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Age of Mythology: Retold Update 18.40371

Hello Myth players and community! Welcome to this exciting update – packed with updates and bug fixes. We have two new AI Personalities to pit your strength and wits against in Skirmish, additional sound output options and modding functions, updates to gameplay including AI improvements, and – of course – balance. We look forward to your comments and experiences as you get time in-game with these changes.

A special note regarding those who have been unable to sign in to play online on PS5/Xbox:

This issue continues to be challenging for our dev team to replicate reliably. We have applied changes that we hope mitigates these issues and have also extended / updated our error codes in the event users experience this again.  If you do experience this still, please do report it to our Customer Support with a new ticket. We recognize the frustration this can cause and are prioritizing this investigation. We thank you for your tenacity and we appreciate you.



Thanks again to our amazing community members, all of whom have helped to make Age of Mythology: Retold a success thus far!

—The Age of Mythology Team


Please note that custom mods may not be compatible with the latest game update. If you are experiencing issues launching or playing the game after downloading the new build, try disabling your installed mods before trying again.

Still having trouble? Visit our support site!


New: Unit Combat Stats

Have you ever wondered how effectively your units have performed in battle? Now you can see which units have been a champion of your army or slacking off in the back lines. In the example below, you can see from the stats at the bottom that this UFO has defeated 50 units and dealt 14775 damage!

Note: This feature is currently only available in the Mouse and Keyboard UI.

Two New AI Personalities

The Sieger and Builder personalities have been added to the game to let you play against AI that has new, different gameplay motivations! These new AIs cater to players who want to defend against Siege or attack players who control many buildings to satisfy their need for destroying enemy bases!

  • Builds more siege weapons.
  • Focuses on Myth Units that are good against buildings.
  • Tries to reach the Heroic Age as fast as possible.
  • Doesn’t research economic or military upgrades before reaching the Heroic Age.
  • Doesn’t attack before reaching the Heroic Age.
  • Doesn’t build new Town Centers before the Heroic Age.
  • Before 15 minutes of game time have passed, it can’t attack unless at least 2 units that are good against buildings are in the army. The reason for this is to ensure the first attack always shows siege, for thematic purposes.
  • Builds vast bases containing a wide variety of buildings.
  • Has a chance to build a Village Center.
  • Attacks less frequently.

Stability & Performance

  • Minor optimizations to some situations.
    • Performance improvements for the minimap.
    • Performance improvements for unit attachments when position updates are not required.
    • Performance optimizations for any time the Villager Priority System is available.
    • Performance improvements for challenge tracking.
  • Fixed thread safety when desyncs occur to ensure sync logs are accurate to the situation that caused the desync.
  • Fixed a crash that could occur if you tried to interact with chat on PlayStation 5 at the instant a loading screen was about to appear.
  • Improved multithreading safety in the UI.
  • Minor improvements to stability in various situations.
  • Minor space saving from the de-duplication of some files that appeared in multiple BAR files.
  • Fixed a bug that could cause errors when updates happen before initialization has completed.
  • Fixed a bug that caused temporary files to persist in some cases after playing some types of multiplayer matches on PlayStation 5.
  • Added some additional error logging and error codes to diagnose issues experienced by PlayStation 5 players.
  • Fixed a bug that caused save games to not load correctly in some situations. (Issue found in update preview and fixed before the patch was made live).

Localization

  • Minor updates to localization in some languages.
  • Improved upper and lower case conversion for some languages where characters could remain in the opposite case.
  • The News UI will now update to your preferred language when changed in-game (if News is available in that language). Previously, this was limited to the language you used to load the game.
  • Fixed a bug where campaign titles could appear truncated in some languages.
  • Fixed a bug that caused unlocalized strings to appear when right-clicking on some scroll bars. (Fixed since update preview).
  • Fixed a bug that caused the “Default Device” option in Audio Input Device options not to update correctly when changing language. (Fixed since update preview).

