• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Dev Diary #42 - Giant Kings: Underground and Lava

Hey Subterranean Dwellers and Extremophiles! I’m Bas, you may know me from the Hand-Crafted Region dev diary. I’m back to bring you more on the changes that are coming to the landscapes of Age of Wonders 4 in the free update alongside Giant Kings.

It’s time for us to delve into the depths and the scorched south of the realms, as we’ve made various updates and improvements to Lava and the Underground! Put on your hardhat and keep all arms, legs and other appendages inside the mine cart during the tour.

Dev_Diary_01.png

A Giant Ruler gazes on his personal Lava pool.

Lava Update​

We start off with all the updates on Lava. Lava in Age of Wonders 4 used to be identical to the Void hexes: completely unpassable and unusable for empires and units, having the role of being a dead space.

However, there are plenty of fire related fantasies a player can create with their race and empire, especially with the recent addition of a Fire Giant ruler. These fantasies could never be fully fulfilled without the ability to use lava to your advantage, therefore we wanted to make lava into something that could be explored and exploited, just like a forest or a mountain!

First off, Lava now appears in annexable provinces in Desolate regions on the surface. The lava in the Underground has also been changed from large unannexable regions to smaller and annexable ones.

Dev_Diary_02.png

Lava appears in smaller and annexable regions. Lava will also still show up in smaller quantities mixed with land hexes.

When lava is at the center of a province, you’re able to build 2 Lava Province Improvements on it instead of the normal Land or Water improvements:
  • The Smelter Mine, which works exactly like a mine and looks like a steel forge powered by lava.
  • The Cinder Conduit, which works exactly like a conduit and looks like heated obelisks rising out of the lava.
This means that Lava is a valuable place to get more Mines and Conduits, which are otherwise a lot harder to build.

Dev_Diary_03.png

The Cinder Conduit in all its glowing glory

Dev_Diary_04.png

The Smelter Mine in all its smoldering splendour

All empires, even those without any special adaptations, can annex lava with these new province improvements. But since they are valuable and are an extreme type of environment. We add a base -15 City Stability penalty to provinces with lava. This represents the harsh conditions and difficulty of extracting resources from the lava.

Luckily, there are ways to ignore these penalties if the city’s race has one of the following adaptations or transformations:
  • Desolate Adaptation
  • Underground Adaptation
  • Scions of Flame Transformation
  • Demonkin Transformation
So, you can either start out with an adaptation to make sure you can benefit from Lava without worry, or you can pivot your race into that direction if you notice there’s plenty of Lava around in the realm!

Next to the new Lava improvements, there is a whole new chain of Lava City Upgrades if you annex lava into a city’s domain. With its very own guild upgrade at the end that scales off the amount of Lava Provinces in your domain.

Dev_Diary_05.png

The new Volcanologists’ Guild City Structure.

Next to being annexable, Lava also now has become traversable!
Much like Water, only a few units have the ability to traverse Lava. Unlike Water however, there’s no lava embarkation/transport, meaning that lava will be very difficult to access. The following units have access to traversing Lava:
  • Units with Lava Walking
  • Units with Floating or Flying movement
Lava walking is a new property on some units. Several units have access to this inherently, such as Giant units (including the new Giant Rulers!), Fiend units and some Construct Units. Next to that, you can grant Lava Walking to your entire race via the Scions of Flame transformation.

Dev_Diary_06.png

Some units taking a nice dip in the lava.

Of course, this means you may not be able to traverse entire armies across the lava, but fret not, Lava walking units have the ability to build Roads across the lava! These roads create paths for the other units to cross the lava. You can simply do this by unlocking the Road Building society trait and sending a unit through the lava with road building enabled.

Dev_Diary_07.png

The humble, non-lava walking piglet thanks the stellar, lava walking Chaos Eater for building the way forward.

Next to building in Lava, you can also find 2 new pickups in the Lava - the unguarded Molten Treasure and guarded Molten Weapons. These give more than other pickups, since they are harder to reach.

