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Age of Wonders 4 News

Все чудесатее и чудесатее: Наши первые впечатления от Age of Wonders 4

Вышедшая в 2014 году стратегия Age of Wonders III стала первой игрой, которую я обозревал для сайта GameMAG.ru. За прошедшие 9 лет многое изменилось, однако это сложно сказать в отношении жанра 4X-стратегий, события которых разворачиваются фэнтезийном сеттинге. 

Age of Wonders 4 Pre-Orders Available!


Rulers!

We are happy to announce that Age of Wonders 4 is finally available for pre-order on all supported platforms. Don’t miss the chance to rule a fantasy realm of your own design!

https://store.steampowered.com/app/1669000/Age_of_Wonders_4/

A new story trailer, showing the return of the terrifying Wizard Kings, was released today.

[previewyoutube][/previewyoutube]

The game now is available in two editions: Standard and Premium, which includes an Expansion pass with a decent discount of 18%. Regardless of which edition you buy, a special pre-order bonus will be waiting for you in the game after the release:



In the Age of Wonders 4 Expansion Pass, players will receive the following content:
  • Archmage Attire: The Wizards of Magehaven dress to impress, representing their grand personalities and ambitions. This outfit pack unlocks a new set of clothing you can wear as a whole, or to be mixed and matched with other in-game items. The Archmage Attire pack will be available instantly with the launch of Age of Wonders 4 for all Premium Edition players.
  • Dragon Dawn: Embrace the power of the Ancient Dragon Lords in the Age of Wonders 4: Dragon Dawn Content Pack. From your Dragon Throne, forge empires inhabited by reptilian minions and use draconic magic to evolve your people into dragon hybrids. This content pack includes a new Dragon Ruler type, a Reptilian Form, and New Tomes of Magic.
  • Empires and Ashes: The empires of mortals resurge after the devastation brought forth by the Wizard Kings! In the Age of Wonders 4: Empires and Ashes Expansion, players fuse magic and steel to unleash devastating war machines to drive the Godir back into the Astral Sea. This full expansion, includes a new Culture, new Tomes of Magic, new Empire Building options and a new Story Realm.
  • Primal Fury: Channel Nature’s Spirits in the Age of Wonders 4: Primal Fury Content Pack. Create races using new beastly forms and a primeval culture, with new Tomes of Magic that tap nature’s hidden powers and the Fey realms. Your surroundings will be able to contain new forms of wildlife, creatures and bountiful resources.
  • Eldritch Realms: The Age of Wonders 4: Eldritch RealmsExpansion opens portals to realms filled with arcane marvels and unspeakable horrors. New forces threaten the rule of the Godir of Magehaven. With new strange monsters, new racial forms, magical realms and locations, this full expansion will bring a new dimension to the game.

[h2]F.A.Q.[/h2]

What is a pre-order?
A “pre-order” allows you to place a reservation for a product prior to its scheduled release date.

Is there a pre-order bonus?
Yes! Pre-orders of both the Standard and Premium Editions of Age of Wonders 4 will award players with an additional ruler and armor set: Aric Rex, a Tigran High King, and his elegant Lion Plate armor, Imperial Cape, and Athlan Crown.

How can I pre-order the game?
You can do it here!

What are the Age of Wonders 4 editions?
There are two editions: Standard and Premium.

What will the premium edition include?
The premium edition includes the Base game and Expansion pass with an 18% discount.

What will the expansion pass include?

The following content:
  • Archmage Attire: Special outfit pack unlocks a new set of clothing you can wear as a whole, or to be mixed and matched with other in-game items.
  • Dragon Dawn: This content pack includes a new Dragon Ruler type, a Reptilian Form, and New Tomes of Magic;
  • Empires and Ashes: Full expansion includes a new Culture, new Tomes of Magic, new Empire Building options, and a new Story Realm.
  • Primal Fury content pack: Create races using new beastly forms and a primeval culture, with new Tomes of Magic that tap nature’s hidden powers and the Fey realms!
  • Eldritch Realms: With new strange monsters, new racial forms, magical realms, and locations, this full expansion will bring a new dimension to the game.
Please note: The content listed above will be available over time when the packs are released.



https://store.steampowered.com/app/1669000/Age_of_Wonders_4/

Dev Diary #7 — Exploration and Meeting the Neighbours


Hello there and welcome to a new Development Journal! My name is Lennart, Game Director for Age of Wonders 4. Today we’ll be looking at the early game exploration and “player versus environment” phase, where you'll get your bearings using your scouts, identify allies and threats, while looking for opportunities in the mythic lands around you. Scouting is more important than ever due to the large variety of Realms you venture to (see previous Dev Diary) and the decisions you make in the early game will have a big effect on the development of your empire.

