Hello Age of Wonders: Planetfall fans! For all fans of futuristic sci-fi warfare, we have something special to show today! Paradox Interactive just launched a new mech wargame! Check out this trailer! Mechabellum is a tactical wargame where you gain victory by adapting your strat
Hello Age of Wonders: Planetfall fans!
For all fans of futuristic sci-fi warfare, we have something special to show today! Paradox Interactive just launched a new mech wargame! Check out this trailer!
Mechabellum is a tactical wargame where you gain victory by adapting your strategy and outthinking your opponents. You command varied, mechanized armies in battle against AI or other humans, customize your units and place them strategically on the battlefield to watch them destroy your enemies.
Hello everyone! Starting next year, both Paradox Launcher and Steam will stop the support of Windows 7, 8, and 8.1. Please read more information here. What does it mean for your experience? Since we will no longer support the Launcher for Windows 7, 8 and 8.1, it means that the f
Hello everyone!
Starting next year, both Paradox Launcher and Steam will stop the support of Windows 7, 8, and 8.1.
Since we will no longer support the Launcher for Windows 7, 8 and 8.1, it means that the future versions of our Launcher will *not* run under these old OSes.
Any launcher update beyond that point will cause it to stop working on above systems, and will, in turn, make it not possible to launch our games. Some of you who had their launchers update are likely experiencing that already.
Other details:
We strongly recommend you consider doing the free OS update to supported Windows versions, like Windows 10 or 11. Both for Launcher compatibility and personal security.
In the coming weeks, we’ll update minimal requirements for our games and DLCs on our storefronts, to reflect this change.
Going forward, we’ll do our best to communicate changes like that ahead of time with you all. If any OS support is stopped for our Launcher in the future, we’ll do our best to communicate it ahead of time and we intend to introduce a feature to the Launcher which will freeze automatic updates on systems it no longer supports.
A Crusader Kings 3 free weekend leads a mighty Paradox Steam sale from the developer of some of the best strategy games . With the likes of Europa Universalis 4, Cities Skylines, Stellaris, Victoria 3, Age of Wonders, Hearts of Iron 4, and more up for grabs alongside Crusader Kin
A Crusader Kings 3 free weekend leads a mighty Paradox Steam sale from the developer of some of the best strategy games. With the likes of Europa Universalis 4, Cities Skylines, Stellaris, Victoria 3, Age of Wonders, Hearts of Iron 4, and more up for grabs alongside Crusader Kings 3, it's safe to say that whatever your strategy tastes may be, you'll find some fantastic bargains here.
Magic’s making a comeback when fantasy strategy sequel Age Of Wonders 4 arrives on Steam on May 2nd, devs Triumph Studios have revealed. The 4X game was announced during a livestream today hosted by publishers Paradox Interactive. It’ll be the first Age Of Wonders in nine years t
Magic’s making a comeback when fantasy strategy sequel Age Of Wonders 4 arrives on Steam on May 2nd, devs Triumph Studios have revealed. The 4X game was announced during a livestream today hosted by publishers Paradox Interactive. It’ll be the first Age Of Wonders in nine years that hasn't veered into sci-fi territory, and introduces a new custom faction system. You can watch a short teaser video for Age Of Wonders 4 below.
What are the best games like Total War? Creative Assembly's seminal strategy series is a law unto itself, offering a rich, far-reaching turn-based campaign while also letting you load into a separate real-time tactical map where you can take your armies and fight it out for the g
What are the best games like Total War? Creative Assembly's seminal strategy series is a law unto itself, offering a rich, far-reaching turn-based campaign while also letting you load into a separate real-time tactical map where you can take your armies and fight it out for the glory of Rome, Sigmar, Troy, and so on.
In the pantheon of strategy games, few have approached Creative Assembly's unique vision. This leaves us with much ground to cover without any obvious competitors when pinpointing the best games like Total War. There are more strategy games out there than we'll ever remember, and the assortment of classic and new war games on this list are guaranteed to scratch that Total War itch - enjoy!
Hello Commanders, Over the last few months, we have seen many new Empires arise and flourish. From Dvars taming Tyrannodons to Shakarn riding mechs; every commander seeks their own way towards glory. Those victories are not without setbacks; sometimes caused by issues that are ou
Hello Commanders,
Over the last few months, we have seen many new Empires arise and flourish. From Dvars taming Tyrannodons to Shakarn riding mechs; every commander seeks their own way towards glory. Those victories are not without setbacks; sometimes caused by issues that are outside of a commander's power to fix. This is where we come in with another update!
As mentioned in our 'Mission Accomplished' debriefing, active development of Age of Wonders: Planetfall has ended but we are committed to supporting the game where necessary. We want to thank everyone for the continued support and feedback on the forums! While our active presence in the community has ramped down; we still regularly check incoming posts and reports.
Meanwhile, we are hard at work on new exciting things and while having no announcements at PDXCon, we will be participating in a couple of Panels! Check out the PDXCon Remixed Agenda for details. See you there!
Stay tuned and enjoy, Commanders!
V1.404 - Update Notes
Fixes: Galactic Empires
The Psi-Fish Hunting Grounds planet trait now forces the planet to be continents and disallows changing of game settings to prevent issues with Psi-Fish dwelling spawns.
Fixed the Masking Frequencies planet trait not working
Fixed not being able to choose the default Phoenix Walker requisition item as Vanguard, Amazon, Shakarn or Syndicate
Fixed not being able to buy high level vehicles using Renown in certain situations
Combat
Fixed evasion bonus from the Skitter ability not resetting after Undo
Fixed Undo allowing you to circumvent the effects of Panic and Captivate
Fixed that applying Impaired on a unit would reset cooldowns and once per combat abilities from the disabled mods
Fixed a crash that occurred when you would Undo a move in combat after moving away from a hazard
Campaign
Fixed issue where campaign missions could sometimes not be ended
Fixed that the Forgotten NPC Faction would sometimes not be present in the Obolus-5 campaign mission
General
Fixed that the Futurist achievement could no longer be unlocked
Fixed issue where buying a grail cypher from an NPC faction would not deduct its influence cost
Fixed occupied Shakarn and Oathbound colonies having access to previously built turret defenses unlike the other races
Fixed Soul Beacon Maelstrom not giving Essence Charges to friendly units
Fixed issue where operations that are being primed would not update when the amount of casting points available changed
Fixed an exploit caused by repeatedly aborting the production of a Colonizer unit
Fixed an exploit related to the Immaculate Breeding Ground Emergent spawn
Fixed that certain actions and events could end up blocking the victory screen (both in the Galactic Empire and scenarios)
Fixed multiplayer going out of sync by viewing the invasion forces in the Diplomacy screen
Fixed a crash that could happen during an AI turn in the late game
Fixed various instances where the AI could get stuck in their turn (which would leave you stuck at “Opponents are moving”).
Fixed issues with higher quality settings on M1-based Macs
Hello Commanders, The timeline has set and the changes Oracle foretold have arrived. Two weeks ago we teased a balance patch, since then we've used our Open Beta to get community feedback on the proposed changes and we're very happy with the feedback we've received during this pr
Hello Commanders,
The timeline has set and the changes Oracle foretold have arrived. Two weeks ago we teased a balance patch, since then we've used our Open Beta to get community feedback on the proposed changes and we're very happy with the feedback we've received during this process. There are quite the changes in here and I'm not sure whether the name Hotfix really suits anymore but we hope that it makes the Experience smoother.
Again we find ourselves at the start of the holiday season and it's been... a year. Naturally the Holidays are a bit different this time around but no matter how you spend the holidays, whether it's alone or with friends and family, Digital or Physical, we hope you get to enjoy the now and are able to forget about your worries.
We at Triumph Studios wish you very Happy Holidays and stay safe this Holiday Season!
Update Notes: V1.403.43779
Updates Features
Added an Undo Movement button into combat. This lets you undo the last unit move that you made, as long as the unit was not damaged en route, and no other unit abilities or operations have been triggered since.
General
Removed the reputation bonus for sending gifts through diplomatic trades; this was causing exploits in both the Oathbound campaign and in multiplayer games where players could just send gifts back and forth for quick reputation gains.