Dev_Diary_08.png

The Molten Treasure pickup.

Dev_Diary_09.png

The Molten Weapons pickup.

With the new lava update, lava has become more interactive, especially for those who want to pursue the fantasy of pyroclastic industry or a fiery elemental society. Note that the lava that came from most special realm traits will now also be annexable and we’ve added new Void variants of Lava realm traits to preserve the experience the other realm traits provided.

Now, time to steer this minecart down into the depths!

The Underground​

Originally in Age of Wonder 4’s Underground we tried to achieve an Underground generation that would work both for players that started on the surface and wanted to explore the underground for treasure and for players who wanted to build an empire in the network of caverns in the Underground.

Furthermore, to create some variation in the Underground, we also included the Ashland, Snow and Ice overlays in the Underground. Appearing in some of the caverns and allowing players with arctic or desolate adaptation to also benefit from some areas of the Underground.

However, we identified following issues:
  • The Ashland, Snow and Ice feel placed at random, and don’t nicely fit in with the rest of the Underground visuals.
  • By trying to go for 2 target experiences at once. We instead landed on a generation that couldn’t comfortably achieve either.

We’ve been tackling these with some big visual and generation changes, let’s go over those now!

First off, we’ve actually split up the Underground into several climes instead of one generic Underground clime. The Underground now consists of 3 main climes:
  • The regular Underground clime (also called the Rock clime in the studio). This hosts all the regular Underground visuals you’re familiar with.
  • The Arctic Underground clime. This has all the original overlays of the regular Underground except cavern floor, which is replaced with Snow and Ice.
  • The Desolate Underground clime. This has all the original desolate overlays except the Cavern Floor, which is replaced with Ashland and Lava.
The main result of this is that all the other overlays found in the underground now feature unique visuals depending on the clime, allowing you to locate Arctic and Desolate Underground by simply looking at the bedrock and diggable earth!

Dev_Diary_10.png

The old Underground cavern with snow and ice.

Dev_Diary_11.png

The old Underground cavern with ashland and lava.

Dev_Diary_12.png

The new Arctic Underground clime.

Dev_Diary_13.png

The new Desolate Underground clime.

With these changes you can easily identify the clime of a cavern as you approach its bedrock and earth walls, making it easier to find these caverns in case you’re looking for lava, or perhaps if you have the Underground adaptation trait.
While we’re on that topic, in order to support Ashlands and Snow even better, Underground Adaptation now allows you to build farms on Underground Ashlands and Underground Snow too. Finally, terraforming effects that spread Ashlands, Snow or Ice now also work in the Underground!

You surely have heard by now that we have a new Dungeon overlay in the Underground, which can be found in some of the Hand-crafted regions and can be built by your empire with the new Tome of the Dungeon Depths (sold as part of the Giant Kings DLC). The Dungeon visuals even changed based on the clime they’re in!

Dev_Diary_14.png

Dungeon visuals in regular Underground, spread by a player.

Dev_Diary_15.png

Dungeon visuals in the Arctic Underground

Dev_Diary_16.png

Dungeon visuals in the Desolate Underground

Lastly, let’s cover the changes to Underground map generation. As mentioned before, we have two target fantasies for the player for the Underground. We’ve focussed on making the standard Underground better suitable for the players that like to settle in the Underground, as we noticed the tendency for players to ignore the Underground when playing on the Surface.

We’ve made caverns form in a less stretching pattern, made them more spacious overall, filled them with more nodes and added more connections between caverns. This way Underground settlers will less frequently run into dead ends or have difficulty expanding or finding suitable locations to found cities.

Dev_Diary_17.png
Dev_Diary_18.png

Some example of old Underground generations. Note that caverns tend to stretch into singular directions. And not all caverns are connected with one another.

Dev_Diary_19.png
Dev_Diary_20.png

Examples of new Underground generations - more spacious caverns, and more connections going between them.

We still wanted players to also be able to experience the Underground as an explorer - mainly playing and settling on the surface, but being able to gain treasure in the depths below and even annex partially underground in order to grab more nodes or Ancient Wonders. Therefore, we added a new realm trait called Explorative Underground. The realm trait is pretty self-explanatory, so check it out below!

