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Age of Wonders 4 - Dev Stream This Wednesday!



Rulers!

We will be having our first post-Empires & Ashes stream this Wednesday, 3-4pm CET!

Join our devs as they get up to even more wacky shenanigans and answer some community questions!

[h3]Watch here:[/h3]
Twitch: https://pdxint.at/Twitch

YouTube: https://pdxint.at/aow4youtube


P.S.: For our North American friends, daylight savings has ended!


[h3]What time is the stream for me?[/h3]
  • PST: 6am
  • MST: 7am
  • CST: 8am
  • EST: 9am
  • GMT: 2pm
  • GMT+2: 4pm
  • GMT+3: 5pm
  • GMT+7: 9pm
  • GMT+8: 10pm
  • GMT+9: 11pm
  • GMT+11: 1am (next day)


[h3]Get Empires & Ashes:[/h3]

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Age of Wonders 4 - Golem Update 1.1

Illustrious Godir,

It’s been a short two days since the Reaver War Machines pierced the veil. The response so far has been truly amazing and we’re here to hopefully make things a bit better. We’ve been hard at work getting the first Golem Support Update ready to address some of the immediate issues and concerns. Especially our Multiplayer community should benefit from this Update as we tackle the frequent Out of Syncs and instabilities.

You’ll find the full list of fixes & changes below, and may your Pantheons thrive.

Game Version: 1.005.004.86176



General
  • Fixed an issue with the “Prometheus Avenged” where obtaining the feather would invalidate the Achievement, even if it wasn’t used.
  • Fixed a Common Out of Sync when observing Combat. This should also address the frequent crashes.
  • Fixed a Freeze/Crash that would occur when Exclusive Fullscreen is enabled while Vsync is Disabled.
  • Fixed several Unit Modularity Issues
Items
  • Fixed Severing Mount not getting the Dispelling Field Ability
  • Fixed a Crash when calculating the Sell Price of items
  • Fixed a Crash when selecting a Item Type in the Item Forge
Item Forge
  • Increased Base Damage of Two-Handed Weapons from 18 to to 21
  • Increased Damage Increase of Two-Handed Weapons per Tier from +2 to +3
  • Increased Crossbow Damage by 4 for every tier.
  • Fixed Magelock using the Crossbow Infusion for the mixed damage channels.
  • Fixed Magelock mixed damage infusions to give the correct damage values, which are both half of the original damage.
  • Fixed Crossbow mixed damage infusions to give the correct damage values, which are both half of the original damage.
Interface
  • Fixed the Speed March Panel not appearing
  • Fixed a crash that could occur due to hotkeys not being unregistered
  • Fixed Rulers in the Ascension Screen not getting their Equipment Updated
Story Realms
  • Fixed missing Form Traits for Turiel Tolarim
  • Fixed Mountain Generation issues on Crimson Caldera
Units
  • Banshee - Adjusted Defense & Resistance to the intended 3/3
  • Bear Units/Mounts - Lowered the chance of the Roar playing from 15% to 5%
  • Fixed Mystic Scout not benefiting from Athletics.
World Map
  • Fixed targeting issues that allowed Create Forests and Restore the Land to target Bedrock/Tunnels
  • Fixed Abyssal Flames removing the Uninhabitable Terrain Feature from provinces
  • Fixed a crash that would occur by Pyroclastic Eruption terraforming Water Provinces.
  • Fixed Summon Spells not working when not all Units in the List could be found


[h2]Get Empires & Ashes:[/h2]

https://store.steampowered.com/app/2401830/Age_of_Wonders_4_Empires__Ashes/


Empires & Ashes may be out now, but you should still follow us. Do it. The Dire Penguin watches.

The Age of Wonders 4 Golem update is a huge, free upgrade for everyone

The Age of Wonders 4 Golem update is here, giving you more than enough reasons to return to one of the best 4X games on PC right now, or even pick it up for the first time. Arriving alongside the launch of new Age of Wonders 4 DLC Empires and Ashes, which introduces a fusion of industry and magic to the already excellent Paradox strategy game, the Golem update is a hefty upgrade available to all players, so let's dig into the details.


