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Hiliadan

Major
Jun 17, 2018
614
6
This thread is here to collect feedback on balance and bug reports.

A list of all the bugs fixed during closed beta (and the first 13 months of open beta) can be found here: https://forum.paradoxplaza.com/forum/index.php?threads/shadow-realm-–-closed-beta-tests.1119321/

List updated on 19 January 2021:

Bugs and major things to correct
RMG
– These errors cause crash when generating the map and seem to be linked to the Shadow climate (no crash without the SR RMG mod):
[ERROR]Assertion failed: "pType!=NULL"
Message: Can't assign a NULL type!
d:\source.aow.steam\creator\gc\source\hexworld\materialworld\GCMaterialHexCellData.cpp(155): (click to open)
It's talking about a "HexMap Random Decoration Type" or a "HexMap Mountain Decoration Type" being missing. The RMG says "Give me a decoration type for this theme and overlay, with this identifier." and it can't find one.
[ERROR]Assertion failed: "(FOverlay->GetGeoType() != eHexLGGeographicType_Land)||FOverlay->GetAllowObjects()"
Message: Structure on invalid terrain detected: Visit - Shadow Portal Entrance. Position: (104,4).
d:\source.aow.steam\aow\aowc\source\LevelGenerator/World/HexLGStrategicWorld.cpp(80): (click to open)
It's complaining that a Shadow Portal Entrance is being placed on a Land hex which isn't allowed to have structures on it (specifically, the "AoW LevelGen - Overlay" for the hex has gotten Allow Objects set to false).
The coordinate means column 104, row 4 (both count from 0).
[ERROR]Assertion failed: "lThemeOverlayIDList.GetCount() > 0"
Message: <-(Yep this bit was blank)
d:\source.aow.steam\aow\aowc\source\LevelGenerator/World/HexLGStrategicWorld.cpp(91): (click to open)
This is complaining that there are no decoration types defined for a particular theme/overlay combination that it's interested in placing. For example, maybe it tries to look for decoration types for Shadow / Dense Vegetation and it can't find any.
RMG - Shadow Gates can spawn on water on the surface layer (water hex and surrounded by water hexes; they should spawn like normal Cave Entrance on land)
RMG - Missing the following sites on the Shadow layer: Sword of the Ashen Rose, Castle of the Lich King, Maelstrom
RMG - Not enough Dwellings spawn on the Shadow layer: should be 1 on Small, 2 on Medium, and to calibrate on Large maps.
RMG - the number of Shadow Gates is independent of map size (it should scale up or down based on map size)
- Shadow Gates on Water lead to unsolvable combats when attacked by an enemy on the other side through the Gate. On manual, the defending units (including ships) are displayed on dry land before the lack of attackers triggers autoresolve.
DEVS – Switching the RMG mod ON or OFF consistently crash the game whenever you try to generate new random maps. See http://aow.triumph.net/forums/topic...-after-deactivating-a-mod-adding-a-new-layer/
RMG - Gemstone Mines are sometimes generated in clusters of 3, see https://www.my-league.com/games/273...0190430_SR-RMG_3-Gemstone-mines-clustered.jpg
RMG - Long narrow (1 hex) paths are still generated with nothing for many turns, see screenshots https://www.my-league.com/games/273...dow-Realm_RMG_long-paths-to-nothing-in-SR.jpg and https://www.my-league.com/games/273...w-Realm_RMG_long-paths-and-no-sites-in-SR.jpg
- Storm Priests can't summon Wisps when immobilized (but they can still use ranged attacks), cf. https://forum.paradoxplaza.com/foru...ormpriestcantsummonifimmobilized-jpeg.497648/
- Shadow Burst (racial T3) can affect friendly units (should not)
- Generating a map without surface (only UG and Shadow layer) on Land or Continent does not generate a Shadow layer but instead a surface + UG layers


