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This mod is the cause of Bannerman feudal units not being mounted when they otherwise should, and also for the Knight unit not properly having t4, graceful charge, or slippery as intended with the Ogre update.
This is unable to be replaced when it comes to enhancing the combat in AOW4.
Have a nice week!
Would you consider making it so that units get these unique rank bonuses INSTEAD OF their default rank bonuses (currently it seems like they get both)? This would keep them more or less at parity with units that don't have unique rank bonuses
A couple of us (not the author) did express a somewhat positive opinion about stopping legendary units from soaking up XP that they can't use, which would have the effect of helping pump up other units faster once they have legendary mentors to help carry them. If it were an option, I think I might prefer the AoW3 version that let units accrue additional "Champion" ranks beyond legendary for additional HP, so at least the XP they sucked up wasn't completely wasted.
Previously, the XP system for units was devalued. It was too easy to pump, it gave too little. And all neutrals and AI walked with gold or more medals.
It seems the author of the mod thinks that this is normal. Me not. I'll wait some more, if nothing changes, I'll unsubscribe
But still, under the game's new rank-up system, both champion and legend are pretty heavily loaded: champion with a class-specific boost (e.g. an extra retaliation for polearms), and legend with bonuses to DEF, RES and DMG. Since neither of those seems much more overloaded than the other, I'd suggest keeping the UURB's at champion.
I found the Mentor mod (Experience Remastered) to be a good solution for wasted XP. It makes every legend rank unit in the army give other units a stacking 20% XP increase, so the XP is redistributed instead of wasted. That also means that getting your first legend rank unit takes a normal amount of time, but then it becomes progressively faster after that. Maybe you could add something similar, or just link to the mod for people who want and easier time leveling units.
Thanks for the feedback regarding the move of CRRs to Legend Rank! I agree that with the current XP requirements, LRRs may be acquired too late for them to be relevant. What is your opinion on potentially reducing the amount of XP it takes to get to Legend Rank?
I was thinking that the XP requirements to reach Legend Rank could be reduced to the following:
Tier 1: 20 XP (Total: 60 XP) from 40 XP (Total: 80 XP)
Tier 2: 30 XP (Total: 90 XP) from 60 XP (Total: 120 XP)
Tier 3: 40 XP (Total: 120 XP) from 80 XP (Total: 160 XP)
Tier 4: 50 XP (Total: 150 XP) from 100 XP (Total: 200 XP)
Tier 5: 60 XP (Total: 180 XP) from 120 XP (Total: 240 XP)
With these new XP values, it wouldn't be a drastic jump to get to Legend Rank from Champion Rank. Let me know your thoughts!
Unfortunately, the Eldritch Realms DLC / Mystic Update Compatibility patch is taking longer than expected to finish, due to the new rank up hyperlink display as well as reworks for various abilities. I'm hoping to have it done within the next couple of days, but we shall see!
Thanks again for your patience, will keep you all updated!
So, the developers effectively agreed with you (and me) that the original game could be improved by increasing rank-up bonuses. It'll be regrettable if you shift your interesting champion abilities to legendary level, because they'll come so late, and because the game disincentivizes employing legends in battle (wastes XP). I'd be tempted to just overload an earlier rank instead to help keep your changes relevant and fun.
@pelias117 There are plans to make SFG's Tome of Blight compatible, but no ETA at the moment! I agree that his tomes are very well done!
@masiyi9406 Thanks for the support! :)
Apologies for the radio silence and the lack of updates. Real life unfortunately got very busy these past couple of months, leading to barely any time for modding. Thankfully, things have settled down a bit, meaning that I can start again on patching and adding new content!
UURB's next update will be on Friday, June 21st, which will make it compatible with the Eldritch Realms DLC / Mystic Update. Units will now get their unique rank bonuses at Veteran and Legend Rank, instead of Veteran and Champion Rank. This is due to the unit rank rework in the Mystic Update giving substantially more bonuses to units at all ranks, along with more city structures giving starting ranks to lower tiered units. Having the final UURB at Legend Rank will help smooth out the curve or rank bonuses, making each unit truly stand out among others.
Reported bugs and balance adjustments will also be included in this update.
Thank you all for your patience and support, and hope you look forward to it!
UURB is now compatible with Cloak and Dagger Tomes by ScienceFictionGuy!
Simply load both mods and their UURBs will show up!
(Much thanks to ScienceFictionGuy for helping to set this up!)
This update also includes new VRRs for the Polar Bear and Night Guard, adjustments for the CRRs of the Brown Bear, Polar Bear, and Dire Bear, and a text fix for the Warg.
Detailed changes can be found here: https://steamcommunity.com/sharedfiles/filedetails/changelog/2993663129/
Hope you all have fun ambushing enemies from the shadows with tricks up your sleeves!
@SDgamer It's on the todo list, but low priority at the moment! Need to update a bunch of my other mods first, along with updates to UURB itself. So unfortunately no ETA as to when a compatibility mod with Late Tier Cultural Units will be finished.
LINK: https://steamcommunity.com/sharedfiles/filedetails/?id=3023411279&searchtext=late+culture
This update adds unique unit rank bonuses to 8 Animal Wildlife units, such as the Dire Penguin, Nimu, Brown Bear, and Kraken, and 3 Elemental Wildlife units! An adjustment has also been made to the Stone Spirit's CRR: Stone Core.
Full patch notes can be found here:
https://steamcommunity.com/sharedfiles/filedetails/changelog/2993663129
Hope you all enjoy encountering these wildlife across the untamed lands and the turbulent seas~
However, as with all High Culture units, they are very susceptible to any sort of incidental damage and damage over time effects, as that will turn off their VRR bonuses, drastically reducing their effectiveness. Scouts also have very fragile base stats (and no Unit Enchantments that increase their survivability), which means they will withstand less and less engagements as the game goes on. Bolstered Resistance becomes much more readily available too.
I do concede that it has been a long while since I last tried out a build that focused on them though, so my thoughts may be rather outdated. Thanks for sharing your build! It's always exciting to hear about the new synergies that UURB enables. If you end up trying it out, I would gladly welcome your feedback regarding how it went!
I agree that having unique medal bonuses goes in a different direction from the design philosophy for AoW4, which was to simplify and streamline things compared to previous titles.
However, it started to feel like what you see in a unit is what you get, since all of the customization comes from external factors, whether that is enchantments, transformations, traits, etc. Taking those out of the equation, there really isn't much of a difference between a unit at Recruit Rank and a unit at Champion Rank. Only when a unit reaches Legend Rank does it gain something that's more impactful, and even then, it doesn't feel that satisfying, since that bonus is shared among all units of the same combat type.
I believe that UURB brings back the feeling of individual unit growth, making it much more satisfying to level them up, and even more devastating if they fall in battle!
@SDgamer I don't use those mods by Funi Time or the Late Cultural Units mod, so I can't really say how well they play together. However, UURB should be compatible with them, but the units from those mods won't have their unique unit rank bonuses.
Thank you for making and updating it!