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Dev Diary #40 - Giant Kings: Hand-Crafted Regions



Hey Giants and smaller folks! I’m Bas, a game designer at Triumph studios, you might remember me from some of the older dev diaries such as on the Siege system, Umbral Abyss and some others.

This time, I’m here to showcase some visual improvements we’ve made to the world map, which come with the free update to the game released alongside the new DLC, as well as a new major type of content in Giant Kings: Hand-Crafted Regions!

One of the new Hand-Crafted Regions you may find.

Let’s start off with the new visual updates, shall we?

[h3]Arctic and Desolate Mountains[/h3]
First off, we’ve updated the Arctic and Desolate mountain visuals. The new mountains blend a lot better with the existing visuals of the clime’s other overlays. You can now easily tell what clime these mountains belong to!

The new Arctic Mountains

The new Desolate Mountains

[h3]City Sprawl[/h3]
Next up, we’ve added sprawling houses and structures around city cores. These are spread in the city core’s province and change depending on the city’s culture and tier. Now you can visually see the population settle outside the city as it grows!

Feudal Culture city sprawl at tier 1 and tier 4

Primal Culture city sprawl at tier 1 and tier 4

The sprawl will grow throughout your whole empire!
We're still reducing the intensity, but this should make your domains look imposing and lived-in!


[h3]Underground Climes and Walls[/h3]
The final major visual update comes paired with the Underground rework. While there will be a specific development diary on that rework later.

Right now we’ll focus on the Underground Arctic and Underground Desolate clime visuals. Which now have their unique visuals for bedrock and diggable earth.

Arctic Underground with new Bedrock and Diggable Earth visuals

Desolate Underground with new Bedrock and Diggable Earth visuals

Furthermore, Bedrock walls, which are technically part of their own uninhabitable region, now detect what clime is adjacent to them and adjust their visualization based on this. This makes the walls surrounding a cavern look more integrated with the cavern’s looks!

Cavern walls using the clime visuals of the cavern next to it.

These changes not only help improve the visuals of the base game. They also helped us with creating the new DLC content. Let’s go into that new type of content now!

[h2]Hand-Crafted Regions[/h2]
Regions hand-crafted by us developers were first introduced in Eldritch Realms. Where the Umbral Abyss layer was exclusively made up of floating islands that had everything painted and placed by us.

As we were busy with these, we already had the exciting idea of featuring this type of content on the Surface and Underground. Mixed in with the regular regions the Random Map Generator creates.

As Giants were the ones shaping the land of old in finer detail. Giant Kings seemed like the perfect fit for adding Hand-Crafted Regions into the natural landscape! Imagine us as giants slinging an insane amount of terraforming spells to make these regions

A developer giant looking upon her new creation

Like with Eldritch Realms, our approach with these regions was first to divide them into categories depending on the design goals we had. We ended up with the following categories:

[h3]Natural Regions[/h3]
These regions are the most numerous of the Hand-Crafted Regions we made. Their main purpose is to beautify the world and present interesting economic hotspots that are different from what you’d normally find in RMG.

They do not present new locations or events the player can find. This way they are simplistic and we can have a great quantity of them throughout the realms to ensure plenty of variation!

A valley featuring a once prosperous city.

A cavern corridor lined with giant statues.

In order to push their visuals further, we have also made various decorations such as statues, mist, wandering ghosts, little farms and such which we can place in our regions.

These have no gameplay implication other than telling a story and making the regions prettier. Try and spot them when you think you’ve discovered a Natural Region!

A haunted forest filled with bones and ghosts.

A tomb on top of a cliff, surrounded by vast pillars and statues.

We also added new functionality for Hand-Crafted Regions to be able to randomize climes and overlays. This was used a lot for Natural Regions so that the same region can appear in various locations. Or even appear with slightly different layouts!

One of the regions in Temperate

The same region in Arctic. Did you know that rivers and roads in Hand-Crafted Regions will try to connect to the rest of the Realm?

We also added a new overlay and clime in the base game update coming alongside Giant Kings: The Dungeon clime and the Ruins overlay. Both were used to give the world more history of previous empires. They were used a lot in Natural Regions to tell a story.

A Natural Underground Region with Desolate Dungeon clime.

A Natural Region with the new Ruins overlay.

One of our favourite ways to create visually interesting Natural Regions, was to incorporate Ancient Wonders into them and shape the region around them. We even created special visuals for the new Ancient Wonders featured in Giant Kings when placed in a Natural Region!

The Lava Prison ancient wonder with its own hand-crafted region.

[h3]Landmark Regions[/h3]
At Triumph, we’ve had art concepts lying around for a while of gigantic visages and custom assets decorating the world map. With Giant Kings, we finally wanted to realize these concepts. Enter Landmark Regions!

Some very early concepts of immense landmarks on the world map.

These regions were designed to be Age of Wonders’ version of the Wonders of the World. The goal for them was to create big and impressive visual anchors in the world. As well as being an ultimate prize for exploration.

The Grand Statuary Landmark.

Landmark regions contain a single vast structure or natural phenomenon. From a giant raging volcano to a huge eldritch creature trapped beneath ice.

These add a sense of myth and grandeur to the realms. And therefore are also a lot rarer than the Natural Regions, in a medium realm with 5 players. You tend to find only 2 on the surface, and 1 underground. You will be able to find more in larger realms!

Besides being visually impressive, we’ve also given each one their own lore image and text. Giving more glimpses into the grander history of Age of Wonders.

Several Lore parchments of the new Landmarks. Can you guess what they are?

As Landmarks are this huge and mythical. We didn’t want players simply claiming them like they could with Ancient Wonders or nodes. We also wanted players to be able to benefit more from them over time as their cities grow.

Therefore, landmarks themselves cannot be claimed or annexed, but affect the provinces adjacent to them. You’ll want to maybe settle near them in order to claim as much of the surrounding territory as you can.

Finding these in the early game can really put you ahead of the other empires, since they don't need to be cleared to benefit from them. Hopefully you haven’t reached the city cap yet by the time you find one!



