Age of Wonders 4

Age of Wonders 4

Unique Unit Rank Bonuses
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Opdatering: 15. mar. 2024 kl. 18:38

Version 4.0.1

Hotfix to ensure that the newest version of UURB can be used a dependency for other mods!

Opdatering: 15. mar. 2024 kl. 18:35

Version 4.0

Unique Unit Rank Bonuses have been added to the Primal Culture units, the Primal Spirit Animals, the Mistling, and the Stormbringer.

There are also bug fixes and adjustments for existing VRRs and CRRs.

Detailed changes can be found below!

Additions:

Spirit Tracker
  • VRR: Tracking Arrows - Passive: Base Physical Ranged attacks have a base 60% chance of inflicting Marked for 3 Turns. If the target is an Ethereal or Elemental unit, base Physical Ranged attacks always inflict Marked for 3 Turns instead.
  • CRR: Commune: Spirit’s Blessing - Ability: This unit and another random friendly Ethereal or Elemental unit gain a random positive status effect and have a random negative status effect dispelled. Enters Defense Mode after use. (Repeating, 3 Turn Cooldown, 0 Range, Ends Turn)

Primal Darter
  • VRR: Weakening Darts - Passive: Physical Ranged attacks have a base 60% chance of inflicting Weakened for 3 Turns.
  • CRR: Commune: Spirit’s Fortune - Ability: This unit and another random friendly Ethereal or Elemental unit gain Evasion and Fortune for 3 Turns. Enters Defense Mode after use. (Repeating, 3 Turn Cooldown, 0 Range, Ends Turn)

Protector
  • VRR: Primal Rage - Trait: Upon sustaining damage, this unit gains a stack of Rising Fury. Works once per Turn.
  • CRR: Commune: Spirit’s Protection - Ability: This unit and another random friendly Ethereal or Elemental unit gain Bolstered Defense and Bolstered Resistance for 3 Turns. Enters Defense Mode after use. (Repeating, 3 Turn Cooldown, 0 Range, Ends Turn)

Primal Charger
  • VRR: Primal Call - Trait: At the start of combat, all units in the army with a Primal Spirit Animal Boon gain a stack of Rising Fury.
  • CRR: Commune: Spirit’s Strength - Ability: This unit and another random friendly Ethereal or Elemental unit gain Strengthened and Hastened for 3 Turns. Enters Defense Mode after use. (Repeating, 3 Turn Cooldown, 0 Range, Ends Turn)

Animist
  • VRR: Truesight - Trait
  • CRR: Commune: Spirit’s Restoration - Ability: This unit and another random friendly Ethereal or Elemental unit gain Rallying and Regeneration for 3 Turns. Enters Defense Mode after use. (Repeating, 3 Turn Cooldown, 0 Range, Ends Turn)

Ancestral Warden
  • VRR: Spell Warding - Trait: While this unit is in battle, enemy spells are 20% more expensive to cast. Does not Stack.
  • CRR: Commune: Spirit’s Vigilance - Ability: This unit and another random friendly Ethereal or Elemental unit gain Watchful for 1 Turn and Status Protection for 3 Turns. Enters Defense Mode after use. (Repeating, 3 Turn Cooldown, 0 Range, Ends Turn)

Primal Crocodile
  • VRR: Crocodile Primal Fury - Trait: For each friendly unit with Fury of the Mire Crocodile, this unit deals +5% Damage (+50% Max). No limit when in a province with Swamp terrain.
  • CRR: Crocodile Primal Blessing - Trait: Units in the army gain Crocodile Primal Connection, Boon of the Mire Crocodile, and Swamp Walk.

Primal Crow
  • VRR: Crow Primal Fury - Trait: For each friendly unit with Fury of the Storm Crow, this unit deals +5% Damage (+50% Max). No limit when in a province with Grassland terrain.
  • CRR: Crow Primal Blessing - Trait: Units in the army gain Crow Primal Connection, Boon of the Storm Crow, and Grassland Walk.

Primal Mammoth
  • VRR: Mammoth Primal Fury - Trait: For each friendly unit with Fury of the Glacial Mammoth, this unit deals +5% Damage (+50% Max). No limit when in a province with Snow terrain.
  • CRR: Mammoth Primal Blessing - Trait: Units in the army gain Mammoth Primal Connection, Boon of the Glacial Mammoth, and Arctic Walk.