Read the rest of the story...


RELATED LINKS:

New Age of Wonders 4 DLC is a fusion of industry and magic

New Age of Wonders 4 DLC lets you lead a dragon army, as a dragon

New strategy game is top of the Steam charts after just one week

Empires & Ashes Expansion + Golem Update OUT NOW!

[previewyoutube][/previewyoutube]
The thundering sound of War Machines pierces the Veil…

We are incredibly happy to finally share Age of Wonders 4’s first Expansion with you guys, Empires & Ashes. This expansion brings with it a surprising new Avian Form, the Military focussed Reaver Culture, 4 Brand new Tomes and the return of the Seals Victory. Explore the new Ashes from the Past storyline and meet up with Heroes from Atlha’s past and much more. Alongside the expansion we also released the Golem Update, available for all owners of Age of Wonders 4! With new Features like the Item Forge and reworks for core systems such as the Form Traits, this Update will have plenty to go around. Check below for all the details on expansion features and free updates.

https://store.steampowered.com/app/2401830/Age_of_Wonders_4_Empires__Ashes/

Empires & Ashes Expansion



[h2]New Form: Avians[/h2]

These Tropical Birds are feathered and beaked beings whose families are usually defined as Nests. Their sing-song calls can carry over entire forests. Choose one of the many beautiful patterns and tweak their colors to your liking. With a variety of colors, crests and head options you’ve never seen a bird quite like this.

We’ve also added Bear Mounts. Stick with the classic Brown Bear or the cool Polar Bear or invest in the ravaged Dire Bear.



[h2]New Culture: Reavers[/h2]

Reaver cultures are pragmatic and brutal, seeking the expansion of their dominion through industrial might fueled by conquests and raids. Descendants of the commonwealth, they’ve inherited the scraps of its technological might which they use to great effect, preferring ranged combat and cunning strategy over the frontal assaults of more “honorable” cultures.



[h2]New Tomes[/h2]

Explore the concepts of the Dreadnought across four Materium Hybrid Tomes. Turn your Weakness into Strength with the Tome of Alchemy. Build and Control Legions of Constructs with the Tome of the Construct. Bring out the War Machines with the Tome of the Dreadnought and put a stop to all magic with the Tome of Severing.



[h2]New Story: Ashes from the Past[/h2]

What happened to the valiant Commonwealth heroes who spearheaded Athla’s defense against the onslaught of the Wizard Kings? You will find the answer as you heed a call for aid from the Athlan sorceress Laryssa herself. Stand shoulder to shoulder with her, for only together can you halt the destructive march of Chaos!



[h2]New Victory Condition: Seals of Power[/h2]

The Seals of Power are ancient relics that control access to a realm from the Astral Sea. Capture and hold Seals to earn enough points to win the game, but be prepared to defend them at all cost.


[h2]Even More Content[/h2]

While we’re sure the above is already a lot, it’s only the tip of the Iceberg. Further included in the Empires & Ashes Expansion are:

  • 16 New Events spread across Free Cities, Seals, Ancient Wonders
  • 10 Achievements
  • 6 New Music Tracks
  • New World Map Locations & Wildlife
  • New Realm Template & Realm Traits
  • New Empire & Ashes themed Interface Skin


Golem Update



[h2]Item Forge[/h2]

What is a modern game without some crafting? The Item Forge returns in the Golem Update and lets you create Items tailor made to your Rulers & Heroes. Disenchant acquired Items to gain Binding Essence, pick your Item Base and choose from Damage, Ability and Passive Infusions. Collect Magic Materials to unlock stronger and rare Infusions and make truly Powerful Weapons.


[h2]War Coordination[/h2]

Send orders to your Vassals and organize them against targets of your choice. Whether you’re marching into the fields of War, clearing a nearby Infestation or even need support defending your own Cities your Vassal Cities will lend their undying support. In a rush and don’t have time to wait? Call for an immediate attack. Need additional Reinforcements? Strengthen the next attack with Units from your own Rally of the Lieges.



