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Dev Diary #37: The Hero Rework

Greetings Godir and Mortal alike, I am Thomas Schuiten, Designer at Triumph, and today i finally get to show you the greatest post-release rework Triumph has ever done; The Hero Rework!

With the upcoming release of Ways of War on November 5th, we are as always including a free update, Tiger Update, which will strengthen the base game, this time focusing on Heroes, Governance and Ambition!

Likewise this too, is a story of Heroes, (attempted) Governance and certainly a lot of Ambition, so grab your astral dew, get your reading glasses out and join me as I attempt to explain it all!

Behold, the behemoth.

TheBehemothHeroReworkBoard.PNG

This board is where I compiled all the skills and designed the classes, origins, affinity skills etc. You will see the relevant places more up close further down, rest assured there is (some) order in this chaos!

The Problems​

Heroes as they were at release were functional, adaptable and easy to expand upon. The open selection system has served Age of Wonders well in the past, but some of the need for that adaptability was lessened with the introduction of the Item Forge and with Tiger Patch a much smarter item reward system. However, much more importantly for our story today, it brought with it several problems, problems that could not easily be solved.

To start off the rework i collected feedback and combined it with our own observations to make a list of the problems we would seek to tackle with the new design, i have added in italics a quick summary of what part of the new design ended up addressing that point:

  • Homogenization of heroes
    • All heroes have access to the same set of skills and can swap weapons at any time, contributing to a lack of identity.
  • Skill category balance
    • Battle mage is considered weak compared to Warfare, and Support is very concentrated in a select few powerful effects.
  • Signature skills
    • Randomization makes it hard to build character with these
    • Small pool makes builds quite homogenous in terms of signature skills
    • Internal balance is off and causes certain signatures to never be taken
    • Often chosen based on the affinity reward on rulers
  • Hero Stacking
    • Heroes are meant as army leaders but are often easily specialized into being powerful combat units instead leading to them having less identity than hoped.
  • Flavor / Storytelling themes
    • Heroes’ Identity is entirely carried by the background trait, which simply does not do enough on its own.

The Solutions​

No single change could cover all of the outlined problems in one go, but we could be efficient with the design and cover multiple bases with each change. Here I will give a basic outline of the changes before going into depth in their own sections.

The major changes can be broken down into the following areas: Hero Advancement, Governance and Narrative.

Hero Advancement​

Heroes will gain a set of Skill Trees from which they can pick their skills whenever they level up. The skill trees available to the hero will depend on 3 sources: Origin, Class and Signature Skills.
Each source adds a tree of options to that the hero may choose their skills from as they gain levels.

Origin would express the hero’s well… origin, it is what they are. This is meant to separate a Mortal Champion from a Dragon Lord. This meant that Wizard Kings and Mortal Champions would finally have their own unique skill set available only to them.

Class will express a heroes’ talents, each has a general direction but allow for further specialization towards particular roles within it. A Defender for example is hardy and dependable, but can lean into the role of an Infantry polearm hero or a shield that defends those around them!

Signature Skills are a big change from the past, these will now instead generally express the influence of the Empire’s Affinity upon the hero, rather than being randomized and for rulers doing the opposite. The hero will choose signature skills from options based on the empire’s affinity, each granting a boost to the army they lead and giving new hero skill options that fit that affinity!

Thanks to the skill tree structure combined with the class system we can really up the power level and specificity of hero skills, where previously having a hero gain a barrage attack would have a whole host of problems such as them not wielding the correct weapon, the ability not scaling as the game progresses and it being yet another ability on a hero that can get too many already, now it can be a unique choice that later skills can build upon to further empower it in unique ways and let it remain a valid choice for use in combat!

Governance​

Heroes will each gain a Governance Trait, this determines the effects they have on their Governed City. This replaces the old hero affinity based income bonus with a more clear and noticeable effect. These Governance traits would scale as the game progresses and the hero gains Renown.

Narrative​

Heroes will now each have Ambitions, goals they seek to achieve, granting them Renown that improves their Governance effects. These Ambitions give a narrative expression of what the Hero personally wants, and give a unique hero skill when the major ambition is completed.


What is a Hero now?​

As an overview, a Hero in the new system is made up of 3 factors:
  • Their Class, which grants access to the largest “main” skill tree, the class of rulers is determined by their loadout choice.
    • Defender, defensive, melee only, supportive and hard to kill.
    • Warrior, offensive, melee only, high damage and fast.
    • Mage, magic damage at range, area of effect and control through status effects.
    • Ritualist, (magical) support, buffing allies, healing and summoning.
    • Ranger, pure offensive, ranged damage, skirmishing, disruptive.
  • Their Origin, which grants them a small skill tree with unique options.
    • Mortal Champion
      • Specialized in Army leadership
    • Wizard King
      • Specialized in Spellcasting
    • Dragon Lord (Dragon Dawn)
      • Specialized in unique Combat skills
    • Eldritch Sovereign (Eldritch Realms)
      • Specialized in strategic rituals and control
  • Their Signature Skills, chosen at milestone levels (4, 8, 12, 16)
    • For Champions and Wizard Kings these became Affinity Dedications
      • Heroes can pick affinity dedications that their empire has the correct affinity for.
        • They do not, themselves, grant Affinity.
      • Each Affinity Dedication gives an Army Leadership bonus
      • Each Affinity Dedication grants 2 skill options that can be used to support tome builds of that affinity.
    • For Dragon Lords(Dragon Dawn) they gained unique Signature skill choices for the levels where they lacked them.
      • Dragon Lord heroes still gain access to the 2 affinity skill options, similar to Champions and Wizard Kings.
      • Dragon Lord Signature skills do not have affinity requirements.
    • For Eldritch Sovereigns(Eldritch Realms) they retained their Signature skills as they were, though they also no longer grant affinity.
      • Eldritch Sovereign Signature skills do not have affinity requirements

There is a lot of detail to go into here so I will go step by step, starting with the largest component of a Hero: Classes.

Classes​

When I began exploring the class concept I set a ground rule that each class should be able to be built to fill roughly two different “Roles”, this would help ensure the system isn't too restrictive and allow for creative builds within it.

The first step was identifying player fantasies for their heroes, what did players want their heroes to be? What could already be done and how? And what could not be done yet, and why not?

Having created what is effectively a pile of dorky fantasies, I grouped them based on the rough role they would have in our combat system. A knight would for example be a Shock Unit in combat, so whichever class was going to contain the Shock unit role would have to support Knight as a fantasy, while also accounting for the charging barbarian with a greataxe.