Changes to how the scan grail cypher interaction is working. After scanning the player will receive an event.
Blocked Grails from spawning on Frontier worlds
Updated the Tooltip for Residential Exploitations to make clearer how they function
Updated the Tooltip for Popular Support to match the Triceratops Changes
Galactic Empires General
Galactic Empire planets that feature grail quests will now only spawn grail sites that are not present (and completed by the player) on any of the conquered planets in the empire to make sure players do not have to rely on random chance for gathering all relics. (If all grails have been captured then grails will be fully random again)
The available planets for galactic empires will now feature up to 7 (but not fewer than 3) planets that are based on the current level of the planet you will have: 1 planet of the right difficulty, 1 planet that is above your ideal difficulty (if possible) and 1 planet for each difficulty level below your ideal difficulty.
Planet Traits that involve NPC factions will now no longer allow playing on the small map size in order to prevent issues where too few dwellings would spawn the map.
Clicking on any added requisition item to remove it will now also make the related tab with available items selected on the left side of the screen.
All Hero Items unlocked via Progression are now 'free items' meaning they do not have to be chosen as Requisition items to be available in game.
Summon units are now available as requisition items when playing their respective race as well since you cannot otherwise build these units.
Racial Secret Tech unit variants are now available as Requisition options when playing that secret tech.
Planet Traits
The ‘Settle the Claim' secondary objective, no longer triggers on any diplomatic state change while an alliance is maintained with either target player.
‘Hive Development’ Empire Request now completes on 12 population rather than 16 to prevent issues with the Limited Space planet trait.
Lowered the spawn weight of non-xenoplague spawners while the ‘Xenoplague Infestation’ trait is present
Lowered the step count of 'Cleanse the Infestation' from 5 to 3 and increased the reward.
'Cleanse The Infestation' now also completes when clearing Livestock spawners (since these often also include Xenoplague units)
‘Voidbringer Thrallworld’ can no longer combine with ‘Aggressive Settlers’ (as the thrallworld's Ravaged world basis does not allow settlements)
‘Penguin Hive’ trait can no longer combine with Spawner Override Traits
Requisitions
Added the Oathbound Battle Suit Hero Vehicles to the appropriate Unit Unlocks.
Added ‘Pestilence’ Hero Weapon to the Xenoplague Progression Level 5
Added ‘Acrimonious’ Hero Weapon to the Xenoplague Progression Level 10
Added ‘Malady’ Hero Weapon to the Xenoplague Progression Level 18
Added ‘Hasher SMG’ Hero Weapon to the Synthesis Progression Level 5
Added ‘Voidblades’ Hero Weapon to the Voidtech Progression Level 5
Added ‘Siphoner Staff’ Hero Weapon to the Heritor Progression Level 11
Added ‘Link Shard’ Hero Weapon to the Heritor Progression Level 17
Added ‘High Lord’ Vehicle Hero Weapon to the Heritor Progression Level 20
Added ‘Structural Integrity Diminisher’ Entropy Mod to the Oathbound Progression Level 20
Swapped the positions of Advanced Bionics and Molecular Computing in the tech tree
Dvar
Dvar Trencher - Reduced armor from 3 to 2
Dvar Foreman - Increased HP from 40 to 50HP
Dvar Foreman ‘Hand Mortar’ - Increased damage from 8 to 10
Kir’ko
Mod ‘Poison Excretion’ - The ‘On Death’ Explosion from now only affects enemies
Oathbound
Added seer scrolls visual to the Oathbound Hacker
Oathbound Aspirant - Reduced HP from 45 to 40HP
Oathbound Protector ‘Embolden’ - No longer puts the unit into Defense Mode after use
Oathbound Protector - Changed Prime Rank bonus from Firm to Shrug Off
Oathbound Warden - Increased shields from 0 to 1
Oathbound Warden ‘Warden’s Banner’ - Increased Crit Chance from 10% to 20%
Oathbound Lightbringer - Increased shields from 0 to 1
Oathbound Exemplar - Increased armor from 4 to 5
Oathbound Exemplar ‘Storm Glaive’ - Reduced Damage from 16 to 14
Oathbound Exemplar ‘Onslaught’ - Reduced base damage so it’s still 30 with the fixed Glaive Mode bonus
Buff ‘Precognition’ - No longer stacks.
Buff ‘Providence’ - The critical chance bonus is now properly capped and can no longer exceed the hit chance of the attack
Debuff ‘Fatalism’ - No longer guarantees success for instant kill operations and abilities
Mod ‘Oath of Loyalty’ - Now has a limit of +2 armor from adjacent units
Mod ‘Destiny’s Manuscript’ - Reduced radius from 5 hexes to 3 hexes
Mod ‘Destiny’s Manuscript’ - Will now apply either Fatalism or Adversity
Mod ‘Beacon of Hope’ - Reduced radius from 3 hexes to 2 hexes
Mod ‘Beacon of Hope’ - No longer stacks with itself.
Strategic Operation ‘Expedite Doom’ - Reduced Strength Chance to instantly kill from 12 to 8
Strategic Operation ‘Expedite Doom’ - Can now only instantly kill tier 1-3 units.
Hero Skill ‘Oracle's Favor’ no longer gives a stack of Precognition to their army at the start of battle, and instead gives Precognition after they kill an enemy unit and costs 2 points.
Hero Skill ‘Overload Power Core’ - Now properly gets damage bonuses from mods and hero skills
Hero Skill ‘Overload Power Core’ - Now does Massive Impact
Hero Vehicle ‘Protector’ - Increased armor from +2 to +3
Hero Vehicle ‘Warden’ - Increased armor from +0 to +1
Hero Vehicle ‘Light Bringer’ - Increased shields from +0 to +1
Hero Vehicle ‘Champion’ - Increased armor from +0 to +2
Hero Vehicle ‘Purifier’ - Changed from +1 shield to +3 armor
Hero Vehicle ‘Marquis’ - Reduced armor from +3 to +2
Shakarn
Shakarn colonists working in Infiltrator slots from the “Holo-Simulation Camp” structures now give research and production instead of research and covert operation strength. That amount of production is in line with what other racial slots would give.
Shakarn Deadeye ‘Omni-Penatrator’ - Now starts getting long range penalties at 7 hexes (was 5)
Shakarn Glaukos ‘Flow’ - Increased range from 5 to 7
Syndicate
Syndicate Subjugator - Now has Impose Discipline
Syndicate Subjugator ‘Heavy Repeater’ - Increased damage from 11 to 12
Syndicate Subjugator ‘Project Agony Field’ - Changed from Strength 8 Chance to apply Broken Mind to a Strength 8 Chance to apply Immobilize, with Slow on resist
Syndicate Subjugator ‘Project Agony Field’ - Reduced cooldown from 2 turns to 1 turn
Celestian
Lightbringer ‘Inferno Strike’ - Now counts as a Claw attack for modding purposes
Heritor
Mod ‘Es’Teq Gauntlet’ - Reduced damage per charge from 8 to 4. The ability now correctly counts the first charge, so the total damage done is the same for a 2 essence charge unit.
