Age of Fear 4: The Iron Killer

Age of Fear 4: The Iron Killer

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Various Starts: Guild of Hunters
   
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Oct 22, 2021 @ 11:43am
Aug 29, 2022 @ 10:47pm
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Various Starts: Guild of Hunters

Description
An attempt to both get slightly back into Age of Fear modding and also update and expand on my old Various Starts mod, this will be the first of possibly several mods aiming to turn the old alternative hero choices into mini-factions within the larger racial factions. They are not in any way built with an intention of covering all situations, recruiting units from outside the mini-faction will be a near certainty, but they will provide a nice collection of new options for building up a warband and hopefully some new challenges for people to enjoy.

The Guild of Hunters are a fairly simple bunch, with not too many tricks in their bag. They lack magic or healing capabilities and are not overly skilled in combat, but they do have several varieties of summonable 'distractions' and are reasonably tough. Being a mini-faction within the Human faction they will be able to recruit Human units from the random shops, while Guild units will be recruitable by building up the Hunter's Camp base.

Still working on wrapping my head around the rather messy nature of Age of Fear modding so I am quite sure that there will be some things that are unbalanced or not working as they should be. Simply be polite about informing me about such things and I will do my best to make fixes and adjustments where I can.



Unit art built with pieces from Game-Icons.net and Rolladvantage.com's Token Stamp
4 Comments
Pudim Oct 6, 2023 @ 4:20pm 
when your hero evolves he loses the bribe ability
thunder_clan_2  [author] Aug 29, 2022 @ 10:54pm 
Things should at least be functional now, had to reclassify everything as 'Soldiers' which I am frankly not happy about at all but can't do anything about it so I'll simply have to be annoyed.
Releman Aug 22, 2022 @ 7:41am 
Also, a couple suggestions:
1: Possibly give some crafting skills to units? Herbalism, at minimum, would feel very thematic for a group of hunter in the wilds.
2: Giving the faction a unit or two with the ability to tame beasts would be both thematic, and a (relatively) unique ability. Perhaps the houndmaster upgrades into a more varied beastmaster, with summonable bears, wolves, maybe even wyverns?
Releman Aug 22, 2022 @ 7:41am 
Always love to see more start options for these games! A few things I've noticed, though:
1: The units you start with should (probably?) be considered Humanoid for racial morale effects.
2: None of the units can use items, including the hero. They can't even use potions. (I play with items for all units, and it lets the hounds wear necklaces, for some reason?)
3: In battle, the units seem to be smaller than their tokens/art, meaning they can end up overlapping.
4: The netter's throw net attack seems to use the projectile for the throw knife attack. Also their throw knife attack does no damage, and only ensnares.