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Modpacks » Multiplayer Mod 1.8

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Multiplayer Mod 1.8

Author File Description
Munataros *Added autoinstaller finally
*updated 04.3.2010

Thanks go to GameSpy human creatures.
http://www.gamespyarcade.com/download/

Discussion:
http://aow.heavengames.com/cgi-bin/forums/display.cgi?action=st&fn=30&tn=5273&st=recent&f=30,5273,0,60

All wizards have 7 att, 6 dam and 30 HP. was 8 att, 8 dam and 20 HP
All archers lose strike
All heroes get +1 att and +1 def.
All flyers get floating as well.
Removed fire weakness from frostling heroes.
Resurgence has been removed as a hero upgrade.

New Skill System: You need to pick wizard icon and then choose custom wizard at start of the game to get 3 skill picks. Best skills costs 3 picks, when worst does cost only 1 pick. Also negative skill picks give different amount of picks.

Shrines spell rewards:

Magic: (12)
air elemental; alter node; bind summon; chaos lord; chaos spawn; double gravity; earth elemental; fire elemental; magic fist; summoners aura; water elemental; watcher

Nature: (12)
basilisk; call of the forest; chain lightning; city quake; concealment; dire penguin; level terrain; raise terrain; rejuvenate; spiders curse; spring rains; tremors

War: (12)
anarchy; animate hero; black dragon; city plague; corpus furia; crash gates; fire domain; fire storm; fireball; minotaur; unholy champion; wildfire

Order: (12)
divine storm; enchanted roads; golden age; gold dragon; high prayer; holy champion; mist cloak; purifying water; regenerate walls; resurrect hero; turn undead; water dancer

Changes:

MP 1.8

- Champion guild costs 200 gold, making 3rd lvls faster to make.
- Alter node is 1st lvl cosmos spell, was lvl 2.
- Boats lose floating at silver but get more vision during lvls.

- New wizards with descriptions. (not much altered so they keep balance on)
- Constructor back to one pick (games went too long when ppl didn´t choose it at start)
- Warmage 450 reseach cost, enchanter 350. Sholar and merchant 2 picks, like expander and explorer.
- Doomwolf and sphinx -10 cost, Galley -3 hp and to 340 cost. Tank to 350 cost.
- Chainlighting is 25 mana and more powerful 16/9, bit more researh cost too.
- Heroes stronger.
- Red and Fairy Dragon +1 hp.
- Succubus +10 cost, 140 now. (has drain will at silver)
- Iron Maiden to 160 cost (was 170)
- Lightning immune to Astral Sprites at silver but 14hp.
- Swashbuckler has first strike at start.
- Some new hero names, some item forge fixes.
- Resurgence is now 40/10, Static shield 30/7, Liguid form 18/5.
- Minor upgrades to 1st lvl summon, to make them more usefull.

MP 1.79

- Sphinxes got -1 stats, but drain will at start.
- Floating for ships during lvls, so they can go lands. (brings some variety to game also)
- Rebuilder and tower builder -10 cost, 90 and 70 now.
- Pioneer cost 120, still at siege shop.
- Red dragon +1hp, Orc shaman +1hp.
- Heroes have common names.
- Explorer, Expander and constructor cost 2 skill picks.

MP 1.78

- Quests spell rewards stay same since it´s over 2 hour work to balance them, cos editor reward system menu is badly made. :) Rewards got some unbalance, though not that bad, as said Gold Dragon was greatest abuse before. Warshrine stays at -10g per turn, hopely ppl learn build other shrines too and tactics with them, even when silver medal upgrades are in great use for units.
- Halfling & goblin swordsman got stronger, so possibility to get useless starting army goes lower. (Stabber and peasant will stay same, so they can be made in outposts in one turn)
- Elephants -1hp, charioteer +4mp (like in 1.3)
- Steam Tank 33mp - it´s now fastest transport in UG.
- Life domain and some overland "city dmg effect" spells cheaper. Violent storm is 35cp now.
- Druid and halfling priest can get path of life at silver. (Some other few in gold lvl) (They can return crops to litterlands)
- Racial priests move 28mp.
- 4th lvl price fixes (lords, gluttons, incarnate, lep)
- Some cavalrys back to normal hp.
- Shadow runner -1att, Chieftain +1hp.
- Fairy +1 defence (It´s no longer double gravity immune)
- Nightvisionbraineatingz0mBiEsexist.

