This is meant as a patch for Age of Wonders-Shadow Magic. The aim is wide acceptance by the AoW-community. These changes are intended to become your default.
Check the FAQ on the main discussion forums for more information. Here is a idea of what it does:
Especially for the multiplayer community (online and pbem), small balance changes can have significant effects and can keep the interest in the game healthy and alive on a competitive level.
Balance changes are modest and strongly in line with the standard version. Consequences for all types of play are taken into account (Online, pbem and against the AI) and are aimed at promoting unit diversity and the use of creative strategies.
* Changes to units.
Balance changes to fix under- and overpowered units/races. Unit abilities may also be adapted, and expanded (entangle strike, gas breath, extra strike, healing-2, leadership IV).
* Changes to spells.
Removed spells that did not work and tweaked over- and underpowered spells.
* Changes to heroes.
Implemented small changes to upgrades and make the classes play more distinctive (like giving warriors more hp, most existing mods have already addressed this). Increased their role on the battlefield.
* Changes to quest rewards, (recruitment/ city/ income) structures and their defenders.
Changed the effects of structures that did not work (archon special building) and tweaked any over- and underpowered city buildings or rewards (made the item-forge more competitive, for example). Rebalanced shrines and rewards!
* Racial Priests/Monks.
This meant the replacement of some of the current monks and priest by graphics and abilities that suit the race better.
These are the units created by the monastery. For example, this means that a dwarven priest will look like a dwarf and have mountaineering.
* 4 new wonderful Maps.
These are maps that will come with the patch. They will show some of the new editor features that will otherwise not be available when playing the game. They are made by some of the best mapmakers of the community.
Especially mapmakers and single-players are treated the most with these additions. Note that none of the existing possibilities are altered or changed. These changes can be considered as bonuses and have no effect on playing existing maps. Mapmakers can add them at will, the advantage is that a lot of work by fans and hidden opportunities of mapmakers will now be directly supported and easily accessible by everyone!!
* Adds new units.
Over a 120 new units, either recolored or remade! Only the very best made it in and were judged by a Jury!
Criteria would be that they must have a professional and authentic feel!
* Adds hero portraits, item pictures and additional event images that will now all be supported by the game.
* New looking (TC)-structures and terraintiles.
This will mean the addition of new terraintiles and recruitment structures, like iglo's or inns. We will also have new Healing Houses, dungeons, income structures and ruins to explore! Not to forget the tons of new terrainfeatures!
This means the:
- refinement and elaboration of existing descriptions for abilities/spells and structures.
- The making of unit descriptions for the extra units.
- The translations into different 3 different languages (German, Polish and French).
**********THE CORE TEAMS**********
* Balance Team
This team was responsible for the balance changes made to the units, cities and spells. The composition is similar to the one involved in the balancing for the original game.
- Evil Roc
* Unit/structure design Team
This 'team' created the extra units and structures for the game!
- King David
* Technical support
* Writers- Team
This team wrote the descriptions and translations for units that are new to the game (priests, editor units). Unit building-descriptions are also be adapted!
- King David
- Knallwinkel (German)
- Alrik Fassbauer (German)
- Final Bolt (German)
- PawelS (Polish)
- Hatifnat (Polish)
- Valenhart (Polish)
- Fromage67 (French)
- Bardiel (French)
- Carmina (French)
* Authenticity Jury -Team
This jury decided whether new unit graphics will enter the game. They also provided feedback of the units. This was done by means of voting!
- King David
* Mapmaking Team
This team made the maps that are shipped with the patch.
- King David (Return of the Lizards)
- Swolte (Return of the Lizards)
- Horza666 (Choice of weapons)
- The_Stranger (Baffled Intentions)
- The_Groll (Secrets of Marlenia)
There are a lot more people that have contributed to this immense project that lasted 11 months from start to finish!
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|Author||Comments ( All | Comments Only | Reviews Only )|
The new maps posted are all very well done and mostly challenging. No technical problems with any of them. I was able to win all of them but two only after a long hard haul.
I really enjoyed Return of the Lizards (except for the very start) and Secrets of Marlenia. They both made me think to come up with a strategy that would be successful.
Choice of Weapons was too easy with default computer AI assigned and fairly restrictive in how it had to be played.