Graphics

  • New icon for Advanced Fortifications technology.
  • New icon for the Bifröst’s Watchtowers blessing.
  • The Baolei building now has a customized Burning Oil VFX setup instead of reusing the Greek Fortress’s VFX.
  • VFX will now update in Photo Mode to show correct positions and sizes as the camera moves. This improvement should allow for a better Photo Mode experience! Previously, the VFX would not update after entering Photo Mode and was therefore based on the state of the camera during the first frame after entering the mode.

Audio

  • Minor improvements and changes to some audio.
  • Improved sound options to better clarify what they will adjust.
    • The Speech volume slider is now used for all unit selection and acknowledgement sounds rather than the sound effects folder.
  • New audio setting to choose the Output Format. Options available include Stereo and Surround (if supported).

Developer Note: Changing this setting may improve the experience for some players with certain types of headsets. This may also enhance the player experience with some Bluetooth audio devices that have not been providing the correct audio output.

Hotkeys

  • Fakified units are now correctly ignored by “Find Next” hotkeys and Idle Banner find actions.

UI

  • The Game Speed UI control is now allowed for use in single-player Arena of the Gods and Daily Celestial Challenge.
  • Fixed a bug that caused players who owned 37 or more unique blessings to no longer have access to their available choices of blessings. This bug was a visual glitch when the number of elements exceeded the maximum size of the UI container for the blessings and had no effect on your ownership of blessings.
  • Fixed a case where the AI difficulty dropdown in the Skirmish lobby screen would not show correctly for players on fresh profiles.
  • Adding new AI players to a lobby will now default them to use the “Lobby Setting” instead of “Standard”.
  • Fixed a situation where the Villager Idle Banner was overlapping other UI elements.
  • Community Event Objectives will no longer show in the UI while playing Arena of the Gods.
  • Added some new quality of life settings under the UI settings.
    • Added a new option to hide the Community Event Objectives when playing the Daily Celestial Challenge. (Disabled if you have hidden the objectives in all situations.)
    • Added a new option to hide World Twists in the UI.
    • Added a new option to hide the Skip Cinematic prompt.
  • All active World Twists will now show in the UI as expected.
  • Minor additions and changes to some loading screen tips.
  • Train and research times seen in the UI now account for global rates (i.e., as set by Lightning Mode and player handicaps).
  • Fixed a case where the pause menu UI could flicker while using a controller.
  • Icons are now shown for chat messages to indicate if they are sent to everyone, allies, or as a direct message.
  • The game will now periodically re-attempt to award rewards to players if it fails for any reason. This applies to rewards such as the God Portraits for the Community events. This may resolve the issue where some players have not received all their expected rewards from previous events in which they participated.
  • Fixed a bug that caused Community event promo images shown in the Carousel on the main menu to not show correctly in some cases on PlayStation 5.

Controller

  • Improvements to repair and resource drop off when using a controller.
    • Interactions between Villagers and Town Centers now match closer to what is possible with a Keyboard and Mouse.
    • Using the A button on your controller (Cross on PlayStation 5) on a damaged Town Center will now default to repair. Undamaged Town Centers will default to dropping off resources.
    • Using the X button on your controller (Square on PlayStation 5) will perform Garrison at the targeted Town Center.
  • Fixed a graphical UI glitch that occurred while using the Select Player View mode with a controller while watching a replay.
  • Improvements for the controller UI to reduce input delay after opening the minimap.
  • Fixed the minimap scale setting for the controller UI.
  • Fixed a bug that caused the combined radial production menu to break when two of the same type of building were selected sequentially.
  • Gather at Location is now available via the controller joint production menu.
  • Adjusted Market Buy and Sell command positions to make them more consistent with the site command menu.
  • Lure is now available in the Find Menu for resource buildings.
  • A tooltip will now explain why you cannot place buildings similar to those available for mouse and keyboard. For example, information suggesting that you should explore the area before placing the building.
  • Fixed a UI bug where the Favor shown for Temples overlapped with the Garrison information while playing with the controller UI.
  • Fixed a bug in the controller UI that caused training times for units and technologies to show an incorrectly rounded value if the time was not a whole number. (Updated since the preview release).
  • Training and research times will now update in the controller UI based on dynamic work rates, similar to the new update for the mouse and keyboard UI. (Updated since the preview release).
  • Fixed a bug present in the update preview that prevented players using a controller from navigating to the Learn tab while in a multiplayer lobby due to a conflicting binding. To resolve this issue, the Legend toggle is now controlled using the X controller button (Square on PlayStation 5).

