(updated 06/10/17) Age of Wonders Heaven :: Inioch's Rebalance (updated)
Age of Wonders Heaven Julia with Gameplay background
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Inioch's Rebalance (updated)

Author File Description
IniochReborn After years of finetuning, I've decided to make an account and submit both my rebalance mod and my map (which will be in multiplayer downloads and called Before the Fall). I've simply included all my files from my Release folder. I've played a few popular mods here on these forums and while I enjoyed most of them, some kind of lost the AoW charm for me. This mod freshens up AoW by changing the way the game is played by both Human players and AI, but still stays true to the original Age of Wonders in the ways we deemed most important.

Alot of time and consideration with input from many players has gone into this mod, but it doesn't feel like a drastic change from 1.36 AoW in the sense that it keeps the charm that makes Age of Wonders so great to start with.

I had a spreadsheet file with all changes made, but the file is lost and I'm so used to this mod that I sometimes forget what is different and what hasn't changed from the original ruleset. So I will try to list a fwe things I can think of:

I) The single most apparent change: Spell costs. Combat spells in particular are much cheaper (ex: Vaporize 2, Cold Breath 3, Ice Shards 4, Great Hail 6, Death Ray 2, Chain Lightning 8, Mind Decay 6, Frost Beam 4). Spell costs encourage greater diversity in spells used (rather than spamming chain lightning when lesser spells are so much cheaper they become worth using) and huge increase in amount of spells used in combat. Instead of me and my friends racing to pump up Defense stats on Heroes, then Atk+Dmg etc, its now worthwhile to upgrade Spellcasting, and leads to fresher battles between us rather than just 'Super Hero" melee smackdowns. Low level AI heroes can potentially be dangerous now if they have Spellcasting.

Enchantment spells are also cheaper and have lower upkeep. A few spells have been added to Cosmos, such as Cosmagic Surgery and Summon Syron (at level 4). So every player can eventually research to a Syron no matter what spheres he takes and this has allowed us to not be binded to taking 4 spheres of a single colour at the beginning of the game to summon level 4's, and diversify a little more. Also pretty awesome once the AI starts summoning Syron bodyguards for its Leaders..

II) Many stat changes to many units, but nothing drastic and mostly not more than +1 or -! here and there. However the stat changes were made with much consideration and trials, and are meant to differentiate the races a little more from each other. A few examples:

-Each unit gets fearless at Silver medal now. Every unit also gets an ability at Gold medal to make veteran soldiers more valuable. (ex: Gold-medal Elf Swordsmen get Archery & Marksmanship I, Archers get Strike at Gold medal..still not strong melee fighters but still. Lizard Frog Riders get Poison Strike at Gold, Green Wyvern gets Dragon Slaying)
Every veteran unit is now noticeably better than a non-XP'd unit.

Many weak units were also made to be better. For example, Kobolds and Slugs now have Wall Climbing, giving them a real tactical use. Nymphs/Ladies of Pain have Bards Skills.

A few changes were made to units in a couple races:

-Undead have no Archers, instead they have Necromancers (non-melee, black bolts, dirt cheap to produce)

-Undead have no more Priests, instead they have Werewolves (fast forestry units, high damage, low defense)

-Dark Elves have Stormlord instead of Spider Queen

-All battering rams have 26 move points and no longer slow down entire armies.

-Turtle Catapults/Ballistas have Strike (although with very low Atk)

-Builders are now 'Trebuchets'... they still have 'Construct' ability but now also have Hurl Boulder +Marksmanship I and cost 95. They are meant to represent engineers within an army and are now more useful. They must also be installed first in the Builder's Guild, as Flamethrower is now first available.

-Flamethrower Ram: the flamethrower has wall crushing, cost 65... makes having a battering ram more interesting

-Another huge change (at least on maps with water), boats have been completely changed and now make for exciting naval battles (even the AI is more active now with boats), examples:
-Transport Ship now has shoot javelin (cost 45, Def 1, Res 2, HP 10, MP 28)
-Dragon Ship (cost 66, Def 3, Res 3, HP 15, MP 32)
-Galleon is an absolute tank now with 30HP, Def 6, cost 255, MP 50, and is now actually worth making)
Overall the rebalance in ship stats, abilities, and costs makes for diversified and exciting naval battles which I had never experienced before.

