Age of Wonders 4

Age of Wonders 4

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[Tiger Update] Open Beta Patch Notes
Welcome to the Tiger Open Beta! Please refer to the recent announcement for instructions on how to join the beta.

Game Version: 1.009.001.99114

Highlights

New Feature: Hero Ambitions
Heroes now have their own Ambitions and goals. Each Ambition has a major and minor goal, with the major only being achievable once. Achieving goals will yield points to level the Renown level of the hero. Increasing the Renown level will yield additional benefits when the hero governs a city.

  • Each hero has a Ambition that determines their Major and Minor Goal
  • Rulers can pick their Ambition during Faction Creation
    • Rulers will have the Instructor Ambition set as Default
  • Heroes gain renown when they achieve their goals, achieving their Major Goal may also reward Hero’s with a Special Skill or other reward.
  • Higher Renown increases the effects of a hero’s Governance skill and Army Leadership
  • Heroes that are unable to complete their Ambition may be offered the opportunity to follow a different path.

There’s a total of 20 Ambitions that a Hero can have:
  • Conqueror - This Hero aspires to become a conqueror of cities.
  • Explorer - This Hero aims to explore the ancient wonders of the world.
  • Collector - This Hero desires to own a full collection of powerful artifacts.
  • Lawbringer - This Hero aims to bring law and order to the unruly wilds.
  • Fearmonger - This Hero aspires to become a symbol of fear.
  • Delver - This Hero aims to dig up the treasures of the underground.
  • Imperialist - This Hero aims to bring the free cities to heel.
  • Challenger - This Hero craves to be challenged in combat.
  • Privateer - This Hero thrives in their freedom on the open waters.
  • Defender - This Hero strives to defend their city and Empire.
  • Shepherd - This Hero strives to nurture the next generation and lead them onward.
  • Duelist - This Hero aspires to become an unrivaled duelist.
  • Gloryseeker - This Hero seeks glory by slaying only the most experienced foes.
  • Crusader - This Hero vows to smite the wicked.
  • Instructor - This Hero aims to lead the most experienced force in the world.
  • Raider - This Hero thrives on the raiding of enemy territory.
  • Prospector - This Hero desires to become the wealthiest in the realm.
  • Dominator - This Hero seeks to dominate others to bolster their own ranks.
  • Steward - This Hero thrives in the governance of a large and stable city.
    • Cannot be chosen by Rulers
  • Elitist - This Hero aims to prove their superiority to others.
    • Cannot be chosen by Rulers

Renown is a measure of a hero’s fame and status, this is reflected in two primary ways: Governance, and Heroic Leadership.

Governance
The way City Governors work has been updated and no longer uses Affinity for additional Income. Instead each hero has a Governance skill that increases in effectiveness as the hero gains more renown.

  • Godir Governor
  • Ascended Governor
  • Recruiting Governor
  • Industrious Governor
  • Agricultural Governor
  • Prospecting Governor
  • Arcane Governor
  • Scholarly Governor
  • Nautical Governor
  • Specialist Governor
  • Fortifying Governor

Heroic Leadership

Heroes grant a morale bonus to units in their army that scales with their Renown level. Additionally Heroes of high Renown inspire loyalty in their troops, routed units have an increased chance to return when led by a renowned hero.

Rework: Hero Skills

Hero skills have been completely redistributed. Heroes now start with a Class which is chosen alongside the starting loadout during Faction Creation. The class determines the weapons a hero can equip and the unique set of skills they can pick upon level up. On each 4th level; a hero can dedicate themselves to one of their empire’s affinities. These Affinity Dedications have replaced Signature skills and will unlock a variety of new skills to pick from related to the affinity.

  • Redesigned the Hero Skill/Level Up Interface
  • Replaced Warfare, Battle Mage & Support Skill Trees with Origin and Hero Class Skill Trees.
  • Replaced Signature Skills with Affinity Dedications
  • Redistributed Hero Skills into Godir Origins, Hero Class & Affinity Dedication
  • Removed all Hero Skills from Tomes

  • Origin Skill Trees are determined by Godir Type
  • New Hero Classes that determine Skill Trees and allowed Weapons
    • Defender - Specializes in defending its allies, survivability and retaliation.
    • One Handed Weapons
    • Polearm Weapons
    • Fist Weapons
    • Shields
  • Warrior - Specializes in Charge Attacks, dealing damage and gaining strength through fighting.
    • One Handed Weapons
    • Polearm Weapons
    • Great Weapons
    • Fist Weapons
  • Shields
    • Mage - Specializes in Magic damage, area of effect attacks and inflicting debilitating status effects.
      • Magic Orb Weapons
      • Magic Staff Weapons
      • Eldritch Relic Weapons
    • Ritualist - Specializes in support through healing, buffs and Combat Summons
      • Magic Orb Weapons
      • Magic Staff Weapons
      • Eldritch Relic Weapons
    • Ranger - Specializes in ranged damage, skirmishing and disrupting enemies.
      • Ranged Weapons
      • Skirmisher Weapons
    • Cultures now only grant their core mechanic as a hero skill
      • The Culture Skill is automatically granted to Rulers
      • Removed Feudal Lord skills. Feudal Culture Heroes now get a 20% Upkeep reduction for units in their Army.

Mortal Champions
  • Now has a unique Origin Skill tree focused on Army Leadership Skills
  • Now grants the ruler +20% increased XP gain
  • Now starts with the Command Skill
  • No longer grants cities +10% Gold and +20 City Stability
  • No longer grants the Throne City +20 Draft
  • No longer grants non-Hero Units +20% Experience

Wizard Kings
  • Now has a unique Origin Skill Tree focused on Combat Spell Enhancing Skills
  • Now grants +2 Mana per Conduit in the empire
  • Now starts with the new Channeling Ritual Ability instead of Overchannel
  • No longer grants Cities +10% Mana
  • No longer gains additional Casting Points on level Up

