1. Age of Wonders 4
  2. News

Age of Wonders 4 News

System Maintenance Tomorrow at 08:30-09:30 CET



Watcher will be dropping in 24 HOURS at 15:00 CET!

In the meantime, our database will be updating tmrw from 08:30 - 09:30 CET:

- Multiplayer will be inaccessible
- Single Player will not be affected
- If you receive a Login Failure on the PDX Launcher, simply press Play to skip

We apologise for the inconvenience caused and hope you are looking forward to the update like we are!


When is Watcher dropping for me?

PDT: 6am
MDT: 7am
CDT: 8am
EDT: 9am
GMT: 1pm
BST: 2pm
GMT+8: 9pm
GMT+9: 10pm
AEST: 11pm

Open Beta Final Update

Hello everyone!

Today we’re putting out the last update for our Open Beta, from this point on we need to stop all work on it so we can start preparing the update for full release. We still need to work on translating the update into other languages, as well as preparing for release on other platforms, but we hope to have it released properly in the next few weeks! We will be leaving the Open Beta branch live on steam so you can keep playing it until that time.

This last update has a few AI updates and one important fix that will reduce the number of out of syncs people experience during combat in multiplayer. Although we’ve been working hard in those 2 areas, we recognize that there’s still a way to go. We will continue to work on improving both of these in the future!

I want to thank everyone for all the feedback that they have given us, it has helped us immensely. Even if we were not able to take into account your feedback for this update, we have read it all and there are still many updates to come for us to improve things. Though we will not be holding one for the Golem update coming in Q4, this will likely not be our last Open Beta. So please keep letting us know what you think of the game and what you want to see come next, your comments are always welcome!

Game Version: 1.004.000.81950



  • Updated the Icons for Bolstering Matrix and Amplifying Lens
  • Removed old Production from the City Expansion Automation dropdown




  • Added simple support to stop friendly or allied AI’s from expanding towards the players domain
  • Increased difficulty army power scale vs player
    • Normal 50%
    • Hard 75%
    • Very hard 100%
  • Fixed issue where the AI would leave a city under siege to pick an easy fight
  • Fixed issue where the AI could only cast one primed spell per turn
  • Fixed issue where the AI would occasionally walk on an allied structure
  • Fixed a small issue to the AI unit production loop to make sure the AI produces enough units to match the difficulty settings.


  • Winds:
    • Increased the radius of dust storm to 2 hexes
    • Increased the base damage of the Wind Rager by 1 and reduced the cooldown of Whirlwind to 1 turn
  • Fixed a multiplayer out of sync that would often trigger when observing combats in multiplayer
  • Fixed the missing Ocean layer in Combat
  • Fixed the Soother Staff appearing behind the Soother when the Crocodile Head is selected
  • Fixed a Crash that occurred in the Setup Casting Point Breakdown



https://store.steampowered.com/app/2367860/Age_of_Wonders_4_Dragon_Dawn/

Dev Diary #22: Underground Changes



Greetings everyone! My name is Jamie, I’m a gameplay programmer at Triumph Studios and one of my main responsibilities is the Random Map Generation (RMG, not to be confused with RNG, although it plays a big role!). I’d like to give you an update on some of the upcoming changes to the Underground, and we’ll start off with a bit of general insight on how maps are generated in Age of Wonders 4.

[h2]Map Generation[/h2]
For Age of Wonders 4 we’ve made an iteration on the Random Map Generator based on the foundation created in Planetfall. One thing you might have noticed is that the size of our provinces is considerably smaller than they were in Planetfall, but we still wanted to make sure that connecting provinces could feel like they are part of a whole. This is why we’ve opted to adapt this system to generate the map based on Regions of variable types and sizes. These regions are then subdivided into the provinces you see when you play on the map. This means we can create large mountain ranges and oceans, while having smaller provinces for Ancient Wonders, or create a player starting area with neighbouring provinces that will always have a set number of resource nodes to exploit.