-Anyways there are WAY more changes to units but most are fairly subtle, as mentioned they all get abilities at gold medal now and all get fearless at silver, and some get a +1 or -1 here or there. I tried to eliminate any "bad" units from the game by granting new abilities or lowering their cost.

As a final note on units, each race now has a Level 3 'Wizard' unit, made with the sprites from Horseless Leaders. However, they are NOT produceable and only found in the editor, you wont find them in the game. If you download my map Before the Fall, every race spawns with their Wizard. That was the only reason I made them.

-Another change made is to the availability of abilities both at beginning of game and during level-up. Ability costs have also been changed, with some dropping alot and others going up by alot. Alot of time was spent tinkering with these numbers before finally reaching a balance we were all happy with.

-I believe quite a few items have been changed from the original AoW, however many have stayed the same.

In any case, this mod has been years in the making and in some ways makes big changes, and in other ways stays true to AoW. It's the one my friends and I will be playing indefinitely.

PS if you download this, download Before The Fall (multiplayer map).
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AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
File Author
Further details (all changes made to units will be listed here):

All units get Fearless at Silver Medal

All Archers/Darters/Slingers get Strike at Gold Medal

All units get bonus abilities at Gold Medal (only newly added abilities will be listed, ex: Dark Elf Executioner still gets Unholy Champion at Gold Medal but it's unlisted below as it remains unchanged)

Battering Rams -HP increased from 10 to 15, Movement points increased to 26, Def raised from 2 to 3

Catapults have 26 MP instead of 20, Ballistas unchanged **edit:ballistas now have 26mp too**

All Mage units get Poison Protection as default, Marksmanship I at Silver Medal, Magic Protection & Marksmanship II at Gold Medal


Race Specific Changes:

Swordsman- Extra Strike at Gold Medal
Pikeman- Has Fearless as default, Parry at Silver Medal, No bonus ability at Gold medal
Cavalry- Parry, Vision I at Silver Medal, First Strike & Vision II at Gold Medal
Priest-Added Charm at Silver Medal, Added Dominate at Gold Medal
Human Charlatan changed to Great Explorer (5 Atk, 3 Def, 4 Res, 3 Dmg, 7 HP, 32 MP, Walking, Swimming, Mountaineering, Archery, Bards Skills, Tunneling, Healing, Vision I, Poison Protection, Dragon Slaying, Construct, Charm)
Cavalier- Vision I & Dragon Slaying at Silver Medal, Archery, Cause Fear and Vision II at Gold Medal
Musketeer- Strike and Marsksmanship III instead of II at Gold Medal
Galley- Raised MP from 32 to 40, Marksmanship II instead of I and Vision II at Silver Medal, Marksmanship IV instead of II at Gold Medal

Archers and Swordsmen have 30 MP instead of 26
Swordsmen- Parry at Silver Medal, Charge at Gold Medal
Elephant- Added Charge at Gold Medal
Scorpion- Added Wall Climbing, Fearless.. No bonus ability at Silver Medal, Cause Fear at Gold Medal
Priest- Replaced Magic Bolts with Call Flames.. Fire Immunity at Silver Medal, Fire Breath at Gold Medal
Rider- Raised movement from 36 to 40, Raised Atk from 5 to 6, Lowered Def from 3 to 2, Parry and Vision I at Silver, Extra Strike and Vision II at Gold
Beholder- Raised Def from 3 to 5, Lowered HP from 15 to 12, raised MP from 24 to 28, Added Death Strike, Death Protection, Fire Protection.. Marksmanship III at Silver Medal, IV at Gold
Djinn- Marksmanship I and Magic Protection at Silver, Marksmanship II and MAgic Immunity at Gold
Sandworm- Replaced Fire Strike with Poison Strike, Added Poison Protection, Charge, Wall Crushing, Concealment+every subtype of concealment... Cause Fear at Gold
Yaka Avatar- Added Call Flames... Marksmanship I, Death, Holy & Lightning Protection at Silver, Marksmanship II & all 3 Immunities at Gold

