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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.

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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.


Keep updated with our news:
 
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Hey there!
Could you also fix the Russian localization? It kinda tries to use Russian grammar properly, but it's broken, starting from Affinities and ending with cities', races' and characters' names.
There's a mod that tries to solve that issue, but it's broken everywhere, so basically it's like remaking the whole translation. The translation as a whole is good, but cases... They just break the whole localization.
 
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It sounds amazing. this is exactly what I would like to see, improved game mechanics, balance and new content. This is much more impressive than a mindless lizard skin and another dragon ruler. If there really are such priorities in the development of the game, then over time, the game will really become the best strategic game of recent years.

PS I join the request above, about Russian localization.
 
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Holy **** this sounds absolutely spectacular. At this point there is only one thing I want to ask for - more ways to give you money. Cosmetics, support tiers, fancy editions, whatever - if you keep developing at this rate and quality, I need to be able to give you more $$$.
 
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This tackles almost everything on my wishlist. A heartfelt thank you for being so upfront.

The only thing I did not see mention is giving the player some control on how transformation visuals affect their race and heroes.

The ability to choose which transformation applies its visual in a race and hero level would be greatly appreciated. If this is too much work, at least the option to reorder our transformation to avoid the last visual taking precedence over previous ones.
 
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Love to see what you all have planned for the future. Having dealt with the absolute lack of communication about CK3 console edition, it is very refreshing to see this kind of interaction and transparency, both with dev diaries and just responding within the forums.

Very excited about the future changes to research/tomes/affinities as (depending on game length) a faction can quickly lose what made it unique. Ive had multiple games where I just stopped picking new tomes because I had researched so many and my faction just became everything all at once.

The only thing I'd request is to be able to research unlocked spells/units without having to pick a new tome, as some things I want to pick up can get lost in the mass of other research, and adding more tomes just adds more mess to try to get at a certain thing.
 
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Excellent! This is very reassuring, and thank you for laying it all out. People need to know that the game is in good hands. And as others before said - this is exactly what's needed right now. Looking forward to the future of AoW4!
 
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Damn, good looking road map, and what more all of this is projected for this year which is also cool,
i also love that it is adding features as well instead of just fixing issues Or rebalancing.
 
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Most of this looks very good. :)

I have a few comments though:
-> In the "Freedom vs. Constraints"-Debate, I am definitely more on the side of "freedom". While I agree that the choices made during initial faction creation currently have too little impact, and researching *all* of the tomes is currently way too easy, I hope that the imposed constraints are not too harsh.
-> I also agree that going over the hero cap currently does not have relevant penalties. However: Being hard-restricted to only your leader in the early game would be a bit frustrating. If the hero cap is supposed to be more strongly enforced, then I would suggest to make it your number of cities plus one instead of just your number of cities. Alternatively: Allow non-barbarian scouts to found outposts, and find some other unique gimmick to give to the barbarian scouts.
-> I think one of the main reasons that ranged units were so overpowered previously is that they could get range somewhere between 5 and 7, and most melee units only had move 4. Considering that ranged units can still do 2 attacks after moving 2 hexes away from approaching melee-units, this meant that most melee units would just die before reaching them. Now that cavalry units are a lot more common and you can no longer substitute hit-chance with crit-chance, I would wait and see a bit if the ranged meta is still as strong as it was previously.
 
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Very happy victory conditions are being looked into, the main problem for me is that ai players don't seem to care if other players are using a magic victory or not., Other players will shut it down with spells or armies but the AI seems to ignore it it my experience.

Overall ecstatic with this roadmap though, attack coordination with our vassals is the most interesting for me, as right now we don't have much interaction with our vassals once they stop being free cities. Giving players the ability to force them to spawn an army would be very interesting.
 
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Pretty promising stuff so far.

Regarding Faction Identity, I hope this means you're considering more differentiation for Tome units depending on the faction's culture. It's something I love in Planetfall, how the Skakarn Purifier has a repeating melee attack while the Dvar one has a single-action ranged shot and the Amazon version has a bow with a repeating ranged attack. Or how the Kir'Ko Hacker is the only one that can disable biological units by default, while the Vanguard one has an accuracy/range buff.