Dragon Lords
  • Dragon Lords now gain a class from their starting affinity
  • Chaos and Shadow Dragon Lords now start with the new Warclaw which is a Charge Weapon
  • Origin Skills
    • Draconic Health I, II & III and Dragon Scales I & II were merged into the Signature Skills
    • Exhilarating Roar
      • Is now a Support ability
      • Increased Cooldown from 2 to 3
    • Tail Swipe
      • Added "Defensive Swipe" an alternate upgrade for Tail Swipe
      • Tail Bash renamed to Displacing Swipe and updated the description to read more like other descriptions in the game
      • Increased Cooldown from 1 to 2 Turns
    • Dragon Breaths
      • All Limited Dragon Breaths now deal 20 total damage when the Dragonbreath Transformations are taken. (10 of each damage type, rather than 10 of the primary, 8 of the secondary) pure damage channel still deals 20 damage
      • Increased Cooldowns of all Dragon Breaths from 2 to 3 Turns
      • Dragon Breaths no longer count as Magic
      • Comet breaths now deal 26 total damage when dragonbreath transformations are taken (13 of each type, rather than 14/10)
      • Cone breaths now deal 26 total damage when dragonbreath transformations are taken (13 of each type, rather than 14/10)
      • Line breaths now deal 30 total damage when dragonbreath transformations are taken (15 of each type, rather than 16/12)
    • Removed Ancient Governor Hero Skills
      • Dragon lords are becoming more focused on their role as combat heroes instead of leaders.
    • Removed Dragon Aura Hero Skills
      • They often conflicted with expectation and they could not fit in the new tree thanks to their affinity requirement.
    • Dragon Lords now have Signature transformations at levels 4, 8, 12 and 16
      • Each Signature Skill grants a base Stat increase.
      • Signature Skills no longer increase upkeep
      • Level 4 grants the Affinity Aspect, a relatively basic boost to the expected role of each affinity dragon
      • Level 8 grants the Affinity Transformation, changing the unit type and granting unique effects to (potentially) support both role and tomes of that affinity.
        • This is where the dragon major transformation visuals are at the moment.
        • Added the Primal Transformation, this does not change visuals at all and grants affinity hero skills based on the dragon’s starting affinity
      • Level 12 grants an improved Dragon Breath
        • Stormbreath
        • Infernobreath
        • Rustbreath
        • Lifebreath
        • Purebreath
        • Frostbreath
      • Level 16 grants the Affinity Elder, a powerful (passive) effect for the unit role.
      • Each Signature Skill unlocks additional Hero Skills to choose from.
    • All Dragon Lords Signature skills carry over on Ascension
      • Level 4 and 8 Signature skills for Dragon Lords are now persistent without a level requirement
      • Level 12 and 16 signature skills for Dragon Lords are now persistent with a level requirement

Eldritch Sovereign
  • Removed Eldritch Influence I/II Hero Skills
  • Signature Skills no longer have an associated Affinity


New Content: Hero Quests

Added a brand new selection of Hero Quests that can occur during a game. With 11 Quests across various objectives these will bring a fresh feeling to the early game.
  • 6 Build Improvement Quests
    • Ashes to Ashes
    • A Shelter Unspoiled
    • Gelid Yearnings
    • Runes of Magic
    • Sorcerer's Spire
    • The Order of <PlayerName>
  • 2 Destroy Infestation Quests
    • Stolen Honor
    • Into the Den
  • 1 Kill Unit Quest
    • Power Made Flesh
  • 1 Stack Encounter Quest
    • Profound Desire for <Unit>
  • 1 Gather Material Quest
    • Medicinal Application


New Content: Pantheon

New Pantheon items have been added for the update.
  • Added 4 Banner icons
  • Added 2 Helmet customization options
  • Added 2 Mounts for your race and rulers
    • Jade Tiger
    • Horned Bear
  • Added 2 Society Traits
    • Cult of Personality
    • Valiant Knights
  • Added 2 Hero Origins
    • Martial Cestus
    • Slayer Sword
  • Added 2 Dragon Lord customization items
    • These can only be unlocked if you have the Dragon Dawn DLC
    • Esoteric Dragon Head
    • Seal Blessed Dragon Spine
  • Added 2 Eldritch Ruler customization items
    • These can only be unlocked if you have the Eldritch Realms DLC
    • Eldritch Guardian Head
    • Eldritch Ogre Head

New Realm Creation Traits
  • Added Misc. Trait: Unbound Tomes - The affinities blur and blend on this realm, allowing access to Tomes otherwise restricted.
  • Added Misc. Trait: Subdued Umbral Abyss - A lesser version of the Umbral Abyss without Umbral Dwellings, a reduced amount of Infestations and Umbral Gates.

Changes
  • All Pantheon Backgrounds now have their properties tied to the item instead of being given to the hero.
  • All Items from Pantheon Backgrounds can now be forged in the Item Forge using Item Forge/Pantheon Blueprints.
  • Magehaven will now show random heroes from the player’s pantheon instead of only the first five.
  • All players can now recruit up to 1 Hero from the Pantheon instead of a regular Hero. Cost for recruiting a Pantheon Hero is 100 Imperium + 100 per level

Improvements: Faction Creation

The Faction Creation screens have received a visual upgrade, improving the usability and readability of various elements. Alongside these improvements we’ve added a few new customization options for your rulers.

  • Updated Appearance Customization Screens
    • Added Snapshot Support
    • Replaced several Sliders with Snapshot Previews
    • Added Personality Selection to the Finalize Screen
    • Updated Character Lighting during Appearance Editing
  • Added new head variations for Human & Elf Forms
  • Added new hairstyle variations for Human, Elf, Dwarf, Halfling and Orc Forms
  • Added Tail Length Sliders to Ratkin, Lupine, Lizard and Insectoid Forms
  • Added a No Tail option to Tail Length Sliders
  • The faction selection screen now shows the race biography of the selected faction.

