Age of Wonders 3

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AiriErminia

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manadancer

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Update: Now compatible with Shadow Realm RMG and others!

An update and addition to The Old Man and the Sea by Eomolch.
New Nynevian units, abilities, and city upgrades. Bug fixes, RMG fixes, text fixes and additions. New water MCUs and new abilities.

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Update: Now compatible with Shadow Realm and more!
-- An update and addition to The Old Man and the Sea by Eomolch.
New Nynevian units, abilities, and city upgrades. Bug fixes, RMG fixes, text fixes and additions. New water MCUs and new abilities.

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LATEST UPDATE: v1.2.0
• Finally fixed issues with Chivalrous Intentions icons. I think.
• Added compatibility for Reliquary of the Fickle Mermaid from Ayalin's Premium Empire Building mod. It will still require the appropriate research from that mod to be built.
• FOR REAL THIS TIME: Saker (from Chivalrous Intentions) can no longer be constructed at ocean dwellings (they would sink upon production anyways, good times).
As of v1.1.1: They aren't producible at any dwelling (except Gloweye's Dark Elves), nor will they be producible by any mod-added races.
• Nynevian and Merfolk dwellings are now typed as Metropolis (as Naga is in vanilla), allowing them to benefit from relevant empire upgrades (such as those added by City Building & Upkeep For Ayalin's)
• Added some missing string key replacers.
• Added quoted sources to more unit descriptions (thanks to ContrarianBarbarian!)
• Squall Serpent now gains Floating instead of Walking at gold rank.
• Tweaks to Merfolk requisite.
• Remade water structure RMG settings from scratch. Hoping to improve stability and compatibility. This should make it compatible with the RMG from every mod I've looked at, notably including Shadow Realm, Return of Wonders, Witch Hunters, Ayalin's Premium Tribe Invasions, and WerMS Additions. However, it's NOT compatible with Decodence RMG, if only because the water structures will spawn on land in the Autumn and Tundra biomes. I can't really recommend using those biomes in general though due to stability issues, sadly :c

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NEW CONTENT:
Adds 2 units to the Nynevian roster (figures had already been created, but the units hadn't been implemented).
• Nynevian Vanguard: A T2 pikeman unit with lesser flying and a touch ability that can break enemy guard.
• Nynevian Seawolf Rider: A T3 cavalry unit. Implemented as a straight upgrade to the Infantry unit, they fill more of a bruiser role than Knights but have weaker resist and no static shield.
They were pretty kickass when I last tested them and I've since nerfed them a bit, please give feedback! They can be evolved from infantry or produced after building the new city upgrade.
• Adds a new city upgrade for the Nynevian dwelling: Horn of the Eventides. Unlocks the Seawolf Rider and gives +1 domain radius.
• New MCUs for water structures, with new abilities to go with them.

RMG UPDATES:
• Re-implements the Oyster Reef in the RMG and adds an MCU for it.
• Other misc tweaks to RMG for water structures, mostly attempting to spread them out a bit more.
• Added Coral Reef, Pearl Mine, and Shipwreck to the list of treasure sites used by empire upgrades such as Archdruid's Animistic Knowledge.
TEXT UPDATES:
• General text edits for typos, clarity etc.
• List of possible Nynevian dwelling names increased from 5 entries to 23.
• Complete description/flavor text for every unit (in English).

CHANGES TO EXISTING UNITS:
• Sea Serpents have been renamed to Squall Serpents, because Chivalrous Intentions has a Sea Serpent unit. They can be produced by Archdruids in cities with a Raging Maelstrom MCU (requires Summon Gargantuan Animal research). Like their counterpart from Chivalrous Intentions, they gain the Walking ability at gold rank--I replaced Fearsome because this unit is already very strong.
• Gave Kelpies a one-time post-gold rank stat bump.
Kelpies that evolve into Priestesses keep their Good Slayer and Evil Slayer traits.
• Priestesses gain Greater Dispel instead of Dispel at bronze rank.
Greater Dispel is a short-range, 3-action-point, once-per-combat guaranteed dispel.
• Infantry that evolve into Seawolf Riders gain Pounce. (I think of it as an evolved form of their Defensive Strike... but let me know if you think it's too strong.)
• Archers gain Fencing at silver rank (an ability swiped from Chivalrous Intentions, sorryyy).
• Knights... are already good as long as they don't get rekt by shaman spit, and are especially good now that Nynevian dwellings can benefit from MCUs. Which is a change I haven't listed yet, oops

OTHER:
• Cleaned some stuff up to resolve some errors, added requisites for future use, and more.
• Merfolk and Nynevian dwellings can now build any MCU that might benefit them (taking into account new units added by Chivalrous Intentions).
• Nynevians are immune to the Drenched effect (from Thunderstorm), considering their Liquid Form ability.
• Nynevians are also immune to the Drowning status, along with all aquatic creatures (Sea Creatures, Merfolk, Nynevians).
• Mermaids and Sirens are now race-linked to Merfolk and have the appropriate requisites. (They are still also classed as Sea Creatures.)
• Drown ability still costs 3 action points but now leaves 1 point remaining after use. Subject to further tweaking.

STUFF THAT SHOULD HAVE BEEN IN A SEPARATE MOD:
• Added MCUs for all the vanilla water structures, along with new abilities for a lot of them. (See pics for details.)
If anyone wants a version without these, please let me know--I'm too lazy to separate them out otherwise.
## Also feel free to ask for compatibility fixes, there's always a possibility I'll be able and motivated to give it a try.

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HOPES FOR FUTURE VERSIONS:
• Balance pass on units, feedback appreciated.
• Add OMatS units to more adventure/reward sets
• Add more variety to adventure/reward sets for OMatS structures.
• Get Mermaid Shrine MCU to work with units added by other mods, esp Chivalrous Intentions. Will probably require either separate patches or just changing the types of units it affects.
## There's probably other things from the original mod that need updating or fixing, if you find something let me know!

STRETCH GOALS:
I'd love to be able to implement the armored siren/Lady of the Reef, but getting the animations to work is currently beyond my ability.

CREDITS
• Triumph!
• Thanks to Eomolch for creating one of my very favorite mods out of my loooong list of subscriptions.
• Thanks to ContrarianBarbarian for assistance with flavor text and contributing to coming up with sources.
• Thanks to asahi for the truly relentless support.
• Thanks to ThatHuman for support, advice, and shouting at me to update this finally.