Fixes

  • Ongoing improvements to AI behavior. Some of the changes include the following:
    • AI will now try to bypass walls if they do not block an attack plan from reaching the intended destination.
    • AI can now choose to attack bases that are not the strongest base they have seen.
    • AI will now more reliably determine if a relic is reachable.
    • AI playing as Greek or Odin with the Humanoid personality can now perform regular scouting logic without myth units.
    • AI playing as Atlanteans can now play with Heroized Citizens.
    • AI villagers will no longer seek to desecrate the temple on the Mount Olympus map in some situations.
    • AI playing as Egyptians will now try to spread out their Monuments more.
    • Many other changes have been made to continue improving AI behavior.
  • Villager Priority System improvements include the following changes:
    • Idle villagers will now consider farms a more acceptable task to work on when using the Villager Priority System.
    • Improved behavior with Ox Carts while using the Villager Priority System. Ox Carts are now treated as mobile gathering bases to enhance the handling of available resources.
    • Improved Villager Priority System allocations to reduce the “musical chairs” problem, where villagers could cycle between different resources even when there was no need to take villagers off an existing resource.
    • Villagers who are reassigned to a different resource when using the Villager Priority System will now drop off their existing resources if there is a nearby drop-off point.
    • When using the Villager Priority System as Atlanteans, your villagers will now consider further targets as valid for auto-gathering.
  • Fixed a bug that caused pathfinding to behave incorrectly while navigating rotated buildings in some situations.
  • The Chinese Titan Gate now shows previews for placement to correctly indicate if placements are valid, to prevent cases where it would incorrectly show some situations as valid.
  • Timeshifting now correctly applies to the primary selected unit. This means Timeshift can now be used on multiple buildings in a multi-selection.
  • When placing down buildings with multiple units selected, only units capable of working on the placed foundation are now correctly tasked to it.
  • Loading a replay will no longer override your saved Camera Screen Edge Panning Speed.
  • Units performing healing will now attempt to pursue their targets when they move out of their line of sight.
  • Tasking units to move behind tall/large units/buildings no longer causes the command to be ignored in some cases.
  • The Prometheus’ Standardization blessing now affects Chinese Military Camps.
  • Updates to deleting units to reduce accidental deletions:
    • The minimum number of units required to trigger a delete confirmation has been reduced from 10 to 2.
    • The minimum number of buildings required to trigger a delete confirmation has been reduced from 3 to 2.
    • God power units now always trigger a delete confirmation (e.g., Son of Osiris, Nidhogg, and Yinglong).
  • Auras that affect enemies now cause stealth to be broken as soon as new targets are affected. (This is notable in particular for Fei Beasts in combination with Vanish)
  • Fixed a rare pathfinding case where units could become stuck indecisively waiting while trying to follow player commands.
  • Improved consistency of Garrison and Enter Action ranges to fix some cases where the distance was smaller or larger than intended.
  • Improved seek shelter behavior to correctly consider more valid nearby options in cases where buildings are (partially) obstructed, but still garrisonable.
  • Units that transform (e.g., Rocs and Qiongqi) and are tasked to do so over an impassable tile will now locate the closest passable tile.
  • Earthen Walls no longer remain damaged after becoming fully built.
  • Fixed a bug that caused Einheri’s ability to cancel when manually cast if their target died.
  • Fixed a bug present in the update preview where some technologies could not be researched after loading a saved game. (Updated since the preview release).
  • Fixed a bug that caused auto scouting to prioritize some areas too heavily or become stuck in some cases. (Updated since the preview release).
  • Hundun can now ground-target the Banish ability. (Updated since the preview release).

