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As new Age of Wonders 4 DLC unleashes elder vampires, a huge update and free weekend make the 4X game easier to start

It's a great time to start playing Age of Wonders 4, whether you're already a fan of Triumph Studios and Paradox's magical 4X game or have always been tempted to try it. Quietly one of the strategy giant's strongest series, its sense of character rivals the likes of Total War Warhammer 3. Now, the new Age of Wonders DLC, Thrones of Blood, allows you to embody the might of an elder vampire, and it's accompanied by a major overhaul in the form of the Gargoyle update. The latter includes improved onboarding for new players, as well as a free weekend that lets you get a taste of the base game for nothing.


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Thrones of Blood and Gargoyle Update Out Now!

[p][/p][p]Dear Godir,[/p][p]Rise as a powerful Elder Vampire in the Age of Wonders 4: Thrones of Blood Ruler Pack. Build your dark empire in the Sunless Lands where rivers of blood flow, and wield ancient blood magic to dominate the realms. Travel to Rued Drevenya in search of the Deathless God to ensure your eternal reign.[/p][p]
Blossoming like the roses that line the Rose-Chocked Palace is the Gargoyle Update. This Free Update, available to all owners of Age of Wonders 4, is the perfect opportunity to play from Dusk till Dawn. With an extensive Onboarding Update, the introduction of Ruling Cults for the Dark Culture and a wide variety of new Item Forge Infusions as well as a variety of other Culture Updates and Quality of Life Improvements.[/p][p][/p][p]We’ve prepared an exciting week ahead, packed with content and activities for every adventurer. Read the news to learn more: [/p][h3]Table of Contents [/h3]
  • [p]Thrones of Blood Ruler Pack[/p]
  • [p]Gargoyle Update overview [/p]
  • [p]Play Age of Wonders 4 for free this weekend [/p]
  • [p]Claim Aric Rex[/p]
  • [p]Quiz: Find out what kind of ruler you are[/p]
  • [p]Collector's Bundle [/p]
  • [p]Thrones of Blood Art Blast! [/p]
  • [p]Christmas Sweaters collection[/p]
  • [p]Post-Launch Stream[/p]
[p][/p][previewyoutube][/previewyoutube][p][/p][p][dynamiclink][/dynamiclink][/p][h2]Thrones of Blood Ruler Pack[/h2][p][/p][p]New Godir Origin: Elder Vampires[/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. They abhor the sun and often desecrate the land through special structures, creating a zone of somber darkness. Whether you are a Pureblood or a Hybrid Elder the nights are yours for the taking.[/p]
  • [p]Build a Vampire Castle worthy of your stature. This Wizard Tower replacement has all the benefits of the original as well as its own unique benefits.[/p]
  • [p]Gain access to a new Thrall Resource, cast unique Ritual Spells & handle Events using their Vampiric Influence.[/p]
  • [p]Embrace Heroes to make them Turned Vampires, giving them access to the Vampire Origin Skill Tree and sharing their earned Experience with their Elder.[/p]
  • [p]Become the most powerful Vampire with 25 Unique Signature Skills to choose from.[/p]
[p]Learn More: Dev Diary & Video[/p][p][/p][p]New Tomes[/p][p]Exploring the forgotten arts of blood and torment with 3 brand new tomes.Perform forbidden and dangerous rites on your units to bleed your enemies and strengthen your allies. Torment your enemies by turning their very actions against them and make your units empowered by pain. Embrace a forgotten and corrupt magic that empowers your high-tier units and has your faction embrace an ancient form of undeath. [/p][p]Learn More: Dev Diary & Video[/p][p]
[/p][p]New World Map Content: Sunless Lands[/p][p]A land of darkness and roses, home to formidable new types of Wildlife where Elder Vampires are unshackled from their limitations. Harness the power of a new magic material - Blood Glass, crystalized blood infused with Dark power. Test your strength in the Crimson Fane and the Rose-Choked Palace, two haunting Ancient Wonders. Claim the Thorn Heart, a new landmark that provides you with economic bonuses and spreads the sunless lands when adjacent to your city. [/p][p]
[/p][p]New Content: Lost Souls[/p][p]Unravel the mysteries of the Lost Souls, haunting quests telling you the story of the victims of the Elder Vampires. Follow the whispers of the Lost Souls, revealed only to powerful heroes who can commune with them. Will you help guide their tragic stories to a peaceful conclusion?[/p][p]
Learn More: Dev Diary & Video[/p][p][/p][p]New Story: Blood and Courtship[/p][p]Delve into the lore and origins of Vampires within the Age of Wonders Universe. As an Elder Vampire, be pulled towards the original birthplace of all vampirekind. Foil or court its two feuding guardians - the Arch-Vampire Prince and Princess Consorts - as you venture to uncover the mythical Crypt of the Deathless God.[/p][p]
Learn More: Video[/p][p]Even More Content[/p][p]While we’re sure the above has your mouths watering, there’s even more that you can enjoy. Further included in the Thrones of Blood Ruler Pack are:[/p]
  • [p]7 Achievements[/p]
  • [p]4 New Music Tracks[/p]
  • [p]4 New Premade Rulers[/p]
  • [p]New Realm Templates & Realm Traits[/p]
  • [p]New Vampire Interface Skin & Banner Emblems[/p]
[h2]Gargoyle Update[/h2][p][/p][p][/p][p]Dark Ruling Cults[/p][p]The Dark Culture has been updated to interact more closely with the existing Hero Systems, forming the basis of their Cults. The Cult of Tyranny sees domination as the ultimate show of power, oppressing Vassals and exploiting cities. They specialize in debilitating their opponents and grinding down their weakened foes. The Cult of Death is one where sacrifice is the norm and a tool for those in power. Their units gain power from the deaths of both their allies and their enemies, critical strikes coming more steadily as the slaughter continues.[/p][p][/p][p]Learn More: Dev Diary & Video[/p][p][/p][p]Onboarding Update[/p][p]Through two years of active development Age of Wonders 4 has seen tons of changes and every day we see new players join. With that in mind we’ve taken a holistic look at the Onboarding experience. The Tutorial is now extended to every step of the Realm & Faction Creation, Advices have been turned into full Tutorials and all outdated Tutorials have been updated and outfitted with new Voice Overs. At the same time we’ve updated a bunch of Tooltips to provide more, clearer or easier information.[/p][p][/p][p]Learn More: Video[/p][p]Quality of Life and more[/p][p]For each Major Update we don’t just work on new Content, Balance Changes or Fixes. We always try to dedicate some time to improvements that make the game easier or more accessible to use. With the Gargoyle Update we have a brand new set of Quality of Life Improvements for you to enjoy. [/p]
  • [p]The Item Forge is getting expanded with a variety of new Infusions. Several Abilities and Passives have been added, so that they appear as part of the auto-generated Rewards and players can add them to their gear.[/p]
  • [p]Finetune the AI’s Auto Combat behaviour with the Spellcasting Toggle. While on the World Map you can now set per Combat Spell whether the AI can use it during Auto Combat. [/p]
  • [p]The way Combat Enchantments are visualised during Combat has been updated to provide more information and clarity[/p]
[p]
This is only a taste of what the Gargoyle Update has to offer, so why not sink your teeth in the full list of change notes:[/p][p]Read the full patch notes here [/p][p][/p][h2]Play Age of Wonders 4 for free this weekend![/h2][p]
Good news for Steam players! [/p][p]If you have been keeping an eye on Age of Wonders 4 but haven't tried it before, or have some friends who were considering getting the game, this is your chance! Age of Wonders 4 will be available for free between 10 AM PT (19:00 CET) on the 13th of November and 10 AM PT (19:00 CET) on the 17th of November. [/p][p]
Have fun! [/p][p] [/p][h2]Claim Aric Rex![/h2][p]You might remember Aric Rex, the proud Tigran ruler originally available as a pre-order bonus for Age of Wonders 4. Since launch, our amazing community has grown far beyond our expectations - and we’ve heard from many of you who didn't have an opportunity to get it.[/p][p]To celebrate the launch of Expansion Pass 3, we’re thrilled to announce that Aric Rex is now free and available for everyone![/p][p]Head over to our Steam page to claim Aric Rex after 18:00 CET and bring his fierce leadership into your next game.[/p][p]Once you’ve recruited him, don’t forget to share a screenshot of your faction — we love learning about your playthrough! [/p][p][dynamiclink][/dynamiclink][/p][h2]Collector's Bundle[/h2][p]As time goes and Age of Wonders 4 keeps growing, players have more DLC to choose from. We are introducing Collector's Bundle - which has all the existing content up until (and not including) Expansion Pass 3. This bundle has replaced the Expansion Pass 2 Last Chance bundle, as we communicated earlier. [/p][p]
Check it out on your platform! [/p][p]The bundle will go live today at 18:00 CET.[/p][p][dynamiclink][/dynamiclink][/p][h2]Take the quiz![/h2][p]Are you a dark and mysterious conqueror, ruling through power and fear? Or a noble defender of justice, protector of the weak? It’s time to find out![/p][p]Take the “What Kind of Ruler Are You?” quiz on the official Age of Wonders 4 website and discover which ruler truly matches your playstyle. Along the way, you can earn some great rewards, including Age of Wonders 4 wallpapers, a 50% discount on the Base Game, and even a chance to win an adorable Watcher plushie![/p][p] [/p][p]Find out what kind of ruler you are[/p][p][/p][h2]For all the fans of our art team[/h2][p]Our amazing Art Team prepared an Art Blast - a lot of artwork, concept arts, animations and just amazing pieces were released today on Art Station. Check it out and maybe you will find new cool wallpapers today (we definitely did). [/p][p][/p][p] Explore the amazing artwork![/p][p][/p][h2]Age of Wonders 4 Christmas merch collection[/h2][p]Winter is coming. Wrap yourself in cozy magic with our limited-edition Age of Wonders 4 Christmas sweater, beanie, and socks! [/p][p]Order now to get the sweater right in time for the celebration: [/p][p][/p][p]Get your Chritmas bundle![/p][p][/p][h2]Join the Post-launch Stream![/h2][p]As usual, once you enjoyed the Thrones of Blood and new Gargoyle Update, feel free to join us for the Post-release Dev Stream on our YouTube at 14:00 CET on Thursday November the 13th and share your feedback![/p][p][/p][p]Watch the stream on Thursday![/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]Thank you for being a part of Age of Wonders 4 community, have a great week! [/p][p]Follow us and be the first to know when we drop new content![/p][p]
