Age of Wonders 4

Age of Wonders 4

Unique Unit Rank Bonuses
145 Comments
RoseRougeSange Jun 1 @ 11:29pm 
I don't own any of the DLC and this seems to work, at least it doesn't seem to crash my game
Eeo May 2 @ 10:06am 
seems to be a dead mod as well. Which is fair, AoW is kinda a game that only has so much. The 'variability' lies in which specific cultures/units you use to do the exact same things with slightly different flavors. Unfortunate.

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.
primeambitions Apr 7 @ 8:23pm 
will we ever see any updates for this mod? i'd hate to see it go... so many modders just quit last year ;u;
Roflchopter Apr 6 @ 1:22am 
Hiho, i found out that this mod causes my high culture AI to sometimes get stuck in combat... i can only sit there and wait for "Waiting for combat" to end... but it won't
Archon Apr 5 @ 1:01pm 
Damn it's a real shame that it broke with the latest update.
This is unable to be replaced when it comes to enhancing the combat in AOW4.
criticofthedawn Apr 3 @ 4:36pm 
For anyone who is looking for the reason why high tier dragons show up as draftable in your cities after the latest DLC, this mod appears to be causing it. Disabling it should remove them. This was a pretty neat mod, so hopefully the author will consider updating it to fix this issue even if no new content is added. If not, it was fun while it lasted, and I suppose the mod may still be usable if you don't mind lots of dragons flying around in the lategame.
gibberingsen Mar 26 @ 3:55am 
Any update for this amazing mod?
Gilten Oct 27, 2024 @ 11:16pm 
Hi! I know that your mod is probably of secondary importance in your life, and I get it. I am already really thankful that you took the time to create it in the first place and even took a step further and wrote a Google doc about your update progression. If you like to, I, and I am sure many more, would be eager to give you ideas for the units you haven't figured out yet. With the next expansion approaching, it would be the perfect occasion to update your mod. Do not hesitate to create a new Steam Discussion where we could help you, with both idea and code!
Have a nice week! :Gifting:
Orionox Oct 26, 2024 @ 12:20am 
in the current version of this mod, only the wildlife units have the affects right?
MicrobicWalnut Oct 4, 2024 @ 9:41pm 
Love the idea of this mod, but it makes all other units added by other mods under powered because they don't get any additional rank bonuses.

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
Turambar Sep 14, 2024 @ 8:26am 
Here's a screenshot that may be clearer: https://i.imgur.com/hb46wy0.jpeg
Turambar Sep 14, 2024 @ 8:18am 
With this mod and Unit Tiers Remastered, every experience rank gives "Elite" (+10HP, +1 defense, +1 resistance, maybe some damage buff too?). Since it stacks, it is severely OP. Do you know where this bug comes from (I can only assume it is not the wanted behaviour)
Telos Sep 4, 2024 @ 1:30pm 
The googledoc progress tracker (linked above) shows quite a few changes since the last released update for the mod, but I don't know whether Komogi's still actively working on it. I'm enjoying playing the current version anyway. The main issue is that the current version isn't a great fit for the Mystic cultures, not giving bonuses to their new T3 units, and the champion-rank bonus for the Arcanist (letting them focus their damage on a particular elemental channel) is pretty overpowered for the new subcultures whose arcanists already are focused on a single channel, and the AI is good at using that ability, so it makes AI mystics quite challenging to play against, which I actually found pretty fun!
SDgamer Sep 3, 2024 @ 9:51am 
this still being worked on?
Telos Jul 27, 2024 @ 11:56am 
I've been playing with it post Umbral Realms and it still seems to work fine, with the main drawback being that the new units don't have unique unit rank bonuses, which gives them a slight disadvantage compared to all the old units that do. If you're going to focus on mystic T3's, on units from the 3 new tomes, and/or getting units from umbral demon dwellings, then that might weigh slightly in favor of not using this mod. But overall I think this mod makes the game more fun and challenging (since a lot of opposing units at brutal difficulty have high enough rank to get bonuses), so I'd overall suggest using it even without an update. Of course an update would be nice!
Gentar Jul 26, 2024 @ 11:42am 
Any hopes of an update?
Telos Jul 4, 2024 @ 4:21pm 
So the old Experience Remastered mod that Niko recommended is now marked as obsolete, and loading it alongside UURB apparently has the unfortunate effect of making units not get the base game's unit-rank bonuses. Is there any chance of getting a version of that that's compatible with UURB, or perhaps incorporated into UURB as it fits the overall spirit? (It's another unit rank bonus that helps make it more easy and fun to play with UURB's even after the units hit legendary which champion UURB units soon do. If it were up to me, I'd probably make the legendary mentorship bonus be +10% XP for allies: enough to keep me from feeling unhappy about completely wasting XP, but still not as much XP as the allies would have gotten doing all the work themselves.)
pelias117 Jul 3, 2024 @ 1:44pm 
Telos, 100% agreed on the continuing to level. The "buff" was small, but I really got to like my Tier 2 unit that had fought with me since the games start! For those who didn't play AOW 3, the continuing levels gave you a very small bonus.
Telos Jun 23, 2024 @ 8:10pm 
To be fair, the author just asked for feedback on the idea of reducing the XP requirement for legendary, but didn't announce any plans to alter it, and enough people have been opposed that I doubt they'll do it.