Intermediate issues
- TC_CITY_ARCHON_FOREGROUND.CLB and TC_City_Archon_Background.clb are apparently not linked in the .acp
RMG - the Shadow Realm is between the UG and Surface when you click on the arrows on the mini map to switch between layers. That would seem more logical for it to be above Surface
- Lost Privateer: https://age-of-wonders-3.fandom.com/wiki/Template:Hiliadan/Lost_Privateer Assassin's Strike's and melee strike's damage needs to be corrected. Medal damage bonus also need to be updated.
- the SE city in ruins' TC map lacks decoration: https://forumcontent.paradoxplaza.com/public/451408/aow3_SRCE_tacticalCityRuinsUnpassableHex.jpeg
For instance under these conditions:
[00:03:15][WORLD_ACTIVATE]BACKGROUND SLOT: Inner North East = Fertile Plains
[00:03:35][WORLD_ACTIVATE]BACKGROUND SLOT: Inner South West = Fertile Plains
[00:03:35][WORLD_ACTIVATE]BACKGROUND SLOT: Outer North = Fertile Plains
[00:03:35][WORLD_ACTIVATE]BACKGROUND SLOT: Outer South = Fertile Plains
[00:03:35][WORLD_ACTIVATE]Searching for an environment record! Material: 'Fertile Plains' Layer: 'Shadowrealm Layer' Theme: 'Shadowrealm - Theme' Race: 'Shadow Elf - Race Definition'
[00:03:38][WORLD_ACTIVATE]Using environment record: Shadowrealm_Env
[00:03:38][WORLD_ACTIVATE][TC-Map Appearance] Reverb settings: (null)
[00:03:38][WORLD_ACTIVATE]ENVIRONMENT: Using environment set AOW_TC_BLIGHTED_FERTILE
[00:03:38][WORLD_ACTIVATE]ENVIRONMENT: Using sky dome Bli_Fertile_Skydome
- the Beacon of Light's TC map on the Shadow Realm climate lacks decorations (many invisible obstacles). See https://forum.paradoxplaza.com/foru...r_scen2_beaconlightinvisibleprop-jpeg.497574/ and https://forum.paradoxplaza.com/foru..._scen2_beaconlightinvisibleprop2-jpeg.497575/ and https://forum.paradoxplaza.com/foru..._scen2_beaconlightinvisibleprop3-jpeg.497576/
Same for the Tundra non-walled city defense (at least one invisible obstacle, next to a wagon). Wizard's Tower Ruins also has the issue. So it might be linked to missing obstacle definitions for the Shadow layer.
- The priority of Spawn Larva seems inadequate: the AI decided not to use it whereas it ended the turn above a corpse and it costs no action point so it should definitely have used it. Could someone please report on how it's currently set up? (maybe screenshot) It apparently needs tweaking.
- the TC map when a fight occurs above a Foundry is the one from the Dungeon. Might be more appropriate to choose another one.
- incompatibility with the PBEM & SP balance mod: the Clear Rapids Avatar skill does not start researched when the SR mod is being used (it should): would be good to identify the cause of the incompatibility and fix it
- Iddle animation loops too fast for Ancient Cockatrix (both on the strategic map and in the unit panel).
It looks like there's virtually no "still" phase in the loop.
- Transform Mana Node reportedly does not work on the Shadow layer (to be confirmed)
- Monument to the Ashen Rose needs to be associated to "Exploration scaling" and not "Treasure scaling"
- Mithril Mine needs to be associated to "Exploration scaling" (currently no "scaling"), same for "Groups of three Treasure Site clusters"
- living archons give undead archon units as quest rewards


Minor issues
- Lightning Sprites "Static Discharge“ is by default in "attack mode" and cannot be used as "move and attack“
- A property showing the number of turns a Lightning Sprite has left before dying should be displayed. [the property is still not displayed; no technical solution found so far]
- for the living Archon Dwelling, the dwelling areas outside the central hex (Necro districts) should be replaced too as they look like Undead Archon areas.
DEVS - Shadow Climate Dense Vegetation transformed to Barren by road building or other looks like cut down surface Dense Vegetation, cf. https://i.ibb.co/MCnNG0w/226840-20181207234442-1.png This is because the game has only one model for crushed trees and no way to make it climate specific, see https://puu.sh/CAOHJ/b8bc6c0891.png.
Model - Glass Furnace' texture appears green whereas it should appear blue/cyan, see http://aow.triumph.net/forums/topic/shadow-realm-brainstorm/page/37/#post-280481 As a consequence, we used the base "orange" texture from Magma Forge.
- another tactical map is needed for the Archon Dwelling
- the battlefield enchantment Shadow Weed Decoction for Celestial Pools lack an icon (should be the one from Shadow Weed Decoction)
- SR Crystal Tree: SR Enchanted Armory in-game description (when on the strategic map) links to Magic Academy in ToW instead of actual Enchanted Armory (or rather, to the first entry in ToW?). This is also true for almost all the MCU introduced by the SR expansion.
- Eldritch Altar's description lacks the "Unlock Elder Eldritch Horror" line
- Elder Bone Dragon should have a higher stack priority than Bone Dragon (currently Bone Dragons lead stacks)


