Author Archives: Lennart Sas

Age of Wonders: Planetfall – Sign up today to get the latest updates!

Emerge from the cosmic dark age of a fallen galactic empire to craft a new future for your people. Explore the planetary ruins and encounter other surviving factions that have each evolved in their own way, as you unravel the history of a shattered civilization. Fight, build, negotiate and technologically advance your way to utopia, in a deep single player campaign, on random maps and against friends in multiplayer.

Sign up today to be among the first to rediscover (and retake) the remnants of the Star Union, or learn more about the game.

Coming 2019!

Triumph’s New Game to be announced May 18th @ PDXCon!

Finally some big news: We will announce our next game during PDXCon in Stockholm on May 18th 2018!  Yes, this game is turn-based and yes, this game should appeal to Age of Wonders fans! You can also be there with us at PDXCon, where our parent company Paradox Interactive celebrates the universes and communities of their games.

This large gathering of strategy fans and devs has seminars, contests, LAN sessions, parties and much more. Check here for the details and sign up!  Looking forward to seeing you there and showing you all that we’ve been working on for the last two years!

 

 

TRIUMPH STUDIOS JOINS FORCES WITH PARADOX INTERACTIVE

 

We are super excited to bring you the news that Triumph Studios has been acquired by Paradox Interactive. Our Triumph adventure began 20 years ago, taking us from the first Age of Wonders strategy game to the Action RPG series Overlord, and back to our turn-based roots again. We have created the sort of original games that we ourselves craved, and that we wanted to share with a like-minded audience. Triumph’s games are genre-defying, can be experienced with other people, appeal to the inner nerd and somehow all involve conquering the world in some fashion.

Throughout our history we have worked with varying degrees of independence, from full-on indie to close cooperation with publishers. After self-publishing Age of Wonders 3, which creatively and commercially turned out tremendously well, we realized that development – in close relation to our fans – is the thing that we care about most. Additionally, the games market is constantly evolving and we drew the conclusion that expanding our publishing efforts for the limited number of games we release would be inefficient.

So we were super excited when Paradox proposed joining their family. As one of the world’s premier publishers – and developers – of strategy games, they really understand the type of games we make. The have specialized, highly skilled personnel to complement our activities: from marketing and PR, to QA, localization and of course development itself. Many of us are huge fans of Paradox games, so we’re very much looking forward to sharing knowledge with their renowned Grand Strategy developers.
As a development studio we will keep on flying our own flag, but with the help of Paradox and the continued support of you -our fans- we’ll be able to take our games to another level, and contribute to the continued development of a strategy powerhouse. We just can’t wait to reveal to you what we’ve been cooking up over the last two years.

Thanks for all your support. A new Age of Wonders dawns today, the future for strategy games has never looked better!

Arno, Lennart and the Triumph Team

Paradox and Triumph will host a live stream and Q&A about the acquisition on Friday, June 30 at 4PM CEST. Tune in at twitch.tv/paradoxinteractive.

The V1.8 “POSEIDON” Patch out Now!

While we are very busy with our next big strategy game, we still managed to find time for some Age of Wonders 3 spring cleaning.  In addition to killing bugs and adding a bit of twinkling polish, we have added new water gameplay features for you to enjoy.  Thanks to all you folks trying out the public beta for 1.8; we fixed one additional rare crash when moving an army over an ally’s structure in the same turn that you declared war on them. Grab V1.8 it now on Steam and GoG!

The new buildable water fort and water resource in action.

New Features

  • Added new Build a Water Fortress ability. This enables embarked Builder Units to create Fortresses on water and claim water structures more easily.
  • Added new Oyster Reef structure. Oyster Reef generate gold and population within your domain.

Tactical Combat

  • Fixed 2 issues where units could sometimes shoot through walls and other obstacles without a line of sight penalty. So your dudes and dudettes are safe behind their walls now.
  • Fixed an issue where entering combat would wipe extra move points gained from Death March. Allowing you to use Victory Rush to the fullest.
  • Mind controlled/ghouled units now always have 0 move points on the world map after battle. This is intended as nerf strategies based on unit acquisition in combat.
  • Mind controlled units can no longer retreat from battle. No more cheap summon stealing, sorry.
  • Chaos Rift, Great Immolation and Great Stoning now warn the AI that it needs to abandon siege defense during tactical combat. Charge!!!

