Age of Wonders III

Age of Wonders III

Wasteland Expansion (Beta)
520 Comments
Gladen  [author] Jun 8 @ 8:47am 
@all

New update released. A new dwelling faction is available. Avian faction has joined the Wasteland togheter with a new unit type. The Skirmisher unit type is available in the Avian and Outcast dwelling. Along with that comes some changes and updates
willlfrog Jun 8 @ 3:19am 
Sweet, when will i be able to start a new game with these new units ?
Gladen  [author] Jun 8 @ 2:17am 
@willfrog

Mm. Yep something in the works, a new faction will be available as a dwelling.

Some balance updates and improvements to icons.
willlfrog Jun 8 @ 1:01am 
i heard from little birds, there's an update coming ???
Gladen  [author] Mar 8 @ 3:36am 
@willfrog

They are sure quite fragile. Since they lack armour and does not benefit at all from any dreadnought skills.

They get the same damage in total in comparison to other musketeers. But, the damage itself together with Ricochet is an additional 4 damage to another unit nearby only. But together with the no line of sight penalties or could make them stronger against defenders on wall.

I might redesign them at some point when the next racial lineup coming up that will be introduced who is more weapon and ranged organized that has more use of being snipers
willlfrog Mar 8 @ 2:11am 
I think the Nomad Musketeer is a little overpowered. They can shoot down almost everything. Even troops in castles. Combine them with an Engineer and they are unstoppable.
Gladen  [author] Mar 3 @ 9:50am 
@wusong very good that you liked it.
wusong Mar 3 @ 4:34am 
Amazing content, thanks for sharing, a corrective experience considering we only received 2 content packs for the game.
Gladen  [author] Oct 19, 2024 @ 4:51am 
@all

New update released. The whole mod is now available in Russian Language. Big thanks to Project for his commitment.

Update features some changes and updates mostly focused on the Campaign.
Gladen  [author] Oct 12, 2024 @ 7:43am 
I added you on Steam
lisk Oct 12, 2024 @ 3:15am 
Where should I send them?
Gladen  [author] Oct 11, 2024 @ 1:33pm 
That would be great
lisk Oct 11, 2024 @ 1:17pm 
Do you need saves to see the problems?
Gladen  [author] Oct 11, 2024 @ 10:42am 
I see I will investigate it. Im unaware of any issues with 2b. But I hope to bring in a patch soon. In real life things are taking abit too much time at the moment.
lisk Oct 11, 2024 @ 8:08am 
I can't move on, there is enemy territory on all sides, even approaching it causes massive quest fails...
lisk Oct 11, 2024 @ 12:14am 
How is the dam quest supposed to happen? Or can I just move on and ignore it?
lisk Oct 10, 2024 @ 9:33am 
In the mission Tanner Green Infiltration I reached the dam, enemy troops stood between the two specified locations, Tanner commanded the attack. But after I destroy these troops, a massive quest fail occurs, as if I entered enemy territory.
Gladen  [author] Oct 10, 2024 @ 7:46am 
Should have cleared after the temple.
lisk Oct 10, 2024 @ 7:37am 
What do I need to do to close the quest "Investigate the Sphinx pass" in Tanner mission Monster Hunt? I cleared the temple, but the quest still hangs.
Gladen  [author] Oct 8, 2024 @ 9:25am 
@lisk

Great to see you back

I updated the campaign a few times.

I'm working on updating existing scenarios and also finishing the story left.

I believe during the process of updating several scenarios ended up with the project branch since I switched computers. It means some scenarios could have bugs.

I think I know the reason behind some of them. And of course, some scenarios still have leftovers of older stuff.

However I'm out of town at the moment. When I return I will be spent this weekend on targeting some bugs. Hopefully some scenarios can get out of production hell.
lisk Oct 8, 2024 @ 4:04am 
Impressions from the campaign for Reynald, I liked the second mission. When I played last time, it did not stick in my memory as difficult, but now I completed it only on the second try, where I successfully rushed. The first time, where I wanted to crush with quantity, they crushed me with quantity ) It's good that you removed Forbidden Sanctum in the 3rd mission, it's more interesting to play without "mass chieftan". Although I did not understand the meaning of the mission, why troops and forts are given some time after the start, and why a message about mission fail is given if you come to the upper right corner (but the mission does not end after that).
lisk Oct 8, 2024 @ 4:03am 
I have a problem with the mission for Reynald The Entrapment, when loading the game it gives an error
Assertion

Assertion failed: "CanHeroRegister(pHeroUnit)"

Message: [WORLD_ACTIVATE]Cannot register this hero! Might be a
duplicate or might be excluded.
d.\source.aow.steam\aow\aowc\source\ageofwonders\strategicmap\core\,
Support/StrategicWorldHeroManager.cpp(225): (click to open)

And the second hero, Taballu, disappears.
Gladen  [author] Oct 8, 2024 @ 1:27am 
@XxMsximusxX