Other "to do"
- list sites that give bonus through Sanctified Sites, etc. as Treasure sites in their description.
- diversify Mithril Mine's defender set (currently only Lesser Earth Elemental)
- consider changing the tactical maps for Forgotten Thrones to those of Lost Library
- write a game concept page for Shadow layer and add it to the ToW
- rework the defender and reward sets of the 3 Decodence sites included on the Shadow layer
- decide whether we should have Raven Keeps and Monument to the Ashen Rose on the surface and UG layers, and Circus on the surface layer? The initial plan was to only add Mithril Mines on the UG layer.
- Draconian Race concep's ToW do not list they have Shadow Walker
- decide whether the Shadow layer should be linked to both surface and UG or only surface

To design
- new defender sets need to be designed for Mana Nodes, Crystal Tree, Flowrock Quarry, Forbidden Sanctum, Tomb, Vault of Knowledge, Wizard Tower Ruins
- consider a 2nd roamer set for Warband Campfire similar to its 2nd defender set https://age-of-wonders-3.fandom.com/wiki/Template:Hiliadan/Warband_Campfire
- review defenders of Larva Pool to avoid having only 1 Harvester and 1 Larva (too weak) with Normal Defenders


Balance discussion
- Should SE Martyrs cost +5 Mana and/or have 11 shock ranged damage, as Human Martyrs are at 11 spirit ranged damage and cost +5 Mana?
- Move Sprint to Elite for Touched.
- SE Arcane Archers should probably have 7 def as they don't have Armored like HE Longbowman who have 8 def (Flamers also have 7 without Armored, Harpoon Throwers have 8 without Armored)
- Units affected by Geyser can become Drenched?
- Larva Pool's reward too high (item + mana), defenders too weak (only 1 Harvester & 1 Larva in Normal defenders), which means you can very easily get an item and mana as it's very easy to clear (would be fine if defenders were a bit stronger) + spawned roamers too weak (1 Bombard & 1 Larva as 1st spawn)

