Age of Wonders 4

Age of Wonders 4

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Fog of Insanity isn't Fun
When attacking void stones and defending seals the Fog of Insanity effect can show up which is a 20% chance EVERY TURN for your units to go insane for a turn.

This is honestly one of the most painful and annoying environmental effects in the game. Since insanity was revised it means that if an insane unit can target an ally it always will. So if you have 3 stacks of units with 50% resistance every turn you will have around two of your units give up whatever they are doing and just try to murder allies.

There is no defense against this since trying to stack units together for resistance means that you RAISE the chance of casters being killed by melee instead of lowering it. If you spread your units out you can't cause effects. If you melee units against enemies they can turn around suffer an attack of opportunity AND then hit an allied unit.

Unless you run an entire celestial army for control loss immunity you are stuck getting stabbed by yourself at random every turn including the first in the case of seals.

So please, can this be revised to trigger once every two turns or cause berserk instead of insanity so enemy units can ALSO be effected instead of always prioritizing allies?
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Showing 1-11 of 11 comments
Just space them out?

Like...the Voidstone effect only fires if two friendly units are adjacent to each other. Yes, this sucks for builds that rely on clumping up (Feudal in particular) but you can usually just overpower those guard stacks anyway.
Fog of Insanity for the seal effect can trigger regardless of location for your units. I have seen a melee unit who was only next to an enemy disengage, take the attack for doing so, travel several hexes, and then attack an ally. I have had units next to no one spend their entire movement to try to get to an ally to attack them.
On the other hand, the cliffs of insanity are inconceivable.
Constructs, mythic units, and Celestials all have control immunity which make them immune to Insanity effects. Its also why they are also really great against Umbral.

Lacking those options - You can win the game without conquering enemy cities if you cannot work counter-measures and aren't willing to take the gamble.
NINJEW Feb 20 @ 10:44pm 
i haven't personally used it against fog of insanity but the free status effect cleanse you get at start of turn from gloom striders will clear insanity before the unit loses its actions, unless something there has changed since i discovered this
Yannir Feb 21 @ 2:18am 
I don't think it matters how you can counterplay this. It's just too overbearing as an environment effect and should be replaced with something else.
NINJEW Feb 21 @ 5:14am 
true but if you're having a problem with it you might want to know what the counterplay options are
Norcus Feb 21 @ 5:50am 
I think this is a fun challenge :)
Originally posted by easytarget:
On the other hand, the cliffs of insanity are inconceivable.
https://www.youtube.com/watch?v=D9MS2y2YU_o
I mean - After reading so many posts of how Tier 1-3 spam is OP this is a rather nice incentive to tier up your forces. I was initially annoyed with this as well but now find it a rather nice mechanic.
Burjis Mar 27 @ 11:49am 
Fog of insanity should not apply every turn. It makes sense if it applies only on the first one or two turns, or on the first turn and on every 3 turns after that. I've rarely been on the receiving end of it, but when I put it on a city, I take pity on the poor blokes who I fight in its domain. In my opinion it's currently the most busted city spell.
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Date Posted: Feb 19 @ 1:21pm
Posts: 11