Age of Wonders: Planetfall - Dev Diary #65: The Oathbound Faction

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The regen doesn't give tactical hp heal, it just gives partial resurgence. As of now, without trying the oathbound myself, i'd rather pick other skills

I just checked again the stats of the vehicle available at the start, it appears the warlord has t3 unit stats, at least in terms of survival capability. The regen maybe quite a good skill if you take that warlord, maybe it's actually great skill if we build the hero as melee champion, like taking a bit bonus hit point and melee damage maybe. Then again, this is just speculation

I would rather take a skill that I know what it does, than say "This one looks good" just based on the name. We know what the FRD does, so for now, it is the best option. Maybe the others would be better, but until they reveal what the other skills do, they are pointless. Would it be worth taking that skill over a colony lord skill? Maybe not, but I find that the Colony Lord skills are not worth it until the throne is online, so you can get the second benefit without the hero being in the colony's domain.

Not to mention, the OathBound are clearly meant to be melee oriented, by design, so obviously it would make sense that a skill that would benefit a melee build you are likely to go for would be a good skill to get.

We also do not know what levels the skills are locked to. Perhaps FRD requires level 4, which would alleviate my issues with it.
 
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So... what do you all think? Would we have an opportunity to ride not only those battle-suits but also T3 battle-suit flyer from the first dev-diary?
 
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I believe so. It is a battlesuit, and not T4, so I am certain we can pilot it.

But also, to those who are trying to convince me that regen is not the best, I never said it was S-tier OP, just that it was a bit powerful for the cost. Regen, For an Oathbound Hero, is definitely a good option, like Regeneration Carapace or the Reassembly modules for their respective factions and Parasitic Symbiosis for Xenoplague armies. Certainly there will be better skills you can get, but those are either higher in cost, or require higher levels to get, so they should not be counted as better. Without the level requirements, we need to consider this skill is level 2/start unlocked, making it within the T1 research.
 
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As others have said above. But i'll add that it probably has deeper references. Anon is one of the wizard, or we can say commander whose starting race is archon.

If i remember correctly, Anon is the most diplomatic of all archon commander, tied with gabriel (another archon commander). Archanon, archon and anon? Or Anon's version of archon.

The oathbound theme is very similar to anon led archon. They even have a doctrine that only works if they are virtuous.
He's the Archon representative in the Wizard's Circle and one of the two Life wizards in the Circle.

He's one of the few wizards who stayed loyal to Gabriel (noting that some of those that weren't in the conspiracy still went rogue, such as Arachne and Artica). He shows up as a potential ally early in the Wizard's Throne campaign, and after Merlin gets framed by Serena, it's Anon that helps him to escape. He also shows up briefly in Shadow Magic, being generally friendly to the protagonists but reinforcing that while he approves of Phobius being brought down, there should not be reprisals against humanity in general for Phobius' actions.

His fate after Shadow Magic is unclear, although there is at least one indication that he's been deified (or at least canonised) by some Theocrats, and he probably left Athla along with the Archons. He does not appear to have any shrine devoted to him (IIRC the Shrine to the Guardian Angel is more of a Serena reference, and generally speaking the shrines are part of the Shadowborn plot and I don't think any of them are to wizards that were fully loyal to Gabriel).
 
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I would rather take a skill that I know what it does, than say "This one looks good" just based on the name. We know what the FRD does, so for now, it is the best option. Maybe the others would be better, but until they reveal what the other skills do, they are pointless. Would it be worth taking that skill over a colony lord skill? Maybe not, but I find that the Colony Lord skills are not worth it until the throne is online, so you can get the second benefit without the hero being in the colony's domain.

Not to mention, the OathBound are clearly meant to be melee oriented, by design, so obviously it would make sense that a skill that would benefit a melee build you are likely to go for would be a good skill to get.

We also do not know what levels the skills are locked to. Perhaps FRD requires level 4, which would alleviate my issues with it.

At this point, no one knows whether in practice the frd is the best option, i bet it all depends on map settings and of course secret tech and other combinations.

Like i said, for example if you pick t3 vehicle (the warlord) as your commander trait, you get t3 unit right at the start, with a few investment on hit points and/or melee dmg, then the FRD is surely great skill, again this is just a speculation and only considering a small context

If for example you pick the warden vehicle which is ranged, then the value of FRD is lower than in previous case

Then there is also other skills. We never said colony lords, but other skills than these can be of higher value than frd depending on combination of settings

No one tries to convince anyone in this topic, we are all merely states our opinion. Which in this case i regard pointless until we play it ourselves, though if we want to continue to entertain ourselves in this pointless endeavors then be my guess
 
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The models look great and the mechanics are very intrueging.

I also like the knot to asimovs the foundation series and the psychohistory involved in it.

But so far my original critisim is still standing.
I still think, that psychohistory or statistical precognition are great as a secret tech. But they lack the impact to be its own faction in my opinion. Especially when they still have so many overlapping themes with the vanguard.

I would have like to see something more unique as a new faction.
 
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The models look great and the mechanics are very intrueging.

I also like the knot to asimovs the foundation series and the psychohistory involved in it.

But so far my original critisim is still standing.
I still think, that psychohistory or statistical precognition are great as a secret tech. But they lack the impact to be its own faction in my opinion. Especially when they still have so many overlapping themes with the vanguard.