[/p]

Gargoyle Update Patch notes - Coming 11/11/2025

[p][/p][p][/p][p]Hello everyone! [/p][p]Thrones of Blood and Gargoyle updates are coming in less than a week - next Tuesday, the 11th of November! Read the patch notes to find out what is to come: [/p][p][/p][p][/p][h3]System Update: Onboarding[/h3][p]Through two years of active development Age of Wonders 4 has seen tons of changes and every day we see new players join. With that in mind we’ve taken a holistic look at the Onboarding experience. The Tutorial is now extended to every step of the Realm & Faction Creation, Advices have been turned into full Tutorials and all outdated Tutorials have been updated and outfitted with new Voice Overs.[/p]
  • [p]Added new Tutorials to all Front End Steps[/p]
  • [p]Added recommendations to Front End Tutorials[/p]
  • [p]Removed the Advice System[/p]
  • [p]Advice Window reworked to a Tutorial History[/p]
  • [p]Reworked all Advices into Tutorials[/p]
  • [p]Updated all existing Tutorials with[/p]
    • [p]Improved Instructions[/p]
    • [p]New Highlights[/p]
    • [p]New Voice Overs[/p]
  • [p]Added a message for returning players that still have the Tutorial system enabled, to mark all base game tutorials as seen.[/p]
  • [p]Tutorial Progression is now Saved in your session. Reloading a save will replay all Tutorials that were completed after saving.[/p]
  • [p]Resetting Tutorials now applies to active/in-progress sessions without needing to do it from the Main Menu.[/p]
[p][/p][h3]New Content: Item Forge [/h3][p]The Item Forge is getting expanded with a variety of new Infusions. Several Abilities and Passives have been added to the Item Forge, so that players can add them to gear and so that they appear as part of the auto-generated loot that players find.[/p]
  • [p]Added the following active abilities as options on staffs and wands[/p]
    • [p]Freezing Blast[/p]
    • [p]Crushing Anguish[/p]
    • [p]Finger of Death[/p]
    • [p]Stunning Flash[/p]
    • [p]Poison Dart[/p]
    • [p]Sundering Curse[/p]
    • [p]Tracker’s Mark[/p]
    • [p]Flame Strike[/p]
    • [p]Song of Carnage[/p]
    • [p]Song of Revely[/p]
    • [p]Seduce[/p]
    • [p]Astral Blessing[/p]
    • [p]Grant Defense[/p]
    • [p]Exposing Light[/p]
  • [p]Added the following active abilities as options on wands[/p]
    • [p]Fire Breath[/p]
    • [p]Frost Breath[/p]
    • [p]Putrid Breath[/p]
  • [p]Added the following passive abilities as option on Rings[/p]
    • [p]Weakening Aura[/p]
    • [p]Terrifying Aura[/p]
    • [p]Aura of Disease[/p]
    • [p]Distracting Aura[/p]
  • [p]Added the following passive abilities as option on Miscellaneous items[/p]
    • [p]Caretaker[/p]
    • [p]Unleash the Hounds[/p]
  • [p]Added the Electrified passive ability to Primary Weapons[/p]
[h3]New Content: Pantheon[/h3]
  • [p]Added Page support for Pantheon Rewards[/p]
  • [p]Added 13 new Vampire Hunter Themed Pantheon Items[/p]
    • [p]Hunter’s Outfit[/p]
    • [p]Hunter’s Hat[/p]
    • [p]Hunter’s Cape[/p]
    • [p]Item Forge Visuals[/p]
      • [p]Hunter’s Crossbow[/p]
      • [p]Hunter’s Rapier & Whip [/p]
      • [p]Garlic Trinket[/p]
    • [p]Item Forge Infusions[/p]
      • [p]Pull Shot Active Ability Infusion[/p]
      • [p]Wail of the Banshee Active Ability Infusion[/p]
      • [p]Pierce Shot Active Ability Infusion[/p]
      • [p]Inspiring Presence Passive Ability Infusion[/p]
    • [p]2 Banner Icons[/p]
      • [p]Chalice[/p]
      • [p]Stake & Mace[/p]
    • [p]New Society Trait: Apex Predator[/p]
  • [p]2 Generic Banner Unlocks[/p]
    • [p]Wheel of Ages[/p]
    • [p]Triumph Logo[/p]
[p][/p][h3]Rework: Dark Ruling Cults[/h3][p]The Dark Culture has been updated to interact more closely with the existing Hero Systems. The Cult of Tyranny sees domination as the ultimate show of power, oppressing Vassals and exploiting cities. They specialize in debilitating their opponents and grinding down their weakened foes. The Cult of Death is one where sacrifice is the norm and a tool for those in power. Their units gain power from the deaths of both their allies and their enemies, critical strikes coming more steadily as the slaughter continues.[/p][p][/p][p]Global Updates[/p]
  • [p]Unit “Dark Warrior”[/p]
    • [p]Renamed to Immortal[/p]
    • [p]New Passive: Lesser Resurgence[/p]
    • [p]New Passive: Expendable[/p]
  • [p]Unit “Pursuer”[/p]
    • [p]No longer inflicts Weakened with it’s Attacks[/p]
    • [p]New Ability “Relentless Pursuit”[/p]
      • [p]Free Action[/p]
      • [p]Once Per Combat[/p]
      • [p]Cooldown is reset on kill[/p]
      • [p]Teleport to target location, range 3[/p]
[p]Cult of Tyranny[/p][p]Affinities: Shadow + Shadow [/p][p]Theme: Break the spirit to rule[/p][p]Combat Focus: Weakening and Frost Damage[/p][p][/p][p]World Map Gameplay: Hostage Diplomacy[/p]
  • [p]Cult of Tyranny starts with -1 Whispering stone[/p]
  • [p]Free City Heroes defeated in combat are always Captured and put in the Prison.[/p]
  • [p]When releasing a Conquered City as your Vassal:[/p]
    • [p]A random hero from their hero pool is immediately Captured and put in the Prison.[/p]
  • [p]Heroes in your Prison:[/p]
    • [p]Make the Free City or Vassal they belong to count as though they had a whispering stone assigned. (Returning any you had previously assigned)[/p]
    • [p]Grant an additional +1 Allegiance per turn for their Free City towards your empire.[/p]
    • [p]Making peace with their Free city becomes 50% cheaper for each hero of theirs in your prison.[/p]
    • [p]When Executed your cities gain +10 Stability for 10 Turns[/p]
[p][/p][p]City Structures[/p]
  • [p]Collector (replaces Experimentation Chambers)[/p]
    • [p]Replaces the Vendor[/p]
    • [p]Grants +20 Gold income[/p]
    • [p]Costs -5 Stability [/p]
  • [p]Shadowtrade Quarter (Underground Laboratory)[/p]
    • [p]Replaces the Market[/p]
    • [p]Grants +30 Gold income[/p]
    • [p]Costs -10 Stability[/p]
  • [p]Overlord’s Tower[/p]
    • [p]Unique Tier 3 City Structure[/p]
    • [p]Grants +5 Imperium income[/p]
    • [p]Grants +5 City Stability per Vassal[/p]
[p][/p][p]Research Skills[/p]
  • [p]Mark of the Tyrannic Cult - Unit Enchantment[/p]
    • [p]Non-Culture Units gains Cult of Tyranny[/p]
  • [p]Tyrannical Exploitation - Strategic City Spell[/p]
    • [p]Target Vassal City:[/p]
      • [p]No longer gains Allegiance[/p]
      • [p]Vassal Income is increased by 20% for each point of Allegiance gain.[/p]
  • [p]Baneful Curse - Tactical Debuff Spell[/p]
    • [p]No longer inflicts Sundered Defense and Sundered Resistance[/p]
    • [p]Now has a 90% chance to inflict 2x Weakened and 90% chance to inflict 2x Misfortune[/p]
[p][/p][p]Combat Gameplay: Cult of Tyranny[/p]
  • [p]Aura of Tyranny - Adjacent enemy units suffer -1 Status Effect Resistance.[/p]
  • [p]Exploit Vulnerability [/p]
    • [p]Repeating attacks and abilities gain 60% chance to inflict 1 Status Vulnerability and heal the attacker for +5 HP[/p]
    • [p]Single Shot attacks and abilities gain 90% chance to inflict 1 Status Vulnerability and heal the attacker for +10 HP[/p]
[p][/p][p]Unit Lineup[/p][p]The Cult of Tyranny subculture specializes in breaking their spirit. Generally favoring defense more than the other Dark Subculture(s), primarily through liberal application of Weakened.[/p][p][/p]
  • [p]Immortal (T1 Shock)[/p]
  • [p]Pursuer (T1 Ranged)[/p]
  • [p]Warlock (T2 Battlemage)[/p]
    • [p]Now has Optional Cavalry[/p]
    • [p]Sundering Curse[/p]
      • [p]No longer applies Weakened[/p]
      • [p]Increased inflicted stacks of Sundered Defense from 1 to 2[/p]
      • [p]Increased inflicted stacks of Sundered Resistance from 1 to 2[/p]
    • [p]Champion: Sundering Curse - Changed from increasing inflicted stacks to a 90% chance to inflict 2x Weakened[/p]
  • [p]Tyrant Guard (T2 Polearm) [/p]
    • [p]Renamed from Night Guard[/p]
    • [p]Melee Strike - New Effect: Attacks have a 60% chance to inflict Immobilized for 1 turn[/p]
    • [p]New Passive “Aura of Contempt” - Gain +1 Armor and Resistance per debuff on the attacking unit.[/p]
  • [p]Tyrant Knight (T3 Shock)[/p]
    • [p]Renamed from Dark Knight[/p]
    • [p]Charge Strike[/p]
      • [p]No longer inflicts Sundered Defense[/p]
      • [p]Now has a 90% chance to inflict 2x Weakened for 3 turns[/p]
    • [p]New Ability “Trample”[/p]
      • [p]Single Action, Charge Attack. 2 turn cooldown[/p]
      • [p]Single Shot, Base, Melee[/p]
      • [p]Inflict 24 Physical Damage[/p]
      • [p]Displace and Replace[/p]
      • [p]Primary Target is knocked out of Defense mode and loses retaliations[/p]
      • [p]Adjacent enemy units have 90% chance to suffer Weakened for 3 turns[/p]
      • [p]Enter Defense Mode[/p]
    • [p]New Passive “Despotic Vitality”[/p]
      • [p]At the end of this unit’s turn Heal +15HP for each adjacent enemy unit[/p]
[p]Cult of Death[/p][p]Affinities: Shadow + Nature[/p][p]Theme: Power from death[/p][p]Combat Focus: Critical Strikes, anti-healing and Blight [/p][p]
[/p][p]World Map Gameplay: Embalming[/p]
  • [p]May Embalm heroes in the Crypt[/p]
    • [p]Grants +1 Embalmed Sacrifice, 25 Mana + 25 Mana per level of the Hero and removes the Hero from the crypt.[/p]
  • [p]May use Embalmed Sacrifices to construct special City Structures in your cities[/p]
  • [p]May use Embalmed Sacrifices to cast Morbid Sacrifice on friendly armies[/p]
  • [p]When the Defeated Heroes setting is set to Owner in the Advanced Realm Settings an Embalmed Sacrifice is generated when the player defeats a Hero.[/p]
[p][/p][p]City Structures[/p]
  • [p]Grave Obelisk[/p]
    • [p]Replaces the Mana Obelisk[/p]
    • [p]Costs 1 Embalmed Sacrifice[/p]
    • [p]Grants +30 Mana[/p]
    • [p]Grants +10 Stability[/p]