Dev_Diary_21.png

The new Explorative Underground misc trait.

Dev_Diary_22.png
Dev_Diary_23.png

Some example generations of the new Explorative Underground.

And there you have it. There are also numerous smaller tweaks to the Underground, but we’d be digging for a while to show them. So discover all the ins and outs of the new Underground and Lava in the upcoming free Ogre Update to Age of Wonders 4, released alongside Giant Kings on April 1st!


These (units) were made for lava walking:
 
  • 33Like
  • 19Love
  • 3
  • 1
Reactions:
Please consider adding draconian to the list of transformations that tolerate lava, t would be consistent with the AoW3 draconians who would like volcanic terrain. Also would be a little buff to draconians, because some people think it is underpowered compared to other major transformations.

Also, wouldn't it look odd if frost giants can traverse lava? Why not make lava traversable by fire and stone giants but make frost and storm giants amphibious?
On that note, I also would like to ask if it would be better for asymmetric balance purposes if it could be certain cultures, like say industrious and reaver, that have access to the SPI buildings for lava or other underground improvements?

Cultures that start from the regular land layer have access to rivers and seas, even mountains with special SPI nodes therein to expand to. If all cultures have access to lava resources without requiring tome or culture selection, it makes the lava resources less unique and unremarkable to master.

The art of asymmetrical balance is to create parallel differences between tome paths and cultures, and the adaptations help in a way to promote terrain specialization. But public order increase or decrease may not be enough of a disincentive for all cultures to build or not build on those tiles to benefit from them. Resource access and control is a big part of what makes strategy games immersive and competitive.

The team has done a fantastic job with the terrain updates on this game, season 2 has consistently raised the bar in gameplay and many areas of the game have drastically improved since season 1. I want to see more variety in cultures in regard to their resource gathering and manipulation, what resources they can access, culture units, map movement and logistics, and within tome paths each culture can take. This game is as close to perfect for a fantasy TBS game as I have seen in my lifetime!
 
Last edited:
  • 3Like
  • 2Love
  • 2
Reactions:
Please consider adding draconian to the list of transformations that tolerate lava, t would be consistent with the AoW3 draconians who would like volcanic terrain. Also would be a little buff to draconians, because some people think it is underpowered compared to other major transformations.

Also, wouldn't it look odd if frost giants can traverse lava? Why not make lava traversable by fire and stone giants but make frost and storm giants amphibious?

Agreed. Absolutely agreed. Giants might be more focused on Terraforming and building stuff than dragons. But dragons are heavily associated with wealth and caves, so an industurious, underground empire feels extremely fitting to me. And a Draconic transformation to have them be capable of tolerating fire would be a wonderful way to help further that flavour.
 
  • 4
Reactions:
Please consider adding draconian to the list of transformations that tolerate lava, t would be consistent with the AoW3 draconians who would like volcanic terrain.
Draconian transformation can be paired with other Minor Transformation to create different coloured Dragons like Red and Blue ones. For this reason we have not made Draconian transformation contain Lava Walk inherently.

can floating unit just pick up all those nice loot in lava without lava walk
Yes, Floating and Flying units are able to traverse Lava without any issue.

Hello afair, underground starts affected map creation and distance between players (smaller map, lesser distance), has this been addressed?
The total size of the Map has not been influenced by the distribution of Surface/Underground Players since the Mystic Update.
 
  • 9
  • 1Like
Reactions:
The gameplay updates look stellar, if perhaps a bit too permissive (lava roads I am looking at you).

The Cinder Conduit looks amazing.

The Smelter Mine, not so much. It looks sunk and abandoned. How is anyone supposed to work on that thing?
 
Nrrrgh... what about Steelskin then? It just, doesn't feel right to me that only the Chaos affinity tomes can deal with lava, when the earth/molten aspect of Materium is a perfect fit to be able to manage it as well.

