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Open Beta Update 13/7/2023



Hello All!

It’s been a week since we released our open beta and there has been an awful lot of feedback for us to go through. Thank you all for the effort you’ve put into trying out and commenting on the things we’ve worked on. Even if it was negative, or we didn’t agree with all of it, it was all very important for us to understand what people want from the game and where we should focus our efforts.

Firstly, the most important news:

We are beginning to finalize development of this update

We need a lot of time to fully test, translate and prepare this patch ready for full release. This means from now on we will not be able to make any more big changes to it.

We will not be stopping completely! We can still:

  • Tweak numbers like damage values and costs of spells, abilities and bonuses
  • Fix crashes and bugs
  • Improve the AI

We will need to completely stop in around 2 weeks, but until then please keep sending feedback! 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.

You can read the full list of Watcher Update Patch Notes here.

Onto the update itself, a number of the features that we released were unpopular, so we’ve made some changes:

Spell Casting Limit
It is very clear that the large majority of you disliked this, so we’ve removed it from the game. We still however need a way to slow down the player’s ability to cast a lot of spells in a short amount of time, so we have done the following:

  • We have implemented a system of Spell Slots which determine how many spells you can prepare and store without actually casting. This means that players with a lot of casting points will still be able to cast a lot of spells, but those without will no longer be able to prepare a large number of spells over time and then release them all at once.
  • We have done a pass on player casting point income and the cost of spells. The main goal here was to make higher levels a bit cheaper, and lower level spells a bit more expensive. This reduces an issue where a spell that has a reasonable cost early in the game, can be endlessly spammed later on.
  • We have upped the power of a number of world map attack spells. Many people complained they felt weak and were not effective, and we agree!
Hero Cap
While people generally feel that the cost for breaking the hero cap was too low, many people felt the percentage of income approach was overkill. We’ve removed that, and gone to a system with flat values instead:
  • The first hero over the cap will cost 30 gold and 5 imperium (the same as before the patch, plus 5 imperium)
  • The second will cost 60 gold and 10 imperium (for a total of 90 gold and 15 imperium, when added to the first hero’s cost)
  • The third will cost 90 gold and 15 imperium
  • Etc.

This means the first hero will be pretty much as before, but the cost will slowly rise if the player goes too far.

Summoning Rules
In general a lot of people liked the direction of this change, but felt the rules were a bit too restrictive. To address this we’ve made it so you can now also summon units next to any army with a hero.

Research Pacing
Responses to this were mixed, with many liking the direction but not the details of the implementation. We’ve decided to not change the basic idea behind how the research cost scaling works, but we’ve changed 2 things:

  • We’ve changed the requirements for unlocking research tiers to simply be a number of tomes unlocked. So, to unlock tier 3 tomes, you just need to have 4 other tomes unlocked, instead of 2 tier 2 tomes like before. This means you will have more freedom to grab lower level tomes without always slowing down access to high level ones.
  • We’ve added small affinity requirements to tier 3 tomes, so that you need to have some investment in those tomes’ affinity before you can choose them (dual affinity tomes are excluded from this). This was added to address complaints that it was too easy to just cherry pick the best tier 3 tomes even if they didn’t match the rest of your build
Ranged Accuracy
Once again mixed responses to this, with some people finding the change annoying to play with, while others welcomed the end to dominance of ranged units. We’ve decided to:
  • Roll back the changes to attack range which meant that long range penalties kicked in sooner, so your archers and battle mages are generally more accurate again.
  • We’re keeping the various tweaks that make it harder to get bonus accuracy from enchantments and buffs
  • We’re modifying some of the ranged attack enchantments so they’re less focused on damage and more focused on applying debuffs. We’ve also changed some of the melee attack enchantments so they do extra damage to units with these debuffs. The goal here to keep ranged units useful but also make them synergize better with melee units instead of obsolete them


There are plenty of other changes, please see the full patch notes at the end of this post!

Finally a note on Diplomacy and Strategic AI

We’ve been working hard to make improvements here, and while we realize we still have a long way to go, we hope that some of you have been seeing marginal improvements in the AI’s ability to perform. This latest update tries to make the AI less friendly in general (especially in the early game) so that you get into more wars with the AI, as well as numerous other fixes.