[h2]Water Gameplay[/h2]

Water Gameplay has received some tender love and care. Coasts are going to be more varied with new Sunken Ruins and Mangrove Forest Features. These features allow you to build coastal versions of Quarries, Foresters, Research Posts and more. With new Ocean Combat Maps, unique Boats Visuals per Unit Role and additional polish you’ll experience Water Combat with fresh eyes.


[h2]Form Trait Rework[/h2]

The Form Traits have been reworked. Gone are the Body & Mind trait, instead you get to spend Trait Points to acquire any combination of Form Traits they like. Form Traits have been given a point value and rebalanced to fit their new Cost, while Forms & Premade Rulers have been updated to take full advantage of this new flexibility.

Also included are two new Society Traits that focus on mechanics introduced in the Golem Update.
  • Hermit Kingdom - This Astral Society Trait is for those that prefer to live in Isolation. Experiencing the benefits of solitude through increased City Stability and Knowledge Income and condemn those that dare to come close.
  • Reclaimers - This Materium Society Trait is for true Crafters that know how to use every bit of material left behind after a battle.These materials are then reused to craft more suitable items.

[h2]Quality of Life and more[/h2]

In addition to the new features & reworks in the Golem Update, we’ve also got tons of other improvements. Combat Advantage can now be set for AI Rulers in the Advanced Settings, giving you more control over the challenge you’ll encounter. Rulers you create can be given a specific Personality with the AI Personality Picker, or left on Default for the occasional surprise.

Fans of the Multiplayer variety will experience an improved Game Flow as fights against Independents no longer prohibit players from taking Actions on the World Map. And maybe most requested of all, the Spell List has received a major update and transformed itself into a beautiful Spell Book.

This hardly covers all the changes in the Golem Update. For the full list of change notes, please visit here


[h2]Get Empires & Ashes Now:[/h2]

https://store.steampowered.com/app/2401830/Age_of_Wonders_4_Empires__Ashes/


Empires & Ashes is out now! You can still follow us if you think we're funky:

Dev Diary #25: Form Traits & Item Forge

Fellow Godir,

We saw how excited you were over the changes that are coming tomorrow, both for the Empires & Ashes expansion as well as the free Golem update shipping with it. Hence, we have decided to move up the dev diary so that you can read all about them! This one will be a meaty two-parter discussing both the Form Trait system and the Item Forge. Without further ado, let our devs take it away!



[h2]Form Traits[/h2]

Hello all!

My name is Tom Bird and I’m the Lead Designer at Triumph. Today I’m gonna talk about the Form Trait system rework that’s coming with the Golem patch!

Throughout the development of Age of Wonders 4 we’ve iterated several times on how Form Traits work, about the only thing that’s stayed the same is the idea that Form Traits represent some kind of inherent physical or mental property of a race (as opposed to a Society Trait, which represents more cultural aspects). The earliest versions gave each form a default trait:

These two designs are from 2 years before the game was released


Players could then change this trait to another one if they wished, so they would have some flexibility. There were concerns here that a single trait would be too limiting in making a form feel unique however, and there were arguments that not having any limitations as to which traits were available to each form would undermine what a form was, in gameplay terms. If a ratman could have any trait, it was argued, would it then feel like a ratman to play?

A later iteration gave each form a selection of traits it could choose from - a selection we curated to try and fit what we felt the form was about. So Elves could be good with bows and magic, but wouldn’t be able to take traits that made them tougher or stronger. This same iteration split the traits between Mind and Body, which would give players far more flexibility in their races:

This was the design up to about 6 months before release


In general this felt much better to play, the freedom to combine 2 traits of your choice really let you feel as if you were making your own race, but the limitations rankled. Sure, it made sense that Halflings couldn’t be defensive experts, but what if I as a player didn’t care? What if I wanted to make a race of Seafaring Moles who’d been exiled from the caves of their ancestors? Or Bloodthirsty Halfling Barbarians?

Living the dream!


Another issue was balance, we wanted each form to have access to roughly the same number of traits, so we ended up having to make some fairly arbitrary choices to balance things out. Halflings couldn’t have the Tenacious trait because it would be unfair for them to have more trait access than other forms, regardless of how tenacious they might be in fantasy stories!

