Age of Wonders III

Age of Wonders III

173 ratings
Ayalin Hero Upgrades Mod
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
628.033 KB
16 Sep, 2019 @ 8:19am
3 Apr, 2023 @ 1:46am
3 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Ayalin Hero Upgrades Mod

Description
This mod is focused on promoting specific strategic orientations for all Leaders / Heroes of the game and contains:
- 5 new “Commander” Hero upgrades at level 10, with only one per Hero being available for pick. Picking one will lock the other 4.
- 4 new “Trainer” Hero upgrades at level 15, with only one per Hero being available for pick. Picking one will lock the other 3.

Dev Commentary:
So the mod is trying to compensate for something which I feel is a bit lackluster in the base game- the lack of interesting strategic choices for developing your heroes. Whereas Heroes from one class to another clearly have different abilities and bonuses, there are basically no choices when it comes to learning skills- you basically always pick the same skill in more or less the same order all the time.
Additionally, having only one spell usable per combat rounds quickly limit the impact secondary heroes can have on the battlefield, especially in late game. So adding some strong specialised passive abilities for heroes should compensate a bit for that and make heroes a bit more important in large size battle, on top of favouring a higher level of variety and interesting choices when composing your late game army roster.

- Did you enjoy this mod? Feel free to play my other mods, compatibility is guaranteed! :)
Mod focused on Leader Specialisations:
https://steamproxy.com/sharedfiles/filedetails/?id=1760070090
Mod focused on defensive Buildings:
https://steamproxy.com/sharedfiles/filedetails/?id=1841456974
Mod focused on Mystical upgrades and buildings :
https://steamproxy.com/sharedfiles/filedetails/?id=2814208650

Class Premium Mods:
Mod focused on the Rogue class:
https://steamproxy.com/sharedfiles/filedetails/?id=1763432370
Mod focused on the Archdruid class:
https://steamproxy.com/sharedfiles/filedetails/?id=1774260986
Mod focused on the Dreadnought class:
https://steamproxy.com/sharedfiles/filedetails/?id=1789568568
Mod focused on the Necromancer class:
https://steamproxy.com/sharedfiles/filedetails/?id=1807189966
Mod focused on the Sorcerer Class:
https://steamproxy.com/sharedfiles/filedetails/?id=1849210970
Mod focused on the Warlord Class:
https://steamproxy.com/sharedfiles/filedetails/?id=2818891793
Mod focused on the Theocrat Class:
https://steamproxy.com/sharedfiles/filedetails/?id=2857139583
Popular Discussions View All (1)
4
9 Jul, 2022 @ 5:11pm
Details?
Loboramdk
63 Comments
Ayalin  [author] 22 Jan, 2023 @ 10:36am 
Hmm it sounds like I may have typed 0.8 instead of 0.08 then :) will check that this evening
Terrve 22 Jan, 2023 @ 8:13am 
Seems like Magical Creature Trainer is slightly bugged, all types of elementals regenerate almost full health, instead of 8% of max hp during battle, (e. g golden medal Spirit Elemental regenerated 76 health from her 100 hp pull at the start of each turn in combat)
Ayalin  [author] 19 Jan, 2023 @ 7:22am 
One possibility is that vanilla skill will have their data overwritten by other mods, but totally new skills created by myself for my mods should be there.
Ayalin  [author] 19 Jan, 2023 @ 7:14am 
I am not sure what the Triumphant heroes does though which could prevent new skills to be available
Ayalin  [author] 19 Jan, 2023 @ 7:14am 
Hello Cicero; so far paths are not exclusive to each other in the class mods, but you are not the first one giving me this feedback. I was considering that before making all 3 paths exclusive I would need to add even more skills per path. But it's something which might change. On the other hand it's not normal that you are not seeing anything new, honestly it's a bug certainly coming from bad compatibility.
Cicero 19 Jan, 2023 @ 7:02am 
Sorry, didnt mean Triumphant Heroes. Meant the Empire Building Mod, which also introduces multiple paths for heroes.
Cicero 19 Jan, 2023 @ 6:52am 
Is there any way to get this to work well together with the Triumphant Heroes mod?
I am not getting crashes or anything like that, but my main leader seems to only have the Triumphant paths available. My secondary heroes have both Triumphant and your mod paths available (which I would love to try as I like the idea of the super strong paths that excludes the other ones - combined with the triumphant paths that can be thrown in there too) but when I pick a path from your mod, it doesnt seem to actually unlock anything new, and the others path starters are not being removed.
skaz88 14 Oct, 2022 @ 11:17am 
Your mods are why I modded my heros/leaders to get 15 points per level. I use EBM too and I like the mix of abilities each mod is providing.
BladeofSharpness 3 Oct, 2022 @ 9:31pm 
Hi there
I thought about this mod and although it is nice, I think it would be best if it worked differently, with a power (not a spell) that provides a bonus to one hex and the 6 surrounding hex. Some abilities do that, so I know that's possible. It would allow not having the ability to affect the units under your command, but any 6-7 units on a battlefield.
Dragon 22 Jul, 2022 @ 9:31am