Primal Sabertooth
  • VRR: Sabertooth Primal Fury - Trait: For each friendly unit with Fury of the Ash Sabertooth, this unit deals +5% Damage (+50% Max). No limit when in a province with Ashlands terrain.
  • CRR: Sabertooth Primal Blessing - Trait: Units in the army gain Sabertooth Primal Connection, Boon of the Ash Sabertooth, and Desolate Walk.

Primal Serpent
  • VRR: Serpent Primal Fury - Trait: For each friendly unit with Fury of the Dune Serpent, this unit deals +5% Damage (+50% Max). No limit when in a province with Sand terrain.
  • CRR: Serpent Primal Blessing - Trait: Units in the army gain Serpent Primal Connection, Boon of the Dune Serpent, and Sand Walk.

Primal Spider
  • VRR: Spider Primal Fury - Trait: For each friendly unit with Fury of theTunneling Spider, this unit deals +5% Damage (+50% Max). No limit when in a province with Mushroom Forest terrain.
  • CRR: Spider Primal Blessing - Trait: Units in the army gain Spider Primal Connection, Boon of the Tunneling Spider, and Cave Walk.

Primal Wolf
  • VRR: Wolf Primal Fury - Trait: For each friendly unit with Fury of the Sylvan Wolf, this unit deals +5% Damage (+50% Max). No limit when in a province with Forest terrain.
  • CRR: Wolf Primal Blessing - Trait: Units in the army gain Wolf Primal Connection, Boon of the Sylvan Wolf, and Forest Walk.

Mistling
  • VRR: Slip Away - Trait
  • CRR: Mist-taking Blows - Passive: Base Melee attacks dispel all stacks of Clinging Mist from the target, with a base 90% chance of inflicting a random negative status effect for each stack dispelled.

Stormbringer
  • VRR: Lightning Soul - Trait: This unit has +6 Lightning Resistance and is immune to Electrified and Shocked.
  • CRR: Storm Marker - Passive: Melee and Ranged attacks inflict Storm Marked (When this unit sustains Lightning Damage from a Melee, Ranged, or Magic attack, it gains a stack of Marked by the Storm (At the end of this unit’s turn, dispel all stacks of Marked by the Storm. For each stack dispelled, this unit is dealt 2 Lightning Damage.)) for 1 Turn.

Adjustments:
  • Berserker's CRR: Savage Swing now deals +25% damage on a Critical Hit, instead of having +50% Critical Chance.
(Giving Savage Swing extra critical hit chance felt a bit too similar to the Warrior's Savage Blows. Now the payoff will need to be built towards but the payoff will be more satisfying!)

Bug Fixes:
  • Balor's CRR: Demonic Butchery description now correctly lists Nightmare as a possible spawn.
  • Bone Horror now correctly has Intimidating Aura, instead of Intimidation Aura.
  • Exemplar's VRR: Into the Fray can now be used in Water Battles.
  • Wind Rager now correctly has the Elemental Tag.

Opdatering: 1. mar. 2024 kl. 20:50

Version 3.2

UURB has been updated to be compatible with the Primal Fury DLC / Wolf Udpate!

There have also been major reworks and updates to the VRRs and CRRs of many units, especially those from the Barbarian Culture.

Detailed changes can be found below!


Barbarian

Pathfinder
  • Cut Path moved to VRR
  • New CRR: Trailblazer - Trait: Friendly units in the army gain Forest Walk, Mountain Walk, and Swamp Talk.

Warrior
  • Aggressive Blows renamed to Savage Blows, and now gives base Melee attacks a +20% Critical Hit chance instead of +20% damage on its turn.
  • Sundering Shout now requires 1 Action Point instead of 3, and has a base 60% chance of inflicting Sundered Defense for 3 Turns instead of 90%.

Sunderer
  • Heavy Spear Throw now has 3 Range instead of 2, and no longer removes Retaliation Attacks.

Fury
  • Fury Unleashed now dispels all stacks of Strengthened immediately after use.
(Implementation of original vision for ability, now that After Action Effect unit properties were added to modding tools.)

War Shaman
  • Primal Enhancement renamed to Battle Ritual, and gives Fortune for 3 Turns instead of Primal Strike.
(Primal Strike was removed, and Barbarians are no longer associated with Primal terminology.)

Berserker
  • Mighty Swing renamed to Savage Swing, and gains a +50% Critical Chance.
(Was relatively weak for a 3 Action Attack. Now also has synergy with Barbarian's new Savage Strike trait.)


Dark

Outrider
  • Disorienting Powder is now a 1 Action Point 4 Range ability, instead of a Leave 1 Action Point 2 Range ability.