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.
kearmm Jun 23, 2024 @ 7:11pm 
I think it's a bad idea to lower the XP requirements. With this, the developers did a great thing: they slowed down the pumping of units and increased the reward for this. I would slow it down even more ;) . x2 times.
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
Telos Jun 22, 2024 @ 8:04pm 
Experience Remastered does seem like a good way to remove the disincentive from having legends fight, which slightly lessens my reluctance to move the higher unique rank bonus to legend rank.

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.
Niko Jun 22, 2024 @ 2:06am 
@Komogi First of all, thank you so much for this mod! The new skills are extremely well designed, making the game much more interesting imo! And definitely take the time you need, we're all just here for the fun and enjoyment.

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.
Ebokianknight Jun 22, 2024 @ 12:02am 
I dont think it would be a good idea to reduce the exp requirements. Levels are already pretty easy to get, and there are lots of ways to make getting easier. Maybe the powers themselves need to be looked at again? Make the earlier ones more potent and the final one just sort of neat, so there isnt pressure to max out more so than there already is. (Since we are definitely rewarded in vanilla for doing so)
Komogi  [author] Jun 21, 2024 @ 8:04pm 
@Telos Appreciate it Telos :)

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!
Komogi  [author] Jun 21, 2024 @ 7:53pm 
Hi all!

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!
Telos Jun 20, 2024 @ 9:37pm 
Sorry to hear real life has intruded on modding. Thanks for all your work on this fun mod!

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.
Komogi  [author] Jun 20, 2024 @ 7:10pm 
@SDgamer Appreciate it! Hope you're enjoying Eldritch Realms so far :D

@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! :)
masiyi9406 Jun 20, 2024 @ 6:47pm 
keep up the goop work!
pelias117 Jun 19, 2024 @ 3:31pm 
@Komogi, any thoughts about making Science Fiction Guy's Tome of Blight compatible with this? (I feel like his Tomes are top quality.)
SDgamer Jun 18, 2024 @ 2:43pm 
@Komogi Take you time man. Eldritch Realms just came out so we got new stuff to keep us busy until then
Komogi  [author] Jun 18, 2024 @ 11:29am 
Hi all!

