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Dev Diary #37: The Hero Rework

Greetings Godir and Mortal alike, I am Thomas Schuiten, Designer at Triumph, and today i finally get to show you the greatest post-release rework Triumph has ever done; The Hero Rework!

With the upcoming release of Ways of War on November 5th, we are as always including a free update, Tiger Update, which will strengthen the base game, this time focusing on Heroes, Governance and Ambition!

Likewise this too, is a story of Heroes, (attempted) Governance and certainly a lot of Ambition, so grab your astral dew, get your reading glasses out and join me as I attempt to explain it all!

Behold, the behemoth.

TheBehemothHeroReworkBoard.PNG

This board is where I compiled all the skills and designed the classes, origins, affinity skills etc. You will see the relevant places more up close further down, rest assured there is (some) order in this chaos!

The Problems​

Heroes as they were at release were functional, adaptable and easy to expand upon. The open selection system has served Age of Wonders well in the past, but some of the need for that adaptability was lessened with the introduction of the Item Forge and with Tiger Patch a much smarter item reward system. However, much more importantly for our story today, it brought with it several problems, problems that could not easily be solved.

To start off the rework i collected feedback and combined it with our own observations to make a list of the problems we would seek to tackle with the new design, i have added in italics a quick summary of what part of the new design ended up addressing that point:

  • Homogenization of heroes
    • All heroes have access to the same set of skills and can swap weapons at any time, contributing to a lack of identity.
  • Skill category balance
    • Battle mage is considered weak compared to Warfare, and Support is very concentrated in a select few powerful effects.
  • Signature skills
    • Randomization makes it hard to build character with these
    • Small pool makes builds quite homogenous in terms of signature skills
    • Internal balance is off and causes certain signatures to never be taken
    • Often chosen based on the affinity reward on rulers
  • Hero Stacking
    • Heroes are meant as army leaders but are often easily specialized into being powerful combat units instead leading to them having less identity than hoped.
  • Flavor / Storytelling themes
    • Heroes’ Identity is entirely carried by the background trait, which simply does not do enough on its own.

The Solutions​

No single change could cover all of the outlined problems in one go, but we could be efficient with the design and cover multiple bases with each change. Here I will give a basic outline of the changes before going into depth in their own sections.

The major changes can be broken down into the following areas: Hero Advancement, Governance and Narrative.

Hero Advancement​

Heroes will gain a set of Skill Trees from which they can pick their skills whenever they level up. The skill trees available to the hero will depend on 3 sources: Origin, Class and Signature Skills.
Each source adds a tree of options to that the hero may choose their skills from as they gain levels.

Origin would express the hero’s well… origin, it is what they are. This is meant to separate a Mortal Champion from a Dragon Lord. This meant that Wizard Kings and Mortal Champions would finally have their own unique skill set available only to them.

Class will express a heroes’ talents, each has a general direction but allow for further specialization towards particular roles within it. A Defender for example is hardy and dependable, but can lean into the role of an Infantry polearm hero or a shield that defends those around them!

Signature Skills are a big change from the past, these will now instead generally express the influence of the Empire’s Affinity upon the hero, rather than being randomized and for rulers doing the opposite. The hero will choose signature skills from options based on the empire’s affinity, each granting a boost to the army they lead and giving new hero skill options that fit that affinity!

Thanks to the skill tree structure combined with the class system we can really up the power level and specificity of hero skills, where previously having a hero gain a barrage attack would have a whole host of problems such as them not wielding the correct weapon, the ability not scaling as the game progresses and it being yet another ability on a hero that can get too many already, now it can be a unique choice that later skills can build upon to further empower it in unique ways and let it remain a valid choice for use in combat!

Governance​

Heroes will each gain a Governance Trait, this determines the effects they have on their Governed City. This replaces the old hero affinity based income bonus with a more clear and noticeable effect. These Governance traits would scale as the game progresses and the hero gains Renown.

Narrative​

Heroes will now each have Ambitions, goals they seek to achieve, granting them Renown that improves their Governance effects. These Ambitions give a narrative expression of what the Hero personally wants, and give a unique hero skill when the major ambition is completed.


What is a Hero now?​

As an overview, a Hero in the new system is made up of 3 factors:
  • Their Class, which grants access to the largest “main” skill tree, the class of rulers is determined by their loadout choice.
    • Defender, defensive, melee only, supportive and hard to kill.
    • Warrior, offensive, melee only, high damage and fast.
    • Mage, magic damage at range, area of effect and control through status effects.
    • Ritualist, (magical) support, buffing allies, healing and summoning.
    • Ranger, pure offensive, ranged damage, skirmishing, disruptive.
  • Their Origin, which grants them a small skill tree with unique options.
    • Mortal Champion
      • Specialized in Army leadership
    • Wizard King
      • Specialized in Spellcasting
    • Dragon Lord (Dragon Dawn)
      • Specialized in unique Combat skills
    • Eldritch Sovereign (Eldritch Realms)
      • Specialized in strategic rituals and control
  • Their Signature Skills, chosen at milestone levels (4, 8, 12, 16)
    • For Champions and Wizard Kings these became Affinity Dedications
      • Heroes can pick affinity dedications that their empire has the correct affinity for.
        • They do not, themselves, grant Affinity.
      • Each Affinity Dedication gives an Army Leadership bonus
      • Each Affinity Dedication grants 2 skill options that can be used to support tome builds of that affinity.
    • For Dragon Lords(Dragon Dawn) they gained unique Signature skill choices for the levels where they lacked them.
      • Dragon Lord heroes still gain access to the 2 affinity skill options, similar to Champions and Wizard Kings.
      • Dragon Lord Signature skills do not have affinity requirements.
    • For Eldritch Sovereigns(Eldritch Realms) they retained their Signature skills as they were, though they also no longer grant affinity.
      • Eldritch Sovereign Signature skills do not have affinity requirements

There is a lot of detail to go into here so I will go step by step, starting with the largest component of a Hero: Classes.

Classes​

When I began exploring the class concept I set a ground rule that each class should be able to be built to fill roughly two different “Roles”, this would help ensure the system isn't too restrictive and allow for creative builds within it.

