Inioch's Competitive LAN Ruleset (updated June 2019)
LATEST RELEASE: JUNE 2019
Posted on 07/14/16 @ 06:57 PM (updated 06/14/19
This mod is intended for competitive LAN games first and foremost, with certain considerations for PBEM games (i.e. auto-combat focused tweaks). This mod is a collaborative effort between three veteran players, and has undergone a few changes over the years. Make sure you have the latest release.
This mod aims to keep AoW's charm largely intact while expanding viable winning strategies at a competitive level. There is no abundance of new or unfamiliar content. There are only a couple new tweaked unit GFX (thanks to Laurentius), item GXF (thanks to naru blutwind), and no new buildings. The most apparent changes will be lower spell costs, and skill cost/availability. Heroes/Units/items have all been rebalanced. Other subtle changes, ex: units that spawn from razed structures, random crypt units, etc.
All units get Fearless at Silver Medal
All Archers/Darters/Slingers/etc get Strike at Gold Medal
All Mage units get Poison Protection as default, Marksmanship I at Silver Medal, Magic Protection & Marksmanship II at Gold Medal
All units get bonus abilities at Gold Medal (only newly added/removed abilities will be listed, ex: Dark Elf Executioner still gets Unholy Champion at Gold Medal but it's unlisted below as it remains unchanged)
Race Specific Changes:
Swordsman- Added Parry at Silver Medal, Extra Strike at Gold Medal
Pikeman- Has Fearless as default, Parry at Silver Medal, No bonus ability at Gold medal
Cavalry- Added Parry and 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 (Cost 50) (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), Added Marksmanship II, Parry, and Forestry at Silver Medal, Marksmanship III and Dominate at Gold Medal
Cavalier- Added Vision I & Dragon Slaying at Silver Medal, Added Archery, Cause Fear and Vision II at Gold Medal
Musketeer- Raised ATK from 3 to 4, Added Strike at default, Added Marsksmanship III instead of II at Gold Medal
Galley- Raised MP from 32 to 50, Lowered HP from 18 to 10, Lowered DEF from 6 to 1, Removed Shoot Javelin, Added Vision IV... Added Healing at Silver Medal, Added Archery and Self-Destruct at Gold Medal
** The Human Swordsman and Archer remain average, but like all other units in this mod, have an added incentive to gain experience. The Pikeman is intended to be more of a front-line veteran from default. Cavalry remains average with added scout abilities once leveled up, like most other cavalry. It also gets First Strike at Gold Medal, emulating the Pikeman. Charlatan is replaced by Great Explorer, an extremely versatile but weak utility unit. Cavalier largely unchanged but with added veteran abilities. Musketeer gets Strike with same ATK as Swordsman...... The biggest change is the Air Galley. In competitive LAN games, the Air Galley was too OP. Yes, an 8-stack of Dragons can kill any number of adjacent non-stackable Air Galleys, but this stage of the game is not always reached before the game is decided, making it not always relevant. More importantly, "super heroes" are a bigger late game threat than any level 4, especially with networks of Air Galleys built across the map, which were too hard to disperse when Air Galleys were as strong as they were. Now, Air Galleys retain and even increase their "overland map" usefulness, but lose all combat ability unless upgraded at an Arena and, as air balloons/blimps, are much more frail.
Archers and Swordsmen have 30 MP instead of 26
Swordsmen- Parry at Silver Medal, Charge at Gold Medal
Elephant- Lowered DEF from 3 to 1, Lowered RES from 3 to 2, Added Charge at Gold Medal
Scorpion- Added Wall Climbing, Fearless, Removed Fire Protection.. 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
Replaced Catapult with War Elephant (Cost 62, same stats as Elephant but with Hurl Boulder)
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, Marksmanship II, 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 and Wall Crushing... Marksmanship I, Death, Holy & Lightning Protection at Silver, Marksmanship II & Death, Holy and Lightning Immunities at Gold
**Azrac infantry are a little quicker to reflect their lack of armor. Scorpions are now (sometimes) useful with Wall Climbing. Elephants now have lower defense to reflect their large size and lack of armor, and also to address competitive balance issues in auto-combat especially. They make a comeback appearance as War Elephants, the Azrac equivalent of Turtle Catapults. Priests have "fire magic". Level 3 units are improved. Yaka Avatar gains means to breach walls among other small additions. **
Swordsmen- Parry at Silver, Poison Strike at Gold
Slug- Added Wall Climbing.... Marksmanhip I at Silver, II and Poison Immunity at Gold
Replaced Battering Ram with Turtle Battering Ram (Cost 24, ATK 1, DEF 4, RES 3, DMG 3, HP 10, MP 20) - Walking, Wall Crushing, Swimming