Sorry to hear you encounter a problem. Sadly I have no time until Thursday evening to investigate this issue. Im away on holiday and some issues has arised between versions
XxMaximusxX Oct 7, 2024 @ 5:05pm 
@Gladen,
thanks for the great campaign. I am having an issue on Tanner map 3b where you must escort the convoy. He seems to get stuck after a few turns and won't move no matter what. On both paths he stops moving about where the road ends. I have tried classic and simul turns because I read that he could lag on the simul turns but he does the same thing on classic. Please help I am really enjoying the campaign! And thanks for the awesome work!
Gladen  [author] Sep 19, 2024 @ 10:51am 
No problem, I will at some point translate the mod into russian language when I have the time :)
Project Sep 19, 2024 @ 10:27am 
@Gladen

In general, I think I will still finalise the translation and will post it in Steam as a separate mod in addition to yours. And it will be easier to fix something.
Gladen  [author] Sep 18, 2024 @ 12:37pm 
@Project

That would be interesting and very good actually. Most of the content is finished and not so much text is supposed to be added for a while.
Project Sep 17, 2024 @ 9:06am 
By the way translated your wonderful mod into Russian. Do you want to throw the translated files or make a separate mod russifier here in Steam?
Project Sep 17, 2024 @ 7:31am 
@Galden Thank you! I will wait for further updates of the mod
Gladen  [author] Sep 17, 2024 @ 7:26am 
@Project

The campaign has some bugs and some more unexplainable bugs.

It something I plan to look into abit later. Its still a beta content and the mayority of content is still considered in this state.

Scripting in this level editor is somewhat a pain and things could jump out of position. But I will note it down for furhter investigation.
Project Sep 17, 2024 @ 2:15am 
I got a bug in the Rogue Kesh vs Frostlings mission at the beginning of the mission I have the hero Taballu. If I save the game, and then load it, Taballu disappears and in his place are artifacts that he had. And so any save... Only starting the mission from the beginning after the briefing Taballu appears but after any loading in this mission he disappears.
Gladen  [author] Sep 16, 2024 @ 7:19am 
Yeah sure. Should work quite well pbem mod and this one
Project Sep 16, 2024 @ 5:20am 
Another question is whether the PBEM mod can be used with your company?
Project Sep 16, 2024 @ 3:19am 
Got it! Thanks for the explanation
Gladen  [author] Sep 16, 2024 @ 2:28am 
@Project

Hi regarding the campaign there is sadly no option to customize leader before mission.

Its the same with official campaigns aswell.

Creating Nomads and Lizardman leaders does work for normal scenarios and generated maps randomly.
Project Sep 15, 2024 @ 11:24pm 
Hi, thanks for the great company Wasteland Expansion. I would like to know if it is technically possible to customise the leader before the missions start as you want, i.e. choose his class and spheres?
Gladen  [author] Aug 26, 2024 @ 9:53am 
@Starv

Nah it's okey.

Its always interesting, to see player base discovering stuff. As a modmaker it can open my eyes to see stuff from different angles. A majority of time I just see numbers, text and different values. I just know the mod too well but can also miss stuff..

The only spell that was added as a general is "Enchant Weapon" which cab boost a single unit which is a node to previous games
Starv Aug 26, 2024 @ 9:42am 
Wow now i feel like an idiot !!! I completely missed that there was a new specialization and Power Leak was part of it! I had 2 enemies with the spell active and i thought it was being added as a BASE spell, one that everyone can research, instead by pure chance my 2 enemies both had the Cosmos spec. I have absolutely no issues with it then, once fixed either the 30/30% Tier IV or the 50/50% Tier VI are completely fine for me, even with the no disjunction mod.

I'm very sorry to have mainly wasted your time, at least i hope was useful to locate the Tier/Values mismatch without the Shadow Realm compatibility patch.
Gladen  [author] Aug 26, 2024 @ 8:44am 
You could also see the guide about all skills. It's a notable difference between upkeeps.

https://steamcommunity.com/sharedfiles/filedetails/?id=2941965198
Gladen  [author] Aug 26, 2024 @ 8:22am 
@Starv

Mana Income seems fine. You got almost 400 minus. It could take in spell casting into value.

But generally I will change power leak values. 50% is only supposed to be in comp patch since adds 5 more cosmos skills as well
Starv Aug 26, 2024 @ 7:14am 
Checking the values in game i found that the CP and mana for the Tier 4 spell is indeed -50 and -50% (btw I don't understand why i have only +50 mana income instead of +67, that is the summary of the tooltip values).

Disjunction or not i fear it's a bit too game changing for my playstyle, and being a general skill without class or specialization requirement would mean every game would be active after a certain point, may i ask if there is any simple way to disable it by editing my local files? Would be really sad to renounce playing this excellent mod only for this issue. Thanks again.

https://steamcommunity.com/sharedfiles/filedetails/?id=3317879004
Gladen  [author] Aug 26, 2024 @ 3:29am 
@Starv

Hmm I think the difference should be 30%, 30 CP in main mod and the 50%, 50 CP when skill is converted from Tier 4 spell into Tier 6 in the compability patch. It may be that numbers and text "might" be incorrect.