Units

  • Villager: adjusted as follows
    • No longer have a 1.5x multiplier vs siege weapons.
    • Bonus damage multiplier vs towers increased from 2.5x → 4x.

Developer Note: These changes aim to allow melee siege weapons to shine more, as well as help counteract any tower rushes being done with the much more powerful towers.

  • Siege weapons: crush armor increased from 70% → 85%.

Developer Note: With the much increased damage and importance of siege weapons, the siege-on-siege warfare was a bit too volatile.

Buildings

  • Town Center: attack range reduced from 20 → 18.
  • All buildings have their damage increase from contained units reduced from +5% → +3% per unit.

Developer Note: With the increased damage of defenses, due to the garrison stacking in some cases, the damage would reach immensely high values.

  • Fortress-type buildings have had their build time further increased to compensate for their previous increase in power. See each culture-specific section for details.

Technologies

  • Crenellations: damage bonus multiplier vs cavalry reduced from +50% → +25%.

Developer Note: The base damage increase on towers in the previous patch, combined with the increase to crenellations against cavalry, was proving to be too much of a swing from one end of the extreme to the other.

  • Watch Tower: cost increased from 200 wood 100 gold → 250 wood 150 gold.
  • Advanced Fortifications: fortress-type building damage increased from +30% → +50%.

Developer Note: Fortress-type building damage has been shifted more into the Advanced Fortifications technology. See specific details in the culture section.

Relics

  • Arrows of Alfar: building damage reduced from +20% → +15%.
  • Five Colored Stone of Nuwa: is no longer part of the normal relic pool.

Developer Note: As the effect, even if buffed, would feel rather underwhelming compared to most if not all other relics, as well as being useless for Freyr.


All Pantheon Changes

Minor Gods

Dionysus
  • Bronze (God Power): adjusted as follows
    • Duration reduced from 45 → 40 seconds.
    • Bronze no longer works on allies.

Myth Units

  • Nemean Lion (Aphrodite): special attack stun and snare duration now scales by +20% in the mythic age.
  • Chimera (Artemis): cost reduced from 350 food 30 favor → 300 food 28 favor.

Human Units

  • Myrmidon: train time reduced from 10 → 6.5 seconds.
  • Hetairos: train time reduced from 11.5 → 8 seconds.
  • Gastraphetoros: train time reduced from 13 → 9 seconds.

Developer Note: All fortress-type human soldiers have had their train times adjusted to match a similar resource “drain” rate.

Buildings

  • Fortress: adjusted as follows
    • Damage reduced from 15 → 12.5 pierce.
    • Build points increased from 135 → 150.

Developer Note: Fortress-type building damage has been shifted more into the Advanced Fortifications technology.

Major Gods

Ra
  • Priest & Monument aura: Empowered building attack interval multiplier reduced from 0.6x → 0.85x.

Developer Note: This change is to match the adjustment made to the pharaoh empowerment attack interval multiplier, ensuring priests/monuments remain at 60% relative power level compared to the pharaoh.

Minor Gods

Sobek
  • Dark Water (Technology): cost increased from 175 food 12 favor → 200 food 18 favor.
  • Sun Dried Mud Brick (Technology): building build points reduction reduced from -25% → -15%.
  • Locust Swarm (God Power): divine damage reduced from 0.4 → 0.35.
Sekhmet
  • Force of the West Wind (Technology): siege and myth unit damage increase reduced from +20% → +15%.
Nephthys
  • Ancestors (God Power): duration reduced from 60 → 55 seconds.

Myth Units

  • Scarab (Sekhmet): cost reduced from 300 food 18 favor → 240 food 18 favor.
  • Scorpion Man (Nephtys): hitpoints increased from 500 → 550.
  • Serpent (Anubis): Now has 0.1x bonus damage multiplier vs Ox Carts, to match the multiplier vs villagers

Hero Units

  • Pharaoh: empowerment building attack interval reduced from 0.5x → 0.75x.

Siege Units

  • Siege Tower: adjusted as follows
    • Attack interval reduced from 4 → 3.5.
    • Damage reduced from 250 → 220 crush.

