Age of Wonders 4 Update 1.094.582 Cast Out for Mystic Patch and Eldritch Realms DLC

Triumph Studios has dropped the latest DLC for Age of Wonders 4, and alongside that, a new title update to be enjoyed by everyone. Age of Wonders 4 update 1.094.582 is now live on all platforms, and this is for the “Mystic Update.” Read on for the full patch notes and Eldritch Realms expansion details.

Age of Wonders 4 Update 1.094.582 Patch Notes for June 18 | Age of Wonders 4 Mystic Update Patch Notes:

New Feature: Unknown Realms
When starting a new Game you can now choose to venture to an Unknown Realm. At the start of the game all Realm Traits are hidden and are gradually revealed throughout the session. Unknown Realm Traits can also be added to Custom Realms, these traits are automatically replaced with a random trait in-game and hidden until revealed.

  • Unknown Realms can be started from the Realm Selection
    • Specific Trait Slots can be filled with Unknown Realms manually
  • Unknown Realms/Traits are picked based on the chosen Complexity
  • Unknown Traits are revealed as the Game progresses

New Feature: Combat Takeover
With the Control AI Allies option enabled, a Player will automatically take over the units of any AI allied forces during Manual Combat that match the chosen settings. By default any manual combat including Vassals will give control to the Player.

  • The setting can be found in Advanced Setup > Combat > Control AI Allies
  • Default is Vassals Only
  • Players Control the AI Units in separate Turns, so First Yourself, then AI Allies, then the opposing side.
  • Spells from AI Allies can be cast if the Units belong to another Ruler
  • Spells from AI Allies cannot be case if they belong to a Vassal or Independent Side

When Multiplayer Takeover is enabled in multiplayer games, players are able to step in and take over AI controlled units in manual combat against other players. If multiple players agree to take over, the system picks one at random, prioritizing the players who have the worst diplomatic relationship with the human who’s already in the combat.

  • The setting can be found in Advanced Setup > Combat > Multiplayer AI Takeover
  • Default is On
  • This settings forces Observe Manual Combat to Always
  • Spells from AI Allies can be cast if the Units belong to another Ruler
  • Spells from AI Allies cannot be case if they belong to a Vassal or Independent Side

Culture Rework: Mystic
The Mystic Culture has been reworked and now supports three different Mystic Schools that specialize in particular aspects of spellcasting. The School of Attunement is the default Mystic subculture and is closest in function to the pre-existing Mystic Culture. The School of Potential specializes in experimentation and heavily favors spellcasting over conventional combat, while the School of Summoning instead relies on immensely powerful Astral Origin units to deliver them victory.

  • Astral Echoes
    • Changed from a Token to an resource Income
    • Astral Echoes are gained through pickups as before, but are also gained by completing research.
    • Astral Echoes are available to Mystic – School of Attunement and Mystic – School of Summoning, both schools use this resource in unique ways.

School of Attunement

  • World Map Gameplay “Echo Casting” – Use Astral Echoes to supplement casting points, letting you cast spells you lack the points for in tactical combat, and rush strategic spells as you would city production.
  • Combat Gameplay “Starblades” – Now grants damage based on the affinity of the triggering spell.
    • Order – Spirit
    • Chaos – Fire
    • Astral – Lightning
    • Materium – Physical
    • Nature – Blight
    • Shadow – Frost
  • New Hero Skill – “Overcharge Cast”
    • Replaces Combat Casting
    • Expert Battle Magic Skill
    • Grant your spells Overcharged for 1 turn
  • Unit “Spellbreaker”
    • Attuned Cast – Changed from an Active Ability to a Passive
  • New World Map Spell “Astral Divination”
    • Replaces “Cosmic Ablation”
    • Create & reveal new Astral Echoes in provinces near your Domain.
  • City Structure “Altar of the All Seers” – Changed from +20 Mana/Knowledge income per 5 Astral Echoes to +10 Astral Echo income

School of Potential

  • World Map Gameplay “Arcane Inspiration” – Spells gain a Potential when first cast. This potential can be exploited once the spell has been used enough, locking it away for 10 turns.
    • Potential of Efficiency – Gain +10 x Spell Tier Mana per turn.
    • Potential of Advancement – Gain +10 x Spell Tier Knowledge per turn.
    • Potential of Gilding – Gain +10 x Spell Tier Gold per turn.
    • Potential of Manipulation – Gain +3 x Spell Tier Imperium per turn.
    • Potential of Growth – Gain +15 x Spell Tier Food in all cities per turn.
    • Potential of Control – Gain +10 x Spell Tier Stability in all cities.
    • Potential of Channeling – Gain +10 x Spell Tier Casting Points per turn.
    • Potential of Divination – Gain +3 x Spell Tier vision in all cities.
  • Combat Gameplay “Arcane Weavers” – During Combat Spells are overcharged until cast the first time. When a spell is overcharged it gains a boost to its effectiveness based on its type:
    • Damage spells – +25% Damage
    • Healing spells – +25% Healing
    • Buff Spells – +2 Bolstered Resistance
    • Debuff Spells – +2 Sundered Resistance
    • Enchantment Spells – May cast +1 additional spell this turn.
    • Summon Spells – Gains +2 Strengthened
  • Combat Gameplay “Dissonance” – Units inflict Dissonance with their attacks.
    • Deal 4 Lightning damage per stack when an overcharged spell is cast
    • Stacks up to 5 Times
  • New Damage Type “Rift Damage” – Lightning & Frost Damage
  • Unit “Spellshield” – Replaced Stunning Flash with Flash Freeze, inflicting Frost Damage and Frozen instead of Stunned.
  • New Unit “Spellweaver” – Tier 3 Battlemage
    • Replaces the Spellbreaker
    • This unit specializes in supporting spellcasting, providing an overchannel, inflicting Dissonance and granting additional casting points over time in combat.
  • New Hero Skills:
    • Sage Arcanist
      • Replaces “Resistance Training”
      • Novice Battle Magic Skill
      • Gain +10 Casting Points in combat
    • Ciphers of Dissonance
      • Replaces “Attunement: Star Blades”
      • Novice Battle Magic Skill
      • Base Magic attacks inflict Dissonance
    • Overcharge Cast
      • Replaces “Combat Casting”
      • Expert Battle Magic Skill
      • Grant your spells Overcharged for 1 turn
  • New Spells
    • World Map Spell “Arcane Studies”
      • Replaces “Magic Shield”
      • Contributes +1 inspiration to a random spell’s Potential each turn.
      • -25% structure production income
    • Unit Enchantment “Ciphers of Dissonance”
      • Replaces “Attunement: Starblades”
      • Attacks gain 90% chance to inflict Dissonance
  • New City Structure “Academy of Potential”
    • Replaces Altar of the All Seers
    • Grants +1 Inspiration to a random spell each turn
    • Recruited Battle Mage and Support units gain +1 Rank.
  • New Special Province Improvement “Spell Arcanist Library”
    • Replaces “Mystic Abbey”
    • 10 knowledge income
    • +3 knowledge per adjacent Conduit or Research Post.
    • Counts as a Research Post

