Age of Wonders III

Age of Wonders III

Wasteland Expansion (Beta)
Gladen  [developer] Jul 31, 2020 @ 11:10am
Wasteland Expansion Balance
Share your concerns about the Wasteland Expansion, follow the balance thread and see current investigations.

Update for next rundown until version 7.0
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Cheftain will have it health reduced from 55 to 46 in total with Magical Mount.
- Cheftain will get Magical mount making it immune Crippled and Feral Mount.
- Cheftain gain Charge, but lose Inspiring Aura.
- Nomad Commoner reduced 1- Defence
- Nomad Barb and Archer 1- Defence
- Updated icons for Theocrat. (final)
- Outlaw Pikemen needs to be stronger. In fact it should be as strong as Phalanx.
- Arijana the Arsonist will recieve a new stack ability adding fire 1+ to whole armies.
- Military RG 4 will have a reduction from 8+ to 4-6+ damage on each elemental channel.
- Nyla, Woizek, Sheila and Khitan vanilla heroes has there localization text fixed.
- Amok, Falenas, Kwepa, Yarati and Woizek vanilla heroes has there extra skill points fixed
- Nomad Djinn get a new ability to heal everything for 10 HP, 1 resist and also grant units to avoid attacks of opportunity.


Update for next rundown until version 8.0
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Inflict Drenched ability coming for Lizardmen race.
- A new building tier should be incorporated into Lizardmen Dwelling providing potential shock elements to better synergies with Drenched status also netting a 20% shock weakness.
- Cost increase and balance for the Lizardmen
- Lizardman Circle Thrower lose 2 damage per circle hit.
- Updates on icons for Lizardmen.
- Potential removal of the mounted upkeep for Nomad RG upgrade.
- Nomad City bonus för 15 % may be turned into a negative value as Nomads are far to rich at the moment.
- Salamander gain 2+ physical damage to make them more efficient. Especially since they can't do any damage against units in magma forge.
- Wasteland concealed abilities hiding units on barrens terrain will be applied to minor units in the Nomad racial lineup.
- Manticore gain Fire charge loss Embrace Fire
- Berserker gain Embrace Fire loss Fire Charge
- Monster Hunter Gain Throw Sword loss Shoot Crossbow
- Hunter gain Wasteland Concealment loss Guerilla.
- Mounted Archer gain Magical Mount and Charge.
- Scoundrel gain Wasteland Concealment
- Several vanilla sites will include Nomads similiar where Humans are featured
- Storm Burrow added as default building in Dragon Dwelling
- Storm Wyvern and Storm Dragon can now be included as a reward.
- Throw Swords updated icon
- Nomad Musketeer has a new upcoming sniper ability making it similar to throw chicken but has several targeters that will target different types of units for different effects once per battle.
- It may seem that Frost weakness and Fire Resistance is to high in comparison to Draconians for the Nomads
- Extra Strike can be used when engaged.
- Storm Dragon down from 450 gold to 360
- Storm Wyvern has Inflict Stun on gold rather than Inflict Dazzled which has nothing to do with Shock abilities..
- Mounted Cheftain down from 36 mp to 32


Update for next rundown until version 9.0
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- Adding a new support unit to Outlaw Dwelling.
- Confirm Water Shield as same Sun Shield in current form.
- Add more items to Wasteland Expansion
- Ricochet Damage reduced by 3 damage.
- Nomad Musketeer had reduced ranged damage by 4 to balance that ricochet shot bounces from the musketeer shot originally into next target making the musket shot do same damage as previously.
- Nomads dislike Temperate and Outlaws hate Temperate.
- Sand Golem gain Oil leaking aura.
- Bard animation set to Bard
- Outlaw Watchmen and Nomad Pikemens has their respective spear adjusted to the ground.
- All Turbans should be less fancy and shiny.
- Stack priority orders has been fixed for Lizardmen and Outlaw units.
- Abilities has been rebalanced to synergy with Item Forge.
- Rewritten the Inflict Morale Break, Sniper, Improvised Scope.


Update for next rundown until version 10.0
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- Nomad Reanimators needs an replacement. Scorching Heat and Black Bolts does not aline.
- Nomad Tomb Guardian also needs an overview of role.
- Nomad Archer may receive an replacement for fire arrows.
- Nomad Mounted Archer may recieve an replacement for fire arrows.
- Nomad Scoundrels gain Inflict Oil and loses razor projectiles.
- Nomad Succubus confirm if unit had a fire channel, Inflict Fire Plague and extra 20% frost weakness.
- Nomad Evangelist should not have Magic Bolts. Confirm if this the case.
- Add Nomad units to defenders set in dlc content.
- Investigate healing on Evangelist, if so perhaps add Life Regen on rank up rather than replacement. Same on Shaman.
- Add properties for "Morale Decayment"
- Include Supress Nature in the "Temperate effects"
- Investigate the -15% gold income bonus. if this should be - 10% gold on the Nomads instead.