I would have like to see something more unique as a new faction.


Not to disparage your thoughts in any way, but perhaps wait and play the new faction first?
 
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Not to disparage your thoughts in any way, but perhaps wait and play the new faction first?

Oh I will definatly play this faction and I am actually looking forward to have my concerns disproven. Its just healthy sceptism.

When the heritors were announced I thought they felt too unique to be just a secret tech. And after I played them I still think so. I believe they would have prospered more as a unique faction.
Thus I am afraid to see an inverted repitition of this. That something that would be great as a secret tech becomes less-than-it-could be as its own faction.

Against the mechanics or gameplay features I have nothing. And I love the style and admire the efforts of the developers. And overall I am happy about this expansion.
 
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The Oathbound really do feel like AoW Archons, both in their design and way of being. I honestly love the mech design. BTW is it just me, or is Fatalism simply a death sentence? +100% chance to hit for 2 turns makes it feel insanely powerful.
 
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The Oathbound really do feel like AoW Archons, both in their design and way of being. I honestly love the mech design. BTW is it just me, or is Fatalism simply a death sentence? +100% chance to hit for 2 turns makes it feel insanely powerful.
These debuffs might be dispellable (or eventually made dispellable in future patches after Star Kings launches) but who knows? A lotta other debuffs that logically shouldn't be removable like Shakarn's Analyzed can be cleansed as well.

It definitely really sucks when it hits your high evasion units though but I don't think damage sponges with high health and resistances but low evasion are gonna' care as much. And melee ignores most evasion ever since the T-Rex or Stegosaurus patch anyway so it's kinda wasted with at least half of the Oathbound main roster.
 
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The Oathbound really do feel like AoW Archons, both in their design and way of being. I honestly love the mech design. BTW is it just me, or is Fatalism simply a death sentence? +100% chance to hit for 2 turns makes it feel insanely powerful.

With a ranged faction? Deinitely. But given how accuracy usually isn't a problem with melee, it's kinda there (I presume) to cover more ground for those few ranged attacks options, which is to manage to hit in the first place, to make more of their attacks count when there's a smaller window of them getting attacks in since the other units will need to reach melee. Or those occasions where accuracy debuffs are used. It'll be curious how it may play with certain NPC factions or that option to go Seer build.

Just a guess. There's several tools they're given that are insanely good taken out of context, particularly the Seers, but I'm sure to make a very heavy melee faction work you need these to cover a very big weakness and give you the tools to strategically work around them.
 
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I agree, this buffs/debuffs are probably there to balance out the Oathbound range limitations. But in GE this will be exploited :D Probably one of the reasons devs were'nt able to properly make GE with a multiplayer mode :D

It is really interesting how they will handle this melee-oriented faction concept. I think our forum balance specialist will quickly grind this faction through their evaluation :D
 
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I don't think they are similiar to Vanguard. Playstyle is totally different (the most melee focused faction vs the most ranged focused) same with lore, estetics etc.
 
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I don't think they are similiar to Vanguard. Playstyle is totally different (the most melee focused faction vs the most ranged focused) same with lore, estetics etc.

From a playstyle they are different. But otherwise there are huge overlaps. Both are remnants of the star union that want to reestablish it in some form, both are "pure" humans without huge divergents, both value militarism and heroism etc.

The major difference is the use of psychohistory by the oathbound, and thar their tech looks shinier. Otherwise they are lacking unique substance.

As if the sharkan would only have their infiltration abilities as a unique fetaure but were otherwise just regular humans, not even a subspecies like amazons or dvar are.

At least these are my worries now. I hope the dlc will convince me otherwise.

Edit: A version of oathbound I would have less scepticsm about could be the following:

Instead of being humans the oathbound could once have been administrative A.I.s independent of CORE. As such they still analysed data of hundreths of Planets and the social developments of thousands of years. They then want to use this data to recreate a new society, under the assumption they know better what to do due to their data sets. Making it a zeroth law rebellion (A robot rebellion with benefical intend by the robots)
But instead of total control ala CORE they manipulate you only so slightly, that you follow their plans without realizing. And if you diverge, they form corrective measures.

For this purpose they created robots and mechs in human design that shall emulate paladins, angelic figures and gods. And they appeal to hope as a primary human driver as it is a very strong human driving force.

This way they could keep all the gameplay and aestethics, but were a far more interesting and unique faction. At least in my opinion.
 
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I Just thought of something. I wonder if Synthesis will be a good secret tech for the Oathbound. I mean, we know Heritor will be good and Promethean seems like a good option, but which STs will be the more synergistic than others is the question.
 
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Cannot describe how much I'm looking forward to
  • bringing these LARP'ers back to the brutal reality of modern war with Vanguard
  • letting these great servants of humanity do what they do best---serve---as Indentured
  • observing the Alpha Strain adapt in this next stage of its evolution
  • deceiving the idealistic with lizard agents, whatever their cute computer tricks
  • lureofthedark.jpg
And, you know, will probably have some fun playing as them too.

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For reals, though, gj Triumph. Really excited.
 
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The designs really reminds me of the mechs in Gun X Sword, loving it.
This new faction kinda feels OP though.
Will the old races get updates? New mechanics and features., like CA does with Total War: Warhammer. They feel outdated and obsolete compared to the cooler newer factions.