I will go over each class, what fantasies they were meant to embody, how they try to do so and maybe some interesting tidbits here and there too!

Defender​


DefenderBeautyPic.PNG


Expected Role(s): Polearm, Shield
Strengths: High defenses, high health, strong options for Retaliations and defending others.
Weaknesses: No Ranged attacks, low damage output
Weapons: Polearm, One Handed Melee (and shield)

The Defender was the first class I designed the content for, for the first iteration we tried to simply re-use existing skills for this. I knew from the initial design this would be unlikely to hold up all the way until release but it gave us a good guideline for what may work and let us test the system in its simplest form.

Like most Class skill trees I divided it roughly into 3 sections, a center section with generalist skills where most stat increases can be found, and the two sides, each hosting skills more suited to a particular specialization the class is capable of. In the Defender’s case these were “Infantry” and “Shield”.
The Infantry side specializes in retaliations and is more individual, leaning into the polearm role. While the Shield side specializes in the use of defense mode and holding formation with allies.

OldDefenderDesign.jpg

First iteration of the Warrior skill tree, note the central column contains primarily stat improvements while the sides had all the juicy stuff in this version.

This design worked as intended and proved the concept could work, but it lacked the opportunity for creativity I wanted and feedback from testing showed it was definitely noticeable. Additionally it was simply too passive and lacked particularly exciting abilities that set the hero apart.
The creativity issue is visible in the “columns” formed in this design, it meant that often picking 1 skill just locked you in to picking the ones below it, which reduces the number of variants you could make within the tree significantly.

So after we got the other classes functional I had another go at the Defender with the aim to improve build options within it and allow for much more creative use of the skills. I also added more active abilities since the original version lacked these quite severely.

DefenderDesign.jpg

Current (final) version of Defender, Note that there is much more crossover between the sections and several new skills to help fill out the roster.

DefenderSkillTreeFocus.PNG

And here it is in game, as demonstrated on my Dragon Lord who is going hard into their Shield Defense!

There we go, that is a nice web of chaos! In the final iteration I allowed for much more connectivity between the branches which should allow for more unconventional builds. I also added three active abilities, one for each “type” of Defender;

A Pushing attack for defenders focused on damage, with specialization options to make it more defensive for those who want to use it while stuck in, or more aggressive for initiating combat or shifting the frontline!

Taunt is an obvious classic that was simply lacking in the first version, and Stunning bash fills the role of a shield bash, letting the hero contribute directly to the battle while still entering their empowered defense mode.

Warrior​

WarriorHeroBeautyPic.PNG


Expected Role(s): Shock, Fighter (Damage)
Strengths: High damage, High mobility, individual unit power
Weaknesses: No Ranged attacks, low defense and resistance, no support ability
Weapons: Great Weapons, Polearms, One Handed Melee (and shield).

Warrior covers a lot of separate themes, the noble knight and the unstoppable barbarian both should be formed out of its components. It focuses a lot on the power of the hero themselves, eschewing any and all support abilities. They can be surprisingly hard to truly take down thanks to their access to health and self healing in combat. They always risk being focused down on their own however, lacking the access to Defense and Resistance that the Defender has.

The Warrior is subdivided into “Shock Trooper” on the left which specializes in enhancing charge attacks and the “Berserker” on the right side which excels in sustained combat and repeating attacks.

OldWarriorDesign.jpg

The old Warrior skill tree, very similar in setup to that of the first Defender.

Being designed second, this initial design had similar issues to the Defender’s first version, but had an even more extreme issue of segmentation, where players would pick columns instead of individual skills, which led to much less build variety than was acceptable or intended. This tree too, got a big pass once the others were completed, adding more active skills and rearranging it significantly.

WarriorDesign.jpg

Ah, now we are cooking, cooking spaghetti that is, but the tasty, enjoyable kind! Much more interconnectivity between the skills to explore, letting the hero be built in much more varied ways than before.

WarriorSkillTreeFocus.PNG

And here it is in game, this particular warrior is aiming for a build around an aggressive charge, quickly slaying their opponent with one swift strike before using second wind to recover and reposition!

The warrior, just like the defender, lacked active skills in their first iteration which was addressed here, giving them a bit more flash.

SecondWindCloseup.jpg


Second wind in particular is worth highlighting, as it is part of the “Streamlining” I have tried to do with hero abilities to address the ability bloat. Second Wind is a mashup of the old Sprint ability and Bloodlust (Barbarian culture), the effect of sprint was lessened a bit to move it out of the territory of the Skirmishers and make it a more versatile tool for warriors, the extra movement and slippery lets the hero lash out at a nearby enemy while the healing effect gain lets them stay in the fight longer.

The attempt to tackle hero ability bloat is more clearly exemplified in the next class, the Mage.

Mage​


MageBeautyPic.PNG


Expected Role(s): Battlemage
Strengths: Magic damage, Area of effect, Range, afflictions
Weaknesses: No melee, low Defense and Health
Weapons: Orbs, Staves

MageSkillTreeFocus.PNG

Final version of the Mage Skill Tree

Mage came third, and is a much more “specific” concept, spellcasting as a unit role existed before the hero rework, but they were one-off abilities that scale poorly as the game progressed. I wanted to strengthen the feel of a hero being a “Mage” by giving the unit abilities that they can then modify through their skill choices.

Mage is roughly divided into “Devastator” and “Warlock”, with the devastator side granting AoE magic abilities and focusing on damage dealing while the warlock side specializes in status effects and control.

MageDesign.jpg

The designer spaghett version

The Mage Skill tree is roughly built around 2 defining skills, the Evocation and the Curse, with specialization building upon those skills.

Evocations were in the game before, as separate abilities that did not scale well as the game progressed. Now the hero can choose to specialize in a Fire Area of Effect Evocation or a chain targeting Lightning Evocation. Each can then be further specialized, letting them focus on damage, disruption or even spreading like wildfire!

The curse ability is at its base a single target debuff that deals frost damage, it can be built to be even more powerful as a frost cure or as a plague inflicting AoE.

Ritualist​

RitualistBeautypic.PNG


Expected Role(s): Support
Strengths: Support, Summons, Healing
Weaknesses: No melee, weak defenses, low damage
Weapons: Staves, Orbs

RitualistSkillTreeFocus.PNG

The final in-game version of the Ritualist skill tree, this particular hero focusing on area of effect and a druidic theme.