Mod ‘Es’Teq Conduit’ - Increased damage of Essence Blast from 8 to 10
Mod ‘Es’Teq Conduit’ - Reduced damage per charge from +5 to +3
Mod ‘Empowered Drained’ - Now gives Resurgence instead of a damage bonus
Doctrine ‘Divine Legion’ - Reduced the additional essence charges from +2 to +1
Psynumbra
Tactical Operation ‘Aria of Emptiness’ - Reduced Strength Chance to apply Catatonic from 8 to 6
Synthesis
The Shakarn and Assembly hackers now have the Haywire Daemon ability
Avatar ‘Disruption Virus’ - No longer suffers long range penalties
Void Tech
Echo Walkers now cost 70 energy, 250 production (was 90/270), except for the Oathbound, Dvar and Amazon ones
Echo Walkers - Reduced shields from 2 to 1
Phase Manipulator ‘Energy Blaster’ - Reduced damage from 11 to 9
Xenoplague
Plague Lord ‘Super Infection’ - Changed from Once per Battle to a 2 turn cooldown
Arc Weapon Tech
Mod ‘Positronic Arc Storm Projector’ - No longer applies Stun
Entropy Weapon Tech
Mod ‘Maxwell's Puzzle Box’ - Changed from a 4 Hex Cone to a 1 Hex Radius at Range 9
Mod ‘Maxwell's Puzzle Box’ - Reduced Strength Chance to proc Reality Break from 12 to 10
Mod ‘Maxwell's Puzzle Box’ - Increased chances to apply a random debuff from 1 to 2
Mod ‘Maxwell's Puzzle Box’ - Increased cooldown from 1 to 2 turns
Tactical Operation ‘Atomic Collapse’ - Can no longer affect enemy commanders
Laser Weapon Tech
Mod ‘Laser Precision Module’ - Increased the gained damage from +20% to +30%
Autonom
Killing a unit that is giving Networked to its allies now has a chance to stun or stagger those units as Networked is removed
Autonom Monitor ‘Transmit Repair Nanites’ - Heal changed from 5HP per level of Networked to 10HP Total
Autonom Monitor ‘Defense Laser’ - Increased range from 7 to 9
Autonom Monitor ‘Defense Laser’ - Reduced damage from 8 to 6
Autonom Monitor - Changed Prime Rank bonus from Extra Range to Bypass Cover
Buff ‘Networked Level 3’ - No longer gives +1 range
The Forgotten
Forgotten Serpion - Increased shields from 0 to 1
Forgotten Serpion ‘Essence Fangs’ - Increased Strength Chance to Drain Essence from 4 to 8
Shattered Ark - Increased shields from 1 to 2
Shattered Ark ‘Shattered Communion’ - Increased Strength Chance to apply Corrupt Communion from 8 to 12
Shattered Ark ‘Essence Channeler’ - Reduced shields cap from +3 to +2
Wildlife
Savage Tyrannodon ‘Brutal Bite’ - Now has Massive Impact
Hero Items
Staff of Turmoil is now a Tier 4 weapon
Fixes General
Fixed issue where the “Now you see me” and “Critical Failure” achievements could be triggered by AI players.
Fixed “Make your own luck” achievement not triggering.
Fixed an issue where razing Imperial Defense would result in a AI hang for marauder units
Fixed crash where the alliances would be modified the list of allies while it was processing the list
Fixed issue where changing the side of a colony would not always update the city base connections
Fixed issue where founding a colony on a forward base would not cause the race relation to gain the “Owns Colony” modifier.
Fixed an issue that meant units with -200 morale would have a 50% chance to desert instead of a 5% chance.
Fixed issue where grail sites would invalidate certain sectors when spawning
Fixed issues regarding losing colonies and recapturing them turing certain connected sectors to state that they are disconnected
Changed the Secondary Structure Pick List for the Spaceport from Government Palace to Spaceport
Fixed an issue where global doomsday operations wouldn’t be canceled if a city containing a doomsday tower was razed
Interface
Fixed issue where the Unit Template Manager would visually not properly refresh when scrolling the list after toggling the production state of one or more templates.
Fixed the issue where the food sharing would reset back to default when on share all after the number of colonists slots
Fixed a missing screen name for the Sun Shard unit property which resulted in the effect not functioning correctly
Fixed Priority management for unique specialists on Controller
Fixed Filter Settings for Various Doctrines & Operations
Changed the linked icon for the Sun Shard & Marine Research Lab on the Military Overview
Fixed a recieve/receive spelling mistake in Happiness Events
Campaign
Fixed a rare bug, where the “Zemestian-4” mission would crash if Mephilas the Redeemer was in a vehicle by the end of the previous “Chimera Glacialis” mission.
Fixed an issue that the Oathbound Exemplar rewarded by the “Claim the Grail” quest in the second Oathbound mission was in Glaive mode rather than Shield mode.
Fixed an issue where scripts in campaign could sometimes cause defeated players to declare war or change their diplomatic state towards other players.
Fixed an issue where the player could get negative popular support from a scripted war in the second Oathbound campaign mission.
Fixed a translation mistake in Polish in the Grail choice menu. “Reject Oracle…” is now “Embrace Oracle…” in Polish.
Galactic Empire
Fixed issue where several filters were not being shown for the Title screen Imperial Archives and in the Galactic Empire Requisition screen.
Fixed issue where the “Grail Detected” planet trait would now show up in blue colored text with the relic icon when for active or available planets.
Fixed a broken link in the Chaos Oracle Relic
Fixed certain Item and Vehicle Unlocks being unavailable if you are playing as the secret tech that unlocks them.
Fixed the Heritor 'High Lord' T4 unit being unlocked at level 10, fixed to the correct level 20.
Fixed Cleansing pulse is now correctly marked as a tactical operation (and thus free with the Operational Stockpile trait.)
Fixed certain Heritor strategic and tactical operations lacking the proper requisites to be identified as such
Invasion
Fixed issue where pressing Y/Triangle on controller when starting a new planet while the galactic empire hall of heroes is already completely filled would still enter the recruit new hero screen (with no available heroes) even though there was no button prompt visible.
Fixed issue where invasion structure could spawn on Lava and Void sectors
Units & Mod
Sunbringer Anomalous Site Weapon now correctly has Melee Shield Bypass.
Dvar
Fixed the Hardiness Training skill so it always gives it's bonus (a bug meant it only gave the bonus to units in cover)
Oathbound
Fixed an issue that meant the Diviner’s Not Your Time could only target ground units
Fixed the Diviner’s Thread hero weapon not being compatible with Entropy Mods
Fixed a bug that means Oathbound Secret Tech hero vehicles would not be available to be bought after a reload
Fixed Oathbound Purifier Units being unable to equip Melee Mods
Fixed Glaive mode not giving the 25% bonus damage it should
Exemplar’s Blitz is now correctly marked as an arc attack and is affected by arc mods.
Shakarn
Fixed Infiltrators still using Holoshift in autocombat when they shouldn’t
Synthesis
Fixed an issue where Arc Weapon mods could affect the Amplify Daemon ability
Void Tech
Fixed Stasis Pocket Inducer displaying the incorrect Strength Chances
Paragon
The Paragon Guard’s Shield Charge can no longer knock back light turrets
Psifish
Fixed the Siren’s impregnate not working on Heavy Infantry
Hello Commanders, It's been roughly a week since you started building your own Empire and we see a bright future for the Star Union. The Universe, however, is always in flux and the Seers are seeing shifts coming through the veil. This patch comes from an alternate universe where
Hello Commanders,
It's been roughly a week since you started building your own Empire and we see a bright future for the Star Union. The Universe, however, is always in flux and the Seers are seeing shifts coming through the veil. This patch comes from an alternate universe where we didn't have to fix a bunch of crashes days after release. The focus of this patch is some additional polish on the Units & Commanders and smoothing out the user experience.
Oracle is also picking up another patch focused on addressing balance concerns, but the image isn't clear and the details are vague. We want to thank you for your continued support and all the feedback you've provided. Enjoy Commanders!
Update V1.402 - Patch Notes
Updates
Galactic Empire
If the game fails to load the preferred empire on startup it will no longer show two error messages, but only one instead.
AI leaders will now try to avoid picking leaders that the player also recruited into their galactic empire based on the names of the leaders. The AI will ignore this rule if too many leaders are blocked by the empire to ensure variety.
Now hiding the empire screen while in the load empire/planet dialog for more consistency with other interfaces.
Empire Victory Screen now has Horizontal lines at the top of each progression block to more clearly separate them from each other.
Oathbound
A few optimizations to the models/textures of Oathbound content
The Oathbound male leader heads were unintentionally all the same shape, this has been fixed.
Tweaked the Oathbound white glowing eyes so they have subtle detail.
Added an Oathbound-themed crown to the customization options. It's called Star Kings after all.
Some of the Oathbound leader head item visuals have been updated to a higher fidelity
Augur and Diviner heights on water have been adjusted so their feet are not in water anymore.
Added custom model and icon for the campaign specific weapon Chaos Blade
Added a couple cross-race shared hairstyles for the Oathbound leaders.
