Age of Wonders 4

Age of Wonders 4

View Stats:
Powerful Item Forge
It would be great to create equipment with the abilities "Heavy Charge Strike", "Chain Strike" and others. It would be cool if these abilities could be unlocked together with the skins of the corresponding items for pantheon points.

I also absolutely lack 5 basic infusion points. The remaining empty Passive or Ability Infusion slots make me cry blood. It would be great to have buildings or something that would increase the infusion points limit.

In addition, the inability to create a mount frustrates me immensely.

I really like this game, but in some places it seemed to be done in a hurry :steamsad:
< >
Showing 1-4 of 4 comments
MattStriker Nov 21, 2023 @ 10:22am 
Those were all deliberate design decisions, not oversights. The idea is to have the forge items to fill gaps in your heroes' gear setup while still keeping high-tier items found through exploration (or farming enemy heroes :P) as the more desirable picks.
Dr. Pavlov's head Nov 21, 2023 @ 3:20pm 
Originally posted by MattStriker:
Those were all deliberate design decisions, not oversights. The idea is to have the forge items to fill gaps in your heroes' gear setup while still keeping high-tier items found through exploration (or farming enemy heroes :P) as the more desirable picks.

I haven't thought about this question from this point of view. It is undoubtedly logical at first glance, but this idea should not deny the possibility of expanding the creation capabilities to at least the basic items (found through exploration) function, for example, the ability of "Dwarwen Hammer"- "Push back" or the type of attack "Heavy charge strike" which has a minimum of 5 weapons.

For all the time playing with the new game mechanics, I have never created low-level equipment. I just didn't see the point in this, since it's quite difficult to get Binding Essense on the first turns, and by the time I got equipment that could be disenchanted, I just used it or created a higher tier. If there was an opportunity, I would prefer to create a low-tier weapon with "Heavy charge strike" earlier than to save up for a high tier. But unfortunately there was no such opportunity.

As soon as I heard about the introduction of crafting mechanics, I sincerely expected that I would be given the opportunity to create truly great weapons that terrify my enemies and give confidence in the protection of my allies.
The ability to create some omnipotent artifacts protecting no worse than Fangirls Defender, or carrying destruction no less than Godbreaker with Yaka's Fury.
I was hoping to equip my Godir with unique items suitable specifically for them, like the same Fangir or Melenis.

I'm sad, because now all my heroes either go with high-tier items found through exploration (or farming enemy heroes (ಥ﹏ಥ)) as before, or with the IV rank items created by me, which felt not like an artificial equipment, but simply like the largest stone screwed to the longest and thickest stick that my subjects could only find.
Fendelphi Nov 22, 2023 @ 2:17am 
You can create powerful weapons and items, but they might not be "exactly" the kind you want. Which is intentional.

There are traits available if you want more found loot to help equip your heroes(if that is a focus). Otherwise you have the item forge to add a bit of utility and improve their performance.
If the item forge is "too good", such traits has far less value.

That said, it is strange if not a single forged item can give Heavy Charge. Then again, it is usually not that difficult to get 3-4 of such items "the normal way".
Dr. Pavlov's head Nov 22, 2023 @ 4:57am 
Originally posted by Fendelphi:
You can create powerful weapons and items, but they might not be "exactly" the kind you want. Which is intentional.

There are traits available if you want more found loot to help equip your heroes(if that is a focus). Otherwise you have the item forge to add a bit of utility and improve their performance.
If the item forge is "too good", such traits has far less value.

That said, it is strange if not a single forged item can give Heavy Charge. Then again, it is usually not that difficult to get 3-4 of such items "the normal way".

I can understand the desire to keep the player interested in items that were not created using item forge. But I can't accept that this justifies the incompleteness of item forge.

Between maintaining interest in finding Non Item Forge (NoIf) artifacts, and the inability to create weapons with the traits you want, the mechanics of reforging or re-enchantment could be a compromise. To create an item that suits you, you would need to get its basic version in one way or another and remove unnecessary features, replacing them with the necessary ones.

For example, it would be possible to make some skins or item types available only to certain cultures or books. In general, it's strange that only reaver uses Magelock Rifle, but everyone can create them.

Enchantments become available as magical materials are captured, but all types of weapons and most skins are available to all cultures. It would be more interesting to have unique skins and weapon features obtained for pantheon points, for belonging to a culture and possibly for studying Tomes. This would allow for a much deeper inten- tration of the Item Forge mechanics into the gameplay. Players would be able not only to create their own civilization, as they can now, but also equip their heroes with the most suitable equipment, while not killing interest in finding unique equipment, and trading with other factions.
< >
Showing 1-4 of 4 comments
Per page: 1530 50

Date Posted: Nov 21, 2023 @ 9:12am
Posts: 4