We do have a request though, we are aware that there is an on-going issue with the AI launching attacks on the world map, but then running away instead of actually getting into combat. However, we’re trying to collect more information about how and when this actually happens:

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, we couldn’t have made this update without you all!

Open Beta Update - Version 1.004.000.81302

General
  • Champion leaders now gain +20 draft on their throne city, providing a faster way for them to rally troops in the early game.
  • Wizard Tower now has affinity specific city upgrades at tier 2 and 3 that buff spells of the associated affinity.
  • Traits from race council events now give +2 of their respective racial affinity points (was +1).
  • Ingredient Experimentation knowledge bonus decreased from +15 to +10.
AI
  • Added code support for the AI to understand the Magic Victory changes
  • Added support for the AI to save up imperium to buy the city cap empire tree skill
  • AI update for making declarations:

    • The amount of declarations that will be made on a player by the AI is now more balanced.
    • The AI should no longer abundantly declare friendships on a player, unless that player declares a friendship on them.
    • Isolationists no longer declare friendships unless it is declared on them.
    • An issue was fixed where the influence of ranking on declarations was inverted.
  • AI Update for the Threat system:

    • The threat system has been expanded to look at several new factors and has been tweaked to achieve more competition with nearby rulers and rulers that are competing in overall ranking.
    • Generally AI rulers should initially act more threatened and hostile.
  • AI rulers will now mention the Magic Victory when they declare war on the player.
  • Fixed issue where the AI would not use siege projects
  • Fixed issue where the AI would see less priority to build a wall for a city that has no walls while at war.
Heroes
  • The first hero over the cap costs 30 gold and 5 imperium. Each additional hero over the cap costs 30 gold and 5 imperium more per turn than the previous one.
  • The cap that prevented solo units farming piles of XP was broken. It has now been fixed and should work correctly
  • Reworked the needed amounts of experience for heroes to level up. They now get their first level slightly faster and after that it should feel about the same until level 6. After that it starts getting slower.
  • Weaver Hero Skill: Can refresh all abilities. Is now a single action. Places hero on defense mode.
Interface
  • In the army panel, you can now see predictions of HP your units (as well as allies and enemies) will regenerate in the next turn. This is a yellow section in the health bar on each unit slot.
  • Improved the annexation on controller. LB/RB for cycling between provinces.

Research
  • Changed Tome Tier unlocking. Instead of needing 2 tomes of the previous tier, you just need a certain number of tomes of any tier. This means that players can choose more lower level tomes without slowing down their progress towards higher level tomes.

    • Tier II - 2 Tomes of any Tier
    • Tier III - 4 Tomes of any Tier
    • Tier IV - 6 Tomes of any Tier
    • Tier V - 8 Tomes of any Tier
  • Tier 3 tomes now require 3 affinity points to be unlocked.
Spells
  • Spell casting limit has been removed
  • Added a Spell Slot system that limits the number of spells that the player can prepare without actually casting them. This prevents the player from banking up a lot of spells, only to cast them all at once.
  • Summon spells can now also target cells adjacent to heroes
  • Starting Casting Points increased from 30 to 45.
  • Changed Casting Point cost of Combat spells to make it easier to cast higher tier spells and have casting points left for other spells and to make it so casting many low tier spells less free. Mana costs have stayed the same.

    • Tier 0: Increased from 5 to 10
    • Tier 1: Increased from 10 to 15
    • Tier 2: Increased from 15 to 20
    • Tier 3: Increased from 20 to 25
    • Tier 4: Stays at 30
    • Tier 5: Decreased from 40 to 35
    • Tier 6: Decreased from 50 to 40
    • Tier 7: Decreased from 60 to 50
    • Tier 8: Decreased from 80 to 65
    • Tier 9: Decreased from 100 to 80
  • Several World Map spells have been made more consistent. They have their damage or other effectiveness increased while being slightly harder to cast repeatedly. Making for fewer but more impactful actions.
Tomes
Astral
  • Evocation:

    • Lightning Blades: Removed the chance to electrify. Now deals +20% against Electrified units.
    • Lightning Weapons Hero Skill: Now applies Electrified at 30% chance.
    • Lightning Torrent: Damage increased to 20 from 10. Now applies -3 Lightning Weakness instead of 2. Cost increased from 40 mana and casting points to 80 each.