The first step was identifying player fantasies for their heroes, what did players want their heroes to be? What could already be done and how? And what could not be done yet, and why not?

Having created what is effectively a pile of dorky fantasies, I grouped them based on the rough role they would have in our combat system. A knight would for example be a Shock Unit in combat, so whichever class was going to contain the Shock unit role would have to support Knight as a fantasy, while also accounting for the charging barbarian with a greataxe.

I will go over each class, what fantasies they were meant to embody, how they try to do so and maybe some interesting tidbits here and there too!

Defender​


DefenderBeautyPic.PNG


Expected Role(s): Polearm, Shield
Strengths: High defenses, high health, strong options for Retaliations and defending others.
Weaknesses: No Ranged attacks, low damage output
Weapons: Polearm, One Handed Melee (and shield)

The Defender was the first class I designed the content for, for the first iteration we tried to simply re-use existing skills for this. I knew from the initial design this would be unlikely to hold up all the way until release but it gave us a good guideline for what may work and let us test the system in its simplest form.

Like most Class skill trees I divided it roughly into 3 sections, a center section with generalist skills where most stat increases can be found, and the two sides, each hosting skills more suited to a particular specialization the class is capable of. In the Defender’s case these were “Infantry” and “Shield”.
The Infantry side specializes in retaliations and is more individual, leaning into the polearm role. While the Shield side specializes in the use of defense mode and holding formation with allies.

OldDefenderDesign.jpg

First iteration of the Warrior skill tree, note the central column contains primarily stat improvements while the sides had all the juicy stuff in this version.

This design worked as intended and proved the concept could work, but it lacked the opportunity for creativity I wanted and feedback from testing showed it was definitely noticeable. Additionally it was simply too passive and lacked particularly exciting abilities that set the hero apart.
The creativity issue is visible in the “columns” formed in this design, it meant that often picking 1 skill just locked you in to picking the ones below it, which reduces the number of variants you could make within the tree significantly.

So after we got the other classes functional I had another go at the Defender with the aim to improve build options within it and allow for much more creative use of the skills. I also added more active abilities since the original version lacked these quite severely.

DefenderDesign.jpg

Current (final) version of Defender, Note that there is much more crossover between the sections and several new skills to help fill out the roster.

DefenderSkillTreeFocus.PNG

And here it is in game, as demonstrated on my Dragon Lord who is going hard into their Shield Defense!

There we go, that is a nice web of chaos! In the final iteration I allowed for much more connectivity between the branches which should allow for more unconventional builds. I also added three active abilities, one for each “type” of Defender;

A Pushing attack for defenders focused on damage, with specialization options to make it more defensive for those who want to use it while stuck in, or more aggressive for initiating combat or shifting the frontline!

Taunt is an obvious classic that was simply lacking in the first version, and Stunning bash fills the role of a shield bash, letting the hero contribute directly to the battle while still entering their empowered defense mode.

Warrior​

WarriorHeroBeautyPic.PNG


Expected Role(s): Shock, Fighter (Damage)
Strengths: High damage, High mobility, individual unit power
Weaknesses: No Ranged attacks, low defense and resistance, no support ability
Weapons: Great Weapons, Polearms, One Handed Melee (and shield).

Warrior covers a lot of separate themes, the noble knight and the unstoppable barbarian both should be formed out of its components. It focuses a lot on the power of the hero themselves, eschewing any and all support abilities. They can be surprisingly hard to truly take down thanks to their access to health and self healing in combat. They always risk being focused down on their own however, lacking the access to Defense and Resistance that the Defender has.

The Warrior is subdivided into “Shock Trooper” on the left which specializes in enhancing charge attacks and the “Berserker” on the right side which excels in sustained combat and repeating attacks.

OldWarriorDesign.jpg

The old Warrior skill tree, very similar in setup to that of the first Defender.

Being designed second, this initial design had similar issues to the Defender’s first version, but had an even more extreme issue of segmentation, where players would pick columns instead of individual skills, which led to much less build variety than was acceptable or intended. This tree too, got a big pass once the others were completed, adding more active skills and rearranging it significantly.

WarriorDesign.jpg

Ah, now we are cooking, cooking spaghetti that is, but the tasty, enjoyable kind! Much more interconnectivity between the skills to explore, letting the hero be built in much more varied ways than before.

WarriorSkillTreeFocus.PNG

And here it is in game, this particular warrior is aiming for a build around an aggressive charge, quickly slaying their opponent with one swift strike before using second wind to recover and reposition!

The warrior, just like the defender, lacked active skills in their first iteration which was addressed here, giving them a bit more flash.

SecondWindCloseup.jpg


Second wind in particular is worth highlighting, as it is part of the “Streamlining” I have tried to do with hero abilities to address the ability bloat. Second Wind is a mashup of the old Sprint ability and Bloodlust (Barbarian culture), the effect of sprint was lessened a bit to move it out of the territory of the Skirmishers and make it a more versatile tool for warriors, the extra movement and slippery lets the hero lash out at a nearby enemy while the healing effect gain lets them stay in the fight longer.

The attempt to tackle hero ability bloat is more clearly exemplified in the next class, the Mage.

Mage​


MageBeautyPic.PNG


Expected Role(s): Battlemage
Strengths: Magic damage, Area of effect, Range, afflictions
Weaknesses: No melee, low Defense and Health
Weapons: Orbs, Staves

MageSkillTreeFocus.PNG

Final version of the Mage Skill Tree

Mage came third, and is a much more “specific” concept, spellcasting as a unit role existed before the hero rework, but they were one-off abilities that scale poorly as the game progressed. I wanted to strengthen the feel of a hero being a “Mage” by giving the unit abilities that they can then modify through their skill choices.

Mage is roughly divided into “Devastator” and “Warlock”, with the devastator side granting AoE magic abilities and focusing on damage dealing while the warlock side specializes in status effects and control.

MageDesign.jpg

The designer spaghett version

The Mage Skill tree is roughly built around 2 defining skills, the Evocation and the Curse, with specialization building upon those skills.

Evocations were in the game before, as separate abilities that did not scale well as the game progressed. Now the hero can choose to specialize in a Fire Area of Effect Evocation or a chain targeting Lightning Evocation. Each can then be further specialized, letting them focus on damage, disruption or even spreading like wildfire!

The curse ability is at its base a single target debuff that deals frost damage, it can be built to be even more powerful as a frost cure or as a plague inflicting AoE.

Ritualist​

RitualistBeautypic.PNG


Expected Role(s): Support
Strengths: Support, Summons, Healing
Weaknesses: No melee, weak defenses, low damage
Weapons: Staves, Orbs

RitualistSkillTreeFocus.PNG

The final in-game version of the Ritualist skill tree, this particular hero focusing on area of effect and a druidic theme.

Ritualist is a particularly unique class, having to cover a wide set of themes and mechanics. At its most basic level it is divided into a Healing/support and summoning. But each of these has many flavors to cover.

Ritualist is the most ability heavy of all the classes, which leads to a rather unique setup compared to the other classes.

The Restore skill is at the core of the class, unifying the many heal abilities into a single powerful ability that can be built to be single target and extremely potent (and even revive!), area of effect or even quick to cast but weaker.

Additionally this class can lean into themes such as Druidry through the Conjure Wildgrowth skills, summoning through the Spirit Summoning skills and Necromancy through the raise undead skills!

There is much ground to cover in this class, but the skills were picked based on mechanical variance. Of course one would want summons for any specific unit type they happen to be building for but this is handled through other sources instead, such as hero items and the Affinity hero skills gained through dedicating the hero to the Nature affinity.

RitualistDesign.jpg

The ritualist skill tree design, note it is more segmented than others due to the many active abilities contained in the class.

Ranger​


RangerBeautyPic.PNG


Expected Role(s): Ranged, Skirmisher
Strengths: High (ranged) Damage, Critical strikes, versatile
Weaknesses: Weaker defenses, lacking Resistance
Weapons: Ranged Weapons, Dual (skirmisher) weapons

RangerSkillTreeFocus.PNG

In-game final version of the Ranger skill tree, this hero is functioning as a skirmisher, using Snapshot as an opener before diving into melee where they can finish the target off.

Ranger was a pain in the butt to design, Age of Wonders 4 did not feature many hero skills that actually fit with the ranged role appropriately, and for skirmishing there was even less. Thus the Ranger class had from its first iteration, the most new skills out of them all. Having practically all of it made anew to begin with.

The Ranger has, similar to the Mage, a choice of defining ability on the left side of its tree. Scatter shot gives an area of effect option to the usually single target focused role of ranged attackers, while True shot lets one make a true “sniper”. Snapshot lets the hero be built as a much more mobile unit, either for rangers who want to have a backup when forced to move, or rangers who want to add extra utility to their skirmishing!

RangerDesign.jpg

The Ranger tree, a maze of delirium that nearly drove Tom Bird to madness… well, more of it anyway.

SkirmisherWeaponsCrop.PNG

New item forge options!

To support the skirmishing role now being an option for heroes, we added additional skirmisher weapons to the item forge and as starting options for the Feudal, Dark and High cultures. Not everyone wants to be slinging magelock pistols after all!


Origins​

Origins would be the second component that grants a hero more identity, this primarily affects rulers since heroes are usually mortals, unless they join from the Pantheon!

Each Origin has its own “niche” for which it provides skills the hero can choose to specialize further in. They are relatively small, intended to supplement the hero's role as provided by their class rather than supplant it.

Mortal Champions​

MortalChampionBeautyPic.PNG


Champions have suffered a bit as we expanded on AoW4 and added more ruler types to the game. They did not have too much to set them apart from those ruler types. So with the rework we gave them an identity of their own: Commanders.

OriginChampionCard.PNG

The Champion was quite unfocused before, their ruler benefits have been simplified to be less economy focused and lean into the trope of the mortal hero.

Champion rulers now start with the command ability (veterans may remember this as “Spur to Action”), this ability lets them order another unit to move again at the expense of their own movement and can be upgraded as well.

MortalChampionSkillTreeFocus.PNG


The Mortal Champion Origin skill tree, notice it is quite wide rather than deep, this is the general norm for Origin skill trees as they are intended to be more supplemental than the Class tree.

Besides the command ability, champion origin rulers have access to other skills which boost their army both tactically and strategically. Though investing in these skills may mean forgoing potential personal power in their class or through the affinity hero skills!


Champions as Heroes
All heroes found in the game that do not come from the pantheon, are Mortal Champions. With this rework we have set them apart a little from their ruler counterparts, heroes have their own version of the champion origin tree, one notably lacking access to the Command skill. Regardless they can still specialize between army leadership and their class just the same!

Wizard Kings​

WizardKingBeautyPic.PNG


Just as the champion looked less and less appealing as the game grew, the wizard king similarly had some trouble truly standing apart from their mortal counterpart. Overchannel was an iconic ability, but had all of its power condensed into it from the start. To bring the Wizard king more in line with the other ruler types and allow for more build variety in their theme, the Overchannel ability was reworked into Channeling Ritual.

OriginWizardKingCard.PNG


Channeling ritual, like Command for the mortal champions, is a starting ability, one that can be specialized into a quickened (but only useable once per combat) version, or a more defensive ritual, which heals the user and lets them enter defense mode, a potential combo with the Defender or Ritualist classes!

WizardKing.jpg

The Wizard King Origin tree in-game.

Furthermore the Wizard King’s skill tree features skills that grant more casting points, replacing the automatic casting point gain of wizard kings with a more intentional investment on the hero’s part to gain that power.

And lastly a set of skills which let the Wizard King gain strength as spells are cast and add an overcharge effect to particular spells whenever Channeling Ritual is used!

Dragon Lords​

DragonLordBeautyPicCROPPED.PNG


Big, stompy and terrifying. That is what dragons were meant to be when we introduced them in Dragon Dawn, yet in practice they were found to be easy to focus down, lacking the defense to withstand the damage their larger form attracted. In the end they were often relegated to something more akin to an artillery unit than a monstrous beast of war.