Baffled Intentions was too busy for my tastes. It became hard to see where you are going and what is on the map. Maybe it is just my older eyes.
edit: remove comment as I felt it didn't belong.
The "Knight" is way over powered and historically not accurate... In the Middle Ages the archer was the scourge of the Knight and is the main reason the knight disappeared from the battle field..
Even in such fantasy as the "Lord of the Ring's" the archer held sway. It only took one archer to bring down the Elephont which in turn was taking out hordes of horsemen, only vast numbers of mounted horsemen could withstand the archers assault..
The treatment of making the Knight's defense, againist archers, the same as he has againist Dragons is uncalled for and way over powering in the seige of a town! Actually that defense should be againist the foot soldier as that is what the knight held sway over not the archer!
IE: 5 archers, 1 swordmen againist 1 Knight..
from the breaking of the gate the Knight took out the swordman and then one archer per turn.. Over the course of the battle the archer's did a total of 4 points of damage to the Knight, whereas if this had been real one 1 arrow would of stopped the knight!
All you math wizard's can figure out how many total shots the 5 archers had at the knight over the time the the battle took place and this is not counting all the shots they had prior to the gate falling!, oh wait you can't as it took 2 or 3 turns to get past the gate!
When I patched to 1.4and prior to the patch closing another patch opened up "UGPM 1.5" what
did it do?, and was it supposed to happen? I may have the letters out of order and I downloaded the patch from this site..
[Edited on 01/06/06 @ 09:04 PM]
Yes, the UGPM was correct, this is what makes extra units.
Historically, the age of the Knight did not end with the coming of archery, but with gunpowder. Archery was around before that a long time! Except for specifically, very well trained archers (it took years to learn and shoot a bow and arrow with a strength able to penetrate the thick armor: the late middle ages was also a time of specialization and professionalism!), the knight would be better (or as well) protected from projectiles then many other a soldier.
The weakness is in the resistance, that is low. The speed of the heavy knight is also lowered.
Not allowed to put a rating down but it would have been a 5. of course.
Looking back, as a user, after a couple of months I cannot image Age of Wonders without the upatch.
My pbem's (especially on custom maps) have become much more interesting as new structures and units add more strategic depth and atmosphere! I also get great enjoyment from all the small little details that were added. For example, I often check in the unit description for medal upgrades, for example. This sometimes even affects how I play the game! I even find myself annoyed when I can no longer do that in the occasional v1.3 game. Same goes for racial priests! It was just plain wrong to not have them added in the first place!
Online gaming seems the only 'branch' that hasn't profited from v1.4 directly, but indirectly, though, I think the wide variety of mods have made it a more colorful experience although it takes a bit longer to choose from all the excellent mods.
As a mapmaker, the new additions are truly the best part of the entire project! Especially after making an XL map, it is hard to come up with new ideas. More variety in areas can now be achieved relatively easy. I think we've only still seen the tip of the iceberg on what is possible to do with the 'new' editor.
Do you have any screen shots of the new units?
Yes, well, you can see them when you open the editor. Install the patch and open the new maps that come with it, and you will see them as well.
Basically, any new map made makes use if the new units.
In a couple of weeks the page will be updated at HG and the new units will show with picture!
thanks for your quick answer - looking forward to installing it tonight!!
Well it obviously gets a 5, it is a wonderful patch with so many mapmaking opportunities and great new ideas I can't say enough how well made and incredibly useful patch is. Cheers to everyone who made it.
Just one thing, when i downloaded this patch a while ago, it seemed that I could no longer play online multiplayer against my friend who also had the patch. After uninstalling SM for more space on my computer, and then reinstalling it recently for the purpose of playing online, I am not sure whether to try the patch again.
[Edited on 12/28/06 @ 02:35 AM]
You both need to have 'default' selected in your setup in order for the resources to work.
Also, on the startup-screen, check if you both have the patch installed in the lower right corner.
The best way to make sure is not to reinstall the entire game, but to patch the game again.
Send me an email if it doesn't work as it is a pain for me to see a mapmaker like you still using the standard resources.
i'm using mac for my work and i can't run the game using crossover for mac with the original cd what i bought.
there is an issue on nonwindows computers:
Has anyone some experience how to make this game run over crossover for mac?
[Edited on 01/13/07 @ 01:26 PM]
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