School of Summoning

  • World Map Gameplay “Echo Infusion” – Use Astral Echoes to empower your Magic Origin units. The cost of infusing a Magic Origin unit is based on the remaining XP required to rank up.
  • Combat Gameplay “Astral Resonance” – Magic Origin Units gain Attunement: Astral Resonance, healing and empowering them when spells are cast.
    • When a friendly spell is cast, gain:
      • +10 Temp HP healing
      • +1 Strengthened for 3 turns
  • Combat Gameplay “Astral Connection” – Friendly Magic Origin Units in combat gain +5 Morale.
  • Damage Type “Lightning Damage”
  • New Unit “Summoner” – Tier 3 Support
    • Replaces the Spellbreaker
    • This unit is an extremely powerful support unit for its Magic Origin allies and has the ability to summon more of them.
  • New Unit “Astral Ward”
    • A stationary pylon structure that connects to a target friendly unit takes damage in their stead.
  • New Hero Skills
    • Spirit Summoning
      • Replaces “Attunement: Star Blades”
      • Adept Support Skill
      • Summon an Elemental spirit on the target hex based on the last spell cast by owner
    • Conjure Astral Ward
      • Replaces “Combat Casting”
      • Adept Support Skill
      • Summon an Astral Ward adjacent to the target friendly unit
    • Master Summoner
      • Replaces “Resistance Training”
      • Master Support Skill
      • Magic Origin units in this hero’s army gain +10 HP, +10% Damage and -10% upkeep.
  • New Spells
    • World Map Spell “Astral Divination”
      • Replaces “Cosmic Ablation”
      • Create & reveal new Astral Echoes in provinces near your Domain.
    • Combat Spell “Conjure Astral Ward”
      • Replaces “Magic Shield”
      • Summon an Astral Ward adjacent to the target friendly unit
    • World Map Spell “Summon Summoning Rift”
      • Replaces “Attunement: Starblades”
      • Create a Summoning Rift at target hex. Summoning spells may always target the Rift or adjacent hexes.
  • New City Structure “Summoners’ Cistern”
    • Replaces Altar of the All Seers
    • +30 Mana Income
  • New Special Province Improvement “Astral Manalith”
    • Replaces “Mystic Abby”
    • +10 Mana Income
    • +5 Mana per adjacent Conduit or Research Post
    • Counts as Conduit

Improvements: Unit Viability
We’ve done a review of Unit pacing and Culture Presence throughout the game and made several changes to improve Unit Viability and Culture Relevance. In its current iteration, there exists a pretty rigid tier system, which results in higher tier versions of a unit role always outclassing those of a lower tier. The changes we made aim to let Tier 1-2 (and to a slightly lesser extent T3) units be viable options for their roles in the mid/late game with the right investment.

  • Unit Recruitment is now tied to City Tier Structures.
    • Town Hall Tier 2 unlocks Tier 2 Units
    • Town Hall Tier 3 unlocks Tier 3 Units
    • Town Hall Tier 4 unlocks Tier 4/5 Units
  • Unit Summoning is now tied to Wizard Tower Structures
    • Wizard’s Tower Level One:
      • Now unlocks the ability to cast spells that summon Tier 2 units on the World Map
      • Increased Costs from 200 Production, 100 Gold and 100 Mana to 300/150/150
      • Can now be boosted by having 5 population
    • Wizard’s Tower Level Two:
      • Now unlocks the ability to cast spells that summon Tier 3 units on the World Map
      • Now grants Tier 1 Magic Origin Units +1 Rank
      • Increased Costs from 300 Production, 200 Gold, 200 Mana to 400/250/250
      • Can now be boosted by having 10 population
    • Wizard’s Tower Apex:
      • Now unlocks the ability to cast spells that summon Tier 4 and 5 units on the World Map
      • Now grants Tier 1 & Tier 2 Magic Origin Units +1 Rank
      • Increased Costs from 400 Production, 300 Gold, 300 Mana to 550/400/400
      • Can now be boosted by having 16 population
  • Unit Ranks have been reworked for all units. Units now obtain stats that make them competitive against units of higher tier as they gain ranks. At Elite and Legend rank units gain a stat boost that makes them equivalent to a unit that is a tier higher.
    • Soldier
    • Veteran
    • Elite
      • +10 HP
      • +10% Damage
      • +1 Armor
      • +1 Resist
    • Champion
      • +10 HP
      • Role passive (EG +1 Retaliation for Polearm)
    • Legend
      • +10 HP
      • +10% Damage
      • +1 Armor
      • +1 Resist
    • Evolve
      • Now requires Legendary rank
      • Units now require less XP to reach Legendary rank
      • The rank of recruited/summoned evolving units is now capped at Champion. It is therefore no longer possible to instantly evolve a new Unit.
    • Secondary summons have a separate Rank resource which means they gain +5 HP per rank
      • Astral Ward
      • War Hound
      • Flow Serpent
      • Fleshling
      • Splitterling
  • City Draft structures now grant bonus ranks to low tier units, reinforcing their relevance in the midgame.
    • City Structure “Mages’ Guild” – No longer gives +1 Rank to Support units.
    • City Structure “Blacksmith” – Now gives +1 Rank to Tier 1 units.
    • City Structure “Armory” – Now gives +1 Rank to Tier 1 and Tier 2 units.
    • City Structure “Smiths’ Guild” – Now gives +2 Ranks to Tier 1 and Tier 2 units.
  • Reviewed and Updated the Cost of recruiting units through the Rally of the Lieges
    • Tier II – Increased Cost from 75 to 80
    • Tier III – Increased Cost from 105 to 200
    • Tier IV – Increased Cost from 150 to 350
    • Tier V – Increased Cost from 225 to 600

New Content: Pantheon Update
Since launch we’ve expanded the Pantheon Tree with new thematic Items as well as an entirely separate tree of Item Forge Unlocks. With all this new content in mind we’ve done a review of the pace at which Pantheon Unlocks become available and the amount of XP/Points are awarded throughout a session.

Increased Pantheon XP Gained from performing the following Actions:

  • Empire Allied from 50 to 100
  • Empire Vassalized from 50 to 100
  • Conquered City from 25 to 50
  • Gained level of Allegiance from 10 to 15
  • Vassalized Free City from 50 to 100
  • Cleared Ancient Wonder from 25 to 50
  • Victory Bonus from 200 to 250

Added new actions that reward Pantheon XP:

  • Forged an Item
    • Tier I – 15 XP
    • Tier II – 20 XP
    • Tier III – 25 XP
    • Tier IV – 30 XP
  • Completed a Bounty – 100 XP

Added 4 Eldritch Themed Hero Loadouts:

  • Lasher’s Sword and Shield
  • Umbral Warrior’s Greataxe
  • Umbral Direcaster’s Staff
  • Demonslayer’s Bow

Improvements: Quality of Life
For each Major Update we don’t just work on new Content, Balance Changes or Fixes. We always try to dedicate some time to improvements that make the game easier or more accessible to use. With the Mystic Update we have a brand new set of Quality of Life Improvements for you to enjoy.

Item Forge Blueprints
Blueprints make forging items easier than ever. Any Item you’ve forged during the session is remembered and can be easily accessed to forge again as long as you have the required Materials and Binding Essence. Do Note that this only applies to your current session.

Ruler Filter
Developed a vast library of Custom & Pantheon Heroes and do you struggle to find who you want to play with next? Ruler Filters allow you to find exactly the Ruler you want by offering a wide variety of Filter Options, including DLC, Form, Culture, Godir Origin and Personality.

Animation Speed Settings
Animation Speeds Settings have been reworked. Now you can select a Default Animation Speed individually for the World Map and Combat ranging from Off to Very Fast. These settings can be found in Settings > Main > World/Combat Map

Interface Updates
We’ve improved the UI that’s shown when Summoning or Resurrection/Raising Units. When Resurrecting/Raising Unit it will now show the Name of the Unit that is used/targeted. We’ve also added Multi-Select to the Load Game Screen to easily clear out your completed sessions and a handy “Do not show again” eases the flow when dismissing capture or raised units.


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  • Improved AI Movement Logic to reduce Split Stacking of Units
  • Unit Composition Generator now understands how enchantments like “boon of the wolf” work.
  • Unit Composition Generator now picks random subcultures for stacks instead of always using the default one.