Developer Note: Reducing the attack interval of siege should allow them to overkill less in general, making them a bit more consistent to use.

Technologies

  • Watch Tower: cost increased from 100 gold → 100 wood 100 gold.

Developer Note: This change is to keep the absolute investment into watch towers between Egyptians and other cultures roughly the same.

Buildings

  • Migdol Stronghold: adjusted as follows
    • Build points increased from 100 → 115.
    • Damage reduced from 13.5 → 11.5 pierce.

Developer Note: Fortress-type building damage has been shifted more into the Advanced Fortifications technology.

Minor Gods

Ullr
  • Ring Oath: favor cost reduction of Asgardian Bastion reduced from -60% → -50%.
Bragi
  • Thurisaz Rune (Technology): adjusted as follows
    • Myth unit regeneration rate increased from 0.25 → 0.5 hitpoints per second.
    • Regeneration now also applies to titans.
  • Flaming Weapons (God Power): duration reduced from 50 → 45 seconds.
Vidar
  • Inferno (God Power): now has a 0.1x bonus damage multiplier vs farms.

Myth Units

  • Einheri (Heimdall): cost reduced from 175 gold 15 favor → 150 gold 15 favor.
  • Battle Boar (Bragi): hitpoints increased from 650 → 720.
  • Fenris Wolf (Tyr): train time reduced from 14 → 12 seconds.

Hero Units

  • Hersir: adjusted as follows
    • Train time from temple reduced from 22.5 → 16 seconds.
    • Train time from the Great Hall increased from 15 → 16 seconds.

Developer Note: Going forward, we hope to no longer need to have separate train speeds from different buildings after these changes.

  • Godi: train time from the Great Hall increased from 15 → 16 seconds.

Human Units

  • Raiding Cavalry: train time reduced from 12 → 10 seconds.

Developer Note: The (now removed) great hall train speed multiplier of 1.5x is already factored into the mentioned train time. As an effort to streamline the train speeds of the Great Hall, and the drain rates more generally, this has resulted in a noticeable increase in raiding cavalry train speed. We will be keeping a close eye on how this pans out.

  • Jarl: train time reduced from 17.5 → 14.5 seconds.

Developer Note: The (now removed) great hall train speed multiplier of 1.5x is already factored into the mentioned train time. As an effort to streamline the train speeds of the Great Hall, and the drain rates more generally, this has resulted in a noticeable increase in jarl train speed. We will be keeping a close eye on how this pans out.

  • Huskarl: train time reduced from 7.5 → 6.5 seconds.

Developer Note: All fortress-type human soldiers have had their train times adjusted to match a similar resource “drain” rate.

Siege Units

  • Portable Ram: damage increased from 5 hack 50 crush → 5 hack 60 crush.

Buildings

  • Hill Fort: adjusted as follows
    • Build points increased from 120 → 135.
    • Damage reduced from 12 → 10 pierce.

Developer Note: Fortress-type building damage has been shifted more into the Advanced Fortifications technology.

  • Great Hall: no longer trains units 1.5x faster.

Developer Note: This is done as an effort to streamline unit train time and resource drain rates and to make the building easier to understand. See details in the Norse unit section for the actual adjustments.

Major Gods

Kronos
  • Temporal Chaos (Technology): cost reduced from 200 wood 100 gold 10 favor → 150 wood 75 gold 10 favor.

Minor Gods

Leto
  • Perception (Technology): research time reduced from 40 → 30 seconds.
  • Hephaestus Revenge (Technology): research time reduced from 40 → 20 seconds.
Hekate
  • Tartarian Gate (God Power): now can be cast over Asgardian Hill Forts.

Myth Units

  • Promethean (Prometheus): train time reduced from 18 → 14 seconds.
  • Stymphalian Bird (Theia): now has ballistics by default on its ranged attacks.
  • Caladria (Oceanus): adjusted as follows
    • Hitpoints increased from 80 → 100.
    • Pacify ability duration increased by +20% in Heroic and Mythic age.
  • Lampades (Hekate): cost reduced from 250 gold 25 favor → 220 gold 22 favor.
  • Argus (Atlas): damage increased from 40 → 50 hack.
  • Centimanus (Helios): train time reduced from 24 → 18 seconds.