Swordsmen- Parry at Silver, Poison Strike at Gold
Slug- Added Wall Climbing.... Marksmanhip I at Silver, II and Poison Immunity at Gold
Shaman- Poison Immunity at Silver, Gas Breath at Gold
Frog Rider- Vision I at Silver, Poison Strike at Gold
Turtle Catapult- Added Strike, Lowered Atk from 5 to 1, Lowered Dmg from 8 to 4
Turtle Ballista- Same as Catapult
Salamander- Raised Dmg from 4 to 5, Added Charge at Silver, Round Attack and Swimming at Gold
Lurker- Raised MP from 24 to 32, Added Charge at Silver, Gas Breath and Poison Immunity at Gold
Wyvern- Added Vision III and Charge at Silver, Cause Fear and Dragon Slaying at Gold
Basilisk- HP raised from 22 to 24, Replaced Poison Immunity with Protection, Added Poison Strike and Wall Crushing.... Marksmanship I and Charge at Silver, Poison Immunity, Marksmanship II and Water Concealment at Gold

Snow Concealment added to Archer, Swordsman, Mage, Wolf Rider, Yeti
Swordsman- Parry at Silver, Round Attack at Gold
Penguin- Atk lowered from 5 to 3, Cost lowered from 15 to 13
Shaman- Cold Immunity at Silver, Cold Breath at Gold
Wolf Rider- Cost lowered from 33 to 30, Vision I and Parry at Silver, Vision II and Concealment at Gold
Yeti- Raised MP from 28 to 32, Added Cause Fear, Removed Cold Strike... Charge at Silver, Hurl Boulder at Gold
Frost Queen- Added Seduce, Bards Skills, Healing... Marksmanship I and Charm at Silver,Marksmanship II and Dominate at Gold
Ice Drake- Added Cold Strike.... Cause Fear and Vision III at Silver, True Seeing and Vision IV at Gold

Swordsmen- Parry at Silver, Archery and Marksmanship I at Gold
Nymphs- Added Bards Skills..... Charm at Gold
Cleric-Poison Immunity and Magic Protection (earlier than other mages) at Silver, Marksmanship IV at Gold
Scout- Vision II at Silver, Vision III, Archery & Marksmanship I at Gold
Fairy- Atk raised from 3 to 5, Added Healing.... Vision I at Silver, True Seeing and Vision II at Gold
Ranger- Added Poison Protection.... Vision II and Parry at Silver, Poison Strike, Marksmanship IV, True Seeing, Vision III at Gold
Unicorn- Added Vision I at Silver, Holy Strike, True Seeing, Vision II, Holy Protection at Gold
Nature Elemental- Death Immunity, Life Immunity & Hurl Boulder at Gold

Swordsmen- Hurl Stones at Gold
Pony Rider- Vision I at Silver, Vision II at Gold
Cleric- Added Bards Skills
Satyr- Raised Def from 2 to 3, Removed Bards Skill, Added Magic Protection and Poison Darts, Added Parry and Marksmanship I at Silver, Added Marksmanship II and Dominate at Gold
Rogue- Marksmanship II instead of I... III at Silver, IV at Gold + Bards Skill
Eagle Rider- Vision III and Parry at Silver, Vision IV and Dragon Slaying at Gold
Centaur-HP raised from 11 to 12, Added Vision I at Silver, Vision II at Gold
Leprauchan- Added MArksmanship II at Silver, IV at Gold