[h3]Fated Regions[/h3]
Finally, we have the most complex of the Hand-Crafted Regions! These regions were designed to contain unique quests, visuals and adventures for players to follow. They are essentially small story realms!

A ruler has just stumbled upon one of the Fated Regions. The Crystalstorm Plateau!

To showcase what kind of adventures and rewards await you in these regions. I’m going to take you through one of them: the Crystalstorm Plateau in the screenshot above!

Beware that the following section contains spoilers, so if you want to experience these new region blindly. Be sure to scroll down until you find the end of the spoiler section!

As you stumble upon one of the Fated Region, you’ll be greeted by an intro event explaining what you’ve just run into. In this case the Crystalstorm Plateau is a mountainous area struck with continuous storms (which will affect us in combat while within the region).

The encounter event of the Crystalstorm Plateau

As we look around, we can see that the region itself is currently uninhabitable and cannot be affected by world spells. Once we’ve actually managed to fully resolve the mystery of this region. This protection will be lifted and we can annex and cast spells to our desire!

We can see the storms wreak havoc in the region and are unable to annex or cast spells… yet.

As we continue towards the center, we’re met with an imposing looking Lithorine Simulacrum. Unfortunately it seems we cannot get rid of him in order to claim this region’s many mana nodes. As a magic barrier protects him. We also learn that he’s evoked by the Storm Clan. One of the clans of Giants you’ll learn about as you discover more Fated Regions.

The Lithorine Simulacrum at the center of the Crystalstorm Plateau

Luckily, just as we step back from the magic barrier and its guardian. A friendly enough looking Swamp Troll offers us a way through, at the prize of a few dozen Lithorine cores. We accept his deal, but other players might want to steal his ward-breaking orb immediately.

The Troll offers us to dispel the barrier.

We go on to hunt down Lithorine. The region has various mana nodes and pickups guarded by them. But while fighting them. We’re getting battered by those crystal storms. Dealing damage but more importantly inflicting Volatile Charge on our units. Meaning we have to split up our units often to avoid damage. Fights in Fated Regions tend to be trickier than normal node fights you will encounter on a realm!

The Crystal Storms combat enchantment active during combat in the region.

After having collected enough lithorine cores. The Troll kindly holds up his part of the deal and destroys the storm barrier for us. Now we get to the final showdown against the Simulacrum!
It’s certainly not an easy fight, as he himself is a tier 5 and is joined by various mid to high tier units. Not only that, but the Crystal Storms continue to batter our forces.

A final showdown against the simulacrum.

After a hard-fought battle. We claim victory against the tempest! A Storm Giant representing the Storm Clan insults us for our deeds. And seems to hint at a rivalry between the clans. And at their ultimate goal of claiming the old Giant Kings’ power.

Each Fated Region will reveal more lore and secrets that Age of Wonders harbors. So for those who are ready to dive deeper into this world, Fated Regions are the place to be!

The Storm Giant berates us before its death. And we get to claim our prize.

Besides some choices of rewards, one of which is actually improving relations with the Crystal Dwelling (more on them later), we also gained the Menhir of Storms!

The Menhir of Storms is an Artifact. Much like Magic Materials. Artifacts grant global bonuses, can be traded with other players and form a collection when you’ve gained a set of them.



Unlike Magic Materials however, they can also be gained by conquering another player’s capital if they had any. And completing a collection will trigger a Happening event! Perhaps the other Giant Clans are harboring more Menhirs to find.

The Heirs of the Giant Kings artifact collection. 2 more to go!

With the mystery resolved. The Crystalstorm Plateau has become inhabitable and open to spellcasting again. We settle on its crystal center and benefit from its abundance of Mana. Most Fated Regions are incredibly good places to settle once they’re cleared!

A new city settled on the Crystalstorm Plateau. We shall call it “Lithorator City”.

And there you have it! The Crystalstorm Plateau has been conquered, a secret of the Giant Clans and their Menhirs revealed. A step towards completing the collection. But the spoilers will end here. You’ll have to complete this journey yourself in your own playthrough. We hope you’ll have stories to share of your adventures in Fated Regions!


If you’ve looked at the example above. You’ll note that Fated Regions are complex and share connections with one another. Therefore Fated Regions aren’t enabled by default. They can be enabled through the realm trait: Legends of Myrrida. This realm trait is also available in multiplayer.

The Legends of Myrrida trait giving you some more info on Fated Regions.

If you also have the Crystal Dwelling enabled in your realm. They can give you hints towards finding the Fated Regions, as well as giving you the option to grant them the revelation of the mysteries you’ve uncovered upon completing a Fated Region. Speaking of the Crystal Dwelling. Let’s dive into that next!

[h3]Crystal Dwelling[/h3]
Aside from the categories above, we’ve used Hand-Crafted Regions also in some other places. Such as the Crystal Dwelling. Which is the new Dwelling featured in Giant Kings.

The Crystal Dwelling in its Hand-crafted Region.

This dwelling, similar to the Umbral Dwelling in Eldritch Realms. Acts much like a free city but is instead inhabited by the new Lithorine units.

By improving their allegiance. They will grant you access to their archive: a shop of unique spells, artifacts of their own, hero items and more!

Like with the Umbral Dwelling, you cannot assign whispering stones to Crystal Dwellings. Instead, you can improve your allegiance by taking on special quests or fulfilling their other requests.

Unlike the Umbral Dwelling, these guys don't do demands, merely requests!

[h3]Modding Hand-Crafted Regions[/h3]
We expect many modders would love to create their own hand-crafted regions. So in the free base game update alongside Giant Kings, we are updating the tools to allow modders to create and implement Hand-Crafted Regions into Random Map Generation.

A handy video tutorial explaining the process will be provided with the update, courtesy of Lara, one of our environment artists who has worked on a number of the regions you’ve seen here!

A look at crafting regions inside the Level Editor modding tool.