Steelskin might not the most fitting, but Tome of the Crucible doesn't have a transformation, and it feels like a better choice flavorfully than Goldtouched, as Gold melts easily.
 
  • 6
Reactions:
Materium now has elemental, gold touched, steelskin, and rockskin. It could be feasible to have at least one of the minors perform lavawalking, which gives 2 affinities more ways to utilize lava. If that's best for the gameplay...

Rockskin and elemental would be good candidates for such a feature. I'm not certain if elemental already has it.

Other affinities could use sea, mountains, forests, glaciers, and possibly even wind/sky to compete with materium and chaos' lava resource.
 
  • 3Like
  • 1
Reactions:
Nrrrgh... what about Steelskin then? It just, doesn't feel right to me that only the Chaos affinity tomes can deal with lava, when the earth/molten aspect of Materium is a perfect fit to be able to manage it as well.

Steelskin might not the most fitting, but Tome of the Crucible doesn't have a transformation, and it feels like a better choice flavorfully than Goldtouched, as Gold melts easily.
Indeed, as the screenshots show the Ironclad and Molten Treasure on the lava, a ferrous constitution apparently can be enough to survive.

Tome of the Crucible may not have a transformation, but the Crucible Battlements City Structure that it unlocks does already have a "Units produced in the City" effect, so maybe Lava Walk could be attached to that? And/or cancel the City Stability penalty for lava. (Though to be fair it's already one of the best T4 tomes.)
 
  • 1Like
Reactions:
Indeed, as the screenshots show the Ironclad and Molten Treasure on the lava, a ferrous constitution apparently can be enough to survive.

Tome of the Crucible may not have a transformation, but the Crucible Battlements City Structure that it unlocks does already have a "Units produced in the City" effect, so maybe Lava Walk could be attached to that? And/or cancel the City Stability penalty for lava. (Though to be fair it's already one of the best T4 tomes.)

Yeah, that could work. Maybe just getting right of the City Stability penalty, but still having to deal without Lava Walk and needing it elsewhere, maybe? I'm glad so many people here agreed with me to.
 
  • 1Like
Reactions:
You don't want a reason to go underground? I love the fact that underground has its specific set of materials. It makes it unique.
And it gives players a reason to explore. In the beginning of the game development, all materials were topside and devs made a decision quite early on to put one group in the underground, for these reasons.
The ore materials being undergound only makes them tedious to acquire. I can count on one hand the number of times after the Watcher update that I completed Rings of Binding and most of those were after the Eldritch Realms DLC so that they could be acquired in the Umbral Abyss as well. This also makes all item forge items that require ore magic materials, let alone the ones that require 2 or 3 of the same, very rare, but without the power spike that you would assume to come with that rarity.

My point is that the ores were made underground only in an attempt to incentivize people to make cities underground. It sounds like that goal is accomplished in this update by making the underground as useful a place to make a city as the surface, perhaps more valuable depending on the value of lava provinces. If that goal has been accomplished, then what is the reason to keep them as an underground only material? Or, as I said in my original post, making a map modifier that makes it so that magic materials spawn regardless of surface or underground, as it was before the Watcher update.
 
My point is that the ores were made underground only in an attempt to incentivize people to make cities underground

That's only half of it.
They wanted players to discover underground more. As said in last diary, they combine two fantasies, building underground and discovering underground.
They fulfilled that fantasy with this update, also the ores synergize nicely with underground play.

There are ways to get ores without settling underground as well.

I would hate for topside to be an exact copy of the underground or vice versa.
Both need enough differences to have a reason to exist.
 
Last edited:
  • 3
Reactions:
Lava provinces look pretty cool. And it's neat to have different terrain being useful to different tech lines. I kind of find it silly though we can now claim Lava but not Tunnels or Large Mountains.
 
  • 1Like
Reactions:
Well, it's a double-edged sword really. Ashlands are rather rare currently and Liquid Materials now don't spawn in Ashlands, Temperate, or Sub-Tropical areas. I guess we'll get to see how it plays out in the update.