Ritualist is a particularly unique class, having to cover a wide set of themes and mechanics. At its most basic level it is divided into a Healing/support and summoning. But each of these has many flavors to cover.

Ritualist is the most ability heavy of all the classes, which leads to a rather unique setup compared to the other classes.

The Restore skill is at the core of the class, unifying the many heal abilities into a single powerful ability that can be built to be single target and extremely potent (and even revive!), area of effect or even quick to cast but weaker.

Additionally this class can lean into themes such as Druidry through the Conjure Wildgrowth skills, summoning through the Spirit Summoning skills and Necromancy through the raise undead skills!

There is much ground to cover in this class, but the skills were picked based on mechanical variance. Of course one would want summons for any specific unit type they happen to be building for but this is handled through other sources instead, such as hero items and the Affinity hero skills gained through dedicating the hero to the Nature affinity.

RitualistDesign.jpg

The ritualist skill tree design, note it is more segmented than others due to the many active abilities contained in the class.

Ranger​


RangerBeautyPic.PNG


Expected Role(s): Ranged, Skirmisher
Strengths: High (ranged) Damage, Critical strikes, versatile
Weaknesses: Weaker defenses, lacking Resistance
Weapons: Ranged Weapons, Dual (skirmisher) weapons

RangerSkillTreeFocus.PNG

In-game final version of the Ranger skill tree, this hero is functioning as a skirmisher, using Snapshot as an opener before diving into melee where they can finish the target off.

Ranger was a pain in the butt to design, Age of Wonders 4 did not feature many hero skills that actually fit with the ranged role appropriately, and for skirmishing there was even less. Thus the Ranger class had from its first iteration, the most new skills out of them all. Having practically all of it made anew to begin with.

The Ranger has, similar to the Mage, a choice of defining ability on the left side of its tree. Scatter shot gives an area of effect option to the usually single target focused role of ranged attackers, while True shot lets one make a true “sniper”. Snapshot lets the hero be built as a much more mobile unit, either for rangers who want to have a backup when forced to move, or rangers who want to add extra utility to their skirmishing!

RangerDesign.jpg

The Ranger tree, a maze of delirium that nearly drove Tom Bird to madness… well, more of it anyway.

SkirmisherWeaponsCrop.PNG

New item forge options!

To support the skirmishing role now being an option for heroes, we added additional skirmisher weapons to the item forge and as starting options for the Feudal, Dark and High cultures. Not everyone wants to be slinging magelock pistols after all!


Origins​

Origins would be the second component that grants a hero more identity, this primarily affects rulers since heroes are usually mortals, unless they join from the Pantheon!

Each Origin has its own “niche” for which it provides skills the hero can choose to specialize further in. They are relatively small, intended to supplement the hero's role as provided by their class rather than supplant it.

Mortal Champions​

MortalChampionBeautyPic.PNG


Champions have suffered a bit as we expanded on AoW4 and added more ruler types to the game. They did not have too much to set them apart from those ruler types. So with the rework we gave them an identity of their own: Commanders.

OriginChampionCard.PNG

The Champion was quite unfocused before, their ruler benefits have been simplified to be less economy focused and lean into the trope of the mortal hero.

Champion rulers now start with the command ability (veterans may remember this as “Spur to Action”), this ability lets them order another unit to move again at the expense of their own movement and can be upgraded as well.

MortalChampionSkillTreeFocus.PNG


The Mortal Champion Origin skill tree, notice it is quite wide rather than deep, this is the general norm for Origin skill trees as they are intended to be more supplemental than the Class tree.

Besides the command ability, champion origin rulers have access to other skills which boost their army both tactically and strategically. Though investing in these skills may mean forgoing potential personal power in their class or through the affinity hero skills!


Champions as Heroes
All heroes found in the game that do not come from the pantheon, are Mortal Champions. With this rework we have set them apart a little from their ruler counterparts, heroes have their own version of the champion origin tree, one notably lacking access to the Command skill. Regardless they can still specialize between army leadership and their class just the same!

Wizard Kings​

WizardKingBeautyPic.PNG


Just as the champion looked less and less appealing as the game grew, the wizard king similarly had some trouble truly standing apart from their mortal counterpart. Overchannel was an iconic ability, but had all of its power condensed into it from the start. To bring the Wizard king more in line with the other ruler types and allow for more build variety in their theme, the Overchannel ability was reworked into Channeling Ritual.

OriginWizardKingCard.PNG


Channeling ritual, like Command for the mortal champions, is a starting ability, one that can be specialized into a quickened (but only useable once per combat) version, or a more defensive ritual, which heals the user and lets them enter defense mode, a potential combo with the Defender or Ritualist classes!

WizardKing.jpg

The Wizard King Origin tree in-game.

Furthermore the Wizard King’s skill tree features skills that grant more casting points, replacing the automatic casting point gain of wizard kings with a more intentional investment on the hero’s part to gain that power.

And lastly a set of skills which let the Wizard King gain strength as spells are cast and add an overcharge effect to particular spells whenever Channeling Ritual is used!

Dragon Lords​

DragonLordBeautyPicCROPPED.PNG


Big, stompy and terrifying. That is what dragons were meant to be when we introduced them in Dragon Dawn, yet in practice they were found to be easy to focus down, lacking the defense to withstand the damage their larger form attracted. In the end they were often relegated to something more akin to an artillery unit than a monstrous beast of war.

OriginDragonLordCard.PNG


I decided that during a personal development day I would redesign the Dragon lord signatures, being a bit of a dragon nerd myself, I wanted to address their lacking survivability, the forced transformation and build variety.

Survivability I would address by having each of the dragon’s signature skills grant a stat boost, roughly equivalent to being 1 unit tier higher each time. This means that dragons can now keep up with the survivability of other heroes gaining equipment, without having to invest skill points into merely keeping up.

Dragon Lords have always had unique signature skills, divided into 2 levels, at level 4 they would choose their lesser transformation, and at level 12 they would gain a major transformation that modified their breath weapon. But at level 8 and 16 they shared the same pool as all other heroes did.

DragonDesignBoard.PNG

Behold the whole line-up of designs for the Dragon Signature skills.

In order to support the Affinity hero skills and open up build options I aimed to “fill in the gaps” and add 2 more signature skill sets, so that each signature skill choice now had unique options, these are grouped as the following:

DragonSignature1FULL.PNG

Aspect selection at level 4.