Shaman- Poison Immunity at Silver, Gas Breath at Gold
Frog Rider- Vision I at Silver, Poison Strike and Vision II at Gold
Turtle Catapult (Changed to ATK 1, DEF 3, RES 3, DMG 4, HP 8)- Added Strike
Turtle Ballista- Same changes as Catapult
Salamander- Raised Dmg from 4 to 5, Raised MP from 26 to 30... 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, Added Poison Strike, Water Concealment, and Wall Crushing.... Marksmanship I and Charge at Silver, Marksmanship II at Gold
** Lizardmen Swordsmen and Archers remain pretty average, while Slugs gain some usefulness with Wall Climbing. Battering Rams gain swimming by becoming Turtle Battering Rams, but are too heavily weighed down to gain a Strike ability like their counterparts (and was unbalanced when we tried). Turtle Ballistas and Catapults do get a weak Strike ability. Lizardmen siege machines (and Azrac Elephants) are the only ones with Strike, but Turtles are the only ones who's movement points remain at 20 instead of 26. Salamanders are slightly stronger and faster. Lurkers are now much quicker making them useful scouts, Wyverns largely unchanged other than veteran abilities. Basilisk can now breach walls, is a little stronger, and has Water Concealment to make it potentially scary since it used to be one of the worst level 4's in the game.**
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
Nordic Glow - Added Vsion I at Silver, Vision II at Gold
Ice Drake- Changed Unit race from None to Frostling, Added Cold Strike.... Cause Fear and Vision III at Silver, True Seeing and Vision IV at Gold
**Many Frostling units gain Snow Concealment. Nordic Glow largely unchanged. Frost Queen gains a few abilities. Yeti loses Cold Strike and Ice Drake gains Cold Strike. Ice Drake no longers deserts you so easily.
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- Added Hurl Boulder and Wall Crushing, Added Death Immunity & Life Immunity at Gold
**Nymphs now get Bards Skills, making them more useful. Fairies now a little more useful. Nature Elementals can breach walls. Most changes are to veteran abilities.
Swordsmen- Hurl Stones at Gold
Pony Rider- Vision I at Silver, Vision II at Gold
Satyr- Raised Def from 2 to 3, 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
Leprauchaun- Attack raised from 5 to 10, Damage lowered from 3 to 2, HP raised from 8 to 10, Added Marksmanship II, Charm, Bards Skills, Dispel Magic III, and Pass Wall.. Added Marksmanship III and Dominate at Silver, Marksmanship IV at Gold
**Satyrs gain a few abilities, Rogue and Centaur get small buffs. Most changes are to veteran abilities. Leprauchaun gets biggest changes in attempt to make him useful, particularly for chipping away at enemy Leaders/heroes and for acquiring heroes (Call Hero etc + Charm/Dominate)
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- Stats changed to 1 Atk, 1 Def, 3 Res, 1 Dmg, 7 HP, 40MP.. Added Archery and Vision IV at Gold Medal
Mole- Added Charge... Poison Strike at Gold
First Born- Raised MP from 24 to 26, Added Call Flames and Wall Crushing.... Marksmanship I, Cold Protection and Cause Fear at Silver, Death Protection, Holy Protection, Cold Immunity and Charge at Gold
**Many Dwarf Units get defensive buffs. Dwarf Balloon gets similar changes as Air Galley. Mole gets Charge like cavalry. Dwarf First Born gains ranged attack and ability to breach walls.
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, Turn Undead II.... Turn Undead III at Silver, Turn Undead IV and Holy Champion at Gold
**Spirit Puppets get Pass Wall to make them more useful. Most units otherwise only get small buffs or veteran abilities. However Valkyries and Astras both get Dragon Slaying as flyers.
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- Added Pass Wall.. Added Unholy Champion at Gold
**Swordsmen now have same Attack as Elves. Lady of Pain gets Bards Skills to be more usefui. Rider gets similar stats to Elven Scout. Executioner gets a buff and Shadow gets Invisibilty. Incarnate gains Pass Wall.
Swordsman- Added Charge at Silver, Round Attack at Gold
Kobold- Added Wall Climbing.. 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
**Kobolds gain Wall Climbing to make them more usefui. Small buffs throughout units.
Spearmen- Added Parry at Silver, Poison Strike at Gold
Bomber: Added Wall Climbing at Silver, Concealment at Gold
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 Wall Climbing, Wall Crushing and Charge.. Added Poison Immunity at Silver instead of Gold
**Beetles get a small buff, and Karaghs get added abilities.
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
**Many units get reduced cost, and Archers and Priests are replaced by Necromancers and Werewolves.
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
Battering Rams (except Turtle Rams) now have 26 MP instead of 20, HP raised from 10 to 15, and DEF raised from 2 to 3.
