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Dev Diary #51 - Sunless Lands

[p][/p][p]Greetings, Bloodsuckers and Sanguine Nobles. I’m Bas, a senior game designer at Triumph Studios. Today, it’ll be my pleasure to guide you through the dark and alluring locations of Thrones of Blood. Please keep your blood maggots on a leash during the tour.[/p][p][/p][p](Check out Thrones of Blood First Look Dev Stream!)
 [/p][h3]Sunless Terrain[/h3][p]As we knew we were going to have vampires in this DLC, we wanted to play with the trope of vampires having to avoid harmful sunlight. We also wanted to include the environments vampires are usually found in media: grim, mystical, haunting, and romantic forests and plains backed by dark castles. In short, we needed a suitable gothic backdrop for our pretty and terrifying vampires![/p][p]To do this on the scale of an entire realm, we came up with the Sunless terrain, a new type of terrain feature similar to Gloom. It can be identified by its dark appearance with plenty of crimson details like roses and blood rivers.[/p][p][/p][p]Close up shot of sunless terrain featuring roses and a river[/p][p]The primary function of this terrain is providing safe haven for Vampire Rulers and Heroes. This terrain and the entire Underground are the only places on the world map where they do not suffer from Sunlight Weakness.[/p][p]Next to that, the terrain is also slightly hostile to anyone that still has a beating heart: Units without Heartless have their healing and regeneration reduced and Cities of a race without Heartless suffer a city stability penalty, adding a certain amount of dread and fatalism to the terrain. Of course, as an elder vampire you’ve learned to adapt your people and are completely immune[/p][p]Since this terrain is hostile to most except undead and vampires, it only shows up in a limited amount in normal realms. If you want to cover the world in darkness, however, there is the Sunless Highlands realm trait that starts you out in a realm with a lot of sunless terrain. There are also ways for Vampire Rulers to spread this terrain themselves through spells and a city structure.[/p][p] [/p][p]Sunless highlands realm trait tooltip[/p][p]Good to note is that Sunless terrain can be combined with almost all features that synergize with adaptation traits and the Primal culture. So you can totally be an Arctic Vampire ruler or a Dune Serpent Primal Vampire!
[/p][h3]Sunless In Tactical Combat[/h3][p]As with all terrain types, Sunless will have unique visuals for the Tactical Combat maps, giving a creepy atmosphere when facing off against the many horrific creatures Age of Wonders 4 and Thrones of Blood has to offer.
[/p][p]Natural combat map in Sunless [/p][p]The new terrain in Tactical Combat isn’t just for show; there are 2 new dangerous obstacles found when fighting within Sunless terrain. Rose Vines is one such obstacle; it inflicts bleeding to any unit that starts its turn in it or passes through it. More importantly, each Rose Vine obstacle creates a copy of itself on an adjacent hex after 1 turn, this copy will then create a copy itself and so on. As a battle goes on, the terrain gets slowly flooded by thorns.[/p][p] [/p][p]Creeping rose vines spreading around[/p][p]Next to that, we have the Banshee Pods. These are inspired by dried-out Snapdragon petals, which look like miniature skulls. Banshee Pods release a dreadful Banshee Wail when destroyed, inflicting frost damage, weakened, and remorse in a 2-hex radius.[/p][p] [/p][p]Banshee pods[/p][h3]Custom Regions[/h3][p]With the addition of Sunless terrain, we also made some natural story regions using this new terrain. You can encounter these in normal realms and in increased numbers in realms with the Sunless Highlands trait. These natural story regions allowed us to nicely frame the new locations that can be found in Sunless. Such as a creepy gothic palace on the edge of a cliff overlooking the surrounding dead forests.[/p][p] [/p][p]Example of sunless natural region[/p][p]The new locations include a Magic Material, 2 new Ancient Wonders, and a new Landmark. Let’s take a look at those now![/p][p] [/p][h3]Blood Glass[/h3][p]In Thrones of Blood, we wanted to add a new magic material that would fit with the vampires and sunless terrain, and so Blood Glass was born. A sort of naturally occurring stained glass crystal with bright red colors. Blood Glass is the only magic material found in Sunless terrain.[/p][p] 