Chaos
  • Pyromancy

    • Fiery Arrows: Damage Reduced to +2 Fire and decreased the Physical damage penalty to -1.
    • Fiery Weapons Hero Skill: Now applies Burning at 30% chance instead of dealing +20% damage against Burning targets
  • Demon Gate

    • Abyssal Flames damage increased to 20 from 10.
    • Abyssal Flames cost increased to 150 mana/CP from 120.
Materium
  • Rock:

    • Gargoyle:

      • Reduced Spirit Weakness from -6 from -3;
      • Reduced Fire Resistance from 4 to 2
      • Reduced Blight Resistance from 6 to 3
      • Can now retaliate when in Defense Mode

    • Lesser Stone Elemental:

      • Is now a Shield Unit;
      • Reduced main attack's damage by 2;
      • Reduced Spirit Weakness from -6 from -3;
      • Reduced Fire Resistance from 4 to 2
      • Reduced Blight Resistance from 6 to 3
      • Unit has +5 Max HP
      • Like the Stone Spirit it now has Earthen Fury on its main attack (+20% dmg vs Slowed or Immobilized units)

  • Terramancy

    • Earth Shatter damage increased to 20 from 10.
    • Earth Shatter cost increased to 100 mana/CP from 80.
    • Stone Elemental:

      • Is now a Shield Unit;
      • Reduced main attack's damage by 2;
      • Reduced Spirit Weakness from -6 from -3;
      • Reduced Fire Resistance from 4 to 2
      • Reduced Blight Resistance from 6 to 3
      • Immobilizing Phase now deals 8 damage (was 6)
      • Quake is now on a 1 turn cooldown rather than once per battle;
      • Quake and Immobilizing Phase chance to Immobilize increased to 50% from 30%;
      • Unit has +10 Max HP

  • Crucible

    • Meteor Arrows extra damage reduced from 5 to 4.
    • Pyroclastic Eruption damage increased to 20 from 15.
    • Pyroclastic Eruption cost decreased to 100 mana/CP from 150.
Nature
  • Beasts

    • Wildlife Sanctuary:

      • Removing the Hunter Spider
      • Added Vampire and Dread Spider Hatchlings to replace it

  • Roots:

    • Poison Blades: Renamed to Blight Blades. No longer applies Poisoned.

      • Now deals +20 damage against Poisoned units.
      • Now also applies the +20% damage on units with Decaying.

    • Poison Arrows: Damage Reduced to +2 Blight and decreased the Physical damage penalty to -1.
    • Entwined Thrall:

      • Now evolves into a Entwined Protector
      • Its main attack applies poison at a 60% chance
      • Its Poison Needle attack applies poison at a 90% chance (from 60%)

  • Glades

    • Create Forest cost reduced to 30 mana/CP from 45.
    • Glade Runner:

      • Tracker’s Mark: Applies 2 Marked and 1 Sundered Defense; It used to be 2 Marked, 2 Sundered Defense and 2 Sundered Resistance.
  • Fertility

    • Restore the Land cost reduced to 30 mana/CP from 45.
  • Cycles

    • Projectiles of Decay: Reduce the chance of applying Decaying from 90% to 60%
  • Nature’s Wrath

    • Destructive Regrowth damage increased to 20 from 10.
    • Destructive Regrowth cost decreased to 100 mana/CP from 120.
Order
  • Faith

    • Army Heal now heals 25 Hit Points instead of 20.
    • Army Heal cost increased to 80 mana/CP from 60.
  • Inquisition

    • Burden of Guilt damage increased to 20 from 10.
    • Burden of Guilt cost increased to 80 mana/CP from 60.
  • Sanctuary:

    • Sanctuary Province Improvement now increases pillage time by 2 turns and decreases pillaging yields by -30% instead of blocking pillaging entirely.
  • Supremacy