[h2]
Vision on the World Map [/h2]

Unexplored Terrain is covered in animated mists that swirl around mountain tops. We rendered silhouettes of terrain features into the mist so you have some rough awareness of the lay of the land. The units you send out explore this terrain, revealing terrain features and the presence of settlements and armies. If explored hexagons exit the vision range of your units or structures, then they become part of the fog of war; meaning you can’t track enemy armies.

Some Units have Camouflage abilities allowing them to hide in particular terrain features. Sensor Range from Planetfall makes a return, as Remote Sensing. This allows you to sense enemy presence into the fog, and acts as an early warning system. A number of upgrades improve the range of this ability. At default this Remote Sensing is zero.



Scouting around a starting location. You can rotate the camera to appreciate the surroundings.


[h2]Scouting[/h2]

Every race has a Scout Unit coming from its culture. Scouts combine high mobility with far vision and have perks pending cultures. Their primary use is on the world map, in combat they can work as skirmishers pelting enemies with their ranged attacks. Examples:
  • The Dark Outrider has extra vision in the enemy domain and has camouflage abilities.
  • The Floating Mystic Projection has the ability to find Astral Echo pickups which grant knowledge and mana.

Scouts are best sent out into multiple directions from your starting town to explore for opportunities, threats and grab up undefended pickups here and there. Here are some noteworthy enhancements that help with scouting and exploration. Especially when playing on bigger maps it makes a lot of sense to invest in these early:
  • Wayfinder Enchantment and Enchanted Crows: These Enchantments (spells sustained by mana) enhance scout movement rate and scout vision ranges respectively.
  • Seafaring: This early skill can be bought from the Empire Skill Tree. A significant investment (Imperium is also used for expanding your realm), but worth it as the first players to embark can retrieve floating treasures scattered across the seas and can use knowledge of the coast lines to their advantage.
  • Excavation: Another skill that can be acquired from the empire tree (though underground races start the game with it) that allows units to dig through earth. Excavated provinces reveal treasures but also threats. So be careful!
  • Advanced Sensing: An Empire Skill in the General Branch. Allows you to detect enemies in unexplored terrain.
  • Force March: This comes in towards the later stages of the early game and allows players to spend mana to double a stack’s movement in a turn; helping them cross large distances. The cost varies on stack size and the marches cause units to take damage so rush tactics are less effective.

Of course there are other skills in the Empire Tree and Tomes that can help your scouts, but that will need to wait for a later diary!

[h2]Map Locations [/h2]

You’ll discover points of interest that will help you in your empire building endeavors. While scouting you can snap up some unguarded pickups here and there (which can be highly lucrative in itself) the main point is to identify expansion targets, as well as threats looming in the mists. Here are the main location categories you can encounter on the map:
  • Pickups: These stashes of resources boost the early game economy. Lower tier ones are unguarded and can be picked up by lone scouts. In addition to base resources we have things such as Creature Cages which give you a free unit as well as Battle Standards which increase rank/level of all units in an army.
  • Resource Nodes. All provinces provide income but Resource Nodes such as Pastures, Deposits and Mana springs provide a good bonus and unlock special province improvement types for your cities (more in a future dev journal about Cities and Economy).
  • These provide a unique benefit when located in your domain; and if you gather all three of a type another bonus kicks in. Given their rarity you may have to trade with other players or free cities to complete your sets. Heavily guarded unless positioned in enemy domains.



This UI gives an overview of your Magic Materials. Trade to complete your sets.
  • Ancient Wonders: These landmarks are of exceptional value and require an army led by a hero to explore. Quite a few improvements have been made to these sites, warranting a separate upcoming development journal.

These locations listed above may be found in the uncharted wilderness, but some are unfortunately located inside the territories of NPC factions: The Free Cities and the always hostile Infestations.

[h2]Clearing Nodes and Leveling Up[/h2]

With the area around you scouted, it’s time for your army to clear the baddies off of the nodes so your settlement can annex and start to draw income from them. Node clearing in itself is also lucrative; giving significant rewards after the battle. The battle experience levels up Heroes and units, and you can kit your heroes out with the retrieved loot.

In AoW3 losing a unit during these early PvE battles could be very painful as the development of your starting city would stall building replacements. With AoW4’s separate production queues for units and buildings, that's much less of an issue. So don’t sit idly with your army at the start of the game; clear those nodes and get a head start!

