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Dev Diary #17: Post-Launch

Welcome to the first Age of Wonders 4 development diary since release. My name is Lennart Sas, game director / studio manager at Triumph. Today we’ll be reflecting on the launch, the reception and we are going to be looking forward to the big Dragon Dawn DLC and specifically the free Wyvern Update that accompanies it.

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Reflecting on the Launch​


Wow! What a launch. For us the Age of Wonders 4 launch has been a dream: both a critical and commercial success. Paradox put out a press release the game is the fastest selling in the series; selling 250k units day 4 of release. We are very grateful to all the people making this possible.

The launch has been a rollercoaster in other ways too of course; some may have seen the user reviews directly after release. This was primarily caused by people not being able to launch the game after purchasing. This was unfortunate and we started investigating and preparing a hot fix which alleviated some of the issue.

Luckily the user review score quickly climbed up in the hours after launch. Since then we have made a number of patches to improve stability and performance in the various platforms. We also got help from one of the graphic card manufacturers who fixed their driver.

We were happy to see the core premise of the game gaining massive traction. The faction creation and evolution plus all the new systems were widely embraced by fans but also appealed to a new audience. Of course we have also seen feedback and criticisms for a subsection of the fan base (that actually started as soon as we showed the route we were taking) that preferred a more traditional approach (to factions especially). In future updates we’ll keep on investing in faction content allowing both for more distinction in gameplay and growing the number of possible fantasies.

Modding is off to a promising start, with the Steam Workshop already having 285 mods at the time of writing. We see people adding in new content like creative additional Tomes but also making interesting adjustments to game flow. This is very inspiring to the team.

All in all the Age of Wonders 4 has had a very healthy start and we are looking forward to expanding the game with your feedback. Of course we have mapped out the DLCs for the coming year but we also expect to do a lot in the supporting patches and updates.

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The Wyvern Update and Dragon Dawn​


The Dragon Dawn Content Pack and the massive free Wyvern update that accompanies it are nearing completion. I can already say that the date may be closer than you think. We are on target to make this the fastest DLC / major patch release after launch for an AoW game.


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The Wyvern Update​


The accompanying (free) Wyvern Update already has over 10 pages of patch notes. Here are some provisional highlights I can share with you: (thanks Jordi and Filip for summarizing this list!)

Faction Creation

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. We also added two new traits; one body and social traits.

Empire Development

The Empire Development Tree has been rebalanced. Early Skills will require more Accumulated Affinity and have an increased Imperium cost. Some Skills have been moved earlier/later and some are replaced with entirely new skills.

We've also addressed several issues with them, such as:
  • Wild expansion - Reduced chance of summoning a Greater animal from 60% to 20%, fixed a bug where it triggered on annexing ancient wonders or swapping provinces between cities.
  • Military Engineering - now grants work camp instead of Palisade walls, Outpost cost reduction reduced from 50% to 25%.
  • Knowledge Extraction - changed from 50 Knowledge per Hero level to 150 per Hero.

Souls

While several of the Tomes will be visited in this Update, Necromancy Tomes will have rebalanced Soul Economy. The following changes should result in a higher general soul income and the possibility to gain even more souls when investing in it.
  • All Necromancy Tomes: Change Soul Harvest income from 1/2/3/4/5 and 5 per hero level to 2/3/4/5/6 and 6 for each Hero.
  • Tome of Souls: Replace Soulbind Army: Sustained World Spell: Soul Collection: +6 Soul Income and 30 Gold upkeep.
  • Tome of Souls: Soul Fire changed from 10 Souls to 10 Mana.
  • Tome of Necromancy: Reduce Necromancer Soul cost from 50 Souls to 70 Gold and 25 Souls.
  • Tome of Great Transformation: Change the cost of Wightborn Transformation from 200 Souls to 300 Mana and 100 Souls.

Cavalry & Mounted Units

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.

Quality of Life Improvements

But what have we done to make the player experience smoother? Well...
  • You now have the ability to disable the “Combat Action Camera”, giving full control to the Player. This should help with accessibility.
  • The “Show Location” button should now indicate way better where the corresponding event location resides. This now has an animated sequence so the Player can visually see where the location is relative to their current location.
  • Status Effects are now also displayed in the Unit Abilities panel. Here, you can see the number of stacks and duration of a status effect. They also include tooltips; so you don’t have to enter the Unit Panel anymore to determine what an effect does.
  • If you attack through an underground passage, the Reinforcement Rule is now disabled, so it’s always a 1 army vs 1 army battle
  • Added a Next and Previous button for the Hero Panel screen
  • Buttons for cycling through cities are now in a fixed position.

