Age of Wonders 4

Age of Wonders 4

TB - Society Traits
47 Comments
Oddball 22 Jul @ 7:08am 
lol at Merchant Kingdom. Let's just make Silver Tongues completely redundant.
EonLance 19 Jul @ 11:18pm 
Does human wave tactics make anyone else's units undead? Kinda funny at first having undead celestials.
GOGATSY 19 Jul @ 2:17am 
Also, Soul Infusion seems to only require 30 souls, instead of fifty.
GOGATSY 19 Jul @ 1:27am 
I am currently playing in the new beta and I am not sure if the Soul Forgers' trait is working as intended. The description says that you can draft Bronze Golems, but I have found that this is not the case. The spell for summoning them also does not automatically unlock, and you need to research the tome.
Frovoc 11 Jul @ 10:31pm 
I greatly appreciate your mod and truly admire your creative ideas. Unfortunately, I had to uninstall it due to a crash issue when exploring the world tree. I am uncertain of the cause, but it might be due to a conflict with another mod, as I can explore normally without this mod. I wanted to inform you of this issue so you could investigate and potentially resolve it. Thank you for your efforts!
WarrGrinn 9 Jul @ 8:07pm 
Really enjoying this btw, especially with the giant fashion mods that add bird / lizard heads to giants etc. Can finally make a Coutal race with Naga bodies and harpy wings with the lizard form!
Kentathor 8 Jul @ 12:17pm 
Yes, airbenders is avaliable.
ericbrown84 8 Jul @ 10:43am 
is airbenders avaliable now? it is unclear from the update post
WarrGrinn 6 Jul @ 11:35pm 
Add to ragged veins, maybe Blood Brothers mechanic, fearless next to another with Bb..
WarrGrinn 6 Jul @ 11:14pm 
Bugg I believe.
Spell Forced Evolution also gets me 1000 imperium when the unit evolves up. Using Curse of the Moon, Descendants of Darwin, Airbenders, and Merchant Kingdom with a Fire Giant ruler / Orcoid build.
Ragged Veins 6 Jul @ 6:21pm 
Wouldn't the base game "fearless" ability be more fitting for human wave tactics? It simply removes routing, rather than completely negating morale.
ThaBombs  [author] 29 Jun @ 4:01am 
I will likely have some time Friday to dedicate to fixing the bugs, making some adjustments and perhaps add a few more traits.
ThaBombs  [author] 29 Jun @ 3:54am 
@Warrgrinn
That is not intentional, I'll add it to the buglist. Thank you for letting me know.
ThaBombs  [author] 29 Jun @ 3:53am 
@ericbrown84
At the start of the game and when you select a Tome, if you have 1 affinity higher than all others you gain 1 affinity towards its countertype.
For example if you have 4 nature and 3 chaos, you'll receive 1 towards the counterpart of nature. Thus your shadow affinity increases with 1.
WarrGrinn 28 Jun @ 9:45pm 
Airbenders can be added via random Empire selection (society trait filter) iirc.
ericbrown84 28 Jun @ 11:23am 
i cant figure out how startouched affinity gain works. can anybody explain?
Furin 26 Jun @ 7:05am 
The new traits are legit fire!
ThaBombs  [author] 25 Jun @ 8:13am 
@deli_deli_ Thank you for your work, I have added links to your and any other translation mods I found to the mod page.
ThaBombs  [author] 25 Jun @ 8:13am 
First of all, thank you all for the support. You reporting bugs and suggestions are much appreciated.
Secondly, sorry for the long and sudden period of absence, something urgent came up and is still keeping me quite busy.

I've had bigger plans that have sadly thus been delayed, in the mean time I thought I'd just release this update with some bugfixes and a few new goodies.
HjAa 8 Jun @ 5:59am 
These are a little bit overpowered, in my opinion. Ruinmongers: Increasing city cap in late game is very expensive, so getting it from just razing a city is a bit too easy. I like the idea of only being able to make cities from ruins, so perhaps just making founding cities from ruins free would be a way to go? Or even gaining imperium from making cities from ruins, so that you could choose to put that into the city cap?

Getting a T3 from Mountain Raisers at the start is also very strong, comparing it to Perfectionist artisans that bring with it a hefty penalty of double production costs. Maybe add something to balance that out, like farms and foresters providing less resources, for example?