[h2]Outposts[/h2]

If you’ve found and cleared a cluster of resource nodes some distance away from your capital you can claim them by building outposts with a hero-lead army. Outposts can later be turned into a full city at the cost of Imperium. Outposts project province claims around them too and are a source of early tension with other players and free cities.

In Age of Wonders 4 outposts can be upgraded in multiple ways: there’s walls, watcher towers and they can even annex a nearby province such as an Ancient Wonder.

[h2]Infestations[/h2]

Infestations replace the monster spawners found in earlier games. These are the territories of various baddies; from brigands to crazed cultists as well as various monsters.

In AoW4 Infestations have a domain as indicated by an ominous red border, with a spawner at its heart. Infestations come in three power levels, but all increase in size and strength as the game progresses.

Encountering an Astral Rift while scouting the mountains.


High level Spawners like the Astral Rift have battlefield enchantments.

  • At the very start of the game infestations are asleep; meaning they don’t have patrols and do not send out raids.
  • When their sleep timer runs out they wake up. The player gets a warning when nearby Infestations send out raids.They will pillage your provinces and may even besiege towns.
  • Players should prioritize destroying nearby Infestations before they become a problem; but this may come at the expense of taking over another significant location in the early game (like an Ancient Wonder or City)
  • Infestation domain gradually grows province by province. When it overlaps with your own cities raids on your province improvements will be frequent.
  • Taking out the Spawner will destroy the domain and provide some treasure, generally a significant resource reward and Hero Items.
  • Infestations Territories often contain clusters of resources, making them great settling spots once they are cleared.
  • Note that new Infestations can appear later in the game, depending on world threat level.



The Karagh is one of terrifying Infestation Monsters with its ability to eat your units.
[h2]Free Cities [/h2]

Free cities are the minor factions of Age of Wonders 4; they consist of single cities controlling a cluster of provinces on the map that are pre-placed. Some are nearby; while others are more distant or hidden away in the underground. In the conflict between the Godir, they will join the larger empires through diplomacy or force, where they can turn into loyal vassals or be absorbed into your empire. A lot has changed since Age of Wonders 3.


Meeting a friendly neighbor.


Free Cities often have rare resources in their domains.

  • Free Cities are led by a hero; who is the Free City’s face during negotiations and narrative events. When a Free City joins peacefully the lord or lady joins you as one of your heroes. (or if you attack, you face them on the battlefield!)
  • Free Cities are inhabited by one one of the main races in the Realm. Generally one of towns near to your starting location is of the same race as your starting race.
  • Free Cities vary in power, affecting the territory they control, the units at their disposal and their city defenses. Some High Tier Houses are Attuned to a particular Affinity, giving them access to magical powers and transformations. These can work against you in battle but also for you if you are able to befriend them.

High Tier Toadkin: Masters of Shadow modifying their units, spells and domain.

  • You start negotiations with Free Cities by handing them one of your Whispering Stones, which opens up direct communications with them. Most factions start with a single Whispering Stone, but you can increase the amount through Empire Skills and starting Traits.
  • Note that some Free cities start off hostile towards you or may turn hostile if your relations diminish. As with Infestations; they may send raids towards your lands. Leave them be at your own peril! (You can try and befriend them though; especially a valid strategy for Good / Order Players)
  • Free Cities will also have defenders outside of their domain, guarding valuable resource nodes and magic materials. This creates interesting trade offs. If you want them removed from their location you can fight them but there is also a more diplomatic approach through narrative map encounter events:



Some Node Guards belong to free cities; attacking them will have consequences.
  • With a Whispering Stone assigned, the town will build up Allegiance towards you. The organic rate is determined by your Relation with the town; the higher your relation the faster the town can be integrated. The UI Contains an Allegiance progress bar with Pacts marked on it. If a rival ruler is in negotiations with them their shield is rendered on the gauge too. From neutral up, the Diplomatic Pacts are:
    • Pact of Cooperation: Opens the Borders and enables basic trading.
    • Pact of Loyalty: Shared Vision. You can now build in claimed provinces. Will join in fights against nearby marauders using the reinforcement system and will join in the Rally of the Lieges.
    • Pact of Vassalage: Shares Income and Magic Materials; joins you in wars. Negotiations can further be improved to lead to more benefits and eventually Full Integration.
  • However, you might not be the only one chasing after the loyalty of the Free Cities as other rulers intend on gaining vassals as well. In this fierce competition you may upset other rulers when you achieve vassalage with a Free City.
  • Your Relation gets initialized at the start of the game depending on affinity and alignment compatibility. Rulers with a Mortal Champion Origin get a +100 relation bonus to all Free Cities.
  • During gameplay your relationship can be modified positively or negatively. Some common modifiers include:
    • Narrative events: them asking your aid, inviting you to banquets or requesting that you defeat a rival lord in another free city. Your response will generally affect your relation and/or allegiance.
    • Trespassing through their domain or claiming territory near them will negatively impact your relation if you don’t have the appropriate treaties in place.
    • Heroes hailing from Free Cities may join your services. Hiring them will increase your relationship. Don’t get them killed. (al though if you keep their body it may have interesting options down the line…)
    • Other events involve captured heroes you see here:

Defeating heroes in battle sends them to your crypt or prison, leading to interesting possibilities.
  • You can boost the Allegiance once per turn by spending Imperium. This can help you get the town quicker, and surpass other competitors. Spend Imperium wisely as burning through it in negotiations will mean you have to delay acquiring empire skills and it will take you longer to turn a vassal into a fully integrated town or build new towns of your own.
  • When you reach high enough Allegiance the town becomes a Vassal; meaning that you have won the race of and other players can not get them except through force.
  • From here on you can decide to keep them as vassals, especially if your empire can not administer more towns due to its city cap being reached. You can even turn your own cities into vassals to prevent penalties coming from the city cap. As vassals, the cities provide income and points for the Rally of the Lieges, which is a good way to levy troops from outside your domain and own unit roster.
  • These bonuses from vassals can still increase further (or diminish!) as the allegiance and vassalage state of the City changes, ranging from “Denying Tributary” to “Flourising Vassalage”, eventually allowing you to fully take over the city and integrate them.
  • The lower end of this scale is for Vassals with low allegiance; particularly Vassals that have been forced into submission after taking the town from an enemy ruler and choosing to vassalize them instead of going for full integration.


[h2]Rally of the Lieges
[/h2]
The Rally of the Lieges is an event that spawns after a number of turns; allowing you to recruit units from Free Cities and the Ancient Wonders that you have cleared. You can recruit units to your Capital or use them to bolster the Free City itself.
  • Gathering Vassals helps secure extra resources and units through the Rally of the Lieges. Choosing the right Empire Skills can also lead to several tactical advantages against other players if you time these unlocks well. For example:
    • Playing Order grants access to powerful unlocks that help you gain allegiance faster and to gain an extra whispering stone but it also makes it possible to, only once, start a Rally of the Lieges instantly where all the units are free and you have added points for recruiting them!
    • Shadow Affinity allows you to profit from Free Cities in different ways by having whispering stones give extra vision and also by allowing you to assign your whispering stones to someone else’s vassal and gaining tribute from that city equal to their own!


[h2]Wrapping Up[/h2]

I hope this journal gives you an idea of what the early game of Age of Wonders 4 is like. By themselves the systems have seen a strong evolution since AoW3, but where I think the biggest differences lie is the extent that these systems are interwoven with each other, leading to interesting trade offs, surprises and varied gameplay. Following Dev Journals will go in depth on Ancient Wonders, Combat, Cities, and PVP Diplomacy.



https://store.steampowered.com/app/1669000/Age_of_Wonders_4/

Dev Diary #6 - Narrative Events



Hello everyone and welcome to today’s development diary about Narrative Events. I am Jakob (@Eomolch) from Triumph’s narrative team and I’ll be picking up where my colleague Michelle (@MichelleTriumph) left off two weeks ago with her more lore and story focused journal.

[h2]Introduction[/h2]
In a wider sense Narrative Events have been a part of the Age of Wonders series ever since the original Age of Wonders. Back in AoW 1-3 they came as a dialogue based message system, which would feature some plot-defining choices and was generally restricted to the campaign mode of the game. Then, in Planetfall, Anomalous Sites made an appearance bringing dungeon crawling options with branching story and outcome to randomly generated maps. Now, for Age of Wonders 4, we have developed a system that unifies our interactive narrative content in one framework to bring Narrative Events to Story Realms and regular Realms (sandbox sessions) alike.