Hero Units

  • Oracle (Hero): cost reduced from 40 food 60 fold 1 favor → 30 food 45 gold 1 favor.
  • Destroyer (Hero): damage bonus multiplier vs buildings increased from 8x → 9x.
  • Fanatic (Hero): adjusted as follows
    • Damage increased from 9 → 12 hack.
    • Damage bonus multiplier vs infantry & cavalry reduced from 2x → 1.5x.
    • Damage bonus multiplier vs myth units reduced from 8x → 6x.

Human Units

  • Destroyer: adjusted as follows
    • Damage bonus multiplier vs buildings increased from 8x → 9x.
    • Train time reduced from 8.5 → 7 seconds.
  • Fanatic: adjusted as follows
    • Train time reduced from 8.5 → 7 seconds.
    • Damage increased from 8 → 10.5 hack.
    • Bonus damage multiplier vs infantry & cavalry reduced from 2x → 1.5x.

Developer Note: All fortress-type human soldiers have had their train times adjusted to match a similar resource “drain” rate.

Naval Units

  • Fire Ship: hack damage increased from 20 → 25.

Developer Note: This was done to help match the damage output of other hammer ships, as this one was noticeably underperforming.

Buildings

  • Palace: adjusted as follows
    • Build points increased from 100 → 115.
    • Damage reduced from 14 → 12 pierce.

Developer Note: Fortress-type building damage has been shifted more into the Advanced Fortifications technology.

  • Favor: adjusted as follows
    • Rate reduced for the first 750 tiles owned from 0.0125 to 0.01 favor per tile per minute.
    • Rate increased for the 1500 – 3000 tiles owned from 0.0075 to 0.01 favor per tile per minute.

Developer Note: This should result in a slight reduction in favor in the early game, but a slight increase in favor for a more well-expanded base in the mid and late game, which results in a total favor buff overall compared to before at an equal amount of tiles owned when you have more than 2250 tiles covered.

Minor Gods

Chiyou
  • Son of Loong (Technology): adjusted as follows
    • No longer increases flash strike damage by +20 hack.
    • Now gives Yazi +25% hack damage.
  • Rage of Slaughter (Technology): adjusted as follows
    • Research time reduced from 40 → 30.
    • Cost reduced from 200 wood 10 favor → 150 wood 10 favor.
  • Lightning Weapons (God Power): adjusted as follows
    • Duration reduced from 20 → 15 seconds.
    • Now also applies to friendly Heroes.
Houtu
  • Sinister Defiance (Houtu): adjusted as follows
    • Sinister Defiance armor vulnerability earned from nearby military units increased from -1% → -2% per unit.
    • Maximum hack and pierce armor vulnerability limit increased from -25% → -30% vulnerability.
    • Now also applies to flying Qiongqis.

Developer Note: This should result in the aura reaching its maximum cap sooner, as well as the total armor increase being higher than before.

Zhurong
  • Flaming Blood (Technology): myth unit damage area radius increased from 3 → 4.

Myth Units

  • Yazi (Chiyou): adjusted as follows
    • Movement speed reduced from 5.5 → 5.3.
    • Flash strike hack damage reduced from 15 → 10.
    • Recharge time reduced from 20 → 18 seconds.
    • Pierce armor reduced from 65% → 60%.

Developer Note: These changes, together with the technology adjustments, aim to move some power budget from hit-and-run raiding into a more general combat brawler.

  • Qiongqi (Houtu): adjusted as follows
    • Now also deals 6 crush damage.
    • Hack damage reduced from 18 → 16.

Developer Note: This should allow the Qiongqi to serve a little as more of a siege weapon, and less as a general brawler, as that’s overlapping a bit with the new Yazi direction.

