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Dev Diary #24: Seals & Tomes

Welcome to the developer diaries for both the new Seals Victory and the new Tomes that are coming in Empires and Ashes. There is a lot to cover so this dev diary will be split in two, starting with…


The Seals Victory

Hello everyone! I am Sam Minh, a designer for Age of Wonders 4. Today I will talk about the Seals, what they are, how to achieve a Seals Victory and what challenges will stand in your way.

The Seals are ancient structures constructed by the order of the Archons, to protect a world from the outside… or to seal something within. Controlling the Seals gives one great power over the realm thus Godir are racing to take control over them.

1 Seal Structure No UI.png


People who have played Age of Wonders 3 might be familiar with how the Seals Victory worked there. There are a limited number of Seals spread around the world. Each Seal is defended by an army of strong defenders. Once they are defeated, you will gain one seal point per turn as long as your units stand on top of the Seal. Capturing and holding multiple Seals will provide you with more points per turn. Once a specific amount of points has been reached, you achieve victory.


2 Seal With Defenders Demons.png


But the capturing of Seals will not go uncontested. There are two sources of opposition that will try to prevent you from obtaining a Seals victory.

First and foremost are the other Empires. Capturing a Seal will provide every other Empire with Grievances as they become aware of your ambitions of controlling the Seals of this realm. As you approach the Seals victory, they will be forced to stop you.

3 Seal Race.png


The other source of opposition are the defenders of the Seals, for they were left heavily guarded. These defenders will awaken and sporadically attack any trespassers. The frequency and intensity of these attacks increase as you capture more Seals and collect more points.

These Seal Defenders come in a lot of variety, each providing a different challenge to overcome. They could be angels, demons, elementals or dozens of others, each attack has its own theme which determines what kind of units appear and what Combat Effect will be present in the fight. These Combat Effects can vary from providing some extra challenge to forcing you to approach the battle in a completely different way.

4 Seal Defenders Elementals.png


While you are channeling the power of the Seals, various events can happen. Your surveyors can uncover the secrets of the original creators, accidentally wake up a Progenitor Golem, or the Seal can suddenly become unstable. With the massive power of the Seal running rampant, how will you choose to resolve this imminent crisis?

5 Unstable Seal.png


Not all worlds have Seals on them. You will find some on one of the new story realms and you can choose to add them to your own games. Their presence is added in the form of a realm trait.

How many Seals are added in a world is dependent on the amount of players in that game. There will always be more Seals than players, ensuring that rulers must fight over multiple Seals to get an edge over their rivals. The amount of points you need is dependent on the amount of Seals in the world and can be further changed by choosing to play with either the Active or Dormant Realm Traits.
6 Seal Traits.png


Now that you know what the Seals Victory is and how you can achieve one, let’s explore the new ways you can achieve this victory condition with the Tomes that will come with Empires and Ashes.



Tomes

Hello again Godir and/or Mortal visitor, Thomas Schuiten, Designer at Triumph, has returned to regale you with tomes of lore about Tomes of which we made more.

For Empires and Ashes we wanted to inject some new tome combinations into the game, thus each Tome for E&A is designed as a “twist” on the Materium affinity by combining it with another. Each supports a playstyle that may combine uniquely with particular cultures or base game Tomes, such as the Tome of Alchemy being an excellent source of Weakened which the Dark Culture may benefit from greatly.

Empires and Ashes comes with 4 new Tomes (5 if we count the Reaver Culture as well). The Tome of Alchemy fuses the inventiveness of Materium with the afflictions and support of Nature, while the tome of the Construct fuses Materium’s constructs with Order’s expertise in formation fighting and so on.


Tome of Alchemy

TomeOfAlchemyCrop.png


The tome of Alchemy specializes in negative status effects, both applying them to the enemy and removing those afflicting your forces. The Afflictor provides an early ranged unit, able to spread afflicting miasma and deal both blight and physical damage with their repeating crossbows. While Fumigation grants you a useful siege project uniquely early, letting you damage and poison the defenders before rushing into relatively undeveloped settlements.

