Age of Wonders III

Age of Wonders III

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Gladen Mar 4 @ 10:06am
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AoW III Unofficial Patch V.1 - V.5
Hello there. For the audience still interested in this game, an unofficial patch has been released. This unofficial mod patch addresses many of the bugs still present in the game. It does only that.

By reading the change log, you will be surprised how many bugs are still in the game.

For clarity all version of the mod patch will be referred as V.1 and forward due to reasons that this patch do update game files, but does not make any updates to interface where last patch still say "v1.802" which confused a few people already.

https://steamcommunity.com/sharedfiles/filedetails/?id=3438466761

Other download location:

https://www.moddb.com/mods/unofficial-patch-age-of-wonders-iii

Full changelog below:

AoW III Unofficial Patch V.5
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- Rearranged the Felhorse fire. The hoves were misalinged. Super tiny effect.

- Readded trial for Dwarf Firstborn a little flame will be visible when moving and a body fire will be visible

- The Spell Shield of Light used the Static Shield Fx corrected to the Sheild of Light Fx as intended

- The missing glow effects of Cherubs has been reenabled. A glowing effect was created within the assets but never linked.

- Dwarf Crusader has correct animation similiar as other Crusader units. The Shield has been corrected to better not clip his beard. (Thanks that Human for the tip)

- The Audio for Eldritch Horror and Elder Eldritch Horror "Killed" was mislinked in CAPITAL letter due Triumph renaming their own audio files in small letters.

- Fixed Heart of Volcano missing lava flow fx

- The Animate Dead typically have a unique spell animation. However it has a unique summon effect which is unused. Now a unique red effect is enables on a summon/departure spell. Instead of generic light blue one

- Scorced Heat has unique fx effect

- Chilled has unique fx effect

- Frostbitten has unique fx effect

- Summoning Undead units gets the created summon fx effect for undead. This can be subject for a change depending on feedback.

- A small fx effect will be displayed on structures on strategic map. These effect were created by developers, but never used. Small effects that I hope will be appriaciated.

- Shrine to the Skull Lord is removed in Treasury Site Structure list that is connected with Animistic Knowledge, Magical Structures and Sanctified Sites.

- The Phoenix has a now enabled the flames that its supposed to have orignally when It was created, but linked wrong. (The animation was problably updated at some point in the game production.)

AoW III Unofficial Patch V.4
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- Hellhound has glowing eye effect created and linked on the model which is displayed on the model. Somehow it was floating in the air due to being linked on the Elbows. Correctly linked on the "Beast Head". Eyes effect not displayed in Unit Panel, but in tactical battle

- Hellhound has a sparkling fire fx effect corrected both in unit panel and tactical battle.

- Armageddon correctly fixes the "Lost City" penalty when active.

- Inflict Despair now has a effect fx upon cast and when active

- Denounce Heretic now has a fx effect when active from the Evangelist


AoW III Unofficial Patch V.3
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- Fishing now works as intended. Only Human heroes/leaders could benifit from 10+ regneration due to being set to mariner only

- Weaknening Breath now has a visual effect for its missing FX "Weakened"

- Control Undead now has a visual effect when under control for its missing fx

- Inflict Dazzled has now a visual effect when "Dazzled"

- Inflict Noxious Vulnerability has now a visiual effect when under the effect of "Noxius Vulnerability"

- Being Drenched has now a visiual effect when being affected by "Thunderstorm"

- Throw Curse has now the correct T Fx instead of a white one when throwing Curse effect.

- Throw Curse has now the correct L Fx instead of a black generic one when Curse effect in in place

- Inflict curse has correct fx on inflict effect

- Taunt has now the visual effect of a white aura instead of having the generic black one when the "Taunt" effect is on a enemy unit

- Fearsome, Fear Strike and Cause Fear all have its inflict effects FX corrected and the Panic FX effect js set to the Panic FX instead of a generic black one


AoW III Unofficial Patch V.2
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- Dedicated to evil units in particular like Bone Dragon, Fallen Angel and Obsidian Dragon was ruled out from the spell Embrace Darkness to recieve Dedicated to Evil.

