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Giant Kings Arrives on April 1st! + Giant Kings Dev Diary

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Dear Godir,

We are excited to announce that the Giant Kings expansion and the free Ogre Update are going to be available in less than a month — on April 1st!

You can find below:
  • Announcement trailer for Giant Kings
  • Feature highlights
  • Giant Kings First Look Stream
  • First Dev Diary about Giant King Rulers

Watch the announcement trailer for the sneak peek of the upcoming features and reveal of the breathtaking key art (we know you’ll want it for the wallpapers ;) )

Age of Wonders 4 Giant Kings Key Features:​

  • New Ruler Type: Ascend as a mighty Giant King, ruling over mortals with unmatched power. Giant Kings possess unique terraforming abilities and can use the Item Forge right from the start of the game. Call upon ancient weapons to fight with you and unlock powerful runes to forge unique equipment. Choose from one of four mighty clans and transform the world around you: flatten peaks, raise mountains, mold lava, and freeze the land!
  • New Crystal Dwelling: A towering structure that houses souls of the ancient Giants encased in crystalline matrices. Earn the favor of the Council Prolocutor, improve your relations, and access a unique shop offering exclusive skills, magical equipment, and artifacts. Moreover, formidable new creatures are now roaming the lands: crystal-forged lithorine units and colossal primordial beasts, ready to challenge players to combat in Ancient Wonders.
  • Landmark Regions: New massive regions will appear in your realm that you can annex to your empire for economic benefits — magnificent waterfalls, the remains of ancient dragons, majestic underground monuments, and more are waiting for you to explore!
  • Shop Structures: Merchants now roam the land, offering powerful services and rare goods. Visit one of three shop types to purchase hero equipment and skills, mounts or strategic vision over world map areas. Feeling bold? Attack these traders to seize their wares - but beware, future dealings may be closed to you!
  • Two New Tomes: The Tome of the Dungeon Depths, to build a grand underground empire and protect it at all costs. Transform your provinces into a new dungeon theme with economic bonuses and four special province improvements. Craft eternal Clay Soldiers and deadly traps to defend your territories. The Tome of Geomancy lets you become attuned to the Ley line energies beneath you and channel them to supercharge your army’s damage and resistances. Recruit Geomancer units to harness the powers of the earth, and encase your forces in razor-sharp crystalline armor.
  • So Much More, including 3 new realm traits that include a story-driven region with unique endgame events, 2 new ancient wonders, 4 new music tracks, a new interface skin, and countless smaller updates!
Giant Kings will launch on April 1, 2025, for a suggested retail price of $24.99.

Alongside Giant Kings, all Age of Wonders 4 players will receive a free content update on April 1st. The Ogre Update will include new features such as Feudal Culture rework, Siege rework, lava provinces and lots of visual updates. Full details on these free additions will be shared in the game’s patch notes shortly before launch.

Giant Kings First Look Stream​

Watch the First Look Dev Stream here:


Dev Diary #39: Giant King Rulers​

Hi everyone! I am Luis Ferreira, a senior designer at Triumph Studios and I am here to tell you about the titular Giant Kings, a new Leader Type lumbering your way on April 1st, as part of the next expansion for the Expansion Pass 2 of Age of Wonders 4!

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The ancient Giant Kings trace their regal line back to the Kingdom of Myrrida from the Age of Giants. Though the current clans are few in number and hold only a fraction of the power of that ancient kingdom, they are still primordial beings, masters of the forge and shapers of worlds.

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There are four clans to pick from: Storm, Rock, Fire and Frost. In their role as earth shapers, each clan has a Runestele that they can summon on their provinces. This magical construction changes the surrounding terrain to a preferred environment, granting the giant’s cities economic bonuses.
As forge masters, all Giant Kings start the game with the Item Forge unlocked, and as they gain hero skills in one of their unique trees, their prowess with the forge becomes unparalleled.