Aspects (level 4 Signature skills) - a powerful stat boost accompanied by a passive effect that reinforces the affinity’s expected role. Order grants adjacent allies resistance, while shadow inflicts weakened for example.

Transformations (level 8 Signature skills) - These once more include the stat boost, but more importantly here the unit type changes are found. If you want to become a Fey dragon, choose the Nature Transformation and grow the wilds on the battlefield as you move!

This is where the major visual variation is now added, so in addition to the 6 affinity transformations there is a 7th option, Primal Transformation, this option grants a hefty stat bonus and Natural Regeneration. But more importantly does not change the Dragon lord’s visuals, letting them be a “pure” dragon. This transformation grants affinity skills just as the others do, though its affinity is based on what affinity the dragon started with.

Breath (level 12 Signature skills) - yet again the hero gains more hit points, but much more importantly this modifies their breath attack. These are streamlined to give a much clearer use case to each breath attack, Purebreath (order) grants the breath attack a heal and cleanse on friendly units, while Rustbreath (Materium) weakens and sunders defenses while cleansing the enemy’s positive effects instead!

Elder (level 16 Signature Skills) - an even bigger stat bonus than the other levels, keeping the dragon lord up to par with heroes who will have gained their armor by now. But more interestingly each affinity option here grants the dragon lord a unique effect, the Elder of Astral skill grants Wind barrier and a unique ability to remove pesky melee units from your dragon’s presence, while the Elder of Chaos grants a damage bonus that grows throughout the battle each time the hero slays an enemy!

Dragon Claws
Dragons have always had their own unique melee weapon in the dragon claws, but now that they can have class roles there were some options lacking. Which provides the perfect opportunity to add some new options here!

DragonClawCrop.PNG

The new Dragon Claw options in the item forge.

There are now three variations of claw weapon: Dragon Claws for sustained repeating damage, Armored Claws for more defense and a powerful defense mode and Warclaws for charging in and crushing your enemies!

Eldritch Sovereign​

The sovereigns were largely untouched, having been a recent addition in Eldritch Realms. A distinguishing feature of theirs is that they have unique extremely powerful abilities gained through their signatures and Origin skill tree. But they do not have the same ties to affinities that the other Origins have, and thus do not gain Affinity hero skill options from their Signatures.

Additionally it is notable that Sovereigns can only be Mages or Ritualists, both leaning into their strengths as magic users.

OriginEldritchSovereignCardPNG.PNG

Still as manipulative and controlling as ever… do not trust them.

Signature Skills​

The next big item on the block is signature skills, previously these were a small pool of active abilities, when reaching particular milestones the hero would get to pick a signature skill from a list of random options. This had several issues; A lack of control, wildly varying power levels and dilution of the heroes role.

Everyone would always pick the same skills, and particularly the summon abilities were problematic. Thus to put it bluntly, these are no longer the same. Many of these skills have been reworked and used elsewhere.

Affinity Dedications
For Mortal Champions and Wizard Kings, the signature skills take the form of Affinity Dedications. These grant effects that empower the army that the hero leads and unlock a pair of hero skills that support the builds and identity associated with that affinity.

To choose an affinity dedication, the hero must first reach the appropriate level, then the empire must have the appropriate affinity. At level 4, only Initiate dedications may be chosen and only of the affinities the empire has. At level 8 they may choose either Initiate dedications they do not yet have (with the same requirements) or any Adept level dedications their empire has enough affinity for.

At level 12, Master level and lower can be chosen, and lastly at level 16, Paragon or any other level.

SignautreSkillFULLMouseover.PNG

Notice how for level 4, only the Initiate dedications of the empire’s affinities are valid.

This allows for mixing between multiple affinities, if you have a build that uses two very different affinities mechanics that you want to lean into, you can choose to give the hero two initiate dedications, giving access to the relevant skills.

Note that none of the Dedications require a previous one, they are purely restricted by the level and empire affinity. If you wish to skip nature initiate in favor of another affinity, but still want Adept of Nature on level 8 you can do so.

SignatureSkillLevel8Mouseover.PNG

At level 8, because the hero already has the order initiate dedication, the only valid options are between Adept and Initiate of Chaos.

The affinity dedications are free, which means that as the hero levels they will empower the army they lead, this means that to make optimal use of your heroes should seek to have each lead their own army, setting them apart from the rank-and-file units they lead.

The hero then gains access to 2 additional hero skills based on the affinity dedication taken, Initiate of Nature for example grants Blight Strikes and Pack Leader. Letting the hero specialize to support builds that the empire may be leaning into such as applying poison and decay, or fielding lots and lots of animal units!

The Affinity dedications are divided into 4 levels, Initiate, Adept, Master and Paragon.
Each grants access to 2 new skills, one more offensively oriented and 1 more defensive/utility oriented. Paragon is the exception, granting only a single skill that is universally powerful.

Initiate grants access to build-supporting hero skills, such as the pay-off for attacking burning enemies in chaos, or the leadership buff to animals in nature.

Adept is usually more individual, letting the hero themselves take on the theme more strongly through a passive effect, such as Order’s Incorruptible spirit, which grants a huge boost to the status effect resistance of the hero. While Astral can gain evasion as they are attacked blurring their image.

Master skills are the active abilities, this is where some old favorites like Blink can be found as well as several new abilities such as Awaken Earth.

Paragon Skills are unique in several ways, firstly, while the other 3 levels grant the same (stacking) bonus to the army, the paragon dedications each give their own unique army boost. Paragon of Order for example grants all units in the army Resurgence, letting them all become immortal martyrs to the cause
.
Additionally Paragon skills unlock only a single new hero skill option, one that is more universally powerful such as Materium’s Ancient of Earth or Shadow’s “Eternal One”

EternalOneCloseup.jpg

Become immortal, eternal king.

Tome Hero Skills
Formerly, tomes granted hero skills, many of those got reused, some did not make it. This has a few reasons, chief among these is the dilution of hero roles through them, and the fact that many were simply “filler” not really supporting their tome’s build in a significant capacity. Instead many of the build supporting skills were, as you could read above, reworked to fit into the affinity hero skills instead. This has the added advantage of not requiring particular tomes to gain the hero skill that supports the playstyle. You do not need to have Tome of souls to get the necromancy supporting hero skill to help with your tome of Necromancy build for example.

There are some that were more difficult than others, notably among these was Cleansing Flame Herald, part of the Tome of Cleansing flame. This is instead a passive gained when the Tome is unlocked, which should feel much nicer.