    • Condemn Army Condemned status effect increased from 5 from 3 strategic turns.
    • Condemn Army cost decreased to 80 mana/CP from 120.
  • Exaltation

    • Shrine of Smiting: Divine Vengeance no longer ignores Faithful units and only hits enemies.
Shadow
  • Cryomancy:

    • Frost Arrows: Damage Reduced to +2 Fire and decreased the Physical damage penalty to -1. Now applies Slowed at a 30% chance.
    • Frost Weapons Hero Skill: Now applies slowed at 30% chance instead of dealing +20% damage against Slowed or Frozen targets
    • Blizzard: Damage increased to 20 from 10. Now applies -3 Status Vulnerability instead of 2. Cost increased from 40 mana and casting points to 80 each.
  • Doomherald

    • Prelude of Doom now inflicts 3 Demoralized instead of 2.
    • Prelude of Doom cost increased to 80 mana/CP from 60.
  • Cold Dark

    • Flash Freeze damage increased to 20 from 10.
    • Flash Freeze cost increased to 100 mana/CP from 80.
  • Oblivion

    • Fog of Insanity chance to inflict Insanity increased to 20% from 10%.
Units

  • Reverted the Optimal Range nerf to Ranged, Skirmisher and Mage units.


World Map
  • Exploring an Underground Passage gives you vision on both sides
  • Magic ingredients are now split between the surface and underground, where Ores are only able to spawn in the underground.
Ancient Wonders
  • Ancient Wonders can now be transferred between different cities of the same empire
  • Capturing Ancient Wonders now takes 3 turns
  • More consistent amount and distribution of Ancient Wonders both in the surface and in the underground, which also means more consistent and less extreme numbers of Ancient Wonders required for magic victory
Magic Materials
  • Astral Dew - Lowered World Map Casting Points from +20 to +15.
  • Archon Blood - Lowered Combat Casting Points from +20 to +15.
  • Cosmoflux Elixir Collection bonus - Lowered Knowledge and Mana Bonus per Mana Node from +10 to +5.
Fixes
Diplomacy
  • Fixed issue where the AI could send an insult or compliment to the player on the same turn they met.
  • Fixed issue where the AI would not end their declarations of Rivalry and Friendship when the relation had changed.
Interface
  • Fixed issue where the quest failed notification would be empty (only applies to quests that fail with the new fix in place).
  • Fixed issue where the buttons of the Free City interface would not refresh when opening another interface (e.g. Empire Development) and then closing that back to the Free City interface.
  • Fixed the informational text strings at the bottom of ability tooltips to have line endings when needed.
  • Souls Tome: Soul Overflow buff now correctly displays that the unit has +20hp
Research
  • Fixed an issue where the game was presenting players with the wrong skills when a game started
Story Realms
  • Eternal Court - Fixed issue where Sundren would sometimes respawn on a different side than the player’s after being defeated in combat
Units
  • Fixed bug where Frost Wyvern didn’t had Slow on main attack
  • Fixed bug where Obsidian Young Dragon didn’t had Electrify on main attack
World Map
  • Fixed crash when a pillaged province starves.
  • Fixed issue where you could not teleport to a Vassal City’s Teleporter, Chrono Gate or Demon Gate province.
  • Fixed issue where having vision on any location inside the domain of a free city would not trigger meeting them, only having vision on a structure or army would trigger a meet.
  • Fixed crash that could occur on vassalizing a (conquered) city due to properties not being assigned to the correct side.
  • Fixed an issue that meant capturing heroes after battle would malfunction in various ways when playing in the default “Winners get dead heroes after battle” mode.


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Dev Diary #21: Watcher Update: Research and Magic Victory



Hi champions, wizard kings and dragon lords! I’m Bas, a game designer at Triumph who has written some Development Journals in the past about Sieges and Ancient Wonders.

Today we’re going to be taking a look at some of the major changes we’re working on for the upcoming Watcher update. In particular updates to the Research system, and a shiny new Magic Victory system featuring Gold Ancient Wonders! Some of these changes were put into the open beta last week, while others will be coming some time today. Make sure to keep an eye for when that goes live!