- Dedicated to Good units in particular the Arch Angel was ruled out from the spell Spiritual Freedom to recieve Dedicated to Good

- Added back Alpha mask to Draconian and Human Apprentice

- Lost city gain terrain visuals to match terrain has been added

AoW III Unofficial Patch V.1
After "Official Game version 1.802"
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- Added restrictions for Draconian Racial Goverance Economic 3 to no longer include "Friendlies". 4 different Draconian player could benifit from extra 30 casting point on Heroes instead of 10.

- Skill Exalted Martyr for Theocrat gain Quick Learner on Martyrs to there Empire upgrade as intended.

- Racial Halfling Goverance Necromancer Economic 2 had on its city proptery the living description. Change may not be visible.

- Oyster Reef is included in Treasury Site Structure list that is connected with Animistic Knowledge, Magical Structures and Sanctified Sites.

- High Elf Metropolis has now the correct city district for Living and Undead. Thus making Metropolis different from a city and growing in size.

- High Elf Town has now the correct Town structure instead of the City size for living and Undead. Thus making the structure less big and different from City and Metropolis

- Draconian and Dwarwes quest rewards also include Mana or Gold on Medium rewards since other races have these

- All races has their quest generators and alias corrected since alot of misspelling was present.

- Human Village has 10 missing quests added back so it matches other races.

- High Elves Town, City and Metropolis had 54 missing quest added back so it matches other races

- Dwarf had one very hard quest removed from village quest category

- Dragon Dwelling had a wrong value of reward set for a very easy quest has been adjusted to the correct value

- Archon Dwelling had a wrong value of reward set for a easy quest has been adjusted to the correct value

- Fairy Dwelling had a wrong value of reward set for a easy quest has been adjusted to the correct value

- Giant Dwelling had a wrong value of reward set for a easy quest has been adjusted to the correct value

- Naga Dwelling had wrong quest reward in comparsion to other dwellings on a easy quest

- Mermaid Dwelling had wrong quest reward in comparsion to other dwellings with the same reward for very easy and easy. One quest even yield no morale boost upon completing a quest.

- Archon Dwelling structure Chamber of Rite has it combat property functional again since it was not implemented to begin with. Now it reanimates Archons Infantrys as intended.

- Shadow Stalker Evolve category restricted to own stuff instead of friendlies. Other allied Rogue would get the upgrade without researching.

- Halfling Musketeers defense is increased to 9 in comparsion to other Musketeer which yield 11 with Armored Trait

- Added so Amok the Beastfriend starts with 13 skillpoint instead of 12 so "Befriend Animal" correctly is available for the hero to afford the hero upgrade.

- Added so Velvet the Assassin Leader + Hero slayer displayed since "Hero Slayer" is a slave passive to the main unit property.

- Added so Yarati the Spellstealer starts with 12 skillpoint instead of 10 so "Steal Enchatment" correctly is available for the hero to afford the hero upgrade.

- Added so Falenas the Evasive starts with 14 skillpoint instead of 10 so "Befriend Animal" and "Health Upgrade 1+" correctly is available for the hero to afford the hero upgrade.

- Added so Kwepa the Fluffy starts with 11 skillpoint instead of 10 so "Befriend Animal", "Shock Protection", "Blight Protection" and "Defense Upgrade 1+" correctly is available for the hero to afford the hero upgrade.

- Added so Woizek the Protector starts with 13 skillpoint instead of 12 so "Befriend Animal" correctly is available for the hero to afford the hero upgrade.

- Corrected Woizek the Protector localization so his name is correctly translated in all language

- Corrected Sheila the Spoiled localization so her name is correctly translated in all language

- Corrected Nyla the Fierce localization so her name is correctly translated in all language

- Corrected Khitan the Raider localization so his name is correctly translated in all language

- Removed the Undead Requisite from Karl the Lich premade leader. Making him less powerful and in line with the other Necromancer leaders in early game.

- Mounted unit property no longer states "recieve charge" since its redunant with Cavalary property

- Subterreanan Tactical battle maps has invisble stones and obstalaces on some maps. Teleporter, vault etc. These stones has been readded and fixed.