[h3]Wrapping Up[/h3]
And there you have it! I hope you’ll be excited to see all the Hand-crafted Regions the Giant Kings expansion has to offer. Here’s a fun overview of all the Natural Regions for example. Just to give you an impression of the quantity.

A whole lot of Regions!

Oh, would you look at the sundial! Time for me to leave the rest up to imagination. Tune in next time as Thomas takes a deep dive into the Feudal Culture update, which will be in the free base game update alongside Giant Kings, releasing on the 1st of April (I swear it’s not a joke).

Bonus: You can now download the wallpaper for Giant Kings here!

[h3]Get Expansion Pass 2:[/h3]

https://store.steampowered.com/app/3181480/Age_of_Wonders_4_Expansion_Pass_2/

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Join the Giant Kings Livestream Tomorrow at 14:00 CET!



Rulers!

Join us tomorrow at 14:00 CET as we embark on the second Giant Kings livestream! 🏔️

Our devs will show off new gameplay and features you can expect in our next expansion!

📺 Tune in here: https://youtube.com/live/cLNJ62k0XAU


[h3]What time is the stream for me?[/h3]
  • PDT: 6am
  • MDT: 7am
  • CDT: 8am
  • EDT: 9am
  • GMT: 1pm
  • GMT+7: 8pm
  • GMT+8: 9pm
  • GMT+9: 10pm
  • GMT+11: 12am (next day)

[h3]Get Expansion Pass 2:[/h3]

https://store.steampowered.com/app/3181480/Age_of_Wonders_4_Expansion_Pass_2/

Follow us and be the first to know when we drop new content!

Giant Kings coming on April 1st! + Giant Kings Dev Diary



Dear Godir,

We are excited to announce that the Giant Kings expansion and the free Ogre Update will be available on April 1st, less than a month!

You can find below:
  • Announcement trailer for Giant Kings
  • Feature highlights
  • Giant Kings First Look Stream
  • First Dev Diary about Giant King Rulers

[h2]Announcement trailer[/h2]
Watch the announcement trailer for a sneak peek of the upcoming features and reveal of the breathtaking key art (we know you’ll want it for the wallpapers ;) )
[previewyoutube][/previewyoutube]

[h2]Age of Wonders 4 Giant Kings Key Features: [/h2]
  • New Ruler Type: Ascend as a mighty Giant King, ruling over mortals with unmatched power. Giant Kings possess unique terraforming abilities and can use the Item Forge right from the start of the game. Call upon ancient weapons to fight with you and unlock powerful runes to forge unique equipment. Choose from one of four mighty clans and transform the world around you: flatten peaks, raise mountains, mold lava, and freeze the land!
  • New Crystal Dwelling: A towering structure that houses souls of the ancient Giants encased in crystalline matrices. Earn the favor of the Council Prolocutor, improve your relations, and access a unique shop offering exclusive skills, magical equipment, and artifacts. Moreover, formidable new creatures are now roaming the lands: crystal-forged lithorine units and colossal primordial beasts, ready to challenge players to combat in Ancient Wonders.
  • Landmark Regions: New massive regions will appear in your realm that you can annex to your empire for economic benefits — magnificent waterfalls, the remains of ancient dragons, majestic underground monuments, and more are waiting for you to explore!
  • Shop Structures: Merchants now roam the land, offering powerful services and rare goods. Visit one of three shop types to purchase hero equipment and skills, mounts or strategic vision over world map areas. Feeling bold? Attack these traders to seize their wares - but beware, future dealings may be closed to you!
  • Two New Tomes: The Tome of the Dungeon Depths, to build a grand underground empire and protect it at all costs. Transform your provinces into a new dungeon theme with economic bonuses and four special province improvements. Craft eternal Clay Soldiers and deadly traps to defend your territories. The Tome of Geomancy lets you become attuned to the Ley line energies beneath you and channel them to supercharge your army’s damage and resistances. Recruit Geomancer units to harness the powers of the earth, and encase your forces in razor-sharp crystalline armor.
  • So Much More, including 3 new realm traits that include a story-driven region with unique endgame events, 2 new ancient wonders, 4 new music tracks, a new interface skin, and countless smaller updates!

Giant Kings will launch on April 1, 2025, for a suggested retail price of $24.99.

Alongside Giant Kings, all Age of Wonders 4 players will receive a free content update on April 1st. The Ogre Update will include new features such as Feudal Culture rework, Siege rework, lava provinces and lots of visual updates. Full details on these free additions will be shared in the game’s patch notes shortly before launch.

[h2]Giant Kings First Look Dev Stream[/h2]
[h3]Watch the First Look Dev Stream here (VOD) [/h3]

[h2]Giant King Rulers Dev Diary[/h2]
Hi everyone! I am Luis Ferreira, a senior designer at Triumph Studios and I am here to tell you about the titular Giant Kings, a new Leader Type lumbering your way on April 1st, as part of the next expansion for the Expansion pass 2 of Age of Wonders 4!



The ancient Giant Kings trace their regal line back to the Kingdom of Myrrida from the Age of Giants. Though the current clans are few in number and hold only a fraction of the power of that ancient kingdom, they are still primordial beings, masters of the forge and shapers of worlds.



There are four clans to pick from: Storm, Rock, Fire and Frost. In their role as earth shapers, each clan has a Runestele that they can summon on their provinces. This magical construction changes the surrounding terrain to a preferred environment, granting the giant’s cities economic bonuses.
As forge masters, all Giant Kings start the game with the Item Forge unlocked, and as they gain hero skills in one of their unique trees, their prowess with the forge becomes unparalleled.



But before you start the game you need to pick a weapon. The Giant Kings have the following weapons available to them:
  • Magical Obelisk: This weapon is a bulky obelisk charged with runic magic that can be deployed at a distance. Using its Obelisk Crash base ability the giant teleports the obelisk above their enemies and makes it crash down on the target and all adjacent enemies, dealing physical and magic damage.
  • Giant Axe: The weapon of choice for the melee giant wanting to deal heavy damage, this giant axe cleaves in a huge downstrike, dealing damage to the target and the unit behind them.
  • Warhammer: More flexible than the giant axe, this weapon strikes in a repeating motion dealing damage in a 1-hex cone in front of the giant. It’s the perfect weapon for those wanting to sweep a group of enemies away.

