Age of Wonders III

Age of Wonders III

171 ratings
Hero Development Mod
Rate  
Favorite
Favorited
Unfavorite
Mod
File Size
Posted
Updated
1.833 MB
Sep 25, 2015 @ 1:32pm
Mar 17, 2017 @ 12:49pm
32 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Hero Development Mod

Description
The goal of this mod is to make hero development more interesting and diverse. What I mean by this is that I wanted to get away from my usual routine, which usually was “make every hero a ranged dps unless it is a warlord”. So I introduced 3 specializations to each class that a hero of that corresponding class could learn and would provide a different “route” of available hero upgrades which usually aimed at making the hero more suitable for a specific combat role. For further diversification I introduced racial hero upgrades, which while less important than class or specialization add some nice utility and style.

But let’s look at some hard facts:
– 3 specializations per class, usually one of them with a melee focus, ranged focus or support focus / melee and ranged mix
– each specialization consists of 4 tiers following the scheme below (with some exceptions):
— tier I unlocks 4 skills, available at lvl 1
— tier II unlocks 4 skills, available at lvl 5
— tier III unlocks 3 skills, available at lvl 9
— tier IV unlocks 2 skills, available at lvl 13
— for leaders tier I-III unlock 1 skill less (spells)
– in addition there is a pool of class skills that are learnable regardless of the chosen specialization

– racial hero upgrades feature a total of 7 race dependent skills
– they are unlocked at lvl 1,3,5,7,9,11,13

– general changes:
— hero upgrades unlocking spells cost 1 less (now 4 was 5)
— defense, melee and ranged damage upgrades increase in cost by 2 per level (was 1)
— removed some of the old hero upgrades (they still show up in the tome of wonders even though they shouldn’t)
— removed the class-dependent starting items

I haven’t counted the number of new abilities I created for this mod, but you can be assured that they are plenty ;)

*****Compatibility*********
- The mod only partially works with heroes from custom scenarios or mods. To make a hero compatible with the mod you need to remove the class-dependent starting item (musket, longbow, etc...) and give it the "Race X Hero (flag)" upgrade where Race X is the respective hero's race (e.g. an orc hero needs the "Orc Hero (flag)" upgrade)
- The mod should be compatible with any mod that doesn't directly change hero upgrades or leaders.
- here is a link to a Compatibility Mod for the Triumphant Heroes Mod of Tombles and Tibbles:
http://steamcommunity.com/sharedfiles/filedetails/?id=526898048

*****Important Information*****
- There is a new starting spell "True Undead Heroes and Vampires" which has to be used when one of your necro heroes gets the Lich II or Vampire II hero upgrade or you transform a unit by using the vampire's kiss ability. Without using the spell those units will be treated as non-undead units by the game (stat boni/mali still apply) which e.g. results in being unable to be healed by the heal undead ability. This spell also fixes a problem with double protections and weaknesses that will occur if a hero gets those upgrades after harbingers of death was researched. Unfortunately that spell often has to be cast more than once (due to some technical reasons), so you best cast it until no more valid targets can be found.
- there is a complete documentation of my mod at http://aow.triumph.net/forums/topic/mod-hero-development-mod/

******Known Issues******
- units made devout by hero abilities won't be affected by holy war

******Credits**********
- a big thanks goes to Bagas for creating all those new icons in such an incredibly short time

******My other mod projects******
- Racial Heritage Mod: http://steamcommunity.com/sharedfiles/filedetails/?id=534176740&searchtext=
- Hero Professions Mod: http://steamcommunity.com/sharedfiles/filedetails/?id=616553983
- The Old Man and the Sea: http://steamcommunity.com/sharedfiles/filedetails/?id=688927870
- Beastman Dwelling Mod: http://steamcommunity.com/sharedfiles/filedetails/?id=766737160
- Archon Race Mod: http://steamcommunity.com/sharedfiles/filedetails/?id=897959715
Popular Discussions View All (2)
11
Mar 17, 2017 @ 3:56am
Change Log
Eomolch
9
Aug 20, 2016 @ 11:35am
Feedback
Kaldreth
< >
217 Comments
Grox Sep 9, 2019 @ 4:42pm 
Ok you know how to set skill points per level for skills. Could you make a mod that maxes the skill points per level for level up 10? Also could you make mod to give 20 skill points per level combined with faster hero leveling? And remove leader and hero level cap?
Ankhseram Jul 22, 2019 @ 8:56am 
Like almost everything in this mod but you REALLY should change the Necro spell "True Undead Heroes and Vampires" from Avatar to Necromancer.... its not game breaking but does break immersion seeing it while playing other classes
BelovedMonster Apr 28, 2019 @ 1:30am 
Hi all. A poll has been launched to rate the 20 best mods of AoW3 as of 2019 and this mod is among them! Please vote for (or against) the selected mods here: https://www.the-battlefield.com/aow3/index.php?page=bf_poll&pollnumber=37
More info on the Steam forum: https://steamcommunity.com/app/226840/discussions/0/1680315447978004673/
Happy voting :D
i'm wasted Jan 18, 2019 @ 9:05am 
Sorc/medium is pretty op, having regrowth starting from lvl 2 on all units is bonkers. My level 10 champion cavalry with 130 hp(starting unit) can out-heal most raged dmg, and only afraid of t4 with charm/convert/instakill/etc.
RazakelXIII Nov 14, 2018 @ 11:14pm 
Update on the missing True Undead spell problem: it's not due to the recent patches, it was simply a mod conflict on my end (which I really should've checked for before posting). I found that disabling the Remove Disjunction mod fixed my issue.
RazakelXIII Nov 5, 2018 @ 3:55pm 
I'm not seeing the "True Undead Heroes and Vampires" spell anymore, causing my necromancer heroes to be unable to regenerate. Mod is working great otherwise. Could this be due to the recent patches? I'm having a similar problem with the Garrison Command mod - it simply doesn't show up in my research options. My modlist hasn't changed since the last time I played several months ago, before the patches - everything still worked then.
The Numi Oct 13, 2018 @ 4:31am 
I actually managed to find them! They were saved in a different folder I forgot to look in. I put them up on imgur in this link: https://imgur.com/a/wfKdj4Y

They're supposed to be a PDF file so the images are really long, maybe I can fix that another time. I also put the Profession one in there which is the second one, just gotta scroll down really far.
Hughell Oct 12, 2018 @ 6:22pm 
I am looking for the files that show the diffrent paths and unfortunately can not seem to find the information in the link to the forums. Also are descriptions for the racial paths gonna be implemented in the near future?
The Numi Oct 10, 2018 @ 1:52pm 
Hey! Love the mod! I hope you're still checking the comments as I wanted to ask if it's possible to reupload the complete documentation of this mod? I used to have the file but lost it, and now you apparently can't log in to download the attached file on triumph's forum since they've moved to Paradox's own.
BelovedMonster Nov 29, 2017 @ 8:32am 
As an update to the previous on the best mods: the poll is life and the Hero Development Mod is in the poll.
You can rate it and the other 19 mods here: https://www.the-battlefield.com/aow3/index.php?page=bf_poll&pollnumber=27
More info on the Steam forum: https://steamcommunity.com/app/226840/discussions/0/1488866180593890331/