  • [p]Crypt-Temple[/p]
    • [p]Replaces the Monolith[/p]
    • [p]Costs 1 Embalmed Sacrifice[/p]
    • [p]Grants +40 Mana[/p]
    • [p]Grants +20 Stability[/p]
  • [p]Soulvault (replaces the Overlord’s Tower)[/p]
    • [p]Unique Tier 3 City Structure[/p]
    • [p]Costs 2 Embalmed Sacrifices[/p]
    • [p]Grants +2 XP per turn to the Governor[/p]
    • [p]Grants +10 Knowledge per turn[/p]
  • [p]Mausoleum (replaces Dark Forge)[/p]
    • [p]Costs 1 Embalmed Sacrifice[/p]
    • [p]Counts as a Research Post[/p]
      • [p]Grants +10 Knowledge[/p]
      • [p]Grants +3 Knowledge per adjacent Conduit[/p]
[p]Research Skills[/p]
  • [p]Mark of the Death Cult - Unit Enchantment[/p]
    • [p]Non-Culture Units gains Power From Death[/p]
  • [p]Deathwaltz - Tactical Buff Spell[/p]
    • [p]Target friendly unit:[/p]
      • [p]Regains all action points[/p]
      • [p]Dispels all negative status effects[/p]
      • [p]Gains Deathwaltz[/p]
        • [p]Ignore Casualties[/p]
        • [p]Return after combat with full HP (Resurgence)[/p]
        • [p]This unit dies at the end of this turn[/p]
  • [p]Morbid Sacrifice - Strategic Army Spell[/p]
    • [p]Costs 1 Embalmed Sacrifice[/p]
    • [p]Units in friendly armies in province:[/p]
      • [p]Restore to full HP[/p]
      • [p]Gains Universal camouflage for 3 turns[/p]
      • [p]Gain +15 Morale until the end of the next Combat[/p]
      • [p]Gain +20 Max HP until the end of the next Combat[/p]
[p][/p][p]Combat Gameplay: Power from Death[/p][p]Units with this trait gain the following when any unit dies:[/p]
  • [p]+1 Mortal Blessing (+2 if this unit struck the killing blow)[/p]
    • [p]This unit gains +5 Max HP per stack[/p]
    • [p]+2% Critical Hit Chance[/p]
      • [p]Last until end of combat[/p]
      • [p]May stack up to 10[/p]
[p][/p][p]Unit Lineup[/p][p]Dark’s unit lineup generally favors offense over defense, the Cult of Death subculture leans into this aspect even more, favoring hitting hard over self preservation.[/p][p][/p]
  • [p]Outrider (T1 Scout)[/p]
  • [p]Immortal (T1 Shock)[/p]
  • [p]Pursuer (T1 Ranged)[/p]
  • [p]Mortalist (T2 Battlemage) - Replaces Warlock[/p]
    • [p]Optional Cavalry[/p]
    • [p]Blight Bolts - Repeating, magic attack[/p]
    • [p]Death Hex- Active Ability (Former Sundering Curse)[/p]
      • [p]Single shot, Debuff, magic, base[/p]
      • [p]1 turn cooldown[/p]
      • [p]Target Enemy unit and another within 3 hexes sustain damage.[/p]
      • [p]Inflict Life Seed (Heal nearby unit on death for 20 temp hp)[/p]
      • [p]Inflict 2x Decaying for 3 turns[/p]
      • [p]Champion Rank: +4 Blight Damage, +1 Decaying[/p]
  • [p]Death Guard (T2 Polearm) - Replaces Night Guard[/p]
    • [p]Deathly Vitality - Active Ability[/p]
      • [p]Single Action[/p]
      • [p]Range 4[/p]
      • [p]2 turn cooldown[/p]
      • [p]Heal self for 10 HP +10 per stack of Mortal Blessing[/p]
      • [p]Enter Defense Mode[/p]
  • [p]Death Stalker (T3 Fighter) - Replaces Tyrant Knight[/p]
    • [p]Melee Single Strike - Base Attack[/p]
      • [p]Single Action[/p]
      • [p]Single Shot, Base, Melee[/p]
      • [p]120% chance to inflict 2x Decaying[/p]
    • [p]New Ability “Death Stalk”[/p]
      • [p]Single Action[/p]
      • [p]Single Shot, Base, Melee[/p]
      • [p]Once per Combat, Reset cooldown on kill[/p]
      • [p]Target an enemy unit in Range 3[/p]
        • [p]Displace and Replace the target[/p]
        • [p]Inflict 30 damage[/p]
        • [p]Fatality: Damage increases based on the target’s lost HP[/p]
      • [p]Enter Defense Mode after use[/p]
    • [p]New Passive “Fatebringer” - This unit gains +5% Damage for each stack of Mortal Blessing[/p]
    • [p]New Passive “Blessed End” - On kill this unit gains +1 Mortal Blessing.[/p]
    • [p]Slippery[/p]
    • [p]Universal Camouflage[/p]
    • [p][/p]
[h3]Quality of Life[/h3]
  • [p]Added AI Spellcasting Toggles to Combat Spells. While on the World Map you can now allow/disallow specific spells to be used by the AI during Auto Combat. [/p]
  • [p]Updated the way Combat Enchantments are visualised during Combat[/p]
    • [p]Combat Enchantments now show the number of turns until they trigger.[/p]
    • [p]Combat Enchantments now the number of turns until they expire.[/p]
    • [p]Combat Enchantments that are active this turn are shown as opaque.[/p]
    • [p]Combat Enchantments that are not active this turn are transparent.[/p]
    • [p]Combat Enchantments that will be active on the next turn have a red glow.[/p]
  • [p]Added Trait Descriptions to the Form Tooltip to make it easier to read without needing to mouse over each trait separately.[/p]
  • [p]The Upkeep and Main Type of a Unit can now be seen in its tooltip when viewing unit unlocks from tomes.[/p]
  • [p]Mousing over the Action Point type icon of an ability when a unit is selected in combat now gives a tooltip explaining what the icon means.[/p]
[p][/p][hr][/hr][p][/p][p][/p]
  • [p]Added the Obsidian Wyvern Mount hero item for owners of the Dragon Dawn Expansion.[/p]
  • [p]City Structures[/p]
    • [p]Wizard Tower: Prison Cells no longer needed to unlock the ability to Execute Heroes in your Prison[/p]
  • [p]Free Cities will no longer automatically declare peace when their allegiance passes the threshold. Making Peace with a Free City is now a separate action.[/p][p][/p]
[p][/p]
  • [p]Made the AI more persistent in attacking a city where the siege has been completed[/p]
[p]Combat AI[/p]
  • [p]AI Improvements for Primal units[/p]
    • [p]Better understanding of using Primal Fury[/p]
    • [p]Better understanding of when to use Disengaging Shot[/p]
  • [p]Improved understanding of status effects that should only be applied when an enemy is in range. (Take Aim, Focussed Aim, Dagger of the Rite, True Strike, etc)[/p]
  • [p]The Combat AI will now reduce threat around units that are paralyzed when the paralyze effect is predicted to last longer than 1 turn
    [/p]
[p][/p]
  • [p]New icons for Bathhouse: XP Bonus unit property and Heavy Fog (previously called Lightless) realm trait[/p]
  • [p]Updated the WM visual of the Fey Fissure as it had issues when appearing next to coasts[/p]
[p][/p]
  • [p]Updated Tactical Music tag system to play specific DLC music at the right place[/p]
  • [p]Updated SFX for Clairvoyance Ritual[/p]
[p][/p][h3]Feudal[/h3]
  • [p]Unit “Militia”[/p]
    • [p]Reduced Defense from 2 to 1[/p]
    • [p]Reduced Resistance from 1 to 0[/p]
    • [p]Increased Upkeep from 1 to 4 Gold[/p]
  • [p]Unit “Aspirant Knight” - Reduced Charge Strike damage from 28 to 27[/p]
  • [p]Unit “Knight”[/p]
    • [p]Reduced Charge Strike damage from 31 to 27[/p]
    • [p]Giant Slayer removed[/p]
[p]Aristocracy[/p]
  • [p]Unit “Liege Guard”[/p]
    • [p]Sworn Bond - No longer takes all Damage with a 25% reduction, now mirrors damage with a 50% reduction (effectively splitting the damage between both members).[/p]
[h3]Industrious[/h3][p]Industrious’ economic effects ended up out of pace with other cultures as the game evolved. The extremes have been reduced a bit while hopefully keeping their feel intact.[/p][p]
[/p]
  • [p]Prospecting[/p]
    • [p]No longer grants T2 Items[/p]
    • [p]Reduced Gold reward range from 40-80 to 30-40[/p]
    • [p]Reduced Production reward range from 40-80 to 30-50[/p]
  • [p]Unit “Anvil Guard” - Increased Base Damage from 8 to 10[/p]
  • [p]Unit “Halberdier” - Increased Base Damage from 12 to 14[/p]
  • [p]Unit “Bastion” - Increased Base Damage from 12 to 14[/p]
  • [p]City Structure “Town Hall III: Forge Tower”[/p]
    • [p]No longer grants Hurry Production Discount[/p]
    • [p]No longer grants Hurry Recruitment Discount[/p]
[p]
[/p][h3]Mystic[/h3]
  • [p]Unit “Arcane Guard” - Increased Base Armor from 1 to 2[/p]
[p]School of Summoning[/p][p]Mystic Summoners has been rebalanced, removing excessive stat boosts that made them a mandatory element of any Magic Origin utilizing build. Astral echoes are now gained only from the pickups which must be sought out. Astral Connection has been reworked to retain synergy with magic origin units without excessive stat imbalance between this and other cultures utilizing those units.[/p]
  • [p]Removed Astral Echo Gain from unlocking Research Skills[/p]
  • [p]Echo Infusion - Echoes per XP cost decreased from 3 to 2[/p]
  • [p]Culture Passive “Astral Connection” - Reworked to be more effective and play a bigger role instead of the flat unconditional boosts formerly given by Master Summoner:[/p]
    • [p]No longer grants +5 Morale to friendly Magic Origin Units [/p]
    • [p]Now grants +1 Defense and +1 Resistance to both units while adjacent to a friendly Magic Origin unit. This effect stacks.[/p]
  • [p]Hero Passive “Master Summoner”[/p]
    • [p]No longer increases Magic Origin Unit Damage by 10%[/p]
    • [p]No longer increases Magic Origin Unit HP by 10[/p]
  • [p]Unit Passive “Astral Resonance” - No longer grants Strengthed to Magic Origin units when casting Spells.[/p]
  • [p]Combat Spell “Conjure Summoning Rift”[/p]
    • [p]Summoning Rift now grants +15 HP Regeneration to friendly units in the province[/p]
    • [p]Summoning Rift now makes Combat Summoning Spells 20% cheaper to cast[/p]
  • [p]Unit “Summoner”[/p]
    • [p]Spirit Summon - Increased range from 1 to 3[/p]
    • [p]Spirit Summon - Changed from a Single Action to Leave One[/p]
    • [p]Astral Bond reworked to instead grant +20% damage to the target, and heal the target for 20 HP at the start of each turn. [/p]
  • [p]Added new research skill for Mystic Summoners: Scroll of Astral Connection to grant Astral Connection to non-Mystic Culture racial units[/p]
  • [p]Updated Mystic Summoners Tutorial to remove mention of gaining Astral Echoes from Research Skills[/p]
  • [p]Updated Mystic Summoners Subculture description[/p]
[p][/p][h3]Oathsworn[/h3]
  • [p]Unit “Sealbearer” - Reduced Cooldown of Resonance/Transference/Fire Seal from 3 to 1[/p]
[p][/p][h3]Architect[/h3][p]Architect damage stacking from Affinity Incarnate turned out problematic and has thus been reworked into a more controlled version. This has the added benefit of not disproportionately discouraging single-city playstyles for Architect cultures and allowing us to add a starting stack of Affinity Incarnate to ensure a smoother start.