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But before you start the game you need to pick a weapon. The Giant Kings have the following weapons available to them:
  • Magical Obelisk: This weapon is a bulky obelisk charged with runic magic that can be deployed at a distance. Using its Obelisk Crash base ability the giant teleports the obelisk above their enemies and makes it crash down on the target and all adjacent enemies, dealing physical and magic damage.
  • Giant Axe: The weapon of choice for the melee giant wanting to deal heavy damage, this giant axe cleaves in a huge downstrike, dealing damage to the target and the unit behind them.
  • Warhammer: More flexible than the giant axe, this weapon strikes in a repeating motion dealing damage in a 1-hex cone in front of the giant. It’s the perfect weapon for those wanting to sweep a group of enemies away.

Hero Skills​


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As you do battle and your Giant King earns experience, they will learn new skills unique to them.Their skills are split into three trees, as seen on the image above. From left to right they are:


Item Forge Tree

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Skills that improve your forging abilities. This tree starts by giving giants more material on disenchanting items so they have more to work with.

Then come the Rune Infusions, which are special item infusions unique to the Giant Kings. Each clan has their own infusions, for example the Fire Giant King can grant a weapon more fire damage and a burning chance, make an armor that grants immunity to burning or enchant a wand with the ability to summon a Lava Runestone on the battlefield that burns all those around it.

The capstone skill Forge Master allows the creation of items with up to 6 infusion points (compared to the normal 5), marking the Giants as the ultimate item crafters, creating arms and armaments for themselves and their heroes that cannot be rivalled except by another giant!


Animated Weapon Tree

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This tree of skills allows the giant to summon an enchanted living weapon in combat. The weapon conjuration starts as a tier one greatsword, dealing single target damage, of a type corresponding to the giant’s clan.

As you invest in this tree, you can upgrade the conjured weapon into a different, stronger, animated weapon, going from the tier one greatsword into a tier two weapon. There are 4 in total, with each clan having access to 2 of them: A hammer that hits in a charged area of effect, a ranged bow with phasing capabilities, a glaive that pierces enemies or a shield that stuns those it hits.

For example the Fire Giant can evolve their Greatsword into the Hammer or a Bow for ranged damage, while the Storm Giant can upgrade their summon to the Shield or the Glave.


Hurl Tree

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Do you want your Rock Giant to throw a boulder and your Storm Giant to hurl a ball of elemental lightning? Then this tree is your pick. Each giant clan has their own version of this tree and as you spend points you can fine tune this ranged ability to your liking: You can focus on single targets by making this ability more damaging and debilitating or expand its area of effect by making your fire giant’s Hurl Flame into a Fireball.

Signature Skills​


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The Giant Kings’ signature skills are affinity themed runes that grant them bonus passives. At level 4 and 12 the giant can pick minor runes like the Critical Rune (Chaos) which raises Critical Hit chances or the Reflection Rune (Astral) which reflects a portion of the damage taken back to attackers.

At level 8 the Giant gets to pick a stronger rune, like the Fury Rune in the above image that changes the Giant’s movement speed and grants buffs as it attacks. Other runes at this levels include the Life Rune (Nature) which grants the giant Undying, reviving after a turn in combat, or the Brawn Rune (Materium) which grants the Mighty Stomp ability that in a 2-hex cone can apply Immobilized, Stunned and Bleeding.

At level 16 the giant has access to grand runes, which emulate the rune unlock at level 8 giving a weaker version of that rune to the Giant King’s army.
So taking the examples from above, the Grand Life Rune gives all units in the Giant King’s army Natural Regeneration and the Grand Brawn Rune gives all units a 15% damage increase along with a high chance to inflict bleed.

As an additional note, unlike affinity signature skills from Mortal Champion and Wizard Kings, these can be unlocked without having an affinity prerequirement. All affinity runes are available to your giant so you can build them however you want!