[h3]Hero Skills[/h3]


As you do battle and your Giant King earns experience, they will learn new skills unique to them.Their skills are split into three trees, as seen on the image above. From left to right they are:

Item Forge Tree


Skills that improve your forging abilities. This tree starts by giving giants more material on disenchanting items so they have more to work with.

Then come the Rune Infusions, which are special item infusions unique to the Giant Kings. Each clan has their own infusions, for example the Fire Giant King can grant a weapon more fire damage and a burning chance, make an armor that grants immunity to burning or enchant a wand with the ability to summon a Lava Runestone on the battlefield that burns all those around it.

The capstone skill Forge Master allows the creation of items with up to 6 infusion points (compared to the normal 5), marking the Giants as the ultimate item crafters, creating arms and armaments for themselves and their heroes that cannot be rivalled except by another giant!

Animated Weapon Tree


This tree of skills allows the giant to summon an enchanted living weapon in combat. The weapon conjuration starts as a tier one greatsword, dealing single target damage, of a type corresponding to the giant’s clan.

As you invest in this tree, you can upgrade the conjured weapon into a different, stronger, animated weapon, going from the tier one greatsword into a tier two weapon. There are 4 in total, with each clan having access to 2 of them: A hammer that hits in a charged area of effect, a ranged bow with phasing capabilities, a glaive that pierces enemies or a shield that stuns those it hits.

For example the Fire Giant can evolve their Greatsword into the Hammer or a Bow for ranged damage, while the Storm Giant can upgrade their summon to the Shield or the Glave.

Hurl Tree


Do you want your Rock Giant to throw a boulder and your Storm Giant to hurl a ball of elemental lightning? Then this tree is your pick. Each giant clan has their own version of this tree and as you spend points you can fine tune this ranged ability to your liking: You can focus on single targets by making this ability more damaging and debilitating or expand its area of effect by making your fire giant’s Hurl Flame into a Fireball.

[h3]Signature Skills[/h3]


The Giant Kings’ signature skills are affinity themed runes that grant them bonus passives. At level 4 and 12 the giant can pick minor runes like the Critical Rune (Chaos) which raises Critical Hit chances or the Reflection Rune (Astral) which reflects a portion of the damage taken back to attackers.

At level 8 the Giant gets to pick a stronger rune, like the Fury Rune in the above image that changes the Giant’s movement speed and grants buffs as it attacks. Other runes at this levels include the Life Rune (Nature) which grants the giant Undying, reviving after a turn in combat, or the Brawn Rune (Materium) which grants the Mighty Stomp ability that in a 2-hex cone can apply Immobilized, Stunned and Bleeding.

At level 16 the giant has access to grand runes, which emulate the rune unlock at level 8 giving a weaker version of that rune to the Giant King’s army.
So taking the examples from above, the Grand Life Rune gives all units in the Giant King’s army Natural Regeneration and the Grand Brawn Rune gives all units a 15% damage increase along with a high chance to inflict bleed.

As an additional note, unlike affinity signature skills from Mortal Champion and Wizard Kings, these can be unlocked without having an affinity prerequirement. All affinity runes are available to your giant so you can build them however you want!

And that’s all I have for you on the Giant King’s for now, I left out some things so you can discover them once you experience this new expansion on the 1st of April! The next Dev Diary will be by Bas and he will go over the art of this expansion as well as the new regions and environments, so look out for it next week!

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Age of Wonders 4 - Tiger 1.3.1 Update



Happy New Year Godir!

Surprised to hear from us again so soon? Now that the Holiday Season is over we’re popping in to release the Update we put into Open Beta last year. This minor update tackles instabilities in a few systems.

You’ll hear more from us later in the year, once we reveal the Giant Kings expansion. For now just know that the earth is stirring and the Giant Kings are awakening.


Game Version: 1.009.004.102259



[h3]Art[/h3]
  • Fixed issues with the Animation Flow, Animation Randomization and Steering Controller
  • Fixed an issue where Piglets did not have Attack Animations
  • Fixed an issue where Goatkin would not have Horns in certain situations
  • Fixed an issue where Heroes would not show in Event Panels


[h3]Interface[/h3]
  • Added safety code for a crash that could occur on IncomeBreakdowns
  • Added safety code for a crash that could occur when navigating the Rally of Lieges with Controller
  • Fixed an issue where respecable Skills gained from Loadouts would allow the acquisition of free Skill Points.


[h3]Multiplayer[/h3]
  • Fixed an Out of Sync that could occur when playing in different languages due to issues in the NameGeneration and Random Units.
  • Excluded the Primal Animal Summons from the Mythic Buff


[h3]World Map[/h3]
  • Fixed an issue with Ancient Wonder/Inhabitant Heroes not gaining levels.

Age of Wonders 4 - Tiger 1.3 Update



Season Greetings to all Honored Godir,

As the nights have turned dark and we find ourselves bundled up with cups of Hot Cocoa and cozy blankets, we at Triumph bring you one final update this year. The Tiger 1.3 Update rounds out not only the year but also the first release of Expansion Pass 2. It brings further polish to the Hero Rework with the separation of Loadout & Class, new Hero Classes and Skirmisher Weapons. We’ve balanced Hero Skills, tweaked the Combat AI and took care of plenty of nasties.

This year we were lucky enough to be able to continue development of Age of Wonders 4. As Expansion Pass 2 continues next year with Giant Kings and Archon Prophecy, I hope we may be so lucky again.

For now I wish you all the best,
May your Pantheon’s Thrive

Game Version: 1.009.004.101162

[hr][/hr]


Hero Class Updates

We’ve overhauled the underlying Hero System once again to split up Loadouts i.e. Hero Background Traits into separate Hero Class and Hero Weapon. A lot of internal structures have been changed to make this possible. When you first launch the game on this version, all your Heroes will automatically be updated to the new Resource Setup.