And of course a list of misc fixes

  • Fixed issue where vassals that where player cities would not send attack armies or spawn patrolling stacks
  • Fixed issue where campaign specific personality traits could get automatically assigned to rulers.
  • Fixed issue where players would sometimes incorrectly receive alignment penalties for breaking treaties when war was declared on them, instead the war declaring player now receives the penalties.
  • Fixed an issue where the 5 turns delay for declaring war on a Free City would not be applied when vassalizing a city / having a vassal city.
  • 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 bug where Spider Webs were dealing double damage
  • Events are moddable.
  • And much more!

We understand that you want to get your hands on these fixes ASAP but we kindly ask for a little more patience as we verify the fixes. Our plan is to roll these things out on all platforms simultaneously.

The road further ahead​


We are just at the beginning for Age of Wonders 4 and look forward to expanding and improving the game longer than we have done any game in our history. Your feedback will be a major driving factor, as we strive for even greater immersion, replayability and fun!


Be the first to know when we have wrangled the dragon
 

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Can you fix the magic victory ultimate spells, which stop working after some time? The magic victory countdown still progresses, only the effects disappear. Maybe they stop working after reloading IDK, but the stopped working in every game I played.
 
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Can you fix the magic victory ultimate spells, which stop working after some time? The magic victory countdown still progresses, only the effects disappear. Maybe they stop working after reloading IDK, but the stopped working in every game I played.

This issue (and that it will be fixed in the patch) is explicitly called out in the Dev Diary.
 
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Souls
While several of the Tomes will be visited in this Update, Necromancy Tomes will have rebalanced Soul Economy. The following changes should result in a higher general soul income and the possibility to gain even more souls when investing in it.
  • All Necromancy Tomes: Change Soul Harvest income from 1/2/3/4/5 and 5 per hero level to 2/3/4/5/6 and 6 for each Hero.
  • Tome of Souls: Replace Soulbind Army: Sustained World Spell: Soul Collection: +6 Soul Income and 30 Gold upkeep.
  • Tome of Souls: Soul Fire changed from 10 Souls to 10 Mana.
  • Tome of Necromancy: Reduce Necromancer Soul cost from 50 Souls to 70 Gold and 25 Souls.
  • Tome of Great Transformation: Change the cost of Wightborn Transformation from 200 Souls to 300 Mana and 100 Souls.

The Gold upkeep is insane for Soul Collection. As a Dark faction for example you already struggle with Gold. Why does it not convert Mana to Souls? Makes more sens as souls are something metaphysical and do not come from piling a bunch of coins to convert to "Souls".
Overall i think there should not be any conversion cost for this as this is will end up just as "Gold/Mana Upkeep with extra Steps".

I would rather see a reduction to city growth to gain more souls. It would be 110% better and thematically fitting. There is already a spell that interacts with Pops and Souls but its really far down the tree and nothing persistent and needs to be micro-ed to have a good souls income.

Overall the Undead play style feels weak and like an after thought. This should have been a major race selection right from the get go and should work like playing Robots/Hiveminds or Lithoids in Stellaris, with a twist to economy and everything. I know its in the name of freely creating Empires but it could just be a Physical Race Trait or something.

And last but not least, Chaos affinity has better snowball mechanics than Shadow Affinity which is a shame in my opinion.
 
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Thanks for the update!

I did want to know if Triumph has any thoughts about the current implementation of the Pantheon system and if there are any planned tweaks. It seems to be one of the more contentious aspects of the game at the moment, aside from maybe customizable races.

The reward points are given too generous. It might be interesting if Triumph would take something into consideration as seen with Monster Hunter, where there are weekly unlockables. Make them 7-8 points per item and that would be some long term motivation to play the game.

And I still wish they would make the Pantheon system more like what Wildermyth has.
 
Would it be possible to favorite strategic spells like you can tactical spells? Because spaming lightning torrent to eliminate armies is a viable but extreamly time consuming strategy.
 
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Make windborne scouts "windborne mounts", and have that spell apply to all your mounted units, without losing any exotic mount abilities (like unicorn phase or nightmare intimidation aura). That would be a great buff to wind tome, and it would be a more attractive option besides zephyr archers.
 
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So I was right to have stopped playing the game after 35 hours, feeling some major fixes & changes were in order. Good to hear about the massive upcoming patch.
Hope we can get to play the Dragon Dawn content soon!
 