Added faint gaps in the Oathbound leader facepaint so that eyebrows show through.
Interface
Added information to the Colony Anarchy event panel, when trying to buy out the marauders or attack them while the Colony is still owned by a living non-war player, the tooltip for the buttons will mention the action will liberate the colony and return it to the current owner.
Implemented sorting Tactical Operations in the Operations Screen based on whether they are available for the AI to use during Tactical Auto Combat.
Changes to building a sector (forward) base/annexing a sector to a colony when it is a volcanic sector or has hazards:
No longer showing the warning for volcanic/hazards when building forward bases. (It is still shown when building a sector base or colony)
We now show the warning when annexing a forward base to a colony (but not when transferring a base from one Colony to another).
Fixes
General
Fixed colonist auto assign issue where auto assign would not be performed in order
Fixed path preview. System was disabled but is now back. System will no longer show players the stored path for other players but will be able to use the path preview while selecting an enemy stack
Fixed marauder and faction AI issue where they would not raze some structures on the world map and would be forced to cycle between the structures as they would regain a garrison next turn
Fixed issue where lined up residential sectors would not make a sector 4 sectors away from the colony core annexable.
Fixed the second Residential Upgrade not being named 'Residential Sector Advanced Upgrade' when viewing in the Research Tree
Fixed issue where the victory/loss music would not always play.
Fixed issue where coastal lava sectors would not be seen as uninhabitable.
Fixed issue where sectors that are terraformed from a regular sector into lava, void, ocean or mountains would not correctly get the uninhabitable state (and vice versa).
Fixed crash when trying to load a save game that happened due to the game trying to refresh relations before they had been initialized.
Fixed issue where anomaly sites would be able to spawn on lava sectors.
Campaign
Fixed an issue where the wrong illustrations were shown (swapped around) in the debriefings of the second Oathbound campaign mission.
Fixed a rare issue, where it could happen that the Void barrier at the end of the 'Equisat of Verdrice' mission was not properly dissipated, making the mission uncompletable. Now the entire Void barrier is removed instead of creating a small tunnel.
Fixed a rare issue in the 'Equisat of Verdrice' mission, where the continuation of the 'Mushroom Plague' quest line would not trigger if the player already annexed the 'Shroomwood Forest' sector or had any units on the center of that sector, rendering that mission uncompletable. That fix does not apply to already running games. Please contact support to get already broken save games manually fixed.
Galactic Empire
Fixed issue where Empire heroes would sometimes not appear in the heroes list when conquering a new planet if that hero was gained through the Oathbound Campaign.
Fixed issue where properties given through the empire would not show the correct name in breakdowns.
The Empire Screen (and Empire quest screen) will now prevent events from auto opening to prevent events from overlapping with the Empire screen.
Fixed issue where empire heroes using mod content (Race or tech) could crash the game if that mod was uninstalled.
Fixed issue where (base game) relics would sometimes not award their requisition items if the player started their empire with DLC enabled but would later play without the DLC.
Fixed issue where deselecting a planet would not reset the camera back to the center of the starmap.
Fixed issue where empire secondary objectives would have a weird production quest objective notification.
Fixed issue where pressing the left shoulder button on controller while in the appearance editing screen during new Hall of Hero recruitment would abort out of the editor entirely.
Model Optimizations & Fixes General
A few optimizations to the models/textures of Invasions and Revelations content
Several unit icons have been better framed/posed.
Fixed several unit on-hit particles (like blood, sparks) having the wrong particle or color.
Fixed several unit particles being broken when moving onto water.
Fixed several Revelations and Invasions unit particles being broken while on water.
Fixed Hackers units' visual issues, where the guns clipped through their hands and the laser sight particle was offset incorrectly.
Fixed missing several secret tech unit Kirko tails, plus Malictor Shakarn tail.
Fixed issue where Shakarn units could take on the skin color of non Shakarn leaders.
Unit Particles & Weapons
Ancestral Kirko weapon particles have been adjusted to fit the damage channel.
Elite Paragon units have received particles to reflect the damage channel.
Fixed Bio Staff's particle being offset from the center.
Fixed Scavenger Shotgun hero item not being held like a gun by adding a custom model.
Fixed female Scavenger models missing their gun arms.
Fixed Guild Assassin's Lensflare looking double.
Fixed Amazon Lancer having the wrong team color texture
Fixed Trencher and Foreman's smoke particles.
Added missing eye and hands to the Dvar Echo Walker unit model, and adjusted the particles
Fixed hand positions for swords, staffs, cannons.
Fixed certain weapons on dvar appearing small and rotated.
Added more particles to the Apostate Tyrant and Adversary.
Commanders & Heroes
Fixed female version of the Paragon Noble torso having spiky visual issues on the hands
Fixed Vanguard female version of the Heritor torso having visual clipping issues at the wrists.
Fixed Shakarn leader arms having see-through gaps in certain arm poses.
Fixed visual issues on arms/ shoulder armours/ hip armours of some Oathbound leader outfits
Interface
Fixed issue where the equipment pickup panel could overlap with the combat panel when trying to attack an army while currently standing on an item stash.
Fixed issue where the player could continue to drag the camera with the minimap when a combat panel opens if they were already dragging the camera before the panel opened.
Fixed issue where pressing B/Circle on controller would cancel the Invasion demand.
Fixed issue where deploying a hostile strategic operation on a NPC faction would show the 'Diplomatic State Pending' message after war was declared.
Fixed issue where the alignment changed event would not state the faction shop modifiers
Fixed annex sector tooltip where the system would not correctly use the current city size to display how many colonists are required to annex a new sector
Fixed issue where right clicking the Military Assembly Base and Orbital Reinforcement Platform in the Colony Sector.
Fixed issue where right clicking certain structures (e.g. Standard Military Infrastructure) in the Colony Structure Production tab would not open up the Imperial Archives.
Fixed issue where the radial menu when playing with controller could be opened while the World Event interface was open.
Fixed the Oathbound Settlement missing their Flavour Text
Diplomacy War Coordination Fixes:
Fixed issues where the turns to the mission target would be incorrect and fixed issues where the AI was unable to verify if they had completed the War Coordination mission or not.
Fixed issue where the 'Target eliminated, scanning perimeter for more hostiles' message would not allow the player to abort the mission or select a different target.
Units, Mods & Operations
Fixed the Amazon Operation 'Arcadian Restoration' counting as a Hostile Action
Fixed the Aegis Tank rolling twice for Status Inflicts
Fixed the Therian Bouncer only doing 2 damage when equipped with 'Ammunition: Electrified'
Fixed the Growth Vine Sprout having 1 armor, the Growth Vine Bud now correctly has 2 Armor
Fixed Reality Gate Echo operation targeting Enemy units as well
Fixed the Shakarn Echo Walker being unable to equip Melee mods
Phase Manipulators Abduct and Evacuate abilities no longer work on turrets
Fixed Initiation Rites meaning killing an Echo of Despair would always summon another Echo of Despair
The Forgotten Shattered Arc's Corrupt Communion will now properly work on units that are immune to psionic effects
The Growth Vine Sprouts can now use tunnel every turn (was 1 turn cooldown)
Fixed Oathbound Paladin Aspirant and Paladin Warden not passing the Arc Extension Mod on to the Malware Daemon
Fixed issue where the 'Earth Crack' ability could be used by any unit as long as there was an Earth Crusher unit present in that army.
Hey Commanders! Oracle predicted you guys could experience issues with the game after the Star Kings Release. We're rolling out a patch to your games that is aimed at addressing some of the critical issue the community has reported. It's great seeing everybody enjoying the Star K
Hey Commanders!
Oracle predicted you guys could experience issues with the game after the Star Kings Release. We're rolling out a patch to your games that is aimed at addressing some of the critical issue the community has reported.
It's great seeing everybody enjoying the Star Kings Expansion and the new Galactic Empire mode, and I can't wait to see the Empires you create. Without further ado I present the Triceratops Hotfix. Enjoy commanders!