[h3]Underground Generation[/h3]
To give you an idea of the process involved in generating the Underground map layer, these are the steps we take:

  1. Start with an empty map, with a size based on the maximum number of players on one of the map levels.
  2. Generate positions for players and free cities.
  3. Generate regions by using the generated positions.
  4. Generate passages between the underground and surface.
  5. Generate caverns around existing locations, cities, passages.
  6. Generate additional caverns to reach the desired amount.
  7. Generate Ancient Wonders inside existing caverns.
  8. Generate Bedrock/Lava/Water on the remaining regions.
  9. Generate region flavors (empty regions, valuable regions).
  10. Generate themes (general, hot, cold) to create variations on a per cavern basis.
  11. Generate large sectors by combining bedrock.
  12. Generate overlays (rock, mushroom forests, snow, etc) based on the theme of the cavern.
  13. Generate rivers.
  14. Generate tunnels to connect the caverns.
  15. Generate structures, magic materials, pickups, etc.
  16. Generate provinces that can be excavated, filling up provinces that have something of interest
  17. Generate roads to connect important locations on the map

[h2]The Underground[/h2]
When we set out to create the Underground map layer for this game, we had the following design goals in mind:

  • Players should be able to create viable underground empires; especially for players with the Underground Adaptation.
  • The Underground should have a unique feel in terms of gameplay, look, structure, and encounters.
  • The Underground should be readable and visually appealing.

For this update we used these as a starting point to improve the overall experience of the underground.



[h3]City Expansion[/h3]
The main issue with starting in the underground was the fact that a lot of the time, cities couldn’t grow to their full potential. It could be stuck in a corner of the cavern, or the cavern itself was simply not big enough. Even when there is some value to be gotten in smaller values with Ancient Wonders and valuable nodes, the city could never grow big enough to be worth it compared to the surface.



What we’ve done for the Watcher update is that cities can now expand through Underground Passage to the other map layer. This allows those you players to capture the smaller caverns full of value from the surface, or grab a couple of farms on the surface while creating mines in the underground.

For players using the Underground Adaptation mind trait, we added a little bonus to their cities with one additional annex range, allowing them to make full use of the caverns they settle in.

[h3]Excavation[/h3]
Many provinces in the underground are filled with earth and need to be excavated to create usable terrain for cities and exploration. In the wyvern update we’ve added Nodes and Magic Materials to be uncovered by this process, but the experience could still feel lacking and too dangerous for scouts to handle due to the roaming armies that could spawn as a result of this. The roaming stacks were initially added to reach the quota of fights to level up your stacks during the early game. But besides being forced fights, they also didn’t give any rewards.



For this update we’ve decided to change things up a little bit. The first thing you’ll notice is that some provinces will now be glowing, this means they have a structure underneath them, this could be a Resource Node, Magic Material, or an Infestation! This should help you find a good settling spot for a new city at a glance, rather than first having to excavate all provinces. When excavating a province, you will uncover these structures with defenders on them, these structures still include their rewards for clearing them. This way you can decide how you want to react, but do be careful with those infestations, as they will directly claim their territory and give you limited time before they wake up.

[h3]Structures[/h3]
We’ve made a couple of adjustments to the structures in the Underground. First of all we’ve made the Ores group of Magic Materials be the only materials that spawn in the Underground and in greater numbers. There is now a better distribution on the rarity of Ancient Wonders in the underground, leading to a more varied pool. When traversing the water you can find the occasional pickup, making traversal through these rivers even more worth your time.



[h2]Continents Map Type[/h2]
The continents map type could feel a bit repetitive when played multiple times. You would always end up with similar overall land shapes and a large ocean area in the center. To combat this we’ve decided to give the generation process more freedom, this includes that we no longer force the shape of the ocean. But we also allow it to generate small islands in the ocean. This gives us more opportunities to generate underground passages on these islands, and with the change to annex provinces across map layers, will make for worthwhile and defendable settling positions.

Original Continents Map

New Continents Map

In conclusion, we’ve made a number of changes to make your adventure through the underground more exciting! And hopefully the insight into the generation process made for a good read. If you have any more questions about the process, feel free to ask!

If you already want to enjoy these changes and start your own expedition through the underground, then you can join us on the Open Beta branch on Steam, to get an early start on the Watcher Update.


Find out if we are Team Barbie or Oppenheimer:

https://store.steampowered.com/app/2367860/Age_of_Wonders_4_Dragon_Dawn/

Open Beta Update - 25/07/2023



Hey All,

We have a small update today as we’re coming out of the Weekend. First and foremost we’ve reverted the changes that tied Combat Advantage to AI Difficulty. We’ve updated the AI vs Independent Settings to give a larger bonus to the AI based on the World Threat and increased several income modifiers across difficulties.

