Age of Wonders III

Age of Wonders III

The Wrong Kind of Balance
Lord Cameron  [developer] Aug 14, 2024 @ 2:39pm
(Mostly) Complete List of Changes
What exactly does this mod do? I hoped you asked, because I'm about to tell you. Please note, this list doesn't cover everything, but it should give you a broad idea of the design philosophy, namely, that of making units feel like they /should/ rather than worrying about balance. (I also strive to keep it balanced, but lore and cool factor come first.):



Non-Class racial units get +1 resistance at levelup

Battering Rams - Give projectile protection (2 def, 2 resist) to nearby units, slightly increased combat value
Trebuchet - Can throw units. Can throw goblins at units in suicide attack.
Added Trebuchet Armada- Can fling unlimited units per turn, attacks in area of effect

Lost Souls- Can now devour corpses
Reanimators- No longer undead, have Killing momentum
Dread Reaper- Total Awarness, 20 defence, model slightly larger, slow status, tireless
Cadavers- Now undying
Banshees-
Bone Collector- Regrowth, no spirit immunity

Grimbeak Crow- Upkeep is much cheaper. (Used to be 9 mana per turn)
Scoundels- Now can build structures which further scoundrels and assassins may be recruited from, scoundrals all have nets
Assassin- hero slaying, improved wall climbing, gain new mischief managed ability after using assasin's strike which allows teleport but lowers defences.
Shadow stalker- Invisible
Poison mastery is empire upgrade


Scout- Priority increased, now grant Warm at night, health now much lower, recover from injuries like crazy, much faster, only one unit, gain xp over time
Berserkers- no longer immune to mind control. immune to bleeding, immune to fear strike, immune to despair, immune to cause fear, more likely to go berserk than normal unit. When they go berserk gain +6 Strength and -2 def, heal to full hp and have their max hp reduced by 10
Phalanx- Immune to Guard Break
Manticores- Given Tireless
Warbreed- given cheap road building
Mounted Archers- Given unique sprint with faster cooldown
Warlords command cost 50 gold instead of 100
Raise militia takes no mana, however, raise too many militia at once, and they will be forced to draw from your militia elsewhere, some may straight up abandon you (does ~10 damage to all T1 irregulars you own every time you cast spell)


Archon Titans- Now T3 like in AoW 1, also have 80% fire Resist as the titans were completely immune to fire, now have first strike and round attack look smaller? for some reason


Horned God given Greater Regrowth, heals 30% of health at the start of every turn.
One with the elements is empire upgrade

Direpenguins freeze battlefield with terror

Crusaders-Cost mostly population, given new ability;Battle Cry?
Cherub-
Matyrs- Get bestow iron heart at trooper
Exhalted- Start with iron heart
Devout units now grant casting points and Spirit strength to their allies when they die.

Fire Dragon- model larger, +2def, +2 res, +55 health, double hitpoint regen, starts with +30 ranged Fire Damage, +10 melee Fire Damage, inflict immolation
Frost Dragon- Model larger, def & res increase, +54 health, +10 ranged frost and +10 melee frost upgrade, Physical and frost resistrubuted in favour of frost, double hp regen, Breath can freeze other units,
Gold Dragon- model larger, +60 health, +3 resistance, double hp regen, +25 ranged spirit damage, +5 melee spirit
Bone dragon- given devour corpse, inflict despair and exploit despair

Flame Tank- Inflict Fire Immolation moved to default start from gold medal rank.
Juggernaut- Juggernaut gains wall demolish free abilityHealth points doubled, defence and resistance increased by one, cannot be webbed or entangled, can drive through water at 12 move per tile
Golem- Gains rebuild
Cannons have grapeshot (BBB Idea)
Spy Drone- Attack lowered, defence increased, resistance increased, health increased, given self destruct
Engineer- Given convert machine, gets repair at bronze, Dwarf Engineer given tunneling
Ironclad- double hp and +10 armour
Supress Nature now empire upgrade

