Age of Wonders III

Age of Wonders III

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V-Mods: Legendary Smithwork
   
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May 24, 2017 @ 7:25pm
May 4, 2018 @ 7:38am
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V-Mods: Legendary Smithwork

Description
V-Mods: Legendary Smithwork

About:
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There have been some mods around for some time, that give an upgrade to the forge for more leeway in making items. I decided to make one for myself and my friend, since I generally don't like the way they've been implemented.

On the same note, the fact that the "Empire Quest: Master Smith" rewards you with generic items and sometimes even eggs is ridiculous (Come on, I built a forge not a stable). So I decided to fix that as well by creating a bunch of items worthy of the title "Legendary", of which one is given to the player completing the quest. (Yes I suppose many of them need some tweaking... a lot of tweaking... maybe some more downsides, some of them already do have those)

Many abilities have been duplicated to use them in the items (and forge) in this mod and still achieve maximum compatibility with other mods (See 'compatibility' on what unavoidable changes have been made) This causes the possibility of having multiple abilities "stack" like multiple regrowths for example, or multiple copies of same active abilities (2 or 3 depending on what you have)
For example having an ability from vanilla item/hero, a legendary item and a forged item could in some cases produce a situation where you have 3 separate identical abilities. However in many passive abilities cases this just means your hero ability list has multiple entries but no real additional effect. etc. etc.

There are also custom abilities based on the abilities that already exist. (I made all elemental versions of 'Dome of Frost' for Orb items) Some custom abilities are included in the forge, however I've decided to keep some of them exclusive to the unique items recieved from the forge. Also considering to have each item to have a unique ability that is not in the forge.

The abilities added into the forge are mostly more expensive than Vanilla abilities in the forge, but I've tried to have the more powerful ones on the expensive end. Some changes will be coming.

The Forge menu shifts a lot when selecting abilities since there are many abilities that cost the same amount of forge-points (Think weapon menu with all the Slayer of X abilities). I've tried my best to spread the costs around so that happens minimally as of 1.5.

In conclusion, this - like many of my other mods - works best in games with a bigger map and more players. (The items can feel more powerful in shorter games for obvious reasons) I also recommend turning off city building so that mana is limited.


Features:
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1. Legendary Item Reward

Currently: 77 items
The items list is only tied to the Empire Quest, making them unique. You will only see one of the items each game. They can be game changers. Some of them can change the terrain on the strategic map. (I'm quite proud of World Eater)
I will try to balance them to the best of my ability, but I want to keep them strong and interesting.
List of items in the pictures.(excluding the 5 in update 1.6, see changenotes)


2. Legendary Forge Cost Reduction

The one completing the quest has -5% cost for forge upgrades as of 1.2. (Changed from 20% in 1.1.)


3. Forge Abilities

'Enhanced Smithwork'
Adds 1 point for items created in the forge, is stackable and gives +25 morale. Costs about 120 mana for each stack.

'Defective Smithwork'
Tiers 1 to 3, each can be applied only once. Higher tier defects cost less but create.. well.. worse defects. T1 defect on a shield will give -1 defense and T3 -3 defense etc.

Regrowth, Invoke Death and Defender currently have tiered versions that cost more and are better.

All final costs depend on your modifiers. Dwarf Racial Governance, using defects and completing the quest can make many types of items pretty cheap.

Future:
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- More Item Rewards and custom abilities for them

- More Forge Abilities

- Balancing


Compatibility:
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-Meteoric Armor was edited so it could be used on some items. (Changed a false to true, nothing more)
-Mind Control Immunity was edited for the same purpose.
-Defense, Resistance and HP upgrades were modified to make them non-stackable in forge. (They have 3 tiers so you can stack them up to +6, +6 and +30)
-The Master Smith Quest was edited to have my item list instead of Tier 3 item list.
-The "Has Forge" from Empire Quests was edited to accommodate lowered cost for the one that completes the Quest.

Mods that edit these are most likely not compatible.



P.S. My mods are mainly designed with my playstyle in mind, so for example the items in this mod might feel overpowered for you if you play short games on small maps (maybe not, but I'd imagine so)

I play on as big a map as possible, with no city building turned on.
Popular Discussions View All (1)
32
Feb 22, 2022 @ 7:46am
Requests
Varegi
29 Comments
Dunadd Aug 16, 2023 @ 9:23pm 
The forging abilities and costs are fine. Some of the legendary items are ridiculously OP though - basically an 'I win button' for whatever hero is wearing them
Theorden Feb 17, 2023 @ 1:21pm 
Now that I've found this, I might actually buy the DLCs.

I played the campaign without the forge and the lack of legendary items for my heros completely ruined the game for me and I have thousands of hours with all version of AOW.

You can check my hour count on AOW Planetfall if you want.

I was shocked when I played the campaign and saw that they nerfed the forge.
The Paladin Jan 17, 2022 @ 3:59pm 
Hey Dude, I have one idea for you about a new type of weapon for the Dreadnaught. It's called the steam punk chain gun, aka the minigun, which can be created using each one of the elements of the game, for example a cold chain gun which inflicts cold damage, but at this contrast it cost three action points and can only be shoot into a straight line, and need one or two turns to reload the weapon cartridge or whatever it's called the ammunition.
Kazeck Jun 27, 2020 @ 1:19pm 
Thanks for this, finally playing AoW3 again and this is a must.
Fonzosh May 20, 2020 @ 8:37am 
Is this mod still alive? Im thinking of exchanging my current Forge mod with this one in my next PBEM. Is it possible to add floating/flying to boots or something?
Varegi  [author] May 4, 2018 @ 7:42am 
Aaaand Another one.
1.6 is out. First batch of custom Leadership-abilities to the forge. Hopefully not too OP or cheap. Tried to keep it simple for now.
Lots of attempts in balancing as well.
5 new items too.
See changenotes.
Varegi  [author] Apr 25, 2018 @ 11:39am 
Another one.
The lists should be more bearable as there is now more variance in point-costs. Added ranged life stealing (weaker than normal and overrides normal, applies to all attacks). Ranged life stealing upgrades itself like the normal one does.
Varegi  [author] Apr 12, 2018 @ 2:14pm 
Another one.
Thanks to jancomx, added some color and all names now unique (should be...)
See the last 3 pictures and changenotes 1.4c. Don't look at 1.4d. :WheelOfAges:
Varegi  [author] Apr 7, 2018 @ 7:37pm 
Another one.
Some fixes I overlooked and a buff to Berserker.
Varegi  [author] Apr 7, 2018 @ 9:56am 
Hot fix... fixed Swallow Whole to only weapons. Also added a few abilities I'd missed, see changenotes.