Age of Wonders 4

Age of Wonders 4

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Excited for undead overhaul
Can't wait for the wolf update and try out the new undead mechanics. Was planning to take a break from the game but oh well, my wife will have to enjoy the weekends without me for a while longer.
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Not only does it look like Undead gameplay will be a lot better, but we will also be more likely to play against "true" undead AI Factions with the new Pantheon changes.

By having the option to force an Ascended leader's AI to follow certain Tome paths we took during a previous playthrough with them, we can make it almost certain that our undead AI factions actually play as undead. This goes for "undead" default leaders if we ascend or reascend them. Like making Meandor use only Undead Tomes etc. for the most part.

It just takes some player work, which isn't a problem if you want to play as an undead faction anyways! :p :P
You're right, it would be fun to play against a faction specifically geared towards undead play, one planned out by the player at that. This is promising.
Wolf Update def looks amazing, I have the season pass so I'm getting the DLC automatically, but tbh im more excited about the free content updates tweak and modification to the game with Acended mechanics, creating custom lore, and everything else
Yes the primal fury additions look great, but the update seems equally game-changing in a lot of good ways.
I am carefully optimistic.

On the one hand i want to know why this wasnt added before release.
Also where is raise city spell.
Can we raise the city as a population that got killed there instead of our own.
Or better yet can we get a city of the dead instead of just an other living city.
Age of wonders 3 necromancer felt like a necromancer.

If i understand the changes correctly.
The tome of necromancy will let you play as a necromancer.
Instead of as a wizard with a side study in necromancy.

So i hope it will be as good as it sound.
But hope is the first step on the road to dispointment.
Τελευταία επεξεργασία από Malaficus Shaikan; 23 Φεβ 2024, 9:39
Αναρτήθηκε αρχικά από Malaficus Shaikan:
I am carefully optimistic.

On the one hand i want to know why this wasnt added before release.
Also where is raise city spell.
Can we raise the city as a population that got killed there instead of our own.
Or better yet can we get a city of the dead instead of just an other living city.
Age of wonders 3 necromancer felt like a necromancer.

If i understand the changes correctly.
The tome of necromancy will let you play as a necromancer.
Instead of as a wizard with a side study in necromancy.

So i hope it will be as good as it sound.
But hope is the first step on the road to dispointment.

Raise city has always been in the game. After you raze a city, if you have souls unlocked, you have the option to repopulate the city using souls instead.
Αναρτήθηκε αρχικά από Midas:
Raise city has always been in the game. After you raze a city, if you have souls unlocked, you have the option to repopulate the city using souls instead.
I know.
I ment the spell of the previous games that raised a city from the ruins using magic without you stand on it.
And it either created a city of the dead(aow2) or a city of the race it used to belong too(aow3)
Right now it is just a cheaper wait to rebuild ruins.
The Bone Horror can be finally reanimated like all other undead units. Thats allready a major improvement, other than more diverse skeletons by necromancy. With unfortunately increased soul costs. 15 vs 10 Souls / Skellie.

Whats odd, is though, Bone Dragons are now reanimated by necromancy, too, but require T5 units to be killed and yet it still remains a T4 mythic "Dragon" unit. At paradox forums several people complained it should be a T5 unit like the rest of the dragons, in a dedcated undead thread.

The other "issue" that might fly under the radar, is, that of racial transformations. Most undead cannot benefit from it, only those that are allready race units and turned to undead, with Wigthborn.

The only undead unit you could customize with race transformations and your own race setup, before Wightborn was the skeleton, that could be drafted. Not sure , if this is still possible after the wolf update, i bet its not, meaning most of these skellies will have some racials of other races and those might be not in line with your own race transformations.

I hope, some kind of aligment update happens, too, the current one does not make much sense. Should be at least a fixed alignment for your created factions of the players choice. Its odd to shift from good to evil and evil to good in a short amount of time, while there were no clear acts of evil or good. Fighting evil is an evil act if you raze evil domains and destroy their cities, even if they are fillled with undead and demons.