[/p]
  • [p]Affinity Incarnate[/p]
    • [p]Affinity Incarnate damage is now determined by the Dominant Affinity[/p]
    • [p]Affinity Incarnate gained from Monuments is now capped at 4 (Other sources such as Cultivators or the 1 Starting Affinity Incarnate, can exceed this cap)[/p]
    • [p]Architect players now start with 1 Affinity Incarnate inherently[/p]
    • [p]Dominant Affinity description updated to clarify the property/damage channel swap of Affinity Incarnate[/p]
  • [p]City Structures[/p]
    • [p]Affinity Obelisks - Updated description to clarify Monument Tier count rather than Affinity Incarnate directly (functionality unchanged)[/p]
    • [p]Updated Concept for Monuments and the culture to reflect the new implementation of Affinity Incarnate[/p]
    • [p]Special Province Improvement “Monument Stage 1” - Now grants +10 Stability Income[/p]
  • [p]Unit “Shademaker”[/p]
    • [p]Shoot Bow - Increased Base Attack Damage increased from 10 to 12[/p]
    • [p]Incarnate Shot - Increased Range from 4 to 6[/p]
  • [p]Unit “Architect”[/p]
    • [p]Incarnate Restoration - Now multiplies based on the stacks on the caster rather than the target.[/p]
    • [p]Incarnate Restoration - Additional healing per stack of Affinity Incarnate increased from 10 to 20[/p]
    • [p]Incarnate Restoration - Reduced Cooldown from 3 to 2[/p]
    • [p]Affinity Tesseract now counts as a Battlemage for the purposes of Enchantments affecting them[/p]
    • [p]Affinity Tesseract now inherits rank from the Architect when summoned (No longer gains ranks from global effects like the wizard tower)[/p]
    • [p]Affinity Tesseract are now T2 Expendable summons, this means they gain 5 HP per rank rather than 10[/p]
    • [p]Affinity Tesseract - Reduced Base damage from 12 to 10[/p]
    • [p]Architect's Champion rank now grants the Tesseract Frenzy until end of battle correctly rather than for 1 turn[/p]
[p][/p]
  • [p]Defenders, Warriors, Spellblades, Death Knights and Battlesaints can now use Melee/Ranged Skirmisher weapons[/p]
  • [p]Spellblades can now use Physical Ranged Weapons[/p]
  • [p]Dragon Lord Warriors can now use Armored Claws[/p]
  • [p]Updated the text of the Hero unit type to say it cannot be Mind Controlled or Dominated[/p]
[p][/p][p]Ambitions[/p]
  • [p]Ambition “Crusader” - Now includes Umbral Demons as a valid Unit Type[/p]
  • [p]Ambition “Steward” - Now available for Rulers during Faction Creation[/p]
  • [p]Ambition “Collector” - Increased Renown gained per 3 turns of having an item equipped from 2 to 3[/p]
[p][/p][p]Battlesaint[/p]
  • [p]Passive “Cleric” - Now grants +1 Resistance to the Hero and adjacent Allies[/p]
  • [p]Active Ability “Cleric’s Favor” - Changed from a Single Action to Leave One[/p]
  • [p]Passive “Paladin” - Now grants +1 Defense to the Hero and adjacent Allies[/p]
  • [p]Passive “Fervorous Disciple” and Passive “Fervorous Martyr” are no longer mutually exclusive[/p]
  • [p]Active Ability “Cleanse”[/p]
    • [p]Replaces Active Ability “Bless”[/p]
    • [p]Reduced Cooldown from 2 Turns to 1[/p]
  • [p]Passive “Fortunate Support” - [/p]
    • [p]Replaces Active Ability “Cleanse” [/p]
    • [p]Grants +1 Fortune on Support abilities[/p]
  • [p]Passive “Healing Support” swapped with Passive “Regenerating Support”[/p]
  • [p]Active Ability “Warding Bond” swapped with Passive “Martyr's Blood” [/p]
  • [p]Active Ability “Spiritual Guide” - New Effect: Increases Positive Morale gained by 50%[/p]
  • [p]Active Ability “Condemnation”[/p]
    • [p]Increased range from 1 to 4[/p]
    • [p]Increased chance to inflict Condemned from 90% to Guaranteed[/p]
  • [p]Passive “Defense 2”[/p]
  • [p]Renamed to Greater Defense[/p]
  • [p]Grants 2 defense and 10% evasion[/p]
[p]Ranger[/p]
  • [p]Passive “Knockback Snapshot” - Now allows Snapshot to be used within Enemy Zone of Control[/p]
  • [p]Active Ability “Go for the Kill” - Now can be used when Engaged in Melee[/p]
[p][/p]
  • [p]Added explanation of different types of attacks to the action point encyclopedia entry[/p]
  • [p]The list of enchantments for a unit in the tome of wonders now only shows enchantments that are compatible with the unit.[/p]
  • [p]Faction tooltips on blocked factions in faction selection will now show why the faction is blocked if possible[/p]
  • [p]Changed the order of subcultures for base game cultures to have the more beginner friendly one at the top.[/p]
  • [p]Improved alphabetical sorting across multiple lists for different languages.[/p]
  • [p]Updated the Combat Summon Tooltip to specify that its death does not affect the morale of allies, that it dies when it is only left with other combat summons or non-vital units and that the property duration is what indicates the summon duration.[/p]
  • [p]Updated the City Interface with new Population Tracker and Rush Button[/p]
  • [p]Updated the Prison Interface with Origin headers[/p]
[p][/p]
  • [p]Active Ability Infusion “Whirlwind” - Now scales damage from the hero’s primary attack[/p]
  • [p]Active Ability Infusion “Power Cleave” - Now scales damage from the hero’s primary attack[/p]
  • [p]Active Ability Infusion “Execute” [/p]
    • [p]Renamed to Assassin’s Strike[/p]
    • [p]Now scales damage from the hero’s primary attack [/p]
    • [p]Now gains extra damage based on how much health is missing from the target[/p]
    • [p]Now considered a base attack[/p]
    • [p]Increased Infusion Point Costs from 1 to 2[/p]
  • [p]Passive Infusion “Wind Shield” - Increased Infusion Point Costs from 2 to 3[/p]
  • [p]Passive Infusion “Wind Barrier” - Increased Infusion Point Costs from 3 to 4[/p]
  • [p]Active Ability Infusion “Summon Umbral Demon”[/p]
    • [p]Increased Infusion Point Costs for Staves from 3 to 4[/p]
    • [p]Increased Infusion Point Costs for Wands from 4 to 5[/p]
  • [p]Passive Infusion “Army Trainer” - No longer stacks with itself, so having multiple copies in the same army has no further effect.[/p]
  • [p]Shatter Blades and Javelins now do slightly more damage to make up for the fact that they block mounts[/p]
  • [p]Hunter Spider and Vampire Spider Mounts have had their web attacks boosted to match the Dread Spider Mount[/p]
[p][/p]
  • [p]Blocked the Revert Button in Multiplayer Sessions on Turn 1[/p]
  • [p]Fixed Team Settings resetting on clients after reopening the settings menu.[/p]
  • [p]Fixed a bug that caused audio issues in multiplayer when a player is in the research or empire development screen when a combat starts[/p]
  • [p]Fixed an issue where a Session would hang in classic turns if Manual Combat was finished outside of the Player Turn.[/p]
  • [p]Fixed an Out of Sync that could occur when removing a Trait from Heroes.[/p]
  • [p]Fixed an Out of Sync that could occur when removing Heroes through Infestations.[/p]
  • [p]Fixed an Out of Sync that could occur due to AI Players attempting to build City Structures on Special Province Improvements.[/p]
  • [p]Fixed an Out of Sync that could occur when gaining a Destiny Trait[/p]
[p]Fixed an Out of Sync related to the City Building tutorial.[/p][p][/p]
  • [p]In the Resource & Content Editors you can now:[/p]
    • [p]Change the size of the library resource selector and it will get preserved between   tabs, including when you open a new resource pack[/p]
    • [p]Move tabs by dragging[/p]
    • [p]Close tabs with an X button[/p]
    • [p]Close tabs with Middle Mouse Button click[/p]
    • [p]Open resource packs in the File Explorer - "Open file location"[/p]
  • [p]In the Resource and Content editors splitter sizes get saved in the config file so they stay persistent when closing and opening the editor.[/p]
  • [p]Added type descriptions to all Properties, Magic Effects, Magic Targeters, Special Operations, Ability Modifiers and some other types. These can be seen when hovering a type in the type selector dropdown in the Resource Editor.[/p]
  • [p]Map Definitions that support Lakes, now allow you to specify the size of the lake.[/p]
  • [p]The “XP Bonus” Property can now be disallowed from stacking.[/p]
[p][/p]
  • [p]You can now change the AI Difficulty of Rulers added through Presence Traits.[/p]
  • [p]Misc. Trait “Lightless” - Renamed to Heavy Fog[/p]
[p][/p]
  • [p]Enchanted Archipelago[/p]
    • [p]Decimus will now be blocked from moving close to the player's island (therefore blocking building on it) until the player has dismissed him or finished his quest.[/p]
  • [p]Eternal Court[/p]
    • [p]Ensured the correct event(s) are triggered when you take the Eternal Court city before getting the quest.[/p]
  • [p]Grexolis[/p]
    • [p]Added various starting buffs to all Shad'rai allies, moderately on normal, high on easy.[/p]
    • [p]Slightly moved Meandor closer to Ydgaard and moved Fangir moderately closer to Yaka and Nimue, so Shad'rai can clash with Covenant earlier.[/p]
    • [p]Fixed that Turiel no longer released extra starting cities as vassals (which led to him being even harder to deal with).[/p]
  • [p]Cliffs of Sordünn[/p]
    • [p]Surrendering now functions correctly for the Cliffs of Sordünn.[/p]
    • [p]Created alternate texts for the event at the end that changes upon whether or not the player has rescued Sundren from the Umbral Abyss.[/p]
[p][/p][p][/p][p]Chaos[/p]
  • [p]Tome of Pyromancy:[/p]
    • [p]Special Province Improvement “Ritual Pyre” - Now unlocks the drafting of Inferno Puppy[/p]