Does minor transformation (and transformations at all) was visited to make them less... nobrainer stuff?
The main downside for me, with regards to the race transformations is actually the graphics. I NEVER use Leafskin, and I try to avoid Supergrowth. Can we hav a button for turning off the graphics for the transformations, please????
 
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The main downside for me, with regards to the race transformations is actually the graphics. I NEVER use Leafskin, and I try to avoid Supergrowth. Can we hav a button for turning off the graphics for the transformations, please????

Until there is something official try these


I am confident that a Leafskin mod will come soon too.
 
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am i LITERALLY the only dark player that thought the soul system was pretty much perfectly balanced as it was?
you got enough souls to do your stuff if you were smart, and you constantly wanted MORE souls, getting you to hunt for more slaughter than usual

i just dont understand why everyone is crying about it

now we actually got NERFED thanks to the soulbind army removal, so... thanks for that
that free armywide debuff, granting 10% free bonus damage to units that have soulbinder, AND ez damage application for your dark knights? Not to mention mayhem? yeah its gone.... thanks

and wightborn basically turning you into a deathseeking soul starved maniac hungry for more souls so you can do the ritual? that was amazing.... thats gone too
THANKS
wightborn right now is basically the only major race transformation that ACTUALLY FEELS LIKE YOU ARE DOING A RITUAL with how much investment it needs
you need to either plan ahead for it, building up your stockpile of souls over the course of the game
OR you basically turn into soon to be tyranids killing everything in sight so you can turn as soon as possible. Mechanically and thematically that was absolutely amazing....
peak emergent storytelling.... and its gone now

(imo major race transformation as a whole are way too cheap to pull off anyways, wightborn literally was the only one that acutally felt like you were doing something significant)

as if the game wasnt easy enough smh
 
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Until there is something official try these


I am confident that a Leafskin mod will come soon too.
spawnkin screws my elves up so much its kinda sad
especially if you have long arms and robes, DAYUM the porportion get screwed SO badly
 
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man if no one is gonna revert those souls changes, ill do, cause these are SO lame
 
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The Horde blaze spell. Will you fix it I hope? Because of this, it is simply impossible to play multiplayer.

What's broken about it?

And forgive me for assuming that "impossible to play multiplayer" is an overreaction. I've seen a few too many non-ironic "unplayable!" overreactions on this subforum to still take them seriously...
 
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am i LITERALLY the only dark player that thought the soul system was pretty much perfectly balanced as it was?
you got enough souls to do your stuff if you were smart, and you constantly wanted MORE souls, getting you to hunt for more slaughter than usual

Part of the issue is that it varied by your gameplay settings.
Because the souls per kill carry so much weight compared to all the other methods, if you play with harder world settings you can get more souls, if you play with harder AI settings you can get more souls, and if you go to war a lot you get more souls, if you do diplomacy you get less.
The result of that is that, to make it work, it pushes you into a playstyle while all the other books allow you to choose without losing power.
 
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I've been slow playing story realm 5 to get the most from the campaign, but it's started having pretty severe problems. It started with hitching during one ai empire's turn so strong that my monitor would flicker to the home screen once each time their turn came around for half a second, but there's hitching on every ai turn now. My knowledge income is so high I can research most spells on a single turn, sometimes on click. But spells that research on click cause the game to hitch hard enough that the windows loading cursor pops up for a few seconds. At first I thought the ai hitching problem was due to empire size, but I cut the main problem empire in half, and it still hitches every turn. That, couple with the research problem, leads me to believe the hitching is at least partly caused by something related to either the number of tomes unlocked, or the number of spells researched. It is severe enough the that I am switching to a magic victory instead of a conquest victory, because I don't know what will happen if I keep letting the game hitch that hard.

The underground is also troubling. Tying the underground adaptation specifically to the cavern floor tile type makes it extremely limited in use, especially with underground ice and lava is far more common than the cavern floor tiles. This makes underground adaptation especially weak, because the arctic adaptation would get farms above AND below ground making it a better underground adaptation than the actual trait of the same name. There is also a problem with placing special improvements underground. There are several cities that cannot build teleports or spell jammers underground without replacing more desirable improvements, while there are perfectly good quarries that have no possible other improvements, special or otherwise.

I don't watch the streams, so maybe these things have already been addressed, but it would be nice of they were fixed or explained better so that this issues could be properly strategized around.
 
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