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Open Beta branch is now available!


Hello everyone!

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

See below for more patch notes like balance fixes!

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

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

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

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

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

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

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

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

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


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


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

[h2]Leaving Feedback[/h2]

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

Open the Discussion

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

[h2]Complete Patch Notes[/h2]

Check out the full list of changes here

Age of Wonders 4 - Wyvern Update 1.1

Mighty Rulers,

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


Game Version: 1.003.003. 80377




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


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


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


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



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

Dragon Dawn Content Pack and Wyvern Update out now!



The Dragons are Here!

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

On this blessed day we celebrate the arrival of these majestic creatures, as heralded by the varied Lizardfolk, the Dragon Dawn Content Pack is now available. With Dragon Lords, Lizardfolk, new Tomes and more a whole cornucopia of enjoyment awaits! Coming in underneath the Dragons wings is the Wyvern Update, a free update that is available for everyone. Don’t underestimate the size of this creature though, as it brings quite a lot to the table. You can check below for all the details on expansion features and the free update.

[previewyoutube][/previewyoutube]

[h2]Dragon Dawn Content Pack[/h2]

New Form: Lizardfolk
The Lizardfolk are back, and they’re not alone. Create or become the ruler of a cold-blooded reptilian race. Using a variety of heads ranging from Snake to Aligator to Gecko, you can enjoy Age of Wonders 4 from a different point of view.

New Godir Origin: Dragon Ruler
Awaken from your Slumber and regain control over your creations as a Dragon Ruler. Dragon Rulers have access to powerful Dragon Skill, gain additional Gold for unequipped items and become more attuned with your Affinity as you evolve. With a breath of customisation options you can create the Dragon you’ve always wanted to be.
  • 6 Affinity Attunements, affecting the dragon’s breath weapon.
  • Own Skill tree with unique Dragon Skills - Devour the enemy whole or inspire them with a magical roar!
  • Gain additional Gold for unequipped items amassing a Dragon Hoard of your own
  • 6 Unique Transformations through Signature Skills - Evolve your dragon!


New Tomes
Experience the power of Evolution and Dragons with the new Chaos & Nature Tomes. The Tome of Evolution is a Tier 1 Tome that focuses on nurturing primal forces and turning them into formidable allies. The Tome of Dragons lets you revel in the power of dragons and allows their flames to empower your people.

New Realm: The Ashen War
This Realm Template draws the player into a cataclysmic battle between six Elder Dragons, with unique powers. The player can side with the Reshapers, guarding the Cosmic Balance between Creation and Destruction, the Dawnwardens, fighting to maintain the precious beauty of life and spirit, or try to take the world for themselves!

[h3]Even More Content [/h3]
Alongside the highlighted content above you’ll also encounter:
  • 4 new Premade Rulers, including the return of Tempest and his Stormborn Draconians
  • New Dragon Ruler Events and new Event Options tail-ormade for Dragon Rulers
  • New Wildlife Compositions that expand the variety of Units you’ll encounter


Check out the Release Stream from today!
[previewyoutube][/previewyoutube]

[h2]Wyvern Update[/h2]


[h3]Faction Creation[/h3]
We've added a Create Faction button which takes you directly into the Faction Creation Flow. You can create a new Faction from the ground up, edit an existing Faction or Generate a Random Ruler using the new Random Ruler Feature.

Random Rulers can be generated from the standalone Faction Creation, or the Create Faction Flow in both Single as well as Multiplayer. Just go to your Custom Rulers tab, hit Random Ruler and watch as a new Ruler appears before your eyes. Not happy with what you see? Just Reroll, or edit the ruler to smooth out those rough edges.

[h3]New Traits[/h3]
We also added two new traits for use when creating your faction. The Poisonous Body Trait can be found as the default trait on the Lizardfolk, but is also very well suited to make venomous Toads.

Inspired by the new Dragon Hoards, you can also make a hoard of your own with the Artifact Hoarders Society Trait. This Materium Trait will provide Mana Income for any unequipped Hero Items you have in your Inventory.


[h3]Cavalry & Mounted Units[/h3]
We've heard you loud and clear. You wanted more mounted units, so we have put several units on top of Horses, Wolf, Boars and the likes. The Mystic Spellbreaker, Hound Master and Wild Speaker units are now permanently mounted, while units like the Dark Pursuer, High Dawn Defender and Glade Runner will get mounts when paired with a Exotic Mount Trait.
These units will also be more easily recognized thanks to the new “Optional Cavalry” tag in the unit panel encyclopedia.