  • On a content level, a single Narrative Event is a mini-story presented to the player, followed by different options to react to the situation at hand, where each option will (typically) result in a different outcome in terms of gameplay consequences.
  • On a system level however, the flow of Narrative Events is uniquely tailored towards the player and their faction, analyzing the player situation, factoring in player actions and choices, with each Narrative Event becoming part of the player’s personal narrative.
  • Lastly, on a gameplay level, Narrative Events will provide meaningful choices to the player, through trade-offs that connect game play systems which normally would not interact with each other and unique rewards that can give a player tools outside their core strategy. When a moral dilemma is at odds with an economic one, many a benevolent Godir has been lured on the path of evil in this fourth Age of Wonders…

[h2]Event Format[/h2]


When it comes to the presentation of our Narrative Events, our art and UI team has blessed us with beautiful scenes in which one (or sometimes multiple) of our event actors are getting rendered in 3D. Those scenes are dynamic and will adjust to the locations, structures or factions involved. Ambient sounds, occasional weather effects and music tracks invite the player into a rich, living game world.

Transparency and player information are of high importance in a strategy game like ours. Therefore our event options give a full tooltip breakdown of all the gameplay effects that will happen when a button is clicked. This is complemented by tooltip (in tooltip) information for gameplay entities, concepts and lore, allowing players to make well-informed decisions within our events.

Inspecting the player city Centerspike through tooltips

[h2]Event Types and Conditions[/h2]
Our Narrative Events come in many different types and flavors, and can be categorized in different ways. From a player perspective an intuitive way to sort them is by assigning them to the following three groups:

[h3]Type 1: Exploration Events[/h3]

These are all events that will happen as a direct response to a player army movement, be it due to gaining vision of an unknown faction or an encounter with another army on the map. They promote exploration and give a narrative context to the locations, factions and armies you find on the map.

The guards of Dawnspire need a break.

The above example is an encounter with a Free City army guarding a resource node. It allows the player to peacefully take over the structure, while also giving room for special interactions (here, hiring some of the guards) or a surprise attack.

This is only one archetype of exploration events we have in the game, others include army surrenders, Free City diplomatic meet events and our dungeon exploration events when entering an Ancient Wonder (which will be looked at in their own dev diary later on :) ).

[h3]Type 2: Emergent Events[/h3]

These events always happen at the start of the player's turn. They are diverse in their theme, actors and options and will come with a sense of surprise to the player, though the narrative will provide a context and usually leave some clues why the particular event is happening.

Each Narrative Event within the pool of events the player may receive comes with a custom set of conditions and settings, reflecting on the player situation, but also the general state of the map and factions present. They are managed by what we call our Story Flow System, which provides the player with a steady stream of narrative events in a controlled and fair fashion. Fairness and balance is of importance since our narrative events are given to AI players and are active in multiplayer mode too. Naturally, with an inherently random system such as this one, some RNG with lucky or unlucky event picks for a particular player will still happen. But we have paid much attention to event reward and cost balancing and scaling, as well as the scope and frequency of narrative events, to ensure that the system integrates well into the competitive strategy game that is Age of Wonders 4.

This event may happen for a city with a strong military focus.

[h3]Type 3: Quests[/h3]

The two event types we discussed so far were all instant in their resolution and consequences (even if some of those consequences may have a longer lasting effect). Quests as the third type give the player a task to complete within a given time and are presented in the same format with a Narrative Event starting and ending the quest. Just like regular events, quests may be offered to the player from different types of sources including Free Cities, heroes or the player’s own population (cities). We have 7 archetypes of quest objectives in the main game, ranging from standard “defeat this army” quests to diplomatic quests to improve the standing with a Free City. (More types of objectives may be encountered in our story missions ;))

A hero asks for the broken weapon of his kin to be reforged.

In the above example, the player is asked to obtain a Magic Material, which are special resource nodes on the map that the player may connect to their cities for unique empire buffs. The quest already foreshadows the rewards that will be given to the player upon completion. However the exact rewards are not revealed to not undermine the narrative with spoilers. The “Mystery Bonus” is what the player will pick in the completion event of the quest.

Quest completions are set up as “pick your own reward” events.

[h2]Roleplaying Event Choices[/h2]
Role-playing is an important part of Age of Wonders 4. What starts with faction creation, ruler customization and continues in game with tome picks and empire building is also complemented by narrative event choices that will suit different types of characters.

To support this we have different types of choice options in our Narrative Events. On the one hand there are good and evil deeds that inform the alignment of the player. The most extreme ones of those will only be available if you are already at a certain level of good or evil alignment and will otherwise be hidden.

On the other hand we have Affinity Checks, where the player ruler attempts to channel their magical skill in order to resolve a problem. They are similar to pen and paper roleplaying actions, where a challenge level and dice roll are compared to the stat of a character, only that in our game the affinity scores of the player empire are used instead.

