• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Dev Diary #10 — Heroes: Warriors, Governors, Story Characters

Hello there, my name is Simon, gameplay programmer at Triumph. Today I’ll tell you about one of the areas I worked on: the heroes!

Throughout the AoW series Heroes have been your trusted lieutenants, the commanders of your armies. They are super-units with detailed upgrade trees and inventory slots resembling those of RPG characters.

In Age of Wonders 4, we set out to deepen the impact Heroes have in the game, by giving them new roles, and a strong attachment to the realm they come from. They develop personal stories and are more persistent, they can continue to play a role even after they perish on the battlefield. Read on!

First let’s give a summary of the functions Heroes have in your empire in AoW4:

  • Army Leaders: Heroes are still the super units people love from the previous games. In many battles they are the strongest characters in the field, carefully tailored with skill upgrades, magical items, and mounts. Many Heroes have army-buffing abilities, like skills that increase the morale of units. If you put multiple heroes in a single army, the highest tier hero is deemed the army leader and only this hero’s army bonuses are applied.
  • Magical Item Wielders: Only heroes can be equipped with the magical items you find in the world. Match items with your heroes’ unique skills for the best results. Heroes can also ride a variety of mounts.
  • City Governors: Cities in AoW4 have a hero as governor. Heroes have Affinities which translate to bonuses to your city’s economy. Note that independent Free cities also have governors. These lords and ladies are the cities’ faces during negotiations. When you diplomatically integrate a free city these characters join you as governors. Note that heroes don’t need to stay inside their cities to apply their bonuses, they are free to go on expeditions.
  • Ancient Wonder Explorers: Heroes are the bravest characters in your armies and only under their command Ancient Wonders can be explored. Often the associated stories are centered on the hero leading the expedition. Read the DD on Ancient Wonders here.
  • Besiegers: Sieges can only be started under the command of a Hero. In Age of Wonders 4 sieges are started on the world map. We’ll dedicate a separate development diary on this topic.
  • Outpost Founders: Heroes found new outposts, pushing the frontiers of your empire outward. Outposts can later be turned into cities; Read the DD on cities here.

That is a lot of responsibilities for heroes! Luckily your empire will quickly field multiple heroes and your ruler avatar can do everything a hero can. Typically the number of heroes under your direct control follows the number of cities you have. The gameplay systems encourage heroes to be spread out instead of clumping them together. In any of these roles emergent story events may appear that give a new dimension to the characters and actions.

Recruiting Heroes

Different ways to acquire Heroes​

In Age of Wonders 4 there are multiple ways to recruit these powerful heroes into your ranks. The first of which is to go looking for offers yourself. Once your empire gains the ability to command more heroes you’ll get notified that certain heroes have offered you their services.
When you decide to look into the offers you’ll be presented with a carousel that gives you a quick overview of your options. From here you can decide to further inspect a hero before determining who is worthy of your supreme guidance.

aow4-devdiary10-1.png


Apart from going looking on your own, you might also run into heroes that offer their services during your adventures. This might be a hero that you encounter on the world map, a free city lord that feels their unfavored child could use some more experience; or maybe there is someone in your prison that has seen the error of their ways and decides that you are the rightful ruler after all. There’s heaps of unique situations like these that will make sure you can fill your ranks with cool companions. Who knows, maybe your pantheon rulers feel like dropping by and crushing some skulls together.

aow4-devdiary10-2.png


Naturally if your empire cannot accommodate a hero’s offer when encountered, there’s always the option to recruit this hero later. In which case you can on your own accord find these heroes' services on offer through the hero carousel, maybe even for free or at a reduced cost depending on your history with them.

Hero Archetypes​

Over the course of your adventures the heroes in the world who are not under your command will gain experience and level up on their own. These heroes are procedurally themed towards certain combat roles, their skillset and equipment making them formidable casters, mounted knights or caretaking shamans for example!

As you can see here when we inspect Ergot Warbuck at the start of the game. He is only level three and has access to a low tier weapon, mount and a basic skill.

aow4-devdiary10-3.png


Now let’s fast forward a bit and see what this hero looks like a little later in the game at the moment of recruitment.

aow4-devdiary10-4.png


As you can see Ergot has gained a more powerful orb, selected multiple skills that fit with a damage dealing battlemage and even gained some signature skills that fit with this role. You might note the cost for recruiting him has also risen accordingly.

