Age of Wonders III

Age of Wonders III

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Corruptor Class
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8 jan, 2021 @ 20:19
14 sep, 2021 @ 19:17
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Corruptor Class

Beskrivning
BEFORE YOU DOWNLOAD
This mod requires both the Golden Realms and Eternal Lords DLCs.

It is not recommended that you make AI Leaders with this class. The AI automatically tries to figure out how to use new spells, units and abilities, and testing suggests that it cannot figure out how to use a lot of this mod’s content. The AI will function, but it won’t put up much fight compared to the vanilla classes.


THE CORRUPTOR
The Corruptor is a new primary class with a full set of new units, spells, empire upgrades and art. The Corruptor specializes in inflicting permanent, double-edged curses on your units, such as turning them into bloodthirsty vampires or shapeshifting werewolves, or giving them various other effects. Corruptors support their units with battlefield control magic to summon huge swarms of bats, strike from unexpected angles and turn slain enemies into loyal accursed soldiers. Once they’ve finished conquering their foes, they can spread their curses to help keep conquered lands under their thumb, or devour the population for immediate benefits. Corruptors themselves also have a full suite of new hero upgrades, though this mod does not add any Corruptors to the pool of random heroes.


VAMPIRISM AND LYCANTHROPY
Most of your class units come in vampire and werewolf varieties. They can transform your normal living humanoid units (a.k.a. “untainted” units) into vampires or werewolves by using the free Vampire Infection and Werewolf Infection strategic spells, or by biting them during a battle. There are also various spells and abilities that let your units infect enemies with vampirism or lycanthropy – if an infected enemy is slain, they will rise as loyal vampires or werewolves after a battle.

Vampires have the Undead tag, with all its benefits and drawbacks, and their melee attacks drain a small amount of life in battle. Undead have no natural healing, but vampires heal 5 HP per turn for every untainted unit in the stack with them. In battle, vampires can heal a large amount of HP by drinking the blood of an untainted ally, killing them in the process (don’t worry, they’ll rise as vampires after the battle). Vampires are marked by a red ring on the ground below them.

Werewolves have -1 defense and resistance, but can transform into wolf-like monsters during battle. Beast Form werewolves come in different varieties based on the unit’s tier, but they generally move fast, hit hard and have somewhat low defense. Werewolves can deal a small amount of damage to an untainted ally to infect them, causing them to become a werewolf after the battle – even if they’re killed. Alternatively, infected allies can sacrifice themselves to summon a tier-appropriate Beast Form werewolf onto the battlefield (again, they’ll be fine after the battle). Werewolves are marked by a light blue ring on the ground below them.


CLASS UNITS
Harrier Bats (Tier 1): A fast flying unit that deals little damage, but can break its target’s guard.

Vessel (Tier 2): A vampire support unit that can heal both living and undead units. It can fall unconscious for the battle to summon a Blood Spirit that can leech enemies’ move points.
Spiritwalker (Tier 2): A werewolf support unit that can heal both living and undead units. It can fall unconscious for the battle to summon a Wolf Spirit that can restore move points to allies.

Offering (Tier 2): An untainted spearman with Undying. This unit gains a magical ranged attack if it becomes a vampire, and gains a unique Undying Beast Form if it becomes a werewolf. Because it has Undying, your cursed units can also feed on it repeatedly without cursing it, unless it dies a second time.

Ascendant (Tier 2): A durable vampire with a shield and the ability to float over terrain. Martial Arts and a vampire’s life stealing make it exceptional at tying enemies up.
Warden (Tier 2): An armored werewolf that grants defense bonuses to werewolves standing next to it, and keeps its armor in Beast Form.

Whisperer (Tier 3): A powerful melee vampire that can mesmerize enemies for a short period. Mesmerized enemies are under your control, but have very few action points (mostly useful for eating them before they snap out of it). They can shapeshift between humanoid form and a fast-but-flimsy bat form.
Skinshifter (Tier 3): In human form, a fast-but-flimsy rogue with powerful throwing knives. In beast form, a fast and brutal melee fighter whose claws can infect enemies with lycanthropy. Skinshifters can switch between these forms for no action point cost, as often as they want, as well as infecting enemy units with lycanthropy in melee.

Night Avatar (Tier 4): A flying endgame summon that improves the life drain ability of neighbouring untainted units and vampires, and causes untainted allies that die next to it to rise as vampires after the battle.
Moon Avatar (Tier 4): A powerful endgame summon whose howl grants action points to allies in a wide radius and turns untainted allies into werewolves.


