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  • Welcome to The Town Hall! This forum is for news and discussion about anything related to WoL. You can ask any WoL-related questions here.
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Jutlander
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Location: Kingdom of Araucania and Patagonia
Favorite Civilization: Polish

Re: Jutlander's developer blog

Tue Aug 20, 2019 4:04 am

Latin American rework
Our very first culture, and one I consider to be brilliantly designed. It has a clear personality, many options for both competitive play and to play just for fun and, of course, beautiful and unique graphics. Still, the Latin Americans have a few structural issues and we will address this in this rework.
The first thing we wanted to change or, actually, to finish changing is their roster: Half the civilizations have a unique roster while the other half has the old european roster. When we rework Latin America all civilizations will share the same roster. Also, the same issue is present in their Homecity: it looks like a copy of the european one with a few unique cards. To change this, we will include a number of unique shared cultural cards that will tell the shared history of this people.
One of the biggest issues regarding game experience are the Town Hall and the coroneles: they require their own building, the upgrades are too specific and not too good and the coronel, above everything, has frustrating abilities. To fix that, we are going to focus on what they represent historically: the corrupt elites that ran Latin America. Coronels will now no longer have access to that ridiculous amount of broken abilities, but will now be able to train unique outlaw units that will do its job for him: You can hire guys to burn down buildings, raid villagers, go on sneaky missions, kill objectives, etc., etc. The coronel will then act like a Shogun. The Town hall, then, will include more technologies related to espionage and subterfuge, putting Latin America on par with other cultures.
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Immigrants will also receive a small rework: First, you will see new immigrants. We will also tune some abilities so they are now more useful and villagers will work differently: you will get them for free, once per each ‘generation’. This way we have more space to make their abilities more powerful. Besides that, we are including more regional mercenaries, so your shipments and matches on latin american maps will be more colorful than ever.
And last but not least, you can expect medium to large range reworks on the Brazilians, the Colombians and the Argentinians and, perhaps, something else…
Anyway, that’s it for today! On my next post I will talk about the Religion rework. See you then.
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SeriousBocchi
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Re: Jutlander's developer blog

Tue Aug 20, 2019 8:49 am

That's a lot of stuff to rework. Hope you aren't pushing yourselves too hard. Besides that, can't wait how it'll turn out. Hope we don't have to wait for too long.
 
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DavidIbragimov
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Re: Jutlander's developer blog

Tue Aug 20, 2019 1:04 pm

Godspeed to everyone single one of you. 
Breadfruit.
 
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Jutlander
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Wars of Liberty Team
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Joined: Sun Mar 12, 2017 1:30 am
Location: Kingdom of Araucania and Patagonia
Favorite Civilization: Polish

Re: Jutlander's developer blog

Fri Aug 23, 2019 1:30 pm

Religion rework
Religion has always had its problems in the mod: If your civilization had religions that could benefit it was a matter of pure luck, with some civilizations having super strong combos while others not having other option but to ignore religion. Besides that, some civilizations were just too powerful, others just too weak and the number of weird, nonsense combinations was just too high. In short, the system didn’t make sense.
So? How to fix it? How to make the system relevant not only for those civilizations lucky enough to have a religion both powerful and that synergizes well with its bonuses? The first thing we did was to classify civilizations using four categories: Warring, pacifist, industrialist and agrarian. Then, using those categories, we gave points to each religion so they all showed us what type of civilization had access to it the most. Here’s an example:
Catholicism: 10x Pacifist, 9x Agrarian, 7x Warring, 7x Industrious
What does this mean? It means that, well, Catholicism is a pacifist and agrarian religion. This means that most catholic civs are very defensive or oriented towards their villagers, or supporting its allies, which is why they are pacifist, and that they have an economy based mostly on villagers and, also, that have bonus that gives their units strength to fight in general, nothing specific.
This is helpful because it will allows us to redesign this religion taking into account the necessities of the civilizations that have access to it.
So what are the new religions gonna look like?
Well, first of all, Priests will get new, better abilities. From a total of 4, your priest will get 2 based on the categories your religion has access to. Catholic priests will have access to Terra Sancta and a new ability that makes nearby units tankier for a few seconds, for example.
Religious shared upgrades will now be reworked, they will be more accessible, not as powerful as they were before and, most importantly, also appealing to civilizations with different necessities, like rush civilizations or civilizations without much access to resources in the late-game. This technologies will also be more widely available to all religions, while still having some restrictions. This is the logic the shared technologies’ availability will follow:
  • Gathering rate upgrades:
    Base: 2 upgrades out of 4
    Warring: +0
    Pacifist: +2 if possible
    Industrious: +1
    Agrarian: +2 if possible
  • The other shared technology, that won’t be revealed yet:
    Base: 1 Upgrade out of 4
    Warring: +2
    Pacifist: +0
    Industrious: +1
    Agrarian: +1
Each religion will have access to a maximum of 4 of these upgrades per technology. As you can see, only a warring and agrarian religion has access to all 8 shared technologies. What religion do you think that one is?
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Last but not least, religious technologies will now follow an internal logic, a narrative, one could say. Besides that, all religions will feature a ‘Ultimate technology’, a powerful ability that will change the way you play your late game. The technologies will be focused on aspects related to the categories I explained. Using catholicism as an example, I’ll show you:
Catholicism: A Pacifist and Agrarian religion.
Christian religion dominant on most of the world.
Faith Upgrades: 4
Secret Upgrades: 2
Main bonus: Allows the construction of one extra Abbey. Priest abilities: Terra Sancta and Sacrificium.
Technologies
Counter-Reformation (II) 300 food, 100 faith: One shipment.
Spread Missions (II) 300 food, 300 faith: Natives are 20% cheaper and are trained 30% faster.
Stained Glass (II): 100 wood, 400 faith: Your buildings get +15% hp.
Holy Communion (III) 200 food, 400 faith: Your villagers pray 20% faster.
God's Flock (III) 600 wood, 1200 faith: Your abbeys now increase nearby gathering for buildings.
Rerum Novarum (IV) 2000 food, 2000 faith: Villagers now cost 70% less resources.

