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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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Sounds really good. I too struggled with too many researched tomes - when you have extra transformations and enchantments and the mana to sustain them, you will go for them, but eventually they piled up and my planned race did not turn out the way I expected. Glad to hear tome research will be more restrictive.
Good idea to expand the underground too. And vassal/ally coordination, I liked that in Planetfall (when it worked). Happy to hear more water provinces are coming, as cities on islands were pretty much relegated to food production.
 
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The Roadmap sounds good. Most of the major issues look to be on there. Only thing I don't see much mention of is improving the Form Traits system to be less shallow. It's been the most controversial aspect of the game for a lot of players so I hope it gets a full revamp at some point. It takes inspiration from Stellaris with race being mostly cosmetic. But even Stellaris changed their minds on that, and added DLC races that had more substantial gameplay differences.
 
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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.


I will echo this.
- Choosing the path we lead our faction throught the game and the changes we apply is currently the big thing, and limiting us to less affinities and tomes removes a big part of that appeal. And while I want choices to have consequences and impact, "you can't do X anymore, becasue reasons" is not an appealing approach. I think faction identity should come from elsewhere.
- And heroes currently are very load-bearing, being needed for expansion, wonders, sieges, moving free city units away and supposedly being at the war fronts. Combined with stuff like the megacities realm trait or the Perfectionist Artisans and Chosen Destroyers civics as well as the steep increase in cost of city and therefore hero limit, makign those penalties too harsh will elad to a rather unsatisfying gameplay of hero juggling.
 
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LOVE it!

I can't even say what's my favourite aspect of this. I'm extremely happy for and stoked about, the free Underground and Water updates

But I think my favourite aspect is your plan for choices that matter and deeper faction customization!
I'm so glad that it sounds you are choosing to implement deeper faction diversity through more customization rather than just implementing mandatory aspects to the forms.
 
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while I agree that if players are too easily gaining a vast multitude of tomes it should be addressed, I don't like the idea of adding a rigid limit on what tomes/ how many tomes you can get.
I feel the better option would be to have some limit a player has to hard focus tome research to overcome, or add a society trait/ other form of perk that would allow further branching out.

A hard cap kills the fantasy of the "all knowing Wizard", and I feel would diminish or kill the purpose of having a research build unless they add some sort of use for research once you have all of your tomes unlocked.
At the very least if they go through with this, let modding break this limit.
 
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I like everything I'm reading here. Some of it will depend on how the actual implementation goes, but so far I have faith that things will go in a positive direction all around.

My one criticism is that there is still a pretty major part of the game that hasn't been included in the roadmap as something that needs work: the Pantheon system. As the meta-progression system that should incentivize long-term play, it fails at rising to the standards that Planetfall's Empire mode set. There have been many posts on what's wrong with the system and how it can be improved, and I really hope it gets a look sooner rather than later.
 
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while I agree that if players are too easily gaining a vast multitude of tomes it should be addressed, I don't like the idea of adding a rigid limit on what tomes/ how many tomes you can get.
I feel the better option would be to have some limit a player has to hard focus tome research to overcome, or add a society trait/ other form of perk that would allow further branching out.

A hard cap kills the fantasy of the "all knowing Wizard", and I feel would diminish or kill the purpose of having a research build unless they add some sort of use for research once you have all of your tomes unlocked.
At the very least if they go through with this, let modding break this limit.

I'm alright with a rigid limit on tomes if it isn't just 9. I feel like the player should be able to choose up to 3 tomes for tiers I-IV and one for tier 5 (like now)
Or maybe 3 tomes for tiers I-II, 2 tomes for tiers III-IV and one tome for tier 5.
 
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- 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.

This already exists. Just select the "Megacities" realm trait and everyone will be limited to one large city.
 
This already exists. Just select the "Megacities" realm trait and everyone will be limited to one large city.

Not in the way we had it in the earlier Aows or what I am suggesting.

If I remember it correctly, Megacities limits the players strictly to owning one city while what I am asking for is the impossibility to found new cities only with the rest of the game rules unchanged, ie no extended city reach and to still be able to conquer existing and take/have direct ownership of more than one city.
 
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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.

I really hope this doesn't take the form of hard limits. I play with a mod that adds affinity requirements to Tier II and Tier III tomes, and that feels good, maybe in combination with one of the mods that also increases research costs for each tome already researched. I think soft limits maintain the freedom, while preventing me from say grabbing a random tier III tome for one racial transformation or some such.

Hard limiting the total number of tomes you can research would be a massive problem for longer games where you end up with an empty research queue if you do that.
 
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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.
It is not only the russian, the german translation is a pure mess too. Missing letters and spaces, wrong cases and pronouns, or placeholders are in every second tooltip in the game.

Aside from that, great stuff Lennart. You really listen to the community. Lots of cool reactions and lots of cool ideas to come. I am happy and intrigued!
 
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This roadmap is really exciting!! I think I'm more excited for the patches than I am for the DLCs. I do hope we are able to see they/them pronouns and the ability to edit faction and leader descriptions however, as those small changes would add a lot of flavour.
 
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On the topic of tome limits, maybe you could put unlocking new tomes into the empire development tree. You could have a repeatable "rites" in the general section that would let you purchase tomes, one for each tier up to level three. It could increase in price like the city cap one, and maybe a cooldown to prevent mass buying tomes in one turn. Then you could have the tier four and five tomes have their own rites in their respective affinity branches.

I think that might be an interesting rework instead of just automatically acquiring new tomes every four researches.
 
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