Improvements: Quality of Life
  • Updated Iconography for improved Accessibility
    • Enemy Combat Banners are now more visibly hostile through style
    • Tactical hazard icons have been changed from Exclamation Points to clearer Buff/Debuff symbols
  • Added control settings to the “Random Faction” Generation in Faction Creation
  • Added a “Repair All” button in the City Interface. This repairs all pillaged provinces, or however many you can afford.
  • Added a “Disenchant Equipment” button to the reward screen. This immediately disenchants any received items for their value in Binding Essence.
  • Added a Hero “Shuffle” to the Hero Recruitment Screen. For 100 Gold this will replace the current selection of Heroes determined by available Classes. This has a 5 Turn Cooldown.
Last edited by fangirlcrazily; Oct 28, 2024 @ 7:33am
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fangirlcrazily Oct 28, 2024 @ 7:16am 
Base Game

AI

  • Alignment will no longer wane for the AI and the AI will now gain more alignment in the direction that fits with their personality / society traits over time.
  • Reworked the way Bounty Viability is calculated

Combat AI
  • If the AI detects that a single Tier 1 Unit is being attacked by more than one tier 1 unit, they will try to flee the battle automatically (note the unit might still die even if it flees)
  • AI will now use spells even when it is sure the battle is a win/loss if the player has enough mana to spare
  • AI now has a better understanding of what places are safe and what places are dangerous. This will improve positioning and unit preservation.
  • Improved positioning for units when using an ability that targets all units or the player themselves
  • AI now understands better how to use Sprint abilities
  • Adjusted AI valuation of Sundered/Bolstered Resistance/Defense

Art
  • Added Combat icons for the following combat effects: Age of {Affinity}, Arcane Maelstrom, Cascading Power, Ascended Summoner, Domain of Mayhem, Fog of Insanity, Arctic Blizzards, Cycle of Seasons, Master Summoner, Sandstorms, Summoning Well, Throne of Mirrors, Valley of Wonders Transformations, Weaver’s Overchannel, Withering Mist, Magical Disruption (Empires & Ashes), Spell Ward (Empires & Ashes), Misty (Primal Fury), Sea Storms (Primal Fury), Cleansing Flameherald (Eldritch Realms), Consecrated Firestorm (Eldritch Realms), and Insidious Whispers (Eldritch Realms)
  • Updated all Weapon Enchantments
  • Updated Domain of Mayhem realm icon
  • Angelic Transformation can now have visualization disabled, which leaves the angel’s wings visible.

Combat
  • All Bushes and Tree flora obstacles in Combat have gained the Slowing tag. This is to experiment more with the flow of TC maps as well as make the Swift property more impactful.
  • Mind Control and Domination effects can now be dispelled by abilities and spells that cleanse debuffs. Cleansing spells/abilities that only target friendlies will automatically make an exception for mind controlled units that are temporarily on the enemy’s side.
  • Changed how Link Effects replace each other: Positive Links all have priority 1 and Negative Links all have priority 2, so negative links always take priority and can replace positive ones.
    • Same priority links used to replace each other, that can no longer occur.
  • A lot of unit abilities that were single action or free to use now enable the unit that has them to move while having the ability selected.

Buffs/Debuffs
  • The Ghostfire status effect now overrides the burning status effect.
    • Applying burning to a unit with ghostfire will apply ghostfire instead
    • Applying ghostfire to a unit with burning will cause the burning to be replaced with ghostfire
  • Debuff “Despairing”
    • Renamed to Remorse.
    • Reduced Morale loss to 2 per turn. It now stacks up to 5 times.
    • Buff “Rally” - Reduced Morale gain to 2 per turn. It now stacks up to 5 times.

Cultures
Feudal, Dark and High Culture now have loadout options for Sword and Crossbow (Ranger)

Feudal
  • Removed Feudal Lord Skills
  • Feudal Heroes now have a innate 20% Upkeep Reduction for Units in their Army

High
  • Unit “Awakener”
  • Exposing Light - Reduced Cooldown from 2 to 1

Industrious
  • Unit “Anvil Guard”
  • Taunt - Now has range 3 instead of touch

Mystic - Attunement
  • Echo Casting - If a hurried spell is canceled, it can be hurried again in the same turn.
  • Unit “Spellbreaker”
    • Cosmic Bolts - Now has a 60% chance to dispel 1 Positive Status Effect.

Mystic - Potential
  • Debuff “Dissonance” - Can now be dispelled
  • Unit Enchantment “Ciphers of Dissonance” - Now applies to all non-mystic units as originally intended

Reaver
  • Unit “Mercenary” - Renamed the Mercenary passive to High Maintenance

Primal
  • Sylvan Wolf Subculture den terrain altering will now favor tree visuals that match the surrounding terrain
  • Increased Casting Costs of all Summon Primal Animal spells from 30 Mana and 25 Casting Points to 45 Mana and 30 Casting Points
  • Unit “Primal Darter”
    • Increased HP from 45 to 50
    • Increased Defense from 0 to 1
    • Increased Resistance from 0 to 1
  • Unit “Primal Crow”
    • Lightning Bolts - Now applies sundered resistance on its base attacks
  • Unit “Primal Crocodile”
    • Melee Strikes - Reduced Damage from 14 to 13

Diplomacy
  • The bounty for Capturing a (free) city has been updated to now require you to absorb, migrate, vassalize or raze the city in order to complete the bounty instead of only needing to move an army onto the city. This change only applies to newly created bounties.
  • Alignment:
    • Now caps at 130 for Good and -130 for Evil.
    • Any point gained from a flat (non-sustained) amount below the minimum (-130) or above the maximum (130) alignment is removed.
  • The Grievance for violating a distant province claim through building a city has been upped from 10 to 15 points.
  • The format for denouncement messages has been updated to show the denouncement reason (a Grievance) separate from the message.
  • The effects of negotiating (a Truce) with Independent Cities on Alignment and Devotion are now shown on the negotiate button and confirmation panel.
  • The effects of diplomatic state trade options with other Rulers on Alignment and Devotion are now shown on the trade item tooltip as well.
  • The effects of fabricating a Grievance on Alignment and Devotion are now shown on the fabricate grievance tooltip and confirmation panel.