By contrast, in AoW4 currently there is no meaningful difference between a Barbarian Warbreed and a Mystic Warbreed beyond the cultural passive which is extremely minor (except the High passive for ranged units, by far the most impactful one). I think it would really help make the factions/cultures stand out if two factions could play, say a Chaos/Nature build and still end up with meaningful differences for their units and playstyles thanks to their starting culture.
 
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This is beyond fantastic and everything i ever hoped for, and more.

Wow.
 
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I'm enthusiastic to see such a detailed and specific roadmap. Looking forward and can't wait. My two cents:
- adding War coordination option -> a no brainer for me, but great it was recognized by devs. It will definately make Allies more valuable, especially with the incoming AI enchancements.
- nice Underground is being look at. Tbh it is lacking and pretty boring. Some unique structures/map objects/unit combinations will definately flesh it out
- "Seals Victory will return as a premium feature for Empires and Ashes" - oh, DLC content teaser :)
- adressing faction identity - good it's being tackled as people seem to be obesessive about it
- "Top priority goes to adjusting the buffing of ranged units" - does that mean they're gonna be nerfed?
 
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Thank you very much for sharing this very promising Roadmap!

And heartfelt congratulations to the whole team at Triumph for the big success of this fourth (or fifth) iteration of the Age of Wonders!
As a fan and buyer from the early beginnings, it's a special delight to see the franchise develop, grow and prosper with each installment. A more than well deserved success for this labour of love and dedication over many years.
May the list of free and paid DLCs be as long as never before...

As a self-proclaimed strategy connoisseur, let me offer some suggestions for future development/updates for consideration.

Being more of a wargamer than a 4X or empire builder person, I am dearly missing some of the functionalities that we had in the more in-depth advanced settings for map/scenario creation that we had in Aow3 or AoWPF.

- Ability to set a hard limit for number of heroes
While I understand the appeal and even necessity of more heroes due to newly introduced systems like sieges or city governors, having the possibility to have more or less unlimited heroes certainly feels inflationary and makes them feel less special and even exchangeable and forgettable at some point. Maybe an optional, customizable limit slider like in Aow3 or PF?

- Abillity to disable underground either as a separate option or via the currently missing trait "uninhabitable underground"

- Ability to enable / disable fog of war

- Ability to disable city building / founding
While from a 4X perspective, this may seem strange, from a wargame perspective or logic it feels odd that cities grow from zero to metropolis during a game. The option was there and was working perfectly well in earlier Aows, and it would help my and probably many other players' enjoyment of the game tremendously to have that option back to create and play the realms and scenarios of our imagination.

- I would love to, given the current lack of an actual scenario editor, have a realm trait where players start with either a somewhat mid-developed or even highly developed realm of 3 or 5 cities. While for some or even many players, this early build-up game of early exploration and expansion and finding the optimum strategy of defeating neutral stacks and sites, may be the actual core experience of the game, it more often than I like to admit feels to me like a slog or busy work and essentially a solved problem that just requires execution but in the end is not really interesting or actually challenging the intellect.
Give us less 4X-oriented wargamers the option to start at a phase where the all-out war and the big fate of the world-deciding battles can begin more or less immediately!

- If possible at any rate, please try to give us at some point in time an actual scenario and map editor! It is sorely missed! With all these brilliant faction customization options and tools, it feels like such a dramatic and painful waste of potential to not being able to create gorgeous handmade scenarios. The random generator produces astonishing results but can surely never surpass handcraft.

- An arena battle type of thing, like eg in the Warhammer Total War titles would feel so natural an addition. Let the duelists buy their armies and spellbooks with an amount of points or gold and let them duke it out on the battlefield for glory. Leader boards and ranking system as an optional plus...

Thank you again for bringing us this wonderful #4 and for the things yet to come.
Will download the DLC now and start creating my first dragon lord.
Guess what, with the fantastic customization possibilities for our dragon lords you guys really more or less made somewhat of a childhood dream come true.
 
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I'm thrilled to see this game doing so much well and doing so well! Its rapidly climbed the ranks of my favorite games, even doing something that has not been done in 2 decades, dethroning Age of Wonders: Shadow Magic. My hat is off to the lot of you.


I noticed that the cross platform multiplayer discussion has died down somewhat, and Jordi gave a great answer to my last prompt on the matter over on the Discord, but I'd love to see it show up somewhere in this plan for the coming year. Hopefully, the wyvern update and any subsequent fixes to stability will be enough to make that pursuit not only reasonable but a reality!