Art of the Hero Rework​

For a (short) interlude here on the art side of this project I am including a section of Elle and Ana’s write up on the art of the Hero Rework, worry not I will return after the pretty pictures to provide more nerdy insight!

Hi all, Elle here, 2D Artist at Triumph! I’ll be the one to present you with the full “Art of Ways of War” dev diary at a later date, but I wanted to barge into Thomas’ dev diary too so I could share a little bit of background on the art side of the Hero Rework.

Before we bury the old interface permanently, have this very old pre-release mockup as a loving way to remember the admittedly-difficult-to-love listbox layout:

UU2t6eu.jpeg

Image Description: A mockup from September of 2021 (1 year and 8 months before release). Functionally very similar to the Hero Skill list at release, just prior to any polish.

About 6 months after release, we started exploring the idea of organizing these skills differently. Some early but scrapped ideas:

DevDiary_HeroSkill_img2.png

DevDiary_HeroSkill_img3.png

Image Description: Two images of hero skills sorted by type (warfare/battle magic/support) and level

Note that these mockups did not consider changing the fundamental workings of the hero skills, we just didn’t like the UI visually. But feedback kept coming in about heroes feeling “samey” and lacking identity, so Thomas started cooking. He then approached me with that legendary “what if…”, a “what if” that gave us many sleepless nights but would ultimately become the pride & joy of all of us who worked on it. So let’s catch you up on the new Hero Skill interface, where did we start off and end up?

Well, this was the “what if” that Thomas handed me:

DevDiary_HeroSkill_img4.png

Image Description: ??? absolute designer mumbo jumbo

It then took probably 4 hours for him to explain this and for me to understand it (having this dev diary would’ve helped …), but after breaking my brain I did two mockups for how we could present this new Hero Skill system to the player:

DevDiary_HeroSkill_img5.png

Image Description: Hero Skill Tree layout mockup where each tree had a different tab

DevDiary_HeroSkill_img6.png

Image Description: Hero Skill Tree layout mockup where all three trees are present in one interface, similar to how the final in-game version was set up

As you can probably tell by the final result, we chose the latter in order to minimize clicking between different tabs. As a disclaimer, I’m able to do my mockups pretty easily and freely in photoshop, but getting them functional in-game is a whole different ball game. Simon (gameplay & interface programmer) did an incredible job translating the mockup despite technical and time limitations. We added additional functionality such as mutually exclusive skills, and even got to our stretch goal of incorporating different icons for the active abilities.

I also participated in unintentional intern abuse by assigning the reworked icons to our intern Alex, please give him some love for the monstrous amount of icons he made. Here are the hero skills alone, but most of these also come paired with either ability icons, unit property icons, and/or status effect icons.

DevDiary_HeroSkill_img7.png

Image Description: Screenshot of our Hero Skill psd

And an additional shoutout to our VFX Artist Ana, who made and reworked an equally monstrous amount of FX to go with this rework. If you think making hundreds of new icons is hard, imagine doing the same for effects that also have a gazillion possible combinations in modularity.

And of course the hero rework also came with the addition of governor bonuses and ambitions, all of which needed UI mockups, implementation, and icons too… but I’ll do plenty of rambling in the upcoming art dev diary so I won’t bore you with the details any further and instead let Thomas take back the reins!

Governance and Renown​


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The new hero panel, note the section on the left displaying all info related to Governance, Renown and the hero’s Ambitions.

Governance has always been a little messy, players could understand that they would assign a hero to govern a city and gain benefits from that, but exactly what and why was not always clear.

Basically each affinity point a hero had granted a tiny uptick in income that added together to a decently substantial amount.

I wanted to add more personality to the heroes, and at the same time make the presence of a governor much more noticeable and meaningful. Thus we concocted the Governance traits, heavily inspired by the governance background traits i’d made in a past update.

IndustriousGovernanceMouseover.PNG

Look who is all grown up!

Governance traits are a new trait given to each hero that determines the effects they grant their governed city, these usually entice a city to specialize in a particular way, leading to more variation in the empire’s cities and a more noticeable impact from the Governor’s rule. Each hero has a random Governance trait, while rulers always have the very generalist Godir Governor trait, which boosts the throne city significantly.

CityPanelIndustrious.PNG

Shiny new Governor selection UI, note it shows the levels of each Governor as well as the current active effects.

You may have noticed that the Governance trait has levels, these are unlocked by gaining Renown, further empowering the Governing effects of that hero. How do you gain renown you ask? Allow me to enlighten you about:

Ambitions​

AgeofWonders4_Ambitions.png

The new ruler ambitions, available for selection in the last step of Faction Creation.

Each hero has Ambitions, completing these ambitions is how they gain Renown and Renown levels. Each Renown level grants their army a slight boost in morale, but most importantly Renown levels determine the benefits gained from the Governance skill!

Ambitions are chosen as a set, rulers may choose them during the creation process while heroes will have a random set of ambitions. Each set contains a Major and Minor ambition

Minor Ambitions are repeatable, short term goals, these are the main source of Renown gain.

Major Ambitions can only be completed once per hero, but grant a much larger reward and unlock a unique skill for the hero that suits the deed they’ve accomplished. A Duelist who manages to slay a ruler in single combat for example gains increased damage and defense against heroes!

RenownAmbitionPanelCrop.PNG

This hero has managed to complete her major ambition, giving her a unique trait to boost her army’s aggression.

Should you end up with a hero whose ambitions you are unable to complete, after a set period of time an event will occur where you may choose to have them chase a different ambition instead, letting you continue their progress another way instead!

EletistAmbition.PNG

This one is one of my personal favorites, it was suggested by Lucas who did the code support for this particular system. With minor adjustments we put it in, it creates a really enjoyable dynamic where one of your heroes becomes the “Right hand” of your ruler.

Outro​

The Hero Rework is an enormous undertaking, representing the largest rework of anything Triumph has ever done to a game post-release. Not just design and implementation, but code support by several of our famed Codir, with special thanks to Simon and Lucas, and also art, where Alex has soldiered through remaking every single hero skill and hero ability icon in the game or Ana who gave the hero abilities some much needed love in their visual effects!

So, after a grueling few months of hard work we arrive at the Tiger patch, alongside Ways of War’s release on November 5th this will make your conquest in Age of Wonders 4 even more heroic! I and the rest of Triumph look forward to seeing what you create with these new tools!


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Your post I responded to mentioned feedback from the community, I'm assuming that's usually done from developer interaction in forums, Discord, reddit or other sources.