We’re in the final week where we can make changes to the Watcher Build. Keep in mind when giving feedback that:
  • We can't change text, so all future changes need to be as minimal as possible
  • We still have time to fix crashes, make balance changes and other tweaks
  • Bigger changes will need to wait until a future update

Once again, thanks for all your feedback and hope you all have a great week!

Game Version: 1.004.0000.81806


  • Removed combat advantage from AI difficulties
  • AI difficulty setting changes

    • Normal

      • Mana income from 1 to 1.2
      • Research Income from 1 to 1.1

    • Hard

      • Gold Income from 1.2 to 1.3
      • Mana income from 1.2 to 1.3
      • Research income from 1 to 1.2

    • Very Hard

      • Gold Income from 1.3 to 1.4
      • Mana income from 1.3 to 1.4
      • Research income from 1 to 1.3
  • Changed the AI vs Independents settings

    • Added survivability and damage modifiers based on the world threat settings
  • Changed AI research values to have a focus on Units, enchantments and transformations ( in this order )
  • Changed AI Evaluation for the Magic victory condition research
  • Fixed issue where the AI would prime an operation they could not use
  • Fixed issue where the AI would not target a victory condition structure


  • Slow now lasts 2 turns instead of 3


  • Improved the UX on the siege screen when adding siege projects. The side menu will now stay open until all slots have been filled. You can manually close the side menu now.


  • Frost Arrows now does +2 frost damage with -1 physical damage. The chance for afflicting slow is now 60%.




General
  • Fixed a crash during map generation.
  • Fixed a potential leak in the Swamp_FX
  • Improved Memory Efficiency in the Animation Systems
  • Improved optimizations for Tactical Banners and images that frequently update their Opacity


Diplomacy
  • Fixed several issues where it was possible to declare wars while being vassalized to another ruler:

    • It was possible to declare war on your overlord by moving an army onto a structure/army of a Free City that is their vassal.
    • It was possible to declare war on other players by moving on their armies or structures.
    • It was possible to declare war on other players by using a hostile spell on them.
  • Fixed issue where in the Ashen War realm AI players would not declare war on the player.
  • Fixed issue where binding an Ancient Wonder would give allied players a Grievance.


Free Cities
  • Fixed issue where gaining a bonus to the Rally of the Lieges would initiate the timer even if the first Rally had not been triggered yet.


Heroes
  • Fixed an issue where the Berserker’s Belt would give Steadfast and Berserk for one turn too long.


Interface
  • Fixed issue where the tooltip in the research screen when using a controller would overlap the new magic victory spell research. Tooltip has now been moved to the right bottom corner in this specific instance.
  • Fixed issue where in the shield tooltip the Threat level value would not show a breakdown of the threat level.
  • Fixed Alignment Penalty not showing in the Pillage Tooltip unless you stand on the Province.
  • Fixed the Sell button become active when hovering over Disabled Items
  • Fixed a crash that could occur when selecting/deselecting Item Slots
  • Fixed the incorrect Miscellaneous Slot getting selected
  • Fixed items disappearing when you equip a new item and then de-equip it without confirming


Controller
  • Fixed being able to Sell Items in Transport


Pantheon
  • Fixed issue where the Bannerlords 50% reduction of Rally of the Lieges timers was not being applied.


Tomes
  • Tome of Sanctuary: Fixed an issue where Keeper’s Mark would sometimes give steadfast for too long.


World Map
  • Fixed issue where an excavatable sector with only an infestation in it would be incorrectly highlighted.


Be the first to know when we rebrand to "A"
https://store.steampowered.com/app/2367860/Age_of_Wonders_4_Dragon_Dawn/

Open Beta (20/7/2023)



Hi Everybody!

Another week has passed since we started the Open Beta and the feedback is still streaming in. We’re happy to see that most of the recent changes have been well received and we can nail down some of the finer things. Before we get into the changes in today’s Update a reminder.

As mentioned last week, we’re finalizing the development of the Watcher Update. This means that:
  • We can't change text, so all future changes need to be as minimal as possible
  • We still have time to fix crashes, make balance changes and other tweaks
  • Bigger changes will need to wait until a future update


Current updates are mainly to fix the bugs and remaining minor balance issues that are identified. We still have one week before everything is locked so even if we cannot implement your suggestions now, we can still take them on board for future updates. Remember we have a subforum on Steam for Open Beta feedback.