OriginDragonLordCard.PNG


I decided that during a personal development day I would redesign the Dragon lord signatures, being a bit of a dragon nerd myself, I wanted to address their lacking survivability, the forced transformation and build variety.

Survivability I would address by having each of the dragon’s signature skills grant a stat boost, roughly equivalent to being 1 unit tier higher each time. This means that dragons can now keep up with the survivability of other heroes gaining equipment, without having to invest skill points into merely keeping up.

Dragon Lords have always had unique signature skills, divided into 2 levels, at level 4 they would choose their lesser transformation, and at level 12 they would gain a major transformation that modified their breath weapon. But at level 8 and 16 they shared the same pool as all other heroes did.

DragonDesignBoard.PNG

Behold the whole line-up of designs for the Dragon Signature skills.

In order to support the Affinity hero skills and open up build options I aimed to “fill in the gaps” and add 2 more signature skill sets, so that each signature skill choice now had unique options, these are grouped as the following:

DragonSignature1FULL.PNG

Aspect selection at level 4.

Aspects (level 4 Signature skills) - a powerful stat boost accompanied by a passive effect that reinforces the affinity’s expected role. Order grants adjacent allies resistance, while shadow inflicts weakened for example.

Transformations (level 8 Signature skills) - These once more include the stat boost, but more importantly here the unit type changes are found. If you want to become a Fey dragon, choose the Nature Transformation and grow the wilds on the battlefield as you move!

This is where the major visual variation is now added, so in addition to the 6 affinity transformations there is a 7th option, Primal Transformation, this option grants a hefty stat bonus and Natural Regeneration. But more importantly does not change the Dragon lord’s visuals, letting them be a “pure” dragon. This transformation grants affinity skills just as the others do, though its affinity is based on what affinity the dragon started with.

Breath (level 12 Signature skills) - yet again the hero gains more hit points, but much more importantly this modifies their breath attack. These are streamlined to give a much clearer use case to each breath attack, Purebreath (order) grants the breath attack a heal and cleanse on friendly units, while Rustbreath (Materium) weakens and sunders defenses while cleansing the enemy’s positive effects instead!

Elder (level 16 Signature Skills) - an even bigger stat bonus than the other levels, keeping the dragon lord up to par with heroes who will have gained their armor by now. But more interestingly each affinity option here grants the dragon lord a unique effect, the Elder of Astral skill grants Wind barrier and a unique ability to remove pesky melee units from your dragon’s presence, while the Elder of Chaos grants a damage bonus that grows throughout the battle each time the hero slays an enemy!

Dragon Claws
Dragons have always had their own unique melee weapon in the dragon claws, but now that they can have class roles there were some options lacking. Which provides the perfect opportunity to add some new options here!

DragonClawCrop.PNG

The new Dragon Claw options in the item forge.

There are now three variations of claw weapon: Dragon Claws for sustained repeating damage, Armored Claws for more defense and a powerful defense mode and Warclaws for charging in and crushing your enemies!

Eldritch Sovereign​

The sovereigns were largely untouched, having been a recent addition in Eldritch Realms. A distinguishing feature of theirs is that they have unique extremely powerful abilities gained through their signatures and Origin skill tree. But they do not have the same ties to affinities that the other Origins have, and thus do not gain Affinity hero skill options from their Signatures.

Additionally it is notable that Sovereigns can only be Mages or Ritualists, both leaning into their strengths as magic users.

OriginEldritchSovereignCardPNG.PNG

Still as manipulative and controlling as ever… do not trust them.

Signature Skills​

The next big item on the block is signature skills, previously these were a small pool of active abilities, when reaching particular milestones the hero would get to pick a signature skill from a list of random options. This had several issues; A lack of control, wildly varying power levels and dilution of the heroes role.

Everyone would always pick the same skills, and particularly the summon abilities were problematic. Thus to put it bluntly, these are no longer the same. Many of these skills have been reworked and used elsewhere.

Affinity Dedications
For Mortal Champions and Wizard Kings, the signature skills take the form of Affinity Dedications. These grant effects that empower the army that the hero leads and unlock a pair of hero skills that support the builds and identity associated with that affinity.

To choose an affinity dedication, the hero must first reach the appropriate level, then the empire must have the appropriate affinity. At level 4, only Initiate dedications may be chosen and only of the affinities the empire has. At level 8 they may choose either Initiate dedications they do not yet have (with the same requirements) or any Adept level dedications their empire has enough affinity for.

At level 12, Master level and lower can be chosen, and lastly at level 16, Paragon or any other level.

SignautreSkillFULLMouseover.PNG

Notice how for level 4, only the Initiate dedications of the empire’s affinities are valid.

This allows for mixing between multiple affinities, if you have a build that uses two very different affinities mechanics that you want to lean into, you can choose to give the hero two initiate dedications, giving access to the relevant skills.

Note that none of the Dedications require a previous one, they are purely restricted by the level and empire affinity. If you wish to skip nature initiate in favor of another affinity, but still want Adept of Nature on level 8 you can do so.

SignatureSkillLevel8Mouseover.PNG

At level 8, because the hero already has the order initiate dedication, the only valid options are between Adept and Initiate of Chaos.

The affinity dedications are free, which means that as the hero levels they will empower the army they lead, this means that to make optimal use of your heroes should seek to have each lead their own army, setting them apart from the rank-and-file units they lead.

The hero then gains access to 2 additional hero skills based on the affinity dedication taken, Initiate of Nature for example grants Blight Strikes and Pack Leader. Letting the hero specialize to support builds that the empire may be leaning into such as applying poison and decay, or fielding lots and lots of animal units!

The Affinity dedications are divided into 4 levels, Initiate, Adept, Master and Paragon.
Each grants access to 2 new skills, one more offensively oriented and 1 more defensive/utility oriented. Paragon is the exception, granting only a single skill that is universally powerful.

Initiate grants access to build-supporting hero skills, such as the pay-off for attacking burning enemies in chaos, or the leadership buff to animals in nature.

