V1.7 is here: The Age Of Modding Has Begun!

After a successful Open Beta we are happy to announce that update 1.7 is now available on Steam and will be available as a patch for our GOG users within the next 24 hours. As well as a number of bug fixes and balance tweaks, the update makes modding tools available to our users so they can start shaping the game into what they want it to be!  There are already many interesting the Age of Wonders users to check out.ModdingBig

Modding tools allow users to:

  • Modify existing units, as well as create entirely new ones with new art.
  • Change spells, skills, specializations .
  • Create new recruitable heroes
  • Create entire new races and classes
  • Change the overal gameplay rules
  • Use Mods in combination with new Campaigns and Multiplayer.
  • Create entire new worlds, basically create a new game 🙂

 

Early Mods to Check Out:

Over the period that the mod has been in Beta, a number of Mods have already been made available via the Steam workshop. Some are complete, while some are still work in progress, but all of them improve the game for the better:

There are still more to see! Head over to the Workshop to check them out:

http://steamcommunity.com/workshop/browse/?appid=226840&browsesort=mostrecent&section=readytouseitems

Creating your own Mods

For information on how you can make your own mods, see this thread on our forums.  The tools seem complex at first, but a lot of people should be able to understand the basics.  No programming knowledge is required.

http://aow.triumph.net/forums/topic/getting-started-with-modding/

It contains a link to our official modding guide, as well as some example mods to help you get started.

Due to technical constraints, the modding tools are only available to Windows users, however our Mac and Linux users will still be able to download and use mods made by other users.

 

The 1.7 Features

Finally, Update 1.7 comes with a number of balance and stability fixes. A complete list of patch notes is below:

  • Fixed a bug that prevented roaming independent monsters from attacking undefended cities.
  • Fixed a bug in the Random Map Generator where the setting ‘Random Map Type’ would sometimes generate incorrect maps.
  • Fixed a rare crash caused by independent heroes casting spells during city battles.
  • Draconian Monster Hunter now has the correct damage upgrades when levelling up.
  • Mounts of Unlife now also displays Inflict Noxious Vulnerability in the unit panel.
  • Fixed Falling Clouds not affecting unit vision range.
  • Fixed issue where cosmic happenings fired by the Box of Cataclysms would sometimes not apply to all players.
  • Penguins are even more dire now.
  • Vampire Spider no longer is dedicated to evil.
  • Load time optimization for low specs machines.
  • Fixed a rare issue where the AI would hang in tactical combat when trying to retreat heroes.
  • Fixed a crash when a cosmic happening ended.
  • ‘Flaming Mace of Yakka’ is now called ‘Flaming Mace of Yaka’.
  • Fixed an issue where a player would lose the game when their throne city was a Reef Dwelling far from land, and their leader returned from the void.
  • Added failsafe code that detects a rare issue when a player loses both their leader and throne city without losing the game.
  • Added PBEM Version Upgrade confirmation dialog. This is intended warn people of possible version conflicts in PBEM. E.g. if some people in a PBEM session forgot to switch out of a beta build before playing.
  • Fixed an issue where an incorrect error message would be displayed for the spell currently being cast in the spell book.
  • Fixed a translation issue that caused some Polish text to be displayed in the French version and vice versa.
  • Fixed a bug where clicking ‘Yes’ on the duplicate color dialog during leader customization could cause the starting layer to be different from what the player had selected.
  • Burial Ground now costs 100 gold (was 100 gold, 50 mana)
  • Basilica now costs 100 gold, 50 mana (was 200 gold, 50 mana)
  • Dwarf Economic 1 now gives cities with Stone Walls +10 production for Necromancer Players
  • Corpus Furia now does 15 blight damage (was 10 physical)
  • Domain of XXX spells will no longer appear in the spell book for Necromancers
  • Essence Harvest no longer gives casting points for killing Ghouls
  • Necromancer players will now almost always be offered a necromancer hero in the first round.
  • Whispers Of The Dead now costs 15 mana per turn (was 10) and gives a small amount of knowledge for each unit the player kills in combat and each unit that dies in battles that the spell detects
  • Phantasm Warriors now have resistance 8 (was 9)
  • Fixed an issue where units with multiple copies of the same ability would sometimes be able to bypass the ability’s cooldown.
  • Fixed high elf race governance upgrades having the wrong names
  • When a debuff stacks on a target, the timers on other copies of the debuff will now be reset so all copies share the same timer.
  • Necromancer players can no longer select the Creation specializations (almost none of the skills in the sphere were of any use to them)
  • Fire Wyvern now has 52hp (was 44), does 7 fire damage (was 6)
  • Frost Wyvern now has 52hp (was 44), does 7 frost damage (was 6)
  • Bone Wyvern now has 52hp (was 44), does 7 blight damage (was 6)
  • Gold Wyvern now has 54hp (was 46), does 7 spirit damage (was 6)
  • Obsidian Wyvern now has 48hp (was 40), does 10 physical/3 blight damage (was 11 physical), has Inflict Weakened on gold (was Inflict Exhausting Fatigue)
  • Fixed City Quake to have proper happiness and relation damage.
  • Fixed an issue in the launcher that prevented some Mac users from accessing user content.
  • Increased the maximum number of PBEM games from 5 to 10.
  • Necro Frostling Prophet Economic Racial Governance now correctly gives 10 gold and mana instead of 5.
  • Stables of Vigor bonuses cannot be applied on undead units anymore, nor can the upgrade be built in undead cities.
  • Fixed Cragmire in the Caldera Games map so that you now can declare war on the city and its Dragon.
  • Fixed root spears not reducing move points of units that didn’t have full move points
  • Fixed an issue where units with Pass Wall and Floating could move through enemy units when those units were stood in open gates or on walls.
  • Poison bolts, bane fire, and spirit rays are now available in the item forge
  • Fixed an issue where using scripts to trigger a spell on a city would cause a crash
  • AI no longer surrenders when it’s near a seal and beacon victory
  • Savage Rage and Lion’s Courage can now enable the physical damage channel.
  • Power Ritual can now enable both the physical and blight damage channels.
  • Victory Rush now heals 12hp (was 6)
  • Orc Priest now has Bane Fire (was Black Bolts) and Break Control
  • Orc Razerbow now has War Cry
  • Orc Apprentice now has Fairy Fire
  • Orc Shaman now has Bane Fire (was Black Bolts) and War Cry
  • Node Serpent now has 75hp (was 65)
  • Fixed an issue that prevented players from saving mid turn in PBEM games
  • Fixed a bug that meant certain units (like dire penguins) would ignore terrain penalties
  • Fixed a bug that meant race happiness wasn’t always being applied to units (e.g. when the game started, or when the unit changes sides)
  • Fixed some issues that allowed players to detect units who were concealed or behind the fog of war using builders/settlers
  • Fixed an issue where losing mind control over a unit who was mind controlling a third unit wouldn’t cancel the control over the third unit
  • Goblin Economic 5 now gives +1 production per swamp hex instead of +3 happiness
  • Fixed an issue where clicking on an enemy stack which had concelaed units meant the unit select buttons malfunctioned
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Tombles

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Home Forums Modding / V1.7 [OFFICIAL] NOW LIVE

This topic contains 441 replies, has 76 voices, and was last updated by  Tombles 2 years, 9 months ago.

Viewing 30 posts - 1 through 30 (of 442 total)
  • Author
    Posts
  • #227717

    Tombles
    Keymaster

    Updated for the official Release

    See News Post:
    http://aow.triumph.net/v1-7-is-here-the-age-of-modding-has-begun/

    #227729

    Gloweye
    Member

    First!

    After having claimed the first post, now let’s use it to shamelessly advertise my mods:

    Wood Elves and Frostlings styled after AoW 1, which will be part of the campaign BBB mentions down a couple of posts:

    Elves: http://steamcommunity.com/sharedfiles/filedetails/?id=515806282

    Frostlings: http://steamcommunity.com/sharedfiles/filedetails/?id=515817500

    Ballista, intended as field or siege defense combat machine. Single shot for 19 base damage at long range. More Information on it’s Wikia Entry.

    Ballista: http://steamcommunity.com/sharedfiles/filedetails/?id=515809049

    Obviously, the first two are very imbalanced if you look at the normal game. The last one is fine, and currently all races broad. Shredder Bolt and Turtle Ballista will someday be included in the appropriate mods.

    Of course, when the Mod Tools go public, all of these will be uploaded to the Nexus for all non-steam users to use, as will every mod I make.