Dark Warrior
  • Serrated Edges now only has a base 60% chance to cause Bleeding for 3 Turns, instead of 90%.

Pursuer
  • Pursuer's Mark now inflicts 2 Marked for 3 Turns instead of 1 Marked, and has 4 Range instead of 6.

Dark Knight
  • Vengeful Weakening now has a base 60% chance of inflicting Weakened for 3 Turns to Melee attacks, instead of 30%.


Feudal

Effects grants by Auras no longer count as a positive status effect.

Scout
  • Eagle-Eye Aura now grants adjacent friendly units Eagle-Eyed (+20% Accuracy), instead of giving Eagle-Eyed for 1 Turn at the start of the turn.
(Implemention of original vision, now that Auras work properly.)

Archer
  • Focus Aura now grants adjacent friendly units Focused (First Strike), instead of giving Focused for 1 Turn at the start of the turn.
(Implemention of original vision, now that Auras work properly.)

Defender
  • Reinforcing Aura now grants adjacent friendly units Reinforced (Charge Resistance), instead of giving Reinforced for 1 Turn at the start of the turn.
(Implemention of original vision, now that Auras work properly.)

Bannerman
  • Now has Inspiring Aura instead of Protection Aura.
  • Inspiring Aura now grants adjacent friendly units Inspired (+10 Morale), instead of giving Inspired for 1 Turn at the start of the turn.
(Implemention of original vision, now that Auras work properly.)

Knight
  • Now has Protection Aura instead of Inspiring Aura.
  • Protecting Aura now grants adjacent friendly units Protected (+1 Defense and +1 Resistance), instead of giving Protected for 1 Turn at the start of the turn.
(Implemention of original vision, now that Auras work properly.)


High

Lightseeker
  • Arrow of Light now has a 1 Turn Cooldown instead of 2, and starts on a 1 Turn Cooldown instead of 2.

Dawn Defender
  • Shield Glare now costs 1 Action Point instead of 3 Action Points.

Daylight Spear
  • Daybreak now has a 2 Turn Cooldown instead of 3.

Sun Priest
  • Enlightened: Solace now makes Support abilities restore +5 Temporary Hit Points instead of +4.

Awakener
  • Enlightened: Penance now dispels one negative status effect and grants a postiive status effect at the end of the unit's turn, instead of dispelling all negative status effects.


Tomes - Astral

Phase Beast
  • Phasing Retribution now displaces by 1 hex the first attacker that hits each turn, instead of displacing a random enemy unit by 4 hexes upon reaching 20% health.


Tomes - Chaos

Houndmaster
  • Siccing now grants a base 90% chance of inflicting Marked for 3 turns, instead of a 60% chance.
  • Come Here now grants the target +10 Morale, instead of +5.

War Hound
  • Spiked Armour now has a base 60% chance of inflicting Bleeding for 3 Turns, instead of a 30% chance.
  • Crippling Bite now has a base 90% chacne of inflicting Slowed for 2 Turns, instead of Crippled for 2 Turns.

Skald
  • Reveler's Ballad has been moved to VRR
  • New CRR: Battlesongs: Support abilities grant Hastened for 1 Turn to friendly units with High Morale.

Gremlin
  • I'm Over Here now has 3 Range instead of 4, and teleports the Gremlin 2 hexes back instead of displacing it randomly by 2 hexes.

Nightmare
  • Woefulness now grants +4 Status Resistance for each Morale level an attacker has below neutra;, instead of +2.


Tomes - Materium

Wind Rager
  • Blinding Phase has a base 60% chance of inflicting Blind for 1 Turn, instead of 30% chance.


Tomes - Nature

Entwined Thrall
  • Rooting Infusion renamed to Rooting Blows, and now only affects Base Melee attacks.

Wildspeaker
  • Pacifying Blasts now always inflicts Weakened on Animal and Calvary units, instead of a base 90% chance.


Tomes - Order

Shrine of Smiting
  • Exalted Divinity now affects units with Faithful as well.

Exemplar
  • The Eagle Rider has now been renamed to the Exemplar.


Tomes - Shadow

Skeleton Warrior / Polearm / Archer / Mage
  • Added VRR: Fortified Bones (This unit has +3 Defense against Physical Ranged Attacks.)
  • Added CRR: Reassemble (2 Turns after this unit dies, it comes back to life with 20% of its total Hit Points. Works once per battle.)