Adept is usually more individual, letting the hero themselves take on the theme more strongly through a passive effect, such as Order’s Incorruptible spirit, which grants a huge boost to the status effect resistance of the hero. While Astral can gain evasion as they are attacked blurring their image.

Master skills are the active abilities, this is where some old favorites like Blink can be found as well as several new abilities such as Awaken Earth.

Paragon Skills are unique in several ways, firstly, while the other 3 levels grant the same (stacking) bonus to the army, the paragon dedications each give their own unique army boost. Paragon of Order for example grants all units in the army Resurgence, letting them all become immortal martyrs to the cause
.
Additionally Paragon skills unlock only a single new hero skill option, one that is more universally powerful such as Materium’s Ancient of Earth or Shadow’s “Eternal One”

EternalOneCloseup.jpg

Become immortal, eternal king.

Tome Hero Skills
Formerly, tomes granted hero skills, many of those got reused, some did not make it. This has a few reasons, chief among these is the dilution of hero roles through them, and the fact that many were simply “filler” not really supporting their tome’s build in a significant capacity. Instead many of the build supporting skills were, as you could read above, reworked to fit into the affinity hero skills instead. This has the added advantage of not requiring particular tomes to gain the hero skill that supports the playstyle. You do not need to have Tome of souls to get the necromancy supporting hero skill to help with your tome of Necromancy build for example.

There are some that were more difficult than others, notably among these was Cleansing Flame Herald, part of the Tome of Cleansing flame. This is instead a passive gained when the Tome is unlocked, which should feel much nicer.

Art of the Hero Rework​

For a (short) interlude here on the art side of this project I am including a section of Elle and Ana’s write up on the art of the Hero Rework, worry not I will return after the pretty pictures to provide more nerdy insight!

Hi all, Elle here, 2D Artist at Triumph! I’ll be the one to present you with the full “Art of Ways of War” dev diary at a later date, but I wanted to barge into Thomas’ dev diary too so I could share a little bit of background on the art side of the Hero Rework.

Before we bury the old interface permanently, have this very old pre-release mockup as a loving way to remember the admittedly-difficult-to-love listbox layout:

UU2t6eu.jpeg

Image Description: A mockup from September of 2021 (1 year and 8 months before release). Functionally very similar to the Hero Skill list at release, just prior to any polish.

About 6 months after release, we started exploring the idea of organizing these skills differently. Some early but scrapped ideas:

DevDiary_HeroSkill_img2.png

DevDiary_HeroSkill_img3.png

Image Description: Two images of hero skills sorted by type (warfare/battle magic/support) and level

Note that these mockups did not consider changing the fundamental workings of the hero skills, we just didn’t like the UI visually. But feedback kept coming in about heroes feeling “samey” and lacking identity, so Thomas started cooking. He then approached me with that legendary “what if…”, a “what if” that gave us many sleepless nights but would ultimately become the pride & joy of all of us who worked on it. So let’s catch you up on the new Hero Skill interface, where did we start off and end up?

Well, this was the “what if” that Thomas handed me:

DevDiary_HeroSkill_img4.png

Image Description: ??? absolute designer mumbo jumbo

It then took probably 4 hours for him to explain this and for me to understand it (having this dev diary would’ve helped …), but after breaking my brain I did two mockups for how we could present this new Hero Skill system to the player:

DevDiary_HeroSkill_img5.png

Image Description: Hero Skill Tree layout mockup where each tree had a different tab

DevDiary_HeroSkill_img6.png

Image Description: Hero Skill Tree layout mockup where all three trees are present in one interface, similar to how the final in-game version was set up

As you can probably tell by the final result, we chose the latter in order to minimize clicking between different tabs. As a disclaimer, I’m able to do my mockups pretty easily and freely in photoshop, but getting them functional in-game is a whole different ball game. Simon (gameplay & interface programmer) did an incredible job translating the mockup despite technical and time limitations. We added additional functionality such as mutually exclusive skills, and even got to our stretch goal of incorporating different icons for the active abilities.

I also participated in unintentional intern abuse by assigning the reworked icons to our intern Alex, please give him some love for the monstrous amount of icons he made. Here are the hero skills alone, but most of these also come paired with either ability icons, unit property icons, and/or status effect icons.

DevDiary_HeroSkill_img7.png

Image Description: Screenshot of our Hero Skill psd

And an additional shoutout to our VFX Artist Ana, who made and reworked an equally monstrous amount of FX to go with this rework. If you think making hundreds of new icons is hard, imagine doing the same for effects that also have a gazillion possible combinations in modularity.

And of course the hero rework also came with the addition of governor bonuses and ambitions, all of which needed UI mockups, implementation, and icons too… but I’ll do plenty of rambling in the upcoming art dev diary so I won’t bore you with the details any further and instead let Thomas take back the reins!

Governance and Renown​


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The new hero panel, note the section on the left displaying all info related to Governance, Renown and the hero’s Ambitions.

Governance has always been a little messy, players could understand that they would assign a hero to govern a city and gain benefits from that, but exactly what and why was not always clear.

Basically each affinity point a hero had granted a tiny uptick in income that added together to a decently substantial amount.

I wanted to add more personality to the heroes, and at the same time make the presence of a governor much more noticeable and meaningful. Thus we concocted the Governance traits, heavily inspired by the governance background traits i’d made in a past update.

IndustriousGovernanceMouseover.PNG

Look who is all grown up!

Governance traits are a new trait given to each hero that determines the effects they grant their governed city, these usually entice a city to specialize in a particular way, leading to more variation in the empire’s cities and a more noticeable impact from the Governor’s rule. Each hero has a random Governance trait, while rulers always have the very generalist Godir Governor trait, which boosts the throne city significantly.

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Shiny new Governor selection UI, note it shows the levels of each Governor as well as the current active effects.

You may have noticed that the Governance trait has levels, these are unlocked by gaining Renown, further empowering the Governing effects of that hero. How do you gain renown you ask? Allow me to enlighten you about:

Ambitions​

AgeofWonders4_Ambitions.png

The new ruler ambitions, available for selection in the last step of Faction Creation.

Each hero has Ambitions, completing these ambitions is how they gain Renown and Renown levels. Each Renown level grants their army a slight boost in morale, but most importantly Renown levels determine the benefits gained from the Governance skill!