    • [p]Unit “Inferno Puppy” - Melee Strike now has a 60% chance to inflict Burning[/p]
  • [p]Tome of the Horde[/p]
    • [p]Unit “Warhound” - No longer inflicts Sundered Defense instead it inflicts Bleeding[/p]
  • [p]Tome of Revelry[/p]
    • [p]Siege Project “Revels of Blood” - No longer reduces Defending Unit Morale by 10 instead it inflicts 2 stack of Bleeding[/p]
    • [p]Unit Enchantment “Bloodfury Weapons” [/p]
      • [p]Now grants +2 Physical Damage to all Base Attacks[/p]
      • [p]No longer grants +5 Morale and +1 Strengthened on Kill instead it inflicts 2x Bleed on adjacent enemies to the target. [/p]
  • [p]Tome of Devastation[/p]
    • [p]Unit Enchantment “Flameburst Weapons”[/p]
      • [p]Reduced Fire Damage done to adjacent Units from 20 to 15 [/p]
      • [p]New Effect - Inflicts 2 Burning to adjacent Units on killing a unit[/p]
    • [p]Unit “Devastator Sphere” - Detonate and Devastate now inflicts Burning and places On Fire markers[/p]
    • [p]Unit “Warbreed”[/p]
      • [p]Charge Strike - New Effect: Inflicts Bleeding[/p]
      • [p]Power Cleave - New Effect: 90% Chance to inflict Bleeding.[/p]
  • [p]Tome of the Chaos Lord[/p]
    • [p]Unit “Balor” - Chaos Brand can no longer target Fiends, Heroes or Siegecraft Units[/p]
[p][/p][p]Materium[/p]
  • [p]Tome of Discipline[/p]
    • [p]Unit Enchantment “Empowered Strikes” - No longer applies to units without a repeating melee attack.[/p]
[p]Nature[/p]
  • [p]Tome of Evolution[/p]
    • [p]Unit Enchantment “Rapid Evolution” - Now applies to all Evolve Units.[/p]
  • [p]Tome of Prosperity[/p]
    • [p]Unit “Prosperity Dragon” - Changed “Mask of Prosperity” from transferring sustained damage with a 35% reduction to reducing sustained damage by 50% and sharing it between both units.[/p]
    • [p]Unit Enchantment “Blessed Armors” - Reduced Resistance granted from 2 to 1[/p]
    • [p]Unit Enchantment “Staves of Grace” - Changed “Cleansing Rain” from removing all Negative Status Effects to removing 2 Negative Status Effects[/p]
    • [p]Combat Spell “Grand Protection”[/p]
      • [p]Reduced Bolstered Defense granted from 3 to 2[/p]
      • [p]Reduced Bolstered Resistance granted from 3 to 2[/p]
    • [p]City Structure “Garden of Affluence” - Reduced Gold income per Farm/Forester from 3 to 2[/p]
[p][/p][p]Shadow[/p]
  • [p]Tome of the Reaper[/p]
    • [p]World Map Spell “Summon Reaper” - Increased Casting Costs from 200 CP to 300 CP[/p]
  • [p]Tome of the Revenant[/p]
    • [p]World Map Spell “Fallen Angel” - Increased Casting Costs from 200 CP to 300 CP[/p]
[p][/p]
  • [p]Polearm Units - Base HP increased by +5[/p]
  • [p]Skeletons now have Expendable, meaning they do not affect friendly unit morale on death.[/p]
  • [p]Unit “Skeleton Polearm”[/p]
    • [p]Renamed to “Skeleton Militia”[/p]
    • [p]Increased HP from 50 to 55 (combined with the Polearm buff this gives them 60 max HP)[/p]
  • [p]Unit “Razorback”[/p]
    • [p]Passive “Quillhide” - Now inflicts guaranteed Bleeding against Melee attackers[/p]
    • [p]Reduced Stats to be more in line with other Ranged units of its Tier[/p]
      • [p]Reduced HP from 70 to 60[/p]
      • [p]Reduced Defense from 2 to 1[/p]
      • [p]Reduced Resistance from 2 to 1[/p]
  • [p]Unit “Floral Stinger” - Now can be affected by Hastened and Cosmic Overdrive[/p]
  • [p]Unit “Living Vines” [/p]
    • [p]Now has the Deathless Property[/p]
    • [p]Units with Deathless do not trigger “On Death” effects[/p]
  • [p]Unit “Wrangler Ogre” - Now has the generic Champion rank up for Support Units[/p]
  • [p]Unit “Inferno Hound” - Increased Melee Strike chance to inflict burning from 60% to 90%[/p]
[p][/p]
  • [p]Reworked how Magic Materials are spawned on the map. Improving control over the total number per layer and making sure there is a more balanced amount of each material.[/p]
  • [p]Reworked the way Magic Material Collections function. They now require any combination of 3 Unique Materials in their Set to complete.[/p]
  • [p]Reduced the amount of custom “Blessed Regions” appearing when Giant Kings DLC is enabled during realm creation.[/p]
  • [p]Players within a team are now more consistently spawning closer to each other.[/p]
[p][/p][p]Crash Fixes & Hangs[/p]
  • [p]Fixed a crash that could occur on resetting Status Effect Timers[/p]
  • [p]Fixed a rare crash that could occur when retaking a Throne City[/p]
  • [p]Fixed a crash that could occur when the vassal income calculation would process an invalid city[/p]
  • [p]Fixed a crash that could occur when loading a save with a realm trait that no longer exists.[/p]
  • [p]Fixed a crash that could occur when starting a map with a Presence Trait and changing the amount of players afterwards.[/p]
  • [p]Fixed a crash that could occur upon completing the “Muse of Discovery” [/p]
  • [p]Fixed a hang that could occur when Story Events would force a battle..[/p]
  • [p]Fixed a hang that could occur in Combat hang caused by the AI trying to use an ineffective ability.[/p]
[p][/p][p]General[/p]
  • [p]Fixed an issue on PS5 where the "Pantheon Rewards" screen remains displayed on screen if an activity was started while on "Pantheon Rewards" screen[/p]
[p][/p][p]Art[/p]
  • [p]Fixed an issue where the Vignette Plane did not fill the entire screen on Ultrawide Displays[/p]
  • [p]Fixed issues where units and Heroes would vertex explode when using their abilities[/p]
  • [p]Fixed an issue where Giant Rulers would slide on the World Map if they didn’t finish their animation first before moving again[/p]
  • [p]Fixed an issue where the Hero animation for the “Seduce” ability was stiff when performed while wielding a two-handed weapon[/p]
  • [p]Fixed an issue where the Iron Golem's attack animation was slightly bugged around the weapon[/p]
  • [p]Fixed an issue where Wizard King rulers have legs clipping through the boots[/p]
  • [p]Fixed an issue where Wildspeaker forearm shows through the bandages[/p]
  • [p]Fixed an issue where the "Aspirant Knight" unit presents clipping on the back of the head on multiple forms[/p]
  • [p]Fixed an issue where Army Armor Color was not applying to weapons[/p]
  • [p]Fixed an issue where Architect Staff of {Affinity} not showing their {Affinity} particles on it[/p]
  • [p]Fixed an issue where Architect units appear naked and missing body parts after death[/p]
  • [p]Fixed an issue where most Reaver weapons do not change color[/p]
  • [p]Fixed an issue where Primal weapons do not change color[/p]
  • [p]Fixed an issue where most Barbarian Culture weapons will not change color[/p]
  • [p]Fixed an issue where Arachna's arm was misformed[/p]
  • [p]Fixed an issue where the Giant Ruler's head slider didn’t work correctly[/p]
  • [p]Fixed an issue where the Astral Attunement visuals were broken[/p]
  • [p]Fixed an issue where the Honor Blade unit on Chariot Mount stood a bit too wide[/p]
[p][/p][p]AI[/p]
  • [p]Fixed an issue where AI starting bonus did not adjust correctly when changing to custom[/p]
  • [p]Fixed an issue where the AI would build City Structures on Province Improvements[/p]
  • [p]Fixed an issue where AI was able to end on a province or outpost when they calculated a multi stack attack [/p]
  • [p]Fixed an issue where deserting units would do nothing, now they are disbanded correctly.[/p]
  • [p]Fixed an issue where Free City War Coordination attacks were not notified when their targets was destroyed through unconventional means[/p]
[p][/p][p]Combat[/p]
  • [p]Reclaiming Bolts now bypasses precognition when it hits allies - allowing it to heal allies who are protected by precognition[/p]
  • [p]Transmute now bypasses precognition when it hits allies - allowing it to buff allies who are protected by precognition[/p]
  • [p]Fixed an issue where units being transformed into zombies would “When a unit dies…” effects[/p]
  • [p]Fixed an issue that meant that transforming a dead unit into another unit (like a zombie or inferno hound) would prevent that unit coming back with Resurgence. Resurgence should always return the original unit.[/p]
  • [p]Monarch's Decree now correctly affects all allies in battle[/p]
  • [p]Fixed an issue where some summon abilities were able to be cast on non-valid hexes[/p]
  • [p]Fixed an issue which meant that each separate bonus XP reward that was given after combat would be rounded up separately, hugely inflating XP rewards from combat[/p]
[p][/p][p]Combat Map[/p]
  • [p]Fixed an issue where Lava Road map was counted as a Lava map, as this prevents a number of spells/effects/corpses on an otherwise normal map as well[/p]
[p][/p][p]Culture[/p]
  • [p]Fixed an issue where units recruited after combat did not get properties such as For the Monarch[/p]
  • [p]Fixed an issue where non-Architect Heroes would gain Incarnate abilities when recruited by an Architect player[/p]
  • [p]Fixed an issue where it was possible to build another Monument in a city when the existing monument was occupied[/p]
  • [p]Fixed an issue where the On Death Explosion from Seal of Fire was targeting your units not the units friendly to the unit with the debuff.[/p]
[p][/p][p]Dwellings[/p][p]Crystal[/p]
  • [p]Fixed an issue that when keeping the Structure Production flavored “relic” the Crystal Dwelling asks the player to retrieve, no Structure Production was rewarded for quests of 4 Skull Difficulty or higher.[/p]
[p][/p][p]Umbral[/p]