[/p][p]Blood Glass, next to its economic bonuses, unlocks a bunch of item infusions that are linked to the new tome content of this DLC, such as the ability to inflict a new status effect called Blood Parasite. What does it do? You’ll have to find out in a future dev diary![/p][p]Normally, new magic materials belong to a new set bonus, but we could not guarantee that enough Blood Glass would be available for a set bonus, due to the limited amount of sunless in a normal realm. Therefore, Blood Glass was added to the Ore magic material set and the set requirements changed to requiring 3 unique ore magic materials, rather than having to collect all of them.[/p][p]  [/p][h3]Ancient Wonders[/h3][p]Next to the new Magic Material, 2 new Ancient Wonders emerge from the dark corners of the realm! First is the Crimson Fane, a new bronze wonder found in both Sunless and other terrain types such as Desolate (the areas containing Ashlands) and Arctic (the areas containing Snow and Ice).[/p][p] [/p][p]The Crimson Fane is a sinister dungeon in which ancient rituals once took place. It grants one of the new wildlife units and allows you to sacrifice thralls (which both the Vampire Rulers and Eldritch Rulers from Eldritch Realms can use) to gain a permanent increase in casting points. This is all assuming you’ve dealt with the horrors found within.[/p][p] [/p][p]Next to the Crimson Fane comes the colossal Rose Choked Palace, a new Gold Ancient Wonder exclusive to Sunless terrain. It grants a larger pool than usual of units to your rally of the lieges when captured, and is the only way for non-vampire rulers to ignore the penalties of Sunless terrain outside of undead transformations. So be sure to watch for vacancies![/p][p] [/p][p]Rose Choked Palace[/p][p]These gothic mansions were once (or perhaps still are) owned by vampire nobility, but are free real estate if you manage to clear them of their squatters. You’ll be fighting them in the opulent gardens full of hedge mazes and gargoyle statues. Oh, and did I mention the overgrown Rose Vines present? The groundskeeper must’ve perished long ago for things to be this bad.[/p][p][/p][p][/p][h3]Landmark[/h3][p]Lastly, the grandest thing to find within the new Sunless lands is the Thorn Heart Landmark, a grotesque giant heart beating and spreading its crimson veins across the lands. This landmark can be present in any realm with Sunless, but is more likely present in realms with the Sunless Highlands realm trait.[/p][p] [/p][p] Thorn Heart beating[/p][p]It grants a large amount of resources to adjacent provinces. But annex too much, and it will start spreading sunless terrain all around and within your city’s domain. If you’re a vampire ruler or happen to have gained a Rose Choked Palace, this dangerous effect can be turned in your favor.[/p][p] [/p][p]Thorn Heart selected[/p][p]Regardless, getting the threshold bonus will always let you benefit from a new combat enchantment that affects all your enemies while fighting in Sunless terrain anywhere in the realm. So even if your units aren’t too keen about fighting in Sunless, your enemies will have it worse.[/p][p]And there you have it! The creepy new terrain and the dreadful new locations all available to you to stalk around in when Thrones of Blood drops on the 11th of November. Be sure to rise from your coffin next week when Luis returns to reveal the bloody and tormenting tomes of Thrones of Blood![/p][p][/p][p][dynamiclink][/dynamiclink][/p][p] Follow us and be the first to know when we drop new content![/p]