This religion has a big number of civil upgrades, mostly focused on its villagers.
To finish this entry, I’ll tell you that on top of the rework, you can expect to see a big number of new religions in the future, bringing a lot more aspects for you to explore on your matches.
I hope you enjoyed it. Next time I’ll talk about the Balkan culture rework or, should I say… the Nation States?
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Jutlander
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Re: Jutlander's developer blog

Mon Aug 26, 2019 12:38 pm

Balkan rework
One could call the Balkans a featureless culture. I mean, what do they have? They can age-up from buildings, neat indeed. But that’s about it. Oh, they also have more archaic units than any other culture. That’s… cool? There’s all of that and, of course, there’s crops. They really just don’t work. They are supposed to be a fun farmville style economy but in the end you just click a lot for limited resources. On top of that, you have Romania and Bulgaria, that while they can be fun, they are certainly bad designed. To an extent that’s true for Greece too. Do their special cards even work? They are counterintuitive and I’m sure many people think they are not worth the effort. After all, you already have the easy win water boom and for land, well, let’s just pretend they don’t exist.
So, what’s in the future of this culture? First of all, a change of name. We eventually realized the name Balkans was too restrictive and that, design wise, the culture could include civilizations from all over central Europe. After much thought, we ended up deciding the best name for this culture is Nation States, meaning all the peoples from central europe to the balkans that rose up against foreign powers in the context of the spring of nations. Those foreign powers almost all the time end up being Austria, the Ottomans and Russia.
Now, how to solve the fact that this culture doesn’t feel like a full culture? Well, by adding more features. One of the new features we have prepared for the Nation States is the Secret societies. This is group of people with a common secret goal aiming towards their nation’s independence. How do you get one of these? Well, by building a Tavern and choosing from two options. What will this Secret Societies do? They will buff you in unconventional ways, mostly related to spies and utility. This building also allows you to train outlaws, a unique Nation State mercenary (civilization dependent) and even upgrade mercenary units! I will give you an example. Serbia will get both the Black Hand and the Filiki Eteria secret societies.
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On other aspects, we will refine their buildings: They will still be upgradeable, but they are now much more intuitive and useful on the way they get better. The upgrades will work like this: for the Casern improve its attack, for military buildings upgrade the units they train, for the Market improve gather rates, and for the Estate improve Settler hitpoints and attack and provide experience. We will also replace the Hunting Lodge with the Estate, which will hold both herdables and their upgrades and crop upgrades, leaving hunting techs for the Market, as usual.
Now, Nation States civilizations will get access to much better units in the late-game, being able to specially upgrade one unit of their choice with a Royal Guard like upgrade.
Now, getting more specific, you can also expect the Nation States civilizations to have a more detailed, specific deck, with more cultural cards and an arrangement that’s more unique to each civilization, instead of it just being a copy for all of them.
You can also expect a rework of Greece: They will keep their water superiority, but their super cards will get a rework that will make them more useful and more intuitive to use, besides them working even if you don’t use the politician. Romania will also get a more respectful design, being based less on stereotypes and more in history. Romania will be a civilization focused on modernization and fast training of units. Bulgaria, on the other hand, will also get a rework that will make their playstyle and counterplay more engaging and less toxic. Last, but not least, you can expect new civilizations, one of them being Poland!
I think this covers it all up. On my next issue we will discuss the changes on Mercenaries, Outlaws, and all that sort of units in general. 
Image
 
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The black Demicannon
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Re: Jutlander's developer blog

Mon Aug 26, 2019 1:21 pm

That's a lot - I can't wait to see Poland!
 
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SeriousBocchi
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Re: Jutlander's developer blog

Mon Aug 26, 2019 3:57 pm

That's quite a lot you got there. Can't wait to see all of them in action. Eventually. So are you going to rework Anglos, Africans, Native Americans, and Asians as well?

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