Bone Horror
  • VRR has been changed from Made of Bones to Intimidating Aura.

Corrupt Soul
  • Shadow's Embrace now costs 1 Action Point instead of 3, and has a 2 Turn Cooldown instead of 3.

Reaper
  • Reaper's Scythe has been reworked to the following: Base Melee attacks deal 30% of the damage to units in the 3-adjacent hexes behind the primary target.
  • Death Comes is now a Full Action Continue ability, instead of a Leave 1 Action.

Opdatering: 16. feb. 2024 kl. 22:09

Version 3.1.2

Forgot to build and zip mod whoops. UURB should now have the changes made to Debilitated!

Opdatering: 16. feb. 2024 kl. 22:03

Version 3.1.1

Small patch that prevents Debilitated from affecting Siegecraft and Tower units, in addition to Construct units.

Opdatering: 16. feb. 2024 kl. 21:05

Version 3.1

Unique Unit Rank Bonuses have been added to the units found in the Tomes for the Empire and Ashes DLC!

Check out the detailed patch notes below!


Additions:

Afflictor

  • VRR: Plague Bolts - Passive: Base Physical Ranged attacks have a base 30% chance of inflicting Diseased for 3 Turns.
  • CRR: Debilitating Shot - Ability: Deals damage to target unit with a base 90% chance of inflicting Debilitated (At the start of this unit’s turn, it loses 1 Action Point. Does not Stack.) for 2 Turns. 1 Action Point, 2 Turn Cooldown, 4 Range, Ends Turn.
The Afflictor now infects enemies with its attacks, while leaving them debilitated using a special bolt.

Bronze Golem
  • VRR: Weakening Blows - Passive: Base Melee attacks have a base 60% chance of inflicting Weakened for 3 Turns.
  • CRR: Defensive Stratagem - Ability: Adjacent friendly units gain Watchful for 1 Turn. 1 Action Point, 3 Turn Cooldown, 0 Range, Ends Turn.
The Bronze Golem now weakens foes with its attacks, while enhancing nearby allies’ defensive capabilities.

Ironclad
  • VRR: Iron Juggernaut - Trait: This unit may crush non-Fortified Obstacles and use Physical Ranged abilities while Engaged in Melee.
  • CRR: Unstoppable Ram - Ability: Charges forth in a 3-hex long line, dealing 30 Physical Damage. All units hit are displaced, have their Defense Mode canceled and their Retaliation Attacks removed. 3 Action Points, 3 Turn Cooldown, 1 Range, Ends Turn.
The Ironclad is now truly ironclad, while crashing through and knocking aside those that try to swarm it.

Severing Golem
  • VRR: Disrupting Bolts - Passive: Base Magic attacks have a base 30% chance of inflicting Disrupted for 2 Turns.
  • CRR: Purging Field - Ability: Each enemy unit within 2-hexes has one of their random positive status effects dispelled. This unit gains a stack of Fortune for 3 Turns for each unit that had a status dispelled this way. Free Action, 1 Turn Cooldown, 0 Range.
The Severing Golem now temporarily disrupts its enemies’ enchantments with its attacks, while absorbing their buffs to enhance its capabilities.


Misc:

Copper Golem's Combat Stratagem renamed to Offensive Stratagem.
(Change for flavour, due to Bronze Golem getting Defensive Stratagem at CRR.)

Opdatering: 9. feb. 2024 kl. 21:18

Version 3.0.2

Hotfix updating the zip file that allows UURB to be used as a dependency for other mods.

Opdatering: 9. feb. 2024 kl. 21:11

Version 3.0.1

Hotfix so that the changes in Version 3.0 actually appear in game. (Forgot to press build, whoops!)

Opdatering: 9. feb. 2024 kl. 21:05

Version 3.0

Unique Unit Rank Bonuses have been added to all Reaver units!
Some existing VRRs and CRRs have also been reworked, adjusted, and fixed.
Check out the detailed patch notes below!


Additions:

Observer

  • VRR: Truesight - Trait
  • CRR: Spotting Lens - Passive: Debuff abilities now also target units adjacent to the primary hex.
The Observer now sees things as they actually are, while marking groups of enemies for devastating follow-up attacks.

Mercenary
  • VRR: Contracted - Trait: After routing, this unit will always reappear at a nearby friendly city after a few turns.
  • CRR: Piercing Blows - Passive: Base Melee attacks have Piercing.
The Mercenary now never leaves its obligations unfinished, while cleaving through armour with its hardened halberd.