Join the Thrones of Blood First Look Stream this Thursday (9th of October)!

[p]Rulers![/p][p]Embrace the night because it’s time for us to sink our teeth into more details about Thrones of Blood! Yes… our First Look Dev Stream is drawing near. As always, there’ll be gameplay, new reveals (ruler type, tomes, wildlife), and plenty of fun with the devs![/p][p]Join us this Thursday, October 9th at 14:00 CEST![/p][p]Watch VOD here[/p][p]Additionally a Dev Diary will be published on October 9th at 16:00 CEST![/p][p]Meanwhile, our players on Discord can discuss what will happen during the stream - join our Discord to join the discussion!
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[/p][p]What time is the stream for me?[/p]
  • [p]PDT: 5am[/p]
  • [p]MDT: 6am[/p]
  • [p]CDT: 7am[/p]
  • [p]EDT: 8 am[/p]
  • [p]GMT: 12pm[/p]
  • [p]GMT+3: 3pm[/p]
  • [p]GMT+7: 7pm[/p]
  • [p]GMT+8: 8pm[/p]
  • [p]GMT+9: 9pm[/p]
  • [p]GMT+11: 11pm [/p]
[p] Follow us and be the first to know when we drop new content![/p]

Dev Diary #50 - Elder Vampire Rulers

[p][/p][p]Hello! Luis here, a senior designer at Triumph Studios, and today I am going to talk about something I have been looking forward to work on since the release of the game: Vampires! The Elder Vampire is a new leader typer that will be one of the key features of the next content pack, Thrones of Blood, which comes out on November the 11th![/p][p]
[/p][p]Elder Vampires are ageless undead who have gained great power through a curse dating back to the era of Archvampires and the Deathless God, though these tales are now considered more myth than truth, even by Vampires themselves. They abhor the sun and often desecrate the land through special structures, creating a zone of somber darkness. These Sunless lands allow them to exist outside caves so they may expand their domain and exert their influence.[/p][p]Mechanically speaking, if the Vampire is not in the Underground, Gloom or Sunless terrain they cannot recover health on the World Map and their damage is penalized.[/p][p]There are two types of Elder Vampire, the Pureblood and the Hybrid. These differences are cosmetic; the Pureblood is a vampire of a specific species tied to the lore having a more custom look in terms of body and clothing, while the Hybrid can have a form but will not have as much customization as the Pureblood.
[/p][p][/p][p][/p][p]Elder Vampires replace the Wizard Tower structure and upgrades with their own Vampire Castle. The Castle evolves and upgrades in a similar way to the Wizard Tower and shares a lot of the same unlocks, but the Vampire Castle and its upgrades give some extra things![/p][p]For example, the Vampire Castle Foundation gives the same things as the Wizard Tower Foundation, the extra Imperium and Vision Range, but it also unlocks a feature of the Vampires: Thralls and Ritual Spells.[/p][p]Much like the Eldritch Sovereign, the Elder Vampire has access to thralls but the way they gain them is different. Instead of capturing them in battle they are instead ‘home grown’, using food income to produce them. They have a separate tracker and don’t take away from population growth.[/p][p]Their first ritual spell is shared with the Eldritch Sovereign, the Clairvoyance Ritual that lets you find nearby points of interest, but as they upgrade their Vampire Castle they gain more and unique rituals, from a Ritual Sacrifice that can heal the vampire in the world map to a powerful Blood Moon Ritual which blots out the sun and removes the penalties of the surface world to all vampires no matter if they are in the new Sunless terrain or not.[/p][p]The side upgrades too follow this fashion. Instead of an Item Forge the Vampire has access to a Soul Forge that grants access to the Item Forge feature as normal but in addition lets them recruit Hatchling and Matriarch Vampire Spiders as well as two new units: the Tier 1 Doom Bat and the Tier 2 Shrieking Bat.[/p][p]Another example is the Abattoir which replaces the Prison, this structure allows Vampires to devour captured heroes instead of executing them as usual. This grants the vampire who eats the hero an amount of experience that increases with the level of their sacrificial meal.[/p][p]And this goes on for most upgrades normally unlocked by the Wizard Tower! For example, the Crypts become the Deep Crypts that allow Vampires to regenerate faster in their domain. The Channeling Chamber becomes a Ritual Chamber that helps reduce the amount of Thralls needed to cast Rituals.

[/p][p]Of course, Vampires cannot be called Vampires without spreading their cursed state to others. When they recruit or convert a hero, they transform them into a Turned Vampire, replacing their Mortal Champion Hero Skill tree to that of the Vampire’s unique skill tree and giving them the Undead unit type. They also suffer from Sunlight Weakness and gain a new passive called Experience Drain - as all Turned Vampires must submit to their Elder: A portion of the experience earned in battle by a Turned Vampire is granted to the Elder Vampire instead.
[/p][h2]Hero Skills