Now let’s have a look at an endgame comparison. This is Nanoc Warbuck, belonging to the same free city as Ergot, Nanoc was tasked with guarding the city. Here’s Nanoc at the start of the game.

aow4-devdiary10-5.png


And here’s a look at Nanoc in the endgame. He’s gained a lot of equipment and skills as well as seemingly having tamed a spider and infused a lance with its poison. He even became the leader of the army he is in. The army itself seems to have earned its stripes as well.

aow4-devdiary10-6.png


Starting traits​

Next to assigning an archetype this same system also picks a starting trait for the hero. This is a very impactful bonus that gives the hero an extra combat ability, passive bonus or something to add to a city when this hero is a governor (more about that later). Some very special heroes might even get multiple of these, but we’ll leave those up to you to find.

aow4-devdiary10-7.png

Link to free cities​

During your time in Age of Wonders 4 you can encounter two types of heroes: Heroes belonging to a free city and heroes rising up from the ranks of your chosen race.

Free city heroes​

Heroes belonging to free cities are generally a higher level as they’ve been well trained. This naturally makes them more expensive as well. However since these heroes have the backing of a free city that opens up a lot of opportunities. Having them under your control will improve your standing with the city as well as create new lines of communication, opening up more quests and story events relating to the city. All of this can help you define the fate or role of such a city within your realm and/or empire.

Next to the relationship benefits, free cities can have access to powerful upgrades that can impact the hero. These range from transformations and enchantments to special traits that give additional affinity points for example.

aow4-devdiary10-8.png


Unaffiliated heroes​

Heroes rising up from the ranks of your own race do not have any connection to a free city. Generally they are cheaper to recruit and are lower in level. Just like free city heroes, these also unlock their own storylines found in quests and events. Though they don’t have a free city that gives them transformations and special upgrades, these heroes do of course benefit from any magic you’ve cast upon your own race. These heroes are your solution for a purist playthrough. Who has time for all the drama of free cities when you could also bring them to their knees with heroes risen from your supreme race … right?

Hero cap​

Your empire can get legitimate access to new heroes as soon as it consists of multiple cities. For every city you control in your empire you can command one hero. However for the more power hungry rulers there are ways of circumventing that little rule. It’ll just cost you some resources.

aow4-devdiary10-9.png

Hero Editor

Should you dislike anything about the presentation of your hero or feel that they would look a lot cooler with a specific visual item, you can always jump into the hero editor during gameplay. This lets you edit your hero to your liking, from visuals to names, titles and even appearance- and grammar gender. All your changes can be easily reverted by clicking the reset button if you don’t like where you ended up. On top of that, using this editor is permanently free from any resource costs. So nothing’s stopping you from unleashing your full creativity and going wild making cool heroes that perfectly fit your empire!

aow4-devdiary10-10.png

Hero Upgrades

As your heroes travel the realm going on all sorts of adventures, they get experience points for doing all kinds of actions. Once those points lead to a level up, your hero gains a skill point. These can then be spent to gain powerful abilities and passive bonuses.

Regular skills​

These make up the meat of your hero’s skills and are divided into three categories:
  • Warfare
  • Battle Magic
  • Support

As you might expect these play into the different combat roles found in Age of Wonders 4. Warfare skills are aimed at roles that employ physical damage using swords, lances, giant battle axes and more. Specializing in getting damage and defense numbers up while triggering bonuses upon killing your enemies on the field of battle.

Battle magic is the kind of magic that hurts when you’re on the receiving end. Generally found on powerful mages wielding magical orbs. These skills specialize in using elemental magic, optimizing spell usage and increasing (status) resistance.

Last but not least we have support skills. These revolve around being the leader of an army and giving bonuses to all the units in that army. Ranging from gaining experience faster or increasing accuracy of units to fully restoring the action points of a unit. There are a lot of useful bonuses here that can make even seemingly low tier armies very difficult to deal with.

All of these categories have a default set that each hero has access to, which can then be expanded upon by your chosen culture and tomes.

aow4-devdiary10-11.png

Signature skills​

Once every five levels your hero unlocks one out of four signature skill slots. These allow you to pick a skill that’s a lot more impactful than your regular skills. Not only do these provide abilities that can turn the tide of any battle, these skills also provide your hero with an affinity point. In turn those affinity points will help you get new tomes of magic and provide bonus income to governed cities.

aow4-devdiary10-12.png

Re-specialization​

Should you be unhappy with any skills on your hero, you can opt to respecialize the hero. This will reset all regular skills and signature skills. Be wary of your decision though, your hero might accept your request to change once but if you persist on changing multiple times it might just take some Imperium to convince your hero.