Stone Giant- Higher defence and resistance, path of life at gold
Fire Giant- Gains path of volcanic at gold rank, +3 physical and +3 fire firebombs
Frost Giant- Dome of Frost, inflict freezing strike, path of frost at gold
Giant dwellings can forge items at 50% cheaper than normal

Gluttons have regrowth

ReefColony Can rush for free, but pays happiness cost (There are things in the deep, but they don't like waking them up)
Lords of the Deep Regen doubled

All Fairies given invisibilty
Fairy towns have new property "Misty pool" lowers vision and Hides domain and increase domain size by 3

Kobold- Get taunt one level earlier, now evolve on gold
Galleon- price doubled to 240 gold

Humans may build a harbour anywhere and recruit boats with which can go on land (portage)
Human priest gain healing at silver
Human apprentice get healing at silver
Human Scoundrel gets Urban concealment

Orc Shock Trooper- Removed guardbreaker, Now starts with Warcry, gets move speed upgrades, now has wall climbing, now gets improved wallclimbing at Bronze Tier, now gets guard breaker at Silver
Orcs all have warcry
Orcs all get +2 physical melee

Elves all have sprint
Elf Scoundrel has +2 ranged damage

Draconian Hatchlings keep fire spit when evolving

Goblins-All have Sneaky Git, like backstab but with 2 blight damage, only cost 70% of normal
?All goblin warmachines goblin type (cheaper) but also all have modified overload stun check
Goblin Scoundrels and Assasins have Guerilla

Frostlings-Newly bought frostlings take damage outside artic terrain, Get freezing touch, and Lesser Last Rite of winter. Frost Queens may instantly be bought in town. Legendary Frost Queens can be bought from Frozen palace Legendary Frost Queen is Tier 3 (Maybe give them a new unit later and make Queen T4 again)

Tigran Sphynx- Starts with +1 vision upgrade
Tigrans- Have +4 movement

Dwarf First Born- +5 health, +2 fire damage
Dwarfs- Immune to guard breaker, given defender, Forge items 25% cheaper, No penalty to hurry production.

Halflings- Given many concealment abilities
Halfling rocketter and monster hunter- Given new ability, rocket boost.
Halfing adventure get swimming at teir 2
Halfling nightwatch gain new ability, reinforcements. Same as undying

Eldritch Horror has static shield buff

Dreadnaught heroes can now get hijack machine, can now get Overload machine, are giving a fire ranged strength skill points route, Tree crushing cost halved, can now become a machine, Dreadnaut heroes can gain reconstruct like golems if they are already machines starting at level 12
Research added to give machine requisite to Dreadnought heroes, but must still grab upgrade for resistances.

Dreadnauts now research tanks before cannons

Warlord Heroes start with +1 ranged strength, and +5 hp.

Archdruid heroes start with swimming and mountaneering.
Improved mountaineering cost 2 at level 3

Sorcerer heros now start with inflict stun, sorcerer upgrades cheaper, give +15 instead of +10
Stunning touch requires level 1 not 3, costs 1 not 2

Theocrats have 3 more resistance upgrades (For now), get ressurect ability
Theocrats can now get Divine Soul ability (Spawn a cherub on death)
Fixed base game bug? with Rebirth spell to prevent units from rotating to face the caster

Rogue heroes can get invisibility at level 5, get nightvision, get +1 blight, rogues given a stack movement upgrade ability.
Rogue Heroes can get Shadow Traveller at level 1 which allows them to teleport back to their Throne City for free.

Draconians Pillar of Fire is replaced with much stronger volcano that can be built from the start of the game.