In the end, we decided to cut the limitations entirely, they limited what players could do in arbitrary and subjective ways, and in the end, they simply got in the way of the player having fun. This is the system that was put into the release version of the game, which you have been playing with up until now.

Since release we’ve realized that the Body/Mind model of traits has some serious issues, the greatest of which is that all traits have the same value despite them not all having the same potency. The Spider Mount trait is clearly more powerful than the Hearty trait, which is more powerful than Desert Adaptation, yet they all cost a single slot.


The Body and Mind division is also fairly arbitrary, limiting player choice based on an abstract categorization which makes thematic sense but doesn’t really serve any practical purpose. If I want to have an Elusive race, then that same race cannot have Fast Initiative, since they’re both mind traits. There’s no balance or mechanical reason to block this combination, it’s just a consequence of the Body/Mind split.

As a solution we’ve moved the trait system over to a point buy system, where the player gets 5 points which they can spend on traits which cost anything from 3 points for the most powerful traits, to 1 point for the weakest. This has many advantages:
  • We no longer need to try and balance traits against each other, since we can just make more powerful traits cost more
  • Players have far more flexibility in what they can combine

That’s not to say there are no limitations in the system, certain combinations are still blocked for both balance and practical considerations:
  • You can only choose one mount trait, since the system doesn’t support a race with multiple mount choices
  • You can only choose one adaptation trait, since that controls a race’s starting location
  • You can only choose one tactics trait, since it’s too strong/easy to just stack the adjacency bonuses to make a super powerful race.

Of course, while doing this rework we’ve also done a balance pass over the traits, removing some which felt useless, and adding a few new ones to spice things up a bit. For some highlights, we now have:



Hideous Stench is one of my favorite traits from Age of Wonders 3, where it was only available to the Untouchables unit. This trait is extremely strong for builds that rely on magic damage and status effects, such as those built on the Dark culture. It combines well with Poisonous (60% chance to poison melee attackers) since melee attackers are guaranteed to be adjacent and will therefore be more vulnerable to poison!



Athletics replaces Fast Initiative (which sped up units for the first turn of combat) and grants all your non-cavalry units a speed boost both in combat and on the world map. I’ve been assured by our internal testers that this isn’t hopelessly overpowered, but we’ll have to see!




Light Footed is one of the default traits for the new Avian form, and it gives your units an extra dimension of freedom while in combat. A light footed unit can move through any allied unit (including those which do not have light footed themselves) allowing you to retreat ranged units through shield walls, and easily rearrange your units in bottlenecks to control the battlefield.


Finally, by popular demand, we’ve added simple terraforming spells to Swamp, Arctic and Desert Adaptation, which boosts their usefulness considerably!


[h3]Frequently Asked Questions[/h3]

- Can you bring back the limitations on what form can pick what trait?

No, this doesn’t match what we want from the game and we think the majority of players want. The code for doing this is still present however, and can be modded in quite easily. Look for the “Incompatible Forms” field in the “AoW Trait” resource if you wish to do this yourself.


- What will happen to my old races when I get the new update?

We felt that players would not appreciate us giving traits to their races which they haven’t picked themselves, so you should find them mostly unchanged. This will probably mean that you have unspent points, which you can only fix by editing the faction yourself by hand.


- Why not give every race terrain preferences, instead of having Adaptation preferences?

In Age of Wonders 3 each race had its own favored terrain, and people have requested we bring this back for Age of Wonders 4. The key issue we have here is that the terrain in 3 was designed and painted by the map generator with this design in mind while in 4 it was not. The details would fill a dev diary by themselves, suffice to say it would be a lot of work that could break a lot of things and cause us a lot of issues that we would have trouble fixing. We might revisit this in the future, but it’s off the table right now.


[h2]The Item Forge[/h2]

Hello, I am Sam Minh, designer at Triumph Studios and today I will be talking about another free feature of the Golem Patch, the Item Forge. It is making a return from Age of Wonders 3, new and upgraded for Age of Wonders 4!