  • Affinity Checks are hidden until the player empire has a high enough matching affinity (namely it must be as high as the challenge level of the check)
  • They are the only options in our events with a random chance attached. Still you can see beforehand the results of each possible outcome within the button tooltip.
  • The success chance is 50% when the affinity score equals the challenge level
  • Each affinity point on top will increase the chances of success by 10% (yes, this means guaranteed success is possible)
  • A lower success chance than 50% is not possible (then the option is still hidden)
  • Next to the gameplay effects, there are short narrative snippets within the tooltip that provide further context to what will happen with each outcome.
  • Affinity Checks are marked with a matching button icon, so they may easily be spotted when they are unlocked.
  • Failing an affinity check will always result in the player ruler temporarily losing affinity points of the involved affinity.

Negotiations with toads. Time to find the right antidote…

There are some other affinity informed options that do not involve affinity checks, but we will leave those to be explored within the game itself.

[h2]Dynamic Text[/h2]

Attentive readers of this dev diary will have noticed the many underlined text snippets within the narrative text and tooltips.



As can be seen above those underlined words indicate that a tooltip (in tooltip) is available, but it also gives a hint to the amount of dynamic text present in our Narrative Events. Dynamic means that the exact text is dependent on the specific context of the event instance when the Narrative Event is shown to the player. In the screenshot above this is the Free City name and the name of its Lord or Lady, but there could be other qualities derived from gameplay entities: titles, unit names, hero items, world map structures, etc… They are needed to keep up with the procedural nature of our game and promote replayability by giving variation to the same base event in different instances. Remember the quest about the shattered Chaos Orb? In another playthrough it may be about a Sword instead and in yet another about a famous Axe.

Normally dynamic text insertions cause all kinds of linguistic problems, starting with gendered text when the grammatical gender of the inserted words asks for different text versions - pronouns, adjectives, articles, all may change with what we insert and this gets amplified once texts are being translated (or localized as we say) into other languages. Often this means that the writing needs to adhere to many additional restrictions, the quality of translations will suffer or that inserting this many derived text entries is simply not possible (without breaking grammar).

However for Age of Wonders 4 we could secure the service of the Lingoona Grammar module and integrate it into our own pipeline. It is a linguistic engine that is made for supporting text variable insertions, parsing our text and making it conform with the correct grammar as long as we use its syntax where needed and annotate all text insertions properly. As a brief example of what this actually means let us look at the following sentence from a Narrative Event:



It contains two inserted text entries (a hero (blue) and the player leader title(yellow)) and several pronoun (red) references to the hero. In the source text this looks like that:



As can be seen EventHero and PlayerLeader are both stored as variables in this Narrative Event. Using a mix of our own custom markup and the lingoona markup syntax then lets this source text be parsed in what could be seen above. (What is not visible here is that hero names and leader titles that may be inserted here all have annotations added to their string as well!)

[h2]Event Scripting [/h2]

Following up with some more tech, we can take a brief look at how our Narrative Events are set up under the hood. Generally speaking they are managed through our Resource Editor, which is our primary development tool for non-art asset content and system settings of the game. What makes the Narrative Events different from regular resource types is that they are heavily entwined with scripts. For this we have taken the Trigger System from Planetfall and pushed it to the next level.

The Trigger System is a modular high level scripting language that comes with a visual interface and lets us combine and instantiate the building blocks provided by our gameplay programmers to read and interact with the game and the state of a player getting the narrative event. At the core the scripting blocks are divided into four types:

  • Events
    These are the trigger moments that make the game evaluate the script.
  • Setups
    These are the variables created and stored as context of the script.
    (These may also contain conditions further defining the variable content.)
  • Conditions
    The conditions that must be fulfilled for the script to be valid and execute its actions.
  • Actions
    The changes the script makes to the game or player UX.
A sample narrative event script at its highest level. More actions and conditions are attached to the individual button options of the narrative event.

The first layer of a variable creation script - all input fields are further defined in deeper layers of the script.

The trigger system is a very powerful tool, which includes many goodies you would expect from a simple programming language, such as core logical and mathematical operators, if/then statements and loops. It also allows the creation of Macros, which may be called in other scripts (or Macros ;-)) and are a vital boon for keeping our narrative event content consistent and maintainable.

For the community perhaps the greatest advantage of our narrative event setup (and part of the reason to make a more implementation focused detour in this dev diary) is that they will be fully moddable when the game comes out, as they are contained within the Resource Editor. This means that it will be possible to mod in new narrative events, also ones that completely deviate from the event content we developers have created. A fair warning that this will involve a quite steep learning curve, but I know by experience that the Age of Wonders modding community has very dedicated and talented members among them, who do not fear challenges like this one.

