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Join the Fourth Rise from Ruin Dev Stream March 5th at 14:00 CET!

[p]Rulers![/p][p]Our fourth Dev Stream is drawing near! Pick up right where we left off with Thomas joined this week by Pablo for more gameplay, details about the Unit Revamp, and a lot of fun with the devs![/p][p]Join us, Thursday, March 5th at 14:00 CET![/p][p][/p][h2]Watch Here on our YouTube channel![/h2][p][/p][h3]What time is the stream for me?[/h3]
  • [p]PST: 5am[/p]
  • [p]MDT: 7am[/p]
  • [p]CDT: 7am[/p]
  • [p]EST: 8am[/p]
  • [p]GMT: 1pm[/p]
  • [p]GMT+3: 4pm[/p]
  • [p]GMT+7: 8pm[/p]
  • [p]GMT+8: 9pm[/p]
  • [p]GMT+9: 10pm[/p]
  • [p]GMT+11: 12am (next day)[/p]
[p] Follow us and be the first to know when we drop new content![/p]

Dev Diary #57 - Astral Barrens & Cataclysms

[p]Hello again, hares and other swift folk! Welcome to another Dev Diary about our upcoming Culture Pack: Rise from Ruin! I’m Bas, a Senior Designer at Triumph Studios, and this time I’ll be your guide as we sand walk and reconsider spellcasting through the Devouring Winds crisis![/p][p][/p][p]The Design Origin[/p][p]For this Culture Pack, we wanted to introduce a theme of anti-magic to challenge parts of the meta that currently exists within the game: Stacking transformations and unit enchantments to create super units and an overabundance of spellcasting by combining sources of casting points.[/p][p]We decided we wanted something environmental that was different from the low-magic Warlord Tomes. Furthermore, we wanted to complement the more mobile strategic gameplay of the new Nomad culture and introduce a new line of Units that countered heavy use of magic.[/p][p]Combining this all together was a narrative inspired by Radiophobia and Nuclear Anxiety, a post-nuclear fantasy. With excessive spellcasting and experimentation with magic creating some kind of enormous disaster that eroded realms, making them inhospitable to magical beings and making future spellcasting dangerous.[/p][p]Putting all those elements into our development cooking pot, out came the Devouring Winds crisis![/p][p][/p][p]The Devouring Winds[/p][p]The phenomenon called the Devouring Winds is a destructive tempest spanning an entire realm. These winds siphon magic and twist it into new unpredictable forms and culminate into Fractures, which are tears in the fabric of Mana and Magic itself.[/p][p]How could such terrible anomalies come to be? To find out, you must investigate the realms that are rumored to be the source of the Devouring Winds and investigate an archaic collective of wizards known as the Unmakers.[/p][p]You can start your own journey either on the new Realm Template called the Fractured Realm, or make your own realm affected by the Devouring Winds with the Echoes of the Fracturing Realm trait. Let’s dive into what this all means in terms of gameplay![/p][p][/p][p]The Crisis[/p][p]When starting in a realm with the Devouring Winds, a “Cataclysm” meter is added right beside the minimap. The number at the bottom of the meter shows us the current level the crisis is at, and a vertical progress bar shows the progress towards the next Cataclysm.[/p][p][/p][p]Whenever you cast a world map spell with this crisis active, the Cataclysm meter’s progress increases with the amount of casting points that were spent. The progress towards the Cataclysm is shared between all players, meaning everyone contributes to the meter together. Once the meter is filled... BOOM! A Cataclysm triggers![/p][p][/p][p]Cataclysms[/p][p]A Cataclysm is a realm-sized explosion that targets specific provinces on both the Surface and Underground (not even you molefolk are safe). It destroys whatever was in the center of the province and spawns Fleeting Fracturing Infestations. But don’t worry, the Devouring Winds do not deliberately target City Cores or Ancient Wonders. Improvements that can be disconnected, however, are fair game.[/p][p][/p][p]Fleeting Fracturing Infestations are temporary infestations that spread Astral Barrens terrain and are inhabited by the Mana-Starved Units such as the Fractured Evoker.[/p][p][/p][p]These Mana-Starved units become stronger when attacked by magical attacks or spells. They also apply Mana-Drained and Disrupted on enemy units, the former status effect disables any Magic ability units have, so support and battlemages beware![/p][p]So that’s the kind of creatures inhabiting the Fracturing Infestations—what about that new terrain type that it spreads?[/p][p]Astral Barrens[/p][p]The Astral Barrens terrain type is similar to the Desert terrain, primarily consisting of Sand and Mountain features to create a landscape of windswept erosion where magic is siphoned out completely.[/p][p][/p][p]Any Nodes present in Astral Barrens will instantly get Ruined and cannot be restored until the Astral Barrens is gone. The primary way to get rid of it is by destroying the Fracturing Infestations that spread the terrain.[/p][p]In addition to ruining Nodes, all Mana income is nullified in the province and Magic Origin Units cannot regenerate in the World Map while within Astral Barrens. In general, it's a bad time for anything magically involved.