Balance

  • If a summoned unit evolves, then the summoning spell will be cancelled, and the unit will become a normal unit with a higher mana upkeep. The mana cost is based on the typical cost to summon a unit of the unit’s new tier.
  • Fixed a bug in the random map generator when generating a map with teams enabled. Teams would always be generated counter-clockwise around the map, making it possible to predict the location of other teams.

Stability

  • Fixed a crash when clicking the ‘center’ button in the ‘structure captured’ popup after the structure was razed.
  • Fixed a crash that would sometimes occur when releasing a city or a dwelling as a vassal.
  • Fixed a bug where items being couriered would remain stuck in the hero inventory when an AI hero joins by surrendering.
  • Fixed a bug where AI attacked vassal city of friendly player.
  • Fixed a bug where unit buffs/debuffs from global spells would sometimes vanish without any reason
  • Human Crusader now has the right impact sound.
  • Fixed a crash when moving an army over an ally’s structure in the same turn that you declared war on them.

Multiplayer and PBEM

  • Fixed PBEM exploits. More information after official release, for obvious reasons.
  • Fixed hang in PBEM when one human player remained. Now you can end the remaining AIs rightly.
  • Fixed PBEM notifaction issue for other players turn.
  • Fixed PBEM issue where player was not properly notified of defeat. This prevents a dead state that has you staring at clouds.
  • Fixed PBEM issue when swapping slots in setup. So the host can now safely take slot 2.
  • Fixed PBEM issue when PBEM settings where changed before the session was launched. This could prevent a game from being launched, etc.

Modding and Tools

  • Fixed a crash when starting a map for which the first map layer was removed in the Level Editor.
  • Added mod support for charging mana to build structures and roads on the world map

Graphics and Glitches

  • Fixed popups being removed when they shouldn’t be. Should help when reading damage popups for spells in combat.
  • Changed the ‘Reaper Scythe’ AoW Item Visualization link from a spear to the ‘Necro_Scythe’ model.
  • Fixed the Imperial Hand Cannon visualization in Tactical combat.
  • Assassin’s Stiletto of Silent Murder now has correct weapon displayed.

Text and Localization

  • Removed the obsolete ‘Vanquish Evil Player’ and ‘Vanquish Good Player’ entries in the Tome of Wonders under alignment modifiers.
  • Linked text to fix empty table entries in the ToW under relation modifiers.
  • Fixed an incomplete description for the goblin military level 5 race governance skill. It now also states that the relevant unit types get +5 hitpoint.
  • Fixed an issue where terrain penalties would still be listed, even through they were disabled by the Bolster spell.

Enjoy!

The V1.8 “POSEIDON” patch in Steam Open Beta

While we are very busy with our next big strategy game, we still managed to find time for some Age of Wonders 3 spring cleaning.  In addition to killing bugs and adding a bit of twinkling polish, we have added new water gameplay features for you to enjoy.

The new buildable water fort and water resource in action.

We’d love it if you’d give the new patch a go and let us know is you run into any trouble. I

To get access to the open beta:

  1. Right Click ‘Age of Wonders 3’ in your Steam Library and select ‘Properties’ from the menu that appears.
  2. Select the ‘BETAS’ tab in the ‘Properties’ window.
  3. Set the combobox to ‘open_beta’.
  4. Close the ‘Properties’ window.
  5. Start the game to force an update.

Or watch the start of this video.

Of course, be aware! It’s a beta, so things might crash or malfunction. This can cause you to lose progress or wreck save games, so only switch to the beta if you are willing to take that risk ; )>

Also note that if you are playing online multiplayer or PBEM matches everyone in the match needs to move into the beta branch if you do. I suggest switching back – opting out of beta – when playing PBEM games, unless everyone agrees on moving into the beta.

New Features

  • Added new Build a Water Fortress ability. This enables embarked Builder Units to create Fortresses on water and claim water structures more easily.
  • Added new Oyster Reef structure. Oyster Reef generate gold and population within your domain.

Tactical Combat

  • Fixed 2 issues where units could sometimes shoot through walls and other obstacles without a line of sight penalty. So your dudes and dudettes are safe behind their walls now.
  • Fixed an issue where entering combat would wipe extra move points gained from Death March. Allowing you to use Victory Rush to the fullest.
  • Mind controlled/ghouled units now always have 0 move points on the world map after battle. This is intended as nerf strategies based on unit acquisition in combat.
  • Mind controlled units can no longer retreat from battle. No more cheap summon stealing, sorry.
  • Chaos Rift, Great Immolation and Great Stoning now warn the AI that it needs to abandon siege defense during tactical combat. Charge!!!