Factions
  • Applied new ordering for all lords in the front-end, who are now neatly ordered per DLC, with Alfred on top and then all DLCs in order of appearance (newest first).
  • New Form Traits
    • Cheerful
      • 1 Point
      • Morale gains is increased by 50%
    • Inner Fire
      • 2 Points
      • +3 Resistance to Fire; Melee attackers take 2 Fire damage when attacking this unit.
    • Inner Frost
      • 2 Points
      • +3 Resistance to Frost; Melee attackers take 2 Frost damage when attacking this unit.
    • Inner Lightning
      • 2 Points
      • +3 Resistance to Lightning; Melee attackers take 2 Lightning damage when attacking this unit.
    • Elusive - Increased Defense and Resistance gained to +5 from +4
    • Strong - Now gives +4 Physical Damage to single action attacks.
    • Resilient
      • Decreased Point cost from 3 to 2
      • Adjust leaders that now have an extra point
      • Toadkin Form now has Sharp Eyes.

Free City
  • Free Cities that have an Ancient Wonder annexed will now share the Rally of the Lieges bonus from that Ancient Wonder with their Overlord.
  • Free Cities will now share their Imperium income with their Overlord.

Happening
  • Changed the impact of the “Low” and “High” Happening intensity settings
    • On “Low” intensity, heavy happenings such as Toll of Seasons or Intrigue Happenings will no longer happen (previously they still had low chance to show, which made them show relatively often in 100+ turns sessions)
    • On “HIgh” intensity, heavy happenings will be even more frequent now.
  • Rays of Winter - Changed the spell “Call Arctic Blizzards” to have its damage inflicted only apply to enemies.
  • Sign of the Huntress - Changed from affecting Ranged, Battle Mage & Support units to affecting Ranged, Battle mage & Skirmisher Units.
  • Ravenous Vistants - Happening will no longer trigger before turn 30

Interface
  • The Realm Selection screen will no longer show the “Completed” tab in Multiplayer.
  • World Map Summoning Spells will now show the unit upkeep as “varied” if the spell can spawn multiple units with different upkeeps
  • Spell tooltips will now show active modifiers that apply to that spell.
  • Effects that trigger when a unit reaches a certain hp% will now be shown on attack previews.
  • The layout of the Alignment tooltips has been updated.
  • The Beacon of Light now has an icon on the Overview map.
  • Gray shields will now be shown in the diplomacy screen / overview for unknown rulers that are at war with the player on the player’s own relation overview. (This can happen in team games)
  • Quests that have no position can now be left or right clicked in the quest tracker to open the quest overview.
  • Rulers that are in the void can now be inspected through the hero overview screen.
  • The hero panel will now show the race biography of enemy rulers and free city lords.
  • The equipment selection will no longer undo your sorting after equipping an item.
  • The province panel will now show a text about pillaging when being pillaged.
  • Removed hit chance popup that would sometimes appear when targeting an obstacle (obstacles are always 100% hit chance).

Text & Descriptions
  • The alignment tooltip will now show the effects from Alignment Agenda, Scions of Evil and Devotees of Good
  • Clarified the tooltip for the T3 Town Hall for Industrious that it reduces the cost of Hurry Production and Hurry Recruitment.
  • Added a hyperlink explanation to Rally of Lieges text in Ancient Wonders.
  • Updated the description of the Emergency Teleportation spell.

Controller
  • Changed the Controller Prompts and ordering on the Generate Faction screen
  • Added a controller prompt when inspecting a hero during recruitment to switch between properties and equipment.
  • Spell book screen will now show why a spell can’t be hurried for controller users playing Mystic Attunement culture

Item Forge
  • Renamed the Dual Weapon category to Other Weapons category.
  • Added new Dragon Claws
    • Warclaws - These are the shock weapon equivalent for Dragon Lords.
    • Armored Claws - These are combined 1-handed + shield items for Dragon Lords. They accept both 1-handed and shield infusions.
  • Added new Cestus Weapon
    • This weapon uses the primary slot and blocks secondary and mount slots.
    • It has a repeating attack with damage equal to swords.
    • Has the Combo property, dealing an extra 60% of its damage to the target and enemies adjacent to the target when hitting the 3rd attack.
  • Added new Sword & Crossbow Skirmisher Weapons
    • This weapon uses the primary slot and blocks secondary slots.
    • It has a repeating Melee Attack and a Single Action Crossbow Shot
    • This weapon does not have Piercing, instead Crossbows have higher Range and Base Damage
  • Heavy Magelock “Fire Heavy Magelock” - Reduced Base Damage from 34 to 30
  • Pistol & Sword “Fire Magelock” - Reduced Base Damage from 20 to 18

Multiplayer
  • The Combat Engagement Screen will now close if you receive a request to take over combat for another player.
  • Fixed an exploit where Structures/Units would refund their costs if queued during an Auto Combat with “Always Observe Manual Combat” Enabled.

Out of Sync Fixes
  • Fixed an Out of Sync related to units queued in the city.
  • Fixed an Out of Sync related to gaining a reduction to the amount of food required for the next population.
  • Fixed an Out of Sync related to vassalizing a free city.
  • Fixed an Out of Sync related to getting a resource shortage notification.
  • Fixed an Out of Sync related to unit health regeneration not updating while in the domain of an outpost.
  • Fixed an Out of Sync related to terraforming away rocks in the water
  • Fixed an Out of Sync caused by quest units being stored but never updated when racial transformation or cosmic happenings would adjust those units.
  • Fixed an Out of Sync related to concealed vision not always updating and refreshing properly when armies move over the map through provinces where they gain/lose that concealed vision.
  • Fixed an Out of Sync related to joining a game on a different platform due to hero validation.
  • Fixed an Out of Sync related to Sanitisation of text on platforms with Profanity Filtering
  • Fixed an Out of Sync related to occupied buildings sometimes not refreshing their vision properly.
  • Fixed an Out of Sync related to replaying actions and using the wrong AI difficulty in some calculations.
  • Fixed an Out of Sync related to the exploration state of provinces that was caused by the order in which vision was being applied.
  • Fixed an Out of Sync related to order of units in the stack
  • Fixed an Out of Sync related to declaring a war while having a trespassing army
  • Fixed an Out of Sync related to an incorrectly assigned Governor
  • Fixed an Out of Sync related to a script call incorrectly modifying a Hero’s Inventory
  • Fixed an Out of Sync related to moving a Hero off-map when integrating a Free City.
  • Fixed an Out of Sync related to non-racial units applying multipliers from race transformations to their combat value

Pantheon
  • The staff from the Umbral Direcaster now gives a nerfed version of Hysteria Storm
    • Now once per battle
    • Range is 3 instead of 4
  • Changed the Orb of Necromancy to the Staff of Necromancy. This is to allow it to become a template in the item forge as orbs cannot have active abilities.
  • Inhabitant Traits no longer replace infestation units.

