
- Drench the land cost down to 50cp (from 60).
- Swap location becomes wild magic master spell, tier 4, requires 500 rp, costs 25 cp and cannot be starting spell (was adept, tier 2, 120 rp, 20 cp).
- Unstable transformation becomes wild magic adept spell, tier 5, 650 research (was master, tier 6, 1100 research).
- Wild magic affinity gives only +7 CP from hearts in cities (was 10).
- Wild magic summon lesser elemental now cost 300RP and 100CP (was 350 and 120).
- Wild magic pandemonium now costs 40CP, and causes 60% random weakness to opponent units (was 30 and 100%).
- Create Node -spells can now alter any node except the opposite element.
- Master of balance now only gives 3 additional gold from cities (was 5).
- Scorched earth disjunct cost is now 40 (was 45). Casting cost to 45 (was 40).
- Expansionism empire upgrade now only gives 15 production (was 20).
- Mass bless becomes a creation master spell (tier 7, 2500rp).
- Mass curse becomes a destruction master spell (tier 7, 2500rp).
- Disintegrate removed from destruction master, costs 25 casting points (you can still get it from sanctums). Defense check also reduced to 13 (was 15).
- Hellfire deals 36 fire damage and costs 60 casting points (was 50 and 50).
- Hasty plunder requires now 3 turns, and costs 150 research (was 2 and 200).
- Earth spell city quake gives 100 morale penalty to affected city for 10 turns (was 300 for 20).
- Wreck costs 15 cp (was 10cp).
- Great Hail costs 25CP (was 20).

Racial Governance:
Halfling:
- Halfling military RG1: halfing adventurer, martyr, scoundrel and bard gain +1 physical ranged damage.
- Halfling military RG2: halfing nightwatch, farmers, berserker, assasin, deathbringer and crusader gain +1 defense and +2 physical melee damage.
- Halfling military RG3: all halfling units, except irregulars, gain 20% fire, frost and shock resistance (replaces old bonus). All Elementals gain fast healing.
- Halfling military RG4: all Halfling and Fey units gain high morale.
- Halfling economic RG1: store house is 50 gold cheaper (was 35).
- Halfling economic RG2: public baths generate 5 gold, and 50 population (was 75 population).
- Halfling necro economic RG2: gives 50 population and 5 mana (was 50 population).
- Halfling economic RG3: Cloverfields grant 20 gold, 20 mana and 100 happiness to cities. Melons grant 50% of that each, sunflowers 25%. Haste berries give additional 5 production.

Orc:
- Orc military RG1: orc greatsword, impaler and berserker get +1 physical melee damage.
- Orc military RG2: orc razorbows, bards, hunters and engineers get +5 hit points and +3 physical melee damage.
- Orc military RG3: all orc assasins, cavalry and infantry gain +1 melee damage and guard breaking. Additionally all Infantry of any race gains guard breaking.
- Orc military RG4: all monsters and orc infantry gain fearsome.
- Orc economic RG2: builder constructions 40% cheaper (replaces the old bonus).
- Orc economic RG4: rushing costs 50% less gold (replaces the old bonus).
- Orc military RG5: all orc infantry, pikeman, cavalry and irregular units gain +1 resistance and 20% physical resistance.
- Orc necro economic RG4: rushing costs 25% less gold and population (replaces the old bonus).

Human:
- Human military RG2: +50% xp gain for all tier 2 cavalry of any race.
- Human economic RG1: gives 7% settler discount (was 25%).
- Human economic RG4: production buildings gain 10 extra production (was 15).

Dwarf:
- Dwarf military RG1: all dwarf crossbowmen, bards and musketeers gain +2 ranged damage.
- Dwarf military RG2: dwarf axeman, deepguard, berserkers and assasins gain +2 physical melee damage.
- Dwarf military RG3: Firstborns gain ancient ancestor & +2 fire damage. All Giants gain high morale & fast healing.
- Dwarf economic RG1: stone walls gives 5 production and 50 happiness (was 75 happiness).
- Dwarf economic RG3: magma forges give 10 additional production and 5 gold (replaces the old bonus).

Draconian:
- Draconian military RG1: draconian flamer and hunter gain +1 defense and +5 hit points.
- Draconian military RG2: draconian charger, crusher and martyr gain regrowth ability.
- Draconian military RG4: all draconian infantry and pikemen gain martial arts.
- Draconian military RG5: all dragons and draconian units gain +4 melee fire damage.
- Draconian economic RG1: mana nodes give +3 mana (replaces the old bonus).

Frostling:
- Frostling military RG1: frostling harpoon thrower and hunter gains +10 hit points.
- Frostling military RG2: all pikemen of any race gain life steal. Frostling pikemen additionally gain +1 defense.
- Frostling military RG3: all frostling cavalry are 15% cheaper and deal +2 physical melee damage.
- Frostling military RG4: units with frost weapons gain inflict chilling and +2 frost damage.
- Frostling economic RG2: heroes and leaders gain +5CP (replaces the old bonus).