    #227730

    Lennart Sas
    Keymaster

    Thanks Tibbles for making that great Blight Surgeon!

    #227731

    Thariorn
    Member

    Wow, that’s some long-bottom guide for me to read through over the next few weeks.

    At least tweaking units to my persnoal sp desires seems easy enough ~

    Note that memory is limited and that adding too much new stuff may cause memory issues, especially for players on lower-end systems.

    Can you give a rough estimate how much memory the game uses with both expansions unmodded?

    Would probably help to find a “Do not cross this point in order to have the game still work”-point for modders (mainly modelers/artists as it seems)

    No Mod, but I try to help - Bane of Cockatrice, a Star and an Onion.

    #227733

    bensku
    Member

    Great that modding is finally here! Or, for us GoG players, great that you gave ETA “before end of month” 🙂 Well, at least I can read modding tutorial to get some idea what is going on…

    #227736

    Ninja’d…

    Ugh…

    So who want to cooperate with me on a mod that introduces population as a resource, used in recruiting and upkeeping units? Edit: and building if possible.

    I also know Ex is looking to create a mp balance mod, which I have high hopes for.

    And I am ofcourse working on an AoW1 mod, with Gloweye, so there *may* be positions available for that.

    www.grababrew.weebly.com/

    #227739

    bam65
    Member

    I might have to go back to college so I can figure out how to mod(even with the guide). 🙁

    #227740

    Eomolch
    Member

    Wohoo, amazing!!

    The only downside is, now I want my vacation to end 😀

    #227743

    @ Bam, looks harder than it is. If a coding idiot like me can do it….

    www.grababrew.weebly.com/

    #227761

    Bob5
    Member

    Looks great. I’m just missing a fix to the hero mount bug in the editor for DLC races, was that fixed or will that fix come later this month?

    #227762

    Tombles
    Keymaster

    Could you be more specific?

    #227763

    Thariorn
    Member

    I think Bob5 is talking about this
    http://aow.triumph.net/forums/topic/how-do-i-link-leaders-to-a-player/#post-226108

    No Mod, but I try to help - Bane of Cockatrice, a Star and an Onion.

    #227766

    Bob5
    Member

    Yeah that’s the one.

    #227773

    Garresh
    Member

    Short plug here since I’m at work. Tonight Ill be uploading several short introductory videos to cover the basics of nodding. The quality isn’t great but it’ll be a good way to get those of you who want to dabble started. I’ll also be releasing an alpha version of a current mod I’ve been working on for some time, which adds additional “variant” units to each class in a balanced and interesting way. A few tidbits: Sprint Pass Wall assassins are back. An infantry version of musketeers with shields and shotguns. Berserksers which hit for almost 20 damage but have a chance to go berserk and become a threat to friend and foe alike!

    There’s more, but Ill do a more detailed post later. Suffice it to da I’ll be dropping a lot of cool stuff tonight.

    #227782

    vota dc
    Member

    Great I am starting right now the food chain mod.

    #227783

    Centurion-X
    Member

    The ability to add entirely new custom models… is breathtakingly! But I have a significant question: without Steam-service GoG-users can create modes!?

    Our petition to Triumph Studios with the request to add the missing races, including certainly lizardmen (mod tools were done): www.change.org/p/petition-to-triumph-studios - please sign!

    #227785

    Gloweye
    Member

    The ability to add entirely new custom models… is breathtakingly! But I have a significant question: without Steam-service GoG-users can create modes!?

    Only in Beta. When it goes live it’s for GOG as well.

    #227786

    Centurion-X
    Member

    Gloweye, THANKS!

    Our petition to Triumph Studios with the request to add the missing races, including certainly lizardmen (mod tools were done): www.change.org/p/petition-to-triumph-studios - please sign!

    #227787

    auris12
    Member

    Hey guys just curious about how difficult some of the more simple mods would be like changing hero mount/weapon or changing high elves to deal frost damage?

    I have no mod experience so just wondering if it’s manageable

    #227788

    Gloweye
    Member

    Hey guys just curious about how difficult some of the more simple mods would be like changing hero mount/weapon or changing high elves to deal frost damage?