Difficulty

  • Hard AI
    • Changed additional Unit Ranks from +1 Rank for All Units to +1 Rank for Tier 1 and Tier 2 Units
  • Very Hard AI
    • Changed additional Unit Ranks from +3 for All Units to:
      • +3 Ranks for Tier 1 and Tier 2 Units
      • +2 Ranks for Tier 3 Units
      • +1 Rank for Tier 4 and Tier 5 Units
  • Independent Unit xp gain over gametime has been generally reduced, particularly for higher tiers.
    • Tier 1 – Reduced the chance per turn to gain XP from 66% to 60%
    • Tier 2
      • Increased the chance per turn to gain XP from 50% to 60%
      • Reduced the gained XP from 2 to 1
    • Tier 3
      • Reduced the chance per turn to gain XP from 66% to 65%
      • Reduced the gained XP from 2 to 1
    • Tier 4
      • Reduced the chance per turn to gain XP from 55% to 50%
      • Reduced the gained XP from 3 to 2
    • Tier 5
      • Increased the chance per turn to gain XP from 50% to 60%
      • Reduced the gained XP from 4 to 2

Combat AI

  • AI is now less likely to cause collateral damage to its own units with AoE’s.
  • AI will no longer stop using free buff/debuff abilities when it knows it’s losing.
  • Lowered AI value of Bolstered/Sundered Resistance/Defense to prevent overvaluing.
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2D Art

  • Added Combat Enchantment icons for Lightning Storm, Astral Storm, and Spell Jammer
  • Updated Killing Momentum unit property & hero skill icons

Environment Art

  • Added a new transition piece for Rivers in all Climes
  • Added a new transition piece for when Astral Void is spawned next to ocean/rivers.
  • Improved various Environment sets used by:
    • Fey-Blessed Fields/Endless Fields
    • Astral Deserts/Barren Oceans
    • Frozen Realm
    • Stormwreathed Isles/Hostile seas
    • Magic Victory Spells
  • Tweaked the camera settings on the Hidden Wellspring Combat Map

Visual Effects

  • Improved the Lost Mage Ability VFX
  • Improved Weapon Enchantment VFX
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  • Reworked music player to pick more relevant tracks based on:
    • Good / Evil Alignment
    • Early / Mid / Late Game Phase
    • War / Peace
    • Realm Traits
  • Reworked the SFX system to better support Province Terraforming
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  • Archers can now destroy obstacles that have a new Flimsy tag.
  • Flying Units that land when not moving (Most big dragons and racial units with Flying transformations) will now get wet when moving over water markers.
  • If all your units die in battle, but your ally wins the battle, that will now be considered a victory instead of a defeat.
  • Experience is now awarded for units that rout or are captured in battle. Experience is still not given for mind controlled/dominated units

 

  • Buff “Static Charge” – Now grants a 30% chance to apply Electrified to enemies.
  • Debuff “Insanity” – Now prefers to target Allies
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Dark

  • Unit Passive “Cull the Weak”
    • Now applies to all Dark non-scout Units
    • Now grants Ranged and Magic base attacks a 90% chance to inflict Weakened.
    • No longer gives a stack of Regeneration and instead grants 10 Temporary HP once per turn, when attacking a Weakened unit with a Melee attack.
  • Unit Enchantment “Brand of Wrath”
    • Now applies to Ranged, Battle Mage and Support Units as well

Reaver

  • Unit Passive “Focused Aggression”
    • Now grants only Ranged and Magic attacks +10% Damage per stack of Marked
    • Now grants Melee attacks a 60% chance to inflict Marked. Effects are increased for Single Attacks.
  • Unit “Magelock”
    • Fire Heavy Magelock
      • Changed from a Full Action to a Single Action
      • Reduced base accuracy from 90% to 60%
      • Reduced damage from 36 to 34
      • Now has Breaching
    • Take Aim
      • Changed from a Single Action to a Full Action Continue
      • No longer applies Marked, instead granting 80% accuracy for 1 Turn or on the next attack.
  • Unit “Magelock Cannon”
    • “Fire Cannon” – Now has Piercing and Breaching
  • Unit “Dragoon”
    • Harrying Shot
      • No longer has a cooldown
      • Now has Breaching

Primal

  • Improved generation of Spirit Dens
    • Better distribution of Spirit Dens when there are multiple Primal players on the map.
    • Better distribution of Spirit Dens to be closer to Gameplay Spaces
    • Better distribution of Spirit Dens to for players so players will encounter them more frequently and closer to their starting Position
  • Unit “Spirit Tracker”
    • Spirit Finder – Increased Sense Range bonus from +3 to +6 to help locate Spirit Dens
    • Spirit Finder – Can now sense Spirit Dens through diggable earth
  • Unit “Animist”
    • Summon Primal Spirit – Now can only be used Once Per Battle
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  • The vassalage trade option is now increased in value, but the underlying treaties gained from the vassalage no longer have any value so the AI will no longer ask for anything in return for those when becoming a vassal.
  • Bounties that fail because the player that made the bounty has made peace with the target player or city will now explain this in the bounty failed panel.
  • Added support for Bounties to target Infestations.
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  • Rebalanced the Population Growth to better align with the intended speed/experience
  • City Structure “Farmers’ Guild” – Now also gives +30% Food income.
  • City Structure “Workers’ Guild” – Now also gives +30 Fortification Health.

Outposts

  • Global bonuses from Society Traits no longer apply
  • City Cap penalties no longer apply.
  • City Stability no longer affects Outposts.
  • The Gold bonus from Ascended Champion no longer applies.
  • The Mana bonus from Wizard Kings no longer applies
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  • Astral Skill “Philosopher’s Soldiers” – Recruiting or Summoning units with increased Starting Ranks will no longer give Knowledge
  • Chaos Skill “Impressment” – No longer reduces Unit Upkeep for Tier 1 Units, instead they gain +50% XP.
  • Materium Skill “Military Engineering” – No longer grants a free Work Camp, instead it reduces the turn duration of Outpost Upgrades by 1 Turn.
  • Order Skill “Career Soldiers” – Increased XP bonus from +20% to +30%.
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  • Form Trait “Mount Masters” – Reduced cost from 2 to 1
  • Form Trait “Eagle Mounts” – Reduced cost from 4 to 3
  • Form Trait “Elephant Mounts” – Now grants units Large Target
  • Form Trait “Mammoth Mounts” – Now grants units Large Target.

Premade Rulers

  • Yaka – Changed the Race Mount from Horses to Lions
  • Nimue – Changed the Race Mount from Boars to Zebra’s
  • Wepwatep – Changed the Race Mount from Wolves to Panthers
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  • Heroes defeated by World Map Spells now properly follow the Hero Defeated flow, adding them to the Prison/Crypt.
  • Hero Background Trait “Unstable” – No longer includes Frail