[h2]Tome Requirements and Research Speed[/h2]

Since the release of Age of Wonders 4, lots of players have made all kinds of combinations and builds using the tome system. Stacking all kinds of bonuses and sometimes reaching incredible research incomes in order to make the most powerful builds! While this is where a lot of the fun lies for players, we also identified some issues:

  • Many early tome unit enchantments increased damage for units, which when stacked by researching a lot of early game tomes, you could create incredible damage output on early game units for little mana, research and gold.

  • After players have built up their research economy. Low tier tomes become incredibly quick to research. This also meant that players who had finished their tier 5 tomes would be able to go through the rest of the tome library fast. And some would even have completed the entire tome lineup in a single realm, let alone finish up several tomes in a single turn!
By stacking early-game damage unit enchantments you can essentially double a unit’s damage output


In order to fix these issues but keeping the flexibility and fun of the tome system, we’ve made the following changes:

  • Skills in a newly picked tome increase in research cost, based on how many tomes you’ve already picked.
  • We’ve paced the overall speed of completing tomes a bit slower.
  • We’ve added separate game settings you can set in a realm for Research Speed, which is separated from the Game Speed setting.

This means rushing through early game tomes can still be done, but comes at a cost of delaying access to high-tier tomes. Vice versa for when you rush through high tier tomes. Coming back to low tier tomes will have increased the research cost so you no longer will complete that tome in a few turns.

It paces research a lot better, and makes sure that within a normal playthrough you don’t rush through the entire research system, so that in the next playthrough, there’s plenty of unexplored tomes to pick from!

We also included some other rules to change the availability of certain tomes:

  • Instead of requiring 2 tomes of the previous tier, new tome tiers are unlocked by simply having completed 2 more tomes of any tier. So to unlock tier 3, you can simply have researched 4 tier 1s, instead of 2 tier 1s and 2 tier 2s.

  • In addition, Tier 3 and higher tomes require a small amount of affinity of the associated type in order to become available.

These changes present a tome lineup more in line with your current empire affinity, but still allows you to make all kinds of tome combinations! The change in tier-specific unlock requirements makes sure that you can still progress to higher tier tomes by researching low-tier ones. Giving you more freedom in which tomes to pick without sacrificing the ability to unlock higher tier research.

With these combined changes. Your tome picking preferences might’ve really changed, so make sure to check out the open beta and tell us how you feel about these changes!

[h2]Magic Victory with Golden Ancient Wonders[/h2]

In the current version of Age of Wonders 4, players can achieve magic victory by building 3 specific affinity special province improvements. Then upon unlocking your tier 5 tome, the Age of Affinity spell would become available. Casting it will bring a global effect to the world and start a final countdown which wins you the game. Other empires, including some marauders, will try to stop you in the meantime by launching assaults against your special province improvements!

However, what we found is that this magic victory could feel rather boring and would often have players stumble upon it:

  • By having enough affinities, you’d automatically see one of the new province improvements available in your cities. Which besides being required for victory, also grants several spell casting buffs, it was worth taking just for these buffs.

  • While requiring to be built in different cities. Players can easily hunker down and place all three improvements adjacent to one another. Making it incredibly difficult to reach and take when the final countdown has started.

  • It was the most defensive of all the victory conditions and didn’t require you to interact with other empires or explore.

  • AI would often also stumble upon this victory condition, especially on harder difficulties would start building the improvements early. Which made players feel like they were behind.

It was clear to us that the Magic Victory required a revamp, our main goal was to lure the players out into the world, require active steps to get on the road to magic victory, and to include more of the research and spell casting system into the victory.

In the end, we came up with using the Gold Ancient Wonders on the map as points of interest for Magic Victory players. These Gold Ancient Wonders are full of powerful ancient magic, and by bending that power to your ruler’s will, they are able to cast powerful magics capable of transforming the world and ascending your ruler!