Cosmos specialization was previously a separate mod and it might been transferred with greater numbers than intended when it became part of the main expansion. I will check if thats the case.

Since a T4 skill should not be on pair with T6 skill or equalivent skill of similar power as well Age of Magic which is an ultimate.
Starv Aug 26, 2024 @ 1:09am 
Thank you for the answer, I'm actually not using the Shadow Realm mod, just Chivalrous Intentions and the Wasteland submod, Power Leak is just a tier IV spell in my game and the enemy started casting it in the late midgame, about turn 70, I'm nowhere near to be able to cast Age of Magic at this point (and it would take 10 turn just to launch it with the casting point reduced).
The no disjunction mod really helps the AI to avoid wasting their mana and casting points and it makes magic in general more impactful for them, i had no problem with it until now, if an enemy cast Armageddon or Age of Deception i can prioritize and eliminate him to get rid of it, can't do the same with Power Leak as everyone has it active, if it was a Warlord Tier VII spell like those mentioned I would have zero problem with it.
Gladen  [author] Aug 25, 2024 @ 8:04pm 
@Starv

Welp!

I can't imagine that someone wants to torture themselves with facing Power Leak that nobody wants to disjunct. To me it beyond my understanding since Power Leak it's quite easy to counter with Age of Magic which little bit nullify the effects if is a sorcerer. Since I believe you also combine this mod with the Shadow Realm expansion compability patch for this mod it makes the Power Leak a Tier VI mastery spell which is a late spell. At this point it should be quite far into late game.

This kind of semi limitations mods with no disjunct also cripples other a.i from disabling this spell making it quite tough if 5 a.i ignores to disjunct anything at all off setting game balance into jeopardy.

So in general, cosmos is meant to counter magic users and aswell giving a warlord some omph against incorpereal units and so forth. But I consider this imbalance request abit mixed since you use mods that practically cheat yourself :-)
Starv Aug 25, 2024 @ 3:28pm 
Really enjoying the mod, great work! The only thing that seems imbalanced so far is the new Cosmos spell "Power Leak", I think 50 casting points and 50% mana income reduction for a global spell available to everyone is a bit over the top, in particular for people like me who play with a mod that completely remove disjunction and dispel (the enemy AI uses its mana much better without those). In my current game as a sorcerer every enemy has it active, so no way to avoid it until the game finishes, I'm practically crippled.
Gladen  [author] Jun 18, 2024 @ 9:40am 
@Xebosophont

Glad too hear. Since Im also on win 11 its good to hear these things. I aswell might ran into them at some point. I been so long on the forever stable windows 7 but was locked out from everything after some time sadly. But I at least decided to get the pro edition
Xenosophont Jun 18, 2024 @ 3:49am 
After ChivInt's maker told me there are issues on some graphic settings on Win11, I disabled V-Sync from the in-game options and the CTD issue went away (I was lucky that this was the first graphical option I've tried to troubleshoot the issue).

I applied the LAA patch before trying that and it didn't work but it was ultimately disabling in-game V-Sync that solved the problem. So this might not have been memory related at all, I just assumed so at first because the crashes occurred during saving the game which is peak memory usage. Weird how/why V-Sync would even cause that on Win11 (wasn't an issue on my other Win10 system)!
Gladen  [author] Jun 18, 2024 @ 12:46am 
@Xenosophont

Its certainly annoying. I tried measure the memory usage on Dragon Throne.

It yields 1671 mb usage in vanilla. About 120-130 mb more with Wasteland and about 600 mb more with Chivalarous Intention and Chivalarous Addition and Wasteland. Its a quite substansial difference in memory usage. I will little bit investigate more what I can find about it.
Xenosophont Jun 16, 2024 @ 7:14am 
Yeah it still crashes from time to time when saving (or rarely loading) a game with just Chivalrous installed. If I only used this mod it probably wouldn't CTD because of the texture load as you've said. I've applied the LAA patch but I figured this was already applied to AoW3 (God I hope that isn't the case!). I think playing on a very high resolution might have added to the issue because this didn't happen on my other monitor with the much lower resolution.

All of these mods (Chiv, Wasteland, Wasteland Exp) are great and professional-tier btw, I love em' - thanks for making the superior post Shadow Magic "nu-AoW" title even better! (in case you haven't noticed, I'm quite salty and disappointed with AoW4 :p )
Gladen  [author] Jun 16, 2024 @ 6:35am 
I can say my own experience is that I played XL map with Wasteland Expansion, Shadow Realm and Comp patch without problem because all those mods are optimized.

That's 3 layer on a XL map rendering at the same time which adds theoretically 33% more workload then average since it's a third layer rendering with units and no crashes.

But well it could be other things causing crashes, but if Chivalrous finally reach the cap of 500+ units I'm not surprised.

Check logs just I'm case