Hero Items

Throughout exploration and conquests you’ll come across powerful artifacts you can equip on your heroes. The central Arsenal that we introduced in Planetfall returns. All unequipped items go to the Arsenal, reducing micromanagement. Heroes have the following slots:

  • Primary: Weapon associated with your Hero’s default attack. Both primary Melee and Ranged Weapons go here. Note that some weapon types also take up the secondary slots (Bows, Staffs, Double Handed Swords)
  • Secondary: Used for Shields. Blocked when ]double handed weapons are equipped in the primary slot.
  • Head: Armor, magical defenses, and Vision enhancement
  • Torso: Armor, magical defenses
  • Legs: Armor, magical defenses, sometimes movement enhancement.
  • Ring: Grant passive properties/abilities.
  • Misc (3x): A Wide range of Items. Some give new active abilities (Magical Wands go here) and special buffs.
  • Mount: Your mount of choice. Ranging from horses to spiders, great birds and wyverns. Affects movement and some mounts give special abilities. Staves, Polearms and Heavy Two-Handed Weapons that aren't Lances disable this slot.

Here are some example items for you to check out:

aow4-devdiary10-13.png
aow4-devdiary10-14.png

aow4-devdiary10-16.png
aow4-devdiary10-15.png

aow4-devdiary10-17.png
aow4-devdiary10-18.png

Governors

As mentioned above heroes have an important role to fill as Governors of your cities. As governors heroes can approach you with requests for their city opening up unique story events and quests. Which hero you select to be looking over your city for you can also yield hefty bonuses. As their affinity points are linked to income bonuses, increasing your income of a specific resource per affinity point. This is where synergising with signature skills and free cities giving affinity point upgrades can become quite rewarding.

Next to the affinities coming into play, heroes also have traits that can have a huge impact when they are chosen as governor. There are traits that give a city more fortification health to fend off besieging armies, or allow for the recruitment of special units such as trolls and ogres. Some even give the hero more affinity points that are shared with the rest of the empire. Such a perk might just allow you to unlock that one powerful tome of magic you otherwise could not get to.


aow4-devdiary10-19.png

Hero Prison and Crypt

The role heroes play doesn’t necessarily end when they are defeated on the battlefield. Their dead or unconscious body (this is based on chance) gets transferred to the crypt or prison of the victorious player.

Basic actions involve setting them free or returning their remains. By expanding the Wizards Tower with a special crypt and prison rooms more options are available.
  • Wizards Tower Prison
    • Convert - Starts a process of re-educating the hero so they can come and serve under your command
    • Execute - kills the hero and moves the hero’s items to your arsenal and the body to the crypt. If you have a hero belonging to a Free City or player faction your relation will be negatively impacted.
    • You get knowledge per turn for each hero in your prison.
  • Wizards Tower Crypt
    • Resurrect - resurrects the fallen hero under your command.
    • You get mana income per turn for each hero in your crypt.

Players taking the Shadow Path of Necromancy can Animate fallen heroes for the cost of Souls and gold. This of course turns the hero into one of the undead.

Heroes and Events

We’ve already done an extensive DD on narrative events but for the completion of this week’s topic its good to highlight that Heroes (Living or dead) are the most common actors in events. Heroes represent free cities or come to you in their function as governor of your own cities. Also heroes in the field may come with special requests. Keeping your heroes happy has many beneficial effects for your empire. Here are a couple of examples of hero-based events.

aow4-devdiary10-20.png

aow4-devdiary10-21.png

aow4-devdiary10-22.png

aow4-devdiary10-23.png

Conclusion

In Age of Wonders 4, heroes have made their way into more game systems than ever before. Not only are they the awesome champions of the battlefield, they also prepare sieges, provide boons to cities as governors, have relations/origins to factions in the world and take center stage in the narrative events. Furthermore, you can recruit rulers that have ascended to the Pantheon to aid you.

Choose your Heroes wisely Ruler!


Get Involved!
 