[/h2][p]
The Vampire’s Origin Skill Tree is all about draining blood from your enemies, bestowing power to allies and mind control.[/p][p]A vampire starts with a blood draining ability, either a powerful melee ability called Draining Bite or a weaker, ranged version called Siphon Blood. These abilities deal physical damage to a target and heal the Vampire for half of the damage dealt. Unfortunately you can only drain blood from those who have it so units that are immune to the Bleeding effect cannot be drained.[/p][p]The Elder Vampire’s initial class determines if the vampire starts with the melee or ranged version but can be repicked with a skill reset.[/p][p]These abilities then lead down two paths: A control path and a friendly unit buff path.[/p][p]The first grants the Vampire’s Drain the ability to stun, and as the vampire earns experience can then turn into a mind control and at higher level becomes a Dominate effect, allowing vampires to capture enemies for their own army at the end of battle for a mana cost.[/p][p]The second path starts with the ability Drain Familiar, which allows the Vampire to feed on a friendly unit to regain hitpoints and strength. The Vampire then later can have it where it becomes more symbiotic, the vampire sharing its profane strength temporarily with the familiar and even granting them a regeneration effect so the wounds from the feeding are not as grievous.[/p][p]Other skills grant the vampire the ability to bypass defenses when draining its enemies, reduce the cooldown on the drain ability, turn to mist when threatened and even the Vampiric Flight passive, allowing the vampire to gain a Flying movement speed and granting some evasion from ranged attacks.[/p][h2]
Signature Skills

[/h2][p]Because there are many fantasies and tropes surrounding vampires I decided I would need to have a lot of options somewhere where you could get to pick and choose as a player what your ideal vampire plays like. To do this I decided to use the signature skills - they are all unique to the vampire and there’s a lot! A total of 25 unique skills.[/p][p]The way the Elder Vampire works is that at each signature unlock step they get a different set of options. So at level 4 the vampire picks from four options that give you an active ability and a passive, each with a different theme.[/p][p]For example the Desecrator signature allows your vampire to cause rotting explosions by targeting corpses and as a passive grants a Tier I Zombie at the start of combat for a more undead theme. Meanwhile Hemomancer lets the vampire sacrifice their hitpoints to empower their next attack and passively they heal when they kill an enemy.
[/p][p][/p][p]At level 8 they pick from 6 passives, from reducing cooldowns on kill from the Reaper passive, dispelling enemy status effects with their attack with the Defiler passive or empowering themselves as their hit points are reduced with Vampiric Rage.

[/p][p]At level 12 the Vampire picks a new active ability from 6 abilities, here’s some examples:[/p][p]Gravemarch creates 4 corpses of Tier I Skeletons in the target area and then for the next 4 turns the vampire revives a random corpse on the battlefield, be it those you spawned or existing ones.[/p][p]Bloodblight damages and applies Blood Parasite (another new status effect I will tell you about in a few weeks) to the target and nearby units.[/p][p]Tormenting Mist creates a somber mist around the Vampire that deals Frost damage, demoralizes and torments all enemies it reaches.[/p][p]Blood Communion heals a friendly unit and the vampire both while removing status effects.

[/p][p]At level 16 things get a bit different. You get to pick from 3 signatures unique to this level OR you can upgrade the skill picked at level 12.[/p][p]The upgrade depends on the skill, but picking up on the examples from before, Gravemarch would summon Tier 3 and Tier 4 undead units, Bloodblight would spread to more targets, Tormenting Mist would give you a permanent aura effect that mimics the ability it comes from and Blood Communion would infect adjacent units to the Vampire and the target with Blood Parasite.[/p][p][/p][p]The three unique skills to this levels are:[/p][p]Curse to Undeath which is a ranged area of effect that Soulbounds all enemies hit along with a passive that damages all Soulbound units at the start of each of the Vampire’s Turn[/p][p]Rosebound Noble allows the Vampire to summon a Tier 4 Rose Knight in battle, a new unit introduced in this content pack. Additionally as a passive this signature allows you to recruit Rose Knights from your cities.[/p][p]Supernatural Movement gives the Vampire a free teleport skill in battle and Fast Movement speed to itself and all Turned Vampires under you as long as they aren’t mounted.

[/p][p]I hope you enjoyed reading this dev diary and are looking forward to playing with this new leader type! I had a lot of fun designing it and some on the triumph team might even say I went overboard but I really wanted to give the best translation of a vampire in the world of Age of Wonders for all of you to play with! I will come back in a few weeks with the new tomes I designed for this content pack, but for now I will leave you with Bas as next week he will be talking about the Vampire’s favorite hang out spot, the Sunless terrain!

Follow us and be the first to know when we drop new content![/p][p]
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Expansion Pass 3 Out Now — Thrones of Blood coming November 11th!