Feedback doesn't have to be an interactive process. The article pretty much starts off with:

> To start off the rework i collected feedback and combined it with our own observations to make a list of the problems we would seek to tackle with the new design,

I can't tell you where exactly they gathered the feedback, but they clearly did.
 
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Agreed, heroes should not be the focus of the battles, but a determining factor in them. For players who disagree, realm setup or culture traits should offer them variable choices in single player.
They actually get such trait, Cult if Personality. That spawns more pantheon heroes and gives more heroes in general.
 
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The game was designed and marketed as 4x. It is 4x.
Whatever you are thinking about for yourself - that's actually doesn't matter at all.
I should NOT respect when someone trying to kill 4x in 4x game for their own fantasies. I bought this game because it was a cool 4x fantasy game, not generic tbs. Shoving heroes-godmode is a bad thing for an 4x strategy game.
It is NOT an RPG. It may have some minor elements, like narrative, but absolutely not make heroes 1 pony army. Otherwise it's a change of a genre.
Emmm ... dude don't get me wrong I still would like it to remain a 4X at its core and do care about balance (altho I strongly disagree when peeps try to coat some unrelated stuff under the guise of "balance"), but here's the kicker from Triumphs own promotional material they were saying "that the idea always was to create a fantasy world where the player can find themselves be it Wizard King, Elf Princess, Dragon or whatever they want" (this is almost verbatim).

So I am not sure what are you referring to with "designed and marketed", it was designed and marketed with all those things in mind. AoW4 even follows the same pillars as Stellaris and CK - the A.L.I.C.E. thing.
Even on the store page it is "Strategy meets Role-Playing like never before", so yeah it kinda is a RP game or at least it promotes this as one of it features.
 
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Emmm ... dude don't get me wrong I still would like it to remain a 4X at its core and do care about balance (altho I strongly disagree when peeps try to coat some unrelated stuff under the guise of "balance"), but here's the kicker from Triumphs own promotional material they were saying "that the idea always was to create a fantasy world where the player can find themselves be it Wizard King, Elf Princess, Dragon or whatever they want" (this is almost verbatim).

So I am not sure what are you referring to with "designed and marketed", it was designed and marketed with all those things in mind. AoW4 even follows the same pillars as Stellaris and CK - the A.L.I.C.E. thing.
Even on the store page it is "Strategy meets Role-Playing like never before", so yeah it kinda is a RP game or at least it promotes this as one of it features.
Creating a ruler, exactly. Not spam unstoppable gods ignoring 99% of the game. Because that's exactly what those RPG lovers are proposing.
 
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Creating a ruler, exactly. Not spam unstoppable gods ignoring 99% of the game. Because that's exactly what those RPG lovers are proposing.
I'm not so sure most of them are.

I have quite a lot of criticism about new changes and I am personally not promoting anything as what you mentioned.
 
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Yeah, I'm not a fan of heroic juggernaughts unless they have the levels and equipment on them by the endgame.. They have better late game potential than most units and should be roughly tier 5 in stats and power.

For example, no ruler or hero in this game should be able to take on 3 stacks of elite, top tier units with battle roles specifically suited against them. I could see a dragonlord going against 3 tier 1 or 2 stacks, but even that is pushing it.
 
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Those tags are player based.

But what's not player-based is the fact that they literally sell the game in the RPG section of Steam. That, and the text mentioned above.

It's cool if you don't like the idea of hero stacks, but repeating "This game is not an RPG" is ridiculous when all visible developer intent seems to completely contradict you.
 
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Saying what this game is or isn't is kinda not up to you. As much as I dislike the restrictions and immense shoehorning this rework will bring, you do realize half of the dev diary was talking about what heroes bring to the game as narrative tools, right? Were this a game "never designed" like that, do you really think the dev team would spent countless hours reworking heroes and how they integrate individually with the game? Do you think we would have the Ambition/Renown system were this a generic 4x game? Tell me what other 4x game has a hero/commander/captain system as intricate as Age of Wonders, and almost anyone will point those elements as RPG-based. Also, just because you like something, does not make it good. If people like playing with a system that allows jack of all trades, who are you to say it's a bad thing? You can say a lot of things about liking or disliking the rework, but please don't presume to decide what is good or not for how other people play as anything except your own opinion.
That's the thing. I'm NOT the one saying what the game is or isn't.

My response was to someone else, and THAT person was saying "this isn't a RPG".

It is / can be a 4x
It is / can be an RPG
It is / can be a battle sim
It is / can be a solo city challenge (non military)

It can be played in many different ways, and telling someone that it ISN'T any given type, when it CAN be played in that way is asinine.

Just because it's a good 4x doesn't mean someone can't play it for the story/rpg, or enjoy a self-insert hero power fantasy.

"don't presume to decide except your own opinion"

You really didn't read my post, or what I was replying to, did you? Because if you did, this comment is incredibly insulting and vacuous.

Creating a ruler, exactly. Not spam unstoppable gods ignoring 99% of the game. Because that's exactly what those RPG lovers are proposing.

No, people saying it's an RPG are not saying that. Maybe one or two.

Most of us are telling you to pull your head out of a certain dark place, because whether you like it or not:

The game is sold under RPG genre by the devs (as well as strategy)
The game is tagged as RPG by the players, and the devs CAN remove that tag if they want but do not choose to
If you break the game elements down, it DOES have strong RPG elements to it
It has strong story to it, which is highly conducive to being played as an RPG.

What you're being told is, regardless of the changes, this game IS an RPG - to a reasonable portion of it's player-base at least, as well as to the devs.

And as such, when your argument against a change is "that's dumb because this game is not an RPG", your entire argument is invalid, EVEN if some people agree with you.

Like, if I say "The President of the USA should be elected purely by popular vote. After all, we ARE a Democracy after all."

My point (that popular vote should matter most) is invalid solely because the argument I made is completely irrelevant. We CALL ourselves a Democracy, but for most intents and purposes, we are a Republic. But we're actually kinda muddled between the two. If I wanted to actually argue that popular vote should matter, I would need to use logic that actually is based on reality, not just MY perception of the nation, and a misused word.

You have a good desire. To keep the game balanced.

But you need to get your foot out of your mouth where you keep putting it, and accept that this game IS an RPG by the metrics that matter (it is ALSO a 4x, Strategy, Turn-Based, and more).
 
