Age of Wonders 4

Age of Wonders 4

Unit Tiers Remastered
23 Comments
Lord Vectra  [author] Sep 14 @ 11:42am 
Ty for the report. I'll look into it.
Turambar Sep 14 @ 8:25am 
Here's a screenshot that may be clearer: https://i.imgur.com/hb46wy0.jpeg
Turambar Sep 14 @ 8:19am 
EDIT: With UURB I mean.
Turambar Sep 14 @ 8:17am 
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)
Lord Vectra  [author] Jun 18 @ 11:49am 
No problem! I might keep this purely for the status resist changes. I'll have to rename it to better fit what it would become. I havent decided yet.
Rewasder Jun 18 @ 11:46am 
Seems like this is now a feature of the base game, thanks for making this in the meanwhile!
Lord Vectra  [author] Apr 14 @ 10:29am 
No problem!
Unter_Null Apr 14 @ 10:14am 
great mod. thanks for this
Lord Vectra  [author] Mar 3 @ 8:02am 
No worries. I know it's really long. Just saying it so others who come by know there is a Q&A section in the description.
Rewasder Mar 3 @ 7:53am 
True, sorry, I read like 80% of it and missed that part
Lord Vectra  [author] Mar 3 @ 7:35am 
Yes, it says so in the description.
Rewasder Mar 3 @ 6:57am 
Small question, would this work with modded units? Iam using
https://steamcommunity.com/sharedfiles/filedetails/?id=3023411279
to get an extra racial tier 3 and tier 4 unit
Lord Vectra  [author] Feb 27 @ 5:18am 
(UPDATE: 2/27/24)
This has been updated so that T4's have 6 Status Resistance and T5's have 8 Status Resistance.
Lord Vectra  [author] Feb 22 @ 12:33pm 
Ye, it's been going well. And if it helps, I'm not a fan of instakills either. If it was up to me, none of them would exist lol.
[ᐰ] Frostburn❄ Feb 22 @ 11:32am 
True. Maybe that's just my bias against instakills speaking. It's all speculation anyway - we'll see after Feb 27.

Oh yeah? Well, I'm glad you're liking my suggestion! :D
Lord Vectra  [author] Feb 22 @ 10:14am 
Well, its on the Shadow T5 tome, so you don't want it to become useless because it never procs given it doesn't scale on missing HP anymore and is base 60%. You make it 30% and it just becomes a damage spell.

With that being said, I'm thinking on 6 and 8. Been testing 5 and 8 atm.
[ᐰ] Frostburn❄ Feb 22 @ 9:43am 
Yep. Now after they revealed True Death Magic, I'm positive those higher tier units need some extra status resistance :D

Alternatively as I said on Discord, I can make myself a mod that drops the chance to 30%. Depends on what your experience and feedback will be!
[ᐰ] Frostburn❄ Feb 18 @ 3:15am 
@Lord Vectra Ah, good choice! Dark is my 3rd favorite after Mystics and Reavers, but Warlock is my 2nd favorite Battlemage (after Spellbreaker) and the sniping-range Sundering Curse is definitely one of my favorite abilities in the entire game!
My next game is definitely gonna be as Dark, especially after Necro rework in Primal Fury

As for status resist - we'll see how it goes with Primal Fury and the balancing there, but... I think 5 and 7 is also fair. I just feel that there should be something that T4s and T5s that should not be easily disabled - I experienced that in my build as I did Cold+Lightning-themed Mystic faction with White Witches. SPEAKING OF! White Witches with this mod are absolute beasts and I love it!

Overall, keep up the great work <3
Lord Vectra  [author] Feb 18 @ 12:13am 
@Frostburn TY! I'm glad the mod is working as intended. As a Dark Enjoyer, it used to make me sad having to move on from my Warlocks who really isn't replaced by anything. I was thinking on making it 5 and 7 myself, but I will see about making it 6 and 8 instead.
[ᐰ] Frostburn❄ Feb 17 @ 1:45pm 
First off - let me say that this mod has actually improved the experience a lot for me! I like certain lower tier units, from Crossbowmen to Spellshields, and I'm glad that we have such a way of making them more usable! <3

My only gripe is the overwhelmingly high reductiom of Status Resistance for tier 4 and 5 units - 4 and 5 makes them too vulnerable to disables such as freeze or stun. I'd bump that up to, say, 6 and 8 respectively myself.

Currently having fun using Arcane Guards and Spellshields waay into the midgame! :D

Other than that - it's a great mod, and a one I don't want to get rid of in the future!
Lord Vectra  [author] Feb 5 @ 6:03pm 
UPDATE (2/5/24)
After further feedback from Rushdown players, the damage boost that T1s get have been removed. Mighty Meek from Tome of the Beacon will act as the damage boost for T1s.

Reason: As stated in my update yesterday, due to Horde being a t1 tome and T1s getting to Legend Rank the fastest, the early ramp was too great especially on small maps.
Lord Vectra  [author] Feb 4 @ 12:52am 
UPDATE (2/4/24)
T1s get +10% damage instead of +20% damage. From feedback, T1s became too slightly overtuned since they level up quicker, be spammed quicker, and have two tomes that boost them by a hefty amount (Horde and Beacon).

For example, they can immediately get T2 tank stats by going Horde for the hero skill. Then they will get another stat boost at max level which they get more quickly than other tiers.

With that in mind, I decided to slightly decrease their damage from 20% to 10%.
Lord Vectra  [author] Feb 3 @ 11:57am 
UPDATE (2/3/24)
+20% damage boost was added to the Tier 2 Stats and Tier 3 Stats properties so that T1s and T2s can compete better on the damage front. As we all know, you need more than tank to be viable.

Additionally, Tier 4s and Tier 5s have been nerfed slightly in HP (to reduce the exponential tank growth between tiers).