  • Separated Hero Class and Weapon loadouts. Class and Loadout can be picked individually based on the expected weapon restrictions.
  • Added new Hero Class: Death Knight - A Hero Class that specializes in high damage Melee attacks, backed up by Debuffs and summoned Undead units.
    • Can equip:
      • Great Weapons
      • One Handed Weapons
      • Shields
      • Fist Weapons
      • Polearm Weapons
  • Added new Hero Class: Spellblade - A Hero Class that uses both Melee and Magic attacks to deal magic damage from a distance and physical damage when the enemy gets close.
    • Can equip:
      • Great Weapons
      • One Handed Weapons
      • Shields
      • Fist Weapons
      • Polearm Weapons
  • Added new Icons to Hero Classes


Even More Skirmisher Weapons & Loadout Updates
  • Added 3 new Skirmisher Weapons
    • Javelin
      • Melee Strike - 14 Base Damage +2 per Item Tier
      • Javelin - 22 Base Damage +4 per Item Tier
      • Cannot be Mounted
    • Sword & Net
      • Melee Strike - 14 Base Damage +2 per Item Tier
      • Throw Net
      • 18 Base Damage +4 per Item Tier
      • 90% Base Chance to Immobilize
      • Cannot be Mounted
    • Sword & Throwing Dagger (Ways of War Only)
      • Melee Strike - 14 Base Damage +2 per Item Tier
      • Dagger Throw - 22 Base Damage +4 per Item Tier
      • Cannot be Mounted
  • Updated Culture Loadouts
    • Barbarian
      • Added Javelin Loadout
      • Added Sword and Net Loadout
    • Dark
      • Added Sword and Net Loadout
    • Feudal
      • Added Javelin Loadout
      • Added Sword and Net Loadout
    • Industrious
      • Added Sword and Net Loadout
    • Reaver
      • Added Sword and Net Loadout
      • Added Fire Orb Loadout
      • Added Reaver Staff Loadout
    • Primal
      • Added Javelin Loadout to all Primal Animals (except Spider)
      • Added Sword and Net Loadout to Primal Spider
    • Oathsworn
      • Added Sword and Throwing Dagger Loadout
    • Wizard Kings can now use Orbs & Staves of all Base Damage Types


Hero Balance General
  • Reduced Base Hero Stats
    • Reduced HP from 90 to 80
    • Reduced Defense from 3 to 2
    • Reduced Resistance from 3 to 2
  • The Command and Channeling Ritual abilities can no longer have their cooldowns reset
  • Eldritch Sovereign: Enthralling Truth now correctly lasts until the end of combat


Godir Origin: Dragon Lords
  • Reduced Base Dragon Lord Stats
    • Reduced Defense from 4 to 3
    • Reduced Resistance from 4 to 3
  • Reduced HP gain from Breath Transformation (Level 12) from 30 to 20 HP
  • Reduced HP gain from Primal Transformation (Level 8) from 25 to 15 HP (Same as other transformations on its tier)
  • Hero Skill “Exhilarating Roar”
    • Renamed to Dragon’s Roar
    • Allied Units in a 2-hex radius gains Stengthend
    • Enemy Units in a 2-hex radius gains Weakened
  • Dragon Lords are now allowed to change their Class & Dragon Claw after Ascension


Hero Class: Warrior
  • Distracting Charge and Reckless Charge are now mutually exclusive
  • Reckless Rage and Critical Momentum are now mutually exclusive
  • Unyielding - No longer grants +2 Resistance
  • Graceful Charge - Reduced Grace granted from +2 to +1
  • Willbreaker - Increased radius from adjacent enemies to 3 hexes
  • Warseeker
    • Now only works on enemy units
    • Effect now lasts for 2 turns rather than until end of combat
    • Reduced max stacks from 5 to 3


Hero Class: Defender
  • Graceful Defence - Reduced Grace granted from +2 to +1
  • Tireless Retaliator - Now grants Tireless Retaliation while in Defense Mode
  • Resistant Vanguard - Reduced Status Resistance granted from +2 to +1
  • Fighting 1 - Reduced Damage increase to 10% instead of 15%
  • Fighting 2
    • Increased Damage increase to 20% instead of 15%
    • Now mutually exclusive with Greater Vigor
    • Renamed to "Greater Fighting"


Hero Class: Mage
  • Magecraft 1 - Replaced +10% accuracy with +10% damage
  • Magecraft 2 - Replaced +10% accuracy with +10% damage
  • Arcane Strength - Replaced +10% accuracy with +10% damage
  • Lightning Evocation - Reduced Jumps from 3 to 2.
  • Maximized Magic - Critical Hit Chance reduced from 30% to 20%
  • Devastating Evocation - No longer incorrectly removes the chance to inflict burning from Fire Evocation
  • Wildfire renamed to Wildfire Strikes, reworked to inflict damage and spread burning to adjacent targets with basic attacks.
  • Displacement - Now only triggers from Melee attacks.


Hero Class: Ritualist
  • Astral Bond - Reduce Retaliation Attack bonus from +2 to +1 (This change also affects Mystic School of Summoning's Summoners)


Hero Class: Ranger
  • Melee Training and Skirmisher Training have swapped positions
  • Invigorating Takedown - Reduced Strengthened granted from +2 to +1
  • Go for the Kill - Changed from Applying to Melee & Physical Ranged attacks to All attacks.
  • Scatter Shot
    • Reduced Action Point cost reduced from 3 to 1
    • Reduced Range from 6 to 4


Signature Hero Skills
  • Learning a Signature Skill now grants an extra skill point for the Hero
    • Note that this is NOT retroactive! You will need to respec a hero and relearn signature skills to get the extra points.
  • Souldraining Strikes - Now inflicts 2 remorse when attacking with a single action attack.


[hr][/hr]

  • Added Ways of War Ruler Lore Entries to the Encyclopedia
  • Added a horizontal scrollbar to our scripting dialog


  • Improved likelihood of AI casting Race Transformations
    • The issue was that the Ai discount for research did not correctly apply.
    • increase AI value for racial transformations. and adjusted the research for the AI.