[h2]Conclusion[/h2]

To reflect a bit on what we have read in this dev diary, it can be said from a developer perspective that with the Narrative Event framework and their surrounding systems we have created a powerful narrative tool, which has enough robustness and flexibility to support any narrative ambitions we (will) have for the ongoing development and support of the game.

From a player perspective, the Narrative Events we created will lead to personal stories and immersion within the gameworld that is more tangible and player agency driven than ever before within an Age of Wonders game. Where previous Age of Wonders excelled at bespoke Campaign storytelling, the Narrative Events are set up to give previous campaign players an intriguing experience in all modes of our game, not just the Story Realms.

I thank you all for reading my dev diary :)

Best regards, Eomolch



https://store.steampowered.com/app/1669000/Age_of_Wonders_4/

Dev Diary #5 — Faction Creation: Dwarves of the Underworld



Hello everyone, my name’s Tom Bird and I’m a senior developer at Triumph Studios. In today's Dev Diary, we will create our own faction — classical Dwarfs. We will also have a deeper look into the Forms and traits they can have. Together with Lennart I've recorded a special gameplay video where we take these for a spin in game. Check it out!

[previewyoutube][/previewyoutube]

In the stream, my mission was to make classical Dwarves, as tropey as I could, so the Materium focus was a no brainer. Materium is all about the physical world, and how to manipulate it, it focuses on physical damage, though there is some fire later on when you start destroying sectors with volcanic eruptions!

[h3]The Industrious Culture[/h3]

The Materium culture is called Industrious, and it gives us a good starting point:



Industrious armies sacrifice mobility for defensive power, and generally work best when they let the enemy come to them.



The Anvil Guard is the starting front line unit. It has very high defense making him very resilient against physical attacks, and can taunt enemies to force them to target him.

Like all Industrious units, he has the Bolstering passive:

Bolstering
  • Unit gains Bolstered Defense when it sustains damage. This works once per turn.

Bolstered Defense increases our resistance to physical damage, so this means that the more people who hit him, the tougher he gets!



The Arbalest is our other starting unit. She can only fire once per turn, and her default attack does low damage. Her main strength comes from her Overdraw attack, which she can only use if she hasn’t moved during her turn. This means that she’s best placed behind the shield wall waiting for enemies to come to her.



The Steelshaper is our support unit. Unlike most other support units, she does physical damage with her main attack, meaning Industrious units have no native way of applying non-physical damage. Her main strength is her Grant Defense ability, which allows her to add more stacks of Bolstered Defense to any nearby ally.

This can then be combined with Strength from Steel, which lets her convert those stacks of Bolstered Defense (as well as any gained from the Bolstering passive) into healing power and stacks of Strengthened to increase the unit’s damage!



The Halberdier is our polearm unit, who sacrifices some defensive power for retaliation runes that reflect damage back on melee attackers. Typically you want this guy on the very front line, with a Shield unit in defense mode next to him, to boost his defenses.



Not actually shown on the stream (I forgot to build them!) is the Bastion, a shield specialist who replaces the Anvil Guard’s taunt for the Inspiring Defense passive:

Inspiring Defense
  • When this unit enters defense mode, adjacent allies gain 1 stack of Bolstered Defense.

A couple of Bastions can easily stack big defensive buffs onto an army, which can then be converted by the Steelshapers into health.



The Industrious culture also has this useful spell, which lets you take all of that defense and convert it to Strengthened and Fortune stacks, giving a big boost to damage and critical chance!

[h3]Form and Traits[/h3]
As well as a culture, we also get to choose traits and a tome to define our new Dwarfy faction!
First we pick our form traits!



The default Body Trait for Dwarfkin is:

Tough
  • +2 defense to all units

This means we’re more resistant to physical damage, however Industrious already has a lot of physical defense, so we can get rid of this. Our problem is more magical attacks! So we replace it with:

Resilient
  • +3 status resistance

This helps our units resist status effects, such as being frozen or Sundered Defense, which could strip away the Bolstered Resistance that our units rely on.

The default Mind Traits for Dwarfkin is:

Defensive Tactics
  • Gains a non-stacking bonus of +1 defense and +1 resistance when adjacent to another unit with this passive.

So we take less damage in close formations. Since Industrious rely a lot on Shield Units, who can use their defense mode to protect adjacent allies, this is a very strong choice. However, we are Dwarves who live beneath the ground, so we replace it with:

Underground Adaptation
  • Units move faster underground. Also cities can build farms underground for more food, and the faction starts with the Excavation ability.

So we give up a powerful combat bonus, for a powerful economic one!