The Item Forge is a way to create your own custom hero items - you can forge armor, weapons, rings and other items that your Heroes can use in combat. Craft that missing helmet that you never found, that higher tier bow that your ranged hero needed, or just make the strongest item you can afford that fits your hero’s playstyle.

Since this is part of the free Golem Patch, everyone will get access to the Item Forge. When you start a new game, or load your save, you will see a new button with an anvil at the top of your screen. It will be grayed out because you will first have to build the Item Forge in your Wizard Tower.



[h3]Forging an Item[/h3]

There are a lot of options in the item forge, and the first decision that you will need to make is what kind of item you want to make, a helmet, sword or wand? Different item types can hold different types of bonuses - armor protects you, weapons deal damage and inflict status effects, wands provide active abilities, etc.

For this example we will pick a sword.


The next step is to add infusions, which are the special effects that you apply to the item. In the case of this sword, we can change the damage channel, add an active ability, and add multiple passive abilities. At the start of the game you only get access to some basic infusions, so in this case we’ll add the Inflict Bleeding and +10% Crit chance infusions. These infusions also increased the item to Tier 3, increasing its damage output.

Each infusion has an Infusion Point cost, and you can use up to 5 Infusion Points on an item, however the crafting cost and time increases accordingly. Each individual Infusion after the first also adds an additional cost, so making specialized items is more cost efficient than items with 5 infusions that cost 1 point.


As you might have noticed, each item also has a name. You can randomize the name with something fitting of the item type and the infusions that are put on it, but you can also decide to name it yourself. When other people inspect these items, they will see who crafted the item and appreciate your taste in naming them.



[h3]Magic Materials[/h3]

To unlock more specialized and powerful infusions, you will have to acquire Magic Materials. Each Magic Material is associated with specific elements or combat effects, and acquiring more of the same Magic Material will unlock more powerful versions of those infusions. If you want a magic item to your exact specifications, you will need to hunt for the right Magic Materials. This can often be worth it as they do not only provide generally good effects, but also more specialized effects such as Fiend Slayer, Lightning Protection, or evasion from ranged attacks.





[h3]Binding Essence[/h3]

As mentioned before, more powerful items cost more resources and time to craft. But what resource does it cost? Introducing: Binding Essence - this is a new resource that is only used for the Item Forge and is the only resource required to craft items in the item forge. To obtain more Binding Essence you will need to disenchant other hero items that you have, the higher the Tier of the Item, the more you will get! This way you can recycle the items that you no longer have a use for into useful items to fully equip your heroes.

[h3]Becoming a Forge Master[/h3]

There is also a new Society Trait that will be added to the free Golem Patch that allows you to double down on crafting items in the Item Forge. It starts you off with a bunch of Binding Essence, unlocks the Item Forge from the start and rewards Binding Essence from a variety of world map activities. You can combine this trait together with the Industrious Culture, or the Fabled Hunters or Item Hoarders Society Traits to specialize in Item crafting to create powerful items in the early game… or maybe to become a trader in powerful items.


You can trade your items with other players. Since what you can craft depends on the Magic Materials you have, other players might be able to craft the item you need, or you might now be more inclined to trade Magic Materials to unlock the Infusions yourself. AI Rulers will also periodically have a stock of custom magic items for you to buy, allowing you to benefit more from alliances and giving you the opportunity to acquire unique items that you might not be able to obtain yourself.



[h3]New Pantheon Rewards[/h3]

Lastly, let’s have a look at the Pantheon Rewards screen, as you might be happy to hear that there are more things to unlock with your leftover Pantheon Points. These are 53 item forge visualization options, which are purely cosmetic. The weapons also come with an accompanying 3D model when the item is equipped.



And that is it for the item forge. What will you use it for? Will you craft the items that you were missing, become the realm’s most legendary smith, or will you meticulously craft a set of items to specialize your hero for a specific combo? Whatever it is, I hope you look forward to Empires & Ashes and the free Golem Patch as much as we do, and we will see you all for the release this Tuesday!


https://store.steampowered.com/app/2401830/Age_of_Wonders_4_Empires__Ashes/


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