[p][/p][p]Hello everyone![/p][p]
For months, you have been asking when the new content for Age of Wonders 4 will be available. While we said there would be more content coming later this year, we couldn’t reveal more. But now the time has come, and we are happy to announce that Expansion Pass 3 with Cosmic Wanderer as Instant Unlock is available now, and Thrones of Blood is coming on November 11![/p][h3]
[dynamiclink][/dynamiclink][/h3][h3]We travelled to the Triumph office to ask them a few questions about the upcoming content. Enjoy (and maybe get some spoilers ;) ) [/h3][p][/p][previewyoutube][/previewyoutube][h2]Thrones of Blood Features[/h2][p]Embrace the night and command legions of the damned in Age of Wonders 4: Thrones of Blood. Rise as a powerful vampire ruler, build your dark empire in the shadows, and wield ancient blood magic to dominate the realms.[/p][p][/p][p]Watch Thrones of Blood First Look Dev Stream![/p]
  • [p]New Ruler type: Rule as the Elder Vampire, a sovereign of eternal night with powers unlike any other. Unlock a unique skill tree of dark abilities, and transform recruited heroes into vampire servants who share their earned experience with you. Construct your Vampire's Castle, a replacement for the Wizard’s Tower, with exclusive city structures, and harness thralls as a vital resource to fuel your most devastating Ritual Spells.[/p]
  • [p]Three New Tomes exploring the forgotten arts of blood and torment.[/p]
  • [p]New narrative content: Explore the new Story Realm or unravel the mysteries of the Lost Souls quests, haunting event chains telling you the story of the victims of the Vampire Lords[/p]
  • [p]New Map content: Embark on a journey through the Sunless Lands, a realm of darkness and roses, where new combat maps await and the forbidden power of Blood Glass - crystallized blood infused with dark magic - can be harnessed to turn the tide of battle.[/p]
  • [p]So much more, from new wildlife to new music, new banner icons, new realm template, an interface skin, and beyond[/p]
[p]The journey begins this week with our weekly Dev Diaries, giving you an exclusive look behind the scenes of Thrones of Blood! And the excitement continues next week with our Dev Streams, kicking off with the First Look Stream on Thursday, October 9th - don’t miss it![/p][p][/p][h2]Two more releases are coming your way in 2026, together with the free updates.[/h2][p]Rise from Ruin[/p][p]Forge a mighty realm from the ashes in Age of Wonders 4: Rise from Ruin. Journey into the Withered Worlds and explore their devastated landscapes with the Nomad Culture, uniquely adapted to survive and thrive in desolation. Unearth the lost magics that ravaged these realms, and choose to either banish them forever or harness their power for your own ascendancy.
Contains the Nomad culture, form, wildlife and magical tomes, as well as new environmental challenges and locations to conquer and explore.[/p][p]Secrets of the Archmages[/p][p]Unravel the Hidden Powers of the Cosmos in Age of Wonders 4: Secrets of the Archmages. Follow the footsteps of Athla’s renowned Wizard Kings. Discover the secret arts they learnt and face the perils left in their wake as they ventured through the most infamous Worlds of the Astral Sea. Contains new story realms, narrative content, tomes, and wildlife units.[/p][h2]
New Expansion Pass - New Format[/h2][p]
Age of Wonders 4 keeps evolving and Expansion Pass 3 brings opportunities to try new things. You may have noticed that our new releases are now called Ruler/Culture/Story Packs. Each pack is named after its most defining and popular feature, though rest assured, they will always include much more than that. Every release will bring a wealth of new content, and we’ll be sharing all the details with you closer to the release.[/p][p][/p][h2]Cosmic Wanderer[/h2][p][/p][p]Set sail into the depths of eternity with the Cosmic Wanderer pack! This pack is available instantly when purchasing Expansion Pass 3 and includes unique items you will need for your journey into the hidden reaches of the Astral Sea![/p]
  • [p]New premade Ruler: Bhajif Erranstar[/p]
  • [p]New Cosmic Wanderer costume available in the faction customization menu[/p]
  • [p]New Hero loadouts for Champions and Wizard King Rulers[/p]
  • [p]New Item forge skins: “Orbs of the Far Traveller” and “Staff of the Wanderer”[/p]
  • [p]New Active Ability Infusion: Cosmic Rescue[/p]
  • [p]Empire of the Cosmos Society Trait: A new society trait based on mixing various affinities[/p]
[h2]Wisp Update[/h2][p]This update helps prepare for the new Expansion Pass and brings a few more fixes.[/p][p]Read the patch notes[/p][h3]What happens to the Expansion Pass 2 Last Chance Bundle?[/h3][p]When Thrones of Blood DLC is out, this bundle will be removed and new packaging will be introduced. Don't miss the chance to complete the set in case you haven't yet! [/p][p][/p][p]Additionally, we are looking for a community ambassador to join our amazing team — if you have experience working with communities and would love to contribute - feel free to apply! [/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Griffon 1.2 Update - 26/08/2025