[/p][p]Meanwhile, in combat, several Fractures are present that apply Disrupted and Mana Drained to units passing through them. They also multiply whenever someone casts a spell![/p][p][/p][p]The strategic effects of Astral Barrens earlier in development were even harsher: its previous effects were:[/p][p]●      All Units could not regenerate HP[/p][p]●      Magic Origin units instead lost HP every turn[/p][p]●      All Units’ mana upkeep was increased by 100%[/p][p]●      All mana income is inverted, meaning that any mana you’d gain in the province would instead be lost.[/p][p]All this turned out to be too much, as players were somewhat forced to head into this terrain to get rid of it. So we decided to tune it down so it's still a terrain to generally avoid, but it wouldn't ruin your entire mana economy if you accidentally walked into it with a full stack of summoned units for 1 turn, or a whopping Mana income from an SPI turned into a Mana black hole when the province converted to Astral Barrens.[/p][p]One effect that Astral Barrens still retained, though, and hasn’t been mentioned yet, is that it adds a 20% chance for spells to backfire. Now that’s a new term we haven’t heard before: let’s talk about it![/p][p]Spell Backfiring[/p][p]One of my personal favorite mechanics in games with spellcasting is unexpected side effects or catastrophic failures. They make magic truly feel like playing with fire—powerful but dangerous![/p][p]Since we were looking for ways to challenge the spellcasting meta, we thought it’d be fun to introduce our own version of this mechanic as a way to make spellcasting less reliable, and so the Spell Backfiring system was created![/p][p]Whenever you cast a spell now in Age of Wonders 4 you can get a chance for the spell to backfire, such as when casting inside Astral Barrens.[/p][p][/p][p]When you cast a spell with a backfire chance, you’ll immediately be informed if the spell has backfired. If it did, a new effect is added to the spell; this is where our unique twist to the mechanic comes into play: since our spells are data driven, we can actually check what kind of targets the spell had and add new effects that can affect those targets![/p][p]If you target a unit, for example, we can simply add a healing effect to the units that were affected by the spell. If you targeted a position, we can instead turn that position on fire! This is different from other versions of this mechanic, in which unrelated events are applied that do not interact with the spell that was cast.[/p][p][/p][p]Of course, some spells are very unique and have very specific target requirements or they simply apply as a global effect; in those cases, we have plenty of fallback effects that can always be added and usually target the player that cast the spell.[/p][p]The Devouring Winds is one major source of Backfiring chance, as each level of the Cataclysm Meter adds a 10% chance to all spells, both world map and combat. However, cunning Godir may find ways to counteract this or weaponize it, by venturing into one of the Fated Regions of the Unmakers![/p][p]The Fated Regions[/p][p]Similar to the Legends of Myrrida realm trait, the Echoes of the Fracturing adds a set of Fated Regions to the world map which can be explored to uncover who the Unmakers were and how the Devouring Winds came to be. Unlike the Legends of Myrrida realm trait however, these do not contain multiple sets that rotate but use a single set of 4 regions.[/p][p]Below are some spoilers for the Fated Regions, so tread lightly! Or else skip ahead and leave these mysteries to be uncovered by yourself when Rise from Ruin releases.[/p]
Spoiler Section Start
[p][/p][p]Since the name of the culture pack is Rise from Ruin, and the experience so far with the crisis has been one of peril, we wanted to give the players something to strive for and reward them with tools to combat the crisis. This is why we created these Fractured Fated Regions and award players who clear them with Artifacts![/p][p]Each fated region comes with specific challenges and tells a different story that shines a light on the origin of the Devouring Winds and the Unmakers who were responsible. The Artifacts players can get at the end of each fated region are the creations or unexpected results of the Unmakers’ experiments.[/p][p][/p][p]What might these Artifacts do? Well, for one, they allow you to manipulate the Devouring Winds to your own benefit! For example, the Devouring Wind Rose will make all Backfiring effects added to your spells be in your favor, adding positive effects when targeting your own targets and adding negative effects when targeting the enemy.[/p][p][/p][p]But that’s not all! Collect enough of these Artifacts and you gain the ability to fully wield the Devouring Winds, choosing either to heal the realm completely and get rid of the Cataclysm, or weaponizing the winds and achieving a new Victory Condition: The Cataclysm Victory![/p][p][/p][p]Yes, I totally achieved this legitimately on turn 1…[/p]
Spoiler Section End
[p]Rise from Ruin[/p][p]As you can see, there’s plenty of challenges available for you to try and master. Pack up your settlers and set sail for the nearest Fractured Realm when Rise from Ruin drops on the 9th of March.[/p][p][/p][p]Check back in next week when we take a look at some of the revamps we’ve been working on that will come with the free update alongside the Culture Pack! For now, safe travels, and beware the winds.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]Follow us and be the first to know when we drop new content![/p]

Join the Third Rise from Ruin Dev Stream February 26th at 14:00 CET!