Signature Skills

  • Hero Signature Skill “Warding Bond” – Increased Damage reduction from 20% to 50%
  • Hero Signature Skill “Rallying Blessing”
    • Changed from a Full Action to a Single Action
    • Increased Bolstered Resistance/Defense from 1 to 2
  • Hero Signature Skill “Visions of Woe” – Changed from a Full Action to a Single Action
  • Hero Signature Skill “Reckless Rage” – Changed from only applying to Melee attacks to applying on all Attacks
  • Hero Signature Skill “Holy Retribution”
    • Increased Damage from 5 to 6
    • Now applies Condemned to the attacker
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  • Added Item Forge Blueprints
  • Added two Peasant Polearm visualizations
  • Ordered all item forge items to make sense instead of being ordered randomly. The order is Base Game > DLC > Pantheon unlocks.
  • Slayer Infusions are now mutually exclusive.
  • Base Item “Polearm” – No longer has Cavalry and Large Target Slayer, instead they have a modifier named Polearm which combines the two.
  • Base Item “Pistol and Sword”
    • Pistol Shot – Now has Breaching
  • Base Item “Magelock”
    • No longer grants Quick Stab ability
    • Now grants the Take Aim Ability
    • Fire Heavy Magelock – Now has Breaching
  • Hero Item “The Magekiller”
    • No longer grants Quick Stab ability
    • Now grants the Take Aim Ability
    • Fire Heavy Magelock – Now has Breaching
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  • Overview Panel Updates
    • Outposts are added to the City Overview Panel
    • City Stability is now shown in the City Overview Panel
    • Updated the UI for Ruler Rankings in the Quest Overview
    • Updated the UI for tracking Magic Material Collections in the Magic Material Overview
    • Units in the Unit Production list of the city screen now show what rank they will be
    • Added a scrollbar for an issue where the buttons in the city screen information panel would become too long
  • World Map Updates
    • Added active Province Effects from Spells, Happenings and other sources to the Province Screen.
    • Added Abort functionality to Dismantling
    • Added Location highlighting for Sustained City Spells
    • Added individual Layer Buttons
    • Passages will now show which Layer they go to in the Province Pin
    • When selecting “On with Preview” for the interface setting “Movement Grid”, hovering over a hex while having one of your unit stacks selected will show you the remaining movement range if you were to move to that hex.
    • The Move Path is now consistently coloured Red while outside of your Turn
  • New Game Updates
    • Restructured the Realm List with new Categories
    • Reworked the Godir Origin Selection to a Carousel
    • Added a disabled state for the color picker in the Appearance Screen
    • Updated several buttons “random” to “edit” variants.
  • Added siege information to the “Battle tooltip” when hovering over structures that can be sieged.
  • Added new options for setting default Animation Speeds
  • Added a “Don’t Ask Again” checkbox to Combat Recruitment Screen confirmation popups.
  • Added support for displaying of 4+ DLC icons in specific areas
  • Critical hit chance of abilities can now be seen in the ability’s tooltip and in predictions.
  • Hyperlinked cities that you haven’t discovered yet now hide all the important information.
  • Combat events now stack if it is an “Unit moved” event
  • Spells can now show multiple warnings at the same time
  • Story events will now also show the effects of declaring war if they force the player to declare war on another ruler.
  • Improved Overview Map visuals

Controller

  • Added support for controllers to look at individual units inside of the Army overview panel
  • Streamlined sorting headers for controllers.
  • Improved province annexation for controller

Text & Descriptions

  • Retreat tiles no longer say they reduce Hit Point of retreating units.
  • Renamed Assassinate from the Assassin’s Dagger Hero Item to Assassin’s Strike to avoid confusion with the Assassinate signature skill.
  • Clarified that Metropolitans Society bonus also works on your Throne City.
  • Culture tooltips now give a more general statement on what resource they are good at getting.
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  • Resource Browser
    • Implemented a Animation Browser Tab
    • Implemented Fuzzy search/Approximate string matching
  • Resource Editor
    • Implemented a Search Bar
    • Tags in a TagBook are now sorted Alphabetically
    • Clicking the “Move Down” button in the right-click menu from a story event resource now actually moves the resource down instead of up
  • Level Editor – Setting a LevelEd Model Link in the Base Marker resource now actually renders the model in Level Ed
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  • Fixed an issue in the Realm Overview screen while getting kicked from a Multiplayer Session.
  • Fixed an issue where you could Save/Load a game during Multiplayer
  • Fixed an issue where advice or tutorials would show up, even though they were disabled in the settings.
  • Fixed an issue where Independent Turns would take a significant amount of time.
  • Fixed the Teams option not being applied when the game is launched.

Mod Handling

  • Fixed Mod list getting duplicated if multiple players joined after a update, before the updated state was saved
  • Fixed CRC checks passing Mod CRC into Game CRC resulting in CRC Conflicts between Client and Save
  • Fixed Mod Conflict Dialogue formatting

Soft Locks

  • Fixed an issue where a session could soft lock if a Quest got declined while the Event wasn’t handled.
  • Fixed an issue where a session could soft lock if a player was offline and attacked
  • Fixed an issue where automated manual combat would not continue after leaving and rejoining the session.

Out of Syncs

  • Fixed an Out of Sync that could occur due to Income Resources.
  • Fixed an Out of Sync that could occur due to Heroes with terrain depended abilities dying
  • Fixed an Out of Sync that could occur due to Units in Events
  • Fixed an Out of Sync that could occur due to provinces not correctly checking if any player has vision on them and should therefore meet the owner of the province when they change sides.
  • Fixed an Out of Sync that could occur due to the trespassing state not refreshing correctly when the diplomatic state with a Free City drops or when the player has indirect open borders through an ally and either their relation with their ally or the ally’s relation with the free city changes.
  • Fixed an Out of Sync that could occur due to the AI gaining a new province through an Event such as “Clash of Claims”.
  • Fixed an Out of Sync that could occur due to quests that fail to spawn not being cleaned up correctly.
  • Fixed an Out of Sync that could occur due to Siege Damage per turn.
  • Fixed an Out of Sync that could occur due to armies not being fully done refreshing their vision stats when refreshing their vision.
  • Fixed an Out of Sync that could occur due to Free Cities not refreshing the trespassing status of armies in their domain when a player gains open borders with the city.
  • Fixed an Out of Sync that could occur due to the order in which armies are registered to a province. On reloading this order could change and cause different results to happen.
  • Fixed an Out of Sync that could occur due to Heroes not refreshing their relations when the owning Ruler would gain/lose affinity points.
  • Fixed an Out of Sync that could occur due to independents taking over a player’s city
  • Fixed an Out of Sync that could occur due to annexing a province with hostile stacks in it.
  • Fixed an Out of Sync that could occur due to Units spawned on water not updating their Movement Points.
  • Fixed an Out of Sync that could occur due to Rioting Cities being reloaded.
  • Fixed an Out of Sync that could occur due to Siege Breaker units leaving a Siege.
  • Fixed an Out of Sync that could occur due to occupying an Outpost that has a Work Camp build
  • Fixed an Out of Sync that could occur due to income from Vassals not getting updated
  • Fixed an Out of Sync that could occur due to the list of Bounty targets getting reordered on hotjoining. The list is now always ordered in the same way.
  • Fixed an Out of Sync that could occur due to failed/completed City quests getting removed on reloading the session.
  • Fixed an Out of Sync that could occur due to a Vassal City having updated its income.
  • Fixed an Out of Sync that could occur due to occupying another players vassal
  • Fixed an Out of Sync that could occur due to an Independents Vassalage state
  • Fixed an Out of Sync that could occur due to a besieged City not canceling its production.
  • Fixed an Out of Sync that could occur due to a newly created city not having all its combat spells.
  • Fixed an Out of Sync that could occur due to the player no longer affording their Magic Material Treaty with another player.
  • Fixed an Out of Sync that could occur due to armies that had been detected by another army’s true sight becoming concealed again and stop trespassing.
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Astral