[p]Dear Godir![/p][p]Here comes another Griffon Update, we hope you like it and it brings in some of the fixes you've been waiting for! [/p][p]Please read through the list of changes and feel free to leave a bug report on our forum if you discovered something new.[/p][p] [/p][p]Game Version: 1.011.003.111420[/p][hr][/hr][p][/p][p][/p]
  • [p]Upgraded the Paradox Launcher from 2024.11-SE to 2025.6.1-SE[/p]
[p][/p]
  • [p]Incarnate Mark no longer appears on Combat Summons. The effects are non-functional on Combat Summons, this avoids the confusion.[/p]
  • [p]Affinity Incarnate now filters for Weapon requisites on abilities so it no longer affects inner fire and similar effects[/p]
  • [p]Monuments can no longer be Captured, Transferred between Cities or Dismantled (they can still be pillaged)[/p]
[p]
[/p]
  • [p]Vision of Promise[/p]
    • [p]Order - Made adjustments to make this vision more interesting to follow and present a better challenge for early conquest.[/p]
      • [p]Target free city now gains Stone Walls, Balista towers, 10 pop on accepting the quest. [/p]
      • [p]On meet they will generate an attack force to secure their domain. [/p]
    • [p]Nature - On completion, the new throne city gains +10 Population[/p]
    • [p]Materium - Made adjustments to compensate for the longer competition time and not gaining an extra city.[/p]
      • [p]Completion reward income modifier increased from 20 to 50%[/p]
  • [p]Vision of Destiny - Some of these were being completed significantly faster than intended, tweaking the values to make them slightly slower burn as intended.[/p]
    • [p]Astral[/p]
      • [p]Reduced point progress for unlocking tomes from 50 to 25 (to put the focus more on exploring wonders rather than just research)[/p]
      • [p]Reduced point progress for Gold Wonders from 200 to 150[/p]
      • [p]Mark of Astral - Reduced resistance gain from 2 to 1[/p]
    • [p]Materium[/p]
      • [p]Reduced point progress for tier 4 city structures from 100 to 75[/p]
      • [p]Reduced point progress from constructing special province improvements from 25 to 20[/p]
    • [p]Nature - Reduced point progress per province from 15 to 10[/p]
    • [p]Chaos - Increased point progress per city conquered from 50 to 80[/p]
    • [p]Shadow - Reworked point progression to instead give 1 per tier of unit (rather than 5 flat for friendlies and 10 for enemies), Friendly units give 2 per tier of unit[/p]
[p][/p][hr][/hr][p][/p][h2] [/h2][p]Crash Fixes[/p]
  • [p]Fixed a crash that could occur when resolving a Bounty[/p]
  • [p]Fixed a crash that could occur when processing a Bounty[/p]
  • [p]Fixed a crash that could occur when Dispelling would cancel the same link twice[/p]
  • [p]Fixed a crash that could occur when a Unit reward could not be given after combat[/p]
  • [p]Fixed a crash that could occur when loading between Hotseat saves[/p]
  • [p]Fixed a crash that could occur when a side gaining a Unit Reward no longer exists[/p]
  • [p]Fixed a crash that could occur when hiring a new Hero[/p]
  • [p]Fixed a crash that could occur when the AI attempts to rotate their Unit[/p]
[p]Art[/p]
  • [p]Fixed Visual issues with the Umbral Juggernaut Mount[/p]
  • [p]Fixed Clipping issues on the Pyromancer[/p]
  • [p]Fixed positioning of Gloomstrider Rulers in the Diplomacy Screen.[/p]
  • [p]Fixed an issue where some units for the Angelic Envoy Events did not have the Angelic Transformation.[/p]
  • [p]Fixed an issue where Status Effect PFX weren’t visible on units with Inner Traits[/p]
  • [p]
    [/p]
[p]Culture[/p]
  • [p]Fixed an issue where Monument Cost would still increase if construction was interrupted by province pillaging[/p]