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And that’s all I have for you on the Giant King’s for now, I left out some things so you can discover them once you experience this new expansion on the 1st of April! The next Dev Diary will be by Bas and he will go over the art of this expansion as well as the new regions and environments, so look out for it next week!

Be the first to get information about Age of Wonders 4 :
 

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I couldn't help but notice, with dragons they have the ability to transform into specialized versions of themselves.

With giants, instead of using a proto-giant like the proto-dragon we have, there is an additional UI screen that allows selection of different types of giants from different tribes.

Was this easier or better to do for the game development process, rather than simply crafting a proto-giant INTO a specific type through gameplay? I'm less familiar with aow giant lore so any answer is appreciated.
 
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Giants look amazing and special new provinces are great.
Only two tomes are kinda sad tho especially 'cause we are getting Ice Giant rulers in a game with only two ice tomes, it was a great opportunity of adding T4 ice tome with Yetis or Ice Queens and stuff. Artica has this problem too, so please add more Ice tomes at some point.

Overall great stuff tho, very exciting! \o/
 
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Giants look amazing and special new provinces are great.
Only two tomes are kinda sad tho especially 'cause we are getting Ice Giant rulers in a game with only two ice tomes, it was a great opportunity of adding T4 ice tome with Yetis or Ice Queens and stuff. Artica has this problem too, so please add more Ice tomes at some point.

Overall great stuff tho, very exciting! \o/
For Storm Giants you have a bit more but you have to work for it. You have to combine things like Evocation, Winds, Fey Mist, Amplification and Stormborne which spreads our your affinity focus quite a bit. And then you have to fill up your other tomes.
 
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This looks great! Just another shameless request to please add the ability to set custom independent city races in an upcoming patch one day (even if in mod support only).
 
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Wait... the release date is really April 1st? Is this for real?

Anyway, just watched the dev stream, and things are looking interesting so far. By the look of it, Giant Kings seem to be quite flexible on how you create them as Heroes, I was expecting them to be more stuck on the side of "brute force" when it comes to combat, much like the Eldritch Sovereings are on the side of magic. Also, I was expecting a Giant-related dwelling, but not like the way they showed, and it's a good thing that this one seems to be more on the "neutral" side.
 
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I like that giants get a terraforming theme. That helps keep them unique. Dragons sort of took over the “powerful unit that kills stuff” theme. Wizard kings get spellcasting, eldritch get spell effects, and champions get diplomacy. Fair enough.

Is there any compiled information on the feudal changes, or any indication they’re going to work on meta game context or progression?
 
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Looks great and nice free changes as explained in the stream.

Just another shameless request to please add the ability to set custom independent city races in an upcoming patch one day (even if in mod support only).
not exactly the same but there will be a filter at the map setup to exclude forms eg. for independents. And also filters for cultures and leaders.
 
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I love this, but I don't love the Four types of Giant King being leader types, does it have to be this way?
Could it not be Giant King, and then you pick fire, frost, etc on the leader builder page?
 
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Excellent work as always. The Feudal update is very appreciated (and innovative) and the Giants are looking great.

One question. The way the game works right now is very awkward with regards to terraforming. Specifically, automated terraforming effects often don't stack even when it seems like they should. So I'm wondering if I play a storm giant, with Sylvan Wolf culture, and I get to Tome of Paradise, will I be able to automatically convert all my land to rivers, forests and grasslands all together or will they conflict as is often the case now? Obviously I understand why something like March of Winter wouldn't be compatible with certain terrain, but there just are compatible types that don't work out.

In terms of things I'm looking forward to hearing more about:

Rock Giants say they get bonuses for having mountains, but in the game as-is you can't incorporate mountains. So that seems to hint at another change.

The Underground updates sound very exciting. Similar to my paragraph above though, I worry about Dungeons overwriting other terrain stuff. I want to take the Tome of the Dungeon Depths with Primal Spider!

There didn't seem to be in the stream, but I'm hopeful there might be new society or racial traits.