Recent fixes, need to be checked
RMG
- maybe a side-effect of Decodence RMG Integration but it's now possible to get 2 Magma Forge in a 5 hexes radius of your Throne (surface start). It never happens in normal games.
- the (SR) Crystal Tree, Forbidden Sanctum, Wizard Tower Ruins do not display the MCU in their description. They aren’t displayed because the Shadow Realm versions of these structures don’t unlock the MCUs right now, a MCU can only be linked to one structure and they’re already linked to the regular versions of these structures. So a solution needs to be found.
- Hollow Grove does not show up on the strategic zoomed out paper map due to a lack of "paper map" icon
- Shadow Weed shoud have the same icon as Flowers of Solace on the "paper map". Glass Furnace should have a resource site icon (like Magma Forge). Celestial Pool should have a Shrine icon.
RMG - Well of Souls need to be removed from the Shadow layer, cf. the list of exclusion here: https://age-of-wonders-3.fandom.com...adow_Realm_Community_Expansion#Treasure_sites
RMG - Roads lead to non-city, non-Dwelling, non-Inn sites in the Shadow layer: Celestial Pool (should not, or only at Many Roads)
- ICON - a new icon is required for SE RG1 eco since it's UG and not Arctic that is no longer disliked
- the description change from "Shadow World - !- Void -!" to "Shadow World - Lava Pool" for Decodence's Void hex needs to be done in the Content mod, not the RMG mod
- Add in the .xml:
STRUCTURE_HEARTOFSHADOWS_UNEXPLORED DESCRIPTION: "When explored: Adds {STR_income} and {STR_CP}, adds the abilities Shadow Walker and Shadow Demon Slayer to produced units and grants Shadow Walker when located within your domain."
HEART_SHADOWS_UNITPROPERTY DESCRIPTION:
"This unit is owned by a player with Heart of Shadows in their domain. This unit receives Shadow Walker and Shadow Demon Slayer." (Heart of Shadows)
Link that 2nd description to the property associated to the Heart and display it in unit panel.
And potentially rename STRUCTURE_HEARTOFSHADOWS DESCRIPTION into STRUCTURE_HEARTOFSHADOWS_EXPLORED DESCRIPTION
- Shadow Weeds Blessing in Status Effects category and Lesser Shadow Walking in Terrain Properties category have the same name and description, because the latter doesn't have it's own unique XML entries. This causes the duplicate Lesser Shadow Walking entry bug.
- The "monoculture" empire quest (7 cities of same race) seems not to produce any units when that race is Shadow Elf. It still pops up a notification saying you achieved it and should have gotten units, but the units aren't anywhere on the map
– Shadow Elf Apprentice’s Dispel Magic and Shadow Fire icon display in tactical combat should be switched: Dispel Magic in #7 and Shadow Fire in #2 (it’s currently the opposite)
- Goblins do not benefit from Wetland overlay on the Shadow layer
- Kyridarion the Shielder, have a skin texure looking like Humans/High Elves. Supposed to be fixed but still looks like a Human or High Elf.
- DESCRIPTION@SHADOWELFSLAYER the variable {slayerDamageBonus} contains no [physical/] replacer or a typo, as it doesn't appear in the ToW. Only "+3" appears.
- displayed around map load: [22:55:55][ERROR][WORLD_ACTIVATE][SCRIPTING ERROR] Error in line number 4. Message was:
[22:55:55][ERROR][WORLD_ACTIVATE] [string ""]:4: attempt to index field 'YAKA_FX' (a nil value)
- also displayed around map load:
[23:16:09][ERROR][SCRIPTING ERROR] Error in line number 13. Message was:
[23:16:10][ERROR] [string ""]:13: attempt to index field 'VISITED_PFX' (a nil value)
- Missing Runes (to the Cold Fury, etc.) on the Shadow layer
- Gemstone Mines sometimes cluster by 3, which provides too much income in a single place
- Mithril Mines not generating (or too rare) on the UG layer
- RMG should add a few small pocket of water (about 8-10 hexes big) in the Shadow layer and spawn Maelstroms and Swords there. See decision here: https://forum.paradoxplaza.com/foru...y-expansion-development.1123354/post-24785164
- for the living Archon Dwelling, the white stripes on the ground on the strategic map must be removed (they are specific to the Undead Archon Dwelling and look very weird for the living Archons IMO).
Model - Exterminators' sword should be red (full of blood, see their description)

Fixed and checked:
Model - the Heart of Shadows' colour is buggy: at some zoom levels (but not others), it looks purple, see https://steamuserimages-a.akamaihd....284/00304CCAAA22A25E784917043C8401B4B8BFF51B/
- Call Forth Darkness should display "Call Forth Darkness" in the tooltip when attacking, so that players know the enemy units will get -100 morale, or at least, "Call Forth Darkness" should be displayed as a red property in the unit panel after it's affected to explain the -100 morale, and that should also appear in the morale tooltip (currently it displays "-100 (null)")
- The descriptions of Forgotten Thrones need to be updated to include the additional vision range, etc. cf. the Wikia: https://age-of-wonders-3.wikia.com/wiki/Template:Hiliadan/Forgotten_Throne
- Equipment Instability Field and its effect Disrupt Equipment both needs to be renamed to Disrupted Equipment, cf. https://age-of-wonders-3.fandom.com/wiki/Template:Hiliadan/Forge_of_Dreams and associated battle enchantment https://age-of-wonders-3.fandom.com/wiki/Template:Hiliadan/Disrupted_Equipment
- Archon ability lacks its icon and description: https://age-of-wonders-3.fandom.com/wiki/Template:Hiliadan/Archon
- Lesser Shadow Walking displayed twice on the ToW, probably a symptom of a bigger problem as we apparently have it in duplicate? Would be good to delete one and link the other to the unit needing it? https://forum.paradoxplaza.com/forum/index.php?attachments/20190411172231_1-jpg.470621/
- the Syron Tomb and Syron Ruins need to be renamed Tomb and Ancient Ruins and they need to be made invisible in the ToW (like the other duplicate sites for the Shadow layer) as there was no decision to name them like that and we have no specific defender set, reward set, etc.
- Wicked Flames of Grauth lack the information that they give fire spit and explosive death (and fire protection?) for visiting units in their description
- Mercenary Strike needs to be removed from the .xml and maybe the .acp as it is not used any more (see Hiliadan's post here: https://forum.paradoxplaza.com/forum/index.php?goto/post&id=25360988#post-25360988)
DECODENCE - we have 2 Shrine to the Scarlet Destroyer (to confirm whether it's indeed caused by the SR mods), as shown on the Map Editor: https://steamuserimages-a.akamaihd....073/8EABFB093791EF97B7B681D10640C9586FC18398/
- there are two Mithril Mines in the Map Editor: shouldn't we have only 1? 1 is from Decodence so is the other one a duplicate for the SR Expansion?
- all the Archon building can have description updated based on the Wikia: https://age-of-wonders-3.wikia.com/wiki/User_blog:Hiliadan/Living_Archon
 