  • Tome of Summoning:
    • Hero Skill “Wisp Familiar” – Lowered from an Expert Skill to an Adept Skill
    • Special Province Improvement “Summoning Well” – Now also grant Mana and Knowledge per adjacent Research Post
    • Unit “Astral Serpent”
      • Shattering Refuge – Changed chance to inflict Slowed from 60% to Guaranteed.
    • Unit “Astral Keeper”
      • New Ability “Shatter Self” – Kills the Unit, triggering Astral Torrent and healing an additional 10 Temporary HP
      • Astral Blessing – Reduced cooldown from 2 to 1.
    • Combat Spell “Arcane Bond”
      • Changed from chance to inflict Mind Control to change to inflict Dominate.
      • When the battle ends a bound Unit can be recruited for a Mana Cost
  • Tome of Amplification
    • Combat Spell “Chain Lightning” – Now inflicts Electrified to each target
    • Unit Enchantment “Amplified Arrows”
      • Increased Lightning Damage from +2 to +3.
      • Changed from dealing 30% damage to another unit within 2 hexes to dealing 3 Lightning damage to up to 2 other units within 2 hexes.
      • Has a 30% chance to inflict Sundered Resistance
  • Tome of the Astral Mirror:
    • Unit Enchantment “Mirror Veil” – Now also applies to Shock, Skirmisher and Fighter units.
    • Unit “Mirror Mimic”
      • Mimic – Can no longer target or mimic non-vital units.
    • Combat Spell “Summon Astral Reflections”
      • Lowered the summoned reflections from 2 to 1
      • Removed the damage penalty on summoned reflections
      • If the original unit dies, this one replaces it.
  • Tome of Fey Mist
    • Status Effect “Clinging Mists” – Reduced Evasion from 20% per Stack to 15% per Stack.
  • Tome of the Stormborne:
    • Hero Skill “Arcing Weapons”
      • Changed from dealing 20% damage to 2 other enemy units to a flat 4 Lightning damage.
    • Major Transformation “Naga Transformation” – No longer secretly reduces the unit figure count.
    • Unit “Stormbringer”
      • Increased figure count from 2 to 3
      • Storm Strikes
        • Increased Physical/Lightning damage from 7/7 to 8/8.
        • Changed from dealing 20% damage to 2 other enemy units to a flat 4 Lightning damage.
      • Throw Storm Trident
        • Now has a 1 turn cooldown
        • Reduced Physical/Lightning damage from 14/14 to 12/12

Chaos

  • Tome of Pyromancy
    • Unit Enchantment “Fiery Arrows” – Increased chance to inflict Burning from 30% to 60% on repeating attacks, and from 60% to 90% on non-repeating attacks.
  • Tome of the Horde:
    • Siege Project “Unleash the Warhounds” – Moved here from Tome of Devastation
  • Tome of Mayhem:
    • Combat Spell “Infections Insanity” – Reduced the chance to spread from 60% to 50%
  • Tome of Revelry:
    • Unit “Skald”
      • Heart of Revel – Reduced the chance to inflict Insanity from 60% to 40%
  • Tome of Devastation:
    • Siege Project “Unleash the Warhounds” – Moved to Tome of the Horde
    • New Combat Spell “Monstrous Rebirth”
      • Turn a Tier I, II or III unit that isn’t a Magic Origin or Construct into a Warbreed that dies at the end of combat.
      • Heals the Unit for 60 Temporary HP.
    • Unit “Devastator Sphere” – Now has the Construct Unit Type
  • Tome of Chaos Channeling:
    • Unit Enchantment “Demonic Focus”
      • Renamed to Infernal Focus
      • Now grants a stack of Infernal Might and +5 Morale when a unit dies.
      • Infernal Might grants +1 Fire damage to base attacks (+2 for non-repeating attacks) and can stack up to 5 times.
      • Doesn’t trigger when a Tower, Siege or Combat Summon unit dies.
  • Tome of Demon Gate:
    • World Map Spell “Demonic Summoning”
      • Reduced Population cost from 2 to 1.
      • Now reduces the Diplomatic State of your Vassal.
      • Always summons a Tier III and a Tier IV Fiend unit.
  • Tome of the Chaos Lord
    • Unit “Balor”
      • Chaos Brand – Reduced cooldown from 4 Turns to 3.
      • Death Explosion
        • Increased Damage from 20 to 30 Fire damage
        • Friendly units hit only take half the damage
        • Applies a stack of Burning to all units hit.

Materium

  • Tome of Rock:
    • New Unit Enchantment: Obsidian Weapons
      • Grants a 60% chance to inflict Bleed on repeating attacks, and a 90% chance to inflict Bleed on non-repeating attacks.
      • Applies to Skirmisher, Polearm, Shield, Shock, Fighter & Ranged Units
    • Combat Spell “Rock Blast”
      • Reduced Physical damage from 30 to 24
      • Now removes Defense mode and Retaliations of the target unit.
    • Combat Spell “Stone Skin”
      • Reduced cost from 15 Mana and 20 Casting Points to 5 Mana and 10 Casting Points.
    • Unit “Gargoyle”
      • Defense Mode: Turn to Stone – Increased heal from 10 Temporary HP to 15
  • Tome of Terramancy:
    • Hero Skill “Leaden Blows”
      • Changed from a 90% chance to inflict Immobilized to a 90% chance to inflict Slowed.
    • Combat Spell “Crushing Earth”
      • Now deals 50 Physical damage, applies 3 Sundered Resistance and has a 90% chance to inflict Stunned.
      • No longer restricted to Tier III Units or lower.
    • New Special Province Improvement “Excavated Leyline”
      • Grants +5 Production, +5 Mana, +5 World Casting Points
      • Grants +4 Mana per adjacent Quarry
  • Tome of the Crucible
    • Unit Enchantment “Meteor Arrows” – Reduced the Fire damage from +4 to +3
  • Tome of the Golden Realm
    • Unit “Golden Golem”
      • Now correctly has Charge Resistance
      • Removed Status Effect Immunity
  • Tome of the Dreadnought
    • Unit “Ironclad”
      • Direct Fire – Increased range from 4 to 5
      • Barrage – Increased range from 4 to 5.
      • Now has Unstoppable Juggernaut.
  • Tome of Severing
    • Unit “Severing Golem”
      • Weakening Bolts – Added a 90% chance to apply Disruption.
      • Magical Disruption – Increased the number of affected units from 3 to 5.
      • Dispelling Field – Now also gives this unit Status Protection for each dispelled effect.

Nature

  • Tome of Roots
    • Unit Enchantment “Poison Arrows” – Increased chance to inflict Poisoned from 30% to 60% on repeating attacks, and from 60% to 90% on non-repeating attacks.
  • Tome of Fertility
    • City Structure “Temple of Fertility”
      • Now gives an extra flat +10 Food
      • Reduced costs from 170 Gold and 450 Production to 100 Gold and 250 Production
    • Special Province Improvement “Bountiful Fields”
      • Changed from providing +3 Draft to +3 Mana
      • Changed adjacency bonus from Farms to Grasslands and Fungal Fields
  • Tome of Vigor
    • World Map Spell “Summon Greater Animal” – Added the Pestilence Crocodile to the Spawn List
  • Tome of Paradise:
    • Hero Skill “Inspiring Icon”
      • Changed from providing +20 Morale at the start of battle to giving Inspiring Presence.
      • Inspiring Presence now affects the unit that has it.
    • World Map Spell “Enchanted Bloom”
      • Changed from terraforming to Grasslands to Forested Glasslands
      • While the spell is active, Grasslands and Forests grant +2 Production, Draft and Food.
    • Special Province Improvement “Garden of Bliss”
      • Increased income from adjacent Grasslands from +3 Food to +7
  • Tome of the Goddess of Nature
    • World Map Spell “Forest Awareness” – Now also grants vision on Mushroom Forests in the Underground and Mangroves on the water.

Order

  • Tome of Subjugation
    • Buff “Intimidating Aura” – Can now affect Heroes and Tier 5 units
    • Siege Project “Subjugating Raid” – Increased the number of stolen Population from 1 to 2
    • City Structure “Baron’s Palace”
      • Now gives 10 City Stability to the city it’s built in
      • Now gives 20 Gold, 10 Food and 10 Draft to the Player’s Throne City
  • Tome of Exaltation
    • World Map Spell “Ascended Warriors” – Increased the cost from 120 Mana/Casting Points to 240 Mana/Casting Points.
    • Unit “Shrine of Smiting”
      • Divine Vengeance – Increased Spirit Damage from 15 to 20.