V1.401 - Triceratops Hotfix
Updates
Disabled Score Victory on Empire Planets
Fixes
Fixed a issue where Empire Saves would be unable to be created or loaded
Fixed an issue where hotseat would break when being attacked by another non-independent player
Fixed a issue where the game would crash during Manual Saves of the Galactic Empire
Fixed a issue where the game would crash if there was a empty AI Passivity in the Advanced Settings
Fixed that 'Join the Cause' Empire Request would always be chosen
Fix for a crash that could occur on Heroes Spawning
Fix for a crash that could occur on Shakarn Heroes Spawning
Fixed a crash caused by using Infiltartors while playing with a controller
Fixed a crash that could occur due to Colony Razing in the Campaign
It is time to step into the light and claim your destiny. We are incredibly happy to finally get to share the Star Kings Expansion with you, our third expansion to the Age of Wonders: Planetfall series.The Oathbound await your guidance as their search for the Grail has led to enc
It is time to step into the light and claim your destiny.
We are incredibly happy to finally get to share the Star Kings Expansion with you, our third expansion to the Age of Wonders: Planetfall series.The Oathbound await your guidance as their search for the Grail has led to encounters with new hostile lifeforms and old friends turned enemies. Alongside the expansion we also released a free update that is available for everyone; the Triceratops Update! Our girl Trixy brings tons of exciting goodies. Check below for all the details on expansion features and the free update.
Star Kings Expansion
Oathbound Player Race
The Oathbound represent everything good and pure in a war-torn galaxy with the sole mission to save mankind. They are a noble race of Paladins in massive battle suits wielding arc weapons and are aided in battle by the mysterious Seers with the ability to manipulate the outcome of skirmishes through precognition.
Additional Campaign Missions
Follow the Oathbound on their sworn quest to save mankind and plant the seeds of a new Empire! Lead a noble Paladin and discover the truth behind the dangers that face her world. Find the ancient Grail Configuration and save the galaxy, or witness the last sparks of humanity fade away
Quest for the Grail
Grails are powerful new landmark structures that can be added to Galactic Empires for additional long term bonuses. They can be unlocked by completing multi-stage quests and are integral in creating the biggest and best empires possible
New Wildlife: Apostates
A group of breakaway Seers who realized that they could be more powerful by tapping into the abundant chaos of the universe, the Apostates are Oathbound who reject their oath of protection to instead seek power, and unite under this corrupt goal. The Paladins are branded Blackguards and the Seers who survive the embrace of the chaos are forever transformed.
New Wildlife: Mycellians
The Mycelians are the result of an attempt to create a new type of fungus based meat replacement. The research was cut short once the modified (and delicious) mushrooms became sentient and began to infest the nearby agricultural equipment, resulting in terrifying fungus-cyborg monstrosities.
New Wildlife: Psionica
Psionica are mineral entities that developed in the aftermath of the fall of the Star Union, in areas where massacres and natural disasters led to mass loss of life. While Quartzite normally function with physical energies such as heat or lightning, Psionica are infused with the psionic energy or pain and suffering.
Free Triceratops Update
Galactic Empires
Customize your own Galactic Empire by conquering worlds with progress that carries over between play sessions. Combine technology from various races and carry over heroes between planets as you lay the foundation of an eternal empire!
Planet Traits Planet Traits affect your expedition, what Secondary Objectives may be chased, and what your Experience modifier is made up of. Traits come in 3 different flavors, each modifying the world or those that seek to claim it:
Features - These are traits that modify what structures / sectors or climates are present on the planet, the above example is one such trait, making hazards extremely common on this world’s surface. Inhabitants - These traits indicate the presence of a force with a particular agenda, usually an alliance of two or more factions. These could be a pair of bickering Dvar Consortia, an Assembly Reassembly initiative, or a Celestian Crusade. Modifiers - These traits usually modify a certain sector type, unit type or another game mechanic in a way you might not be used to. This includes for example: Increased upkeep for Tier 1 and 2 units, player empires’ units gaining Stealth or Doctrine slots being increased.
Not all traits are negative, but negative traits will contribute towards the world’s XP modifier while positive traits may not.
Relics Relics will grant a set of Requisition items for you to bring along on your expeditions, these will be unlocked by successfully conquering a planet with the relevant trait. For example: owning a planet with the 'Paragon Warlord' trait will unlock the Imperial Crown Relic, letting you bring Paragon units and mods on your next conquest.
Your expansions just got a bit bigger. When the Triceratops Update goes live you’ll immediately unlock additional Planet Traits and Relics to conquer based on the Expansions you already own. Take the battle to a Voidbringer Thrallworld, a planet conquered and now inhabited by Voidbringers or collect the Misfortune’s Paw and bring the elusive Psynumbran Kitty with you to see the galaxy.
Residential Sectors
Create Super Colonies by building beyond the city sector limit. Residential sectors are a new type of sector specialization that you can build to grow your cities beyond the standard 5 sector limit. Building the sector increases the max sector limit by 1 and extends the Annexation Range by 1 as long as the sector is adjacent to the Residential Sector.
Urban Overlay Building a Residential Exploitation will terraform the sector into a new overlay: Urban. The Urban overlay does not provide the usual sector level bonuses, but instead increases the Resource income per colonist in a Colonist slot. Additionally units ending their turn in these sectors recover an additional 6 health on top of any Friendly Territory or Biological/Mechanical Recovery they might have.
Colony District Buildings Introducing racial Colony District Buildings, which unlock new colonist slot types for each race and get upgraded to use strong economic effects synergizing with the game play strengths of each race.
The colony district building of each race is unlocked by the Tier IV Society Research ‘Residential Development’. Each colony district building can be upgraded up to two times in each colony.
The Basic building can be directly built in the Colony core. The Fine building requires the Basic building to be present and requires the colony to have at least one residential exploitation sector. The Immaculate building requires the Fine building to be present and requires the colony to have two residential exploitation sectors.
Endless Research
Each tech tree now contains a ‘Future Tech’ skill that can be researched an unlimited number of times. Future Tech provides a random stacking bonus every time it is upgraded encouraging you to keep on researching forever!
Additional Interface & Accessibility Improvements
We’re constantly hard at work to improve the experience our players have when playing our game. Last time that meant we had some big Diplomatic & Economy changes, this time we’re focussing on how accessible the game is. We’ve added Text-to-Speech, Speech-to-Text and Chat Highlights to the multiplayer chat system, making it easier to communicate with each other without the need of external programs.
It’s also easier than ever to track which upgrades a colony will provide your units thanks to a handy drop down list in the colony overview. Likewise, Unit Buffs gained from Exploration Sites and Status Effect Resistances are now visible in the Unit Panel. Hero Weapons now have a background color which shows what damage channel they use and Unit Mods now have a small icon that indicates what secondary bonus they give (armors, shields, health or damage). On the Strategic Map we’ve adopted TibblesTheCat’s Banner Update which adds several tweaks to help the banners of different Factions, Commanders and Heroes stand out.
There are also several gameplay improvements. Players can now toggle which Tactical Operations are available for the AI to use when running Auto Combat. This should make it easier for Amazon/Heritor/Forgotten players to receive their combat spawned units. We’ve also leveled the playing field between PC Players, Controller Players and AI. Holding SHIFT, while in combat, will now force the system to target the air hex over the current ground hex. Lastly, we know that sometimes you just have a horrible first turn, so the game now makes an Auto-Save at the start of your game.
Age of Wonders: Planetfall , the beautiful and creative sci-fi 4X game from Triumph Studios and Paradox is getting a third expansion - Star Kings . Packing a bit more punch than the previous content drop, this new pack will include everything from sentient mushrooms to new landma
Age of Wonders: Planetfall, the beautiful and creative sci-fi 4X game from Triumph Studios and Paradox is getting a third expansion - Star Kings. Packing a bit more punch than the previous content drop, this new pack will include everything from sentient mushrooms to new landmarks, and a brand new story campaign.
Due out next month, it will introduce The Oathbound as a new race: they feel like a cross between anime's iconic Gundams and Arthurian knights. They're made up of 'Paladins', who pilot what are essentially mech suits, and 'Seers' who can tap into some kind of supercomputer to see the future.