Last edited:
- The priority of Spawn Larva seems inadequate: the AI decided not to use it whereas it ended the turn above a corpse and it costs no action point so it should definitely have used it. Could someone please report on how it's currently set up? (maybe screenshot) It apparently needs tweaking.

Also, not a bug but maybe something to redesign if we fail to disentangle Decodence RMG from the SR (and even if we don't fail, as Foundries are in the campaign):
- the TC map when a fight occurs above a Foundry is the one from the Dungeon. Might be more appropriate to choose another one.
 
GreyHaunt, reporting in. I’ve been looking through some issues outlined in the dev thread about Open Beta and decided to do a check-list of my own.

Minor issues:

- Lightning Sprites "Static Discharge“ is by default in "attack mode" and cannot be used as "move and attack“

The ability is currently implemented to require Full Action (3 attack points). This means that moving beyond 2 hexes disables this ability for the turn. Is this the desired result? If yes, this is intended.

- Draconian's ToW do not list they have Shadow Walker
Fixed.

- Wicked Flames of Grauth lack the information that they give fire spit and explosive death (and fire protection?) for visiting units in their description
Fixed in the new Decodence.xml.

- Mercenary Strike needs to be removed from the .xml and maybe the .acp as it is not used any more
Doesn’t exist anymore. I wiped it out a few updates ago.

- add the changes to the Archons in the changes to the base game: update the ToW entry of Archons
Done.

- Wicked Flame of Ghrauth could have a better description, it's not clear what the reward is by looking at the description.
Improved in Decodence.xml.

- all the Archon building can have description updated based on the Wikia
Added that in the xml.

All those can be removed from the list (except for the Lightning Sprites' issue).
 
Ok thanks, I updated the list of known issues.

- Lightning Sprites "Static Discharge“ is by default in "attack mode" and cannot be used as "move and attack“

The ability is currently implemented to require Full Action (3 attack points). This means that moving beyond 2 hexes disables this ability for the turn. Is this the desired result? If yes, this is intended.
What was meant is that if you select Static Discharge, you can't move 1 hex and then attack. You can only directly attack. Whereas other abilities allow to move & attack.
 
These two definitely related to locally due to script bugs. They should no longer pop up as campaign scenario 2 has a new base of scripting language available upon latest release which essentially removed those on map load.

- displayed around map load: [22:55:55][ERROR][WORLD_ACTIVATE][SCRIPTING ERROR] Error in line number 4. Message was:
[22:55:55][ERROR][WORLD_ACTIVATE] [string ""]:4: attempt to index field 'YAKA_FX' (a nil value)
- also displayed around map load:
[23:16:09][ERROR][SCRIPTING ERROR] Error in line number 13. Message was:
[23:16:10][ERROR] [string ""]:13: attempt to index field 'VISITED_PFX' (a nil value)
 
Ok. Sorry if this is not the right place to ask
But now on turn 140 (random Large Map - Shadow Elf leader )
Having and ABSOLUTE Blast

But I have NOT found one place to go to the shadow realm.
What does a gate look like ?
and why cand Shadow elves START in the SR
I only had Underground and Above ground as options

Thanks
 
It sounds like you didn't enable the RMG Integration Mod, which creates the Shadow Realm layer. (Or possibly didn't hit Restore Defaults to make it recognise it had an extra layer available to generate.)
 