Shadow

  • Tome of Necromancy
    • Unit Enchantment “Necrotic Magic” – Reduced Upkeep from 2 Gold and 3 Mana to 3 Mana
  • Tome of the Doomherald
    • Minor Transformation “Joy Siphoners”
      • Increased Morale drain from -3 to -4.
      • This value is doubled if the unit has High Morale.
  • Tome of Great Transformation
    • Unit “Bone Dragon”
      • Increased Defense from 5 to 6
      • Increased Resistance from 4 to 5
      • Melee Strike – Increased Damage from 10 Physical/8 Blight to 10 Physical /10 Blight
      • Melee Strike – Changed the chance to inflict Poisoned from 60% to Guaranteed
      • Poison Breath
        • Renamed to Putrid Breath
        • Now always applies Poisoned
        • Now has a 60% chance to apply Decaying.
  • Tome of Oblivion
    • Unit “Living Fog”
      • Is now a Mythic Unit
      • Increased Movement Speed from Normal(32) to Fast(40).
      • Increased Defense from 5 to 6
      • Increased Resistance from 3 to 4
      • Mind Strike – Increased Physical Damage from 10 to 15
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  • Units will no longer get their full health and move points restored when evolving. The values will scale proportionally so the percentage remains the same.
  • Unit Type: Polearm – No longer has Cavalry and Large Target Slayer, instead they have a modifier named Polearm which combines the two.
  • Unit “Hunter Spider”
    • Web – Now always applies Slowed for 1 Turn
  • Unit “Hunter Spider Matriarch”
    • Web – Now always applies Slowed for 1 Turn
  • Unit “Dread Spider Matriarch”
    • Web – Now always applies Slowed for 1 Turn
  • Unit “Vampire Spider Matriarch”
    • Barbed Webs – Now always applies Slowed for 1 Turn
  • Unit “Astral Wisp” – No longer evolves into a Siphoner
  • Unit “Mage Bane”
    • Melee Strike – Changed Resistance Penetration, bypassing 2 resistance, to Breaching, ignoring 50% of the target’s Resistance.
    • Devour Mind
      • Increased duration of Insanity from 1 turn to 3 turns
      • Changed +10 Max HP and +2 Resistance on Success to a buff, Absorbed Mind, that stacks up to 5 times
      • Increased Fire, Lightning and Frost damage on failure from 8 to 10
    • Devourer of Spells
      • Renamed to Innate Spell Jammer
      • Now acts as a Spell Jammer in combat, increasing Combat Cast Points by 100% instead of blocking Spells.
  • Unit “Phoenix”
    • Is now a Mythic Unit
    • Charge Strike – Increased Damage from 17 Fire/10 Physical to 20 Fire/10 Physical
  • Unit “Fire Dragon”
    • Increased Defense from 6 to 7
    • Increased Resistance from 5 to 6
    • Melee Strike – Increased Damage from 10 Physical/10 Fire to 11 Physical/11 Fire.
    • Fire Breath
      • Increased Fire Damage from 24 to 28
      • Now guarantees Burning.
    • Fire Aura
      • Increased Fire Damage from 6 to 8
      • Now guarantees Burning.
  • Unit “Frost Dragon”
    • Increased Defense from 6 to 7
    • Increased Resistance from 5 to 6
    • Melee Strike – Increased Damage from 10 Physical/10 Frost to 11 Physical/11 Frost.
    • Frost Breath – Increased Frost Damage from 24 to 28
    • Frost Aura
      • Increased Frost Damage from 6 to 8
      • Changed from a 30% chance to apply Frozen to a 90% chance to apply Slowed.
  • Unit “Golden Dragon”
    • Increased Defense from 6 to 7
    • Increased Resistance from 5 to 6
    • Melee Strike
      • Increased Damage from 10 Physical/10 Spirit to 11 Physical/11 Spirit.
      • Changed from a 60% chance to apply Distracted to a 90% chance to apply Blinded.
    • Purifying Breath:
      • Reduced the number of Negative Status Effects dispelled from All to 2
      • Now has a 60% base chance to apply Blinded.
    • Spirit Aura – Now has a 90% chance to apply Blinded.
  • Unit “Obsidian Dragon”
    • Increased Defense from 6 to 7
    • Increased Resistance from 5 to 6
    • Melee Strike – Melee Strike – Increased Damage from 10 Physical/10 Lightning to 11 Physical/11 Lightning.
    • Lightning Breath
      • Changed from a 3 Hex Cone to a 5 Hex Line
      • Now has a 60% chance to apply Stunned
    • Lightning Aura
      • Increased Lightning Damage from 6 to 8
      • Changed from a 30% chance to apply Stunned to a guarantee to apply Electrified.
  • Unit “Kraken”
    • Increased Hit Points from 120 to 130
    • Increased Defense from 4 to 5
    • Increased Resistance from 4 to 5.
    • Increased Movement Speed from Normal(32) to Fast(40).
    • Melee Strike
      • Increased Physical Damage from 18 to 20
      • Now has a 30% chance to Immobilize.
    • Tentacle Vortex – Increased Physical Damage from 20 to 26.
  • Unit “Ghost Ship”
    • Cruel Melee Charge – Increased Damage from 15 Physical/15 Frost to 17 Physical/17 Frost
    • No longer has the embarked property
    • Increased Movement Speed from Normal(32) to Fast(40).
  • Allow move and use on the following Abilities:
    • Condemn
    • Mending Awakening
    • Bolt of Judgement
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  • The calculations for the map size have changed to be based on the total number of players on the map, rather than the number of players on the surface.
  • Improved the Underground generation for Realms with the Massive Underground trait.
  • The magic material spawned by Talented Collectors can no longer be hidden underneath digable earth
  • Players can no longer annex a province when the only neighboring province that connects it to the city is being dismantled.
  • Razing now stops automatically after there is no unit on the structure anymore
  • Increased the minimum delay for bronze infestations to launch invasions from 3 to 5 turns.
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General

  • Draconic Connoisseur now checks at the start of the turn if the player has all the dragons. This is to avoid a bug that wasn’t allowing this to trigger in situations where the last dragon was acquired via an event.

AI

  • Fixed a logic flaw that affected the picking of Tomes, Research, Empire Skills and the City Upgrades.
  • Fixed an issue where Alliances and Treaties would not actually increase the likelihood of an AI player accepting a Call to War.
  • Fixed issue where sometimes the AI would not receive the correct properties to perform certain actions
  • Fixed issue where the AI would try to start a combat on their allies when both sides of a entrance is blocked by an ally and a enemy

Art

  • Fixed an issue where the water from the Oasis Node would fly when on sloped terrain
  • Fixed an VFX and SFX delay in the Mercenary “Drive Back” ability
  • Fixed an issue where Astral Attunement did not properly display the astral/disappearing effect on certain units.

Combat

  • Fixed an issue where Mind Controlling a unit in Defense Mode would keep the unit in Defense Mode while it moved and attacked
  • Fixed an issue where units Mind Controlled by Summoned Units would survive the battle without being captured.
  • Fixed an issue where Subdued Units would not be recruitable after letting the enemy flee.
  • Fixed an issue where on combat completed, players that did not participate in the battle would be considered as having lost the battle and would execute scripting actions as if they had lost.

Combat Map

  • Fixed an issue on the Castle Ruins map where there were 2 hexes outside the main combat area that could only be reached by units with Pass Through or Flying.

Culture

  • Fixed an issue where the High Alignment Agenda – Evil would not trigger on non-racial units.
  • Fixed an issue where the Mystic Soother’s Spell Channeling discount would be removed when the unit gets mind controlled.
  • Fixed an issue where the Primal Summon ability was not disabled while using Astral Reflections

Diplomacy

  • Fixed an issue where trade offers between two human players would not fail/invalidate if they contained a Magic Material the player no longer has access to.
  • Fixed an issue where Magic Material Treaties would not expire if the player no longer has access to that magic material.