  • [p]Fixed an issue where Perfectionist Artisans was increasing Monument Structure Production Cost[/p]
[p]Economy[/p]
  • [p]Fixed an issue where Silent Barracks were not awarding Fortification Health [/p]
[p]Empire[/p]
  • [p]Fixed an issue where the Rite of War could provide Scout unit[/p]
[p]Faction Content[/p]
  • [p]Fixed an issue where the City Ruin Infestation from Vision of Promise - Paradise Lost did not respawn Defenders[/p]
  • [p]Fixed an issue where Vision of Destiny - Desolation of Death would not always trigger despite meeting all requirements[/p]
[p]Interface[/p]
  • [p]Fixed an issue where Rank Tooltips in the Encyclopedia wouldn’t show[/p]
  • [p]Fixed an issue where disabling the “Enemy Units Captured” Notification would soft-lock the game. This Notification can no longer be disabled.[/p]
[p]Items[/p]
  • [p]Fixed an issue where the Archon’s Deliverance didn’t spawn a Lightbringer[/p]
[p]Multiplayer[/p]
  • [p]Fixed an issue where Random Faction Generation Settings would not include Host Content[/p]
[p]Pantheon[/p]
  • [p]Fixed an issue where ascending Lithyl/Meandor would update the wrong version of them[/p]
  • [p]Fixed an issue where Giant Thrones, Archon Observatories and Crusader Hosts were not blocked from spawning on maps with Wildlands. This does not affect structures in Handcrafted Regions.[/p]
[p][/p][p]Story Realms[/p][p]The Eternal Court[/p]
  • [p]Fixed an issue where Curse of the Undeath did not apply to the independents[/p]
[p]Rings of Emnora[/p]
  • [p]Fixed an issue where the Defeat Maliel Outro and Ring 3 Unlock wouldn’t trigger if the player no longer had Miopthera[/p]
  • [p]Fixed an issue where Ruined Provinces would not be removed when Fredric leaves the Realm[/p]
  • [p]Fixed an issue where Miopthera would not respawn if there was no stack on the Throne City[/p]
  • [p]Fixed an issue where the final ending of the Evil Path did not trigger if Julia no longer existed as a Hero[/p]
  • [p]Fixed issues where Maliel & Anon would block their respective Teleporter Ziggurats by placing all their Units around it[/p]
  • [p]Fixed an issue where Dafal Dea, Sundren and Meandor were not blocked Rulers[/p]
  • [p]Fixed issues where Dafal Dea and Fredric could spawn disconnected from their Ring[/p]
[p]Note: Players that have active games and cannot currently reach a Ring due to above issues can load their saves and end turn once to unblock their game.[/p][p]
Cliffs of Sördunn[/p]
  • [p]Fixed an issue where Sundren and Meandor were not blocked Rulers[/p]
  • [p]Fixed an issue where Final events would not trigger if the AI Sieges Merlin instead of the Player.[/p]
  • [p]Fixed an issue where the Umbral Gate for the Nature Aspect Side Quest did not always spawn[/p]
  • [p]Fixed an issue where the Order Aspect Side Quest wouldn’t continue after clearing the Ancient Wonder[/p]
[p]Spells[/p]
  • [p]Fixed an issue where Revenant Whispers did not always summon Skeletons on the Player side[/p]
[p]World Map[/p]
  • [p]Fixed an issue where Blessed Regions were too Rare[/p]
  • [p]Fixed an issue where Blessed Regions weren’t spawning on maps with the Blessed Fields Trait[/p]
  • [p]Fixed an issue where the Lava Roads did not load the correct combat map[/p]
  • [p]Fixed an issue where you would not receive the Oracle in the Archon Observatory “Forcing Fate” event[/p]
  • [p]Fixed an issue where you would not receive the Archon’s Smite Ability in the Archon Observatory “Forcing Fate” event[/p]
  • [p]Fixed an issue where Occupying a Spelljammer would block Spells for the owning player. It now disables the Spelljammer effect entirely.[/p]
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