Age of Wonders III

Age of Wonders III

PBEM Competitive
DreadReapr  [developer] Oct 18, 2018 @ 10:52am
ChangeLog (updated)
General

-New Maps Size: (default: medium 97x73 and large 129x97)
Square Medium (89x89)
Square Medium+ (97x97)
Square Large (113x113)
Square Large+ (121x121)

-New Structures Combat Auto Spells:
Dungeon- Blood Pavilion
Forbidden Sanctum: Shock Missile (mass curse and mass bless removed)
Ziggurrat: Firestorm Pillar
Lostcity: Shattering Hammer
Sunken City: Vengeful Frost
Hall Of The Forefathers - Frost Missile (glacial totem removed)

-No Rapids on continents rmg
-Maximum XP Interactions for each tier changed to 6/8/9/10 (was 10/10/12/14)
-Mind Controlled units are doomed after battle
-Touch abilities do not give xp
-Healing and Mend Magical Being are now once per combat (had cooldown)
-Great immolation effect now apply on 2 units per combat round (was 1 unit)
-Chant Of Unlife and Great Reawakening now last for 8 turns (remains unlimited turns in tombs, Haunted Boneyard and shrine to the guardian angel)
-True Resurrect now works only on friendly units (was all units)
-Very Lucky boost changed to 30% (was 50%)

Theocrat

-Martyrs now have -25% xp penalty
-Evangelist base cost decreased to 140 gold 25 mana (was 150g 30m)
-Slayer’s Doubt now last for 3 turns (was end of combat)

Necromancer
-Devour Corpse is now once per combat ability
-Energy Drain movement effect changed to -20% (was -50%), strenght decreased to 8 (was 10)
-Stiffen Limbs now last for 2 turns (was end of combat)
-Raise Corpse is now available for hero/leader at level 1 for 3 points (was inherent)
-Harvester Guild cost changed to 35 gold 10 mana (was 40g 10m)
-Whisper Of Fallen research bonus changed to 2 per tier and 10 for heroes (was 3 per tier and 15 for heroes)
-Greater Reanimate Undead now works only on friendly units
-Inflict Ghoul Curse: if the cursed target dies, it might come back from the dead after combat under your control as a ghoul (15% chance)
-Immune to Ghoul Curse cannot be dispelled any more

Dreadnought

-Maintenance now heals 5hp per unit (was 3)
-Golem and Party Robot gain +4mp
-jugger, Ironclad and golems now have -20% shock weakness (was -40%)
-Summon Spy Drone research cost changed to 60 (was 80)
-Musketeer's fire musket now have 1 turn cooldown (was need reload)
-Tree Crusher hero upgrade is now available at level 7 for 3 points (was lvl 9 for 10 pts)

Rogue

-Succubus base cost decreased to 155 gold 25 mana (was 170g 30m)
-Panic Attack and Mass Battlefield Panic strenght changed to 10 (was 9)
-Stalker's Frost Aura (from darkpact) strenght changed to 8 (was 9)
-Produce Shadow Stalker research cost changed to 1000 (was 800)

Sorcerer

-Draconian Apprentice Fire Bomb now have 1 turn cooldown (was no cooldown)
-Summon Fantastic Creature mana cost changed to 100 (was 110) and can be casted on Water
-Mass stasis strength changed to 10 (was 13), on failure affected units lose 25% mp (was 50%)

Archdruid

-Baby Spiders and Baby Serpents now have -25% xp penalty
-Twisting Roots: all walking units on the battlefield now spend 9mp per hex (was 12)
-Call Beast Horde summon set now include all t1, t2 and t3 archdruid animals
-Sustainable Warfare hero upgrade now cost 6 points (was 8pts)

Warlord

-Martial arts defense bonus changed to +3 (was +5)
-War Effort gold bonus changed to +7 (was 10)
-Death march costs 60 mana (was 20) and causes exhaustion. Exhausted units cannot be affected by another death march in 3 turns

Races and Specializations

-Halfling physical weakness changed to 10% (20%)
-Golden balance bonus changed to +3g (was +5)
-Tigran gold bonus changed to +3 (was +5)
-Tigran Berserker and manticore pounce damage effect changed to -3 melee (was +3)

Racial Governance

-Humans:
RG1 Eco: Settlers are 7% cheaper (was 25%)
RG2 Eco: Rider's Hall provide +50 population +5gold (was harbor +100pop +15g)

-Dwarves:
RG1 Military: All dwarf crossbowmen deal an additional +3 ranged damage (was +2)
RG1 Economy: Siege Workshop provide + 75 happiness (was Stone Wall)
RG1 Economy Undead: Siege Workshop provide +5 production (was Stone Wall +10 production)
RG4 Economy is now RG2: Items build in Item Forges are 35% cheaper
RG2 Economy is now RG3: Dwarves Cities gain +3 Gold income for each Gold Mine
RG3 Economy is now RG4: Pool of the Firstborn generates +20 Production. Dwarf firstborns are 10% cheaper (was only +20prod)