- Arctic Tactical battle maps has invisble pillar on some maps. Ancient Ruins, Ziggurat, Magma Forge etc. This has been readded and fixed.

- Errors on several Tactical battle maps with invisble objects visualiztions on some maps like Ancient Ruins, Ziggurat, Magma Forge etc. This has been fixed and is longer displayed among errors. Tiny effects, but loading some tactical battle may go faster or be more stable as the game no longer attempt to look for this errors.

- Dreadnought Ironclad no longer requires strange clicking to fire mortar. Otherwise it "could" accidentially Ram everytime instead of firing mortar for some reason.

- All races has their quest generators and alias corrected since alot of misspelling was present.

- Every race except for Frostling and Tigran has Scoundrel and Assassins models redadded Alpha making the class units look better.

- Models of Warlord units has been added alpha to every race to remove the square shaped background on teeths on hands, shoulders and torso. This affects Monster Hunters, Mounted Archers, Phalanx and Scouts.

- Added a visual effect to Dazed effect so its visible when a unit become Dazed.
Last edited by Gladen; May 21 @ 5:47am
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Showing 1-15 of 55 comments
Fulano Mar 4 @ 11:50am 
Nice! I'm all for a mod like this!

I remember running into weird issues on the Fairy Dwelling battle map, not quite sure what it was but something like the smaller mushrooms completely blocking line of sight or something.

Also, is there something that can be done about the bug with summoning Obsidian Dragons in cities with Embrace Darkness? If I remember correctly, the dragon looses the dedicated to evil status, but still gains life steal.
Very impressive work. :47_thumb_up: :TerribleFace:
Gladen Mar 4 @ 1:00pm 
Originally posted by Fulano:
Nice! I'm all for a mod like this!

I remember running into weird issues on the Fairy Dwelling battle map, not quite sure what it was but something like the smaller mushrooms completely blocking line of sight or something.

Also, is there something that can be done about the bug with summoning Obsidian Dragons in cities with Embrace Darkness? If I remember correctly, the dragon looses the dedicated to evil status, but still gains life steal.

Will definitely check it out. Always some shenanigans with tactical battles and Obsidian dragons are quite unavailable without finding it the secret reward spell and finding bugs is definitely difficult without stumbling on it. Could be a hidden requisite overlapping the Dedicated to Evil property.



Originally posted by Adam Beckett:
Very impressive work. :47_thumb_up: :TerribleFace:

Big thanks :ElvenCourt: :HappyMask:
Fulano Mar 4 @ 5:42pm 
I remembered someone had explained the obsidian dragon thing before and I found an explanation by Iguana. Seems it happens with all summons that normally have a "Dedicated to" trait. So I'm not sure if a mod could fix that, seems more like an engine issue.

Originally posted by Iguana-on-a-stick:
I've reported the obsidian dragon bug before. It's not... a bug per se, as much as it is a weird interaction between rules:

1] Obsidian Dragons are Dedicated to Evil.
2] Summoning a Dedicated to X monster removes their dedication, so as to make the spells useful to anyone.
3] Summoning a unit in a city with Embrace Darkness gives them Dedicated to Evil and Life Steal.

What's happening here is that rule 2 trumps rule 3, so the dedicated to evil is removed. But you still get Life Stealing because Embrace Darkness gives it to all units summoned in the domain, whether or not they're still dedicated to evil.

Obviously, rule 2 should not trump rule 3. But that's why the weirdness is happening.
Gladen Mar 4 @ 9:04pm 
Originally posted by Fulano:
I remembered someone had explained the obsidian dragon thing before and I found an explanation by Iguana. Seems it happens with all summons that normally have a "Dedicated to" trait. So I'm not sure if a mod could fix that, seems more like an engine issue.

Originally posted by Iguana-on-a-stick:
I've reported the obsidian dragon bug before. It's not... a bug per se, as much as it is a weird interaction between rules:

1] Obsidian Dragons are Dedicated to Evil.
2] Summoning a Dedicated to X monster removes their dedication, so as to make the spells useful to anyone.
3] Summoning a unit in a city with Embrace Darkness gives them Dedicated to Evil and Life Steal.

