Age of Wonders III

Age of Wonders III

Tactical Rework - Draconians
20 Comments
SprendiX Dec 2, 2023 @ 3:17am 
In my opinion, you overdid it a lot with the last unit of the Draconians. It turned out too strong. He has a pike, a shield, and a square of pikemen, and tirelessness and pain transmission....I forgot to add bend everyone with one skill!!! Now the knights of men are looking at your Draconian flyers with envy.
Sëhan  [author] Oct 16, 2021 @ 9:49am 
@Rollar: New patch hopefully fixes that issue. Now that I'm back into modding for AoW3, I might be able to push more tactical reworks. I think the remaining races are already in a pretty good place, so I intend to implement just superficial tweaks and racial/governance changes.
Rollar Mar 25, 2020 @ 3:23pm 
I have to say, I enjoy your mod, but my friend and I who play together find that ANY extra bonuses on Champion rank unbalances the game, making the mod unusable. Also, we'd love to see you do other racial reworks, even if it's just base racial bonuses and governances, as most base governances are 'good choice or sucky choice'.
Sëhan  [author] Jun 1, 2019 @ 3:34pm 
Thanks for the feedback, you've helped to confirm some of my concerns. I'll make a note to address these issues next patch.
Moonshine_Brew Jun 1, 2019 @ 3:45am 
This is a great mod, though the challenger turns into a fricking killing machine, as long as you can keep it alive. A troop of challengers and a high priest hero will turn into an unbeatable force at some time, thx to the extra dmg,hp,defence and resistance they get for each master rank (and yes, as high priest it is quite easy to get them to master 20)

So yeah, besides the fact that their master ranks are borderline overpowered after some time, this is a great mod
Sëhan  [author] Apr 13, 2019 @ 3:13pm 
Thanks, glad you like it! :)
Yeah, they would be cooler a bit more reptilian, but unfortunately I don't have art skills to make 3D models etc.
!!!( ARON DREAM )!!! Apr 13, 2019 @ 2:06pm 
Cool mod. I just wish that the Draconian race would look more reptilian.
Sëhan  [author] Nov 25, 2017 @ 11:24am 
No problem, I hope you like it!
The Dawg Nov 25, 2017 @ 9:13am 
Thank you for the info I will try out the mod once I get the chance. Thank you for taking time to make this mod.
Sëhan  [author] Nov 25, 2017 @ 5:04am 
New units from other mods are affected by the racial traits and governance changes, but their individual stats and abilities remain untouched. I use mods that add other units too, it works just fine :)
The Dawg Nov 24, 2017 @ 7:54pm 
Do you think units added by other mods will get the inherent changes? I'm curios because I have lot of mods that add new units.
Sëhan  [author] Aug 23, 2017 @ 10:30am 
Updated, see changelog.
Sëhan  [author] Aug 21, 2017 @ 2:16pm 
Thanks for the feedback! The reason I removed charge and gave them shield was to differentiate them more from the lowborn(crushers). But you raise an interesting point with the mobility aspect, I'll make a note of it and review in the next patch.
Apheirox Aug 21, 2017 @ 12:02pm 
Interesting mod. I like the idea of Draconians being this race of ancient, powerful (and expensive) beings - seems to fit well with the whole 'dragon' theme. It would make sense to me thematically to have their units be at least as powerful and expensive as the Dwarves.

I notice you didn't mention their IMO #1 tactical ability, however: mobility. The Lesser Flying on a Pikeman of all classes is a rather huge tactical asset. These are a terror to range-based races like the Elves. I think by opting for making them more traditional combat-styled with a unit with a shield, removing Charge and such you remove too much of that 'mobility' theme. Draconians also often feature 'projectile resistance' anyway which is much better than 'Shield' against ranged classes. I would probably prefer increased base hitpoints, which also further supports their regeneration and fits a race of dragons better IMO.
Sëhan  [author] Apr 19, 2017 @ 8:12am 
Thanks :)
bodie44 Apr 1, 2017 @ 12:47am 
Amazing work. Really Impressive. :steamhappy:
Sëhan  [author] Mar 11, 2017 @ 12:26pm 
Oh, true, the first immo is actually scorching heat, thanks for pointing it out! Documentation fixed.

About that debuff... I don't know man, gonna have to give it some thought. The chilled debuff is a Frostling-specific mechanic, I feel like it would detract from their uniqueness if I made a carbon copy for the Draconians. The Draconians already have enough units that can fight fire-resistant enemies, so all in all they probably don't need this kind of debuff. Moreover, most (if not all) fire resistant foes also deal fire damage, to which the draconians have resistance, so it's sort of an even trade there. Maybe if it were a very specific debuff that only one unit has (a special property of the Elder's purging bolts, maybe?) it could work.

Well, no need to rush things, let's see what other people think.
Nordos/atord Mar 11, 2017 @ 6:14am 
Huh... I mean:
Gains inflict immolation on veteran and Evolves into Elite Flametamer on elite.
Elite Flametamer: Guardian flame on veteran; Inflict immolation on elite.

Thats how you noted it in your doc - I guess you wanted the first Immo to be scorching heat? ^^


Another note: Ever thought about a stackable debuff similar to chilled? As to say, 'burned' which gives -20% fire res and -1 res or something like that (which could be a nice addition to Elite Flametamer and Elder)
Sëhan  [author] Mar 11, 2017 @ 4:54am 
Hey Nordos! :)

- I increased the upkeep on the Draconian type, so I guess you're right, I should give the unmodded class units a small buff or nifty perk to compensate.

- According to wiki and the unmodded vanilla game, flamers don't get inflict immo, only scorching heat (and only on elite). Which is pretty weird, because in my memory they did get inflict immolation... Am I going crazy? Anyway, the immolating touch ability is meant as an option for them to use without retaliation if engaged by a melee attacker.

- Increasing the pridekeeper's awareness is a very interesting idea. I initially considered giving them total awareness on veteran/elite, but that would make them a bit too good imo, especially with tireless. I feel like it would leave no counterplay for them. But since increasing the awareness is less extreme than total awareness, I'll give it some thought. It does fit the theme.

Again, thanks for the input! :)
Nordos/atord Mar 11, 2017 @ 1:35am 
Just a few questions:
- I guess, the increase upkeep is included in the draconian-type, instead of every single unit? In that case, did you buff class-units as well? I mean, most of them seem to come with an increased cost if you buffed them... All in all, unchanged class units could have been nerfed

- Elite Flametamer gets Inflict Immolation on elite - while the normal Flametamer gets it on Veteran. IMO it would mean a slight downgrade upon evolving (instead of inflicting immo, you can only use Imo-Touch...). Any thought of making the Elite Flametamer having Inflict Immo inherently and gain Fire Aura upon reaching Elite?

- just a small suggestion for Pridekeeper: Changing Awareness to 2. It woulod give him more purpose, instead of flying next to creature and defend (upon reaching veteran to gain tireless, I mean), you could now more actively attack with him (only the cell directly behind him would be flanking).