High Elf:
- High elf military RG2: gives +1 resistance to all cavalry of any race.
- High elf military RG3: all high elf archer & support units get +1 shock ranged damage and ignore range penalties.
- High elf military RG4: all high elf archer & support units ignore line of sight penalties.
- High elf military RG5: all high elf units gain +2 melee & ranged shock strength & gain inflict shocking.
- High elf economic RG1: public baths give additional +50 happiness, +25 growth (replaces old bonus).
- High elf necro economic RG1: gives 40 discount on cathedral of bones and 20 discount on embalmers guild (replaces old bonus).
- High elf economic RG2: forest hexes give additional +2 happiness and +1 growth (replaces old bonus).
- High elf necro economic RG2: forest hexes gives +2 dead population (replaces old bonus).
- High elf economic RG3 now gives 4RP for each laboratory & observatory (was 7)

Goblin:
- Goblin military RG2: beetle command allows construction of tame trolls.
- Goblin military RG3: all archers of any race gains +10 hp, all irregulars of any race gain +5 hp.
- Goblin military RG4: all monsters and all goblin cavalry gain +5 hp and regeneration
- Goblin military RG5: all goblin infantry, pikemen, irregular and beetle riders gain +5 hp, +2 blight melee damage and inflict weakening.
- Goblin economic RG4: class buildings are 50 gold cheaper and generate 10 additional production (was 20g discount).

Tigran:
- Tigran military RG1: tigran sun guard, sabretooth chariot, mounted archer and musketeer gain +7 health.
- Tigran military RG2: tigran prowlers and engineers gain hurl net ability.
- Tigran military RG3: all irregular units of any race gain +1 vision range. Tigran irregular units additionally gain +2 fire ranged damage and +2 physical melee damage.
- Tigran military RG5: tigran irregular, pikemen and infantry gain +3 physical melee damage and sprint. Doesnt work on Tier 4 units.
- Tigran economic RG1: gives 7% settler discount (was 25%).
- Tigran economic RG2: gives only 7 gold bonus from observatories (was 10).

Dwellings:
- Frost, Stone & Fire Giant and Lord of the Deep get +1 physical melee damage.
- Giants cost 30% more to produce.
- Dragons, titan and glutton cost 20% more to produce.
- Lords of the deep cost 20% more to produce, gain 40% shock protection, but lose 40% fire protection.
- Lost mariner gains +1 physical ranged damage at silver medal.

Other changes:
- Pounce has 1 turn starting cooldown. Units can retaliate against pounce.
- Tigran Cheetah now costs 40 gold (was 50).
- Halflings now have 10% physical weakness (instead of 20%).
- Halfling beer brothers gain +5hp.
- Trebuchet, Frostling Javelineer and Dwarf crossbowman gains 1 additional ranged strength per 2 medals.
- Storm sister gains sorcerers inflict stun at gold medal.
- Dire monkeys start with improved wall climbing.
- Arcane Arrows dont have line of sight penalty anymore.
- Chant of Unlife lasts now 4 turns (instead of unlimited). Raises units with 50% hitpoints (was 100%).
- Great reawakening lasts now 4 turns (instead of unlimited).
- Human cities now get 5 production bonus (was 10).
- Tigran cities now get 3 gold bonus (was 5).
- All cities gain 5 bonus on one resource at city size, 15 at metropolis. (Bonus resource depends on race: Production for Orcs & Dwarves & Humans. Gold for Goblin & Halfling & Tigran. Mana for Draconian & Frostling. Research for High Elves).
- All giants become immune to fearsome.
- Martial arts gives only +4 defense bonus (was +5).
- All machines get only 60% blight protection (was 100%).
- City happiness from race happiness caps at 150 city happiness (was 300).
- New map sizes (sizes indicated with a number are square maps, as in equal width & length).
- Highelf mounted archers & hunters gain arcane arrows on elite.
- Immolating touch is now a free to use ability.
- Weaknening touch now leave one action point.
- Public baths cost 120g (was 150).
- Royal guards pledge of protection works additionally for all support units.
- Reduced goblin hp penalty to 3 (was 5).
- Mass bless & curse removed from sunken city, wizard tower, lich tower and forbidden sanctum reward lists.
- True resurrect costs 35CP (was 25), and doesn't work on heroes anymore.
- Dark gift can be gained from lich towers.
- Human cavalry cost 100 gold (was 90).
- All breath attacks have 1 turn starting cooldown (had none).
- Halfling eagle riders get additional 10% physical weakness.
- Razing cities & dwellings take 3 turns (was 2).
- Summon phoenix removed from sunken city reward list.
- Hellfire removed from sanctum & sunken city reward lists.
- Seafaring now gives 30mp to embarked units, advanced seafaring 36mp, ironclad 40mp (was 21, 27, 33).
- Invigorate now has 1 turn starting cooldown, and can be only used once per battle.
- Frost elementals start with 20% physical weakness (was 40%).
- Enchanted armor gives 1 defense & 1 resistance (was 2 defense & 1 resistance).
- Disjuncting greater stoning costs 30CP (was 20).
- Antimagic becomes disjunctable with 80CP (was undisjunctable).
- Summon bone dragon costs 230cp (was 190).
- Sunken City defenders set to very strong (was strong), 6 defenders (was 4-5).
- Obsidian Armor gives 20% less protections.
Last edited by Griff; Jan 13, 2023 @ 9:42am