MP 1.77

- Water walking to 10/3, was 15/4
- Doom Wolf +1HP, had only 27hp.
- Warlord +1 leadership at start II at silver, tho no III at gold. They were weaker than runemasters.
- Reaper has pass wall and regeneration at silver, stats 13.
- Air galley costs 360, got +4 hp and +1def and res, still it´s pretty weak vs tank or force ship - but it´s flying, cost may prevent "galley pwning".
- Saints, avengers, centaurs, pegasus riders gain bless at silver.
- Incarnates +2 dmg and +1 defence.
- Bladedancers and Butchers -1hp = back to normal values.
- Shipyard +5g per turn, building cost +20g to original.
- Some spell research fixes, mist cloak radius 5 = lvl 3 spell.
- Fixed some wrong descriptions.

MP 1.76

- Research races to 16/0 - they are not supposed to have mana, but the 20 research was too much.
- Crash Gates to 15 mana, was 20. In off 1.3 it was 10. It´s much worse than tremors.
- Hellfire and Sacret Wrath got +1 dmg, not possible to get them in quests.
- Static Shield and Liquid Form cheaper.
- Nomads got 10g at city size - I think it´s the least played race atm.
- Hall of Enchantment needs city size - this decreases the chance that ppl raze/caravan their town when they got Hall of Enchantment.
- Most items made in Item Forge cost less now, this is good thing for PvP and online games - and gives possibility to create mighty heroes.
- Hurl Boulder back to 12/12

MP 1.75

- 4th lvl units cost bit more, most expansive ones in construct races 360g = 3 turns with constructor and ordershrine.
- 90% of melee 1st lvls got +2hp, 2nd lvls +1hp and some "weak" 3rd lvls too, cost stays same.
- Higher lvl summons cheaper to cast - research cost will be same.
- Research races have 10/10 mana/research, instead of 20/0 - balance to the overpower of research races.
- Chanlerer research cost is now 450.
- Masteries research 1000, casting / upkeep costs stay at 600/60.
- Darkland had 20 upkeep, now 10.
- Gargoyle is good unit now and got +20 cost.
- Necromancer got -1 marksmanship.
- Archers/spitters etc +1hp, berserker -1hp
- Champions guild is 220g, instead of 240g.
- some other minor fixes, not much influence to gameplay.

MP 1.7

- Air galley loses fire cannon 3/3 but receives fire crossbow 3/3 in its place.
- Frostling icedrake loses cold strike on silver and gets cold immunity instead.
- Hydra loses the animal ability.
- Gargoyle will get +1 attack and -10 gold. (will be 11 attack and 120 gold)
- Saint will get +4 MP and +1 attack. (will be 32 MP and 10 attack)
- Succubus will be -20 gold (will be 130 gold) and will get vision I at silver.
- Necromancer will get +2 attack, +1 damage, +2 HP, 1 more level of marksmanship and +20 gold. (will be 11 att, 8 dam, 16 HP and 120 gold)
- Unicorns will get willpower at the start and healing at gold instead of silver medal.
Gold dragons will start with night vision.
- Pit guards lose fury at silver medal and gain willpower with silver medal instead.
- Forceship will get hurl lightning 2. That will give it 13 att and 7 dam with no medals.
Wyvern gets gasbreath instead of black breath at gold medal.
-Updated descriptions of frostblowing and flame throwing.
- Gave the zephyr bird grasp -2 at gold. (It had the normal graps at gold medal but that's to powerfull IMO. From the description I think Gandalf wanted to give it a decreased lvl. in mp 1.6) -Frall

Original Ideas:

1. Wizards:
Wizard units should get 24 mps, 40 hps and -1 att, -1 dam, +1 def and +1 res. This will have the effect of making them harder to kill early in a siege on the capital (increased defense and hp), and the reduction in mps and attack stats is needed so they don’t get too useful in grabbing ressources in early game. The low mps will also make them more dependent on other units and on transport units, and thus more nerdy and wizardlike.

- How units look doesn´t mean balance since 40hp would be too much in sieges ot kill the wiz even in 3-4 turns - wiz stay at 30hp with 6/6/8/12.

2."More focus on spells and spell-casting:
I would like spells and spell-casting to play a stronger role in the game. At present, the most important strategy for winning the game is building a lot of powerful units fast and smash your opponent with them. If the attack strength of area damage spells (and perhaps combat spells and even summons) was added, there would be more focus on research and spell-casting in this." -Gandalf

- done in 1.75 (might have 1-2 mistakes:)

PPP = Practice? Practice. Practice!

P.S. didn´t found the changes of the oldest versions of MP, but 90% of all chances are listed here.


-Munatar
Pages: [1] 2 » Last »
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
Overlord2 - All wizards have 7 att, 6 dam and 30 HP. was 8 att, 8 dam and 20 HP
Decreasing Wizards stats was very bad idea :P;
Strong incarnates are bad too;

-- Research races to 16/0 - they are not supposed to have mana, but the 20 research was too much.
That's a bad move too, 10/10 was good idea.