Combat AI
  • AI is now much less likely to move before using a free ability
  • AI understanding of the Command hero abilities has been improved
  • AI understanding of the Astral Ward ability has been improved
  • Melee units are now much less likely to move away from the frontline when using a ranged ability
  • Reduced Threat Projection Range of Melee units from 4 to 3 hexes (so Ranged units don't feel like running as far away from them)
  • Lowered the importance of threat by 70% when victory is certain (so units aren't as skittish while winning)
  • Lowered the importance of threat by 90% when loss is certain (so ranged units don’t kite as much when they're going to lose anyway)


  • Changed the On Target Killed effect exclusion from Non-Vital to Friendly Units, as a result enemy summons will again trigger the following:
    • Empire Tree - Rite of Possession - Balor: Power from Slaughter
    • Empire Tree - Knightly Order - Order of the Indomitable
    • Unit Enchantment - Bloodfury Weapons
    • Elder of Chaos - Fires of War
    • Order Paragon Skill - Lead by Example
    • Mage Hero Skill - Devouring Spell
    • Ranger Hero Skill - Invigorating Take Down
    • Ranger Hero Skill - Kill Shot
    • Ranger/Warrior Hero Skill - Grim Executioner
    • Warrior Hero Skill - Warseeker
    • Warrior Hero Skill - Willbreaker
    • Warrior Hero Skill - Killing Momentum
    • Gold Golem - Strike Gold
    • Ascended Warlord


Buffs/Debuffs
  • Grace - Now stacks only up to 3 times down from 5
  • Vicious Killer
    • Now does 4 more morale damage
    • Now correctly affects units 3 hexes away
  • Keepers Mark/Steadfast - Changed the way Out of Turn activation of the effect is handled


  • Dark
    • Unit ‘Warlock”

      • Weakening Bolts - Increased Damage from 10 to 12
  • High
    • Unit “Awakener”
      • Spirit Bolts - Increased Damage from 12 to 14
  • Mystic School of Potential
    • Unit “Spellweaver”
      • Rift Bolts - Increased Damage from 6/6 to 7/7
  • Mystic School of Summoning
    • Unit “Summoner”
      • Astral Bond - Reduce Retaliation Attack bonus from +2 to +1
    • Combat Spell “Conjure Summoning Rift”
      • Now selects a valid empty hex in the province to be summoned on
      • Updated description to specify it summons on an empty hex in the target province.
  • Oathsworn
    • Harmony no longer loses devotion when vowing to destroy a Umbral Dwelling
    • Oathsworn Peacebringer
      • Line Shot - No longer a base ability
      • Line Shot - Increased damage from 20 to 24
      • Line Shot - Reduced Range from 4 to 3
    • Oathsworn Sealbearer
      • Reduced HP from 65 to 55
      • Reduced Defense from 2 to 1
      • Reduced Resistance from 2 to 1


Ambitions
  • Prospector “Artisan Equipment” - Upkeep changed to Hero Upkeep +50 instead of 10 per unit.
    • We have decided to keep the Ambition Hero Only
  • Steward Minor Ambition - Now rewards 40 Renown for having a Positive City Stability for 5 Turns


Rulers
  • Changed Ambitions for rulers that can no longer have the Prospector Ambition. This will cover 5 rulers in total, over 3 DLCs:
    • Blint now has the Delver Ambition
    • Fangir now has the Explorer Ambition
    • Aerelazaliar now has the Teacher Ambition
    • Ydgaard now has the Collector Ambition
    • Ryc'turi now has the Imperialist Ambition


Society Traits
  • Keepers of Knowledge - Reduced Knowledge Income from Open Borders Treaty from 20 to 10
  • Cult of Personality
    • Increased the Morale Penalty for Units not in an Army led by a Hero from -10 to -20
    • Heroes gain +10 Gold upkeep per gained Renown level


  • Removed Pantheon TML Tags on Society Traits
  • Fatal Strikes no longer shows up in the Unit Panel, only as an Ability Modifier.
  • Critical Skirmisher now shows up in the Unit Panel.
  • Critical Second Wind now shows up in the Unit Panel.
  • Knockback Retaliations now shows up in the Unit Panel.
  • Evasive Strikes now shows up as an Ability Modifier.


  • Added Oathsworn Equipment skins
  • Sword and Pistol
    • “Fire Magelock” - Reduced Base Damage from 20 to 16
    • “Fire Magelock” - Now has a 1 Turn Cooldown
  • Sword and Crossbow “Shoot Crossbow” - Reduced Base Damage from 22 to 20


  • Fixed an issue where Combat would softlock after the Vassal Turn in Manual Combat if Control AI Allies was enabled.
  • Fixed an OoS that could occur due to the same Unit Upgrade being provided from multiple places


Astral
  • Tome of Evocation
    • Unit “Evoker”
      • Lightning Bolts - Increased Damage from 10 to 12
  • Tome of Scrying
    • Unit “Watcher
      • Lightning Bolts - Increased Damage from 12 to 14


Chaos
  • Tome of Pyromancy
    • Unit “Pyromancer”
      • Fire Bolts - Increased Damage from 8 to 10


Materium
  • Tome of Alchemy
    • Combat Spell “Antimagic Tincture” - Now dispels 2 Negative Status Effects instead of all
    • Special Province Improvement “Alchemist’s Lab” - Increased costs from 130 Production and 60 Gold to 250 Production and 100 Gold
  • Tome of Transmutation
    • Unit “Transmuter”
      • Shift Bolts - Increased Damage from 12 to 14


Order
  • Tome of Cleansing Flame
    • Unit “Pyre Templar”
      • Defense - Reduced from 5 to 4
      • Fire Cleave - Now correctly damages obstacles
      • Fire Cleave - Now correctly indicates a 90% chance to inflict burning
      • Fire Cleave - Now correctly has reduced effectiveness on secondary targets for enchantments, status effects etc.