  • [p]Fixed an issue where destroying an Umbral Dwelling would not destroy occupied provinces[/p]
[p][/p][p]Economy[/p]
  • [p]Fixed an issue where being besieged would award the Beacon of Valor Draft Bonus without the Beacon of Valor structure[/p]
  • [p]Fixed an issue where the Beacon of Valor structure would continue adding Draft even when not under siege.[/p]
[p][/p][p]Empire Development[/p]
  • [p]Fixed an issue where Death Magic would sometimes award Casting Points to the wrong player[/p]
[p][/p][p]Events[/p]
  • [p]Fixed an issue where a quest would fail when you pick an event option to resolve it peacefully.[/p]
  • [p]Fixed an issue where an event of a player defeated would no longer spawn.[/p]
  • [p]Fixed an issue where event buttons for Dragons and Eldritch Sovereigns wouldn’t validate themselves before opening.[/p]
  • [p]Fixed an issue where certain intro events didn’t trigger in Ancient Wonders, causing players to immediately skip to the fight. This bug was present due to the event trying to convert an Obsidian Wyvern into a mount, but the mount didn’t exist.[/p]
  • [p]Fixed an issue where the “False Flag Operation” event can target Heroes in other players' prisons (for the Hero sacrifice option)[/p]
[p][/p][p]Free City[/p]
  • [p]Fixed an issue where Free Cities would receive a positive relation even if the alignment of the player is "Neutral".[/p]
  • [p]Fixed an issue where Free Cities would infinitely be affected by a siege that should have been lifted by defeating the player attacking the Free City.[/p]
  • [p]Fixed an issue where Initiate/Master Properties would not appear on Free City Heroes[/p]
[p][/p][p]Happenings[/p][p]Cosmic[/p]
  • [p]Fixed an issue that unit properties given by the Major Cosmic Happenings “Eye of Fire”, “Dawn of the Lodestar” and “Drifting Leylines” no longer applied to independent units.[/p]
  • [p]Fixed an issue where the Invading Sylviculture, Rays of Winter, Cosmic Winds, Sunstruck Eruptions, and Colossus Moon events had their first option greyed out if someone else already chose it[/p]
[p][/p][p]Intrigue Happenings[/p]
  • [p]Fixed an issue where the “Voice of the People” Happening would spawn without any followup quest spawning[/p]
  • [p]When an Intrigue ends the rulers affected by it no longer get stuck in limbo and cause a crash. This fix only works on saves before the intrigue ends.[/p]
[p][/p][p]Heroes[/p][p]Ambitions[/p]
  • [p]Fixed the Conqueror hero ambition not completing if the city defenders were not inside the city center[/p]
  • [p]Fixed Level 3 Renown reward removing all chance to die when Routing instead of halving it as intended[/p]
  • [p]Fixed the Cult of Personality race trait not giving skill points to heroes who died in combat but did gain renown[/p]
[p][/p][p]Affinity Skills[/p]
  • [p]Controlled Chaos now correctly affects all attacks instead of base attacks only[/p]
  • [p]Fixed Aspect of Nature interfering with summon spells such as Wyvern Keeper.[/p]
  • [p]Fixed Forgotten Tome not refreshing after resurrecting an Eldritch Sovereign.[/p]
[p][/p][p]Battlesaint[/p]
  • [p]Cancel Warding Bond no longer shows up in the unit panel or as a status effect[/p]
[p][/p][p]Defender[/p]
  • [p]Cancel Warding Bond no longer shows up in the unit panel or as a status effect[/p]
[p][/p][p]Elementalist[/p]
  • [p]Fixed an issue where Elemental Mastery only applied to magical base attacks rather than all base attacks.[/p]
  • [p]Fixed an issue where Amplifying Elements only applied to magical base attacks rather than all attacks.[/p]
  • [p]Fixed an issue where Inexorable Cast only applied to magical attacks rather than all attacks.[/p]
  • [p]Fixed an issue where Unrestrained Magic only applied to magical base attacks rather than all base attacks.[/p]
  • [p]Fixed an incorrect damage link insert in discipline of Earth for the Elementalist[/p]
[p][/p][p]Warlock[/p]
  • [p]Cancel Hex Pact is now correctly named[/p]
  • [p]Cancel Hex Pact no longer shows up in the unit panel or as a status effect[/p]
  • [p]Cancel Blood Pact no longer shows up in the unit panel or as a status effect[/p]
  • [p]Fixed an issue where Decaying Magic did not work on Repeating attacks[/p]
[p][/p][p]Interface[/p]
  • [p]Fixed a missing turn timer icon when an outpost is built by a Barbarian scout.[/p]
  • [p]Fixed an issue where the income would not update after a trade with the Artifact Hoarder property.[/p]
  • [p]Fixed an issue where the custom sorting of items in the arsenal panel would reset after disenchanting an item.[/p]
  • [p]Fixed an issue where Affinities would not refresh when you get a “Mark of the ..” trait.[/p]
  • [p]Fixed an issue where the top half of scrollbars would not respond to clicking and dragging[/p]
  • [p]Fixed an issue where trading a Magic Material would stack notifications[/p]
  • [p]Fixed visual issues with the targeting outline of spells that target dead units[/p]
  • [p]Fixed racial tome units being misplaced inside icons when looking at tomes inside faction creation.[/p]
  • [p]Fixed unit upkeep showing a bunch of zeroes. Units without upkeep will show as “0 gold“ or “0 mana”.[/p]
  • [p]Fixed an issue  that caused the first Hero that was made in Advanced Faction Creation to appear at the end of the Recruitable Heroes list.[/p]
  • [p]Fixed controller bugs with the Initial Bonuses of Tomes in the research overview screen.[/p]
  • [p]Fixed an issue that made the Race Name Generator create names that were too long[/p]
  • [p]Fixed an issue where Combat Prediction with Army Strengths would not show in "Attack" options[/p]
  • [p]Fixed an issue where Combat Predictions would not show correctly for Armies in Defensive locations[/p]
  • [p]Fixed an Text Overflow issue with long subculture names in Faction Creation[/p]
[p][/p][p]Text & Descriptions[/p]
  • [p]Fixed the prediction on the Alignment Tooltip for Devotees of Good at Pure Good[/p]
  • [p]Fixed wrong income being displayed for the Temple of the Exalted in the research screen[/p]
  • [p]Fixed the "Requires a connected item to be unlocked" error message appearing in the Pantheon item tooltip when it was only unaffordable.[/p]
  • [p]Fixed the cost in the Pantheon item tooltip not changing its color when it becomes unaffordable.[/p]
  • [p]Fixed a missing insert in Totem of the Wild’s tome entry.[/p]
  • [p]Ice Coffin now says correctly that it applies Status Vulnerability[/p]
  • [p]Fixed several broken string inserts in the Entry event of the “Tomb of the Thief” adventure.[/p]
[p][/p][p]Modding[/p]
  • [p]Fixed a crash that could occur when resizing the map for custom regions.[/p]
[p][/p][p]Prophecy Traits[/p]
  • [p]Fixed an issue where Titan Guardian would summon a second Earth Titan on Turn 2 of Combat[/p]
  • [p]Fixed an issue where a Declaration of War with a Major War Justification did not count towards the progress of the “Desolations of War” quest when there was a Declaration of Rivalry.[/p]
  • [p]Fixed an issue where converting an Outpost to a City would count as conquering a city.[/p]
  • [p]Fixed an issue where the Age of Magic would reduce Spell Casting Cost fully instead of halving[/p]
[p][/p][p]Story Realms[/p]
  • [p]Rings of Emnora  - Fixed a crash that could occur when choosing the option to ask Fredric to leave the Realm.[/p]
  • [p]Cliffs of Sordünn - Fixed a crash that would occur when Merlin is in the void before you initiate the siege with him. This is fixed by force-reviving Merlin if the player initiates a siege whilst he is in the void. The Player is notified of this in the resulting storyevent.[/p]
[p][/p][p]Tomes[/p]
  • [p]Tome of Devastation[/p]
    • [p]Warbreeds from Monstruous Rebirth now obliterate on death to prevent weird resurrection interactions where you can turn a tier 1 into permanent tier 4 units.[/p]
  • [p]Tome of Eternal Lord[/p]
    • [p]Battlefield reanimation now grants combat summon to revived zombies correctly.[/p]
  • [p]Tome of Reaper[/p]
    • [p]Greater Reanimation now grants combat summon to summoned Corrupt Souls correctly.[/p]
    • [p]Zombies summoned by Marked for Death now gain combat summon correctly.[/p]
  • [p]Fixed Silent Barracks not counting Arctic Dungeon and Desolate Dungeon provinces.[/p]
  • [p]Fixed the Oracle unit from Tome of Prophecies incorrectly having the cost of a Tier 3 unit.[/p]
[p][/p][p]World Map[/p]
  • [p]Fixed an issue in RMG with Teams enabled when there is No Underground layer.[/p]
  • [p]Fixed an issue in RMG with Teams enabled where Continent maps wouldn’t generate their continents correctly.[/p]
  • [p]Fixed an issue in RMG where the cleared ancient wonder for the Architect Wonders society trait would be placed too far away from the player.[/p]
  • [p]Fixed an issue in RMG that could cause Ancient Wonders to be placed surrounded by mountains.[/p]
  • [p]Fixed an issue where the “Fountain of Creation” Landmark would not spawn[/p]
  • [p]Fixed an issue where it was not possible to move onto the Ruins overlay without Giant Kings.[/p]
  • [p]Fixed an issue where vision wasn’t correctly granted when a teleporter would spawn on top of a unit.[/p]
  • [p]Fixed an issue where teleporters had incorrect destinations[/p]
  • [p]Fixed an issue where Free City Guards would still spawn while a city was in the process of being razed.[/p]
[p][/p][p]See you soon![/p][hr][/hr][p][/p]

Join the final pre-release Stream on Thursday, November 6!