Events

  • Fixed an issue in the stress system that led to all players’ stress measure being too high. This means on average players should now get more negative and neutral events.
  • Fixed an issue where faulty stress scripts would be missing or blocking in a number of Events.
  • Fixed an issue where an event that was triggered in a previous turn, would not correctly update the valid state of its buttons. This would sometimes prevent the player from using pay resources options while they actually did have enough resources to pay with.
  • Fixed an issue where defeat unit quests could sometimes fail if the units were captured instead of killed or routed.
  • Fixed an issue where Quests to defeat an army on the map would sometimes try and spawn the army on water.
  • Fixes for events that use generated items. The items were generated in the setup, which caused an issue with event validation

Factions

  • Fixed an issue where Ham Binger’s Faction Tooltip listed the Bow starting weapon instead of the Spirit Staff.
  • Fixed an issue where Gloom Hooknail’s Faction Tooltip listed the Fire Staff starting weapon instead of the Frost Staff.
  • Fixed an issue where Decimus the Unwavering used the Staff of Blight starting weapon instead of the Sword & Shield.
  • Fixed an issue where Cinren Toliath used the Godir Greataxe starting weapon instead of the Lightning Orb.
  • Changed Sundren’s surname from “Of House Inioch” to “of House Inioch” (lowercase)

Free City

  • Fixed an issue where a Free City wouldn’t reset/update their attack timer correctly when they were vassalized or stopped being a vassal. This would previously cause them to have a very high attack timer if they were at war before getting vassalized.
  • Fixed an issue where the War Coordination “Diplomatic State too low” warning with Free Cities would show the wrong vassalage state.
  • Fixed an issue where the tooltips in Free City Trading would not show up correctly on the trade options and where the text on the button could get controller focus.
  • Fixed an issue where a Vassal City would keep on providing Magic Materials even if they got occupied or the city lost the province and would also not give them back when regaining the Magic Materials.
  • Fixed an issue where Quests from a Vassal did not end when you went to war against them.
  • Fixed an issue where War Party notifications would not bring you to the city that sent the party
  • Fixed an issue where the Rally of the Lieges would offer units that are of a too high tier for the current Diplomatic State.
  • Fixed an issue where Vassal Cities would stop giving their Magic Materials to their overlord when they would come under siege.

Heroes

  • Fixed an issue where the accuracy bonus from the Precision Training Hero Skill did not apply correctly

Interface

  • Fixed a crash that could occur when deleting a Pantheon Ruler while in the Faction Selection/Creation screen.
  • Fixed a crash that could occur on closing down the game while the Pantheon was open.
  • Fixed a crash that could occur in the Combat Overview screen.
  • Fixed a crash that could occur in the Province screen.
  • Fixed a crash that could occur when loading a game while the Free City Diplomacy screen is open.
  • Fixed a crash that could occur when a hyperlink to a Combat Effect would be shown on the World Map.
  • Fixed a crash that could occur if Hero Skills were missing.
  • Fixed a crash that could occur in Stack and Unit Panels after combat has happened
  • Fixed a crash that could occur when changing Advice settings while a tutorial is open.
  • Fixed an issue where Upkeep shown in the Armies Panel did not include unit enchantment upkeep costs.
  • Fixed an issue where the Combat Overview would not refresh correctly
  • Fixed an issue where the hyperlink of the Outpost events would break when the Outpost is transformed into a city
  • Fixed an issue where the Notifications could go under the minimap with a large interface scale.
  • Fixed an issue regarding Tome Alignment in the research screen on smaller interface scale
  • Fixed an issue with the Ruler renderer in the ascension screen while using the tome of wonders
  • Fixed an issue where a quest would be auto selected every turn while the screen was open
  • Fixed an issue regarding Tooltips while navigating Pantheon Rewards
  • Fixed an issue where hyperlinks could not be used in the Research Completed screen
  • Fixed an issue where the Auto Explore notification would not display correctly
  • Fixed an issue where Excavation Notifications would inform a player they found a Primal Den when they can’t see them.
  • Fixed an issue where the Free City Panel would not be properly updated when they are chained through diplomatic messages.
  • Fixed an issue where world elements would clip through the Encyclopedia
  • Fixed an issue where a hyperlink would not properly resolve in a tutorial message
  • Fixed an issue where the “City can annex a new province” notification would not disappear if you no longer control that city.
  • Fixed an issue where the Research screen would display -1 when the knowledge income is 0
  • Fixed an issue where -1 would be displayed on Province Labels when the production is halted.
  • Fixed an issue where the Province Label for the province being rebuilt was red.
  • Fixed an issue with hyperlinks in the faction creation leader type selection.
  • Fixed an issue where the bottom two notifications were the same, leading to the player missing an actual notification that was supposed to show instead.
  • Fixed an issue where some Casting Point sources would not be displayed in tooltip
  • Fixed an issue where the ‘AI Combat Advantage’ dropdown would affect Presence Trait rulers.
  • Fixed a few minor issues with province display properties.
  • Fixed an issue where the bounty panel would not close properly after denying the bounty.

Console & Controller

  • Fixed an issue where the Safe Area Ratio did not affect the UI
  • Fixed an issue where the Empire bonus section could not be selected with controller
  • Fixed an overlap with the close controller prompt in the province panel
  • Fixed an issue where the rewind button was still available despite not working for controller

Text & Descriptions

  • Fixed an issue where Devolve was not marked as a Debuff spell.
  • Fixed an issue where Astral Severance was incorrectly tagged as a damage/debuff spell.
  • Fixed an issue where Dust Storm was incorrectly tagged as a Debuff Spell
  • Fixed an issue where Mark for Death was incorrectly tagged as a Debuff Spell
  • Fixed an issue where Mysterious Tonic was not correctly tagged as Nature Materium
  • Fixed an issue where the Naga Form did not have a bespoke unit property text when seen on an unit panel.
  • Fixed an issue where the Angelic Transformation did not indicate it decreases figure count.
  • Fixed a minor spelling error in the Cities “Resource Sharing” tooltip. The tooltip now correctly states: “…income is shared for 5 turns.”
  • Fixed an issue where the Origin of a Combat Enchantment would show incorrect.
  • Fixed an issue where the chance of a Free City/Dwelling declaring war would be shown even if you were already at war with them.
  • Fixed an issue where the non-Flanking Defense of a hero with a shield would have a broken string insert.
  • Fixed an issue where the Combat History could not show the correct name of upgraded abilities.
  • Fixed an issue where the Mimicking Passive on the Mirror Mimic did not indicate that the Revive only works Once per Combat.
  • Fixed an issue where Static Charge did not correctly show its duration.
  • Fixed an issue where the Governance bonus from Nature, Chaos and Materium Affinities were still +2 instead of +4 in the tooltip.
  • Fixed an issue where “Greaves” could be called “Pauldrons” in item name generation
  • Fixed an empty prediction in alignment tooltips.
  • Fixed an issue where hyperlinked Hero Traits did not show all information.
  • Fixed an issue where Astral Bond and Warding Link showed incorrect damage reduction and were marked as negative effects.
  • Fixed an issue where Room of Recall mentions that your Ruler respawns with full HP, since they already did that by default.
  • Fixed a bunch of text overflowing issues
  • Fixed broken tooltip for teleporter pins
  • Disrupting Blades and the Severing Golem now correctly say they removed Unit Enchantments when seeing the effect on these units’ ability tooltips.
  • Fixed an issue where incomplete tooltip text would be present in the Cast Spell interface in certain situations
  • Fixed an issue where the damage tooltip for the abilities of a summon inside the summon ability tooltip was incorrect
  • Fixed an issue where the Resistance Bonus from Goldtouched did not show correctly in the Resistance Breakdown.
  • Fixed an issue where the Severing Golem did not correctly show their 3 Turn summon duration.

Items

  • Fixed an issue where the Staff of the Magi had a lower priority plugin than usual.