Story Realm
  • Changed some Story Realm equipment Rulers/Heroes get in Story Realms, to fit the new loadout constraints:
    • Melenis no longer receives a Glaive in the Eternal Court
    • Nimue gets a Staff of Bloom in the Enchanted Archipelago
Last edited by fangirlcrazily; Oct 28, 2024 @ 7:19am
fangirlcrazily Oct 28, 2024 @ 7:22am 
Tomes

Astral
Tome of Evocation
  • Unit “Evoker”
    • Electrifying Arc - Reduced Cooldown from 2 to 1
    • Unit now has 4 Lightning Resistance

Tome of Warding
  • Combat Spell “Static Shield” - Reduced Casting Costs from 30 Mana 25 Casting Points to 10 Mana 15 Casting Points

Chaos
Tome of Pyromancy
  • Combat Spell “Immolate”
    • Reduced Casting cost from 30 Mana and 25 Casting Points to 15 Mana and 20 Casting Points.
    • Increased Damage against Burning targets from 10 to 15.
  • Unit “Pyromancer”
    • Flamestrike - Reduced Cooldown from 2 to 1
    • Now has ‘Can be Cavalry’

Tome of Mayhem
  • Combat Spell “Infectious Insanity” - Moved to Tome of Pandemonium
  • World Map Spell “Incite Revolution” - Moved here from Tome of Pandemonium

Tome of Pandemonium
  • Combat Spell “Incite Revolution” - Moved to Tome of Mayhem
  • World Map Spell “Infectious Insanity” - Moved here from Tome of Mayhem
  • Unit “Chaos Eater”
    • Chaotic Rebuke - Increased Range from 2 to 3

Tome of Chaos Channeling
  • Combat Spell “Fan the Inferno” - Reduced Casting Cost from 150 Mana and 50 Casting Points to 100 Mana and 40 Casting Points
  • Combat Spell “Sacrificial Slaughter” - Damage changed from 10 per Unit Tier to 20 Damage + 5 extra Damage per Tier.
  • World Map Spell “Golden Horde” - Reduced Casting Cost from 400 Mana and 400 Casting Points to 300 Mana and 300 Casting Points
  • Added a new World Map Spell “Summon Magma Spirit”
  • Unit “Magma Spirit”
    • Fire Bolts - Increased Damage from 11 to 12
    • Incinerate
      • Changed from a Full Action to a Single Action ability
      • Reduced Range from 6 to 4
    • Explosive Phase - Now starts on a 1 turn cooldown

Tome of Demon Gate:
  • Special Province Improvement “Demon Gate” - Now allows for the drafting of:
    • Nightmare Tier III
    • Infernal Juggernaut Tier IV (Primal Fury required)
  • World Map Spell “Fight for Power”
    • No longer uses Mana
    • Reduced Casting Point Costs from 60 Casting Points to 45 Casting Points.

Materium

Tome of the Crucible
  • Special Province Improvement “Great Foundry” - Now allows the Drafting of Magma Spirits
  • Combat Spell “Lava Burst” - Now marked as a Damage/Debuff spell.

Tome of the Creator
  • Combat Spell “Tectonic Shatter’ Now marked as Damage/Debuff spell.

Nature

Tome of Beasts
  • World Map Spell “Summon Wild Animal” - Can no longer summon the Inferno Hound

Tome of Vigor
  • World Map Spell “Summon Greater Animal” - Can now summon the Inferno Hound

Tome of the Goddess of Nature:
  • World Map Spell “Mass Rejuvenation” - Now heals 10 Temporary HP to resurrected units when Nature Bolstering Matrix is built.
  • Unit Enchantment “Force of Nature” - Now also applies to Dragons Unit Types

Order
Tome of the Beacon
  • Unit “Lightbringer”
    • Spirit Bolts - Increased Damage from 10 to 12

Tome of Cleansing Flames
  • Cleansing Flameherald
    • Changed from a Hero Skill to a Tome Passive
    • Now grants Flameherald's Concecration in all the player's battles
      • All Burning Ground becomes Cleansing Flames
      • All slain Enemy Units create Cleansing Flames for 3 Turns

Tome of Exaltation
  • City Structure “Temple of the Exalted”
    • No longer doubles Governor Income (due to the changes to Governance)
    • Increased Mana Income from +10 to +30
    • Increased City Stability from +20 to +30
    • Reduced Production Cost from 440 Gold and 1300 Production to 280 Gold and 750 Production

Shadow

Tome of Cryomancy
  • Unit “White Witch”
    • Frost Bolts - Increased damage from 10 to 12
    • Now has 4 Frost Resistance

Units
  • Updated “Champion Medal”
    • Mage - Also bypasses 1 Defense
    • Shock - Changed from +20% Crit Chance to the Sprint ability
    • Skirmisher - Changed from the Sprint ability to +20% Critical Chance They now get extra critical instead of the Sprint ability
    • Polearm - Changed from Extra Retaliation to +40% Damage on Retaliation Attacks
  • Archers HP Balance:
    • Increased T1 Archer health by 5 Hit Points
    • Increased T2 Archer health by 5 Hit Points
    • Reduced T3 Archer health by 5 Hit Points
  • Fiends:
    • Fiends are now referred as Infernal Fiends
    • Fiends include: Accursed and Infernal Fiends
    • Infernal Fiend units now have a base 15% critical chance on all attacks.
  • Umbral Demons:
    • No longer gives +2 Defense from the Unit Type. This is to balance the Gloom Strider transformation. The base Umbral Demon units will keep this +2 Defense as a natural bonus.
  • Zombies raised from dead units will no longer inherit the rank of the unit they were raised from

