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
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: