News Liste Age of Wonders 4

Dev Diary #33 - Mystic Update Patch Notes
Age of Wonders 4
13.06.24 14:09 Community Announcements


Dear Godir,

We are happy to share the list of changes and fixes that are coming in the Mystic Update. It was excessively long, so the whole list of changes is available on our Forum!




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[list]
  • 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
  • [/list]
    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.
    • [list]
    • Order - Radiant
    • 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 Astral Echoes to +10 Astral Echo income [/list]

  • 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.[list]
    • 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[list]
    • 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

    [/list]
  • New Spells
    • World Map Spell “Arcane Studies”[list]
    • Replaces “Magic Shield”
    • Contributes +1 inspiration to a random spell’s Potential each turn.
    • -50% structure production income

  • Unit Enchantment “Ciphers of Dissonance”
    • Replaces “Attunement: Starblades”
    • Attacks gain 90% chance to inflict Dissonance

    [/list]
  • 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

    [/list]

    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.
    • [list]
    • When a friendly spell is cast, gain:
    • [list]
    • +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[list]
    • 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.

    [/list]
  • New Spells
    • World Map Spell “Astral Divination”[list]
    • 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.

    [/list]
  • City Structure “Altar of the All Seers” - Changed from +20 Mana/Knowledge income per 5 Astral Echoes to +10 Astral Echo income
  • New Special Province Improvement “Astral Manalith”
    • Replaces “Mystic Abby”
    • +10 Mana Income
    • +5 Mana per adjacent Conduit or Research Post
    • Counts as Conduit
    [/list][/list]

    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.[list]
    • 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:[list]
    • 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

    [/list]
  • 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[list]
    • +10 HP

  • Veteran
    • +10 HP

  • 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
    [/list][/list]

    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[list]
    • Tier I - 15 XP
    • Tier II - 20 XP
    • Tier III - 25 XP
    • Tier IV - 30 XP

  • Completed a Bounty - 100 XP
  • [/list]

    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.




    • 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[list]
    • 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:[list]
    • +3 Ranks for Tier 1 and Tier 2 Units
    • +2 Ranks for Tier 3 Units
    • +1 Rank for Tier 4 and Tier 5 Units

    [/list]
  • 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
    • [list]
    • 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
    [/list][/list]

    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.




    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:
    • [list]
    • 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
  • [/list]

    Visual Effects
    • Improved the Lost Mage Ability VFX
    • Improved Weapon Enchantment VFX




    • Reworked music player to pick more relevant tracks based on:[list]
    • Good / Evil Alignment
    • Early / Mid / Late Game Phase
    • War / Peace
    • Realm Traits

  • Reworked the SFX system to better support Province Terraforming
  • [/list]



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




    Dark
    • Unit Passive “Cull the Weak”[list]
    • 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
    [/list]

    Reaver
    • Unit Passive “Focused Aggression”[list]
    • 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[list]
    • 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.

    [/list]
  • Unit “Magelock Cannon”
    • “Fire Cannon” - Now has Piercing and Breaching

  • Unit “Dragoon”
    • Harrying Shot [list]
    • No longer has a cooldown
    • Now has Breaching
    [/list][/list]

    Primal
    • Improved generation of Spirit Dens [list]
    • 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 sensed Spirit Dens through diggable earth

  • Unit “Animist”
    • >
    • Summon Primal Spirit - Now can only be used Once Per Battle
    [/list]



    • 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.




    • 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




    • 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%.




    • 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




    • 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”
    • [list]
    • 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

    [/list]



    • 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”
    • [list]
    • 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

    [/list]



    • 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.


    And that's not it! More fixes (both General and Multiplayer) are available on our Forum!



    Read the Full Patch Notes



    Wishlist Eldritch Realms:



    https://store.steampowered.com/app/2401860/Age_of_Wonders_4_Eldritch_Realms/

    Are you still here? Seriously? If you could read 30 pages of patch notes, you should follow our socials:
    Logo for Age of Wonders 4
    Release:02.05.2023 Genre: Strategie Entwickler: Triumph Studios Vertrieb: Paradox Interactive Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
    Einzelspieler Mehrspieler Koop

    Aktuelle Steam News
    Neue Steam News in der ePrison Datenbank

    Age of Wonders 4 - Mystic 1.3 Update
    Age of Wonders 4
    06.08.24 13:02 Community Announcements
    Mystic Update 1.3: Open Beta
    Age of Wonders 4
    10.07.24 15:20 Community Announcements
    Age of Wonders 4 - Mystic Update 1.2
    Age of Wonders 4
    02.07.24 13:10 Community Announcements
    Get Age of Wonders 4 and Songs of Conquest in a bundle with a 15% discount!
    Age of Wonders 4
    27.06.24 18:05 Community Announcements
    Mystic Update 1.1 Hotfix #2
    Age of Wonders 4
    20.06.24 18:09 Community Announcements
    Age of Wonders 4 - Mystic 1.1 Update Hotfix
    Age of Wonders 4
    20.06.24 13:04 Community Announcements
    Eldritch Realms Expansion and Mystic Update OUT NOW!
    Age of Wonders 4
    18.06.24 16:37 Community Announcements
    Dev Diary #33 - Mystic Update Patch Notes
    Age of Wonders 4
    13.06.24 14:09 Community Announcements
    Dev Diary #32: The Art of Eldritch Realms
    Age of Wonders 4
    11.06.24 14:00 Community Announcements
    Dev Diary #31 - Eldritch Sovereign and Tomes
    Age of Wonders 4
    06.06.24 14:01 Community Announcements
    Watch the Eldritch Realms First Look VOD + Next Stream this Thursday @ 2pm CEST!
    Age of Wonders 4
    04.06.24 13:32 Community Announcements
    Eldritch Realms coming June 18th! ft. Umbral Abyss Dev Diary
    Age of Wonders 4
    30.05.24 16:18 Community Announcements
    Eldritch Realms First Look Stream Tomorrow at 4pm CEST!
    Age of Wonders 4
    29.05.24 14:00 Community Announcements
    Limited Edition Dire Penguin Plushie is now available!
    Age of Wonders 4
    03.05.24 09:48 Community Announcements
    Celebrating One Year of Age of Wonders 4!
    Age of Wonders 4
    02.05.24 13:04 Community Announcements
    Join the Anniversary Stream on May 2nd!
    Age of Wonders 4
    30.04.24 12:01 Community Announcements
    Age of Wonders 4 - Wolf 1.4 Update
    Age of Wonders 4
    09.04.24 13:03 Community Announcements
    Age of Wonders 4 - Wolf 1.3 Update
    Age of Wonders 4
    03.04.24 13:01 Community Announcements
    Age of Wonders 4 - Wolf 1.2 Update
    Age of Wonders 4
    13.03.24 14:00 Community Announcements
    Wolf Update Open Beta
    Age of Wonders 4
    05.03.24 15:04 Community Announcements
    Age of Wonders 4 - Wolf 1.1 Update
    Age of Wonders 4
    29.02.24 13:01 Community Announcements
    Primal Fury Content Pack and Wolf Update OUT NOW!
    Age of Wonders 4
    27.02.24 17:52 Community Announcements
    Everything you need to know about Primal Fury and Wolf Update
    Age of Wonders 4
    26.02.24 15:04 Community Announcements
    Dev Diary #29: Wolf Update Patch Notes
    Age of Wonders 4
    22.02.24 15:07 Community Announcements
    Dev Diary #28: The Art of Primal Fury
    Age of Wonders 4
    15.02.24 15:00 Community Announcements
    Dev Diary #27: Primal Fury Tomes
    Age of Wonders 4
    08.02.24 15:00 Community Announcements
    Dev Diary #26: Primal Culture
    Age of Wonders 4
    01.02.24 15:00 Community Announcements
    Primal Fury First Look Dev stream today at 14:00 (February 1st)
    Age of Wonders 4
    01.02.24 10:47 Community Announcements
    Primal Fury Content Pack and a Free Wolf Update coming February 27!
    Age of Wonders 4
    30.01.24 17:11 Community Announcements
    Take the survey to help us improve Age of Wonders 4! (Survey closed)
    Age of Wonders 4
    26.01.24 14:55 Community Announcements
    Age of Wonders 4 - Dev Stream This Thursday at 2pm CET!
    Age of Wonders 4
    23.01.24 15:04 Community Announcements
    Dire Penguin Plushie Giveaway! (Now till Dec 27th)
    Age of Wonders 4
    22.12.23 14:26 Community Announcements
    Age of Wonders 4 - Golem 1.3 Hotfix
    Age of Wonders 4
    12.12.23 14:01 Community Announcements
    Age of Wonders 4 - Dev Stream Tomorrow from 2-3pm CET!
    Age of Wonders 4
    11.12.23 15:00 Community Announcements
    Age of Wonders 4 - Golem 1.3 Update
    Age of Wonders 4
    05.12.23 14:00 Community Announcements
    Age of Wonders 4 - Steam Awards and Autumn Sale!
    Age of Wonders 4
    21.11.23 18:17 Community Announcements
    Age of Wonders 4 — Golem Update 1.2
    Age of Wonders 4
    16.11.23 14:01 Community Announcements
    Age of Wonders 4 - Dev Stream This Wednesday!
    Age of Wonders 4
    13.11.23 16:11 Community Announcements
    Age of Wonders 4 - Golem Update 1.1
    Age of Wonders 4
    09.11.23 14:00 Community Announcements
    Empires & Ashes Expansion + Golem Update OUT NOW!
    Age of Wonders 4
    07.11.23 17:04 Community Announcements
    Dev Diary #25: Form Traits & Item Forge
    Age of Wonders 4
    06.11.23 15:00 Community Announcements
    New Mid-Game Progress Video! | Empires & Ashes Gameplay
    Age of Wonders 4
    03.11.23 13:51 Community Announcements
    Dev Stream Tomorrow from 2-3pm CET!
    Age of Wonders 4
    31.10.23 17:15 Community Announcements
    Dev Diary #24: Seals & Tomes
    Age of Wonders 4
    26.10.23 14:00 Community Announcements
    A Chance to Win Keys for Empires & Ashes!
    Age of Wonders 4
    20.10.23 16:14 Community Announcements