  • Qilin (Xuannu): adjusted as follows
    • Area heal now increases by +20% rate in Heroic and Mythic age.
    • Area heal rate reduced from 1 → 0.5 hp/s.
  • Chiwen: max shield points is now increased by +20% in the Mythic age.
  • Taotie (Nuba): adjusted as follows
    • Crush damage increased from 15 → 20.
    • Cost reduced from 280 gold 22 favor → 260 gold 20 favor.
  • Hundun (Huangdi): adjusted as follows
    • Banish divine damage increased from 30 → 40.
    • Movement speed increased from 3.5 → 3.6.
    • Can now ground-target the Banish ability.

Human Units

  • White Horse Cavalry: train time reduced from 8.5 → 7 seconds.
  • Tiger Cavalry: train time reduced from 11 → 9 seconds.

Developer Note: All fortress-type human soldiers have had their train times adjusted to match a similar resource “drain” rate.

Other Units

  • Kuafu: cost reduced from 50 food 100 gold 17 favor → 50 food 100 gold 15 favor.

Developer Note: This is to account for the slight loss in favor in the early game.

Buildings

  • Dock: favored land radius reduced from 12 → 10.
  • Baolei: adjusted as follows
    • Build points increased from 120 → 135.
    • Damage reduced from 12 → 10 pierce.
  • Tower emplacements: now have a minimum range of 4.

Developer Note: This is to match other normal fortifications, which also all have a minimum range of 4. The main goal is to counteract tower emplacement rushes, as this would now allow villagers to be able to attack the building without being attacked by the tower.


  • kbUnitGetKBResourceID now works with dead units because many units with resources may be dead while gathering.
  • Modified KB functions:
    • kbUnitGetKBResourceID now takes an additional deadIsValid parameter that defaults to true.
    • kbAreaGetIDsByPositionAndRange no longer takes a bool for sameAreaGroup and instead takes a bool for mustBeOnConnectedAreaGroup and an int movementType.
    • kbPathAreAreaGroupsConnected and kbPathCreateAreaGroupPath now take a new bool skipPathingCheckOnGoalAreaGroup parameter, which defaults to false.
    • kbCreateAttackRouteWithPath no longer takes a numInitialSectors parameter.
    • kbFindClosestBase now takes an additional int movementType parameter.
    • kbBaseGetDefenseRating now takes an additional bool includeCloseToEnemyBaseRating parameter.
  • Added KB functions: kbUnitQueryGetSiegePower, kbUnitGetSiegePower, kbUnitsGetSiegePower, kbProtoUnitGetPower, kbProtoUnitGetSiegePower, kbAreaGroupGetAllLandAreaGroups, kbAreaGroupGetUsefulWaterAreaGroups, kbPathRemoveWaypoint, kbFindClosestPassablePoint, kbBaseGetCloseToEnemyBaseRating.
  • Removed KB functions: kbAttackRouteCreatePaths, kbBaseGetOffenseRating.
  • Added new AI function: aiPlanGetUserVariableIndex.
  • Added new variations of counter trigger functions. These are currently only used to specify counters that can be hidden with the newly added World Twist UI toggle setting: trSetCounterDisplayWithType, trSetUniqueCounterDisplay, trSetUniqueCounterDisplayWithType, trCounterSetSpecialType.

Developer Note: We have seen discussions about the difficulty of modding with custom models and the simdata.simjson file. For a future update, we are considering a few small quality-of-life changes, including converting the file to use an XML format, which will make it more compatible with the game’s modding system.


Investigation

As always, we are continuing to track issues reported by the community for future updates.

For other known issues, please visit this page to see what’s being tracked!


Coming Up…

 This is the last planned update before our release of Age of Mythology: RetoldHeavenly Spear in late September. The team is now fully focused on polishing and bug-fixing, as well as curating some interesting content to whet the community’s appetite as we lead up to launch. While you wait, come and join our Pantheon Pin-Up community event, master your strategies against the new AI, and most of all – have a fun and safe summer!

DISCLAIMER

Please note that this list is subject to change and should not be considered a comprehensive list of all the known issues we’re tracking. The above is to inform you of the team’s current priorities, which will change as other issues arise or take precedence.

For the latest updates and announcements, please visit our social channels.

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