First THANKS very for fast reply


AoW 3 Launcher has Decodence RMG Intergration selected with a nice big orange cross in the box
And I have selected reset option - I assume on Random Map Gen.
Still it only says PRIOR to start of game Above and Underground as start options
?

I don't want to play for hours without knowing if its going to work
anyway to tell ?
 
Thanks Guys/Girls
Awesome

Oh and please note.
Having a BLAST playing this. Your work is well appreciated

I tried again and again with a Reset default 2 or three times
Eventually it worked (well seems to be doing so now)
So second play through --- well see if I can find out how it goes this time
 
Posting quickly without reading stuff posted:
- incompatibility with the PBEM & SP balance mod: the Clear Rapids Avatar skill does not start researched when the SR mod is being used (it should): would be good to identify the cause of the incompatibility and fix it


I should be able to come back to the expansion in the coming few weeks.
 
Ancient Cocatrix:

Iddle animation loops too fast (both on the strategic map and in the unit panel).
It looks like there's virtually no "still" phase in the loop.
Cocatrix are well known to be full of avian lice, but I think it's not intended.
 
A loose list for summer work!

1) Bugs:
  • Crystal Tree: While links in ToW seem correct, between Crystal Tree and Enchanted Armory, SR Enchanted Armory in-game description links to Magic Academy in ToW (or rather, to first entry in ToW?).

2) Feedback/Suggestions:
  • Mine Gold: given lighting settings in the SR layer (on the campaign scenario 2 map), I find the Gold Mine very white and bright on the strategical map.
  • Sacred Grove: likewise, given lighting settings in the SR layer, I find the Sacred Grove quite monotonously hued (a single shade of blue?).
  • Lightning Sprite: make its Discharge ability a move & attack ability, if possible. Currently, player has to first move it close to an enemy, and then activate the touch ability. Can't it be like an entangling touch?
  • Shadow Gates in the Shadow Realm:
STRUCTURE_SHADOWGATE
STRUCTURE_SHADOWGATEPAD
They are said to "allows travel between Athla and the Shadow Realm." What if they are used to travel between the Shadow Realm and OTHER realms, such as Wizard Mages Realm in the SR campaign?
Either duplicate the asset and change the description for the second one, the one used when a SG connects to a realm different from Athla (no need for changing the name of the asset (SG) nor its model);
Or only change the description for a SG, so as to be more general, like linking any realm to SR (e.g. "allows travel between the Shadow Realm and any other realm of existence.").
I'd be for first suggestion if possible.
  • Ritual Circle: "Support units produced in this city receive Entangling Strike and Shadow Step." This description is fine for the MCU and then, on the unit panel, we read three abilities; Ritual Circle (same description, source = Inherent), Shadow Step (source = Ritual Circle), Entangling Strike (source = Ritual Circle).
Could we have another derived ability as with all DLC2 MCUs? (and as suggested in PBEM mod for DLC3 MCUs): Focused (source = Focus Chamber), Vigorous Mount (source = Vigorous Stables), Mercenary (source = Mercenary Camp), Stylite, Supercharged, Enchanted Armor, Flowrock Machinery, Bound Soul, ...
I'd suggest: "Ritualist" "This unit (calls forth shadows to help him in combat. It) has Entangling Strike and Shadow Step." (source = Ritual Circle).
  • Glass ArmoryMCU:
    1. likewise, there isn't any "Glass Weapons" derived ability: "This unit has an additional {GlassArmoryBonus} melee damage." (copied from Focused).
    2. I wonder why pikemen can't have this ability. Granted, among Shadow Elves, Night Guards have an extra elemental damage on their melee weapon, but htis is also the case of the T2 infantry, and what about Phalangists and Archon Legionaires, as compared to Berserkers, Executors, and Mounted Archers, or other races' pikemen?
  • Heart of Shadows: Shadow Elves gain absolutely no benefit from controlling one such heart. I figure that this was debated before, as other hearts provide some combat bonuses even to their "favoured" race. Moreover, if I understand well, if the description of Lesser Shadow Walking is accurate, non Shadow Elves even become resistant to some Shadow Elves magic, i.e. inflicted Shadow Sickness (that's unclear for me). Even those who are standing in the controlling empire's domain. Is this correct?
HEART_SHADOWS_UNITPROPERTY
"This unit is owned by a player with Heart of Shadows in their domain. This unit receives Shadow Walker and Shadow Demon Slayer.' (Heart of Shadows)"