Wildlife
  • Inferno Hound
    • Increased Tier from II to III
    • Chance of applying burning on attacks increased from 30% to 60%
    • Hit Points, Defensive Stats and Damage adjusted for the Tier increase.
  • Thunderbird
    • Increased Resistance from 2 to 3
    • Lightning Bolts - Increased Damage from 12 to 14
  • Autumn Fairy
    • Blinding Gale - Cooldown reduced from 2 to 1
  • Winter Fairy
    • Hindering Blizzard - Cooldown reduced from 2 to 1
  • Direcaster
    • Now has Melee Mage
  • Entwined Scourge
    • Poison Bolts - Increased Damage from 14 to 16
    • Entwine - Now deals 12 Blight damage
    • Sap Strength - Increased stacks of Weakened applied from 2 to 3
  • Swamp Troll
    • Poison Bolts - Increased Damage from 14 to 16
    • Plague Spores - Reduced Range from 6 to 4
  • Ghost Ship
    • Wail of the Lost - Increased chance to apply Remorse from 60% to 90%

World Map
  • Allied units with the Siege Breaker property can now help besiege a City or Outpost.
  • Infestations can no longer send two invasions stacks to different players, they now stick to only one player.
  • Addressed inconsistencies with casting spells on- vs attacking trespassing armies:
    • It is now allowed to cast a hostile spell on a non-hostile trespassing army belonging to another ruler. If that ruler is allied to the player, then the alliance must first be broken.
    • Casting a hostile spell on a trespassing army will grant its ruler a Grievance.
    • Casting spells on hostile independent city armies does require war to be declared.

Map Generation
  • Improved the placement of Arctic, Desolate and Desert themes, preventing them from overlapping with player spawns when they didn’t pick any of these as an adaptation.
  • Improved generation of an underground connection between the halves on the Lava Divide Realm
  • Improved Ruler Placement on Divide Maps in Team Games
  • Improved terraforming logic on Pall of Gloom
  • Improved generation of Island maps, especially on smaller sizes.
  • Remove single province ancient wonder islands on Island maps.
  • Improved river generation

Reward Sets
  • Did a pass on Reward Sets to make the dropped items more interesting and varied. You should now see:
    • A much broader variety of item types
    • More of the premade items spawning, especially mounts and wands
    • More variety in the items that are generated
    • Hopefully fewer Damage Channel Reduction items!
  • Some rewards for clearing Magic Materials of Infestations got changed. They now guarantee giving items and that item will be of a higher tier than previously.
    • Clearing Magic Materials now guarantees giving a T2 or T3 item.
    • Clearing the Void Stones now guarantees giving a T3 or T4 item.
    • Clearing Bronze Infestations now guarantees giving a T2 or T3 item.
    • Clearing Silver Infestations now guarantees giving a T3 or T4 item.

Fixes

General
  • Fixed a crash on Playstation when continuing a game while watching the credits
  • Fixed an issue where the game would freeze during Faction Creation on 7680x2160 resolutions

AI
  • Fixed an issue where AI would build a special province improvement on top of an Ancient Wonder.
  • Fixed an issue where AI would not expand properly due to a province evaluation issue.
  • Fixed issue where the AI would try to rebuild a ruined city multiple times
  • Fixed issue where AI would walk on allied structures
  • Fixed issue where AI’s vassals would not automatically not join PvE wars
  • Fixed an issue where Free City Defenders would not attack hostiles on nodes.
  • Fixed an issue where Free City Defenders in their overlord domain would not attack hostiles
  • Fixed an issue where Free City Defenders would pillage their overlord domain
  • Fixed an issue where Free City Attacks would trigger combat while a city was still under siege

Combat AI
  • Fixed a bunch of abilities not being used by the AI when it is losing
  • Fixed AI using teleport abilities when the unit could have just walked
  • Fixed AI using some retaliation buffs on ranged units
  • Fixed AI using some invulnerability effects on high HP units
  • Fixed AI using some regeneration effects on high HP units
  • Fixed AI using some accuracy buffs/debuffs on units that are not close enough to an enemy to attack
  • Fixed AI rushing forward when hit by an enemy spell in the first turns of combat.
  • Fixed AI needlessly moving units sideways in the first turn of combat.
  • Fixed AI not always understanding the slowing effect of moving through obstacles.
  • Fixed units sometimes moving backwards in the first turns of combat.
  • Fixed units that apply Dissonance rushing forward at the start of combat.

Art
  • Moved the ‘Scales’ Faction Banner Icon to the Order category, previously incorrectly in the Pantheon category
  • Fixed clipping issues & gaps with several Mystic Helmets
  • Fixed clipping issues with the Wizard King Blindfold
  • Fixed an issue where Units could have broken Unit Icons in the Post Battle Recruitment Screens
  • Fixed an incorrectly attached Barbarian Cape
  • Fixed an issue where the hair on Halfling Feet was determined by Skin color instead of Hair color
  • Fixed an issue where units were incorrectly holding the reins on a Pegasus Mount
  • Fixed an issue where the High Staff would be held in the incorrect position on Heroes with Gloom Strider

Combat
  • Fixed a crash that could occur when controlling Free City units while they’ve lost their lord
  • Fixed an issue that allowed players to keep the Warbreed from Monstrous Rebirth by routing the unit.
  • Fixed an issue where Star Blades and similar effects would trigger on allied Spells being cast
  • Fixed an issue where a unit dying and being resurrected would allow effects like Slip Away and Draconic Rage to trigger again.
  • Fixed an issue where Slip Away and Keeper’s Mark would set the unit’s move points to 0 when they trigger
  • Fixed an issue where flying, floating and ethereal units triggered hidden traps when moving over them
  • Fixed an issue where one player using Weaver’s Overchannel in combat would block another player from using the same ability in the same turn
  • Fixed an issue where Units gain more than double morale bonus when killing enemy units from the "Inspiring Killer" passive ability
  • Fixed missing GroupName and Priorities for Electrified, Bleeding, Constricted and Marked.