Update for next rundown until version 11.0
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- Introduced more structures and new icons for Syron Dwelling.
- Confirm if Ignite can be checked against Drenched in Oil stats and set units on fire without crashing game or disable the ability completely. If to complex to implement, skip it.
- Update Nomad racial description and avoid linking the game concept to unit panel.
- Update Nomad Racial and Game Concept pages
- Add 1+ defense Nomad military RG3
- Replace 6+ Damage Nomad military RG4. Instead add three channel and Magical Mount.
- The Nomad Cheftain has a clearer role to be defined as a support. Gain "Bard's Skills" on veteran. Gain "Inflict Fire Plague" initially.
- The Nomad Djinn has a better text displayed.
- Investigate the Lizardmen Archer.
- Cosmos magic shield
- Infected by Veneomus Oil? Improvement needed.
- Enchanted Weapon reduction in A.I uses.


Update for next rundown until version 12.0
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- Fire Weapons corrected text.
- Slightly alter the colour scheme on Syron Dwelling.
- Investigate Outlaw Slaver role. Its little to bland..
- Investigate if Lizardmen should be made into a race rather than a dwelling.
- If doable, add Syron Giant. If not introduce Syron Iluminator as the 6th unit. Perhaps as a Shadow Realm specific unit.
- Remove "old stuff" that has no place.
- Finalize and update many of the 1st generation of icons.
- Cosmic Heal is missiog localization of {Heal}
- Enchanted Armour needs a replacement. Cosmos skill conflicts with mystical upgrade from Crystal Tree.
- Remove "Flaming Arrows" from TOW as its no longer used.
- Hurl Lightning Ring is missing a localization {LightRingRadius}
- Confirm presence of "Magic Lamp" double entry in TOW and remove the 2nd.
- Plagued by Fire or Fire Plagued for consistency,
- Check size of "Syron Shadow Runner"
- Lizardmen Dwelling "Gameconcept" is corrupted entity and crash to desktop when checking Tome Of Wonders.
- Grand Tribunal Turban has wrong ability
- Balance Lizardman
- Rebalanced of the Hyper strong T2 Djinn/Efreet Elementals. They no longer has blight immunity and has now only 40% blight protection. Efreet/Djinn now has 60% Frost Weakness to better streamline there representation and now cost 100 gold and 20 mana each.
- Circle Thrower jumped somehow 4 times. Should properly jump 3 times.
- Fixes for shadows on Nomad Infantry including its formation


Update for next rundown until version 13.0
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- Investigate targeters of Fire Plague if it should target "Undead" or not since "Undead" is weak to fire naturally
- Investigate Unit reward sets of Syrons for the "Great Farm". A Syron Prospector seems more likely than other units.


Campaign targets until v. 11.0
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- Investigate if Reynald and Tanner should have different campaigns rather than a choice inside the Prologue. Its highly likely that players only know about one of the characters resulting in a lesser total experience.
- Investigate issues in campaign scenarios introduced since the corruption of content in V 7.9. In terms of bugs introduced in some scenarios it very likely that some maps has been reverted to previous version long before v. 7.9 when scenarios actually did have several problems.
- If characters are separated from the main campaign, a second prologue needs to introduced since same prologue could create confusion.


Campaign targets until v. 12.0
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- Perhaps replace Taberu..
- Investigate starting location of several enemies in each scenario.
- Make language consistent and clear.
- Investigate if campaign should be in its own mod to free up space. The files does not seem to unpack properly for some players.
- Introduce Lizardmen on more places.
- Investigation of replacing Tanner in a 4A and 4B for better suitable playthrough of actual scenario. "Linear style" does not work.
- 2B needs slightly changes. Dropping stealth as the scenario been confusing players since the release. Altoghter the style and humorous orc might be loaded and need to rewritten to better acknowledge ambitions with the scenario.

Lizardmen as race
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- Racial Lizardmen lineup has been established. A suitable mount have been created and been adapted making a race varied race possible to do. Investigation is progressing.
- Mount is likely to be the most difficult compromise between races. Raptor may not be suitable and horses is highly strange as well is manticores
- Introducing Lizardmen has several issues if made into a race, using Draconians as a base is suitable. However the amount of customization for heroes needs to reduced considerably to avoid conflicts.
- Dreadnought and Warlord are expected to be harder to implement then the rest of classes due to its sheer amount of machines and mounted units. Biological machines like "Turtle Cannon" is not ideal and is not likely to be achievedriders.
Last edited by Gladen; Oct 28, 2023 @ 2:31am