Ambitions are chosen as a set, rulers may choose them during the creation process while heroes will have a random set of ambitions. Each set contains a Major and Minor ambition

Minor Ambitions are repeatable, short term goals, these are the main source of Renown gain.

Major Ambitions can only be completed once per hero, but grant a much larger reward and unlock a unique skill for the hero that suits the deed they’ve accomplished. A Duelist who manages to slay a ruler in single combat for example gains increased damage and defense against heroes!

RenownAmbitionPanelCrop.PNG

This hero has managed to complete her major ambition, giving her a unique trait to boost her army’s aggression.

Should you end up with a hero whose ambitions you are unable to complete, after a set period of time an event will occur where you may choose to have them chase a different ambition instead, letting you continue their progress another way instead!

EletistAmbition.PNG

This one is one of my personal favorites, it was suggested by Lucas who did the code support for this particular system. With minor adjustments we put it in, it creates a really enjoyable dynamic where one of your heroes becomes the “Right hand” of your ruler.

Outro​

The Hero Rework is an enormous undertaking, representing the largest rework of anything Triumph has ever done to a game post-release. Not just design and implementation, but code support by several of our famed Codir, with special thanks to Simon and Lucas, and also art, where Alex has soldiered through remaking every single hero skill and hero ability icon in the game or Ana who gave the hero abilities some much needed love in their visual effects!

So, after a grueling few months of hard work we arrive at the Tiger patch, alongside Ways of War’s release on November 5th this will make your conquest in Age of Wonders 4 even more heroic! I and the rest of Triumph look forward to seeing what you create with these new tools!


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This is amazing. Before this update, there was a clear power choice of what was worth taking for skills and what wasn't worth taking. For example, if going mage, it was always worth dipping into the warrior tree to grab sprint/def/flameburst weapons/ etc and get killing machine at the end. For signature skills, except for leader, it was always optimal to take summons because they are always at least a damage sponge.

While it doesn't allow for mixing as much, it makes the core roles correspondingly much more involved and having choice that are significant for leveling up rather than +1/+10% to X.

Also, I like that Wizard Kings now have to spend skill points to get more casting points. It was always vastly superior to Champion just because of that bonus, so it's good that the playing field is slightly evened out in that regard.

Finally, just want to say for the Dragons: Could you make the claw type a selectable choice and then tie the class to that? For example, I take "Nature Claws" and now my dragon is a Ritualist or take "Chaos Claws" and now my dragon is a Warrior. I assume that right now the specific dragons are specific classes because we can't choose their starting weapon, so the one they have decides it.
 
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Are Defender classes going to be viable? Currently if you have a unit enter defence mode, it will be attacked by a unit that cancels defence mode, meaning that you gave up dealing any damage for nothing. Similar for units with retaliate. Hopefully Heroes will be a cut above normal units, and not easily nullified.

To be fair, defenders only get booted out of defense mode by fighters really. A quick glance at the enemy lineup will tell you if any enemies are capable of breaking defensive stance, and you can check range on it.

I don't disagree that they are weaker overall, but I've made VERY good use of defensive stance when playing - you just have to be aware of it's limitations.

Getting another unit into melee with their unit that can break your defense works great. Sure they can break your defense, but they have to take a free attack for leaving melee first.
 
As someone that doesn't play Multiplayer, all the detailed information on the rework sounds like a big wrong shift. Heroes felt generic? To whom? I could customize my heroes for any role I wanted, and as someone else pointed out, you are now restricting our choices to make the game feel more unique? That is saving the tree and killing the forest. Removing options and choice by forcing important gameplay aspects to be restricted to specifc weapons, hero types or backgrounds sounds like digging even deeper into the hole that started with the hero stacking nerf. I don't mind taking steps to disincentivize gameplay that you don't want (even if the Devs shouldn't care how anyone plays the game), but removing choices altogether? That's very demoralizing.

Congratulations on all the work done for the rework, it can be easily seen that a lot of effort, time and dedication went into it. But at no point you thought to ask how your community felt about the changes proposed? You mentioned having feedback about the problems and pains with heroes. But was the same done to evaluate the proposed changes? With 850 hours in-game, the only thing I feel reading these changes is that I want to play as much as possible before the update drops because it will completely ruin the experience of AoW4 for me. Removing choices is a very bad take on solving the lack of uniqueness of heroes, and I wish it was discussed more with the community before, because it sounds like a lot of people dislike it.

It is not by chance that so many mods have been created to give players options that are random ingame, like Backgrounds, which will still be a problem with the current system! The rework is massive and it sounds like it doesn't improve the system, it just trades a flawed but limited system with a still flawed but now limiting system, which feels like is trading on sub-optimal things, except one of those is familiar and offers freedom, and the other took a humongous amount of effort and time from the devs, will cost us, and is not improving things.

All in all, as much as I respect the work done by the dev team, artists and designers, it sounds like the rework was not done for the community, but for the desire of how Triumph thinks the game should be played. As the meme on Uno stating rules that were different than how most people played the game, all the proposed rework makes me feel is I wanted to say "thanks Triumph, but we'll take the game from here". It's sad to see so much work result in what feels like a "worse" or "equally flawed" state of the game.
 
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So first of all, I think that the Dragon Lords had a very good rework. All of the extra special abilities, the new claws, and the option to keep your initial color scheme and have the transformed thing adds a lot.

They also get to be hybrid, by default, because even the most support or caster friendly dragon still has the basic claw option. And it seems like you can do different focusess, even with same transformations. For example, if you want the classic Nature Dragon, you can select it from the start and run from there. However, if you want a more Sinister focus, you can do the Shadow start and then pick the nature transformations or affinities. Or a Materium for Defender start, or Order if you want a "holy plant life" thing. You could even pick Chaos to start for a "wild growth" focus.

I think the intention for Wizard Kings is to also allow that type of play, since a Defender or Warrior could have immense combat prowess, while the Wizard Origin could help with the superior spellcasting and magic abilities.