[h3]World Map Improvements[/h3]
The World Map has received a little bit of love and care, nothing too major but we wanted to give it a bit of a spotlight. You’ll get to explore your own origins further with additional Ruler Origin events. By popular request we’ve added a Dismantle City Ruin Operation which allows you to remove those pesky City Ruins and the Castle Ruins Ancient Wonder has gotten a metamorphosis thanks to a brand new Combat Map. Finally, excavating Diggable Earth in the Underground doesn’t just uncover Pickups or Marauders anymore, it can also uncover resource Nodes and Magic Materials.

For the full list of change notes, please visit: Age of Wonders 4 - Wyvern Update.
And if you want to know more about what the future holds, you can check out our Roadmap:



Dev Diary #20: Roadmap 2023

Hi there!

After the release of the Dragon Dawn Content Pack and the associated Wyvern Update, it's time to look ahead. I'm Lennart Sas, game director of the Age of Wonders series. Today, we're sharing our Roadmap for 2023, highlighting the free updates in store. In this Development Diary, we'll delve deeper into our plans, show what we have coming up and the reasoning behind it.



Fan Focus

Age of Wonders 4 had an exceptional launch, with record sales and critical acclaim. This game is Triumph's most ambitious and complex to date, offering more systems and customization options than ever before.

Our goal extends beyond providing a fun experience for role-players and tinkerers. We aim to cater to power gamers, strategy connoisseurs, modders and multiplayer fans; you, the core of our community!

Foundations

Our initial focus was to improve core tech for stability, performance, and multiplayer. The recent Wyvern Update has already made significant progress in these areas. Check out the Wyvern update patch notes for more information. Of course future patches will continue to improve stability.

Major AI Update

In a symmetrical strategy game like ours, the AI plays a vital role. We've been working tirelessly to enhance its performance, making it more proactive in general and proficient in various subsystems. This Summer's Watcher update will prioritize major AI improvements. Due to the complex nature of the AI we unfortunately could not bring AI fixes earlier, for the Wyvern Update.

Freedom versus Constraints

Some design choices (either intentionally or unintentionally) resulted in an overly flexible experience where everything is possible. While accessibility is important, we want choices to have consequences and factions to develop distinctively. We are planning to make significant effort in tightening several aspects of the game in the upcoming updates.

Research Flow

One of our highest priorities is revamping the research system. Currently, it's too easy to acquire an abundance of Tomes, causing balance issues and often resulting in homogenous end-game factions. Our changes will limit players to a subset of Tomes and Affinities in a single session, encouraging more meaningful choices and stronger faction identities.

More Checks and Balances

We'll be introducing additional checks and balances to various mechanics, such as tightening rules for casting summons, limiting the impact of direct damage spells on the world map, and imposing more severe penalties for exceeding the Hero Cap.

Victory Conditions

We aim to make winning feel like a true achievement and ensure losing feels fair. We acknowledge the need for improvement in Magic Victory, which often occurs too early and doesn’t scale along with map size / session length. We want player factions to actively prevent opponents from reaching victory, rather than relying on PvE pressure. Expect a reworked Magic Victory in the upcoming Watcher update. Seals Victory will return as a premium feature for Empires and Ashes.

Maps

While map generation systems continue to evolve, there are specific areas we want to give extra attention to. For the Watcher Update, we're enhancing the Underground, making caverns more spacious and valuable, relocating the Ore-class of magic materials predominantly underground, granting higher annex ranges for underground cities, and introducing themed Infestations through excavations.

Water gameplay improvements are also planned, offering more reasons to explore and ways to exploit water provinces, as well as enhancing naval encounters. Lava gameplay, including lava walking and faction-specific lava sector exploitation, is under consideration for future updates.

We will increase the number of notches on player distance / relative map size so there is some more granularity there.

New Features

In addition to addressing issues, we're dedicated to introducing exciting new free features. The Golem update will bring a War Coordination system for Vassals and other players, allowing you to request assistance in attacking specific targets. We're also developing an all-new Item Forge; the design already looks very promising as it integrates the collected Magic Material nodes in your domain.

Balance

Balancing the game remains an ongoing task, focusing on addressing overpowered meta playstyles and combat synergies. Top priority goes to adjusting the buffing of ranged units, among other considerations.

Faction Identity

Faction creation lies at the heart of the game, and we're committed to enhancing it across updates. Expect more options for customization and evolution, such as an additional Form trait slot and traits themselves and new ways to alter army visuals. We're striving to improve faction identity and differentiation both from the start and as factions progress as we continue to develop the game.

We hope this summary of our upcoming plans is helpful! Please note all of the above is in various stages of development, so things may still change!

To conclude, we sincerely appreciate your continuous support, invaluable feedback, and patience as we enhance Age of Wonders 4. Your input fuels our passion to create the best strategy game possible. Thank you for being a part of our community and please continue sharing your thoughts!