Swordsmen- Def raised from 2 to 3, Parry at Silver, Round Attack at Gold
Berserker- Parry at Silver, Extra Strike at Gold
Cleric- Def raised from 2 to 3, Marksmanship III instead of II at Gold
Boar Rider- Raised Def from 3 to 4, Added Night Vision... Vision I at Silver, Vision II and Wall Crushing at Gold
Giant- Added Wall Crushing... Round Attack and Poison Protection at Gold
Balloon- Raised MP from 32 to 40, Added Shoot Javelin at Gold Medal (only attainable by means of Arena)
Mole- Added Charge... Poison Strike at Gold
First Born- Raised MP from 24 to 26, Added Call Flames.... Marksmanship I and Cause Fear at Silver, Charge at Gold

Swordsmen- Added Parry at Silver, Holy Strike at Gold
Spirit Puppet- Added Pass Wall... Self-Destruct at Silver, Holy Champion at Gold
Saint- Magic Protection at Silver instead of Gold
Paladin- Parry and Vision I at Silver, Vision II, Holy Strike and Holy Immunity at Gold
Titan- Lightning Protection at Silver, Holy Immunity and Holy Champion at Gold
Valkyrie- Added Dragon Slaying... Vision III at Silver, True Seeing and Holy Champion at Gold
Avenger- Parry and Marksmanship I at Silver, Vision I and Marksmanship II at Gold
Astra- Replaced Fire Protection with Fire Immunity, Added Dragon Slaying.... Holy Champion at Gold

Removed Spider Queen, Replaced with Stormlord (Cost 60, Atk 3, Def 4, Res 7, Dmg 3, HP 7, MP 26. Walking, Cave Crawling, Poison Strike,Lifestealing, Marksmanship II, Lightning Bolts, Bards Skill, Night Vision, True Seeing, Healing, Dispel Magic III, Vision II, Fearless, Death Protection, Lightning Protection, Poison Protection)
Swordsmen- Atk raised to 5 like Elves, Parry at Silver, Archery and Marksmanship I at Gold
Lady of Pain- Added Bards Skill... Charm at Silver, Dominate at Gold
Storm Priest- Magic Protection at Silver instead of Gold, Marksmanship IV at Gold
Rider- Atk raised from 5 to 6, Added Vision I like Elf Scout... Vision II at Silver, Vision III and Archery and Marksmanship I at Gold
Executioner- Added Vision I, Raised HP from 10 to 12... Parry and Vision II and Silver, Vision III and Death Protection at Gold
Shadow- Replaced Concealment with Invisibilty.. Added Parry at Silver, Unholy Champion at Gold
Incarnate- Unholy Champion at Gold

Swordsman- Added Charge at Silver, Round Attack at Gold
Kobold- Added Wallclimbing.. Added Poison Darts at Silver, Marksmanship I at Gold
Heavy Cavalry- Raised Def from 3 to 4.. Added Cause Fear and Vision I at Silver, Vision II at Gold
Warlord- Added Fearless.... Added Cause Fear at Silver, Charge at Gold
Doom Bat- Raised MP from 28 to 32, Added Death Protection at Silver, Poison Immunity and Dragon Slaying at Gold
Assassin- Added Marksmanship II instead of I, raised Atk from 5 to 6, raised Dmg from 3 to 4, raised MP from 28 to 32, raised HP from 7 to 8... Added Extra Strike and Poison Protection at Gold
Red Dragon- Added Fire Strike... Added Vision III at Silver, Vision IV and True Seeing at Gold

Spearmen- Added Parry at Silver, Poison Strike at Gold
Bomber: Added Wallclimbing at Silver, Concealment at Gold (only attainable by means of Arena)
Shaman- Added Self Destruct at Silver, Gas Breath at Gold
Wolf Rider- Added Vision I and Parry at Silver, Vision II and Poison Strike at Gold
Troll- Added Charge at Silver, Hurl Boulder and Cause Fear at Gold
Wyvern Rider- Added Vision III at Silver, Vision IV at Gold
Beetle- Raised HP from 13 to 14, Added Charge and Underground Concealment... Added Poison Immunity at Gold
Karagh- Added Poison Immunity at Silver instead of Gold, Wall Crushing at Gold