Balance

  • If a summoned unit evolves, then the summoning spell will be cancelled, and the unit will become a normal unit with a higher mana upkeep. The mana cost is based on the typical cost to summon a unit of the unit’s new tier.
  • Fixed a bug in the random map generator when generating a map with teams enabled. Teams would always be generated counter-clockwise around the map, making it possible to predict the location of other teams.

Stability

  • Fixed a crash when clicking the ‘center’ button in the ‘structure captured’ popup after the structure was razed.
  • Fixed a crash that would sometimes occur when releasing a city or a dwelling as a vassal.
  • Fixed a bug where items being couriered would remain stuck in the hero inventory when an AI hero joins by surrendering.
  • Fixed a bug where AI attacked vassal city of friendly player.
  • Fixed a bug where unit buffs/debuffs from global spells would sometimes vanish without any reason
  • Human Crusader now has the right impact sound.

Multiplayer and PBEM

  • Fixed PBEM exploits. More information after official release, for obvious reasons.
  • Fixed hang in PBEM when one human player remained. Now you can end the remaining AIs rightly.
  • Fixed PBEM notifaction issue for other players turn.
  • Fixed PBEM issue where player was not properly notified of defeat. This prevents a dead state that has you staring at clouds.
  • Fixed PBEM issue when swapping slots in setup. So the host can now safely take slot 2.
  • Fixed PBEM issue when PBEM settings where changed before the session was launched. This could prevent a game from being launched, etc.

Modding and Tools

  • Fixed a crash when starting a map for which the first map layer was removed in the Level Editor.
  • Added mod support for charging mana to build structures and roads on the world map

Graphics and Glitches

  • Fixed popups being removed when they shouldn’t be. Should help when reading damage popups for spells in combat.
  • Changed the ‘Reaper Scythe’ AoW Item Visualization link from a spear to the ‘Necro_Scythe’ model.
  • Fixed the Imperial Hand Cannon visualization in Tactical combat.
  • Assassin’s Stiletto of Silent Murder now has correct weapon displayed.

Text and Localization

  • Removed the obsolete ‘Vanquish Evil Player’ and ‘Vanquish Good Player’ entries in the Tome of Wonders under alignment modifiers.
  • Linked text to fix empty table entries in the ToW under relation modifiers.
  • Fixed an incomplete description for the goblin military level 5 race governance skill. It now also states that the relevant unit types get +5 hitpoint.
  • Fixed an issue where terrain penalties would still be listed, even through they were disabled by the Bolster spell.

Enjoy!

 

The 2016 Essential Mod Spotlight

With 2016 drawing to a close we highlight some of the Dev Team’s favorite Age of Wonders III user created Mods from the past year.  With all the great mods available, it was a difficult choice.  Thanks go out to the modding community for the hundreds of mods available for the game.  For now, our choice has fallen on these substantial 2016 mods:

The Old Man and the Sea

This evocatively named mod is created by Eomolch and beefs up water gameplay. It adds new structures: Seaweed, Coral Reef, Pearl Mine and the Ship Wreck.  We like how you can build Marine Posts to collect resources. It features 9 new units, among them the Sea Serpent, Kelpie, and Lurker. Discover a new dwelling which is inhabited by the mysterious Nynevians.
http://steamcommunity.com/sharedfiles/filedetails/?id=688927870

688927870_preview_20160727003403_1

 

Empire Building Mod

UGC_Heptatopia 3Built by  Der Mentat, this mod extends the Empire Building aspect of Age of Wonders 3. It features deeper city specialization with new city upgrades and several new units for each race that unlock when a city is developed in a particular way, providing military and economy focus and new synergy effects. To top things off Hero Upgrades have been extended an new combat spells for each class.

https://steamcommunity.com/sharedfiles/filedetails/?id=745699351

 

Multiplayer ModUGC_MPmod icon

This mod by Griffith is especially designed to balance the game for live multiplayer sessions. It is made and supervised by AoW veterans. Its main focus lies on balancing the playable Classes and Races for the competitive multiplayer arena.
https://steamcommunity.com/sharedfiles/filedetails/?id=651644008

 