So a Defender Wizard King with maybe one of the shiny magic mount options selected would be a pretty great Paladin leader, for example. Or Warrior for the more Lancer or Great Weapon focus.

Otherwise, I think more combo weapons for the Ranger would be nice. And then there are the gaps that later stuff can build on:

1). An Assassin class. They have the start with the Shade, so a hero more focused on that line would be excellent. It also could give a potential to work with the Intrigue system in some way.

2). An Artificer class. This would allow the "prototype magelock" weapon type so you could have neat things like different load out choices, a bayonet, an Ax Gun, or even a Hand Cannon. You could also nerf the generic magelock for Rangers by making "killing momentum" or other extra actions give a misfire chance (say, 50%) that could cause self damage and have to be cleared. The prototype magelock could have the option 1). To remove the misfire early on, or 2). Keep the misfire chance, but add more ridiculous benefits.

3). Ranged Dragon Lord. This would be either a base Prosperity or Calamity Dragon, and they would use "Pearls". This is not only the classic mythic attribute, but it could be differentiated from Orbs or Relics by evolving with the hero as they level (like a breath weapon). You could use their "hoard coat" as the craftable/updatable armor item (like Smaug getting the gems in his soft belly, or other Dragons eating particular things to gain attributes).
 
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My preferred playstyle is basically a cross between Civ 6 and Baldur's Gate; having a party of around 4 high-level heroes that runs around roflstomping everybody is a core part of the game experience for me. I'd enjoy the game much less if it didn't scratch the RPG itch.

As to the rework, I'm still pretty concerned about the inability to design hybrid/jack-of-all-trades heroes, as this has also been a core part of the game experience for me. But it's clear that a lot of work and thought went into this, so I'm looking forward to trying it out in a couple weeks. But I'll also wait on buying the DLC until I've had a chance to try out the new hero system.
This is 4x game, not an RPG, never was designed like that. You can look for some appealing things for yourself here, but this is not the idea of 4x genre in general. Removing jack of all trades is a good thing. Like it or not.

Also rework is the part of free update, not the DLC. You won't be able to play with the current heroes, unless you keep your game from updating. Or wait for mods, if you want lololo through the match with heroes.
 
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This is 4x game, not an RPG, never was designed like that. You can look for some appealing things for yourself here, but this is not the idea of 4x genre in general. Removing jack of all trades is a good thing. Like it or not.

Also rework is the part of free update, not the DLC. You won't be able to play with the current heroes, unless you keep your game from updating. Or wait for mods, if you want lololo through the match with heroes.
Respectfully disagree. This is a 4x game, but it IS also an RPG. There's a ton of lore and storyline put into the game that encourages experiencing the game as a story experience.

The same can be said of Stellaris and Crusader Kings - both can be VERY heavily viewed as either strategy OR RPG/story.

I do agree that this change is a good thing, but telling someone that this isn't an RPG isn't your decision to make. You should respect that the game can be played and experienced in ways other than your own preference, and allow the merits of their argument/opinion based on those differing approaches.
 
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This is 4x game, not an RPG, never was designed like that. You can look for some appealing things for yourself here, but this is not the idea of 4x genre in general. Removing jack of all trades is a good thing. Like it or not.

Also rework is the part of free update, not the DLC. You won't be able to play with the current heroes, unless you keep your game from updating. Or wait for mods, if you want lololo through the match with heroes.
Saying what this game is or isn't is kinda not up to you. As much as I dislike the restrictions and immense shoehorning this rework will bring, you do realize half of the dev diary was talking about what heroes bring to the game as narrative tools, right? Were this a game "never designed" like that, do you really think the dev team would spent countless hours reworking heroes and how they integrate individually with the game? Do you think we would have the Ambition/Renown system were this a generic 4x game? Tell me what other 4x game has a hero/commander/captain system as intricate as Age of Wonders, and almost anyone will point those elements as RPG-based. Also, just because you like something, does not make it good. If people like playing with a system that allows jack of all trades, who are you to say it's a bad thing? You can say a lot of things about liking or disliking the rework, but please don't presume to decide what is good or not for how other people play as anything except your own opinion.
 
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What a great piece of job done, guys! Congrats!

Now can you please add a slider at game creation to IGNORE all these changes, like COMPLETLY? You may call the previous system a "legacy" one, just let it stay as an alternative.

Just take a look at Stellaris and the mess it got itself into with the 'revolutionary' rework of leader mechanics (100500 updates & rerereworks)

You need to bring some discourse for changes like that.
 
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Heroes felt generic? To whom?
To me. And to them, obviously. Probably lots of other people, as they clearly collected feedback from the community. This has nothing to do with multiplayer. I don't know why people think that.
They all get the same skills and there's always the same skills that are good to take, depending on what weapon you want to focus on pretty much.
They recognized this is how it works and they've given us more interesting choices to make.

Or are you telling me that you gave your hero an orb and then picked all the melee fighting skills?
Or slightly less stupid, melee weapon focus and then pick one or two magic attacks. As said in the diary, these fall off very quickly later in the game, so always felt a bit useless.
I think people are overreacting to how much freedom is taken away. Most of that freedom wasn't relevant anyway.
 
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Saying what this game is or isn't is kinda not up to you. As much as I dislike the restrictions and immense shoehorning this rework will bring, you do realize half of the dev diary was talking about what heroes bring to the game as narrative tools, right? Were this a game "never designed" like that, do you really think the dev team would spent countless hours reworking heroes and how they integrate individually with the game? Do you think we would have the Ambition/Renown system were this a generic 4x game? Tell me what other 4x game has a hero/commander/captain system as intricate as Age of Wonders, and almost anyone will point those elements as RPG-based. Also, just because you like something, does not make it good. If people like playing with a system that allows jack of all trades, who are you to say it's a bad thing? You can say a lot of things about liking or disliking the rework, but please don't presume to decide what is good or not for how other people play as anything except your own opinion.
The game was designed and marketed as 4x. It is 4x.
Whatever you are thinking about for yourself - that's actually doesn't matter at all.
 
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Respectfully disagree. This is a 4x game, but it IS also an RPG. There's a ton of lore and storyline put into the game that encourages experiencing the game as a story experience.