    I have no mod experience so just wondering if it’s manageable

    Pretty easy. Frost damage that is – hero mount aren’t hard either, but there’s a few things to keep in mind, and some weapons are easier than others(default(==starting) weapons/mounts are very easy, but any other options are suddenly a lot harder.) For example, I’m working on the AoW 1 campaign, and Talic, the Dark Elf guy, now rides a Black Horse(base mount of orc heroes) instead of a Unicorn(he’s an elf..currently).

    #227790

    Jolly Joker
    Member

    Victory Rush heals 12 HP now?

    And no change to Deathbringer?

    Hmm…

    #227792

    ExNihil
    Member

    Great stuff guys, thanks a bunch.

    NODE SERPENTTTTT!!!!!!!

    Can I ask that you guys look into that builder change with rapids?

    #227793

    MartyD81
    Member

    O.K., I tried fiddling around with the mod editor a little bit, modified a couple of values (several abilities’ stats, some city buildings’ stats, nothing big), saved the mod and called it a “test mod”. However, there is no “test mod” displayed/highlighted under the User Content menu in the launcher. I can load the mod in the editor, continue to make changes in there but the game does not recognize any changes made because apparently, the mod has somehow failed to load in the launcher. I do not see any scenarios downloaded from Steam Workshop after creating my first mod, either – the User Content menu is completely blank now. Any advice on how to fix this? Thanks in advance.

    #227794

    Tombles
    Keymaster

    And no change to Deathbringer?

    I’m probably gonna regret asking this, but why would there be a deathbringer change? A quick glance over the balance forum and its Necro thread yields no clues here.

    O.K., I tried fiddling around with the mod editor a little bit, modified a couple of values (several abilities’ stats, some city buildings’ stats, nothing big), saved the mod and called it a “test mod”. However, there is no “test mod” displayed/highlighted under the User Content menu in the launcher

    What folder is the Mod’s ACP file in Marty?

    Also, is the “Update” button under user content flashing? I noticed that the user content list is empty when it wants to update.

    Any information you can give about what you did and where your files are would help track the problem down!

    #227796

    Tombles
    Keymaster

    Can I ask that you guys look into that builder change with rapids?

    Is this the ability to build a bridge over rapids with the builder? I remember looking into that a month or two back, because I was annoyed about it. Unfortunately, I was told that trying to change it might break some campaign maps 🙁

    #227797

    ExNihil
    Member

    Yes, I will create an MP balance mod. Hopefully together with Griffith. But I got a PhD to finish, and students to teach :)….

    But my plan is to work in two stages.

    First a general mod that treats all classes by tweaking them, and then to introduce sub-classes by introducing mutually exclusive research.

    I actually hope we could make a community mod here since I really don’t have the tools myself to make a really good mod – I am not an artist myself, I can only tweak stuff and do the balance. And testing it out is after all something for the MP community in general, so I would love some collaboration. When the time is right I’ll make a thread, and lets hope you guys will be up for participating in it.

    #227798

    ExNihil
    Member

    Is this the ability to build a bridge over rapids with the builder? I remember looking into that a month or two back, because I was annoyed about it. Unfortunately, I was told that trying to change it might break some campaign maps

    Yes I made a thread about it in the balancing sub-forum:

    http://aow.triumph.net/forums/topic/builder/

    I dunno about the campaign maps, but it is an issue and it is very very problematic for all classes that are not sorcerer on most maps types basically.

    #227799

    MartyD81
    Member

    My mod is located under “C:\Users\Martin\Documents\My Games\AoW3\UserContent\test mod”. Is this a proper path for storing all user content? Anyway, it seems like restarting the launcher a few times has helped even though the button was not flashing… I can now see all downloaded content including my test mod. Going to tinker with the editor some more. Thanks for your help and thanks for the great modding tools in the first place!

    #227800

    NINJEW
    Member

    i am so happy that razorbows have warcry now

    #227801

    Tombles
    Keymaster

    Yes, that’s right Marty. Your mod file should always be:

    My Documents\My Games\AoW3\UserContent\YourModName\YourModName.acp

    Glad it’s fixed, though it’s kind of worrying it would just vanish like that… We’ll have to keep an eye out for what could cause that.

    http://aow.triumph.net/forums/topic/builder/

    Yeah, I see it. I’ve had similar issues, though I know that some people like the feature. I’ll look into it.

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