Pantheon

  • Ascended Pantheon Rulers now correctly keep their personal Transformation Visibility settings until they are recruited by a player.
  • Fixed an issue where Ascension Trait: Ascended Seer did not affect Dragon Lords Comet Breath.
  • Fixed an issue where the Crowmaster trait given by the Crowmaster’s bow ruler loadout would work on Water.
  • Fixed an issue where Pretender Kings and Primal Dispute events triggered when AI players met each other, rather than when the player meets an AI player.
  • Fixed an issue where unequipping certain Pantheon Unlocked hero weapons resulted in an unarmed hero.
  • Fixed an issue where Ascension skills would incorrectly display a skill point cost of 1
  • Fixed an issue where the Victory Event for Karavar (Demon Prince) had a broken String Insert
  • Fixed an issue where Karavar (Demon Prince) would not be affected by Race Transformations

Story Realms

  • Fixed an issue where the “Dark Losses” Event in the Eternal Court had the incorrect Background.
  • Fixed a typo in the “Dark Losses” event in the Eternal Court.

Spells

  • Spells that affect Adjacent Sectors will no longer target sectors on the other side of teleporters and cave entrances
  • Fixed an issue where Abyssal Flames did not damage units in the Fog of War
  • Fixed an issue where Flash Freeze did not damage units in the Fog of War
  • Fixed an issue where Necrotic Magic incorrectly applied to non-base attacks.
  • Fixed an issue where Summon Great Animal could not be cast in certain terrains due to a faulty default.

Units

  • Fixed an issue where Morale Immunity was still shown on Undead units despite no longer being functional.
  • Fixed an issue where the Reaver Magelock would not correctly utilize Amplified Arrows.
  • Fixed an issue where the Mystic Spellbreaker Star Purge was unable to remove Clinging Mists in some situations.
  • Fixed an issue where the Zephyr Archer’s Zephyr Shot would be able to hit units outside of the area of effect.

World Map

  • Fixed a crash that could occur if the starting negative relations modifier was missing.
  • Fixed a crash that could occur due to recruiting a Hero that no longer exists
  • Fixed a crash that could occur when resurrecting a Hero from the Crypt
  • Fixed a crash that could occur on an Outpost being destroyed when a player is defeated.
  • Fixed a crash that could occur when clicking the Diplomacy button in the Siege interface if after successfully completing a siege but not yet capturing the city, a marauder army would instead capture and occupy the city.
  • Fixed a crash that could occur on generating a new realm if some AI settings were missing.
  • Fixed a crash that could occur during race generation of a new map
  • Fixed an issue where an upgrade relying on water provinces could be canceled when loading a save.
  • Fixed an issue where in lower difficulties there was no Dragon on the Dragon Nest Infestation.
  • Fixed an issue where retaking your former Throne City that had been absorbed by another player would reset it as your thone city, even if you didn’t yet own the city. This would cause the city to end up stuck without a governor if you then absorb it back into your empire.
  • Fixed an issue where Global Effects that apply to Provinces of specific types (e.g. forest) would not refresh properly when the province was terraformed or the type was removed from the province (e.g. Awaken forest).
  • Fixed an issue where casting a spell on a hostile army belonging to another ruler while either of the rulers was a vassal would give the player a Hostile Action warning message instead of casting the spell.
  • Fixed an issue where stacks would be removed from their own domain when migrating or absorbing a City.
  • Fixed an issue where walking your armies into a neutral stack from a Free City it would open the Diplomacy screen instead of Declaring War
  • Fixed an issue where City income bonuses applied through a temporary effect would sometimes not apply the bonus on the last turn the bonus should be effective. (E.g. Mark of the Otter)
  • Fixed an issue where moving a non-concealed unit into a concealed army would not trigger meeting another ruler if the concealed army had vision on another player. This would trigger an Out of Sync issue on reload.
  • Fixed an issue where an army would not correctly check if they were concealed or not.
  • Fixed an issue where summoning a concealed unit would still trigger meeting another ruler instead of triggering a concealed meeting.
  • Fixed an issue where merging two concealed armies would still trigger a meet with another ruler instead of remaining concealed.
  • Fixed an issue where summoning a concealed unit into a concealed army would cause the army to meet another player instead of remaining concealed.
  • Fixed an issue where starting a siege on a city would not cancel any active operations like vassalizing a city.
  • Fixed an issue where hex visualization would not update after picking up a pick-up
  • Fixed an issue where the player’s adaptation trait wasn’t applied correctly during map generation.
  • Fixed an issue where Sieges would not end when an independent army steals the siege.
  • Fixed an issue where structures were giving a Structure Property: Token Giver through the Player Property instead of the Structure Property of the structure

Age of Wonders 4: Eldritch Realms Expansion Info:

New Forms: Insectoid & Syron
Two Classic forms come forth from the Shadows with reimagined looks. The Syron and Insectoid have a deep history in Age of Wonders, having been at the center of the conflict with the Umbral Abyss. The Syron have been reimagined with aquatic details and astral body patterns, keeping some of their original elvish visuals while introducing a flair of beauty and alien. The Insectoid, originally imaged as Shadow Demons, have been a long-running feature in Age of Wonders. With this new Insectoid form you can define what they were like before and after Urrath’s Corruption.

New Godir Origin: Eldritch Sovereign
Ancient beings of terrible power, the Eldritch Sovereigns have been corrupted by the Umbral Abyss and possess a unique Thrall spell casting mechanic. Choose your path as an Eldritch Sovereign ruler and decide between Dominating your foes, Manipulating the flesh or Wild, chaotic magic.

  • Gain access to a new Thrall Resource and cast unique Ritual Spells & handle Events using their Eldritch might.
  • Gain access to a powerful Sovereign Skill Tree that replaces the Warfare Skill Tree. Unique Minor & Major Specialization allow you to tap into the experience of being an Eldritch Ruler.
  • Gain a unique piece of Equipment called a Relic, a base upkeep of 5 Mana and cannot equip Leg or Mount Items. They are considered Magic Origin Units with Floating World Map Movement and Slow Movement in Combat.

New Tomes
Tap into the dark corners of Magic with two new Eldritch Tomes. Begin your journey with the Tome of the Tentacle, introducing you to the various ways Tentacles can offer a solution. Fully embrace your fascination with the Gloomstrider Transformation found in the Tome of Corruption. This Tome turns your enemy’s strength against them, transforms buffs into debuffs, or steals them for your own units. For those strong enough to reject these dark temptations we introduce the Tome of Cleansing Flame. A tome for the forces of light to strike back against the darkness of the abyss! Summon Cleansing Flames into battle to burn Heretics whilst protecting the Faithful.

New Layer: Umbral Abyss
A dark domain of Corruption and Fear threatens to consume the realms of mortals. It includes new tactical combat maps, a dozen unique locations to explore and exploit and new Umbral Dwellings inhabited by Umbral demons. These denizens of the abyss are corrupt creatures dedicated to the destruction of the light and invasion of the realms. The abyss will harm units who venture in it, but immunity can be gained by forging an Eldritch Pact.

New Content: Cosmic Happenings
A classic feature returns with the reimagined Cosmic Happenings. This brand new class of global events are designed to bring exciting and unpredictable effects. The happenings include 4 mini crises events, called the Toll of Seasons, featuring unique tactical maps, units and mechanics.

New Story: Shadows & Torches
The Story in Age of Wonders 4 reaches new highs in this epic conclusion. In the furthest corners of the Astral Sea the war between the forces of light and dark wages ever on. This eternal conflict sends waves across the realms that awakens a slumbering corruption within. As the light struggles against the overwhelming darkness, twisted tendrils spread and latch onto forests and mountains, hearts and minds, twisting everything they touch.

Even More Content
While we’re sure the above has your mouths watering, there’s even more that you can enjoy. Further included in the Eldritch Realms Expansion are:

  • 8 Achievements
  • 6 New Music Tracks
  • 5 New Premade Rulers
  • New Realm Templates & Realm Traits
  • Beetle & Death Beetle Mounts
  • New Eldritch Interface Skin & Banner Emblems

Enjoy the new content! Once a new patch is out, we’ll let our readers know.

[Source: Paradox Plaza Forums (1, 2)]

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