![]() It hasn’t extended its tendrils to tickle any deeper fancies either, although I’ll concede that the world is a little weirder and more wonderful than my initial expeditions suggested. ![]() Apart from that there are still some smaller features planned, like a secret spell for the werewolf mechanic or a complete documentation of the mod, so there are still going to be some updates.It's only been a month and a half since I wrote my mega-preview of Age Of Wonders III and spending around fifteen hours with a review copy of the game hasn’t done a great deal to change my mind about its many merits. So there may still be some bugs around which I encourage you to report here. With only the base game + DLC's it is 7!) When using both of my hero mods there are 9 (races) x 3 (professions) x 7 (classes) x 3 (specializations) = 567 different hero setups based on the set of learnable hero upgrades! (With only the hero development mod active that number is 189. – Tigrans: Savannah Hunter/Mystic/Pharaoh Guard – Draconians: Fire Priest/Dragon Heir/Nest Warden – Goblins: Blight Doctor/Pest Keeper/Pyromancer – Orcs: Gladiator/Slavedriver/Voodoo Priest – Frostlings: Frost Witch/Hut Warden/Lumberjack Additionaly at lvl 5, each professions unlocks a learnable spell from among the existing non-class dependant spells. Some of them are abilities from the vanilla game, others come from my racial heritage mod and yet others are entirely new. The new hero upgrades are unlocked by choosing one of three professions and can be learned at levels 1,2,4,6,8,10 and 13. This mod reworks the racial hero upgrades from my hero development mod and replaces them with three different mutual exclusive upgrade paths.
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