Unofficial Patch Age of Wonders 4

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Author: Kaige

Last revision: 9 Apr at 01:19 UTC (15)

File size: 1.01 MB

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Description:

• Difficulty Setting & World Threat descriptions have been updated to be more precise and meaningful
• Mount traits now have a hyperlink to the Mount item they give
• The culture selection screen now clarifies what ability Champions get for free from their culture
• Origins no longer state if they give you Tier 1 1-Handed Weapon + Shield since that’s the default loadout literally everyone gets if they unequip their starting items
• Artisan Fortification is now properly tagged as a City Structure Research, not a Tactical Spell Research
• Iron Golem is now properly tagged as a Unit Research, not a Strategic Spell Research
• The Champion’s Experience bonus is now displayed on unit cards
• Symbols are now displayed for Defensive Tactics, Elusive & Resilient traits.
• Quick Reflexes now just says it gives +25% Evasion
• Implemented the Guardians of Nature Society Trait that was hiding in the code, then reworked it as "Masters of Nature"
• Reaper Upkeep Modifiers are now visible
• Army Leader skills now are now visible in the unit cards of the units being buffed
• Immolate no longer applies extra effects twice
• Lightning Torrent does damage then reduces resistances, not the other way around
• Sacrificial Slaughter now states that it applies extra effects once for tier of sacrificed unit
• Mighty Meek now clarifies it doesn’t affect Scouts
• Summon Descriptions now state exactly what they can summon
• Demon Gate, Wildlife Sanctuary & Wyvern Eyrie now specify exactly what units they let you recruit
• Governance traits now specify exactly what units they let you recruit
• Form Traits now specify what effects apply to your Empire and what applies to your race when both are present
• Society Traits now specify what effects apply to your Empire and what applies to your race when both are present
• Non-Vital is no longer a hidden property on many units & summons
• Various Siegecraft & Tower units no longer have their effects applied or listed multiple times
• No Zone of Control is no longer a hidden effect
• Final Ultimatum hasn’t been permanently mind-controlling units since the Golem Patch. It now has a base 100% chance to inflict Dominated.
• Pike damage was reduced to 14 from 16 (Pike & Halberds are identical except Pikes do 16 damage & Halberds do 14 damage. So, either Pikes were overpowered or Halberds are underpowered, and I lean towards Pikes being overpowered)
• Standardized Format for Shield of Light description
• River Troll’s Razor Net can benefit from flanking now
• Defense/Resistance now clarify that they do not reduce damage from status effects like Bleeding/Burning/Poisoned.
• The Resistance buff from Resistance 2 & 3 are no longer labeled as Defense 2 & 3
• The Stone Wall from Great Builders was stacking with Palisade Walls, when Stone Walls should overwrite Palisade Walls. Great Builders now gives Caltrop Stash + Store House instead of Stone Walls.
• Impressment, Low Maintenance, & Shadow Binding now clarify that they only affect Gold & Mana. High Maintenance now clarifies that it only affects Gold, Mana, & Souls.
• Clarified what animals you get from Nature Affinity’s “Wild Expansion”
• Fixed Nature Affinity’s Wild Expansion to also include animals from the DLCs
• Archer Battlements now properly increase damage by 20% instead of 10%. Archer & Arcane Battlements now properly allow units to ignore obscured like they say they do.
• Water Movement now correctly states that it reduces the movement cost of water hexes to 3, not 4
• The +2 Vision Range from being embarked is no longer a hidden effect
• Embarked now properly says that it gives Water Movement
• The Zeal hero skill is now in the Tome of Zeal, and the Condemn hero skill is now in the Tome of Inquisition.
• Implemented the Scorching Heat & Thunderstorms Realm Traits that were hiding in the code.
• Fog of Insanity can no longer be cast on the same city multiple times.
• Marching Winter now works when cast on cities that contain cliffs or mountain hexes in their capital sector.
• Changed the description for Demonic Realm, Magic Origins, Rampant Undeath, and Wildlands to state that they also give Marauders enchantments and/or transformations.
• Changed some values on infestations to try and make Derelict Workshops stop spawning all the time.
• Great Bombard no longer applies Sundered Defense 2x
• Standardized Siegecraft Immunities
• Ballista & Catapult towers no longer have abysmally low hitpoints
• Golden Ziggurat now clarifies that it only reduces gold & mana upkeep.
• Insufficient funds no longer misleadingly says that it only happens when you can’t afford the gold or mana upkeep of a unit. The description for Unit Upkeep no longer misleadingly states that it only consists of gold & mana.
• Standardized the resource amounts for pickups.
• Clarified the descriptions of Assassinate, Butcher’s Cut, Cycle’s End, & Pull of the Deep to state what the maximum % chance of success they have.
• The description for floating now captures that it gives +2 vision range
• Mangrove Forests and Sunken Ruins now cost 6 Movement points with Water Movement or Amphibious, instead of 3
• Amphibious more precisely states what it does now
• Updated Crushing Anguish to state what it’s maximum chance of working is
• Pangea Realm Trait now uses the proper Icon instead of the Land Icon [Empire_Core: Map Type – Pangea]
• Updated several Realm traits to have more precise descriptions
• Towers & Siegecraft units are now all controllable. In general, I don’t think it’s good to take autonomy away from the player, but it’s particularly bad to take away player control from units that do AoE damage. I’ll be honest, I don’t know whose idea it was to make the Great Bombard automated, but they are wrong.
• Swamp & Fungal Fields no longer have -2 penalties, and instead just prevent farms from being built like other "restrictive terrains"
• Swamps don’t allow you to build farms without swamp adaptation, but they no longer have the -2 food penalty
• Fungal Fields no longer have the -2 food penalty
• Cavern Floors no longer support huts, they only support quarries now, but Underground Adaptation lets you build farms on Cavern Floors
• Tenacious now only costs 1 Trait Point. Some of the racial default traits have been adjusted accordingly
• Ironclads have juggernaut now [Tome_Dreadnaught: Ironclad – Unit]
• Added a map type, “Unofficial Patch Pangea” which is Pangea with significantly less water at the edges.
• Added a new geography type “Temperate Highlands”, which Is Highlands with balanced variety of all climates types & overlays, as well as no roads
• Catapult towers do 20 damage now, up from 15
• Updated Wild Expansion to summon animals from Primal Fury and Scrap Hermits
• Ghost Ships are no longer considered “Embarked” and no longer get the -2 Armor & Resistance from the effect
• Tome of Chaos Channeling is tagged as a Pyromancy Tome, not a Warlord Tome now
• The climate of a sector is now part of the sector description
• Elephant & Mammoth hero mounts now properly give Fast Movement instead of Very Fast movement
• The description for Misfortune now states that ignores Defense. No longer creates blank text in ability descriptions when Misfortune is applied
• Resonance Fields work again
• The Summon Stone Spirit spell is now properly labeled as a Strategic Summon
• Primal Spirits now appear in the Dictionary for Primal Units