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I'm not sure I really understand the objections to the rework. The problem with the current system is that there were always optimal skills that were the same for any [humanoid] hero that overwhelmed any of the other quirks from transformations, starting buffs/special skills, or tome things.


Basically, magelock/crossbow, max out ranged damage, killing momentum, slippery, and sprint, not being embarked (via flying, mount, or Naga) and that is it. You can add defense/resistance/hit points or whatever as needed. I usually only did one of these heroes for flavor, but having a full stack of them would allow the heroes to basically clear out an entire enemy stack of any tier/AI Hero every turn in combat.

And once engaged, you can use high defense/resistance or whatever to easily tank the damage, and then move one step with sprint and slippery, then blast away again.

Under the newer system, it will be much, much harder to get the super duper gun/xbow squad, and they'll be squishy enough to (hopefully) have to take some damage or casulties from the more melee focused units.
 
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That's the thing. I'm NOT the one saying what the game is or isn't.

My response was to someone else, and THAT person was saying "this isn't a RPG".
Yeah, and man, you do realize I was replying just to that one guy, and not to you at all, right? My criticism was to the same person as you, because he was claiming what this game is and isn't, without regards to all the effort of the devs, to how anyone can play any game in any way they see fit, and many other nuanced aspects. So you and I made the same point, you catch my drift?

You really didn't read my post, or what I was replying to, did you? Because if you did, this comment is incredibly insulting and vacuous.

Err, I read your post, but mine was directed only at the person you were replying to, so it kinda is not about you at all? What you were replying to is what was insulting and vacuous, presuming to decide what the game is or isn't. I was pointing out to that person that many facts, even the work of the devs themselves, are totally against what he supports as fact. Therefore, what he has is an opinion, and his opinion should not decide how anyone else can play the game.

I'm not sure I really understand the objections to the rework. The problem with the current system is that there were always optimal skills that were the same for any [humanoid] hero that overwhelmed any of the other quirks from transformations, starting buffs/special skills, or tome things.
The objection is if people perceive that the current system has an optimal skillset, and always choose the same, that's their own issue of lack of creativity. If people only care about min-maxing their heroes, how is that the game's or system's fault? I have played with many different builds for the same weapon, be it with different tomes, different skills, etc. What the rework is doing is "since you can't all play well and creative, we're removing the possibility for creativity altogether and forcing hero builds on you all". Sounds like a wrong solution to a badly framed problem. Unless Triumph always inteded for the gameplay to be locked to classes, the changes are incredibly restrictive and represent a tonal change from the previous years of the game.


To me. And to them, obviously. Probably lots of other people, as they clearly collected feedback from the community. This has nothing to do with multiplayer. I don't know why people think that.
They all get the same skills and there's always the same skills that are good to take, depending on what weapon you want to focus on pretty much.
They recognized this is how it works and they've given us more interesting choices to make.

Or are you telling me that you gave your hero an orb and then picked all the melee fighting skills?
Or slightly less stupid, melee weapon focus and then pick one or two magic attacks. As said in the diary, these fall off very quickly later in the game, so always felt a bit useless.
I think people are overreacting to how much freedom is taken away. Most of that freedom wasn't relevant anyway.

Yeah, you do know that saying you got feedback does not equate to saying you got extensive, layered or inclusive feedback, right? Collecting feedback on the problems is great. But it doesn't stop there.

And as I said on this post before, if you only pick the "same kills that are good", then is that the system's fault, or your own? I played different heroes with the same loadout, because the game let me. I did have defense or evasion oriented heroes wielding orbs. Of course you don't pick the physical damage or accuracy skills, but you can still use a "skilltree" other than the "optimal" one. That's the thing about games, you can play however you want. Except, now we won't be able to, because the devs think we can only play in certain ways that they deem appropriate (of course not talking about bug abuses, cheating, etc, because those are very much actionable ways to play and the devs can and should limit that). But if and when skills fall off, that's part of the choice, that's part of the decision making, that's part of the game. Building a hero in turn 15 is completely different to building a hero in turn 115, and you have different priorities and strategies available. So yeah, having the freedom to play the game I bought how I want is extremely relevant, because I can choose whatever I want. If you don't enjoy freedom in your gameplay, you can't say it's irrelevant or an overreaction.
 
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Yeah, and man, you do realize I was replying just to that one guy, and not to you at all, right? My criticism was to the same person as you, because he was claiming what this game is and isn't, without regards to all the effort of the devs, to how anyone can play any game in any way they see fit, and many other nuanced aspects. So you and I made the same point, you catch my drift?
You quoted my post. You used only pronouns.

If you're not going to clarify what you're responding to, you should reply to the post you're replying to (not to mine).

Everything you presented, because you quoted & replied to my post, meant that your choice of language implied argument against my post.
 
You quoted my post. You used only pronouns.

If you're not going to clarify what you're responding to, you should reply to the post you're replying to (not to mine).

Everything you presented, because you quoted & replied to my post, meant that your choice of language implied argument against my post.

Man, I'm really trying to not be sassy here. I never quoted your post. I clearly was responding to the one post I quoted, and only to that.

Ps. Edit is to change the image to show we were quoting the same guy.

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Those tags are player based.
I mean, Doom is hentai novel...
Developers do set the tags first and have the option to hard edit them at any time, but players can influence it.

Doom:
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Doom Eternal:
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Doom 1+2:
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Can't find your claim, but it is true that trolling does happen, though not for a niche game like AoW.

Also, there is nothing wrong with players influencing it, because quite often, Devs and Publishers are full of shit with their marketing. Steam reviews aren't perfect, but a one the best things we can rely one, after gaming journalism died 15 years ago.

And since my post has nothing to do with the thread anymore, I'll leave it with that.

Creating a ruler, exactly. Not spam unstoppable gods ignoring 99% of the game. Because that's exactly what those RPG lovers are proposing.
I agree on hero stacking is dumb, and I would prefer a system similar to Total War. Though a different game mode similar to adventure mode in AoW3 could make use of hero stacking as a theme. That said, I would rather see them improving the main game and adding empire mode instead.
 
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Amazing work :D. It is really nice to see the way the game gets improved and expanded in big steps :)

But I think you missed the opportunity to add one Hero class:
The cavalerist
(Which Could only be available for races whitch add optional cavalry, and would Focus adding bonusses to mounted units. So you Could build Like a buffed ghenghis Khan Army or a Dive even deeper into a Knightley Order)
 
I'm not sure I really understand the objections to the rework. The problem with the current system is that there were always optimal skills that were the same for any [humanoid] hero that overwhelmed any of the other quirks from transformations, starting buffs/special skills, or tome things.