Shadow
  • Tome of the Doomherald
    • Unit “Banshee”
      • Cruel Bolts - Increased Damage from 12 to 14[/list
  • Tome of Severing
    • World Map Spell “Conjure Spellward”
      • Now selects a valid empty hex in the province to be summoned on
      • Updated description to specify it summons on an empty hex in the target province.
  • Tome of Corruption
    • Unit “Umbral Mistress” - Base Movement speed reduced from 48 (Very fast) to 32 (Normal)


  • Added a new property called “Cannot be Displaced”. This is given to the following units:
    • Unit Type: Tower
    • Unit Type: Siegecraft
    • All T5 dragons
    • All T4 Giants
    • Godir Origin: Dragon Lord
    • Horned God
    • Earth Titan
    • Bone Dragon
    • Ironclad
    • Karagh
  • Displace Effects on Abilities sometimes worked against units with Large Target and sometimes did not. Now they consistently work on all units except units with Cannot be Displaced. This influences the following abilities:
    • “Displace and Replace” modifier on many Charge Attacks and the Item Forge
    • “Push Back” modifier on two Hero Skills and the Item Forge
    • Equipment “Cloud in a Bottle”
    • Water Spirit Ability “Tidal Wave”
    • Wind Rager Ability “Whirlwind”
    • Thunder Bird Ability “Thunderclap
    • Mercenary Ability “Drive Back”
    • Ironclad Ability “Direct Fire”
    • Dragon Lord “Tail Bash”
    • Dragon Ruler - Astral Elder “Stormcall”
  • The following effects are reworded from Displaced to Teleported because they still work on all units:
    • Direcaster Ability “Hysteria Storm”
    • Siege Project “Sow Confusion”
    • Wizard Tower/Astral Dew Combat Effect “Displacing Reality”
Units
  • Autumn Fairy
    • Lightning Bolts - Increased Damage from 12 to 14
  • Winter Fairy
    • Frost Bolts - Increased Damage from 12 to 14
  • Ghost Ship
    • Wail of the Lost now applies 2 Remorse
  • Unit Role: Mythic
    • Increased Base Stats
      • Increased Damage by 10%
      • Increased HP by 10
      • Increased Defense by 1
      • Increased Resistance by 1
    • Umbral Mistress and Scourges did not gain these Stat Increases


  • Added a new Raze Operation for Umbral Seeds
  • It is no longer possible to reduce the duration of pillage operations below 1 turn.
  • Materium Empire Skill “Arcane Artisans” - Reduced Mana gain from Mines from 10 to 5


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AI
  • Fixed a crash that could occur due to no Diplomatic state being found while processing if a stack would walk over a city district.
  • Fixed a hang that could occur due to AI Razing a Umbral Seed that was not on the edge of the Umbral Domain


Art
  • Fixed an issue where Rulers did not face the opponent in the diplomacy screen
  • Fixed an issue where Non-Scout units with Pegasus mounts hold their reigns and weapons at the same time
  • Fixed an issue where Mount Masters paired with a Blessed Dragon mount increased the Model Count on your Ruler
  • Fixed an issue where the hero is not centered in the "Hero Panel" while having the "Blessed Dragon" mount equipped
  • Fixed an issue where the Pyre Templar’s Weapon was shown while embarked
  • Fixes for multiple units that weren’t visually embarking when going into water
    • Iron Golem, Accursed Ogre, Accursed Blade
  • Fixed an issue where tails were not getting Ghost Effects in Events


Animations
  • Fixed a Vertex Explosion occurring when using Sprint on a Warbreed
  • Fixed an issue where Units mounted on the "Blessed Dragon" had a weird animation when they performed an attack
  • Fixed an issue where Units mounted on "Horned Bear" moved their legs when using range, support and eating abilities
  • Fixed an issue where the Defender’s "Pushing Attack" ability has a wrong animation
  • Fixed an issue where Ogrekin Sunderer throws Javelin in an odd way
  • Fixed an issue "Sundering Sweep" ability had issues with its animation


Faction Creation
  • Fixed an issue where Eagle Mounts in Faction Creation and Oathsworn cultures caused one to lose their entire body
  • Fixed an issue where the "Herald of Glory" outfit did not hide the hair over the male "Halflings" feet
  • Fixed an issue where "Herald of Glory" helmet was not correctly attached on the male Simian and Ogrekin forms
  • Fixed a missing hair color option for Simians


Transformations
  • Fixed an issue where Ascended Rulers with Angelic Transformation would not show their Wings
  • Fixed an issue where Toadkin with Wightborn transformation had see through mouths
  • Fixed an issue where Peacebringer with Naga transformation causes the portrait to only show part of a Naga tail
  • Fixed an issue Insectoid units with helmet loses their eyes when applying certain Major Transformation
  • Fixed an issue where "Simian" form legs disappear from the knees down when the "Astral Attunement" transformation spell is used
  • Fixed an issue where The "Shield of Artica" has a very bright texture when the hero is affected by "Astral Attunement" transformation
  • Fixed an issue where Gloomstrider's tentacles have a few puffed spikes
  • Fixed an issue where Dragon Lord Order and Chaos' crown is placed around the neck


Combat
  • Fixed a crash that could occur when apply the Combat Results
  • Fixed a crash that could occur on getting Unit Kill Rewards
  • Fixed issues where Ghostfire did not properly count as burning for multiple effects, like Immolate (extra damage if target is burning) and Curse Eater
  • Fixed an issue where Summon Auto Spells would run (infinitely) on Water Maps
  • Fixed an issue where the "Astral Dew" magic material doesn't provide a combat enchantment during combat


Culture
  • Mystic School of Potential
    • Fixed an issue where Arcane Inspiration picked spells that are already max inspiration


Diplomacy
  • Fixed an issue where the Demonic Warlord personality was allowed to respond to Improved Diplomatic State Events


Economy
  • Fixed an issue where the Bathhouse could be moved in front of the Tavern
  • Fixed an issue where Master Masons discounted SPI’s


Events
  • Fixed the following events not unfogging the quest location
    • Power Made Flesh
    • Profound Desire for {Unit}
    • Into the den of {Unit}
  • Fixed an Exploit with Profound Desire
    • The ranking up of the units now happens after the battle, upon quest completion (the units now actually have to fight in the battle to gain the additional experience)
  • Arcalot
    • Fixed an issue where Urrath's Grasp applied to Pantheon Heroes


Happenings Cosmic
  • Fixed the signature hero skill Shield of Faith lacking an identifier for counting as Faithful so that the Dawn of the Lodestar can correctly recognize the Hero.
  • Fixed the signature hero skill Condemning Strikes lacking an identifier for counting as having Zeal so that the Dawn of the Lodestar can correctly recognize the Hero.


