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FangirlCrazily

Sergeant
Community Ambassador
Feb 7, 2023
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Revered Godir,

Today we’re kicking off a small Open Beta focused on improving End Game Turn Times. We’ve been analyzing saves and reports of long Turn Times and are working on several optimizations based on our findings. Currently we have a set of Optimizations that should significantly reduce Turn Times.

While we have a variety of machines available for internal testing, we want to see how these changes affect your systems. If you’ve been experiencing long or extreme Turn Times we invite you to switch to the Open Beta branch. We’re reopening the Open Beta Forum for any issue reports or questions about the changes.

Game Version: 1.004.001.83323



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  • Optimized AI Coverage Tracker
  • Optimized AI Teleporter Checks
  • Optimized AI Trade Distance Checks

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  • Grexolis Flow and Difficulty changes:
    • The Map Size has slightly been decreased to reduce the end game slog of the mission.
    • The Starting Resources and Units of the player have been buffed:
      • Easy - Starting Resources increased from 700 Gold and 225 Mana to 950 Gold and 475 Mana
      • Easy - Added additional Tier IV and Tier V Affinity Starting Units
      • Normal - Starting Resources increased from 300 Gold and 50 Mana to 550 Gold and 250 Mana
      • Normal - Added Tier III and Tier IV Culture/Affinity Starting Units
      • Hard - Added Tier III Culture Starting Unit
    • On Easy and Normal difficulty, the player and their Allies get Emissary of the Shad’rai, a permanent income buff on all global resources.


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Thank you, Devs, for Your devotion to our favorite game! Here's to many more milestones for Age of Wonders 4 :) Keep up the good work, and please, keep us informed! :)
 
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I've had some Graphics crashes which I submitted since the recent beta update, which I submitted via the terminal.

That is, unless was there also an AMD update I didn't know about.
 
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I'm in playing the Beta right now; and in Turn 220+ of a Massive Brutal Difficult game. I have noticed that the AI does move a lot faster during their turns than before; so that is a nice improvement.

However, my Alliances members are simply crumbling. They are also set to Brutal Difficulty, but they are getting obliterated after joining the Alliance when before they were doing just fine -- heck it's why I wanted them in the alliance. So it feels like they suddenly got weaker when the Alliance was founded -- not quite sure why.
 
  • Grexolis Flow and Difficulty changes:
    • The Map Size has slightly been decreased to reduce the end game slog of the mission.
    • The Starting Resources and Units of the player have been buffed:
      • Easy - Starting Resources increased from 700 Gold and 225 Mana to 950 Gold and 475 Mana
      • Easy - Added additional Tier IV and Tier V Affinity Starting Units
      • Normal - Starting Resources increased from 300 Gold and 50 Mana to 550 Gold and 250 Mana
      • Normal - Added Tier III and Tier IV Culture/Affinity Starting Units
      • Hard - Added Tier III Culture Starting Unit
    • On Easy and Normal difficulty, the player and their Allies get Emissary of the Shad’rai, a permanent income buff on all global resources.
Nothing on Brutal ? :confused:
 
Isn't Easy-Normal-Hard the 3-tier starting units difficulty setting? If I remember correctly, Very Easy and Easy difficulty put this setting on Easy, Normal puts it on Normal, and Hard and Brutal both put it on Hard.
I do not know if what you said is exact (i quoted it "usefull (to know)", but yesterday i started a game with this beta version, on brutal
And i saw i had no other unit as usual.

Aside from adjusting the difficulty, I thought it was a good idea to have a T3 unit of its culture at the start.
Not to make the task easier, but to give more importance in the choice of your culture; a bit like the starting unit of your secret technology that was given in planetfall, after a few version advances.

As I've also seen a smaller-than-usual map, I've stopped my "testing" of this beta version here :confused:
 
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I do not know if what you said is exact (i quoted it "usefull (to know)", but yesterday i started a game with this beta version, on brutal
And i saw i had no other unit as usual.

Aside from adjusting the difficulty, I thought it was a good idea to have a T3 unit of its culture at the start.
Not to make the task easier, but to give more importance in the choice of your culture; a bit like the starting unit of your secret technology that was given in planetfall, after a few version advances.

As I've also seen a smaller-than-usual map, I've stopped my "testing" of this beta version here :confused:
These are balance changes to Grexolis, the fifth/final Story Realm of the Base Game. Story Realms have a difficulty of Easy/Normal/Hard, which influences a bunch of things and scale with the overall Story Progress. There's no changes being made to the Random Map difficulties.
 
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These are balance changes to Grexolis, the fifth/final Story Realm of the Base Game. Story Realms have a difficulty of Easy/Normal/Hard, which influences a bunch of things and scale with the overall Story Progress. There's no changes being made to the Random Map difficulties.
Although I don't expect to receive it, I still request a brutal mode for the first mission where you simply proceed with attempting to kill me so I can relive the glory days of being an AOW2 noob sweating under Yaka's brutal lash, albeit in that case caused primarily by attempting to build all the buildings. At any rate, it's tradition to die horribly to Yaka. Although I will note the AI at present as more succesfully putting up an actual, albeit divided defensive forward march for this scenario.
 
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Some notes on the size of the map - I loaded the beta and did some codes to reveal the map - the map size looks good (thought I haven't played it yet) but I thought I'd note that if you run map generation several times, the vast majority of them now have the astral rift start much closer to your capital. You usually can only expand to adjacent hexes before touching the border of the infestation, and on one start, the border was literally adjacent to my capital. This can trigger an early raiding party that the player just can't build up in time for. One advantage of the larger maps (and yes the distances are tough) is it at least gave you time to build up to deal with the infestation. I don't know if the extra tier 3 unit is enough to take that out early.
 
I'm having an issue where stacks of my armies will get logjammed around teleporters when an army runs out of movement near the entrance or exit. If the following army also wants to appear there I get an error saying armies can't have more than 6 units in them when I confirm their movement. I end up having to manually move them to a different part of the same teleporter because if I leave it to auto move they just don't move at all that turn.

Is that a known issue or new to the open beta?