They will get their own story campaign where they embark on a quest to save mankind through the newly introduced landmarks - the Grail Configurations. These world map structures were created by an extinct race of crystalline entities that can be exploited for powerful, long-term bonuses. Opposing them will be three new types of wildlife, which include 'evil' Oathbound (Chaos Space Marines? Is that you?), vampiric rocks, and the Mycelians, who are basically sentient cyborg mushrooms.
Read the rest of the story...
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Humble Bundle's Choice Premium is 40% off for newbies - but be quick
Here's your Humble Choice bundle for July 2020 - Age of Wonders: Planetfall, Void Bastards, and more
Age of Wonders: Planetfall - Invasions release date set for May
Nov 10, 2020 The Star Kings expansion has now been released. Original story follows. Age of Wonders: Planetfall , the beautiful and creative sci-fi 4X game from Triumph Studios and Paradox is getting a third expansion - Star Kings . Packing a bit more punch than the previous cont
Nov 10, 2020 The Star Kings expansion has now been released. Original story follows.
Age of Wonders: Planetfall, the beautiful and creative sci-fi 4X game from Triumph Studios and Paradox is getting a third expansion - Star Kings. Packing a bit more punch than the previous content drop, this new pack will include everything from sentient mushrooms to new landmarks, and a brand new story campaign.
Due out next month, it will introduce The Oathbound as a new race: they feel like a cross between anime's iconic Gundams and Arthurian knights. They're made up of 'Paladins', who pilot what are essentially mech suits, and 'Seers' who can tap into some kind of supercomputer to see the future.
They will get their own story campaign where they embark on a quest to save mankind through the newly introduced landmarks - the Grail Configurations. These world map structures were created by an extinct race of crystalline entities that can be exploited for powerful, long-term bonuses. Opposing them will be three new types of wildlife, which include 'evil' Oathbound (Chaos Space Marines? Is that you?), vampiric rocks, and the Mycelians, who are basically sentient cyborg mushrooms.
Hello Everyone! Today we are proud to announce the 3rd expansion for Age of Wonders: Planetfall! Star Kings follows the story of a new race, the Oathbound, on their quest to regain the Grail Configuration from the heart of Star Union space in order to create a new Galactic Empire
Today we are proud to announce the 3rd expansion for Age of Wonders: Planetfall!
Star Kings follows the story of a new race, the Oathbound, on their quest to regain the Grail Configuration from the heart of Star Union space in order to create a new Galactic Empire. Star Kings will be released on all platforms on November 10th, along with a massive patch that we’re calling Triceratops!
To start off this adventure, we have a Dev Diary to share with you which gives more information about the expansion! It can be found here.
Hey Commanders! We hope you've all had a great summer. At Triumph HQ we've been hard at work on the next Expansion and while that's coming along swimmingly , we've prepared a 'Welcome Back' Update. The focus of this update is on various crash fixes, optimizations and addressing i
Hey Commanders!
We hope you've all had a great summer. At Triumph HQ we've been hard at work on the next Expansion and while that's coming along swimmingly , we've prepared a 'Welcome Back' Update. The focus of this update is on various crash fixes, optimizations and addressing issues reported by the community.
During the summer break Age of Wonders - Planetfall also celebrated its 1 year anniversary, and while it passed quietly, we've had a great year. We want to thank you for all your support and we're excited for what is coming up! Enjoy, commanders!
Update Notes
General
Fixed an issue where combat would hang after a battle where the player is attacked in hotseat mode with combat retry disabled
Fixed a crash caused by a temp unit dying on new turn starts
Kir'ko Outpost orbital icon fixed
Vehicles of units with stagger resistance now also give it to the hero equipped with these vehicles.
Fixed an issue where hero special abilities would disappear when they got into vehicles
Fixed an issue where the Quartzite Worms had animation issues when moving, they pop up and down mid-run.
Fixed an issue where Hero skin material looked very red when selecting a hero at first.
Fixed Tactical Operations that weren’t benefiting from the Technologist Doctrine
Fixed certain conditions bypassing Immunities
Emissary doctrine now correctly only applies to influence rewarded from quests
Fixed units not evolving when they reach prime rank by sitting on an anomalous site
Fixed a rare case where attacking an army next to a sector base or colony wouldn’t trigger battle within the base or colony
Fixed an issue with health regeneration bonuses being listed multiple times in tooltips
Targeting Array duplicate text fixes
MacOS
Fixed an issue which would cause the game to not be able to access installed mods
Assembly
Fixed an issue where reprocess colonist would only give 2 turns of extra income, instead of 3
Shakarn
AI Shakarn units now use the correct mod template icons.
Shakarn's Tactician: Cooldown reset abilities now work on the One of Us All Along ability; Fallback can now heal adjacent targets.
Shakarn (Un)happiness banners no longer use the Kir’Ko banners
Fixed an issue where only one version of a propaganda broadcast could be active in a battle at once. Now each player can bring their own copy.
Syndicate
Mirage Unit now correctly gains stagger resistance when it activates its defense mode while equipped with the Spatial Acceleration Sails
Fixed a skinning issue on one of the 'Legs' options
Vanguard
Fixed colony militia doctrine not properly scaling with the number of garrisons the player has built.
Psi-Fish
Added chance icons to the Path of the Chimera Psi-Fish mod
Forgotten
Eater of the Dead's Punishment is now 12 range 4 hex AoE instead of map-wide
Therians
Bouncer: Bullet Spin now correctly has str 12 bleed chance when equipped with the Flechette Ammo mod
Carbon Glaive now correctly counts as a Melee Weapon
Voidbringers
Voidbringers Leviathan Resuscitate Thrall now correctly heals for 50%
Voidbringers Leviathan no longer gets Maternal Rage when a Thralled Psi-Fish dies
Flowering Node can no longer spawn from the Pandora Portal
Celestian
Compelling Presence on the ascended teacher now correctly converts the mind controlled unit into a colonist
Heritor
Es'Teq Confiscator now correctly states it can be applied to any unit.
Es’Teq Conduit now has a PFX; Now correctly says it can be applied to any unit with an Essence Drain ability.
Quintessence Ark can now just heal itself with Sacrament of Vitality
Promethean
Aegis Tank's attacks are now considered Sonic and can use Sonic upgrades
Superheated Plasma Actuators now has the correct price when equipping it on a Hero
Psynumbra
Echo of Despair Sinister Chorus no longer applies to mindless units
Synthesis
Doomsday Level 3 should now correctly apply Daemons to Compromised units.
Hacker - Scrambling Virus: Accuracy settings allow it to miss if the unit is blinded
Hero Skill: Electrification Subroutines now correctly affect psionic attacks
VoidTech
Fixed an issue where Quantum Avatar could teleport static turrets, causing a crash
Xenoplague
Bio-Spores Hyper Aggression: Cooldown increased to 3 turns; Buff duration decreased to 2 turns.
FireArms
Firearms mods Incendiary Ammo now correctly states the adjacent damage (50%); Burning applied by the splash no longer affects burn immune units.
Firearms mods Kinetic Phase Modulator now correctly says it bypasses 3 shield on the ability tooltip, when equipped
If you're a fan of scooping up deals and discounts on great PC games you might already know the July 2020 Humble Choice bundle has arrived. This month's offering is jam-packed with one of the best 4X games around, a quirky FPS, some turn-based ship combat to sink your teeth into,
If you're a fan of scooping up deals and discounts on great PC games you might already know the July 2020 Humble Choice bundle has arrived. This month's offering is jam-packed with one of the best 4X games around, a quirky FPS, some turn-based ship combat to sink your teeth into, and more. However, there's another sweet deal to be had this month on the platform - a 40% discount on Choice Premium.
That's according to the subscription page on Humble Bundle, which announces the limited-time offer of "Choice Premium for $12 a month for a year", which is only 60% of its usual cost. It's worth noting the offer is only available to customers who haven't subscribed to Choice Premium before, though.
While there are three subscription options available on the platform, Choice Premium is labelled as the "best value", giving you the option to "choose nine games every month", discounts of up to 20% off purchases you make on the site, as well as access to the Humble Trove. This is a catalogue of over 90 DRM-free games and Humble Original goodies, which you can download and fire up at any point if you're a subscriber.