Convert- Strength increased by 3
Frost Breath- cooldown increased 1 -> 2
Fire Breath - Cooldown increased 1 -> 2
Last Rite of Winter- Time delay removed.
Pounce- Longer Range, can target allies
Invoke Death- Increased range and strength
Black Bolts- Now breaks Guard of units with despair
Wail- Now Breaks Guard of Units with despair
Inflict Ghoul Curse- Increased Strength
Shadow Step- Unlimited uses per turn, Gives stacking physical and spirit damage every time used, does 1 damage to prevent running away
* Slayer- damage in all channels doubled from previous, dragon slayer quadroupled, giant trippled.
Fire Cannon Need Reload- Damage doubled, range now extreme, cannons cost increased, damages Cannon to shoot
Fire Musket- Brought back to 30 damage as Yaka intendid.
Fire Breath- 2 turn cool down instead of 1
All mind control abilities- given cool down
Smiting prayer bolts- now does 0 damage, but gains 8 fire and spirit per devoute unit.
Divine veangence- Can now blind, and does additional spirit damage
Warcry- now gives +6 damage
Assasin's Strike- double damage
Firebomb - Damages structures
Lesser Reanimate Undead Ability now on 5 turn cooldown instead of one use
Authority of the sword effects Dwelling
Flame Throwing cooldown removed
Overload stun Shock Debuff type
Phase is Changed to 3 turn cooldown instead of once per battle
Webbing Touch, Engtanglement, Greater Webbing Tough, and Net may now be used on your own units
Added for the Cause ability to game. Allows units (so far only heroes who purchase it) to attack their own allies.
Repair Machines can now target self and costs 3 forge points
Emergency Repair can now target self


Runestone of Cold Fury Effect is permanent
Added Frost FX to Runestone of Cold Fury
Added Runestone of the Rotten Heart (Blight Protection, Blight Strength, Poison Spit, Likes Blight, Path of Decay)


Summon Eldritch Horror now 1/4 chance to summon Elder Eldritch.
Summon Animal spells now summon lots of animals
Tried to make Call Beast Horde work in water, untested

Druid Heroes now can swim and mountain climb for free, get improved mountaineering upgrade at level 3

Inspire loyalty now empire upgrade
New skill, loyalty to the cause, cost of all units decreased by 20%
Training regiment lowers cost by 35%
Death March Cost no mana
Raise militia cost no mana but costs 175 pop instead of 100

Sorc building I- gives +10 casting points, +10 mana
Sorc Building II- gives +20 casting points, +100 mana cap, +5 mana
Sorc Building III- Gives +30 casting points, +200 mana cap

Sorcery skill now bestows level *10 casting points and 10% mana boost each time.

Warlord hero- gets many cheaper combat upgrades, can get new physical protection ability, can get invigorate, can get defender, can get phoenix warrior as an ability (not just a spell)
Sorc hero- all Sorcery upgrades are 1 skill point cheaper, all give an additional 5 casting points, can get bind magic creature
Rogue Hero- Gets Second Wind instead of Sprint. Same ability, but now can have both in right circumstances
Last edited by Lord Cameron; May 24 @ 5:17pm
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Showing 1-5 of 5 comments
EuSouOBraq Nov 30, 2024 @ 4:35pm 
So, is there any way to remove the change of climate preference when passing through a Runestone of the Rotten Heart? I thought it was going away (as with the Path of Decay) in a couple of turns.
Lord Cameron  [developer] Nov 30, 2024 @ 4:44pm 
At the moment it stays which iirc was so you wouldn't be upset by your own path of decay. That said I don't think Path of Decay should be going away.
Lord Cameron  [developer] Nov 30, 2024 @ 4:59pm 
Looking at the mod, you might have somehow dispelled it? I'm not sure if that is possible or not, but I did set the effects to be a permanent temporary effect rather than a normal effect.
EuSouOBraq Dec 1, 2024 @ 2:51pm 
Actually I might have dispelled it. I didn't thought about it, was just farming XP.
Lord Cameron  [developer] Dec 1, 2024 @ 3:29pm 
Originally posted by EuSouOBraq:
Actually I might have dispelled it. I didn't thought about it, was just farming XP.
It is a good bug report though. I might make it un-dispellable. Haven't decided. I never run into the runes in my own games to test :p
Last edited by Lord Cameron; Dec 1, 2024 @ 3:29pm
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