Age of Wonders: Planetfall - Krzysztof.B_PDX
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.

https://store.steampowered.com/app/669330/Mechabellum/

We hope you’ll give it a shot and meet us on the battlefield!
Age of Wonders: Planetfall - Pdx_Tauriel
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 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.

Thank you for understanding!
Age of Wonders: Planetfall - DireDave
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

Age of Wonders: Planetfall - TriumphJordi
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
  • Added Dvar ‘Phoenix Walker’ race variant to Promethean Progression Level 20
  • Added Kir'ko ‘Phoenix Walker’ race variant to Promethean Progression Level 20
Races, Techs & NPC Factions
Assembly
  • 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
Age of Wonders: Planetfall - TriumphJordi
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.
Age of Wonders: Planetfall - TriumphJordi

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
Age of Wonders: Planetfall - TriumphJordi


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.

For the full list of change notes, please visit: Age of Wonders: Planetfall - Update: V1.400 “Triceratops”

Now go out there and conquer some planets! Thanks for the continued support, commanders!
Age of Wonders: Planetfall - FredM


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. 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.



Age of Wonders: Planetfall - DireDave


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
Age of Wonders: Planetfall - DireDave


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
[/list]
  • 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
...

Search news
Archive
2025
Apr   Mar   Feb   Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002