Hey Commanders, Time for a smaller hotfix to resolve some issues reported by the community. Thanks again for the continued support! Update Notes General Fixed a issue in HotSeat which would cause the game to lock up due to incorrect player handling in the turn manager. Saves made
Hey Commanders,
Time for a smaller hotfix to resolve some issues reported by the community. Thanks again for the continued support!
Update Notes
General
Fixed a issue in HotSeat which would cause the game to lock up due to incorrect player handling in the turn manager. Saves made during combat will still exhibit this behavior upon finishing, players need to load a Regular/End Turn save.
Fixed a issue in Tactical Combat which would cause the game to lock up if a player Retreated/Surrendered in a 3-way combat.
Fixed an crash that would occur if the Invasion Foreshadowing event would attempt to spawn near a player when they have no structures but are still alive.
Fixed an issue that meant units sometimes became immune to stagger after being hit by an operation.
Fixed a crash during Campaign caused by improper handling inventories changing when a Commander/Hero is dead.
Fixed an issue where the Invasion Title music would play regardless of product ownership.
Added a workaround for when the Launcher files are unable to parse resulting in settings not being pushed to the game.
Mods
Fixed the Therian Ally Insignia not providing the Primal Pheromones: Bioregeneration
Pickups
The 'Lost Stray' Pickup no longer spawns in RMG if the player does not have the Invasions Expansion
Invasions
Fixed the Voidbringer Naga 'Thralled Tendrils' not correctly receving the Arc Damage swap
Hey commanders! It's been roughly two weeks since the Invasions first landed on our doorstep. Recently we've received reports that it wasn't just the Voidbringers that came through the Void Portals but also a variety of bugs. We've uploaded a patch to your systems addressing thes
Hey commanders!
It's been roughly two weeks since the Invasions first landed on our doorstep. Recently we've received reports that it wasn't just the Voidbringers that came through the Void Portals but also a variety of bugs. We've uploaded a patch to your systems addressing these issues, allowing you to focus on handling the Invasion threat. Thanks everyone for all the feedback! Enjoy, commanders!
Update Notes:
Balance
Units & Abilities
Shakarn Firebrand - Reduced Armor from 4 to 3
Shakarn Firebrand 'Omni Claw' - Reduced damage from 8 to 7
Shakarn Firebrand 'Omni Shot' - Reduced damage from 9 to 8
Shakarn Firebrand 'Staggering Force' - Cooldown increased from 1 to 2 turns.
Wildlife 'Shepherd' - Increased unit Tier from II to III.
World Events
Fungal Awakening event now only occurs in late game
Earthquake event now only occurs in late game
Fixes
General
Added missing Therian mod template icons
Fixed that Shakarn commanders could be customized with some DLC content without the user owning that DLC
Fixed issue where expansion NPC Factions would be visible in Advanced Setup even though the user did not own the required DLC.
Fixed a crash that could occur after failing to access a specific texture.
Fixed Unit Outlines not rendering when they are enabled
Fixed issue where the Score Victory would not end on the specified round after the Invasion was defeated.
Fixed an issue where Absorbing a Colony belonging to another race wouldn't unlock that race's Military Tech Tree
Fixed a crash caused by using Cerebral Control Collars on flying Infantry Units that are on a water hex
Fixed that Reinforcements could not be accepted or declined with controller
Fixed an AI Hang that could occur if Independents attacked a structure that had their Garrison defeated in the same turn while having an Player Stack adjacent.
Fixed a crash that could occur when entering a Promethean Vault Silver Landmark that was spawned from the associated World Event.
Fixed a crash that could occur when using Holoshift in certain situations
Fixed an issue which would allow Infiltrators to Target Tier 3 units if they were built in a Colony with Resonance Halls attached; combat saves containing an Infiltrator that attempted this action might cause issues, it is recommended to load an older save
Diplomacy
Fixed issue where the AI could send a message about going to war when they were already at war with the player.
Units & Abilities
Syndicate Hero Skill 'Farsight' - Superior Overwatch should now function on all weapons when in Overwatch mode.
Dvar Hero Vehicle 'Excavator' - Now correctly has the Hyper Armor Defense Mode
Hero Weapon 'Bio Grenade' - Can no longer target Flying Units.
Voidtech Rift Generator 'Dimensional Rift' - Now correctly deals damage before teleporting the unit
Laser Weapons Group 'Searing Module' - Now correctly melts shields from Ethereal units
Firearms Weapons Group 'Ammunition: Fire Burst' - Now correctly causes Burning instead of Bleeding (for real this time).
Promethean 'Hazmat Protection' - Fixed an issue with Hazard Immunity not correctly blocking Tactical Hazards.
Synthesis 'Malware Daemon'- Fixed an issue where Malware daemons wouldn't mind control enemies when they died
Invasions
Removed Metamorphosis from Strix and Naga units. Evolving them was difficult to trigger and would cause crashes.
Enthralled units under your control are no longer affected by morale from race relations and will no longer desert
Call Voidbringer now correctly unlocks when joining the Thermal Voidbringer Invasion
Call Voidbringer operation now only shows up once in the Imperial Archives
Fixed Call Voidbringer operation icon for Biochemical, Arc and Thermal
Fixed a issue where Voidbringers retained the Psionic Armor Bypass property on all abilities even with the focus mods
Fixed an issue where the Voidbringer Naga Abilities did not swap to the correct Damage Channel.
Campaign
Fixed crash in Shakarn campaign when Daiyu Jiang declares war on the player while James Henkins is in a transport on his own
Fixed an issue where the first step of the “Sabotage Rift Reactor Alpha” and “Sabotage Rift Reactor Epsilon” Quest couldn’t be completed when the quest stack spawned next to the Imperial Defense instead of on top of it. For the fix to apply in active missions players need to load a save from before the Quest was given.
World Events
Fixed crash when picking up equipment drops from the Orbital Weapons Cache event
Fixed that the Interstellar Trade Convoy event did not correctly convert 50% of the production income to research income when using Generate Research
Localisation
Fixed incorrect localisations for the Voidbringers
Fixed a missing text entry in all localisations for NPC Quests during the Invasions
Fixed a link in the Chinese & Japanese Localisations which didn’t open the correct Imperial Archives Page
Fixed a localisation error stating that the Infiltrator was able to Holoshift into Tier 3 units.
Fixed incorrect localisation for the Enhanced Limb Augments mod from the Therians.
Fixed incorrect localisation for the Hunter’s Camouflage mod from the Therians.
Greetings, commanders! The time has finally come: the Invasions Expansion is here! The new player race, the Shakarn, and the new Voidbringer Invasions mechanic, among many other additions, await you! Alongside the expansion we also released a free update that is available for eve
The time has finally come: the Invasions Expansion is here! The new player race, the Shakarn, and the new Voidbringer Invasions mechanic, among many other additions, await you! Alongside the expansion we also released a free update that is available for everyone; the Diplodocus Update! The name might already reveal some of the focus. Check below for all the details on expansion features and free updates.
To add to that: Age of Wonders: Planetfall has landed on Mac! Our team has been hard at work over the past few months getting this version up and running. Mac Commanders will be able to join up with PC Commanders to fight for planetary domination. Check the store page for more information and system requirements.
Invasions Expansion
Shakarn Player Race
The Shakarn are a warlike race of lizard aliens from beyond the edges of Star Union space. Using holographic technology they have been spying on the Star Union for centuries, infiltrating their agents into every level of society, and stealing the Union’s technology. Now that the Star Union is gone, it is time for the Shakarn to strike and claim the fallen empire as their own!
Additional Campaign Missions
Join the Shakarn as they begin their invasion of the Egalitarian League of Planets with two new campaign maps.
Voidbringer Invasions
Face the ultimate challenge as your world is invaded by a race of trans-dimensional beings known as the Voidbringers. These beings arrive via beacons which crash down over the planet, deploying armies of enthralled soldiers who destroy everything in their path. You must either destroy the beacons to end the threat, or submit and become enthralled yourself to conquer the world in the name of the void.
Therians NPC Faction
This group of demihumans is the result of Terratech experiments into human genetic manipulation. Now they live on the edges of society, as pirates and guns for hire. Get on their good side to expand your armies with this ferocious lot.