[h3]Society Traits[/h3]
As well as traits for our form, we can also choose traits that shape our society! These traits are associated with affinities, and since we’re using the Materium affinity for our culture, it feels appropriate to pick traits from that affinity as well!



Great Builders is just so Dwarfy that it simply has to be chosen. Although we can build farms underground, quarries are also very useful and being able to get gold from them can be worth a lot of money which we’ll need for our armies.

Special Province improvements allow us to replace our boring old quarries and farms with Golem Enhanced Mines and Runecarver Encampments that generate extra resources, so having more of these is always useful!

Finally, starting with a workshop and walls will give a nice early boost to our city's economy as well as keeping us a bit safer to boot!



Runesmiths was our other choice, a trait that supercharges our ability to deploy Unit Enchantments - powerful spells that grant bonuses to our troops. We will be able to research these faster and they will cost less mana for us to sustain, which given that upkeep is the major limiter in game of army size is a very valuable bonus!

As a happy coincidence, it also gives a bonus to our shield and polearm units, both of which we will be deploying en masse!

[h3]Tomes of Magic
[/h3]
The next big decision of our build is what tome we should choose! Since I was still in all-materium-all-the-time, I settled for the Tome of Enchantment:



This tome is, unsurprisingly, specialized in deploying a lot of unit enchantments which synergizes nicely with our Runesmiths trait! It also has:

Spell Tempered Shields
  • Shield units gain +1 resistance, and grant +1 resistance to allies when they enter defense mode.

This enchantment helps mitigate the biggest vulnerability that Industrious armies have - weakness to magical damage.

We also get:

Sundering Blades
  • Melee units have a 60% chance to apply sundered defense to targets with their attacks

Sundered Defense means the target is more vulnerable to physical damage, which is handy since that’s the only sort of damage that Industrious units use!

Seeker Arrows
  • Ranged Units gain +1 range on all attacks

This only affects our Arbalests right now (Ranged Unit is a type, so it doesn’t affect Support Units or Battle Mage Units who also have ranged attacks), but +1 range is very useful - Players going for archer heavy armies sometimes pick this tome just to get their hands on that enchantment!

Summon Animated Armor gets us this guy:



It’s a pretty normal Pikeman unit, not as good as our Industrious Halbardiers though it does have the advantage of being immune to status effects and morale. The main advantage though is that it is summoned instead of built in cities, making it much easier to deploy to locations away from our cities!

Awakened Tools
  • The affected city loses 20 stability, but gains 20 production and draft while this spell is running.

This spell is particularly useful on newly founded cities, allowing them to quickly construct new buildings and units. We’re still limited by the gold cost of these things of course, and with larger cities the stability cost can be too high for this spell to be useful.

Runecarver’s Camp
  • This Special Province improvement grants +15 draft to the city, and an additional +3 mana for each adjacent quarry. It counts as a quarry itself.

Normally you can only get mana from provinces by building conduits on mana nodes and magic materials, both of which are pretty rare, so the ability to get a bit more mana from our provinces is definitely helpful. Especially since it synergizes with Quarries, which our Great Builder’s trait has also granted gold income too!

[h3]Empire Tree[/h3]
Now that we’ve explained how we’ve made our Dwarf Faction, let’s have a quick look at some of the Empire Tree upgrades that we can take when we play with them!

When the game starts we’ve maxed out Materium, so we’ll be looking at that part of the tree.



Military Engineering is a nice pick to grab early in the game, it gives us an edge for claiming terrain in the early game. Also, if an outpost has a Palisade Wall, that wall will also be present if the outpost is upgraded to a city, helping us keep our new cities safe.



Our Great Builders trait lets us build Special Province Improvements faster, so taking Specialist Districts so that they also give us gold income makes a nice extra for us!



If we had some spare imperium, the Rite of the Armorer would give us a unique piece of master-crafted armor to give to our leader.



Obviously Dwarves should be masters of siege warfare, so this is a nice pickup for later in the game. Siege Projects can be very expensive!

[h3]The Future[/h3]
So what does the later game hold for our valiant Dwarves? I’ve already written too much, but I can show you a few glimpses of what’s available.



We can transform their skin to steel to protect us from physical damage and poisons.



The Tome of the Crucible lets us sweep whole provinces with Pyroclastic Flames and rain Meteors in combat.



The Golden Golem is the most powerful Polearm unit in the game, capable of turning it’s enemies into golden statues.

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And that’s it for this week. I hope you enjoyed this detailed look into how we designed our Dwarf faction and what they can do! Tune in next week to learn more about Narrative Events!



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