Onto the update itself, the main talking point today is Diplomatic and World Map AI.

  • In our update last week we made several updates to the Threat system to adjust the pressure the AI puts on the player. This week we’ve continued that work by tweaking several modifiers to reduce the radical swings that could occur when they became active. We’re also working on an overarching system to better manage the Threat and Pressure from the AI.
  • On the World Map we’ve incorporated the Handicap System into the difficulty levels. AI Rulers set to Hard or Brutal will receive Minor or Major Advantage in Combat. We're hoping this means the higher difficulty AIs will now do a better job against Infestations and Ancient Wonders, which in turn should put them in a better position to pose a bigger challenge to you.

We’re still welcoming saves that highlight the AI launching attacks on the world map, but then running away instead of actually getting into combat. If you have a save game where, when you press end turn, the AI runs away when you feel it should attack, please can you email it to us at [email protected].

Once again, thanks for all your feedback, the Watcher Update is shaping up nicely thanks to you all!

See Full Patch Notes here

Game Version: V1.004.0000.81627




  • Feudal
    • Hold the Line: Units can now only get steadfast from this spell once per combat.
  • Dragon Lords
    • Astral Aspect now grants +4 Resistance instead of +2
  • Renamed Publish to Build as it’s more fitting for the process that happens when you press this button.

  • Added a cooldown to the AI manually sending a call to war to wait at least 2 turns after the diplomatic state with the player they call into a war has changed.
  • Updated the AI aggression when calculating the army powers required to fight
  • Correctly added the AI mission army calculation when targeting independents
  • Implemented the combat advantage system for the AI per difficulty settings
    • Hard AI will get the normal advantage
    • Very Hard AI will get the large advantage
  • Implemented new free city expansion rules, when fully independent they will expand in a circular pattern, when they are a vassal they will default to pick the highest value again
  • Several tweaks have been made to the AI Threat system:
    • The impact of the “need a friend” and “need an ally” modifiers is reduced for warlord and isolationist AI players.
    • The “need an ally” modifier now only applies if either side of the relation has a war, to make sure the AI doesn’t radically shift opinion (to positive).
    • The system now takes Defensive Pacts into account more and no longer waits for a Full Alliance before applying certain factors.
    • Some AI players will now have a predisposition in their threat level towards higher / lower threat to make sure


  • The “All enemies have routed” dialog will now popup even if temporary summons and siege engines are not routing. This mirrors the rules for winning battle, which does not require those units to be killed.
  • Combat AI is now more likely to use guard breaking and retaliation canceling abilities.
  • Misfortune now applies 15% fumble chance instead of 10%


  • Declarations of Friendship will now automatically end if an Alliance or Defensive Pact ends / is broken.
    • The AI will now wait several turns before attempting a new declaration after a declaration has recently ended.
  • Automated Calls to War will now be sent if two of the Player’s allies go to war against each other.
  • Reduced the rising Imperium cost for releasing your owned cities as vassals to 25 per time it is performed instead of 75.
  • Reduced the maximum Imperium cost for releasing your owned cities as vassals to 100 instead of 300.


  • Amplifier Lenses damage bonus reduced to +10 from +20.
  • Nature Bolstering Matrix healing bonus reduced to +10 from +20.
  • Amplifier Lenses no longer require the Bolstering Matrix from the same affinity. Instead, they require any Bolstering Matrix, regardless of affinity.


  • Added the Revert Option to the In-Game Menu
  • Added an Automatic Reload that runs in specific instances
  • Addressed several Out-of-Syncs that could occur during the initial Map Setup
  • Addressed several Out-of-Syncs that result in broken Sessions
  • Addressed an issue where a Session would appear Frozen/Stuck


  • Amplification:
    • Amplified Arrows:
      • Damage reduced to +2 Shock and -1 Physical from +4 Shock and -2 Physical
  • Cryomancy:
    • Frost Arrows: Damage increased back to +4 Frost and -2 Physical


  • Ancient Wonders can no longer be released if this would lead to other provinces being disconnected from their city
  • Added a world map visual for when an underground passage is in an owned territory.
  • Excavatable provinces in the Underground now have a special FX to show that a structure or node is hidden underneath.