What's happening here is that rule 2 trumps rule 3, so the dedicated to evil is removed. But you still get Life Stealing because Embrace Darkness gives it to all units summoned in the domain, whether or not they're still dedicated to evil.

Obviously, rule 2 should not trump rule 3. But that's why the weirdness is happening.

Interesting. I believe I will try out a solution. I can already potentially see a mechanism thats is available. To list the modifier as an ability. Adding a counter should fix the issue. Listing dedicated to evil as x2, x3 similar as demolisher work. Unless it's another issue that is a unit display issue in the unit panel.
Fulano Mar 5 @ 9:39am 
Cool! I look forward to testing it!
I'm confused though, so are the broken quests OR missing quests, etc broken/missing because of the last unofficial patch or were they broken in the official game too and the unofficial patch fixed them?
Gladen Mar 5 @ 7:22pm 
Originally posted by EntityofDesire:
I'm confused though, so are the broken quests OR missing quests, etc broken/missing because of the last unofficial patch or were they broken in the official game too and the unofficial patch fixed them?

They are broken and missing in the official game. Everything in the change log is broken/missing in the official game. Especially the race High Elves has as lot of missing quest.

The unofficial patch fixes these.
Last edited by Gladen; Mar 5 @ 8:00pm
Gladen Mar 6 @ 9:44am 
Originally posted by Fulano:
Cool! I look forward to testing it!

In general what I found, about the intention with Fallen Angels, Obsidian Dragons, Bone Dragons is that they have "inherantly Evil" Requsite which means that it somewhat redunant that the developers tried to prevent one rule over another. The purpose with especially "Secret Spells" was to make more useful for everyone. But it resulted in that units "Evil" and "Evil" could not embrace more evilness.

I think I know a solution and I think developers little bit overthinked the solution when they added secret spells to be useful for everyone. Since Hell Hounds can be summoned with Dedicated to Evil and also have Embrace Darkness. So I will add this in the next build 1.804 :)
Last edited by Gladen; Mar 6 @ 10:15am
Fulano Mar 6 @ 9:47am 
Nice, thanks!
Gladen Mar 6 @ 10:29am 
Originally posted by Fulano:
Nice, thanks!

https://steamcommunity.com/sharedfiles/filedetails/?id=3439543251

No problem mate. Works as intended with absolut mimimal changes. It will retain the vanilla developers thoughts of removing Dedicated Evil/Good on summoned units in cities without Embrace Darkness or Spiritual Freedom to be useful. The result works as intended with the use for domain spells to add dedicated to Evil/Good to summoned units that were excluded from it before. It funny I never thought of it before. :)
Last edited by Gladen; Mar 6 @ 10:31am
Fulano Mar 11 @ 9:05am 
Dang! I played almost a whole round before remembering I have to enable the mod in the launcher after subscribing to it!

So far nothing's seemed broken. Haven't had a chance to test the summoning mechanic yet.
Gladen Mar 11 @ 9:46am 
Originally posted by Fulano:
Dang! I played almost a whole round before remembering I have to enable the mod in the launcher after subscribing to it!

So far nothing's seemed broken. Haven't had a chance to test the summoning mechanic yet.

All changes are mostly technical, some visual changes appears on high quality settings and so on.

Embrace darkness is confirmed to be working as intended on summoned units like Bone Dragon, Fallen Dragons and Obsidian Dragons. I try changes in level editor so it's faster usually to confirm :-)
Gladen Mar 28 @ 11:17am 
Updated to Version 3. :)

A lot of visual additions are planned for the next version 4. Many abilities have no visual effect at all. To understand when a unit is impacted by something like Frostbite or Despair their is no visual cue for an on going effect for example. To understand if a unit has an effect its required to click on each unit and then read effects from the unit panels. I hope small visual effects for the next version will enchance the experience since many abilites are straight up missing a visual effect.
Fulano Mar 28 @ 1:15pm 
Nice! That would be great to not have to check the unit effects as much.

Something I wished was more visible was the type of buff the units get from Meditate, I usually end up checking each unit each battle.
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