Removed Archer, replaced with Necromancer (Cost 6, Atk 2, Def 1, Res 4, Dmg 2, HP 5, MP 26... Walking, Death Protection, Black Bolts)
Removed Doom Priest, replaced with Werewolf (cost 35, Atk 6, Def 2, Res 2, Dmg 4, HP 7, MP 36... Walking, Forestry, Cave Crawling, Poison Strike, Night Vision, Regeneration, Cause Fear, Fearless, Death Protection, Cold Protection)
Swordsman- Reduces cost from 18 to 8, Reduced Dmg from 3 to 2, Reduced HP from 5 to 4... Added Cause Fear... Added Parry at Silver, Death Strike at Gold
Hell Hound- Added Flamethrowing... Added Marksmanship I and Cause Fear at Silver, Added Fire Immunity and Fire Breath at Gold
Knight- Cost reduced from 40 to 18, Added Cause Fear, Reduced MP from 36 to 32, Added Parry and Vision I at Silver, Death Strike and Vision II at Gold
Bone Horror- Added Cause Fear and Charge at Silver, Round Attack at Gold
Demon- Added Cause Fear and Unholy Champion at Silver, Flamethrowing and True Seeing at Gold
Wraith- Added Cause Fear at Silver, Unholy Champion at Gold
Reaper- Added Gas Breath and Unholy Champion.. Added True Seeing at Silver, Physical Protection at Gold

Mermaid- Added Bards Skill, Water Concealment
Wild Boar- Added Cause Fear at Silver, Wallcrushing at Gold
Frog- Added Charge at Silver, Cause Fear and Water Concealment at Gold
Wolf- Added Concealment and Cold Protection.. Added Cause Fear at Gold
Druid- Raised HP from 6 to 8, Added Marksmanship I and Magic Protection at Silver, Poison Immunity and Marksmanship II at Gold
Fire Sprite- Added Call Flames at Silver, Marksmanship I at Gold
Great Eagle- Added Vision III at Silver, Added Vision IV, Charge and Dragon Slaying at Gold
Sea Serpent- Added Water Concealment... Added Walking at Gold
Air Elemental- Added Vision III at Gold
Earth Elemental- Added Holy and Death Protection at Silver, Hurl Boulder at Gold
Fire Elemental- Added Holy and Death Protection, Marksmanship I at Silver, II and Fire Breath at Gold
Water Elemental- Raised HP from 14 to 18, lowered MP from 30 to 28, Added Wall Crushing, Charge, Fire Immunity..... Added Death and Holy Protection at Silver,
Syron- Added as Level 4 Cosmos Spell, Added Cause Fear at Silver, Added Fire Immunity at Gold

-Boats were changed as mentioned in earlier description

-Added 12 new units only found in 'Before the Fall' map in multiplayer downloads. Level 3 Wizards for each race that can't be produced but spawn on map at the beginning.
Examples of Combat Spell Costs:
Flaming Arrow Cost 2
Call Flames Cost 3
Fire Breath Cost 3
Swarm Cost 4
Fireball Cost 5
Sacrificial Flame 5
Ooze Cost 1
Geyser Cost 3
Frost Beam Cost 4
Ice Shards Cost 4
Great Hail Cost 6
Solar Flare Cost 2
Turn Undead Cost 3
Recall Spirits Cost 4
High Prayer Cost 6
Sacred Wrath Cost 6
As mentioned previously, enchantment spells are also cheaper, examples:
Bless and Dark Gift each Cost 4 Upkeep 1 (sorry I forget what the original values were for combat spells, listed are current only)
Enchant Weapon Cost 3 Upkeep 1
Haste and Stone Skin each Cost 4 Upkeep 3
Fury Cost 4 Upkeep 1
Fire Halo Cost 5 Upkeep 3
Water Walking Cost 5 Upkeep 4
Free Movement Cost 5 Upkeep 3
Liquid Form Cost 15 Upkeep 6
Wind Walking Cost 15 Upkeep 5

[Edited on 07/08/17 @ 08:21 AM]

Ithiel Arcadion
Rating: 4.0
Very nice Gameplay changes that made for a refrshing playthrough. I used way more spells and with it way more Tactical battle. For the first time I played through the campaign on hard without ever pumping my Heros stats, going for an Archmage kind of skillset instead.