Best Regards,
Lennart Sas
Game Director
Age of Wonders 4


P.S. If you are interested in impacting AOW4's development directly, our Closed Beta is still open for applications! We are excited to give more players the opportunity to test upcoming changes to the game and give direct feedback to the developers. Through this latest wave of the program, we hope to hear new perspectives and broaden our understanding of the player experience. If you have the time to commit and the ability to give constructive feedback, please fill in the form here to be considered.



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

V1.003 - Wyvern Update Patch Notes Part 2

[h3]Read Part 1 of the Patch Notes here.[/h3]

Controller
  • Fixed issue where the selection would reset to the top when buying a new pantheon unlock.
  • Fixed issue where the selection would reset to the bottom of the appearance screen when selecting a color or icon in one of the shield color/icon pickers and closing the side panel.


Onboarding
  • Fixed a bug where the To Battle tutorial quest would not automatically complete if you had already fought a battle before getting the tutorial.


Pantheon / Meta System
  • Fixed an issue where one of the Artisan Kings wouldn't correctly link in the frontend.
  • Fixed issue where the Rite of Allegiance and Might Makes Right scripts would give allegiance to relations even if the player was at war with the Free City, the City was under siege or was currently occupied, which led to invalid behavior.
  • Crystal Desserts map preset no longer spawns 7 hex grasslands in the middle of uninhabitable desert provinces.
  • Fixed rare bug where pantheon leaders show up as heroes while you are playing as that leader.


Spells
  • Fixed crash in city targeting spells when a city is owned by marauders.
  • Fixed a crash that would happen when declaring war through casting a hostile spell.
  • Fixed several issues where spell casting would not properly take into account the vassalage rules and queued diplomatic states.
  • Fixed issue where the Marching Winter spell was incorrectly marked as Hostile.
  • Fixed issue where the Consecrated Domain spell was incorrectly marked as Hostile.
  • Consecrated Domain, Transmute Resources, Cycle of Seasons and Fortress of Vines can now only be used on friendly cities, as intended.
  • Abyssal Flames and Pyroclastic Eruption now properly damage concealed units.
  • Ascended Warriors can now trigger evolution on higher tier units.
  • Fixed Tectonic Shatter spell not actually destroying half of the obstacles in the map and instead adding an empty Combat Enchantment.


Tomes
  • Fixed an incorrect unlock setting for the Garden of Bliss from the Tome of Paradise.
  • Lure of the horde can now give units while the combat took place on a water hex.
  • Necrotic Spires now mention they heal Temporary HP instead of normal HP.


Units
  • Caustic Worms can now correctly use Unit Enchantments.
  • Earthshatter engine units’ shatter the earth ability has been fixed so they show up again in the unit’s ability bar.
  • Fixed a bug where Towers Units didn't properly get their immunities, so they could Bleed and have other effects that didn't make sense for them.
  • Fixed bug where Spider Webs were dealing double damage.


World Map
  • Fixed a bug in continent map generation where a player would not be connected to anyone else.
  • Fixed a bug where multiple realm traits that gave units a minor transformation would overwrite each other rather than combine.
  • Fixed a bug where you could start in the underground without having a Free City of your race nearby.
  • Fixed issue where Transfer Captured Heroes code was being called when creating team games, which could trigger issues with notifications.
  • Fixed Vision property listener issue which was caused by the order in which provinces update their owner, this caused the listener to be registered and unregistered incorrectly which would crash the game.
  • Fixed crash that happened because of the order in which heroes are activated, this would attempt to add relation modifiers based on affinities before the relation was activated.
  • Throne city now still needs to be sieged if the throne is the only fortification left.
  • Fixed issues with sieging stacks losing in a combat outside the siege area.
  • Fixed multiple crashes when a siege becomes invalid.
  • Fixed having to besiege your own city after integrating it with an enemy army inside the walls.
  • Fixed a crash that would happen on razing a structure and then zooming out to the overview map.
  • Fixed issue where the City cap penalties would not be applied if the player has 4 or more cities beyond the city cap.
  • Fixed issue where vassalizing a migrated city, that at any point in time used to be a free city, would revert the city back to the original race of the free city. Instead it will now generate a new free city as owner of the city.
  • Fixed magic victory spells losing their effect when reloading that game.
  • Outpost upkeep is now correctly removed when the outpost is converted to a city.
  • Fixed an issue where a City would still be under siege for 1 turn when instantly vassalizing a conquered city. This would block certain interactions like assigning a whispering stone.
  • Fixed Outposts counting as cities for the following bonuses: Imperialists, Perfectionist Artisans and Metropolitan Society.
  • Fixed outposts losing population when food income is low.


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