Attachments

  • aow4-devdiary10-16.png
    aow4-devdiary10-16.png
    464,4 KB · Views: 0
Last edited:
  • 38Like
  • 29Love
  • 6
  • 1
Reactions:
Nice to see the Governor system from Planetfall be expanded here. :)
Interesting how many things now depend on heroes - sieges especially. This will make the game a lot more HOMM-like I feel. Certainly you will need a lot of heroes now. I hope getting them becomes simpler too - and they won't cost as much. I remember in Planetfall I often had to send away heroes (or let them disappear) because they came to offer their services when I had not enough resources to hire them.
 
  • 1
Reactions:
Huh peculiar change "Sieges can only be started under the command of a Hero", so armies with no heroes can't take cities?

Second question, is riding a mount requires a skill like piloting in Planefall?
 
  • 2Like
Reactions:
How about off-hand weapon? :(
Off-hand weapons such as daggers or wands are Miscellaneous Equipment Pieces.
Huh peculiar change "Sieges can only be started under the command of a Hero", so armies with no heroes can't take cities?

Second question, is riding a mount requires a skill like piloting in Planefall?
Correct, a Unit Stack without a Hero will not be able to start a Siege. They can participate but there always needs to be at least one Hero to lead the Siege. And no Mounts do not require any Hero Skill to be used.
 
  • 14
  • 2Like
  • 1
Reactions:
I love how the hero system is both expanded and revamped! I always found the heroes popping up at your cities, preset heroes even with only one choice, to really limit the enjoyment of what heroes could be. You either had to try respec the hero to what you wanted which wasn't optimal or deal with it and go along, which made me just wanna play with my own leader hero more than the other heroes, particularly in AoW3 that gave you other classes.

You still got the whole bit of kinda preset heroes with their archetypes, but as I understand they're all randomized with certain traits, and I'm excited for that! Rather than the game pushing heroes you've seen 7 times before, you can see all kinds of heroes which you can tailor to your way, but more so the traits I feel reward you for theming them but not going so far in say AoW3 where the classes felt like you weren't playing your empire you wanted anymore but a different one at times.

I dunno, it's hard to explain, maybe just the freedom to also customize them whenever and name them however you want just adds to that freedom in player's hands to shape your empire and who fights for it, rather than the only key figure is your leader hero that feels like "your own", but most importantly just having choices in recruitment too.


I still like the Free Cities ones and I doubt I'll reshape them, that's one gripe I had with previous games of every hero neatly popping up at your doorstep to be recruited, now not only can you find someone from an event with a story and background (being tied to a free city and such), you got these other minor leaders that can join you and it feels truly like you're taking them into your fold and being their own individual than just a random powerful unit. Then the option to choose the ones you recruit is something I always thought the other games should've had.

Despite losing classes and secret techs to specialize heroes, I think the openness of how you make your hero (able to combine the 3 sections of skills however you want) the way you want but then having these big key signature skills that really specialize the hero will be way more fun. It's less determined, other than the traits, but I felt with AoW3 and AoWPF the heroes what they had was already determined, rather than letting you choose as they leveled, similar to how Tomes shapes your empire as you go on, the heroes seem more like you shape them to as they go on and the chance to respec especially gives everything into your hands to make the armies you want to play.


Other than that, happy to see governor coming back from Oathbound, I liked that, it may not be much but tickles my roleplay brain, where the cities feel like their own islands with these big figures behind them, and they all swear fealty to your leader hero, which with the event system (which keeps showing why I love it more and more) looks to add further with how there's actually things that can impact these heroes and that they're not just another powerful unit with nothing to say once in your empire.

The prison and crypts adds sooooo much, I was wondering if heroes you fought could end up in your prison, adding bit of a more Crusader King's style roleplay of deicision making, whether you might wanna sue for peace using this hero as ransom (fun ideas in MP) or try to keep them to add them to your own army or eliminate them from the equation adds a lot, also being subjected to it, losing a great hero sure to bring a story for revenge!

There's so much else I wanna mentioned, the sieging bit only being for heroes is great, no random armies but important ones are the ones going to risk for war, putting it all in there. The immense of amount of hero equipment being back will be fun to kit heroes out. Outposts being founded by heroes will be interesting, no settlers, giving Outposts can actual purpose than gaming the AI and hero cap, similar to city cap, is something I'm a fan of. Soft cap, so it promotes strategic choice! So much awesome exciting stuff in this diary, can't wait to play!
 