The visuals are on point as ever, but I'd like to ask for some culturally-relevant outfit pieces for the giants. The Champion appearance options are great but I hardly ever build champions. So it'd be nice to have some that we could apply to Giants. Those Dark capes with the pointy bits would look sublime.
 
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Hey DEV, yes you DEV !

Here's an ideea. You know that map spell that blows up mountains ? Give the giant rules an ability that smashes in the ground with a weapon or his foot and does the graphic effect of that spell.
It's by far the coolest visual effect in the hole game and it would be a shame that you only get to use it on 1 spell.

Cheers !
 
Can giants also use trees as clubs? Or make club weapons? There are so many possibilities for unique weapons and armor for giants! Either taking them from the environment, or building their own.
 
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I love this, but I don't love the Four types of Giant King being leader types, does it have to be this way?
Could it not be Giant King, and then you pick fire, frost, etc on the leader builder page?
They have way too much differences. It's not like with dragons "pick +1"
For giants it's also terraforming and economical bonuses. Lava giants also ignores stability penalty from lava
 
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They have way too much differences. It's not like with dragons "pick +1"
For giants it's also terraforming and economical bonuses. Lava giants also ignores stability penalty from lava
Wouldn't it be more exciting to have a base giant ruler that builds skills and chooses which tribe to follow during gameplay? They would still gain the bonuses after such transformation, but this version starts immediately with elemental buffs.

Its a curious design choice. They have immediate specialization, immediate terrain and crafting bonus, while limiting personal strategic transformations and objectives during a conquest of a realm.
 
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For Storm Giants you have a bit more but you have to work for it. You have to combine things like Evocation, Winds, Fey Mist, Amplification and Stormborne which spreads our your affinity focus quite a bit. And then you have to fill up your other tomes.
Why Fey Mist, 'cause fog + SPI is a pond?

But yeah to some extent it is the problem for most of elemental theme magic. Probably the biggest variety is in Nature and Materium/Rock (especially with the new T4 tome in mind), so I would say those two are good. Then it is Lightning and Fire those are mix bag of stuff, when it comes to lightning I would also add Warding + Convergence to your list (those two are loosely connected with lighting too). Then there is Ice with only two tomes and ... and that's it. :S

I'd like to be able to get it as a unit type.
Yeah that one seems like an oversight, Feytouched should give the tag imo. (I have a hard time coming up with any reason why it shouldn't)


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Ou and btw one question for devs or anyone who knows.
Giants are mechanically and thematically item creating types, would that reflect in diplomacy interactions with them? For example could we buy better items from them in diplomacy window than from other ruler types.
 
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But yeah to some extent it is the problem for most of elemental theme magic. Probably the biggest variety is in Nature and Materium/Rock (especially with the new T4 tome in mind), so I would say those two are good. Then it is Lightning and Fire those are mix bag of stuff, when it comes to lightning I would also add Warding + Convergence to your list (those two are loosely connected with lighting too). Then there is Ice with only two tomes and ... and that's it. :S
In all fairness the two ice themed tomes are REALLY good. Also I'd count Calamity as an Ice tome.
 
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In all fairness the two ice themed tomes are REALLY good. Also I'd count Calamity as an Ice tome.
Oh yeah the two we have are good, no argument there from me but the problem - it is only those two is all we have.

Eh I can't really agree about Tome of Calamity. Calamity Dragon summoning creates ashlands, that is not what I would call Ice theme adjacent. Don't get me wrong the tome has frost damage in there but that's like saying Necro tome is Nature connected 'cause Rotting Explosion and Necrotize has Blight damage.
 
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They have way too much differences. It's not like with dragons "pick +1"
For giants it's also terraforming and economical bonuses. Lava giants also ignores stability penalty from lava
defender, ritualist aren't exactly the same either.
It's UI, they could put a button/drop down menu on the other page to do it. rather than bloat the main menu.
 
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