Just a few initial thoughts, let me know if you want more feedback. <3
旧蜀狂客 25 May @ 5:23am 
Great mod. I have made a Chinese translation for it. Thank you for your mods.
deli_deli_ 24 May @ 11:22am 
Thank you for the wonderful mod !
I made Japanese translation mod :)
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3486996213
Furin 24 May @ 4:17am 
Those look sweet! I must try this, thanks for making it.
Scribe of Nekoti 22 May @ 6:22am 
Getting research for just casting spells is insanely powerful
Phoenixblood 22 May @ 1:14am 
The spells that Soul Forgers use to turn souls into binding essence arent working for me either, the other effects are working normally.
Phoenixblood 21 May @ 9:26pm 
Not sure whats causing it, but just subbed to this and the Arcane Warmaster bonuses do not seem to be applying to my battlemage units, at least the starting ones. Playing Mystic (Attunement) culture with Startouched, if that matters.
Mr.Horakhty 19 May @ 12:49pm 
Loved the new update! Looking forward to other updates and the tome mod.
The Slayer 19 May @ 11:56am 
I actually hope for devs to implement some kind of completly Citiless culture which forces player to constanttly move on the map
Sindir 19 May @ 10:37am 
@ThaBombs
ah cool... so you´re building big ^^ go for it. If I´ll do another tome at all it will be most likely a while in the future, so probably yours are done then already and I don´t need to start one at all xD
For the context, how does it look like using the game for homebrew DnD campaigns? you just rebuilt your DnD characters to use in AoW4 or how can i picture it?
Kentathor 19 May @ 9:46am 
Great work dude, keep'em coming. Love to see more tome mods also.
ThaBombs  [author] 19 May @ 9:39am 
@Sindir. I am actually planning a set of tome mods as well, some of which are designed to interact further with the concept.
I've got a homebrew setting for my DnD campaigns and some of these traits, Soul Forger included were needed to represent some of them.
And as always I love to hear feedback, take your time and I hope you enjoy the playthrough.
Sindir 18 May @ 1:53pm 
followed the way of this mod in discord.
Some traits are base on super nice ideas. The soul forge trait actually has the same name and base idea I planned for a future tome mod xD As you asked for feedback I might test it out a bit.
But sadly I have really few time to play ^^"
WarrGrinn 18 May @ 3:33am 
Awesome. Enjoying it quite well.
Mr.Horakhty 17 May @ 8:15pm 
These traits look really cool! A lot of creative ones for sure. For now a bit strong as other already said but you say balance patch already on it's way :coolsam:
ThaBombs  [author] 17 May @ 1:14pm 
@Solack (Zacle) Thank you for the great suggestion. I have opened a discussion thread here on steam and on discord
ThaBombs  [author] 17 May @ 1:08pm 
@WarrGrinn, you are correct. Thank you for the find.
It'll be fixed in the upcoming days, perhaps as soon as tomorrow even.
ThaBombs  [author] 17 May @ 1:06pm 
Thank you all for the positivity and feedback.
I'm reading all the feedback I've received, both here and on the discord and rest assured. A balance patch will be coming up soon.
Perhaps I'll even add another trait as well if I've got the time.
EdTheMad 17 May @ 10:01am 
The traits are super cool! But they are clearly too strong and would outcompete with vanilla traits. I would love to use this if you do a balance pass and made the power closer to the originals! =D
WarrGrinn 16 May @ 5:12pm 
Think Vivisection might be broke. First fight of the game my giant ruler went up 9 levels.
Stephanie 16 May @ 4:08pm 
I like this mod's traits pretty much as they all are now. It is mods like this that let me play at Brutal difficulty, High world threat, Weak starting strength, Major Advantage given to AI opponents, Major Disadvantage given to my heroes, and still ultimately win after struggling during the early game. I build Custom AI opponents to share a mix of the same Traits with them--they're just never quite as clever at using them. ;) But at least they never die to Marauder packs, and rarely can even take cities away from each other! (that's MY job).
ValVolsung 16 May @ 12:49pm 
I like these! A couple of suggestions for balancing:
-Anything that gives imperium requires a huge rework, even the Merchant's open borders boost is huge (+30 is a nontrivial increase, especially as early as you can get it).
-The Nomad start is deceptively spammable, if you invest your early money in just putting outposts everywhere, the result scales way too hard, even without the insane imperium income.
-Though i love it, the Star-touched early boost to every affinity is way too powerful. Affinity points are sooo strong because they gate so much. Even without the other two awesome (maybe a lil op) aspects of this delicious start, it would need one hell of a downside.
There are definitely scale issues to address on most of the others, but I am a huge fan of the ideas nonetheless.
crochetcocoking 16 May @ 12:30pm 
startouched could be just 1 astral
Solack (Zacle) 16 May @ 10:23am 
These are super cool but insanely strong compared to basegame stuff. I would love to see a version with some negatives on each of them :).

if you'd like help brainstorming some negatives, im sure a discussion thread being opened would get some input from the community as well if you'd like.

either way really looking forward to future updates! :D
HakuWatari 16 May @ 7:42am 
Congrats on the mod release! these look great, looking forward to trying them out.
GrimoireODS 16 May @ 6:39am 
Indeed it needs a bit of nerfs or some weaknesses to compensate further than that great thematic
Kentathor 16 May @ 4:42am 
Really cool. Yeah they are stong. Although many of the other race or trait mods are strong it makes it so unlikely to pick the vanilla anymore. But great job!
Claymore Roomba 16 May @ 4:00am 
DAIM, these traits are STRONG. A little bit of a nerf would go far. I like most of them a lot tho.