Catapults and Ballistas now have 26 MP instead of 20
-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.
Flamethrowers are now Flamethrower Rams. + Wall Crushing, Cost 65
Transport Ship changed to: Atk 1, Def 1, Res 2, Dmg 1, HP 10, MP 28, Cost 45, Added Strike
Dragon Ship changed to: Atk 2, Def 2, Res 3, Dmg 2, HP 15, MP 32, Cost 60.. Loses Shoot Javelin, Added Strike and Archery
Galley changed to: Atk 3, Def 3, Res 4, Dmg 3, HP 25, MP 50, Cost 115.. Loses Shoot Javelin, Added Marksmanship II, Archery and Strike.. Replaced Transport (6) with Transport (3)
Galleon changed to: Atk 4, Def 4, Res 5, Dmg 4, HP 25, MP 50, Cost 255... Loses Shoot Javelin, Added Marksmanship II, Archery and Strike
-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.
Vaporize: Cost 2/ Research Points 50
Chain Lightning: Cost 8/Research Points 60
Birds View: Cost 2/Research Points 40
Haste: Cost 4/Research Points 60/Upkeep 3
Winds of Fury: Cost 3/ Research Points 120
Cold Breath: Cost 3/ Research Points 110
Freeze Water: Cost 9/Research Points 125
Summon Great Eagle: Cost 20/Research Points 130/ Upkeep 6
Shock Wave: Cost 5/ Research Points 190
Wind Walking: Cost 15, Research Points 245, Upkeep 5
Call Hero: Cost 35/ Research Points 270
Tornado: Cost 25, Research Points 280
Lightning Storm: Cost 50, Research Points 340
Watcher: Cost 50, Research Points 320, Upkeep 5
Summon Air Elemental Cost 75, Research Points 325, Upkeep 12
Air Mastery Cost 150, Research Points 600, Upkeep 25
Slow: Cost 2/Research 40
Entangle: Cost 8/ Research 65
Stone Skin: Cost 4/ Research Points 50/ Upkeep 3
Summon Boar: Cost 10 / Research Points 40 / Upkeep 4
Stoning: Cost 3 / Research Points 58
Free Movement: Cost 5 / Research Points 120 / Upkeep 3
Poison Plants: Cost 15 / Research Points 140
Gold Rush: Cost 40 / Research Points 90 / Upkeep 4
Tremors: Cost 6 / Research Points 300
Concealment: Cost 15 / Research Points 230 / Upkeep 5
Level Terrain: Cost 25 / Research Points 160
Enchanted Roads: Cost 50 / Research Points 280 / Upkeep 8
Town Quake: Cost 50 / Research Points 300
Raise Terrain: Cost 45 / Research Points 200
Summon Earth Elemental: Cost 50 / Research Points 300 / Upkeep 12
Earth Mastery: Cost 150 / Research Points 280 / Upkeep 25
Ooze: Cost 1 / Research Points 40
Ice Shards: Cost 4 / Research Points 55
Healing Water: Cost 15 / Research Points 65
Summon Frog: Cost 10 / Research Points 40 / Upkeep 4
Geyser: Cost 3 / Research Points 120
Frost Beam: Cost 4 / Research Points 120
Water Walking: Cost 5 / Research Points 80 / Upkeep 4
Vortex: Cost 18 / Research Points 130
Healing Showers: Cost 15 / Research Points 170
Great Hail: Cost 6 / Research Points 180
Liquid Form: Cost 15 / Research Points 180 / Upkeep 6
Fountain of Life: Cost 40 / Research Points 220/ Upkeep 4
Ice Storm: Cost 50 / Research Points 300
Flood: Cost 190 / Research Points 480 / Upkeep 20
Summon Water Elemental: Cost 50 / Research Points 250 / Upkeep 12
Water Mastery: Cost 150 / Research Points 600 / Upkeep 25
Flaming Arrow: Cost 2 / Research Points 40
Call Flames: Cost 3 / Research Points 40
Fury: Cost 4 / Research Points 45 / Upkeep 1
Summon Fire Sprite: Cost 10 / Research Points 50 / Upkeep 6
Fire Halo: Cost 5 / Research Points 60 / Upkeep 3
Fire Breath: Cost 3 / Research Points 60
Swarm: Cost 4 / Research Points 85
Cloud of Ashes: Cost 13 / Research Points 75 / Upkeep 3
Fireball: Cost 5 / Research Points 160
Sacrificial Flame: Cost 5 / Research Points 100
Fire Barrier: Cost 25 / Research Points 120 / Upkeep 4
Anarchy: Cost 24 / Research Points 175
Fire Storm: Cost 50 / Research Points 200
Warmonger: Cost 50 / Research Points 200 / Upkeep 6
Summon Fire Elemental: Cost 50 / Research Points 200 / Upkeep 12
Fire Mastery: Cost 130 / Research Points 400 / Upkeep 20
Solar Flare: Cost 2 / Research Points 50
Remedy: Cost 4 / Research Points 60
Bless: Cost 4 / Research Points 60 / Upkeep 1
Rejuvenate: Cost 10 / Research Points 40
Turn Undead: Cost 3 / Research Points 90
Recall Spirits: Cost 4 / Research Points 140
Holy Champion: Cost 5 / Research Points 140 / Upkeep 4
Holy Woods: Cost 15 / Research Points 120
High Prayer: Cost 6 / Research Points 185