I mean i am more of a MP guy and min/max, but i am also all for ambience and structured world building that is believable and here we need a rework.
Αναρτήθηκε αρχικά από TirAsleen:
The other "issue" that might fly under the radar, is, that of racial transformations. Most undead cannot benefit from it, only those that are allready race units and turned to undead, with Wigthborn.

The only undead unit you could customize with race transformations and your own race setup, before Wightborn was the skeleton, that could be drafted. Not sure , if this is still possible after the wolf update, i bet its not, meaning most of these skellies will have some racials of other races and those might be not in line with your own race transformations.
Maybe there'll be more customization for this with the new "Ascension" traits we get since it said that they are based on Tomes and transformations. Something like "Undead Kin" where Undead units you own get benifits from minor race transformations.
Αναρτήθηκε αρχικά από Kit Fulvas:
Maybe there'll be more customization for this with the new "Ascension" traits we get since it said that they are based on Tomes and transformations. Something like "Undead Kin" where Undead units you own get benifits from minor race transformations.

Sounds interesting. guess i just better wait for the update then.
Don't undead retain the transformations of the origin unit? Independent units, free cities and enemy rulers often have transformations. So you'll be assembly a motley crew of varied transformed undead legions.
Αναρτήθηκε αρχικά από Aurumworks:
Don't undead retain the transformations of the origin unit? Independent units, free cities and enemy rulers often have transformations. So you'll be assembly a motley crew of varied transformed undead legions.

They do, but its most likely not always that of your own customized main race origin and race transformations. Casting race transformation for all the races can be quite expensive, of races that you are the racer keeper by defeating other rules + you will have to endure race customization that you don't like or fit to your strategy.

The skellies are varried allready by more different unit types, too. in the wolf update. Right now we only have a pole arm Skeleton type.
In the latest Dev Stream they showed 3 Ascendancy Abilities that their Leader qualified for at the end of the stream (and they're OP especially the Undead one... which will get nerfed lol):

1) Ascended Deathcaller
Death Caller Ability
Free Action
Always Hits 3 Range
Raise a Random Skeleton Unit from the target Corpse. (One of the 4 skeleton types)
Cooldown 1
Summoning

Others:

2) Ascended Rootwarden
At the end of this unit's Turn, Roots assail adjacent enemies. (Good for a melee Leader to keep enemy units from moving away. Catastrophic for any ranged unit).
Base 90% chance to inflict Bleeding for 3 Turns
Base 90% chance to inflict Immobilized for 1 Turn

3) Ascended Mistborn
Support Abilities apply Clinging Mist (Melee, Ranged and Magic attacks targeting this unit suffer -20% accuracy. Stacks 3 times and counters Marks. Best to take large AoE and free action support buffs/heals with the leader to easily stack this).
Τελευταία επεξεργασία από Balekai; 23 Φεβ 2024, 16:09
Yeah, free action abilities are always nice, but this one seems tame compared to something like spur to action, which also works at range as free action.

The Deathcaller ability is just limited to reanimate corpses to a T1 Skeleton, dunno, if those are temporary combat summons or stay after combat, if it stays which would act more like necromancy, it might be OP, if its not a live MP game and you can micro your tactical combat abilities in more neutral combats.
Αναρτήθηκε αρχικά από TirAsleen:
Yeah, free action abilities are always nice, but this one seems tame compared to something like spur to action, which also works at range as free action.

The Deathcaller ability is just limited to reanimate corpses to a T1 Skeleton, dunno, if those are temporary combat summons or stay after combat, if it stays which would be act more like necromancy, it might be OP, if its not a live MP game and you can micro your tactical combat abilities in more neutral combats.

I should have been more clear. It is temporary summons that will die at the end of combat. The 4 different skeletons from the way they talked about it means all 4 skeleton types meaning golems, dragons etc. i'm guessing. Not completely sure. It could go either way on the OPness.

Here's a link to the stream:

https://www.youtube.com/watch?v=G0ajiMd6cdQ
Deathcaller Info 1:36:50
Τελευταία επεξεργασία από Balekai; 23 Φεβ 2024, 16:26
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