ABILITY_SHADOWWEEDBLESSING​
DESCRIPTION​
This unit is protected from the effects of Shadow Sickness in the Shadow Realm. This does not protect from other Shadow Sickness effects like Shadow Artifact.​
If Shadow Elves don't receive any benefit for owning the heart (besides depriving others from owning it, but this could be said for any other heart), I'd expect a little less benefit for non Shadow Elves. Units in domain could receive Lesser Shadow Walking only.
  • Shadow Demon Lord: I already suggested something similar, but I find it quite bland for a T4 unit. We could consider that Shadow Elves managed to duplicate some of their innate powers, and thus they could receive (a renamed version of) Shadow Artifact (useful when they invade another realm), Inflict Shadow Sickness, so that an enemy who manages to break melee would still be affected, and even a passive aura, when a unit touching a lord gets a chance to be infected.
 
STRUCTURE_SHADOWGATE
STRUCTURE_SHADOWGATEPAD
They are said to "allows travel between Athla and the Shadow Realm." What if they are used to travel between the Shadow Realm and OTHER realms, such as Wizard Mages Realm in the SR campaign?
Either duplicate the asset and change the description for the second one, the one used when a SG connects to a realm different from Athla (no need for changing the name of the asset (SG) nor its model);
Or only change the description for a SG, so as to be more general, like linking any realm to SR (e.g. "allows travel between the Shadow Realm and any other realm of existence.").
I'd be for first suggestion if possible.

I would go as far saying that I only use normal portal inside the shadow realm itself and would be inclined to use normal portals between the wizard realm and shadow realm. In Aow:SM the portals in the shadow realm are the normal ones while shadow gates only allow travel between the shadow realm and Athla.
 
These two definitely related to locally due to script bugs. They should no longer pop up as campaign scenario 2 has a new base of scripting language available upon latest release which essentially removed those on map load.

- displayed around map load: [22:55:55][ERROR][WORLD_ACTIVATE][SCRIPTING ERROR] Error in line number 4. Message was:
[22:55:55][ERROR][WORLD_ACTIVATE] [string ""]:4: attempt to index field 'YAKA_FX' (a nil value)
- also displayed around map load:
[23:16:09][ERROR][SCRIPTING ERROR] Error in line number 13. Message was:
[23:16:10][ERROR] [string ""]:13: attempt to index field 'VISITED_PFX' (a nil value)
I wonder if you really managed to fix these on the campaign, because these are not campaign issues. They occur all the time on RMG maps. I think I had identified one of them but I lack time to dig it back. At some point, someone will have time to identify and fix them...

Lightning Sprite: make its Discharge ability a move & attack ability, if possible. Currently, player has to first move it close to an enemy, and then activate the touch ability. Can't it be like an entangling touch?
I think it's fine as it is. It's like the Wing Beat from

  • Mine Gold: given lighting settings in the SR layer (on the campaign scenario 2 map), I find the Gold Mine very white and bright on the strategical map.
  • Sacred Grove: likewise, given lighting settings in the SR layer, I find the Sacred Grove quite monotonously hued (a single shade of blue?).
I didn't add that to the list as I don't think we have people able to do that any more in the team + Gold Mine might be due to specific lighting of map 2 of the campaign, and Hollow Grove I don't think there is an issue.

They are said to "allows travel between Athla and the Shadow Realm." What if they are used to travel between the Shadow Realm and OTHER realms, such as Wizard Mages Realm in the SR campaign?
Or only change the description for a SG, so as to be more general, like linking any realm to SR (e.g. "allows travel between the Shadow Realm and any other realm of existence.").
I would go as far saying that I only use normal portal inside the shadow realm itself and would be inclined to use normal portals between the wizard realm and shadow realm. In Aow:SM the portals in the shadow realm are the normal ones while shadow gates only allow travel between the shadow realm and Athla.
Ok so Refineus you update the campaign to have Teleporters instead of Shadow Gates to reach the Wizard Realm? Issue fixed.