[p]Rulers![/p][p]Our third Dev Stream is drawing near! Pick up right where we left off with Thomas joined this week by Bas for more gameplay, details about the new Astral Barrens & Cataclysms, and a lot of fun with the devs![/p][p]Join us, Thursday, February 26th at 14:00 CET![/p][p][/p][h2]Watch Here on our YouTube channel![/h2][p][/p][h3]What time is the stream for me?[/h3]
  • [p]PST: 5am[/p]
  • [p]MDT: 7am[/p]
  • [p]CDT: 7am[/p]
  • [p]EST: 8am[/p]
  • [p]GMT: 1pm[/p]
  • [p]GMT+3: 4pm[/p]
  • [p]GMT+7: 8pm[/p]
  • [p]GMT+8: 9pm[/p]
  • [p]GMT+9: 10pm[/p]
  • [p]GMT+11: 12am (next day)[/p]
[p] Follow us and be the first to know when we drop new content![/p]

Dev Diary #56 - The Tomes of Rise from Ruin

[p][/p][p]Greetings, combatants! My name is Luis, and I am a Senior Designer at Triumph Studios. Today, I will show you the new tomes that will make traversing the realms just a bit easier in the upcoming Rise from Ruin culture pack.[/p][p][/p]
Tome of the Warband
[p][/p][p]The Tome of the Warband is a new Tier I tome that showcases a low mana low magic tome for a more martial feel. It will help your units get stronger, recruit faster and rally in combat quickly.[/p][p][/p][p]The Lieutenant is a Tier II Fighter unit specializing in supporting your other units and leading them to victory.[/p][p]Discern Weakness targets an enemy unit, causing all units of that type to gain 2 Sundered Defense and 2 Sundered Resistance. For example, if there are five Piglets in combat, targeting one of them will inflict these negative status effects on all five.[/p][p]Lieutenant's Lead is a passive ability. It allows the Lieutenant to lead by example, Strengthening an allied unit when it attacks and granting Bolstered Defense and Resistance if they enter Defense Mode.[/p][p][/p][p]Bred for War is a minor transformation that grants your units +10 Hit Points. It also improves their morale loss resistance in combat by +10%, plus an additional 10% for each adjacent friendly unit. This makes them tougher and more resilient, especially when fighting in formation.[/p][p]Other Spells and Unlocks:[/p][p]Mentorship: This empire bonus grants all heroes an army property that gives the unit with the lowest experience amount in their army a passive experience gain each world turn.[/p][p]Training Regiment: When cast on a city, this strategic spell increases the city's Draft gain by +40 as long as you sustain the spell.[/p][p]Commander's Call: A tactical spell that heals and grants morale to all friendly units in a 1-hex radius.[/p][p][/p]
Tome of the Sand Stalkers
[p][/p][p]The second Tome on this pack is the Tome of the Shifting Sands. This tome is all about sand terrain, spreading it and exploiting it![/p][p][/p][p]To lead our Nature Materium Sand themed tome what better than a giant Sand Scorpion unit. This unit is a Tier III Shield unit whose Melee Strikes ignore half of a target’s defenses.[/p][p]Its signature ability, Debilitating Sting, is a Full Action attack that deals high damage and applies multiple stacks of Weakness and Poisoned to the target.[/p][p]Additionally, the Sand Scorpion possesses a Sand Shift passive, which grants it a free action 'bury' ability when in Sand provinces, allowing it to traverse the battlefield quickly and easily position itself to strike key targets with its Debilitating Sting.[/p][p][/p][p]The Dunestalkers minor transformation allows your units to become one with the desert. Units with this transformation gain increased speed, camouflage and increased damage with their flanking attacks when on a Sand province.[/p][p][/p][p]Scorpion Venom Blades enchants your melee units with the deadly and debilitating poison of the Sand Scorpion. This enchantment grants their melee strikes a chance to Weakness and Poisoned their targets and deal increased Blight damage when flanking a unit.[/p][p]Other Spells and Unlocks:[/p][p]Desertification makes the target and adjacent provinces turn into provinces with Sand terrain.[/p][p]Sandstorm is a combat spell that places Sandstorm hazards in a 3-hex radius which blind and slows units in it without Sand Walk, which your units gain from the Dunestalkers transformation.[/p][p]Grand Bazaar is a new Special Province Improvement that grants Gold and gains further gold and food scaling with the number of adjacent Sand Provinces[/p][p]Sand Preference and Desert Farming are unlocked with the tome and grants your cities some Stability from sand provinces and allows you to build farms on them. Don’t worry if you picked Desert adaptation as a form trait at the start of the game, as you gain a further boost on food income on these farms to compensate![/p][p][/p]