-Halflings:
RG2 Military is now RG1: Halfling Adventurer, Martyr, Scoundrel and Bard gain +1 ranged damage
RG1 Military is now RG2: Halfling Nightwatch and Halfling farmer gets +1 Defense and +2 melee damage (was only nightwatch)

-Orcs:
RG2 Military is now RG1: Orc Razorbows get +5 Health and +3 melee damage
RG1 Military is now RG2: Orc Greatsword and Orc Impaler get +2 melee damage (was +1melee)

-Tigrans:
RG1 Eco: Settlers are 7% cheaper (was 25%)
RG1 Military is now RG2: Tigran Sun Guard and Tigran Sabretooth Chariot gain +7 Health
RG2 Military is now RG1: Tigran Prowler gains Hurl Net
RG2 Economy: Observatories now produce +7 gold (was +10)

-Frostlings:
RG5 Eco: Grand Palace provide +20 Gold, +20 Mana, +20 Knowledge and +20 Production (was +15)
RG5 Eco Necro: Palace of the Perished provide +15 Gold, +15 Mana, +15 Knowledge and +15 Production (was +10)

Spells Research Value

-Summon feathered serpent: 600 (was 900)
-Summon blight and spirit elemental: 600 (was 800)
-Summon bone and obsidian dragon: 800 (was 600)
-Summon phoenix: 800 (was 600)
-Mass bless and Mass curse: 460 (was 280)
-Arachnid horde is now a tier 4 spell (was t5), cost decreased to 30 mana (was 40) : 280 (was 460)
-Hailstorm is now a tier 4 spell (was t5): 280 (was 460)


Units Cost Fix

-Halfing Scoundrel: -5 gold (slingshot = 5g)
-Halfling Evangelist: +10 gold (minor bard skill = 10g)
-Halfling Apprentice: +10 gold (minor bard skills = 10g)
-Orc Shaman: +5 gold (warcry = 5g)
-Human Scoundred:-10 mana (throw net = 10gold)
-HighElf Reanimator: +5g (total awareness = 5g)
-HighElf Bard: -10 gold -10 mana (shoot longbow = 10g)
-Dwarf Shaman: +5 gold (armored = 5g)
-Dwarf Apprentice: +5 gold (armored = 5g)
-Dwarf Evangelist: +5 gold (armored = 5g)
-Dwarf Manticore Rider: -10 mana -5 gold (defensive strike = 5g shield = 10g)

Tactical AI Behaviour

-AI will now cast the following spells in auto combat: Great Immolation, Condemn Killing, Divine Protection, Killing Spree, Dampening Field, Sadism, Gift Of Nekron, Rite Of Malediction.
-AI will not no longer cast Destabilized Mana Core in auto combat

-AI will now try to dispel the effect of the following spells: Skin Of Oil, Slayers doubt, Divine Protection, Last Stand, Lion Courage, Killing Spree, Star Blade, Sphere Of Protection, Killer Instinct.
-AI will no longer try to dispel the effects of the following spells: Cardinal Culling, Healing Essense, Bolster, Condem Killing

-AI Moral Filter
(if>0 the unit must have at least this moral, if <0 the unit must have lower than this, if=0 no moral filter)

War Anthem: 0 (was 200)
Killer Instinct :0 (was 400)

-AI Value
(the value that ai assigns to this combat spell divided by the spell mana cost)

Chaos Rift: 350 (was 300)
Scourge Of Undead: 250 (was 300)
Call Beast Horde: 250 (was 300)
Chant Of Unlife: 160 (was 100)
Great Reawakening: 160 (was 100)
Great Stoning: 120 (was 100)
Great Immolation: 75 (was 100)
Arachnid Horde: 90 (was 300)
Vengeful Vines: 60 (was 100)

-AI Disjunction Priority

Bloodbath, Relentless Army, Dampening Field, Scourge Of Undead, Undying Army: High (was normal)
Arachnid Horde, Great Immolation: normal (was high)

-Tactical AI Value
(combat summon spells)

Chaos Rift, Scourge Of Undead, Call Beast Horde: 70 (was 50)
Summon Siege Weapon: 50 (was 70)
Arachnid Horde, Call Ancestral Spirit: 30 (was 50)

-AI Mode
(the mode which ai use deciding how to target)

Last Stand, Savage Rage, Rust Strike, Moving Target, Shadow Form, Star Blade, Lion Courage, Overload, Aura Of Light: most dangerous unit (was any unit)

-AI Range Filter

Slayers Doubt, Shadow Form, Star Blade, Stiffen Limbs, Aura Of Light: melee units only (was all units)
Flash Bang: ranged units only (was all units)
Last edited by DreadReapr; Nov 12, 2018 @ 10:40am