Welcome back to the Age of Wonders 4 channel where our Dev Team will talk a bit more about the upcoming DLC release and show you some cool features and… Dragons, of course!
Purchase Dragon Dawn Content Pack: https://www.paradoxinteractive.com/games/age-of-wonders-4/add-ons/age-of-wonders-4-dragon-dawn
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If this doesn't add terraforming options imma be annoyed at Triumph. I still can't make deserts even with mods, and BTW if someone bought the game anywhere other than Steam they can't even access the mods so don't use them as a crutch devs.
What time is it coming out? 0500 est? Cen?
It took me way more effort than needed to find out the release time for this in my country let alone for any country. Need way more transparency on that thanks. Looking forward.
Can't wait !
dragoooooooooooonsssssssssssssss
When can we play?
I'm going to create the Tyrannosaurus Lex race. A race of short armed lizard folk who are dedicated to order and enforcing the law.
So sick of steam lying about release date times.
Optimization patch for the console please
New player to the series, and I'm addicted. Thank you for creating an amazing experience and I can't wait to see how the game evolves.
What about consoles?
Sorry, but I will be waiting for the download to be available. Can't suffer more of this guy struggling to find the most basic things in game. Awesome game, and most presentations so far were great. But this one shows too much unpreparedness for me to enjoy any of it
Anyone else thinks the dragon hoard should work well with the respawning infestations world trait and the trait that gives extra loot from clearing infestations? You'd build up your hoard in no time and constantly fill it with more.
Thank you guys for realising the expansion so soon.
good afternoon, would you like to make sure that when you put armor on the hero, it changes from the armor pattern and that this armor can be put on any soldier and that it can be melted down and forged in the forge, for example (with human armor for a dragon or a wyvern or for a wolf or for someone else) it would be cool and would transform the gameplay itself
Can you please address Frame rate stability in Xbox version, please.
I'm starting to think it's not coming out
Never mind it's out now
So hyped, Dragons = Better game. A simple concept.
게임프레임, 스터터링 문제를 해결하는 패치를 내주시면 감사하겠습니다
Why do frog and lizard people have breasts? It just looks bizarre.
Since the dragon can't use most items he puts it with his hoard of treasure
Love this game so much. If I had any request for the next patch it would be a Mountain slider in the world creation options. I don't know how you and other youtubers get such open maps, but when I play, even with the Endless Plains feature enabled, I wind up getting maps that are more mountain than plains. Thanks for pouring so much love into this game. Have Fun :)!
I looooove the update. A lot of changes and a lot of tactics will need to be changed (bye bye Vine abuse tactic) but oh well, let´s gooo draggooooonss!
Nice! Very glad about the Warrior cavalry. Was sorely missing that one
…Huh, never realized there was never a "They/Them" in the custom title pronouns
Poisonous is really awesome. I would also love to see a venomous option for adding blight damage to attacks. It doesn't have to be good, just want it for the flavor.
An open letter to any dev from a huge fan of the game here. I'm a retired game designer, now an avid player, with over 550 hours played so far in AOW4, and over 1500 hours played in AOW3, and 2000 hours played in Planetfall. In my opinion you have made one of the best games of all time. I love how you've combined the best from your two previous games with a number of great innovations in AOW4. Here are just a few suggestions to consider as possible tweaks/additions to this already wonderful game.
First, I think the main issue currently with sea play is treating sea combat like Master and Commander style 1700/1800's naval warfare with the focus on naval maneuvering of ships. In the current version of tactical combat, each unit becomes a single generic looking ship, otherwise retaining most of its abilities. This is a bit awkward both visually and thematically. AOW is a fantasy series, based loosely on medieval tech. During medieval times, naval warfare was largely about closing to within grappling/boarding range, and then fighting across the decks. You could simulate this by making the ships the BATTLEGROUND, with each ARMY contributing a single stationary ship in the battle (battlegrounds rendered with your ships on one side, enemy ships on the other, 1v1 up to 3v3 ships), all locked in grappling range with boarding planks allowing access to enemy ships (great choke points), water surrounding them, and channels between the ships for swimming units (of course flying/floating units would also be very useful). This would result in beautiful battlegrounds detailing the decks of the ships (with all the amazing, possibly faction related, artwork, features, obstacles, and even perhaps researchable ship upgrades like ballista that could exist on those decks, using a game mechanic similar to how siege upgrades work with cities ). This would make the battleground much more interesting both visually and tactically, while also unifying the way the game works across sea and land warfare.
