Age of Wonders III

Age of Wonders III

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Hero Development Mod
   
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1.922 MB
Sep 25, 2015 @ 1:32pm
May 11, 2021 @ 12:27pm
34 Change Notes ( view )
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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 &Tiefling Races Mod: http://steamcommunity.com/sharedfiles/filedetails/?id=897959715
Popular Discussions View All (2)
12
Apr 26, 2021 @ 11:26am
Change Log
Eomolch
9
Aug 20, 2016 @ 11:35am
Feedback
Kaldreth
238 Comments
POPEZARD Jun 23 @ 5:57pm 
if anyone is looking for the documentation you can find it here:

https://forum.paradoxplaza.com/forum/threads/attached-files-from-old-forum.1124627/
titanbass1 Apr 12 @ 5:29pm 
I'm also getting issues with Lich II not being able to receive healing. I've tried the spell and it still doesn't work. Any ideas on this?
Snogard May 13, 2023 @ 11:51am 
Do you still have the documentation of the mod? the link does not work
elijafire Jan 10, 2023 @ 6:30am 
The computer can't use or doesn't prioritize the "True Undead Heroes and Vampires" and I think it crashed my game when it tried to heal it's hero.
Moonshine_Brew Dec 22, 2022 @ 9:43am 
So i did some troubleshooting cause i was missing the "True undead Heroes and Vampires" spell.
Turns out that the "Shadowrealm expansion - Content" removes it.
Aiyree Apr 23, 2022 @ 9:58am 
Hello i have translate to Russian. Can we speak about upload for your mod bro?
Pirola Feb 12, 2022 @ 5:08am 
I figure you most likely are not really active anymore just want to say i love the mod! i'm however getting issues with true undead and vampire. in my games, it reverts the resistances even if i dont have harbringer of death. so if im playing a dreadnaught for exemple but i recruited a necro and get it to vamp 2, its gonna make it have non-undead resistances. Also sometimes the heroes dont get healed by the heal undead ability (not on the tactical map, i mean the turn-by-turn health regen) although i dont know when i need to do more testing for that.
Eomolch  [author] Jan 3, 2022 @ 1:48pm 
Hi Rama! That is super cool, thank you! :0 I'm currently very limited in my free time, but for this I will try find some room this week to add the translations to the mod.
Project Dec 19, 2021 @ 7:12am 
Hello, added Russian translation in the mod, please add https://disk.yandex.ru/d/pHA2pDaiAbc0Mg
Eomolch  [author] Oct 25, 2021 @ 11:23am 
Hi [JdG] Pejman, yes, the spell should still be there with my mod. I haven't changed anything about in in the last mod updates. I implemented it as an avatar spell, so maybe you have another mod running that changes avatar type spells and blocks it?

Hi CakeOfDoom, I have to admit I never liked spell casting heroes too much in AoW2 (didn't play AoW1), so I also didn't make them a focus in my hero mod either (heroes can learn 1 new spell from their racial profession though, which comes from specialization spells).