Here are a few things I have noticed while playing:

The Flamethrowers are too strong now. They totaly replace any other wallbreaking unit. They have twice the HP of all other Tier 2 machines. They can 1v2 normal Tier 2 units. I like the idea of them breaking walls but they should not have so much HP.

Some races have unique maschines (e.q. Orc ballista) These machines should also have 26 movement points.

The Undead Necromancers have no poison immunity. That leads to some funky situations in the campaing where the undead have perma poison clouds over thier citys.

Blessing and Stone Skin are too strong compared to Tier 1 buff skills of other aspects. Reducing thier costs magnifies that effect. Should probably make the other buffs stronger.

That all so far. Thanks for this nice little rebalance :)

File Author
Hey thanks its nice to get feedback. I agree with most of what you said and will update the mod accordingly. Ill post a changelog at the end of this comment to record all changes.

One thing about this mod is that the original copy was corrupted (long story), but luckily one of the veteran players who was testing the mod for me was able to send it back to me. I've noticed a few unfamiliar things in my own mod recently that I believe to have been snuck in lol.. As an example, the Human Air Galley was stripped of its Flying ability and given Floating. This will be changed in this update.

Also there are a few reasons behind Bless and Stoneskin getting similar casting cost reductions as other Level 1 enchantments..
I)My experience with a few other long time players (on and off since release in 1999) has been that we chose Life and Death spheres the least often by far. For that reason alone, Bless and Dark Gift are the two cheapest enchantments in the game (along with Fury).
II)Stoneskin got a similar cost reduction as other spells basically to make the Earth sphere more appealing and try to keep us from always choosing Air. One reason why is that Chain Lightning can be used to reach up to 3 units beyond its own supposed range (!) by shooting it at the ground. The second is that we would choose the Air sphere in order to spawn Great Eagles and give them Haste, then send them off to raze each others resources. This was especially devastating considering it can be done fairly early in the game. Stone Skin being the best level 1 enchantment helped us even things out.

I agree that its a good idea to lower the Flamethrower HP. Ill also raise movement for Ballistas (Black Javelin included). These are two things that my friends and I discussed and were split on. If anyone else speaks out against it I may revert it but for now Id like to try it.

As for the Necromancers I will give them Poison Protection, and Immunity as they level up. They arent really meant to be 'undead' in the mod, but more crazed human fanatics.

Here is a changelog:

-Undead Necromancer now has Poison Protection as default, and Poison Immunity at Silver Medal.
-Flamethrower Ram nerfed from 15HP to 8HP.
-Ballistas and Black Javelins movement raised from 20 to 26 like all other siege machines.
-Human Air Galley regains Flying as it was intended to have..
-Item rebalance.
-Not new but unmentioned before: New heroes (made with portraits either unused in the game or hidden within DevEd) were added. Hero default abilities also edited.
-Also previously added but unmentioned: Custom diplomatic texts
Revolverman Hey, I don't think you uploaded the right file. All the issues you listed are still there (Air Galley only has float, Flamethrower still has its HP, etc, etc)

Oh, noticed the Undead swordsman's Bio is the Mummy's bio.

Also, if I may make a suggestion, given how much the AI spams flamethrowers, could they not get wall crushing until silver medal?

[Edited on 08/25/16 @ 07:10 AM]

Mac_Biodiesel I haven't tried this yet, but a couple things I notice from your notes.

1. Azracs: dropping magic bolts from the priests makes it harder for them to have a low-level response to physical and/or fire immunes like air elementals, incarnates, nordic glows, red dragons, and wraiths. This worse with the fliers; at least the wraiths can be turned. I guess this puts them in about the same boat as the Frostlings.