[p]Rulers![/p][p]The final pre-release Stream is almost here! Join us as we share what’s next and move closer to release. 🦇 This November, November 6 at 14:00 CEST![/p][h3]
[/h3][p][/p][h3]Watch on our YouTube: [dynamiclink][/dynamiclink][/h3][p][/p][p][dynamiclink][/dynamiclink]Meanwhile, our players on Discord can discuss what will happen during the stream - join our Discord to join the discussion! [/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]
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Dev Diary #54 - Dark Culture

[p][/p][p]Greetings Dark Lords, Maidens, and Despots unknown. I am Thomas Schuiten, Senior Designer at Triumph Studios, and today I will proudly share with you a rework of one of the most popular cultures: Dark![/p][p]Thrones of Blood releases on November 11th and will be accompanied by the Gargoyle update. What better time to rework the Dark Culture than alongside an expansion all about those gothic, edgy themes?[/p][p][/p][p]The dark is cold, but godir don't have to be! Here's some merch to keep warm![/p][p]Age of Wonders 4 Christmas Collection (Sweater, Socks & Beanie!)[/p][p][/p][h3]Why Dark?[/h3][p]Dark was always a somewhat unusual culture. It was the only culture in the base game that lacked a Support unit in its lineup and featured some unconventional interactions with city stability and heroes held in prisons or crypts. All these features, while evocative, felt like they left something to be desired and were not as effective as hoped. Despite this, their themes and visuals have ensured they remain a popular culture among players.[/p][p]Their culture passive, "Cull the Weak," had already been reworked in the past but never quite hit the sweet spot, failing to be as successful at opening up new builds as might be hoped.[/p][p]The goals of this rework were thus:[/p][p]●     More effectively serve the obvious thematic fantasies that Dark culture reflects:[/p][p] ○     Evil overlords, scheming tyrants, cults, black magic, and assassins.[/p][p]●     Ensure the culture's mechanics support interesting (new) builds when combined with Tomes.[/p][p]●     Give the culture as a whole a clearer niche among the available cultures.[/p][p][/p][h3]What is the Dark Culture[/h3][p]The Dark culture represents many things: tyrants, overlords, dark wizards, and sinister cults all at once. These themes have been divided among the two new subcultures of Dark, while the Dark culture as a whole is themed around a central question: How do you treat those you defeat?[/p][p]If your answer is, "Use their remains for eldritch or nefarious purposes," then congratulations! You are a perfect fit for the Cult of Death subculture, where heroes are embalmed and used as resources, and during combat, each fallen friend or foe empowers those who fight on![/p][p]If your answer was perhaps a more pragmatically questionable, "Imprison them and use these new hostages as leverage," then you might be better served by the Cult of Tyranny. Defeated heroes are captured and used as leverage to control your vassals, while in combat, you oppress your enemies with the relentless application of debuffs.[/p][p][/p][h2]Subcultures: The Ruling Cults[/h2][p][/p][h3]Cult of Death[/h3][p]
[/p][p][/p][p]Affinities: Shadow + Nature[/p][p]Theme: Power from death[/p][p]Combat Focus: Expendable units, Critical Strikes, anti-healing and Blight[/p][p][/p][p]The Cult of Death subculture is one where sacrifice is the norm and a tool for those in power. Their units gain power from the deaths of both their allies and their enemies, critical strikes coming more steadily as the slaughter continues.[/p][p]This subculture prefers expendable units and critical strikes.[/p][p][/p][p]The above is an exact excerpt from the original design doc for the subculture, which summarizes the subculture quite well. The Cult of Death was the first concept  to solidify as I personally always wanted a culture that worked around “expendable” units and fit for a bit more of an “occult” theme as well. They would gain power as units die, more if they slew them personally, and thus logically flowing from that for their strategic gameplay they would use the Crypt. This in turn led to the logical split in subcultures, with Tyranny using the Prison instead.[/p][p]In early drafts the Crypt interactions were significantly more complicated, having the player build structures in their cities to unlock “Embalm slots” for their heroes in the crypt. These heroes would then be assigned to cities that have available embalm slots and provide a bonus to that city. In the end this system was simply too clunky, required bespoke UI and could frankly just be simplified while retaining the same overall feel.[/p][p]Power from death, likewise, went through a lot of iteration, in first drafts granting a quite unhinged 100% crit chance when at full power. This obviously could not really survive, not only would it be too powerful, it would undermine any combo with other sources of critical hit chance the player might build towards.[/p][p]Lastly, the chosen affinities for this subculture reflect their focus on death, both mechanically and thematically. Being partially Nature lets them naturally flow into animal summon builds, fitting with the Tome of Cycles and utilizing Decay and Blight, which are often associated with the domain of Death alongside Frost. This also helped set them apart from the Cult of Tyranny, whose pure shadow focus leads them towards Frost damage.[/p][p][/p][p]Now with the hypotheticals and “what could have been” out of the way, let us talk about what we actually have![/p][p][/p][p]Power from Death (Culture Passive)[/p][p]●     Units with this trait gain the following when any unit dies:[/p][p]○     +1 Mortal Blessing (+2 if this unit struck the killing blow)[/p][p]■     This unit gains +5 Max HP per stack (And heals for +5)[/p][p]■     +2% Critical Hit Chance[/p][p]●     Last until end of combat[/p][p]●     May stack up to 10[/p][p][/p][p]Though the effects are relatively simple, this is a rather powerful effect, resulting in a solid 50 HP and 20% crit chance when fully powered![/p][p]Cult of Death players may seek to bring many expendable units to quickly power on this effect, summoned chaff or using the new Immortal Tier 1 unit swiftly power this effect on. But even without that, focusing on damage and assassinating weak enemy units can also provide a certain source.[/p][p]And yes, slaying your own unit can grant you two stacks of this blessing![/p][p][/p][p]Embalming is a relatively straightforward mechanic, Heroes in your crypt can be Embalmed. This is an alternative option to selling the bodies for gold, granting Mana (in equal amounts) and an Embalmed Sacrifice.[/p][p]Embalmed Sacrifices are required for the Cult of Death’s unique city structures, as well as a uniquely powerful Strategic spell that we will show further below![/p][p][/p][p][/p][p]The Mausoleum is a knowledge granting province improvement available to the Cult of Death, powerful but costly as it requires Embalmed Sacrifices to be built.[/p][p]Cult of death has, similar to most cultures, 2 replacement structures in their city, in their case these replace the Obelisk and Temple. These replacements still provide mana, but in much larger quantities in addition to some city stability. A useful economic boost that can allow a Cult of Death to fund early summons or undead armies![/p][p][/p][p][/p][p][/p][p]They also have their Unique Tier 3 structure, the Soulvault. An expensive structure, requiring two Embalmed Sacrifices to be built, it provides a unique benefit to the governor of the city it's built in: Passive XP gain![/p][p][/p][h3]Unit Lineup[/h3][p]The Dark subcultures have a unique unit lineup -  featuring no support units, they focus on aggression. Though the two Cults share their Tier 1 units, their Tier 2 units are variations of each other, with their Tier 3 unit as with other subcultures, being wholly unique.[/p][p][/p][p]Tier 1[/p][p]As mentioned the Tier 1 units are shared, so the Immortal and Pursuer are shown here, not in the Cult of Tyranny section.[/p][p]
[/p][p]Immortal[/p][p]The Immortal, formerly known as the Dark Warrior, has always been a difficult unit to balance and is considered by some to be the weakest combat unit in the game. As a shock unit, it is aggressive and strikes first, especially in auto-combat, often leaving it exposed. However, as a Tier 1 unit, it lacked the stats to survive such aggressive moves.[/p][p]The solution was to simply lean into this by making them truly expendable units.[/p][p]The Immortal now has two passive traits: Lesser Resurgence and Expendable.[/p][p][/p][p]Lesser Resurgence is simply a less powerful variant of Resurgence, the unit may die in combat and survive as long as you are victorious, but it does not return with as much HP and does not return with move points, as though it had fled the battle. This was done to allow the unit to be expendable without allowing for too much reckless movement on the world map.[/p][p][/p][p][/p][p][/p][p]Expendable itself is new, but its effects are not. Many would not have known but things such as Combat Summons already had this built in. (I updated the tooltip to clarify this as well)[/p][p]The Immortal however, not being a summon needed this property to grant it the same treatment. It is worth noting that this same Expendable property has been extended to Skeletons as well. (as had been requested)[/p][p][/p][h3]Pursuer[/h3][p][/p][p]The Pursuer, while in less trouble than the Dark Warrior it shared its tier with, had a bit of an identity problem. It did not really do much other than shoot and apply weakened, an effect that was eventually extended to all ranged attacks of the Dark culture. It also did not really live up to its name.[/p][p]Thus the new Pursuer is simple, it lost its inherent weakened application, but instead gained a powerful positioning ability: Relentless Pursuit.[/p][p][/p][p][/p][p]This short range jump lets them aggressively move into a prime shooting position, or escape from encroaching enemies, but there is a catch. It starts on cooldown, and after its first use it only recharges when the Pursuer themselves makes a kill. So use it well![/p][p][/p][p]Tier 2[/p][p]This is where the variations come in. Where Cult of Tyranny has the Warlock, Cult of Death instead has the Mortalist. And where Tyranny fields the oppressive Tyrant Guard, Cult of Death instead fields the extremely resilient Death Guard.[/p][p][/p][h3]Mortalist[/h3][p][/p][p]The Mortalist is a more mobile and support oriented variant of the Warlock, it has a decent magical attack, but more importantly: Death Hex.[/p][p][/p][p][/p][p]A single action ability that can suppress enemy healing through applying Decaying, while providing a source of healing through Life Seed.[/p][p]
[/p][p]A useful bonus for slaying your enemies![/p][p][/p][h3]Death Guard