Intrigue
  • Added mana cost to "Short-Lived Regency"
  • Fixed a crash that could occur when updating the Banner of a Intrigue Player
  • Fixed a crash that could occur due to Intrigue Rulers with no names triggering Notifications for the Player
  • Fixed the ending of the Prisoner Happening when you assassinated the hero, which could soft-lock the ruler from being defeated.
  • Fixed an issue where an unintended Location button was present in the "Day of Judgement" event
  • Fixed an issue in the final event of the Usurper Intrigue (Return of the VictimPlayerLeader): Ensured the correct cities were used in the event.
  • Fixed an issue where the Reaper ruler that appears during the "Possession: Reaper" intrigue happening was not correctly centered in multiple screens


Heroes
  • Fixed an issues where not all Pantheon Heroes were eligible for Pantheon Recruitment
  • Fixed an issue where Recruitable Heroes would change every turn/after shuffling
  • Fixed an issue where “Consolidating Push” would damage or debuff the user
  • Fixed an issue where “Still as Stone” did not work when engaged
  • Fixed an issue where “Rustbreath” did not remove status effects
  • Fixed an issue where “Restore (Overflowing)” granted 20 THP instead of 10 THP
  • Fixed an issue where “Lead by Example” duplicated/repeated additional Effects of Support Abilities


Ambitions
  • Fixed an issue where completing an Ambition refreshed the City Income which completed the Ambition again.


Interface
  • Fixed a crash that could occur in the Faction Creation Screen
  • Fixed an issue where the Ability Bar did not update when pressing the defence mode
  • Fixed an issue where the Ways of War Ascension Skills had the wrong icon in the Skill Tree


Customization Interfaces
  • Fixed an issue where Panels with customization options remain displayed after switching to a different tab inside "Appearance" screen
  • Fixed an issue where The "Outfit" image change to an image of the shader's head instead of the shader's body when changing the body type
  • Fixed an issue where The "Halfling" shader images for the choices under the "Head" category are tiny
  • Fixed an issue where some items in the hero editor would not properly update their visuals
  • Fixed an issue where the picker would stay open when switching tabs in the appearance screen
  • Fixed an issue where The first two "Molekin" beards are impossible to view on the shader inside the "Beard" window


Controller
  • Fixed an issue where the right stick button on controller would not react properly to presses


Text & Descriptions
  • Bounties for capturing cities now also mention that vassalizing the city is an option for completing the bounty.
  • Forming Realm now mentions in its description that it disables free cities.
  • Primal Dispute now mentions the victory condition in its description.
  • Lightless Realm Unit property now correctly indicates -2 vision instead of -3.
  • Fixed a debug text being present in the tooltip of the "Necrotic Spires" city structure
  • Fixed incorrect description of Warrior’s Soul
  • Fixed an issue where quest objectives that were set through scripting could not always get the correct description.
  • Snow Spirits had Freeze Immunity but now it shows on their unit panel
  • Elusive Form Trait passive now has the correct value
  • Mistling Fey Trick now has the correct bleed chance value
  • Fixed Keepers of Knowledge not mentioning all aspects it gives.
  • Fixed description of Wizard Kings' Quickened Ritual
  • Fixed Swift Restoration skill description to say "reduced" cooldown instead of no cooldown.
  • Sundering Evocation fixed typo in sundered resistance string, now hyperlinks correctly.
  • Cascading Evocation no longer mentions it gives Fire Evocation +5 damage, because it didn’t.
  • Added the word “gain” to the Wildfire description.
  • Sundering Evocation now correctly states that Lightning Evocation is now ‘also’ a Debuff ability instead of becoming a Debuff ability.
  • Fixed a missing string insert in Willbreaker
  • Fixed Blood Trail not mentioning it inflicts Marked


Rulers
  • Fixed an issue where several Rulers suddenly wore unintended capes
  • Removed any headgear from O'neron (Eldritch Realms) to show his bold bald personality again.
  • Fixed the loadout of Naz’ru (Eldritch Realms) so he correctly uses a barbarian weapon
  • Fixed an issue where the Pronouns of Dragon Lords & Eldritch Sovereigns would reset


Tomes
  • Tome of the Reaper - Greater Reanimation now correctly works to keep enemy undead after combat.
  • Tome of the Crucible - Meteor Arrows now correctly give +3 Damage instead of +4
  • Tome of the God Emperor - Was wrongly stacking condemned, now can no longer stack


Umbral Abyss
  • Fixed an issue where Umbral Tyrants heroes don't have the Umbral Demon tag
  • Fixed an issue where Free City AI with war coordination does not attack the Umbral Dwelling but instead roams around.


Units
  • Balor - Chaos Brand now correctly Berserks enemies until the end of combat


World Map
  • Fixed an issue where moving an army onto a city or province base of a friendly vassalized city would not be handled correctly.
  • Fixed an issue where indirectly defeating an infestation, by attacking an army that is not on the infestation itself, would not complete bounties for clearing the infestation.
  • Fixed a crash that could occur due to a unit temporarily gaining more vision and triggering a meet while re-activating post combat, before their relation modifiers had been reactivated.
  • Fixed issues where Underground Terraforming did not work for several Spells
  • Fixed issues with Primal Den Generation
  • Fixed an issue where battles inside owned Ancient Wonder's borders retained their special combat enchantments


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