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!
SDgamer Jun 1, 2024 @ 11:13am 
I take it you are waiting for the last DLC?
Festive Sunderlain May 16, 2024 @ 8:06am 
Thanks for keep working on it. This mod and its updates. Tip the scales in me deciding to play aow3 again.
SDgamer May 12, 2024 @ 6:00pm 
i'm sure the new Raptors are keeping you busy which holy crap those things are perfect for hit and run tactics as it gives your units Slippery along with Very Fast Movement
Telos Apr 28, 2024 @ 1:53pm 
I did try leveraging Lightseekers as much as I could (with Dire Bears, strong, spawnkin, prolific swarmers and devious watchers). They are definitely powerful but do have the weaknesses you mentioned. The thing that seems most overpowered is their ability to snipe heroes from across the map. Sniping leaders on round 2 is especially powerful, as that shuts off their casting combat spells. Human opponents might use hero traits and the item forge to protect themselves, though those counters probably wouldn't be ready as quickly as a herd of champion-rank lightseeker assassins for your first war. I would consider dropping their range from 99 to 12, which would still give them plenty of utility, but would make them less able to just snipe things from afar. Otherwise, my verdict is that they're powerful, but not quite broken, which puts them in a great place, adding welcome diversity in potential approaches to the game. Good work!
Komogi  [author] Apr 27, 2024 @ 11:44pm 
Appreciate your patience and understanding! :)
SDgamer Apr 27, 2024 @ 11:39pm 
@Komogi Ok fair enough as you already got a lot of stuff in front of you that needs to get done first. I look forward to what you are cooking
Komogi  [author] Apr 27, 2024 @ 11:02pm 
Version 5.3 Update

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! :cozyroe:
Komogi  [author] Apr 27, 2024 @ 10:59pm 
@DieselGeek Cheers! :tgrin: Glad to hear that you're enjoying all of the new strategic possibilities~

@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.
CreeperDelta Apr 27, 2024 @ 10:09pm 
Dope dude! Much appreciated as it livens up the game and offers many more tactical options
SDgamer Apr 26, 2024 @ 9:20am 
Only since Late Culture Units seems to be popping off now, you going to make a patch for that mod?
LINK: https://steamcommunity.com/sharedfiles/filedetails/?id=3023411279&searchtext=late+culture
Komogi  [author] Apr 21, 2024 @ 9:43pm 
Version 5.2 of UURB is now here!

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~
Komogi  [author] Apr 21, 2024 @ 9:41pm 
Thanks! :D Hope you have fun checking it out!
jpinard Apr 21, 2024 @ 6:18pm 
Wow, this is nice!!!
Komogi  [author] Apr 20, 2024 @ 12:46am 
@Telos Regarding the Lightseeker, they are indeed designed to be a rush unit in UURB, with the niche of being mobile artillery against evasive targets.

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! :2016gameingame:
Komogi  [author] Apr 19, 2024 @ 11:36pm 
@Telos Glad to hear that you're excited to try out this mod!

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!
Komogi  [author] Apr 19, 2024 @ 11:20pm 
@sny Thanks for the kind words! :tgrin: Hope you continue enjoying it~

@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.
sny Apr 13, 2024 @ 3:27am 
Just wanted to say this mod brings so much life to the game its crazy.
Thank you for making and updating it!
SDgamer Apr 11, 2024 @ 4:24pm 
how well does this play with Funi Time's Core Tier 2, Tier 2 Fighter and Alternate Tier 3 mods? Also there is the Late Cultural Units mod that adds Cultural Units to Tiers 1 through 4 so does that play nice with this mod?
Telos Apr 8, 2024 @ 10:37am 
FWIW, the build I brainstormed around Lightseekers was Prolific Swarmers (reduced upkeep and 1 free medal) + (universal camoflage and free boost to 48 movement) + Dire Bear mounts (+10HP and +40% damage when firing their seeking arrows across map versus defense-mode targets) + some mix of strong/hardy/elusive/cooperativetactics. Tomes would likely include C1 Horde (for reduced price, +20% damage transformation, and the cheap spell to give them all +4 strength, with chaos bolstering matrix), O2 Beacon (for mighty meek and lightbringers who can go shopping for mana-based units to help spend your mana surplus, and who are morale-boosting powerhouses in this mod), N5 for the cavalry enchantment to ramp up their crit-chance and attack. Otherwise it'd mostly be some mix of racial transformations to further boost them as best you can, and perhaps MC3 dreadnought to give them an extra medal upon recruitment.