  • Upon reaching your first tier 3 tome, a new research skill is available in addition to your normal research skills: the Bind Gold Ancient Wonder spell.
    - This slot does not rotate skills and does not disappear until you have researched this spell.
  • Once unlocked, you must cast and sustain a number of these spells on Gold Ancient Wonders that are annexed to one of your cities.
    - The number required is based on the amount of Gold Ancient Wonders in the realm.
  • Upon reaching your first tier 5 tome, similar to the Bind Gold Ancient Wonder spell research skill, the Age of Affinity spell becomes available to be researched in addition to normal research skills. The affinity of the spell is determined by the affinity of the tier 5 tome you have unlocked.
  • While channeling the final Age of Affinity spell. You must make sure to keep a sufficient amount of Bound Gold Ancient Wonders under your control!

Claiming a Gold Ancient Wonder is in itself no easy task. They contain powerful enemies and other empires won’t take a liking to you claiming them if they are near other territories.

Researching and casting both the Binding and the Age of Affinity spells also cost a lot more mana, research and casting points. So having built up a good research and mana economy makes these gargantuan spells a lot faster to cast.

This creates a much more active and interesting path to achieving Magic Victory, exposing you to a lot more of what the realm has to offer in boons and threats as you explore to find those wonders and build up a robust magic economy.

In conclusion, these new research and magic victory changes are going to change up your magical journeys! With now a more exciting journey in case you’re going to cover the world in a blanket of your arcane glory! Good luck on your new magical conquests and we hope to hear from you in the upcoming Open Beta!

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Age of Wonders 4 - Wyvern Update 1.2



Mighty Rulers,

The Watcher Open Beta is in full swing right now with many changes being tested and iterated upon. This doesn’t mean that we’ve forgotten about the current live game. We have prepared several stability improvements for the crashes that have occurred on our various platforms. With the Watcher Update still a bit away, we hope that this small update will last you until the big day.

May your Pantheons thrive


Game Version PC: 1.003.004.81155
Game Version Console: 1.003.004.81023



Interface
  • Fixed Focus Point Priorities on Enemy City Screen, Ancient Wonder Screen, Province Screen, Structure Screen, Low Morale Screen and Generic Message Screen


Units
  • Fixed Broken Tyrant Knight model when paired with Boar Mounts
  • Fixed Wildspeaker model appearing broken in Event Scenes


Crashes
  • Fixed a Crash that could occur due to Ticks getting rejected after continuously being appended
  • Fixed a Crash that could occur when a City is null but still trying to get a name
  • Fixed a Crash that could occur when two players in a multiplayer lobby select a faction at the exact same time
  • Fixed a Crash that could occur when upgrading a Outpost while having a pillaged province
  • Fixed a Crash that could occur due to a Tooltip being refreshed when no Client Player was present.
  • Fixed a Crash that could occur due to hyphens in parsed names in non cyrillic languages.
  • Fixed a Crash that could occur after vassalizing a tier 4 Mystic City.
  • Fixed a Crash that could occur during the population of the Realm Lists
  • Fixed a Multiplayer crash that could occur in Name Validation


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Open Beta branch is now available!


Hello everyone!

Today I’m happy to announce that we’re putting the next update for Age of Wonders 4 into Open Beta! This previews some of the improvements that are part of the Watcher update, due later this summer. This coming update focuses on what we feel are the issues which are most important to you, and we’d love to get your feedback on what we’ve managed to do so far.

It’s important to remember that this is a work in progress patch. This means that it may be unstable or imbalanced, and that the features we’ve added may not work entirely as we want them to. It also means that we may revert certain changes later if we feel that they aren’t achieving what we want them to or if we’re inspired to replace them with something better!

Instructions, Patch Notes and F.A.Q. are provided below

[h2]Open Beta Highlights[/h2]
Here are some of the highlights of what we’ve done so far (there will be a complete set of patch notes at the end!)

[h3]Research Pacing[/h3]
Previously the cost of research was determined by the tier of the tome the research was in. This led to players researching lots of early game skills very quickly, acquiring too many Tomes and Affinity points, which caused a lot of serious balance issues.

To fix this we have implemented a system where the cost of skills in a tome depends on how many tomes you have unlocked previous to that tome. This means that the skills in the 5th tome you unlock will always cost roughly the same amount of research, regardless of whether it’s tier 1 tome or a tier 3 tome.