FREQUENTLY ASKED QUESTIONS
My heroes are getting bitten in battle, but they’re not turning into vampires or werewolves afterward!
It may be that you’re playing with “All Heroes Have Resurgence” enabled – they’re not rising from the dead because they’re not dying. From what I understand of the game engine, there’s nothing I can do about this (and boy did I try). You can still infect them using the free strategic spells, or you can leave them untainted and gobble them up whenever you want.

This feature is busted! || This feature is garbage!
Please tell me about it! I gave this mod my best first shot at balancing, but I don’t understand high-level AoW play, and I don’t really understand what it’s like to play on Large or larger maps. I’ve created a separate thread for balance discussion, and I promise I’ll pay attention to it – at least, for a while.

This feature is boring!
Please tell me if features are boring! Part of my design philosophy was that it’s okay for some features to be simple or weak as long as the class as a whole is balanced and interesting, but I’d like even the weaker tools to at least hold a player’s interest. If there’s a consensus that any of the features are boring, I’ll do my best to spice them up.


SPECIAL THANKS
Paradox forums user Aerlynn, for figuring out all the various entries you need to add to create a new primary class and summarizing it into an excellent guide. Don’t know how you did it.

Paradox forums user user Refineus and youtuber Rob James, for helping me get 3D models playing nice with Age of Wonders’ engine. This mod very literally wouldn’t have happened if not for them.

Paradox forums user vfxrob (aka Liberty Valance), for a delightful guide on adding custom sounds to AoW3. Thanks to them, the bats squeak like normal instead of cawing like crows.

Refineus and 好想养只宠物啊, for their continued technical and balance help.
Populära diskussioner Visa alla (1)
51
28 apr, 2023 @ 9:49
Balance Discussions and Feedback
Doopliss
44 kommentarer
Doopliss  [skapare] 25 jun, 2022 @ 12:30 
Sadly, compatibility patches (and especially racial compatibility patches) definitely aren't part of this mod's support cycle. 3D art assets were never a strength of mine, and there are no real shortcuts to pulling out the models and textures and remapping the skeleton weights through quite a lot of trial and error. I barely had the time for that back when I was unemployed, and now I definitely can't pull it off.

If you're keen on playing as a Nomad/Shadow Elf/etc Corruptor I'm happy to talk you through the process of modding it yourself - it's pretty reasonable if you're willing to just copy+paste the models from other races, and it's still semi-reasonable if you just want to change the textures - but it won't be me.
KnightGabriel 24 jun, 2022 @ 23:29 
Hey @Doopliss could you maybe create a compatibility patch for this mod and the Wasteland and Shadow Realm expansions?
Fyrebrand18 23 jun, 2022 @ 6:02 
Someone should make a compatibility patch for this and Deluxe Specializations.
Doopliss  [skapare] 19 dec, 2021 @ 7:16 
Oh, I apologize for the delay. As mentioned at the top of the description, Corruptors are not designed for AI use (they can't use a lot of the abilities/spells intelligently, and also I kind of like the idea of the mod not being intrusive unless you want it to be), so if you want to play one you need to create your own leader. I should make that clearer.

The Curseweaver is a variant of the Corruptor that replaces some of the spells and abilities with less fancy versions that the AI can use properly, and there should be a starting Curseweaver for each race if you have the Corruptor AI Class sister mod installed (https://steamcommunity.com/sharedfiles/filedetails/?id=2570030030&searchtext=Corruptor+Class+AI) . Curseweavers definitely shouldn't be appearing as a class option if you don't have Corruptor AI Class installed, and you should definitely be seeing default Curseweavers if you do.
Move2Bastyon 19 dec, 2021 @ 1:34 
Thanks for this mod, enjoyed playing it as a new fresh and interesting class, appreciate it.
ronehjr2262 18 dec, 2021 @ 19:54 
To clarify, I have the option to choose the corrupter or curseweaver class, but no heroes show up. Am I supposed to create a hero especially for these classes?
ronehjr2262 15 dec, 2021 @ 16:31 
I'm tempted to give a smart ass answer and point out I have 11,000 hours in this game, but I will just say yes.
Doopliss  [skapare] 13 dec, 2021 @ 15:03 
Did you activate the mod under the User Content tab of the launcher?
ronehjr2262 13 dec, 2021 @ 13:57 
I don't have any other mods installed, i have all dlc, but when I try to start a game, and make a hero, nothing is available for the corrupter class.
alexej 4 okt, 2021 @ 8:01 
I do not like Moon Avatars look so much but ohter than that this is great piece of work! Thanks