Combat Map
  • Changed the combat map for the Sanctuary Expansion to feature something more appropriate for the theme.
  • Fixed an camera clipping issue in Ancient Cave Ancient Wonder
  • Fixed an camera clipping issue with the terrain on Ancient Wonder exterior combat map

Diplomacy
  • Fixed several issues related to trading between two human rulers:
    • Fixed an issue where heroes could be offered while making an alliance or vassalage; heroes are automatically returned when you reach an alliance.
    • Fixed an issue where heroes already in a trade would not be removed when an alliance option was added to the trade.
    • Fixed an issue where resource (treaty) options would not get removed from the trade if the map peace / vassalage option was removed while at war.
    • Fixed an issue treaties made during a vassalage proposal could immediately be canceled because they were marked to end on diplomatic state change and would then cancel the entire group.
    • Fixed an issue where the Send Proposal button would be visible when creating a counter trade offer and deleting all items in the trade.
  • Fixed an issue where you would gain a negative relation modifier for breaking treaties if the AI was breaking treaties by making a Declaration of Rivalry.
  • Fixed an issue where AI rulers with the “Never Break Alliances” personality trait would still sometimes break an alliance.
  • Fixed an issue where the (counter) resource trade offers in a trade with an AI ruler would sometimes be unavailable even though the player had enough resources.
  • Fixed an issue where trying to summon a unit into the domain of another non-hostile ruler/independent city would always show the trespassing warning even if the player had already been caught trespassing.

Economy
  • Fixed Bountiful Fields not applying its adjacency bonuses to unowned provinces.
  • Fixed Builder’s Quarters applying its adjacency bonuses to mines, which was not intended.
  • Fixed Sunshrine applying its adjacency bonuses to conduits, which was not intended.

Empire
  • Changed Drudic Empire from -50% Food Required for Population to +100% Food Income. This fixes the issue where AI Rulers from Druidic Alliance or Primal Dispute would be able to grow their Cities exceedingly fast.

Events
  • Fixed an issue with the “Infernal Invaders” quest in certain cases not showing the outro event (and hence players missing out on rewards)
  • Fixed an issue with the “Brutal Incursion” quest being much more frequent than intended
  • The “Brutal Incursion” War Quest should no longer spawn the Quest stack in another player’s domain, but should invade the Quest Receiver’s lands
  • “Stirring the Pot” (Vassal War Event) now only insults Players that you’ve actually met

Faction Content
  • Fixed an issue where the Hermit Kingdoms society trait would increase the value of all grievances instead of only the ones related to empires encroaching on their domain.
  • Gifted Casters now gives access to any spell, instead of just combat spells (the Combat Spell Selection hasn’t worked since we added 2 Starting Spells).
  • Fixed Relentless Crusaders imperium per kill reward not scaling with evil alignment
  • Fixed an issue where Aeri Kyastir had the wrong loadout

Happenings
  • Fixed an issue with the game crashing if a different player than the original owner (when the Toll of Seasons raid started) reconquered a city held by the Toll of Seasons.
Last edited by fangirlcrazily; Oct 28, 2024 @ 7:32am
fangirlcrazily Oct 28, 2024 @ 7:22am 
Interface
  • Fixed issue where the location button for a cast spell in the spellbook could be out of bounds when the city name it was targeting was too long
  • Fixed various text wrapping issues in the Encylopedia regarding skill names in the tome section
  • Fixed a crash that could occur in the combat history
  • Fixed green UI panel skinning issue where it would not update properly in the diplomatic overview screen
  • Fix bumping up special province improvements in the production queue in front of their dependent upgrades
  • Fixed an issue where the show location button would be invisible for Free Cities/Dwellings of which the ruler is in the void.
  • Fixed the icon for bounties not being visible in the UI
  • Fixed an issue where hyperlinks would sometimes not appear in the Alignment Tooltip.
  • Fixed an issue where the minimap did not immediately reflect the player color when they take over provinces
  • Fixed an issue where sometimes the text would not fit on a button in the diplomacy screen.
  • Fixed faction selection sometimes not working when multiple filters are active.
  • Fixed an issue where the UI would still say the hero is in the void after they’ve been resurrected through a script.
  • Fixed an issue where the Encyclopedia would not show all properties based on the sub culture.
  • Fixed missing overview icon map for Umbral Infestations
  • Fixed missing overview map icon for Tier 3 and Tier 4 Reaver cities
  • Fixed issue with the portal image slider in realm creation where unavailable entries were shown for players that don’t have all DLC
  • Income from alignment/devotion based sources are now listed under Global rather than Domain
  • Fixed an issue where the hyperlinks and tooltips would not always work correctly or the text would appear broken for grouped relation modifiers in the relation breakdown with other rulers.
  • Fixed an issue in the trade select resource amount panel where it would show a non-functional hyperlink on the resource name.
  • Fixed an issue where the independent city trade warning for already having a trade would not mention the correct city type for Umbral Dwellings.
  • Fixed in issue where society traits would not reset properly when switching culture
  • Fixed an issue where the current unit ability would be deselected if the unit moved over a hazard.
  • Fixed an issue where the controller indicator would reset every time you would unlock a new item in the pantheon screen.