Could we have another derived ability as with all DLC2 MCUs? (and as suggested in PBEM mod for DLC3 MCUs): Focused (source = Focus Chamber), Vigorous Mount (source = Vigorous Stables), Mercenary (source = Mercenary Camp), Stylite, Supercharged, Enchanted Armor, Flowrock Machinery, Bound Soul, ...
This would be too heavy to implement that and it's really a very minor issue, just like for the balance mod. I think you should live with it. :p

I wonder why pikemen can't have this ability
It's a balance issue, if you want to discuss it balance wise, please bring balance elements. It's not a bug or an issue.

Shadow Elves gain absolutely no benefit from controlling one such heart. I figure that this was debated before
Yes and it's incorrect: Shadow Elves get +10 CP like everyone else, that's already a big gain.

if the description of Lesser Shadow Walking is accurate, non Shadow Elves even become resistant to some Shadow Elves magic, i.e. inflicted Shadow Sickness (that's unclear for me)
Could you clarify? What is "inflicted Shadow Sickness"?


One new balance issue to be discussed:
- Larva Pool's reward too high (item + mana), defenders too weak (only 1 Harvester & 1 Larva in Normal defenders), which means you can very easily get an item and mana as it's very easy to clear (would be fine if defenders were a bit stronger) + spawned roamers too weak (1 Bombard & 1 Larva as 1st spawn).

I updated the list.
 
I wonder if you really managed to fix these on the campaign, because these are not campaign issues. They occur all the time on RMG maps. I think I had identified one of them but I lack time to dig it back. At some point, someone will have time to identify and fix them...


It depends, they occur once script errors arrive and is left untouched. When a value is wrong, and a map is saved with the wrong scripts and then removed from the map it will leave trials with this error. This also occurs in my other campaign production and I was the one who reported it from the beginning. It was not before I started to see this pattern on how to remove the issue. I can confirm by having the same issue on the Wasteland Campaign and seeing the same problem on the "Fate of Emerilla" map that also share the exact same issue where the map maker has lots of scripts errors.

The solution was to remove the map and start over. I have double screens so I can simply copy and paste over a whole map with two map editors active at once and that fixed the "local" script error by removing the corrupt map. Once
 
I would go as far saying that I only use normal portal inside the shadow realm itself and would be inclined to use normal portals between the wizard realm and shadow realm. In Aow:SM the portals in the shadow realm are the normal ones while shadow gates only allow travel between the shadow realm and Athla.
Ok so Refineus you update the campaign to have Teleporters instead of Shadow Gates to reach the Wizard Realm? Issue fixed.
If as in AoW:SM, the wizard realm is connected to shadow realm only by mean of simple teleporters, then I'd say that it is merely a fragment (an island) of SR, and not like another planet in the universe or another plane of existence, if you prefer. If really so, perhaps any reference to it in the campaign should be checked so as to be sure that there's no ambiguity. Likewise, being a fragment of SR or being an otherworldy place (as compared to SR) should perhaps have consequences on the number of shadowland hexes and void hexes. Is WR a fragment of SR where elemental powers managed to compete with shadowland climate, or is WR a world that started to be corrupted by shadows, like the surface map in scenario 1?

This would be too heavy to implement that and it's really a very minor issue, just like for the balance mod. I think you should live with it.
Beware, for one day I will install AoW3 on a modern Windows system, and my Frostling Mamouth Riders will use their harpoons too, you'll see!:mad:
 
- there are two Mithril Mines in the Map Editor: shouldn't we have only 1? 1 is from Decodence so is the other one a duplicate for the SR Expansion?

I disabled this one from showing up in map editor and in the tome of wonders. A broken part of Decodence mod

DECODENCE - we have 2 Shrine to the Scarlet Destroyer (to confirm whether it's indeed caused by the SR mods), as shown on the Map Editor: https://steamuserimages-a.akamaihd....073/8EABFB093791EF97B7B681D10640C9586FC18398/

I removed this one also. I disabled this one in level editor and from Tome of Wonders. and


I also found a broken Haunted inn which I also disabled from showing up. It had no icon set and was a clone of Lost Library found in "Structures dlc3.rpk" which granted a broken structure showing up some times. This one occurring from Decodence mod as well

I corrected the Shadow Weed structure icon by replacing the Haste berries icon that was set for it.