Here’s a look at the unique power of the Afflicting Miasma:

AlchemyAfflictingMiasmaMouseover.png

AlchemyAfflictionTooltip.png



Tome of the Construct

TomeOfConstructCrop.png


The Tome of the Construct fuses the material superiority and defense of Materium with the discipline and formation fighting of Order. It grants access to the Bronze Golem, letting you construct the powerful Tier 3 Polearm constructs directly without the need to fully rank up your Copper Golems first.

ConstructBronzeGolemUnitPanel.png


But more uniquely this Tome holds two powerful buff spells in the form of the Cascading Commands.

ConstructCascadingCommandTooltip.PNG


Cascading Command: Defend lets you grant additional retaliations to your units while allowing even those that have already acted to enter defense mode. This effect is notably exclusive to Constructs or Racial units with the “Linked Minds” transformation, but cascades through the entire formation to affect any number of viable friendly units.

Meanwhile Cascading Command: Reposition instead lets your Constructs close the distance rapidly by granting them Hastened and strengthened to strike first.

LinkedMindsIngame.png


Linked minds provides a new minor transformation, letting you get the most out of your racial units when mixing in with your new construct legions, it also gives a powerful safeguard against flanking, granting any affected unit Hyper Awareness when adjacent to another Linked Minds or Construct unit.


Tome of the Dreadnought

TomeOfTheDreadnoughtCrop.png


The Dreadnoughts of the third Age of Wonders may have decayed, but some of their mightiest weapons of war remain documented in the Tome of the Dreadnought. This Tome focuses on Area-of-Effect firepower and siege warfare. The Great Bombard provides a powerful siege project while Tuning Kits grant your support units the ability to overcharge the firepower of your Constructs. If that all isn’t enough, the Destabilized mana core has been refined since its old days, able to be used with more “precision” than before:

DreadnoughtUnstableManaCoreTooltip.PNG



Ironclad

IroncladUnitPanel.png


The Ironclad is a powerful Tier 4 Mythic unit, able to lay down a horrific amount of ranged firepower through either its Direct Fire shot when maneuvers are necessary, or through its powerful, but inaccurate tri-shot Barrage when in position.

IroncladBarrageAbility.png


When using the barrage, beware of friendly fire, as it has a tendency to scatter wildly.

Both shot types can be affected by the special Ammunition the Ironclad carries with it, each ammunition type can only be loaded once per battle as a free action and enhances the Ironclads firepower for that turn only, so choose wisely when to spend these powerful shells.

IroncladIncendiaryAmmoAbility.png



Tome of Severing

TomeOfSeveringCrop.png


The Tome of Severing is a powerful anti-magic tome, wielding the power to disrupt Enchantments on your foes as well as banishing their summons or projecting the magic warding of Spelljammers outside of your own domain through the Spellward.

Disrupted.PNG


SeveranceAstralSeveranceMouseover.png


Those pesky powerhouse Magic Origin units will bother you no longer, if your opponent has units able to resurrect through Resurgence or Undead sorcery, perhaps you are more interested in a pre-emptive solution.

SeveranceFinalBanishmentMouseover.png


This grants a powerful heal option in larger battles, and a useful way to be rid of troublesome material for enemy necromancers.

SeveranceGolemUnitpanel.png


Lastly a glimpse at the Severing Golem, a rather unique Mythic Construct fulfilling a hybrid role between support and battle mage.

SeveranceGolemDispellingFieldAbility.png


The Severing Golem’s dispelling field provides a useful anchor in large end-game battles, but the real power lies in its Magical Disruption:

SeveranceGolemMagicalDisruptionAbility.png


IngameIroncladScreenshot2.png


The fiery carnage above will wrap us up for now, we haven’t shown you everything that the Tomes contain, and all of these are only glimpses at the powers contained within. We hope you will enjoy discovering new combinations and making fresh stories with these new Tomes!

Join us in two weeks for a look at the new Form Traits system and the Item Forge — next Dev Diary will be published on November 9th, while Empires and Ashes Expansion will be released on November 7th on all platforms!