The same can be said of Stellaris and Crusader Kings - both can be VERY heavily viewed as either strategy OR RPG/story.

I do agree that this change is a good thing, but telling someone that this isn't an RPG isn't your decision to make. You should respect that the game can be played and experienced in ways other than your own preference, and allow the merits of their argument/opinion based on those differing approaches.
I should NOT respect when someone trying to kill 4x in 4x game for their own fantasies. I bought this game because it was a cool 4x fantasy game, not generic tbs. Shoving heroes-godmode is a bad thing for an 4x strategy game.
It is NOT an RPG. It may have some minor elements, like narrative, but absolutely not make heroes 1 pony army. Otherwise it's a change of a genre.
 
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To me. And to them, obviously. Probably lots of other people, as they clearly collected feedback from the community. This has nothing to do with multiplayer. I don't know why people think that.
They all get the same skills and there's always the same skills that are good to take, depending on what weapon you want to focus on pretty much.
They recognized this is how it works and they've given us more interesting choices to make.
I didn't see that survey, and I didn't see that discussion take place prior to the announcement AFTER I pre-ordered the game. If this took place on Discord, it missed a lot of diehard AOW4 fans who use the official forums. I don't know anyone here in the community who was able to provide the feedback before the idea was implemented.

I understand the hero rework was a massive undertaking, and it has improved remarkably the utility of the different ruler types from what I understand of the details. Ambitions and renown is a very interesting and RPG enhancing system. I enjoy having the Rpg and 4x systems improved to certain degree without fundamentally changing the nature of the game itself. A great part of the game's appeal is sandbox creation and further ingame customization, 4x battles and Rpg based quests within and without wonders and special areas.

An alternative solution could have been to balance the skills and balance the weapon. Subtly encourage and reward defender, warrior, ranger, mage, and ritualist focused herocrafting playstyles with synergized bonuses and skills without a hard lock on creative player choices. Modify certain skills or weapons to only work with certain skills or weapons, OR ruler types. Expand warfare skills, magic skills, and support skills to where a player can focus on one track with significant pros and cons suitable to their styles. A warfare master should not be better than a magic master or a support master. A balanced build "master" should not be better significantly, if at all, to a warfare master, magic master, or support master. Because if one path mastery is clearly stronger than the others, lazy players will build it 9 times out of 10.There should be overt and subtle rewards for focusing on approved styles from skills.

I'm more than happy to trust in triumph's vision of heroes for the next update but it will be observed with a sober observance that the limitations are now obvious and the classes fewer. I would have preferred the weapons picked up and favored by the player to determine the class archetype of the hero without the hard restrictions.
Or are you telling me that you gave your hero an orb and then picked all the melee fighting skills?
Or slightly less stupid, melee weapon focus and then pick one or two magic attacks. As said in the diary, these fall off very quickly later in the game, so always felt a bit useless.
I think people are overreacting to how much freedom is taken away. Most of that freedom wasn't relevant anyway.

It would have been cool to have a melee mage class as well. If restrictions are going to be defined by class for balance, then at the very least, we need more classes in the near future.
 
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The game was designed and marketed as 4x. It is 4x.
Whatever you are thinking about for yourself - that's actually doesn't matter at all.
If it's not an RPG then why are we posting in response to a 20,000 word dev diary explaining a major overhaul of the RPG character progression system? Why would the developers invest the many hundreds of hours required for that overhaul? Why would such a large fraction of the game mechanics deal with character progression and narrative events relating to your ruler or heroes?

There's nothing wrong with preferring the 4x aspects of the game over the RPG, or vice versa; that's just a matter of taste. (I personally enjoy both, even if I find the character progression a bit more engaging.) But a claim that the RPG elements are negligible when they actually account for something like half the game systems does not make a compelling argument.
 
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I don't understand why they never made the pistol a separate item that can be taken instead of a shield? You added new icons for the crossbow and sword, and again people write what they've already written 100 times: I want a hammer and a pistol, I want an axe and a crossbow and all that, this whining will never stop :( please do something about it

overall the update looks very interesting :) the mage heroes seem to be weak casters for now, maybe the tree will become more diverse in the future :) but these mages are still stronger than they were before. maybe the books will have more skills that teach your sorcerer heroes to cast new magic :)
 
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let me ask. if ambitions influence the city that the leader rules, why should his military achievements teach him how to manage the city? these are completely different spheres of influence. as i understand it, if the leader is focused on production, then his ambitions should also be connected with that same production. something like: build 5 industrial provinces/build a workers' guild/build an industrial improvement of the province/make the city produce 200 production and the like. it looks at least strange that it is not so
 
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I should NOT respect when someone trying to kill 4x in 4x game for their own fantasies. I bought this game because it was a cool 4x fantasy game, not generic tbs. Shoving heroes-godmode is a bad thing for an 4x strategy game.
It is NOT an RPG. It may have some minor elements, like narrative, but absolutely not make heroes 1 pony army. Otherwise it's a change of a genre.
Agreed, heroes should not be the focus of the battles, but a determining factor in them. For players who disagree, realm setup or culture traits should offer them variable choices in single player.
 
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I didn't see that survey, and I didn't see that discussion take place prior to the announcement AFTER I pre-ordered the game.
Sorry, but I don't understand what you're saying here. There was no explicit survey. I assume they read the forums etc. to gather feedback.
Obviously they didn't discuss it prior to releasing the game. I assume you mean something else, but I don't know what.
 
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Congrats to everyone involved on the huge undertaking, love the crazy Miro boards. The UI and those new icons are crispy. Looking forward to seeing the PFX visuals and the rest of the hero skill descriptions.
 
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Sorry, but I don't understand what you're saying here. There was no explicit survey. I assume they read the forums etc. to gather feedback.
Obviously they didn't discuss it prior to releasing the game. I assume you mean something else, but I don't know what.
Your post I responded to mentioned feedback from the community, I'm assuming that's usually done from developer interaction in forums, Discord, reddit or other sources. From what I recall it wasn't until a month before the DLC official release date was when we learned the hero rework was happening. The first week of october.