- 4th lvl units cost bit more, most expansive ones in construct races 360g = 3 turns with constructor and ordershrine.

They were hardy built at 300-330 cost, not speaking of 360. Very, very bad...

[Edited on 10/09/08 @ 12:40 PM]

Munataros
File Author
Wizards been like that many years, tho I´m ok with higher stats and 20 hp. I think it´s very low difference in QC battle - either way. Main point is that wizard stays alive bit longer in capitol fight.

As said, a research race´s purpose ain´t to get mana at all, it´s like gold race having 10/10 gold/mana :) Now, again, you can see that your research is higher in game and spells learned faster - 10 research was useless imo.

Production races got best units also (tank, glutton, lord, galley) - tho they will lose their advantage to mass them with silver medal in 3 turns as they once were able to - it was overpower - as they can kill almost 2 weaker 4th lvl. But these prolly need more testing, like incarnates too.

[Edited on 10/15/08 @ 03:20 PM]

Griffith Munataros, maybe you should clarify that this mod is a multiplayer mod.. People who play mainly singleplayer might prefer different things.. Anyways, I think changes on wizards, research races and lvl 4 unit costs are fine, and are now better than in vanilla 1.3 or 1.4 for example.
Munataros
File Author
Yes it is a multiplayer mod. This also works in single player random maps, problem is that campaigns or custom maps don´t work, which SP players may prefer.

[Edited on 01/13/14 @ 11:16 AM]

Overlord2 I play mp games in small community and we mostly use 1.7 version, which is quite good imo.
About wizard stats, generally 7-6-30 it is ok, especially increased health, and everyone still uses wizard for resource gathering in first 10 turns of game. However if the capitol besieged better wizards stats say 8-7-30 would be preferable.
We mostly play medium maps, and games are ended on level 3 and maybe couple of level 4.
So making level 4 cost 360 has several flaws: 1st just it is much expensive - you can't physically find so much gold to pay 360 for it.
2nd - 2 units of level 3 will be better than 1 unit of level 4 with the same cost;
3rd - races w/o construction bonus will be affected too much. Sometimes they can hurry level 4 to be built in 3 turns. Now it won't be possible.

> -When explorer, expander and constructor in 2 picks, decadence and burecrat gives 2 picks also. Technophobe gives 3.
Personally I think only explorer should cost 2 points. But if so many picks are made 2 points - how about making scholar two points as well?

[Edited on 11/02/08 @ 11:51 AM]

Munataros
File Author
Problem was 4th lvl rushes too early in earlier games on larger community which is dead nowadays. Now coming other thought after playing some players with your community, 4th lvls are all 300 cost. Also the champion guild is 200 cost to making this mod bit more fast based.

[Edited on 09/03/11 @ 01:57 PM]

Overlord2 After playing a few mp games in 1.8 what can I say:
is seems extremely counterintuitive that the picks were increased to 2 points weren't accompanied by the respective increase in research cost, which stayed on previous level, i.e. 500 or so. It should be increased to 1000 or it loses sense.
2nd - many new heroes, which don't seem to balance game at all. I'd say evil races are overpowered now with many heroes, which have inherent death strike....In original (or 1.7) only 1 or 2 had...

[Edited on 11/29/08 @ 04:59 AM]

Munataros
File Author
You might be right about some evil heroes, they are bit undone yet, prolly gona make all heroes stronger overally. And all Undead heroes have death strike in upatch and 1.7.

There´s new skill system check above the thread

((( Though I disagree the expander/explorer/scholar/merchant cost to be 1000, don´t think they´d be reseached anymore then, as spells research generally less - 550 will work fine with em :). If picking technophobe, burecrat or decadence at start you can get them straightway. Thx for tests, some still have interest. )))

*new update done
-Heroes stronger.
-Red and Fairy Dragon +1 hp.
-Succubus +10 cost

[Edited on 09/03/11 @ 02:07 PM]

Violet Lev muna, you are mad like griffin, if mod is updated, it needs new version. for example, i have a mod and want to play with friend who has not it, so he downloaded mod 1.8 and we got incompatible resourses for unknown reason.
Overlord2 [q]Though I disagree the expander/explorer/scholar/merchant cost to be 1000, don´t think they´d be reseached anymore then[/q]
Of course. Otherwise what is the point of making picks cost 2?? It will make sense to take them in the beginning if it costs 1000. Otherwise its easier to research them later. Now it doesn't make sense to get them from the start.

[Edited on 12/03/08 @ 03:06 PM]

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HGDL v0.8.2

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Downloads:1,169
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Size:532.59 KB
Added:09/29/08
Updated:03/04/10