2. Elementals: I was thinking just the other day that all elementals should have regeneration. Thoughts?

3. Arenas: Did you change the cost to level units up in arenas? Those will become hot spots now.

4. Dwarves: Why give the giant wall crushing? Isn't that redundant with hurl boulder? And why make the boar rider have wall crushing? That's a fast battering ram, that can go over mountains to boot! The balloon shoot javelin confuses me. How can you make that only be added if the gold medal comes from the arena? Or are you saying it can only get to gold medal rank from the arena?

5. Undead: I'm curious about the bone horror getting round attack. Doesn't make sense to me, and I'm wondering even how the sprite graphics handles it. I'm surprised you went went with gas breath instead of black breath for the reaper.

Mac_Biodiesel I also tested just today and confirmed that air galley still has floating.
File Author
Hey guys. Took a year-long hiatus from AoW, mostly because of college. Not sure what happened on the last upload, but Ive updated the file with the changes previously mentioned (no more floating Air Galleys, mummy/undead swordsman bio, etc).

@Revolverman: The reason I, along with the group I play AoW with, have decided Flamethrowers should have wall crushing was because it was too easy to defend a castle with a small force against large AI armies (they'd only bring a single battering ram, you'd destroy it, then they'd turn around and leave).

1. Azracs lose magic bolts but gain the advantage of hitting units across walls with ranged attacks (Call flames). Frostlings also lose magic bolts but having access to frost bolts is a good defense against "super heroes". Both races do end up relying more on enchanted weapon to counter wraiths, incarnates, air elementals, etc.

2. Elementals having regeneration does sound interesting but our group didnt agree on it when brought up.

3. Not sure how to change arena level up costs but they were always a hotspot for our group regardless. And would still be no matter what the cost lol.

4. Giants have wall crushing because it is more accurate that hurl boulder. If they are standing next to the wall, they shouldnt miss what a boulder, hence wall crushing. Also, boar riders only get wall crushing at gold medal. And yes, it does make them very useful. And yes, dwarven balloons can only get shoot javelin from the arena.

5. Our group wanted bone horrors to be a little more tank because they were always very 'cool', yet not very strong/useful. At least not compared to demons and wraiths. As for gas breath, our group basically just wanted to see it in the game.

Thanks for the feedback guys, it is cool to visit the old AoW site and see a few people still playing!

[Edited on 07/02/17 @ 11:25 AM]

Rating: 5

DL'd this cuz it was the newest mod on the site. I used to play Warlock mod back in the day and kinda wish this mod added same amount of new content. But i like how it feels like original for the most part. except much better balanced.

-I like how different races units get different perks when they level up and how level ups matter more for infantry and others

-i like the magic cost rebalance. i used to just level up defense right away and make a one man army. it was cool to be a powerful mage, and even enemy heros with spellcasting 1 could be a threat. unless theyre independents lol. would be cool if you could make independent heros have access to cosmos spells at least

-also i like the challenge of better supported ai armies with flamethrowers. and the trebuchets/builders. i agree ai armies with one battering ram used to be too easy to defend. but 8-stacks of flamethrowers suck lol so i try to control builder guilds or burn them down

-i also like the changes to boats, it makes it fun to build a navy
File Author
Hey thanks for the feedback. I have no idea how to give independent heroes any form of functional spellcasting. Same with some of the stuff Warlock's mod added in, that's beyond my own skills, using hex editors, sprite editors etc.

As for flamethrowers, with 8hp, 1def, and limited range, they are very vulnerable to ballistas and catapults.. Handy against the AI.
Mac_Biodiesel A few things I've noticed:

- Mermaids no longer have seduce. Is that intentional? They're practically zero threat now.

-Path of Frost can't walk on water anymore.

-Gandalf's picture is missing (Halfling king in Before the Fall map).

-Playing through the single-player campaign now, and the AI doesn't seem to be handling the changes as well. Maybe I'm not far enough along yet (Scenario #3), but it's been a lot easier than when I played through a couple months ago. Cheap spells are also a HUGE bonus for the human player, as usually you are mana poor when you start off each map.
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