Identifiers
  • Fixed the Summon Lightbringer skill being marked as a Unit while it is a Strategic Summon.
  • Fixed the Summon Stone Spirit skill being Combat Summon while it is a Strategic Summon.
  • Fixed Umbral Exile lacking the Shadow spell identifier.
  • Fixed Final Banishment lacking the Shadow and Materium spell identifiers.
  • Fixed Artisan Fortification research having wrong identifiers.
  • Fixed Construct Bot Repeaters research having wrong identifiers.
  • Fixed Iron Golem research having wrong identifiers.
  • Fixed incorrect tags and missing Fortification requisite for:
    • Throne of Insidious Whispers
    • Healing Spires
    • Necrotic Spires
    • Throne of Mirrors
    • Artisan Fortification
    • Fortified Crucible
  • Fixed an issue with structures that were missing the Research Building requisite and thus were incorrectly not affected by Adaptive Research.
    • "Artisan Fortification" - "Tome of Artificing"
    • "Temple of Fertility" - "Tome of Fertility"
    • "Healing Spires" - "Tome of Sanctuary"
Text & Descriptions
  • Updated the Reaper research text description. It no longer mentions it empowers friendly undead and instead mentions that it grows stronger as enemies die.
  • Updated the Wildspeaker research text description. It no longer mentions it can affect enemy animals and instead mentions it can summon animals.
  • Updated Astral Binding Empire Skill to clarify it only works on your recruited and summoned units.
  • Update Explosive Manifestation description from "Summon a" to " Conjure an"
  • Summon Devastator Sphere ability now correctly mentions it doesn’t work on water.
  • Fixed the description of Focused Gaze combat enchantment, which used to mention (incorrectly) that it applies to attacking units, now mentions it applies to defending units instead.
  • Fixed The description of "Power of Slaughter" buff doesn't mention important information
  • Fixed issue where hastened buff was written in red text when applied by unnatural speed.
  • Fixed polearms in the item forge correctly stating they have Cavalry Slayer, making them deal +40% damage against cavalry, which they did correctly do.
  • Fixed missing text insert in a domination victory text
  • Fixed an issue where a free city could be told to target an unknown ruler in the cooperation screen and where the active mission against an unknown ruler would still mention that ruler's name.
  • Fixed Toll of Seasons referring to cities by their old name if they were renamed while the Toll of Seasons is active.
  • Fixed Overcharge not having an icon and thus not displaying correctly on units.
  • Fixed Infecting infusion effect not displaying its icon correctly in the item tooltip.
  • Fixed "True Sight" is not hyperlinked inside the tooltip of "All-Seer Blessing" passive ability
  • Fixed An empty entry appears inside the unit panel of mounted cultural units if "Mount Masters" trait is used
  • Fixed issue where there was always a minus symbol in front of alignment and devotion rewards in the combat results.
  • Fixed double “+” signs in Scions of Evil tooltip.
  • Fixed Green "Overcharged" text appears above enemy units after damaging them using an overcharged damage spell
  • Encouraged effect of the Sunshrine is no longer displayed as a negative effect.
  • Fixed "Slaughter Empowerment" text appears above the "Balor" unit when killing enemies even though it has maximum stacks of "Slaughter Empowerment"

Modding
  • Fixed a crash in tactical combat when all remaining units have the Hidden in Combat property.

Onboarding
  • Fixed an issue where City Structures from Tomes did not show up in the Encyclopedia.
  • Fixed the Living Vine not showing up in the Encyclopedia.
  • Fixed Tentacle not showing up in the Encyclopedia.
  • Primal Animals and the Progenitor Golem used to have a tag ShowInTomeOfWonders but somehow it got removed, re-added it so they show in the ToW again
  • Encylopedia now filters the available subculture based on the unit selected. The selected Subculture is now always highlighted, instead of only when you manually select it.

Pantheon
  • Fixed an issue where only cultural units have "Supergrowth" transformation when the "Gigantism" realm trait is active
  • Fixed several issues with Ascended Pantheon Visuals
    • Issues where the incorrect Transformation Settings would be getting pushed/remembered on subsequent games
    • Issues where the incorrect Transformations would be active during Combat
  • Fixed several conditions that could limit Pantheon Hero Validation

Story Realms
  • Fixed an issue with “limbo” diplomatic states being reachable in the Crimson Caldera (generally applies to the Eternal Battleground realm trait) when either releasing conquered cities as vassals or getting event choices that pushed the diplomatic states with free cities out of war. In those scenarios the player can now normally interact with the Free Cities. Going to war then locks the relations again however.
  • Fixed a bug where having an adaptation in Tharru’Cath would cause a visual glitch on the water near the player’s sanctuary city
  • Fixed an issue where pantheon rulers received from completing campaign scenarios would sometimes have ascended transformations they are not supposed to have. Fix applies to newly received rulers only.

Tomes
  • Fixed a bug where the Enchanted Bloom spell from Tome of Paradise was giving the wrong income.
  • Enchantment for Infernal Focus had the wrong icon, fixed.
  • Fixed the Ruler’s Statue from the Tome of Exaltation to now correctly give +3 Imperium when on the highest level of vassalage with free cities. And updated the text to clarify this.

Units
  • Fixed an issue where Spell Amplification from the Amplification Pylon stacked with itself
  • Unicorn is now always a Magic Origin Unit like it’s infernal counterpart the Nightmare
  • Druid of the Cycle - Fixed Sacrificial Blight removing corpse models
  • Fixed an issue where the Chaplain did not have the correct Gender Tag

World Map
  • Wonder architects will now work regardless of population debt
  • Fixed an issue where pickups and structures could spawn in a province where they were not allowed to spawn.
  • Fixed an issue where moving onto an invisible structure, a structure that is only visible to certain cultures, would require declaring war on the ruler that owned the structure. Additionally, standing on it will no longer block income gained from the structure if the occupying army cannot see the structure.
  • Fixed an issue where certain spells could not be cast on Free Cities/Dwellings when their ruler was in the void.
  • Fixed an issue where a player’s units could be pushed out of their own domain if there was a house stack in the same province and we declared war on them.
  • Fixed an issue where road visualizations wouldn’t update after terraforming.
  • Fixed a crash from Outposts built on destroyed Umbral Dwellings
  • Fixed pillaged beacons of unity being called “Magic Ruins”
  • Fixed a rare crash when clicking on a province that rioted, but did not spawn an infestation
  • Fixed an issue where a sensor marker would show on earth in the underground when it shouldn’t.
  • Ocean Divide maps now put all players of a team on the same side of the divide
  • Fixed an issue where Wonderous Past did not generate maps with increased Ancient Wonders.
  • Fixed an issue where race related bonuses weren’t directly applied after migrating a city
  • Fixed an issue where Mystic Cities couldn’t build Stone Walls
  • Fixed an issue where Cracked Vault Structure Upgrade was giving every province a Research Post ID, now matches the setup of the regular upgrade.
  • Fixed an issue where AI was able to bypass the Pop Limitation if the Food required for Pop was low enough.
  • Fixed an issue where The ruler unit retains its embarked form after being teleported back to the city using teleportation spells
  • Fixed a crash that could occur when there is no position for the system to move units to when walls are rebuilt, instead of crashing it will now leave these units within the 7 hexes.
  • Fixed an issue where Provinces Terraformed through a Happening could not be Terraformed again.
  • Fixed a crash that could occur when casting Umbral Rift where the Surface is inaccessible
  • Fixed a crash that could occur when units are standing on a former Lava hex while reverting a sustained Terraform effect on a province where Road Building had removed said Lava
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