Tome of the Warlord
[p][/p][p]The Tier III Tome of the Warlord is a pure Chaos tome that mixes martial prowess with the fiery forces of chaos. It also has a theme of empowering Tier III and lower units.[/p][p][/p][p]The Warlord is the main unit of this tome. It is a Tier IV Mythic unit that combines the abilities of other specialized melee units, featuring the Charge Strike of a shock unit, the protective defense mode of a shield unit, and the First Strike of a polearm unit.[/p][p]The Warlord acts as a commander with several free-action command abilities that target units of a lower tier, all sharing a 2-turn cooldown:[/p][p]●      Command: Retreat heals, grants very fast movement, and prevents the unit from provoking retaliation strikes when moving.[/p][p]●      Command: Defend grants a unit an extra retaliation attack, along with 5 stacks of Bolstered Defense and Bolstered Resistance, providing a massive boost to defenses.[/p][p]●      Command: Attack greatly buffs a unit's power by granting it 5 Strengthened and 3 Fortune.[/p][p]Through its Command Momentum property, the Warlord can refresh these command cooldowns when it scores a kill.[/p][p]Additionally, the Warlord grants a passive +1 Defense and +1 Resistance to all lower-tier units via its Field Tactics passive.[/p][p][/p][p]The second unit in this tome is the War Golem, a summonable Tier 3 construct animated by Infernal energies.[/p][p]It is a Magic Fighter, a new unit type introduced with the Free Patch for this culture pack, meaning its Magic Strikes ability is melee range but counts as Magic, targeting Resistance. Like its animal counterpart, these strikes also pierce enemy defenses, with the War Golem ignoring 50% of its target's Resistance.[/p][p]Its special abilities are Fiery Shift and Infernal Ray.[/p][p]Fiery Shift lets the War Golem teleport to a desired location and inflict Burning on all adjacent enemies.[/p][p]Infernal Ray is a 2-hex cone of flame and destruction, dealing damage, burning enemies, and setting the ground on fire. It also does double damage to obstacles, making the War Golem a perfect siege unit, capable of teleporting behind enemy lines and destroying walls and weak targets along the path of its ray.[/p][p][/p][p]Relentless Might enchants your melee units with the power of Chaos. This grants them an extra retaliation and causes them to gain Infernal Might with each attack, which gives +1 Fire Damage per stack, up to 5 stacks.[/p][p]Other Spells and Unlocks:[/p][p]Might of the Battlefield is a combat spell that buffs friendly units in a 2-hex radius with increased Morale and a stack of Infernal Might. This effect is doubled for Tier III or lower units.[/p][p]Conqueror’s Edict is a siege project that at first grants all units participating in the siege the Siege Breaker passive, reducing the time of the siege. Then, during the combat, various hexes are set on fire, and all your units gain increased critical chance. If victorious, the razing or migrating of the city is 1 turn faster.[/p][p]Gladiatorial Pit is a pure economic structure that increases the Stability, Gold, and Draft in the city where it is built.[/p][p]The War Forge is a Special Province Improvement that grants Draft and then additionally, for each type of Ore Magical Material, it grants extra Draft and Gold.[/p][p][/p][p]The Rise from Ruin culture pack comes out on March 9th! I hope what you've seen here inspires you to try more martial builds, combining the Desert Adaptation trait with the new Sand Stalkers tome for a cool desert-themed faction, or mixing and matching to create something that will dominate the competition (or simply look cool)![/p][p]Join us next week when Bas will share the dangers of the Astral Barrens and the Cataclysm system.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]Follow us and be the first to know when we drop new content![/p]

Join the Second Rise from Ruin Dev Stream February 19th at 14:00 CET!

[p]Rulers![/p][p]Our second Dev Stream is drawing near! Pick up right where we left off with Thomas joined this week by Luis for more gameplay, details about the new Tomes, and a lot of fun with the devs![/p][p]Join us, Thursday, February 19th at 14:00 CET![/p][p][/p][h2]Watch Here on our YouTube channel![/h2][p][/p][h3]What time is the stream for me?[/h3]
  • [p]PST: 5am[/p]
  • [p]MDT: 7am[/p]
  • [p]CDT: 7am[/p]
  • [p]EST: 8am[/p]
  • [p]GMT: 1pm[/p]
  • [p]GMT+3: 4pm[/p]
  • [p]GMT+7: 8pm[/p]
  • [p]GMT+8: 9pm[/p]
  • [p]GMT+9: 10pm[/p]
  • [p]GMT+11: 12am (next day)[/p]
[p] Follow us and be the first to know when we drop new content![/p]