We have also reduced research speed in general, since we felt that players were accessing new units and spells so quickly that they didn’t have time to enjoy the things they unlocked before they were made obsolete by something new.

[h3]Magic Victory Rework[/h3]
We had a lot of complaints that the magic victory was boring and too easy. After a lot of discussion we have decided to totally redesign the system so that it encourages players to engage more with the game world and other Godir.

In order to achieve victory you will need to annex a number of Gold Ancient Wonders (amount depending on the map) and then bind them with a spell that you can research once you unlock a tier 3 tome. When you unlock a tier 5 tome, you can then research the Age of Affinity spell which can only be cast once you have bound enough Wonders. This finisher works similarly to before, but now you need to defend your bound gold wonders, so no more turtling to defend 3 structures that you’ve hidden in the heart of your empire!

We have also disabled the independent armies that attack you during the final phase of the victory. Since your empire will be much more spread out to capture multiple ancient wonders, the AI controlled enemy rulers should be capable of trying to stop you.

[h3]Underground Layer[/h3]
We know that a lot of people want more from the Underground experience and have been working hard to improve it. We still have a lot of improvements planned, but so far we have:

Underground cities may now annex surface provinces (and vice versa) by annexing provinces with cave entrances. This makes smaller underground pockets much more viable and introduces new strategies.
Removed the roaming marauder armies that can spawn when you excavate earth
Excavating the earth can now reveal guarded nodes, and infestations in rare circumstances
First pass at improving the generation process, specifically the placement of cave passages.
Improved the lighting to make the underground easier to read.


[h3]Spell Casting Limitation[/h3]
We’ve been seeing issues, especially in multiplayer, of players casting multiple spells per turn on the world map. This undermines strategic gameplay by allowing players to quickly obliterate enemy armies with stacking damage spells, or rapidly heal and replenish depleted armies.

To combat this we’re trying out a one spell per turn limit on casting spells on the world map. You will be able to increase this limit to 2 by building the Channeling Chamber in your Wizard’s Tower.

[h3]Summon Spell Targeting[/h3]
On a similar level we’ve noticed that the current rule of allowing summon spells to target any visible hex on the world map is also causing issues. Players are overly favoring summoned units over units constructed in cities since they can be summoned to the front line so quickly, as well as doing things such as sniping provinces by summoning units directly on top of them.

To fix this we’ve changed the summoning rules so that you may only summon units to hexes adjacent to your cities or your Ruler’s army. This means that you will still be able to use summoning magic to reinforce your main army, but in other cases they’ll need to walk like everyone else!

[h3]Increased Hero Upkeep[/h3]
When you break the maximum hero cap, each hero costs 30 gold per turn upkeep. It was the intention that this would be expensive enough that players would only break the cap in emergencies, but we’ve noticed this isn’t really the case as this penalty does not scale with game phase.

To change that we’ve increased the penalty upkeep level to 15% of your gross gold income. This means that the upkeep you pay for each hero over the cap will scale up in price as your empire grows. If you are playing with the Chosen Destroyers or Megacities traits, then you will unlock a new line of buildings that you can build in your throne city to increase your hero cap without acquiring another city.

[h3]Hero Item Limbo[/h3]
Age of Wonders 4 allowed players to instantly teleport items between heroes, which led to a number of exploits, such as all of a player’s heroes sharing the same flying mount to quickly move across the map.

We have now implemented a system that means, once a hero commits to removing an item from one of their equipment slots, it goes into limbo for a single turn. While in limbo, the item cannot be equipped by another hero and will also not generate income for Dragon’s Horde mechanics.

[h3]Strategic AI, Crashes and Multiplayer Stability [/h3]
We know that these are a big priority for a lot of you and we’ve been working really hard to improve them across all fronts. Getting these things right is a huge task and very much a work in progress, but we hope you see big improvements in all 3 of these areas in this update!

See below for more patch notes like balance fixes!