[/h3][p]The Death Guard is a simple unit, a sturdy polearm unit that makes particularly effective use of the Mortal Blessing stacks gained through Power from Death.[/p][p][/p][p][/p][p]Deathly Vitality is a powerful self-heal that lets the unit enter Defense mode, its healing scales more the more Mortal Blessing stacks the unit has. In addition this obviously gains more value the more max HP the unit has, which again combines neatly with the effects of Mortal Blessing.[/p][p][/p][h2]Tier 3[/h2][h3]Death Stalker[/h3][p][/p][p]The Death Stalker is your stereotypical Assassin unit, it's always felt like somewhat of a missing archetype in the game except for Ways of War’s “Shade” unit. The Death Stalker is an even more specialized take, as a Fighter they are purely melee.[/p][p]Featuring what one might expect from the archetype, they benefit from Universal Camouflage on the world map, and Slippery in combat, letting them move into advantageous positions to strike.[/p][p][/p][p][/p][p]While they specialize in destroying weakened foes through the Death Stalk ability, their basic strike is not to be underestimated either, providing a decent strike while staying mobile that may inflict 2 stacks of Decaying, ensuring that the foe stays weakened.[/p][p][/p][p][/p][p]Death Stalk, the signature ability of this unit, is a powerful jump attack that displaces the target and takes their place. More importantly its damage increases the more health the target is missing, letting it finish off weakened or exposed foes swiftly. It recharges only on kill, so use it well.[/p][p]A pair of passive effects let it exploit Mortal Blessing more effectively than other units: Blessed End and Fatebringer.[/p][p][/p][p][/p][p]Blessed End lets them stack up Mortal Blessings faster than any other unit, this stacks with the default Power From Death effect, meaning that if the Death Stalker gets the kill they get 3 stacks of Mortal Blessing in one go![/p][p][/p][p][/p][p]Fatebringer gives the Death Stalker a bit more oomph out of Mortal Blessing, increasing their damage alongside the other effects it normally gives. This means that at 10 stacks the Death stalker has a whopping 50 max HP extra, 20% critical hit chance and 50% increased damage![/p][p][/p][h2]Research Skills[/h2][h3]Mark of the Death Cult[/h3][p][/p][p]An enchantment that spreads the Power from Death property to non-culture units.[/p][p][/p][h3]Deathwaltz[/h3][p][/p][p][/p][p]A unique tactical spell that lets you give doomed units another chance to prove their worth, or force a breakthrough. It can even be used to save at-risk units as it does grant Resurgence as well![/p][p][/p][h3]Morbid Sacrifics[/h3][p][/p][p]A strategic spell that costs an Embalmed Sacrifice to cast, but in return for this, it affects multiple armies in the same province and gives them a full heal as well as powerful buffs for their next battle. It even grants Camouflage should you wish to surprise your foe.[/p][p][/p][h3]Cult of Tyranny[/h3][p][/p][p][/p][p]Affinities: Shadow + Shadow [/p][p]Theme: Subjugation of the weak[/p][p]Combat Focus: Status effects, control and Frost Damage[/p][p][/p][p]The Cult of Tyranny subculture sees domination as the ultimate show of power; they specialize in debilitating their opponents and grinding down their weakened foes. Strategically, they utilize Vassals to great effect, enforcing their dominion through tyrannical might. While in combat, they specialize in breaking the enemy’s resistance and controlling them through powerful status effects.[/p][p]This subculture took longer to materialize; there were versions that focused on morale and stability at first, but these systems proved too volatile. Morale is a tough system to interact with without making it a mandatory build focus, while stability likewise does not grant as much benefit as to be worth the focus of the culture. Both elements still remain to an extent in the culture but did not become the primary focus.[/p][p]If you are familiar with the old Dark Culture, the Cult of Tyranny may feel most natural to you. Their culture passive, “Cult of Tyranny,” has quite some similarities to the old Cull the Weak effect but allows for more build variety.[/p][p][/p]
  • [p]Cult of Tyranny (Culture Passive)[/p]
    • [p]Adjacent enemy units suffer -1 Status Effect Resistance[/p]
[p] (this effect stacks with itself and other units)[/p]
  • [p]Repeating attacks and abilities gain 60% chance to inflict 1 Status Vulnerability and heal the attacker for +5 HP[/p]
  • [p]Single Shot attacks and abilities gain 90% chance to inflict 1 Status Vulnerability and heal the attacker for +10 HP[/p][p]
    [/p]
[p]This effect may seem more complicated than it actually is, but to put it very simply, when playing as the Cult of Tyranny, your units lower the status resist of adjacent enemies, but much more importantly: they have a chance to inflict status vulnerability with their attacks and when they do, they heal themselves.[/p][p]This chance naturally improves as the enemy’s status resistance is diminished, letting the cult of Tyranny terrorize foes and bury them in debilitating effects.
[/p][p]Strategically, things get a little more interesting. I’d always wanted to do a more “hostile” take on Vassal diplomacy, and this subculture seemed like the perfect chance to do so. Rather than slowly placating Free cities to obtain new Vassals, the Cult of Tyranny instead greatly benefits from acquiring their Vassals through warfare. They do this by utilizing Hostage Diplomacy.[/p][p][/p][p]Whew, that is a lengthy tooltip. But to make a long story short: Defeat heroes to take them hostage, having any hostages counts as though you had a whispering stone with their home city, and each hostage adds additional allegiance on top.
[/p][p]The third bullet point might stand out, this ensures that whenever you conquer a city and choose to release it as a vassal you always gain another Hostage. This is also to provide an additional benefit for fully conquering a free city rather than just making peace with them once you gained enough Hostages.
[/p][p]The last point requires perhaps the most explanation, it is important that this mechanic still works even against cities conquered from other players, thus this particular rule was added. The function is quite simple: if you conquer a city from another empire and Vassalize it, any heroes of theirs that you have in your prison become Hostages of the newly created Vassal. This does not affect any heroes of that empire you capture afterwards, those would be assigned to the next city of theirs you vassalize should you choose to do so.[/p][p][/p][p][/p][p]The Prison UI needed an update to represent all this. Thus, prisoners and bodies in the crypt are now generally grouped by their faction. For the Cult of Tyranny in particular, you can view the allegiance they gain from each Vassal or Free city.
[/p][p]They can further exploit this additional allegiance on their Vassals through Tyrannical Exploitation, a unique strategic spell that converts Allegiance into additional income from the Vassal. The details will be in the Research Skill section further below.[/p][p]
[/p][p]Lastly this culture has some simple yet interesting City Structures. Their two replacement structures grant a significant amount of gold at the cost of stability.[/p][p][/p][p][/p][p]The Overlord’s Tower is a unique source of additional Imperium, while also granting more Stability the more Vassals your empire controls![/p][p][/p][p][/p][p]The Special Province Improvement you may recognize from the old Dark culture: The Dark Forge. It got a bit of a boost to its usefulness though. Rather than granting 7 gold and Draft (with more draft for mines or quarries) it now simply grants 10 gold income base and 5 Production per adjacent mine, quarry or forester, letting it be used as a much more versatile improvement than before![/p][p][/p][h2]Unit Lineup[/h2][p][/p][h3]Tier 1[/h3][p]As both subcultures share their Tier 1 units, I will not reiterate them here.
[/p][h3]Tier 2[/h3][p]The focus on status effects is reflected in the Tier 2 unit variants the Cult of Tyranny fields: the Warlock and the Tyrant Guard.
[/p][h3]Warlock
[/h3][p][/p][p]The warlock is mostly as one remembers them, having been a favored unit even when the culture as a whole was considered weak.[/p][p][/p][p]Sundering Curse in particular had some changes, its impressive range remained. And its ability to apply debuffs likewise does but has become a bit more focused, instead focusing on sundering the defense and resistance of their targets. This has a 90% chance now rather than being guaranteed, but applying 2 of each on success combined with plenty of sources in the culture to reduce enemy status effect resistance, this should result in a more effective sundering of your foes![/p][p][/p][h3]Tyrant Guard[/h3][p][/p][p]The Tyrant Guard is a powerful anchor in the frontline. Utilizing status effects to lock down their foes and weather their attacks with contempt. Their base attack has a 60% chance to inflict Immobilized, which ensures their foes stay in melee with them rather than running away to strike more vulnerable targets.[/p][p][/p][p][/p][p]More notably their passive, Armor of Contempt, lets them weather attacks from debuffed enemies without suffering much of a scratch. They are exactly the unit you would want if you wanted to lock down the frontline while you barrage the foe with withering debuffs![/p][p][/p][h3]Tier 3[/h3][p][/p][p]Tyrant Knight[/p][p][/p][p]The Tyrant Knight, formerly the Dark Knight, after stealing the name from what is now the Subjugator, has taken on a new identity.[/p][p]The Tyrant Knight inflicts Weakened with its base attack, but more interestingly it has a new ability: Trample.[/p][p]
[/p][p]Knocking back the enemy and taking their place, this lets the Tyrant Knight disrupt enemy formations, getting as many enemies into its Aura of Tyranny as possible. And getting maximum use out of its passive effect: Despotic Vitality.[/p][p][/p][p][/p][p]To keep your Tyrant Knights in the fight, simply send them into the midst of battle. You will need to be careful not to overextend them of course, but they will prove disturbingly resilient to foes who fail to finish them off.[/p][p][/p][h3]Research Skills[/h3][p]Mark of Tyranny[/p][p][/p][p]This unit enchantment spreads the culture’s mechanic to non-culture units. Not much more to be said.
[/p][p]Baneful Curse[/p][p][/p][p]Unlike the old version which inflicted 1 weakened, sundered defense and resistance, the new version is more focused. Inflicting 2 weakened and Misfortune lets this be a powerful control debuff to reduce incoming damage from a dangerous group of foes! (and combo’s nicely with weakened resistance, or any Tyrant Guard you may have in the frontline!)
[/p][h3]Tyrannical Exploitation[/h3][p][/p][p][/p][p]This strategic spell is rather unique, costing no upkeep, rather this spell converts the Allegiance gain of the target Vassal into a modifier of their income. 20% per point of allegiance is nothing to scoff at and provides a powerful benefit to high-allegiance vassals well beyond maximizing their loyalty to your cause![/p][p][/p][h3]Outro[/h3][p][/p][p]This was a lot of writing in the end, and the culture’s creation likewise was a lot of work. In the end, I hope this provides you with new ways to express your characters, stories and build your empires in Age of Wonders 4. Whether you choose to be a Death Cult of assassins, Tyrannical Despots, Necromantic Theocrats or conniving Barons. I look forward to seeing what you create when you get your hands on them.[/p][p]These changes should be available in the Open Beta on Steam if you wish to give it a try early, and become available to everyone when Gargoyle update releases alongside Thrones of Blood on November 11th![/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]Follow us and be the first to know when we drop new content![/p][p]
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