Heroes of Datel

Tired of seeing the same heroes appearing? This mod created by Datel adds an extraordinary amount of 100 new Heroes to the game. You are free to make your own hero submissions!
https://steamcommunity.com/sharedfiles/filedetails/?id=798324690

798324690_preview_03

 

Racial Heritage Mod

This sizable mod created by Eomolch adds sub-factions to each race for good and evil alignment. Each sub-faction adds 2 new units which are unlocked via new city upgrades. Other new units include: High Elf Blade Dancer, Dwarf Molerider, Halfling Joker, Orc Veteran and Human Airship.
http://steamcommunity.com/sharedfiles/filedetails/?id=534176740

ModdingPreview_s

All these Mods offer fresh experiences, but please note subscribing to mods may increase memory usage of the game and can therefor influence performance of the game on some low-end systems.

Happy Holidays!

Team Triumph

Offical v1.705 “CAESAR” Patch Released!

Hello All!

After Age of Wonders III clocking 10s of millions of hours of gameplay, and getting the feedback to go with it, we are happy to officially release the official V1.705 “CAESAR” patch! This marks a new level of refinement for the game, especially for the master Age of Wonders 3 strategists, multiplayer gamers and modders. The variety of balance and bug fixes should benefit everyone.

Quest_NewsItem_Banner

Multiplayer and PBEM

  • Fixed an issue in multiplayer with the Production Resource Pickup. Which allowed a player to select both city upgrades if the game was continued from a save game.
  • Fixed an PBEM Ironman exploit where replacing delete/replacing save games, would in some cases not trigger an Ironman Notification.
  • Increased the PBEM save game size limit.
  • Fixed ironman exploit where a player could exit TC without triggering an ironman notification
  • Fixed an issue where it was possible to reload a multiplayer game with different seal settings than it was created with
  • Fixed an issue with PBEM Ironmode warnings.

Balance

  • When a unit has been resurrected during tactical combat, it will no longer give XP or casting points (via Essence Harvest) for the rest of that battle.
  • Leaders affected by swallowed whole can now be rescued by killing the swallowing unit
  • The Magical Structures Skill no longer gives the – unintended – Arcane Study bonus.
  • Frostling Scoundrels now have Projectile Resistance on Bronze, like the other Scoundrels.
  • Nymphs should no longer show up in rewards from Spring of Life locations.
  • One of the classes had a double frost protection hero upgrade, which was removed.

Stability

  • Fixed a couple of rare crash when loading a save game.
  • Fixed various crashes caused by removing mods which add new banner colours and icons
  • Fixed crash when city was being razed while at the same time a player had a ‘Independent Can Discuss: …’ event
  • Fixed crash when clicking on empty specialization icon in diplomacy interface

Random Maps

  • Fixed a bug in RMG (online multiplayer) games where players would sometimes not start on the map layer that they had selected in the leader customization menu.
  • Fixed a bug in RMG where choosing ‘Random’ advanced setting for ‘Resource Sites’ (as well as other options with ‘Random’) would be a random value per player instead of the same random value for all players. Which meant that some players could start without any resource sites, while others start with many resource sites.
  • Choosing ‘None’ roads in RMG does not remove bridges from lava hexes anymore, because it made the map too hard to taverse.

Modding and Tools

  • Added a new unit property that can be used to change the strength of resistance checks. See: AoW Unit Property: Resist Strength Modifier.
  • Modders can now add a requisite to units who stolen from other players using mind control. The requisite is applied to the unit when battle ends.
  • Added support for additional workshop tags to PackageManager
  • Modding: All of the ‘AoW City Operation’ now correctly check their required properties
  • Map Editor now streams content cutting memory use considerably.
  • Mod Editor now only loads low-resolution textures, cutting memory use considerably.
  • Fixed rare bug in PackageManager where it would not correct detect previously publish workshop item.
  • Fixed an issue that prevented modders from editing XP pickups without causing instability
  • Fixed a crash caused by modders adding starting properties to city cores

Graphics and Glitches

  • Fixed a geometry gap in the city walls of arctic city battles.
  • Fixed a graphics glitch for one of the human male hairdos.
  • Linked the correct bird for the Halfling Eagle Rider.
  • Fixed the dragon animation so they correctly spawn particles when using the fire spit ability.

