Age of Wonders: Planetfall – Dev Diary #17: The Kir'ko Faction Unleashed

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Do we know the range of this thing?

Flying + Ranged = OP? :) :O
 
Well I know in all the aow games, mobility ended up being the most powerful characteristic, arguably, so races and classes which had flying were at an advantage.

Edit - and I think the only flying/floating + ranged units in aow3 were fairies, which meant you rarely found them and they had no class benefits...
 
The game is mainly about range unit, so kite potential is a lot lower, so I don't think flying + range will be that big a deal. And if it's really a problem they can just limit there ability to take cover to compensate.
 
The game is mainly about range unit, so kite potential is a lot lower, so I don't think flying + range will be that big a deal. And if it's really a problem they can just limit there ability to take cover to compensate.

Tactically flying was dealt with easily enough.

And yeah if nearly everything else is ranged then it might not be an issue.

That said I think we were told true flying is returning.


Strategically it was a real game changer.
 
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With regards to Psionic damage and mechanical units, you need to look at it from 2 perspectives:

Lorewise: Psionic powers do not interact very well with inert (i.e. non-living) materials. This is a double edge sword, on the one hand trying to protect yourself with these materials is pointless, since the psionic power tends to go straight through it. On the other hand, however, for something which is mainly made of these materials, actually affecting that thing just doesn't work very well. This is represented in game by mechanical units having a large (4 atm) resistance to psionic damage and effects. Most mechanical units do have living crew, so the status effects will work, however they are still resisted due to the difficulty of actually making contact with those minds (the psionic attacker can't easily "see" thje mind inside the machine). Robot units have the "mindless" attribute, which makes them completely immune to those status effects (though you can still damage them with psionic power).

Mechanically: Psionics powers are really strong: Bypassing armor gives a huge bonus against half the units in the game, while psionic debuffs (mind control, panic, etc) can have battle winning consequences. We need a counterbalance to stop them simply outclassing everything else, and limitations against mechanical units (about 1/3 of the game's units) is a good way of doing that. Right now, this is just done with the resistance, in the future we might make them immune to psionic status effects too. It all depends on how balancing goes during the beta.

As for biochemical attacks, they are effective against mechanical units, there are no special resistances or anything. However, most biochemical status effects are things like Poison and Disease, which do not work against mechanical units. This makes biochem very good at damaging machines (especially with the arc damage mod), but not very good at manipulating them.

The end result of this is that Kir'ko are just not very good against mechanical units, they do have options, but a smart player may want to pick a secret tech that gives them an extra boost in that area.



No, Commander's are the Kir'ko elite, and the males have been genetically modified to allow use of psionics!
Do arc attacks have some limitations too? They should have some if they are so good vs mechanical units. What about kinetic and thermal damage?
Will changing damage type also change effect? Will biochemical attack still cause poisoning after you change it to arc damage with mod?
 
Arc is not very good against wildlife. Mineral enemies, Plant enemies and Ethereal enemies all resist arc damage, so fighting against Psifish (Ethereal), Psynumbra (Ethereal), Growth (Plant) and Amazon (some Plant) is tricky. Assembly units also resist arc, and Amazon have access to a powerful arc resistance unit mod. Also, Arc weapons can't be modded to use different damage channels, so you can't work around your limitations as well as other weapon types can.

Thermal is resisted by mineral, and Promethean units. It is also one of only 2 damage types which isn't resisted by Ethereal units (the other is psionic damage). Plants are also weak versus thermal. Laser weapons are also stuck without damage switching mods.

Kinetic is only really resisted by Ethereal units right now. It's kind of a baseline which works on almost everything.

This is how things are now, as we move towards doing the beta. It's possible all this will change because testers feel that Arc/Thermal need more limitations.
 
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"where a thick globe spanning Growth harbored man eating flora and a priceless neuroactive Nectar."
"Growth".
I only just noticed that. Sneaky...
Terratech must have loved finding that planet.
 
Really? Cool! Must have missed that where did you get that from?
Arc is not very good against wildlife. Mineral enemies, Plant enemies and Ethereal enemies all resist arc damage, so fighting against Psifish (Ethereal), Psynumbra (Ethereal), Growth (Plant) and Amazon (some Plant) is tricky. Assembly units also resist arc, and Amazon have access to a powerful arc resistance unit mod. Also, Arc weapons can't be modded to use different damage channels, so you can't work around your limitations as well as other weapon types can.
(bolded the relevant part, even if it didn't pop out very much while bold)

It's actually just a few posts up on this page. ;)