Age of Wonders 4

Age of Wonders 4

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Barbarian Sub-Culture Rework
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Tags: Cultures
File Size
Posted
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5.414 MB
Aug 2, 2024 @ 2:18pm
Apr 3 @ 8:32pm
6 Change Notes ( view )

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Barbarian Sub-Culture Rework

In 1 collection by SunSpartan
Sunspartan Quality Mods
5 items
Description
The FIRST Sub-Culture mod!

This mod makes Barbarian a base Chaos Affinity culture and adds 3 Subcultures inspired by Ancestry - Ashlanders, Northlanders, and Woodlanders.

Each sub-culture has:
  • A new affinity
  • Unique cultural passives
  • Unique Shaman abilities
  • New Scout terrain walking
  • Unique combat spells
  • Unique hero skills.


Ashlanders
Fiery heritage burns hot in their veins. Like the lands they hail from, these barbarians are hostile, dangerous, and unpredictable. Never test their tempers, for above all else they revel in rage.

This subculture is essentially the base original Barbarian culture. The biggest difference is that the sub-culture is pure Chaos affinity and the crit damage from their Savage Strike has been changed to Fire.


Northlanders
The descendants of mountain folk, they are brutal and fierce. Their dread visage instills fear in their enemies - a fear they are quick to prey upon.

This is a Shadow affinity subculture. Its units deal increased Frost damage to units with low morale and they specialize in reducing enemy morale.


Woodlanders
These barbarians claim ancestry from the forests; to challenge them is to court death. They live by one principle: strike first and strike hard.

Woodlanders have a strong cultural passive, adding increased blight damage to all their attacks, but only for the first 3 turns. They need to move quickly to take advantage of their bonus and have a variety of ways to apply haste.



Files used:
Culture_Barbarian.rpk
Culture_Barbarian_Research.rpk
Cultures_Hero_Skills.rpk
Tagbook_Definitions.rpk
Shared_Modularity.rpk
Shared_Weapon-Modularity.rpk
Units_Culture.rpk
Upgrades_Cultures_UnitProperties.rpk
Lords.rpk
76 Comments
Dr. Sinclair Jul 3 @ 9:09pm 
Ah, i was wondering what was up with the shamans. I thought i messed up my load order somewhere.

That said, thanks for the amazing mod!
SunSpartan  [author] Jun 27 @ 3:39pm 
Yeah, I need to fix the modularity. Thankfully I just finished wrapping up the other mods I was working on, so I can put my full attention back to this
mmmihkel Jun 27 @ 8:29am 
Seems the missing body is only on war shaman without a cultural background, at least woodlander war shaman is ok.
mmmihkel Jun 9 @ 2:33am 
The war shaman is missing its model and lags in battle. Other units are good.
Theobald Apr 10 @ 2:44pm 
Thanks a lot ^^
SunSpartan  [author] Apr 10 @ 1:16pm 
Sure, I'll add that to the list
Theobald Apr 10 @ 10:29am 
Would you consider giving the woodlander subculture to Arachna ?
Estoc Bestoc Apr 9 @ 4:29am 
@SunSpartan Take your time, we aren't going anywhere :er_wave:
SunSpartan  [author] Apr 8 @ 8:21pm 
I did use Primal to blueprint. But as mentioned, I'll be taking another pass at this mod in the coming weeks to fix it.
Estoc Bestoc Apr 8 @ 3:25pm 
@SunSpartan Could you use the Primal culture support unit as a sort of blueprint for how to do a single unit with different damage types? It seems like the way Primal is done, its essentially a different unit internally, with a similar name for each subculture. Or it might be a case of having equipment assigned, with each subculture having a prompt to give the unit This but never These, eg. Fire damage staff for Sabertooth but never any other staff.