Text and Localization

  • Fixed a typo in the English Warp Domain description.
  • Updated to Poison Domain description to include which units are not valid targets for the spell’s effect.
  • Updated the Ancient Ruins description to correctly indicate the reward for clearing this structure.
  • The Polearm ability description now – correctly – states it give a +4 damage bonus. It used to say +5 which was incorrect.
  • Fixed French typo in Cannon description http://aow.triumph.net/forums/topic/typo-in-french-version/
  • Fixed German Dark Pact Ability & Spell description http://aow.triumph.net/forums/topic/sprachfehler-in-der-deutschen-version/page/3/#post-241004
  • Fixed and clarified English loading screen text
  • Removed duplicate entries from the tome of wonders for the Fire Cannon and Movement Upgrade abilities.

Miscellaneous

  • AI no longer tries to dispel meditate, so it has casting points and mana left for more usefull things.
  • Tweaked Audio settings for sound effects reported to be too loud
  • Fixed an issue that caused the camera to zoom in during combat while the user was moving the camera, was supposed to be when the user WASN’T moving the camera
  • Fixed an issue where skills given by libraries didn’t trigger the All Knowing empire quest. Library rewards will still not trigger the Sage empire quest.
  • Fixed an issue where Users could glitch the leader editor by selecting creation master, then changing to necromancer and back again.
  • Fixed issue where master specialization would not be correctly removed when removing adapt
  • Fixed an interface issues where properties would display ‘Unknown Property Source!’ when it could not find the source of the property. Instead of displaying the property’s screen name.
  • Fixed an issue on certain Linux distributions where the checkboxes were not visible in the User Content tab of the Launcher.
  • Resolved an exploit in Diplomatic AI.

Happy Playing!

AoW3 Sales Milestone, The New Game and GDC

Hi there!

It’s been a while since our last update, but this doesn’t mean we’ve been off relaxing. We’re making great progress on our new game, we’ve been slowly merging multiple prototypes and tech improvements into a single build that’s shaping up to become something quite fantastic.GDC2016

In the meantime Age of Wonders 3 has quietly moved beyond 500k sales of the base game, with a similar amount in DLC packages. So it looks like we might have to cancel our plans to make the next title a free to play casual game. 😉

Also, we’ve been gathering updates for AoW3 for a future patch.  So please keep sending us reports.

A couple of the guys are going to GDC in San Francisco March 14-18, if any of you are going maybe we can find some time to meet.

More news from us soon!

Happy Holidays!

As the Holiday season approaches we’d like to take the opportunity to thank all our fans for their part in making Age of Wonders III bigger and better in 2015.   This year’s additions saw the release of the Eternal Lords expansion, PBEM, the Mac/Linux port and Modding Tools and many other improvements that wouldn’t have been possible without your input.

Other milestones include the arrival of three dev team babies, the recruitment of a Nether-Pole and a refugee artist from the rebellious Belgian provinces.

Triumph plans on supporting the game in the new year and we’re looking forward to your continued feedback. Although there will be no new expansion from us, the first AoW3 MODS are looking fantastic, if you haven’t done so already we urge you to check them out.   (We’re getting echos of the fan created unofficial “1.5” mod for AoW:Shadow Magic, which took the original game to whole new levels)

As for our new project, the team has been making some great progress. There’s a huge engine rewrite preparing us for the future, the gameplay test beds and the first new content is looking wonderful.   We’ll have to wait to show development updates until the game is more complete, but we can say it will be something that will very much appeal to the typical AoW player.

But for now the Christmas vacation is upon us;  we have a team outing tonight; going to view a particular sci-fi movie.

May the Force be with You, and see you in the New Year!

Team Triumph

Overview

Triumph.net, Plans & Survey

TriumphNet_Icon_LargeTRIUMPH.NET

You might have noticed the updated top bar here on ageofwonders.com. This bar is an easy way for you to access the account you use to access the forums and our games. In the future we will expand Triumph.net with more online features. Triumph.net will also be used for future projects’ multi-player features and forums (of course for single player an account will not be necessary!)

 

SURVEYS

Age Of Wonders 3 has been out for a while now, and a lot has changed since we first released it. We’re interested to hear what you guys think of various parts of the game. What do you folks like? What do you dislike? What do you wish we had done differently? This will help us plan for possible future patches and new projects. We’ve created the first survey to help us organize your feedback.

Please discuss further in the comments, next week there will be a different survey!

You need to be logged on to fill in this Survey (or it will show you already completed it)

[wpsqt name=”AoW3 enjoyment survey” type=”survey”]