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I think I'm most looking forward to playing through the entire campaign again as this new culture, alongside the golem update I can think of some awesome new strategies to try out :D
 
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"It grants access to the Bronze Golem, letting you construct the powerful Tier 3 Polearm constructs directly without the need to fully rank up your Copper Golems first."

Does this mean copper golems will no longer evolve into iron golems? Is there something else that evolves into Iron Golems instead now?

Well, there's Iron Golem Assistants which are basically mini-golems, so...
 
Wait, why this pic is in attachments and not in Dev Diary (steam doesn't have this one too)?

TomeOfTheDreadnoughtFull.png

Yeah I noticed that when it first went live, kinda odd. Wondering whether or not Warding Metals is a new unit, or an enchantment. It looks kinda like a new unit that was in the Trailer, although it could just be an enchantment of some form, presumably an Armor Enchantment if not a Unit.

On another note I think this expansion + update will add a bit of healthy gameplay. There'll be counters to Order & Necromancy Mass Resurrections, counterplay to overly focusing on Unit Enchantments via Disruption, and Order's Morale Devastation won't be so absolute anymore given the amount of Constructs you can get.
 
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Yeah I noticed that when it first went live, kinda odd. Wondering whether or not Warding Metals is a new unit, or an enchantment. It looks kinda like a new unit that was in the Trailer, although it could just be an enchantment of some form, presumably an Armor Enchantment if not a Unit.
Does "Warding Metals" sound like a unit at all to you? It has got to be an enchantment.
 
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Warding metals will, probably, add something to all constructs, like golems/ironclad. Maybe, additional armor plus immunity to some statuses.

Imo, but we are still missing one major transformation. Materium has steel and gold, but both of them are minor.
 
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So branching timelines, alternative dimensions, mysterious hyperspace are hot those days now.
Is there chance for Stellaris references in events?

Stellaris has Astral Rifts now, theoretically their (psionic) scientist could find a way into Shadow Realm, and eventually enter one of those worlds.
Kinda fascinating since the Astral Sea is perpendicular to space - both are ways of finding new worlds, but the godir flow across the multiverse instead of exploring the far reaches of a specific realm. Might be something to have a little fun with if there was ever a crossover DLC, but I'm not really holding my breath.





Anyways, I very much like this. I've wanted something like the Ironclad and magelocks since the game launched, and I'm finally getting them. The Great Bombard is another thing I'm pretty excited for now that I've seen it - getting proper cannons is a dream come true, and while I can get that from Reavers, getting bigger ones too is really nice. I think I'm liable to take the Tome of the Dreadnought a whole lot; likely more than is actually reasonable for my game flow. I wanna shoot dragons with tanks! I want to fire cannons at giants!
 
Kinda fascinating since the Astral Sea is perpendicular to space - both are ways of finding new worlds, but the godir flow across the multiverse instead of exploring the far reaches of a specific realm. Might be something to have a little fun with if there was ever a crossover DLC, but I'm not really holding my breath.





Anyways, I very much like this. I've wanted something like the Ironclad and magelocks since the game launched, and I'm finally getting them. The Great Bombard is another thing I'm pretty excited for now that I've seen it - getting proper cannons is a dream come true, and while I can get that from Reavers, getting bigger ones too is really nice. I think I'm liable to take the Tome of the Dreadnought a whole lot; likely more than is actually reasonable for my game flow. I wanna shoot dragons with tanks! I want to fire cannons at giants!
Now imagine Ironclad vs Blorgs from Stellaris. Or Prikki-tikki.

:D
 
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I'm kinda disappointed that there looks to be no unlockable gunpowder/magelock units in the tomes. I kind of wanted there to be some, cuz they would fit very well in an industrious culture build. And I always like having more racial units.

I guess mods could add some, at least
 
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I'm kinda disappointed that there looks to be no unlockable gunpowder/magelock units in the tomes. I kind of wanted there to be some, cuz they would fit very well in an industrious culture build. And I always like having more racial units.