Basically, magelock/crossbow, max out ranged damage, killing momentum, slippery, and sprint, not being embarked (via flying, mount, or Naga) and that is it. You can add defense/resistance/hit points or whatever as needed. I usually only did one of these heroes for flavor, but having a full stack of them would allow the heroes to basically clear out an entire enemy stack of any tier/AI Hero every turn in combat.

And once engaged, you can use high defense/resistance or whatever to easily tank the damage, and then move one step with sprint and slippery, then blast away again.

Under the newer system, it will be much, much harder to get the super duper gun/xbow squad, and they'll be squishy enough to (hopefully) have to take some damage or casulties from the more melee focused units.
Then why not simply update the gun and crossbow to better distinguish the weapons, and restrict killing momentum to melee heroes? Then there's more time and resources for other systems like increased cultural units, increased tome units, wonder variations, rpg quests, and marauder themes and diversity.

Ideally, ranged weapons get inherent pros/cons. Bows should get natural range increase at the cost of damage, with guns and crossbows providing damage, armor piercing, and other native abilities. Bows can build power by reducing range, but they get different ability access from guns and crossbows. Guns could build range at the expense of power, but they get different abilities, modeled after historical single shot muskets and cannons. Crossbows, natural limited range but use a "repeating crossbow" ability or increase bolt power. I see some of that with the hero rework, but it could have been done without a locked class system.

Killing enemies at range is naturally going to be what minmax players that optimize by weapon types will do. They have an advantage over melee weapons unless melee increase defense and attack abilities to the point worth taking them. Of course, using melee puts your heroes and ruler at a greater risk, especially early game. That's where skillful maneuvering of units and spells comes in to mitigate, and mindful item forging. Armor, greaves, shields, helmets, barrier rings and items can and should reduce the impact of ranged weapons.
 
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So after this rework every hero can only get single summon from their level 12 signature skill?

---Remembering how half an hour ago lonely Artica astral traveled right to Karavar the Willbreaker (who had 2 Warbreed and 2 support units with him), summoned tier 3 unit at second turn via signature skill, summoned two more via Explosive Manifestation and next turn added another unit with second signature skill, turning battle into 5 vs 5 that ended with demon lord banished back to his besieged throne city.---

Well, it will balance game slightly better. But only first few turns.
 
Thank you for the lot of work, which went into the new system.
I can see why this was done, but I am not happy with all decisions and feel like a lot of my Custom Made Rulers will not fit into the new system.
Role play wise these new restrictions of the Classes limit the freedom of many combinations, that were possible before.
I know, there are players, who always optimize and want the best out of their heroes, but for me the story telling and role play elements were the most fun.
Example: My dwarven Mountain King would never ever use a bow or magelock. He would not touch a unicorn or anything that flies as a mount. He does not like magic and would not use any wands or staffs. He does not trust Elves. And so on. I have used the Affinity Traits to support his role, not to support the most efficient ability in battle. The same with his hero abilities.
ADDED: I my last play through I made a Relentless Crusader Society, that based on summoning. But their leader was more of a fighter using shock damage as support. Still I wanted her to use some summoning. I made this work with the use of the Affinity Traits, but also with some summon abilities like the Whisp and the Astral Warden given to summoners as hero ability.
Like that I have made a whole pantheon, which I really like. And they can appear as AI rulers in new realms or heroes to support.
I have created the "evil" and cunning Rulers and the opposing "good" ones and some in between.

Here is my opinion on the new system:

As I see it, there are now Classes as there are Character Classes in D&D, which all have very special abilities, which make them unique.
This is fine. But compared to D&D it lacks now a lot of Classes. D&D features about 15 main Character Classes (Barbarian, Fighter, Paladin , Ranger, Bard, Wizard, Warlock, Sorcerer, Rogue, Monk, Cleric etc.) and many more Sub-classes. Some of them have some abilities in common (for example all fighting classes), but many very special and unique abilities, which makes them also unique.
With so many choices, you always find the Archetype you want to play as your hero. And with some special background abilities, you make them somehow unique.

Here in AOW4 with the 5 new hero Classes, I am quite missing a lot of combinations, I would like for my heroes.
If you say you add Classes over time, I am happy. At least make it easy to add new Classes via mods. If not, I might find the new system to restrictive.

For the Dragon Lords and the Eldritch Sovereigns I do not think that any of the 5 Classes fit. There should be a special Dragon Lord tree, with different sub branches and the same goes for the Sovereigns. Make them special.
 
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Amazing work :D. It is really nice to see the way the game gets improved and expanded in big steps :)

But I think you missed the opportunity to add one Hero class:
The cavalerist
(Which Could only be available for races whitch add optional cavalry, and would Focus adding bonusses to mounted units. So you Could build Like a buffed ghenghis Khan Army or a Dive even deeper into a Knightley Order)
This one is covered by the left side of the warrior skill treeel. It's all about big strong hits, while right side is about getting crits and frenzy.
 
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So in the current system, beyond the player-chosen abilities hero characters are differentiated/individualized by the following aspects:

Rulers:
- Ruler type (inherent bonuses, abilities, special signature skills and skill category access)
- Starting gear (usually giving 1 bonus skill, some unique)
- Ascension trait

Heroes:
- Race (when different from your starting race)
- Random trait

The new system changes this to the following

Rulers:
- Ruler type (leader skill tree, inherent abilities and special signature skills)
- Starting gear (now limited to the starting weapon, meaning you lose the bonus trait even if switiching weapons within class), determining class
- Ascension trait

Heroes:
- Race
- Governeur type
- Class
- Ambition

This does make heroes more diverse, but given how the many starting traits seem to have been put into the governeur, class and ambition system, it seems that while individual heroes can be more different, it is also easier to get heroes with the same choices in those categories.

Rulers however might now look more similar, given the limitations on switching out the starting loadout and identical classes, but that is to be seen.


What I do miss is stuff from previous AoW games where heroes could have unique bonus skills or starting bonuses, like coming with a magic item, or getting a special trait, that might not even be available via the skill system normally.

And while I already know time was limited and what we have has taken up all of it, I would love to see those small things come back, to add more narrative to the heroes. Like have Rogarr the dragonslayer come with the draconic vitality transformation and the dragonslayer trait from bathing in its blood, or Safia the healer get a mending touch bonus skill. That would fill the random individualization much more.
 
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