Age of Wonders 4

Age of Wonders 4

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Kaige's Unofficial Patch Age of Wonders 4
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Tags: Interface, Text
File Size
Posted
Updated
1.534 MB
Jul 3, 2023 @ 7:08pm
Apr 21 @ 8:25am
150 Change Notes ( view )

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Kaige's Unofficial Patch Age of Wonders 4

In 2 collections by Kaige
Kaige's Mods
33 items
Kaige's Multiplayer Collection
21 items
Description
Items:
  • The spirit damage enchantment for the Giant King's obelisk does spirit damage instead of frost damage

Siegecraft/Towers:
  • Added a Siegecraft tag, and added the "ShowinTomeofWonders" tag to all Siegecraft & Towers to make them appear in the Tome of Wonders
  • Catapult/Onager description now captures that it deals damage in a 1-hex radius
  • Ballista tower damage reduced to 25 and catapult tower damage increased to 25 so that Catapult towers are a worthwhile upgrade
  • Bolt Repeaters have been adjusted to be a straight upgrade to Ballista towers, and less like catapult towers. Changes includes; Increasing their tier, removing the cooldown on their attack, and removing the AoE effect
  • Towers no longer start on cooldown. Why would there not be ammo loaded in them at the start of the battle?
  • The many instances of siegecraft units having multiple copies of the same immunities has been fixed
  • Blight immunity has been removed from Ballista/Catapult towers
  • Great Bombard no longer has copies of the abilities it automatically gets from being Siegecraft
  • Earthshatter Engines no longer have Morale Immunity since Siegecraft already aren't affected by Morale
  • Earth Tremor's description now says how much damage it does to obstacles
  • Catapult Towers & Ballista Towers are no longer immune to Blight
  • Healing Spire is now a Tier 3 unit since other towers, including the Necrotic Spire, are Tier 3
  • Umbral Towers now properly say that they say summon splitterlings
  • Lava Burst now says how much damage it does

Spells:
  • Clarified the descriptions for Summon Wild Animal and Summon Greater Animal
  • Immolate no longer applies additional effects 2x against burning units
  • Lightning Torrent does damage, then reduces resistances, as the description says, instead of the other way around
  • "Call the Titan of the Earth" has been standardized to work like other Conjure spells; the summon only lives for 3 turns now, but is summoned with full action points instead of 1. It also works in Water battles now

Structures:
  • Demon Gate now allows you to build all Infernal Fiends T4 and lower

Units:
  • River Troll's Razor Net can flank now
  • Inquisitor's Bolt of Judgement can flank now
  • Butcher Ogre's Butcher's Cut is now a weaker effect that checks 3 times to apply 1 stack of bleeding & sundered defense, instead of checking 1 time to apply 3
  • Butcher Ogre's Butcher's Cut ignore status resistance like other % missing health effects now, but damage has been reduced
  • Base strength for Druid of the Cycle's End has been increased from 90 to 100 to match other % missing health effects, but only applies 2 weakened on failure instead of 3.
  • Kraken's Pull of the Deep now ignores status resistance to make it like other % missing health effects. Damage on a failure has been reduced from 40 to 20.
  • Resurgence no longer heals units back to 50% health (This was done because Resurgence is the only way in the game to heal from combat, which seems like a clear oversight. It's also strange how it is better for a unit to die in battle than to barely survive with Resurgence)
    • Ascended Pyrebearer no longer reduces health by 20
    • Divine Protection cost has been reduced from 200 Mana & Casting Points to 120 Mana & Casting Points
    • Empower & Greater Empower increase damage by +50%/+100%, up from +40%/+80%
    • Guardian Spirit from Rite of the Guardian Spirit increases Resistance by 2, up from 1
    • Resurgence from Paragon of Order & Undying Warrior also increase strategic map health regeneration by +10
    • Youthful Rejuvenation heals for 20/40, up from 18/36
  • Tentacled Escape no longer brings back the ruler with 50% health, but includes Slippery now
  • Most unit summon abilities work in water and lava fights now
  • Infernal Fiends built out of the Demon Gate now cost gold instead of mana

UI:
  • "No Zone of Control" is no longer a hidden effect
  • Climates are now visibile when inspecting a sector
  • The description for Mount Form traits now specifies what movement speed the Mounts give, and a hyperlink to the Mount item given to Heroes is provided
  • Clarified the description Wyvern Eyrie improvements
  • Reaver culture description captures that they have a unique Siege Project and the Free City nearest them does not match their starting race
  • Clarified how the "Execute" Hero skill works
  • The vision bonus from floating has been reduced from 2 to 1, but is no longer hidden
  • The description for the Corrupt Soul's Crushing Anguish more precisely states what it does
  • The Druid of the Cycle's "Cycle's End" ability now clarifies how the success chance is calculated
  • Fixed the description for the Temple of the Exalted skill
  • Fixed the description for Overcharge to say 50% instead of 50

Water:
  • Water Movement now reduces movement cost for sunken ruins and mangrove forests to 6 instead of 3. Water Movement also more precisely states what it does
  • Amphibious' description is now more precise about what it does
  • Amphibious units no longer get the floating vision bonus when in water
  • Embarked now says that it gives Water Movement & +1 Vision Range (Down from +2)
  • Ghost ships get +1 Vision range
  • Not really a bug fix as much as a vibes check, but basic Seafaring is no longer required for Amphibious, Floating or Flying units to cross the water, but is required to build Province Improvements in the water

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136 Comments
Col. Hathi Apr 27 @ 3:20am 
I see that there was an update on the 21st. Was the stutters fixed?
UltraWidas Apr 21 @ 1:14am 
Same here, major stutters with this enabled.
Nuke87654 Apr 16 @ 12:43pm 
I'm experiencing some lag or major stutters ever since the giant and ogre update, any reason why that is?
Frozn Apr 11 @ 6:23pm 
Sorry, I never got a chance to confirm it or not. Thanks for fixing it so quickly!
Kaige  [author] Apr 8 @ 1:19pm 
Just confirmed on my end that it works now, sorry about that
Kaige  [author] Apr 8 @ 1:02pm 
The main thing is make sure the ballista tower's attack has a description e.g. "Launches a massive projectile. Has to reload next turn" or something like that. I think attacks don't work without a description, which is weird.
Kaige  [author] Apr 8 @ 1:01pm 
@Frozn I think it's fixed now. I need to check on my end quick, but I'll have to get into a battle with the towers. If you can beat me to confirming it, that would be cool
Frozn Apr 8 @ 12:32pm 
I'm running into a bug where my ballista towers are not able to fire at all. If I disable this mod, they are able to fire. Could be an interaction with another mod, but this is the only mod that seems to touch ballista towers. Has anyone else encountered this?
Kaige  [author] Apr 7 @ 12:07am 
Updated for Ogre. The tooltip for Abduct is working in the base game right now, so I assume Triumph fixed that
Erion Mar 5 @ 3:28pm 
Hi @Kaige, have you noticed that the Abduct ability refers to a state {GLOBAL.PROPERTIES.SATIATED_RIFT.Hyperlink}, but it hasn't been created within the game? Could you check it? It's part of the Eldritch Realms DLC. Thanks.