I guess mods could add some, at least
Did you miss the giant cannon on the Ironclad, and the Great Bombard from the same tome as it? Yeah, it's not strictly another infantry magelock unit, but only because it's a lot more grand than a basic line of dudes with rifles.
 
Did you miss the giant cannon on the Ironclad, and the Great Bombard from the same tome as it? Yeah, it's not strictly another infantry magelock unit, but only because it's a lot more grand than a basic line of dudes with rifles.
I did see them. I just like riflemen and want there to be more diversity for racial units. And I know that ironclads and great bombards are more grand, but sometimes I just want armies filled with actual people instead of just massive machines, monsters, dragons, or eldritch abominations from the astral realms
 
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I did see them. I just like riflemen and want there to be more diversity for racial units. And I know that ironclads and great bombards are more grand, but sometimes I just want armies filled with actual people instead of just massive machines, monsters, dragons, or eldritch abominations from the astral realms
To be fair here, you should be able to achieve that with the Reaver culture, at least. Amping up basic units to hell is something Order is surprisingly good at, and while cultures tend to have a specific style of play in mind, nothing stops you from choosing tome and spell options that enhance your lower level units. I have it on good authority that basic ranged guys enhanced to the nines tend to dominate due to being efficient in terms of cost and production, while if you build for them specifically they can do some hilarious damage due to how many stacking "arrow" enchantments there are.

Actually, with magelock weapons ignoring half of defense instead of a set number, those damage boosts will be able to carry a rifle or pistol squad all the way up to the endgame; normally when you're faced some jackass with 10 base defense and five stacks of bulwark (such as an endgame dragon lord), you either need to find a new way to deal with them or go home. Magelock troops should be a good response to them, due to ignoring half that defense ability, while still carrying all the enhancements from the enchantments you apply to them.
 
To be fair here, you should be able to achieve that with the Reaver culture, at least. Amping up basic units to hell is something Order is surprisingly good at, and while cultures tend to have a specific style of play in mind, nothing stops you from choosing tome and spell options that enhance your lower level units. I have it on good authority that basic ranged guys enhanced to the nines tend to dominate due to being efficient in terms of cost and production, while if you build for them specifically they can do some hilarious damage due to how many stacking "arrow" enchantments there are.

Actually, with magelock weapons ignoring half of defense instead of a set number, those damage boosts will be able to carry a rifle or pistol squad all the way up to the endgame; normally when you're faced some jackass with 10 base defense and five stacks of bulwark (such as an endgame dragon lord), you either need to find a new way to deal with them or go home. Magelock troops should be a good response to them, due to ignoring half that defense ability, while still carrying all the enhancements from the enchantments you apply to them.
I do really like the reaver culture, and while nothing stops someone from playing a culture like they want, cultures are themed, which does change how they play.

Reavers, for instance, start with no whispering stones, and no free city near them, which makes playing a vassal build much harder. Or maybe I would just like playing around with using the high cultures awakening on some riflemen instead of having to use total war mechanics, or enslaving other units to fight for me.
 
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I'm kinda disappointed that there looks to be no unlockable gunpowder/magelock units in the tomes. I kind of wanted there to be some, cuz they would fit very well in an industrious culture build. And I always like having more racial units.

I guess mods could add some, at least
I agree.
 
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I do really like the reaver culture, and while nothing stops someone from playing a culture like they want, cultures are themed, which does change how they play.

Reavers, for instance, start with no whispering stones, and no free city near them, which makes playing a vassal build much harder. Or maybe I would just like playing around with using the high cultures awakening on some riflemen instead of having to use total war mechanics, or enslaving other units to fight for me.
Exactly. Just like there are society traits that change your playing style. Ex: chosen destroyers.

Nobody foces chosen destroyers on you, nobody forces reavers on you. They are just a different faction and I salute that.
 
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I'm getting kinda worried about the substance of the water overhaul, which was one of the things I was most looking forward to. We still know nothing about it, and won't no anything prior to release at this rate, which worries me...
 
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