Second idea to make sea play more interesting is to create underwater realms using a similar mechanism to the underground world. Units that have a dive/surface ability could access this realm (in place of cavern entrances). This underwater realm could have kelp forests, beds of seagrass, undersea mountains, coral reefs, merfolk cities, domed cities, underwater dungeons like haunted shipwrecks, kraken dens, and sunken cities, etc. Some units would be bottom dwellers similar to non flying/non floating units on land (say crab units) that would only have the dive/surface ability when adjacent to a coast, while swimming units would work both visually and game mechanics wise like flying/floating units on land (with the addition of always having the dive/surface ability). This change could be accompanied by introducing a Merfolk faction with units like the Triton, Siren, Sea Witch, and Drowned Sailor, crab and/or turtle mounts, and animal units like sharks, baby kraken, giant crabs, etc (The dlc could be called something like March of the Merfolk). By making both surface water play and underwater play both strategically and tactically more like the land game, I think it would make investing in naval/sea/swimming units and research, as well as exploring this part of the game, much more unified, comprehensive, and exciting.
On a related note, AOW3 had amazing underground play. It was one of my favorite tactics to take an army early and just spend the entire game exploring the underworld with that army, leveling it up, and exploring the beautiful and wondrous subterranean world. It felt like a D&D dungeon dive. Much of that beauty and wonder, as well as the D&D feel, is lost in the current version of underground. This version of the underworld is mostly all brown/dirt colored (aside from lava). Cavern systems can be made more visually appealing by adding areas of colored minerals, crystal features, glow worms, fluttering bats, phosphorescent or strangely colored fungal forests, etc. Also, exploring the underworld is now nearly impossible as it is almost completely filled in until 'excavated' one province at a time. Adding to the frustration is that there is WAY too much impassable rock. If they are meant to mimic above ground mountains, it should be noted that units can still move over mountains (just slowly). Trying to play underground is literally impossible in many ways, as you usually have to go above ground to both explore AND to engage even other underground cities, players, etc. AOW3 had a nice balance between already existing and interconnected caverns and tunnels to explore, and areas to excavate. The current version of the underworld is visually plain and painfully slow to build within or even just explore.
Finally, faction traits and minor transformations focused on granting advantages in a certain terrain are, on average, very weak (if for no other reason than because their advantages are only applicable in that terrain). Because of this, I think they should actually grant, on average, much more advantage in that terrain (making up for the absence of any advantage outside that terrain, which might be most of the time). One example would be leafskin. Currently it only grants faster movement and concealment in forests. This transformation could be stronger by adding strategic advantages like allowing farms to be placed in any province with forest, and tactical advantages like removing ranged penalties for obstruction from obstacles (but only trees, bushes, etc) whilst also increasing the ranged penalties to enemies firing at you in plant cover). Similar additions to the frostling transformation (allowing farms on frozen, and maybe giving all attacks a small chance to slow/freeze when in frozen terrain) and rock transformation (allowing improved prospecting chances and perhaps giving units the rock walk ability – slow passage through impassable rock), and likewise similar additions to the terrain based faction traits. This suddenly makes trying to focus on fighting and building in your chosen terrain a massive benefit, whilst still being useless outside that terrain. This would make forest elves try to stay and grow their forests, likewise for subterranean molekin, frostlings in their icy realms, etc. Suddenly playing to your faction's theme is both advantageous and thematically very satisfying.
I hope these ideas inspire some minor tweaks and/or amazing new dlc (like improved and exciting sea play) to what is perhaps one of the greatest games ever made. Keep up the amazing work and thank you.
So curious to see what other races could be added. Bird people. Fish people w an underwater dlc. Trolls or ogres. So much potential for dlc
Почему не добавили ездовых ящеров? Почему дополнение такое, скудное? Эх….
Awesome game. Congrats