World Events
27 global events that randomly affect the world, from meteor showers that spread cosmite across the world to distant supernovae that scorch the land into a lifeless desert. Stay alert to change your strategy on the fly as these events can affect the course of the game drastically.
Conquered Worlds
A new world type where one player starts with a large empire, and the other players are united in a team to take them down. Which side will be the conqueror and which will be the conquered? That’s for you to find out.
New Locations
4 new exploration sites have been added for you to explore and add to your empire: the War Docks, the Therian Alteration Labs, the Cosmic Manipulation Center and the Resonance Halls.
Free Diplodocus Update
-----------------------------------------------
AI Player Personalities
AI Personalities adds two personality traits to all AI controlled players: the Preference trait and the Strategy trait. The Preference trait determines which things the AI player will like and dislike, this trait may also change their diplomatic behavior. The Strategy trait influences how the AI player runs their empire by changing which things they will research, which units they build and on which sector specializations they will focus.
Diplomacy Updates
Reworked AI planning system We have performed an overhaul of the AI planning system in order to expose more of how it works by making all internal modifiers visible in the opinion of an AI player. Additionally we have changed how they determine who to befriend making it more directly related to their opinion of the player.
Neglect The AI now has a neglect timer which will trigger when they share an increased diplomatic state with the player and have not had any interactions from the player for some time. This system will give incentive to continuing to interact with AI players after you have achieved a certain diplomatic state. This neglect can be overcome by changing your diplomatic state, trading and sending a compliment or insult.
Diplomatic Feedback We added a Diplomatic Feedback system that will inform what certain diplomatic messages from the AI mean or what effects they have. This is done for a number of different messages to help improve feedback from the system making it more transparent. While giving away some of the AI’s plan, this should provide more agency over diplomacy.
Balance
Weapons Tech The old arrangement of weapon techs meant a lot of investment was needed to reach high level weapon mods, this meant many players never got to use them, since they prioritized other parts of the tech tree which were more widely applicable. We decided to try and tackle this by making the techs cheaper and cross linking the weapon techs, so that researching one tech would also unlock techs for it's partner.
We also looked over some of the less useful weapon tech trees and tried to extend to make them more useful. This involved making some weapon tech defensive in nature for variety, and allowing many biochemical mods to work on melee attacks, which makes them much more useful for Kir'ko players.
Economy In the Tyrannosaurs Update we did a large pass on the game economy and we're continuing those balancing efforts here/now/with this update. In comparison with the Sectors on Land, the Aquatic sectors have been performing subpar. With this update we're closing the gap by increasing the income gains from various Aquatic Resource Nodes, Pickups and Landmarks. In the Tyrannosaurus Update we also added Exploration Sites which provide income boosts and Colony buffs, these sites we're still being spawned through the original Visit Site logic. We've changed that spawning behavior to ensure that Exploration Sites appear less in clusters and are more varied.
Aquatic Combat Maps
The Aquatic Experience hasn’t just been looked at from a Strategic standpoint, we’ve also taken the time to expand on the Aquatic Tactical Combat maps. With this update a variety of Aquatic Pickups, the Cosmite Node and Sunken District will all have their own Combat Maps. This should cause some waves in those normally silent waters.
Small Multiplayer Updates
One request we’ve seen a lot was a more flexible Combat Card system. After this update you’ll have more control about when Combat Cards can be used by setting ‘Combat vs. AI’ or ‘Combat vs. Humans’ to use Cards independently of each other or not at all.
Additionally you’ll find a new tab on the Diplomacy Negotiation screen that allows you to trade equipment with other players. Equipment available for trading includes Weapons, Vehicles, Hero Mods and purchased Mods. We’ve also made it possible to form new Treaties during active Vassalage and set up timed trades while in Vassalage or Fixed Teams.
Hello everyone! Today we are announcing the next expansion for Age Of Wonders - Planetfall: Invasions! Invasions will be released on the 26th of May on all platforms, and we’ll be doing a series of Dev Journals and streams to tell you all about it! Check the first diary out here
Today we are announcing the next expansion for Age Of Wonders - Planetfall: Invasions! Invasions will be released on the 26th of May on all platforms, and we’ll be doing a series of Dev Journals and streams to tell you all about it!
Hey everyone! While you have been taming the new Tyrannosaurus Update, we prepared a hotfix that will tackle commonly reported issues. Issues like the graphical corruptions in tactical combat and commander saving problems should be fixed. Some important balance changes are also i
Hey everyone!
While you have been taming the new Tyrannosaurus Update, we prepared a hotfix that will tackle commonly reported issues. Issues like the graphical corruptions in tactical combat and commander saving problems should be fixed. Some important balance changes are also included! Thanks everyone for all the feedback on the new update! Enjoy, commanders!
Update Notes:
Bug Fixes
General
Fixed an issue where some players could not save or load custom commanders.
Fixed graphical corruption in the lower-right corner of the screen in Tactical when Unit Outlines were enabled.
Fixed crash in Imperial Archives when selecting a unit mod when the user did not own the Revelations DLC.
Fixed AI issue where the AI could get stuck in a combat during interaction with a survey site.
Fixed issue where taking back a colony that was occupied by marauders would not convert all sectors back to the player’s full ownership.
Fixed issue where an overlord could not use war coordination functionality with their vassal, vassals will still be unable to use this functionality however.
Fixed a bug where players could research Relativistic Projectiles from Kinetic Force Manipulation.
Fixed rewards screens missing information on the source of the reward at the top.
Economy
Fixed that Hazards were not penalizing the income of colonies they were attached to.
Fixed that the Sunshard node and Exposed mineral vein would still provide income when occupied.
Fixed that the Resupply Station would provide +5 Production instead of +5 Food.
Fixed issue where changes to the game speed and perks would not correctly provide the correct number of starting colonists.
Operations
Fixed that the Call of the Hive, Security Drones and Phase Echo Guard tactical effects no longer worked.
Fixed that Ecological Warfare’s regeneration applied to Mechanical Units.
Fixed that the Operator operation would not apply its discount to strategic operations.
Units
Fixed that the Vanguard Assault Bike was getting an unintentional 2 extra vision range.
Fixed that the Autonom Golem would get stuck in an animation after using a grenade ability.
Fixed that the Swift Beak could not correctly apply Melee mods.
Fixed that the Tyrannodon had bad table manners.
Campaign
Fixed an issue, where players did not receive the next story quest after completing the “First Revelations” quest in the Obolus-5 mission of the Revelations campaign, if they had already annexed the “Hand of Rhemenses” sector.
Fixed an issue that the production landmark next to the player starting position in the Gardip XX mission had no defenders when playing with the challenge level set to medium or hard.
Fixed an issue where the “Art of Evolution” quest in the Arcadia Caeleste mission of the base game campaign did sometimes not complete when evolving a Psi-Fish unit.
Balance
General
Players can no longer continuously enter a structure combat with the same stack, by continuously retreating from the combat; it now has a cooldown of 1 turn.
Increased cost of Flying Hero Vehicles by +10 cosmite and +20 energy.
Shield Damage will remain even if shields are completely removed and then re-added (e.g. by stepping out of swarm shield and back into it).
Kir’Ko
Engulfer - Changed Prime Rank from ‘Prime Rank: Range’ to Prime Rank: Critical’
Emergent can no longer transform into an Engulfer; turns into Hidden instead.
Guiding Presence and Guiding Hand - Decreased range bonus from +2 to +1
Hero Skill ‘Guiding Hand - Changed from 4 Turn Cooldown to Once Per Battle
Tactical Operation ‘One with the Swarm’ - Decreased effect from +4 Shields for 3 Turns to +3 Shields for 2 Turns.
Tactical Operation ‘One with the Swarm’ - Decreased cost from 5 Tactical Operation Points to 4 Tactical Operation Points.
Heritor
Protector Incarnation - Changed Unit requirement from Non-Mindless to Land Movement
Psionic
Mantra of Life - Decreased Shields from +3 to +2
For the patch notes of the Tyrannosaurus Update v1.200, check the official forums post here.