  • 3Like
  • 3
Reactions:
All that sounds great. What I didn't understand is whether heroes are randomly created by the game, of if they are pre-made like in AOW3. The first option would be really cool.
There are only 6 Pre-made Heroes in the game, pretty much every Hero is procedurally generated.
 
  • 10
  • 9Like
  • 3Love
Reactions:
Also, question: Is it always possible to "re-educate" all heroes, or will some never give in? And can anything increase the overall resistance to being re-educated? I'm reminded of a few episodes of Farscape with this mechanic.

edit:


I think this is a way less than loss of actual city.

If city cap wasn't a thing, like with AoW3, I'd agree. However, if all your opponent's cities are pretty much useless to them because they are all being perpetually raided, that could potentially really make a mess of things. It could encourage them to set those cities as vassals, rather than direct control. If I understand correctly, vassals can't immediately be taken direct control of again.

In effect, it sounds to me like you could make your opponent want to abandon them.
 
Last edited:
  • 5Like
Reactions:
Raiding has just moved from the City, to the actual provinces. You can pillage provinces within a turn, which become province ruins and those can only be repaired when the City domain is free from any hostile units. This means that it is possible to do significant economic damage to a player, even if they're holed up behind the walls.
So it takes a hero-led army to siege, but can a stack without a hero still pillage provinces? To do damage before the hero comes to siege?

Love the rest of the mechanics explained here. It's great to see heroes be more impactful in gameplay but also narrative.
 
  • 1Like
Reactions:
What happens to incarcerated/entombed heroes when the city where they are held is captured?

Are all items of equipment combat oriented or are there any that provide bonuses to governors?
 
Not sure if it was anwesered but if heroes that lead the free cities join us when we take control of their city do we loose hero that was governor of our city made into vassal?
It was discussed previously that's that an option to balance the city cap limits but not sure what happens to the hero in that situation
 
Being able to imprison heroes or take their dead bodies and heroes serving as city governors reminds me of Knights of Honor's Knights, in the good sense.

Could we get the option to ransom heroes? Essentially, make your enemies (or even now-allies?) pay to get their hero back... for an extravagant price. Perhaps even allow the player to weaken the hero's powers a bit? That way, you get the choice to weaken the enemy by taking out their hero, OR ransom them and weaken their economy and strengthen yours instead.
Could be something to do with the Free Cities as well - give me what I want, and your precious hero is back, BUT he cannot serve against me.

I like how heroes level up even if they are not in anyone's army. Makes sense that they would be out doing things. Plus it means losing a hero is not totally world-ending, in fact you might easily eat the loss if its worth it instead of reloading. Which is very based.
 
  • 3
Reactions:
  • Army Leaders: ... If you put multiple heroes in a single army, the highest tier hero is deemed the army leader and only this hero’s army bonuses are applied.
What does "highest tier hero" mean in this context? It kind of reads as "Highest level hero" but IIRC in AoW3 your Leader IS considered to be a higher Tier than Heroes (and always took precedence), beyond that the hero with the most army-based buffs was typically appointed army leader. I'd presume AoW4 uses the Leader-is-higher-tier, but does it then revert to level-based or will it still choose an army leader based on army buffs?

  • Besiegers: Sieges can only be started under the command of a Hero. In Age of Wonders 4 sieges are started on the world map. We’ll dedicate a separate development diary on this topic.
This might be explained later during the Siege DD. If a Hero dies during (but has already started) a siege, will the units involved continue the on-going siege or will the siege end with the loss of the Hero?

Same question actually for Ancient Wonders -- If your hero dies during the battle for a wonder (but you win) are you able to complete the Wonder dialog or will you have to wait for another Hero to make their way over there?

Re-specialization
Should you be unhappy with any skills on your hero, you can opt to respecialize the hero. This will reset all regular skills and signature skills. Be wary of your decision though, your hero might accept your request to change once but if you persist on changing multiple times it might just take some Imperium to convince your hero.
Curious. Can your Leader be respecced? And if so how might that impact your Tomes or Empire given that your Leader's signature skill increases your affinity?
 
I'm assuming that all the statements with "only a hero can...", also apply to your leader, as well? For example, an army led by your leader can initiate a siege, your leader can equip magic items, your leader can explore an Ancient Wonder, etc.?