Sacred Wrath: Cost 6 / Research Points 170
Resurrect Hero: Cost 35 / Research Points 220
Crusade (changed to level 3 spell): Cost 60 / Research Points 200
Divine Storm: Cost 75 / Research Points 300
Tranquility (changed to level 4 spell): Cost 50 / Research Points 275
Summon Gold Dragon: Cost 75 / Research Points 320 / Upkeep 12
Life Mastery: Cost 150 / Research Points 600 / Upkeep 25
Death Ray: Cost 3 / Research Points38
Disease Cloud: Cost 3 / Research Points 52
Dark Gift: Cost 4 / Research Points 55 / Upkeep 1
Summon Black Spider: Cost 10 / Research Points 60
Terror: Cost 4 / Research Points 100
Animate Dead: Cost 4 / Research Points 140
Unholy Champion: Cost 5 / Research Points 140 / Upkeep 4
Evil Woods: Cost 15 / Research Points 120
Mind Decay: Cost 6 / Research Points 190
Animate Ruins: Cost 21 / Research Points 230
Pestilence: Cost 50 / Research Points 240
Animate Hero: Cost 35 / Research Points 220
Death Storm: Cost 75 / Research Points 300
Hatred: Cost 50 / Research Points 210
Summon Black Dragon: Cost 75 / Research Points 320 / Upkeep 12
Death Mastery: Cost 150 / Research Points 600 / Upkeep 25
Dispel Magic: Cost 2 / Research Points 50
Enchant Weapon: Cost 3 / Research Points 50 / Upkeep 1
Warp Party: Cost 11 / Research Points 180
Cosmagic Surgery (Added as level 2 Cosmos spell): Cost 21 / Research Points 50
Disjunction: Cost 10 / Research Points 120
Town Gate: Cost 25 / Research Points 210
Anti Magic Shell: Cost 35 / Research Points 260 / Upkeep 4
Conceal Area (added as level 3 Cosmos spell): Cost 15 / Research Points 70
Power Leak: Cost 110 / Research Points 210 / Upkeep 5
Spell Ward: Cost 60 / Research Points 300 / Upkeep 5
Summon Syron (added as level 4 Cosmos spell): Cost 100 / Research Points 450 / Upkeep 16
Items: ...... to be discovered on your own. Iconic original items unchanged, most other originals only slightly changed, few new items to be found.
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edit: reformatted description for new release
[Edited on 09/03/18 @ 12:00 AM]
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..
-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
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]
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.
I also tested just today and confirmed that air galley still has floating.
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]
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.
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.
Hey sorry been away from the game for awhile.
-Instead of having Seduce, which was only semi-useful against Lizardmen (but makes no sense) and units with Water Walking/Liquid Form (but are usually powerful/accompanying a Leader, etc so basically would crush a Mermaid anyways), we gave Mermaids Water Concealment and Vision I to make them a decent scout.
-Path of Frost should still work on water? But you need Swimming, which Frost Queens still have. That was the only unit I tried it with just right now and it worked for me? But if you buy it as a skill with a Hero, you will also need a movement type that allows travel across water (ex: Swimming/floating/Flying/Liquid Form/Water Walking, etc).
-Lol yeah I'll change that and put a default AoW portrait. Ended up getting rid of the custom portraits, just too different from original AoW.
-Yeah, the single-player campaign's balance may be thrown off by my mod, that's true. It's aimed more for multiplayer, and especially for expanding viable winning strategies beyond racing to have the most tank super-hero Leader. But now, a single superhero is pretty vulnerable to a weak hero with Spellcasting III for example, and a supporting weak-ish army to buy time and space to cast spells. So instead of rushing the 10 DEF at the beginning of every game, rushing to increase your Spellcasting can give you as good of an advantage, especially with lower spell upkeep and better Medal Abilities for weak units.
[Edited on 06/03/19 @ 03:43 PM]
Mod updated September 2nd 2018. Rather than posting a changelog I've reformatted the description to show all changes since the mod was first posted.
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