Combat
  • Taunted units can now correctly be dispelled of the effect.
  • Fixed an issue that meant Draconic Rage and Berserker’s Rage didn’t work in auto combat. This bug would also lead to an Out of Sync when watching the replay of the combat.
  • Fixed issue where Bolstered Resistance from the Industrious Bolstering Trait would not correctly remove Sundered Resistance


Interface
  • Fixed issue where the diplomatic state changed notification will not be invalidated if the diplomatic state had changed again.
  • Fixed teams not working in multiplayer when the setting is enabled after posting the session.


Spells
  • Dormant Enchantment (High Culture) was still giving the Awaken Ability to Battle Mages, this has been fixed.
  • Shadow Amplifier Lens no longer wrongly applies its debuff effect on direct damage spells.
  • Final Ultimatum is now an untyped Combat Spell instead of a debuff spell, to make it clear it cannot benefit from the Order Amplifier Lens.
  • Devolve is now an untyped Combat Spell instead of a debuff spell, to make it clear it cannot benefit from the Nature Amplifier Lens.
  • Exalted Champion is now a buff spell instead of a damage spell so it can benefit from the Order Bolstering Matrix and it will no longer be wrongly displayed that it will deal damage to the unit.
  • Rotting Explosion is now a Damage and Debuff Spell so it can benefit from both of the Shadow Amplifier Lens bonuses.
  • Ice Coffin is now correctly benefiting from being a Damage spell for the Amplifier Lens.
  • Devouring Void is now a Combat Enchantment instead of a Damage spell, so it is clear that it cannot benefit from the damage bonus of the Shadow Amplifier Lens.
  • Fulmination is now a Damage/Debuff spell so it benefits from both Astral Amplifier Lens bonuses.
  • Seismic Shock is now correctly displayed as a Damage/Debuff spell.
  • Crushing Earth is now correctly just a Damage spell so it no longer benefits from the Materium Amplifier Lens debuff bonus.
  • Parting Gifts is now a Combat Enchantment Spell, so it is clear it cannot benefit from the extra Healing of the Nature Bolstering Matrix.
  • Abducting Cyclone is now an untyped Combat Spell, to make it clear it cannot benefit from the debuff bonus from the Materium Amplifier Lens.
  • Awaken Instincts is now correctly a Nature Affinity spell, so it can benefit from the healing bonus of the Nature Bolstering Matrix.
  • Demonic Onslaught now correctly allows Extra Unit Effects so the Chaos Bolstering Matrix can apply its extra buffs.
  • Time Stop is no longer a Buff spell, so it does not display that it will give buffs to affected units from the Astral Bolstering Matrix.
  • Exhilarating Pollen now correctly heals allies and weakens enemies.
  • Disruption Wave now correctly only buffs allies and debuffs enemies.


Tomes
  • Fixed an issue where the Tome of Subjugation did not have the correct Affinity Requirements.


World Map
  • Fixed an issue where you would not lose Empire Affinity after unassigning a governor that gives Empire Affinity.
  • Fixed an issue where the Order Bolstering Matrix could not be built.
  • Fixed the Bolstering Matrixes and Amplifier lenses wrongly giving Imperium income when they were re-enabled.
  • Fixed the Bolstering Matrixes not correctly being mutually exclusive.
  • Fixed the Amplifier Lenses not correctly being mutually exclusive.
  • Fixed issue where Bolstered Resistance from the Industrious Bolstering Trait would not correctly remove Sundered Resistance
  • Fixed Bind Gold Ancient Wonder spell canceling if the outpost that the ancient wonder is annexed to is upgraded to a city.
  • Fixed an issue where units would be lost after attacking from the water, directly onto land.
  • Fixed an issue where excavations weren't interrupted when the leader was teleported away from the province.
  • Fixed crash when clicking on a starved sector that was getting replaced with another structure.
  • Fixed wrong hero count when a free city that has multiple heroes is integrated.
  • Fixed wrong hero count when a hero dies to a strategic spell.
  • Fixed potential crash in old saves that had an Age of Affinity spell running.
  • Fixed teleporters non-functional after repair.


Follow us on social media!
https://store.steampowered.com/app/2367860/Age_of_Wonders_4_Dragon_Dawn/