[h2]Getting into the Beta - What you need to know[/h2]

Before you try out the beta, there are some very important things to remember:

This is for Steam only
In order to keep things manageable for us, we are only able to support an open beta on the steam platform. Apologies for those of you who play on console or have the game from other storefronts, we hope to have the final Watcher update ready to roll out to all of you within the next 2 months.

Text is not translated
The changes in this update have all been done very recently, so there has been no time to translate any of the text to other languages. This means that this beta is English Language Only. If you play with another language then you will often see missing or incorrect text, which will make things very confusing.

Only use this in multiplayer if all participants agree
If you play a multiplayer game with the open beta, you will only be able to play with people who are also in the open beta. This includes games that you have already started before downloading the beta, so make sure you do not use the beta in multiplayer without checking with the other players first, once a multiplayer game session has been updated to use the open beta, you cannot go back to previous versions!

Don’t open an Open Beta save in an older version of the game

Once you make a save in the open beta version, that save may not function properly or may crash if you revert to an older version of the game.

That being said, to access the beta you will need to do the following:

To switch to a custom branch in the Steam client, right-click on the game from the library page and select "Properties".


Among the available tabs will be the "BETAS" tab.


Your beta should be listed in the dropdown menu under "Select the beta you would like to opt into:"

[h2]Leaving Feedback[/h2]

Since this is an open beta, obviously your feedback is important to us! We have created a subforum on the steam forums here:

Open the Discussion

You can leave feedback and report bugs in the open beta here. You can also press the Report Feedback button in the in game menus and send us a message directly!

[h2]Complete Patch Notes[/h2]

Check out the full list of changes here

Age of Wonders 4 - Wyvern Update 1.1

Mighty Rulers,

I hope you all have been enjoying the return of Dragons to the Realms. We’ve seen some amazing creations, from chunky bois to ultra mega chickens. Even the most majestic creatures aren’t without their rough skin and that’s what we’re here to address. Below you’ll find several fixes that tackle some of the issues that you’ve encountered over the past few days.


Game Version: 1.003.003. 80377




[h3]General[/h3]
  • Expanded the Driver Workaround setting to include the 3050 line of GPU's.
  • Added a warning when a file verification issue is detected.
  • Added additional Soil Cover optimisations.
  • Addressed a hang that could occur on Start Turn.


[h3]Interface[/h3]
  • Fixed the Pantheon Bar remaining when editing a Generated Ruler.
  • Fixed the Pantheon Bar not always opening when pressing R3.
  • Fixed an issue where Exotic Mounts would block Wing Length changes for Dragon Lords.
  • Fixed an issue where the Outpost Panel would not close when annexing a new Province.


[h3]Units[/h3]
  • Fixed Living Vines from Vine Prison perishing at the end of the Summoned Turn.
  • Fixed Tyrant Knight Visuals.
  • Fixed new mounted units not having the correct Move Points.


[h3]Crashes[/h3]
  • Fixed a crash that could occur when Incite Revolution targeted a Province with an active Operation.
  • Fixed a crash that could occur in the Diplomacy Overview on selecting a Free City.
  • Fixed a crash that would occur on loading saves made on Story Realm 3: Crimson Caldera.
  • Fixed a crash that could occur due to Combat Keybindings persisting after Combat.
  • Fixed a crash that would occur when pressing the "Triangle"/"Y" button after switching from the "Sell" tab to "Equip" in the Equipment screen.
  • Fixed a crash that could occur when using Spells such as Mass Recall & Fight for Power when using a Controller.
  • Fixed a crash that could occur when updating Player Colors.
  • Fixed a crash that could occur when retreating/routing a transformed Mirror Mimic.
  • Fixed a crash that could occur when returning to the Hero Recruitment Screen.
  • Fixed a crash that could occur in Diplomatic Confirmation Panels.
  • Fixed a crash that could occur due to Focus Points no longer being accessible.
  • Fixed a crash that could occur due to equipment being removed from a Hero through Events.
  • Fixed a crash that could occur when trying to build a Special Province Improvement outside of your Domain.
  • Fixed a crash on exiting a session or loading a different session while playing due to a memory corruption.
  • Fixed a crash that could occur due to Infestations having an incorrect side.



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