Harrier
  • VRR: Harrying Blows - Passive: Base Melee attacks have a base 30% chance of inflicting Distracted for 1 Turn.
  • CRR: Adrenaline Rush - Trait: Once per turn, when this unit sustains damage, it gains Evasion for 3 Turns.
The Harrier now mesmerizes its foes with its bladework, while dodging incoming attacks from those trapped by its nets.

Magelock
  • VRR: Precise Aim - Trait: Attacks have +20% accuracy against units that are Marked.
  • CRR: Snapshot - Ability: Deal 36 Physical Damage to target enemy unit that ignores 50% of their defense. Has -60% accuracy. 1 Action Point, 2 Turn Cooldown, 5 Range, Ends Turn
The Magelock now locks on to marked targets, while firing a wild volley while on the move.

Overseer
  • VRR: Remorseless - Trait: This unit loses -50% Morale from all sources.
  • CRR: Taskmaster - Trait: At the start of this unit’s turn, a random adjacent friendly unit gains Hastened for 1 Turn.
The Overseer now feels no remorse for its actions, while doling out orders to nearby friendly units.

Dragoon
  • VRR: Marking Blows - Passive: Base Melee attacks have a base 60% chance of inflicting Marked for 3 Turns.
  • CRR: Hit and Run - Trait: After attacking, gain Evasion for 3 Turns.
The Dragoon now marks targets with its attacks, while dodging incoming projectiles while disengaging.

Magelock Cannon
  • VRR: Scattershot - Ability: Units in a 3-hex wide line sustain 30 Physical Damage and have their Defense Mode canceled and Retaliation Attacks removed. 3 Action Points, 0 Turn Cooldown, 5 Range, Ends Turn
  • CRR: Heavy Cannonballs - Passive: Base Physical Ranged attacks gain Piercing, and have a base 30% chance of displacing non-Large units hit by 1 hex.
The Magelock Cannon can now fire in an alternate pattern, while enhancing its firepower through heavier ammunition.


Reworks:

Archer's Volley now deals 10 Physical Damage to units within a 1-hex radius as a Full Action ability.
(With certain enchantments, repeating attacks dealt much more damage than intended. Thanks for the feedback McFlea!)

Zealot's VRR is now Denouncing Blows, where base Melee attacks inflict -3 Morale against units that are Condemned.
(Due to Golem update giving the Zealot's base Melee attacks a base 60% chance of inflicting Condemned by default.)

Chaplain's Proselytize has been renamed to Proselytizer and moved to CRR, and gives all units in the army Faithful.
Chaplain's Safeguarding Prayers has been moved to VRR.
(Granting Faithful to units during battle was not impactful enough, due to lack of in-combat interactions.)


Adjustments:

Outrider's Disorienting Powder now affects all units within a 1-hex radius, instead of only enemy units within a 1-hex radius.
(It didn't make sense that powder would not affect all hexes within its radius.)

Arcane Guard's Attunement: Star Spear now only triggers on friendly spells.
Spellshield's Attunement: Star Shields now only triggers on friendly spells.
(Now is consistent with all base game Attunement traits.)

Arcane Guard's Cosmic Lance now costs 1 Action Point, instead of 3 Action Points.
(Should make it more viable, as it was rather hard to line up three targets in a row while standing still.)

Horned God's Nature's Vengeance now also triggers when a Fey unit dies.
(Better reflects Horned God's role as the keeper of nature, as well as provides additional synergy.)

Fire Wyvern's Kindling Gust now has a 90% chance to inflict Kindled, instead of a 60% chance of inflict Kindled.
Frost Wyvern's Chilling Gust now has a 90% chance to inflict Chilled, instead of a 60% chance of inflict Chilled.
Obsidian Wyvern's Chilling Gust now has a 90% chance to inflict Shocked, instead of a 60% chance of inflict Shocked.
(60% chance to inflict a minor status effect was a bit too low for an ability on a 3 turn cooldown.)


Bug Fixes:

Transmuter's Fracture Armour now correctly applies the Fracturing Armour status effect, instead of Stone Skin.
(Wrong unit targeter was used. Thanks for spotting this Lord Vectra!)

Opdatering: 21. nov. 2023 kl. 15:32

Version 2.1.3

Hotfix for an issue where the workshop version of the mod was not the same as the source version. (Forgot to update the zip file that allows UURB to be used as a dependency for other mods. Sorry about that!)

UURB should have all of the changes that come with Version 2.1 now!