
Welcome, Age of Mythology: Retold community to another fun-filled update! This one brings a massive amount of changes to the Gauntlet game mode, including new achievements, use of some Gauntlet mechanics in Singleplayer and Multiplayer, new Chaos Events, improvements for co-op, balance changes, a cameras update, and more!
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
Remember that you’ll need to update your game in the Microsoft Store:
- Open the Microsoft Store.
- Click the [∙ ∙ ∙ ] symbol next to your profile picture.
- Select Downloads and updates.
- Press the Get updates button to automatically detect, download, and install the latest changes to your game!
- Open the game. The title screen should show you on Build 18.56738.
If you are unable to launch the game after downloading the update, make sure you add (or re-add) the Age of Mythology: Retold client or folder as an exception to your firewall and antivirus program.
That’s it; you’re ready to play!
Remember that you’ll need to update your game in Steam:
- Open Steam.
- Click on Library to see your games list.
- Click Downloads at the bottom of the Library window.
- [If the new build does not download automatically,] click the Download Now button to manually download the new update.
- Open the game. The title screen should show you on Build 18.56738.
That’s it; you’re ready to play!
Remember that you’ll need to update your game in the Xbox App for Windows.
- Open the Xbox app.
- Games that are installed show up on the left side of the app.
- Hover over the game or click it, and then select Update.
- [If the new build does not download automatically,] hover over the game, select More Options (…), choose Manage. Under the Files tab, choose the option to Check for Updates.
- Open the game. The title screen should show you on Build 18.56738.
That’s it; you’re ready to play!
- Under the games tab from the PlayStation Home Screen Locate the game and hover over it. Make sure not to select it!
- While hovering over the game press the Pause button (☰) on your controller.
- In the new pop up menu select the Check for Update option.
- If there is a new update available, this will automatically start the download. If your game is on the most recent version, selecting this option will confirm that information for you.
That’s it; you’re ready to play!
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!
Arena of the Gods – Gauntlet Mode Updates
This patch brings many new changes to the Gauntlet game mode. New achievements, use of some Gauntlet mechanics in Singleplayer and Multiplayer, new Missions, new Chaos Events, new Favor Stash Items, new sources for Favor Stash currency, and other fixes! Continue reading to learn more about all of these features.
Plus, with this release, the BETA text no longer appears when entering Gauntlet. Thank you, legends, for your feedback so far as the Gauntlet game mode has progressed to this stage.
New Achievements
10 new achievements are now available! Show your mastery of the Gauntlet game mode by earning them all.
| Achievement | Icon | Description |
| Labyrinth Runner | ![]() | Complete a Labyrinth on any difficulty in the Gauntlet game mode. |
| God Tier | ![]() | Reach level 99 in the Gauntlet game mode. |
| A Legendary Rush | ![]() | Win a final Boss node in the Gauntlet game mode with 5 different Legends. |
| Legends Assemble! | ![]() | Unlock 13 Legends in the Gauntlet game mode. |
| Connoisseur of the Gods | ![]() | Win the final Boss node in the Gauntlet game mode with 9 different Major Gods. |
| Don’t Go it Alone | ![]() | Join another player in co-op to complete any 3 nodes in the Gauntlet game mode. |
| Friends in the End | ![]() | Win a final Boss node in the Gauntlet game mode with a co-op partner. |
| We Have Titans at Home | ![]() | Summon a Titan from 6 different Pantheons using the Favor Stash. |
| I Choose Violence | ![]() | Use the “Glutton for Chaos” Favor Stash item to start a Chaos Event. |
| All Dolled Up | ![]() | Equip a badge on your player profile. |
Gauntlet Events in Singleplayer and Multiplayer
You can now experience some of the Gauntlet features in other modes! In Singleplayer and Multiplayer lobbies, you can now choose to enable Chaos Events, Player Blessings, and Enemy AI Team blessings to modify your match experience. The frequency of events is modified by adjusting the Lobby Difficulty setting, much like it affects the frequency in Gauntlet mode. By default, these settings are Disabled, and they are opt-in if you would like to make them part of your gameplay.

Chaos Events: Most Chaos Events will occur in the same way in Gauntlet and other modes. There have been some changes made to improve the play experience that you can find under the balance changes for Gauntlet. Chaos Events use the Lobby Difficulty setting to control some types of events. For example, the Enemy Incursion event will only spawn Titans on Legendary.
Player Blessing Events: These blessings are applied to all human players. You can choose the maximum rarity for these events. If you set this to Gauntlet Default, it will use the Lobby Setting to match what happens in Gauntlet based on difficulty. The choice allows you to go higher or lower. Selecting a rarity means that anything between the lowest and your selected maximum would be a valid random blessing.
Enemy AI Team Blessing Events: These blessings are applied to teams that consist of ONLY AI players. If a human player is present on a team, the blessings will not apply to that AI player. You can use this option to give the AI more variable power while playing against AI teams. The selection of the maximum rarity for this type of event works the same way as the player blessing events. They are independently controlled to give more player control.
Updates to Gauntlet Mission Pools: Japanese Major Gods and Japanese Maps
133 new missions have been added to the options for what you can randomly encounter in your Labyrinths. New missions give a similar chance to encounter each of the Japanese Major Gods as opponents and, in some cases, as your ally. You can also find some of the newer Japanese random maps while you progress through these Gauntlet mode updates!
New Chaos Events
This patch introduces four new Chaos Events, increasing the variety of unique events that can occur.
| Chaos Event | Description |
|---|---|
| That’s No Moon… | An Eclipse changes the sky while some ancient weapon wielders run amok. |
| Hades’ Monkeys | Flaming monkeys have been sent by Hades to cause some chaos. |
| Rebellious Humans | Mother Nature has gained human soldiers to aid her. |
| Calm Before the Storm | Suspends hostilities for a short time before throwing in some new chaos. |
New Favor Stash Items
Two new Favor Stash Items join the inventory of options available for spending the Favor Stash currency. These include a way to empower your enemies for increased challenge and an item to increase your population cap that will help you overrun your foes with a larger army.
| Favor Stash Item | Description |
|---|---|
| More Spice Please | Trigger the next Enemy Blessing Event. Requires Gauntlet level 75. This item can only be used while playing in Gauntlet mode. |
| House Renovation | Increase your population cap for each House, Manor, Settlement, and Citadel you control. Each of these buildings also gains additional hitpoints. Requires Gauntlet level 80. |
New Favor Stash Source: Daily Celestial Challenges

Playing daily in the Daily Celestial Challenge will now earn you a small quantity of Favor Stash currency depending on your performance. The blessings continue to be rewarded every few days for continued participation. Now you will also gain a small bonus when your final rank for the previous day is announced.

| Rank and Score Requirement | Favor Stash Currency Reward |
|---|---|
| Ranked at 10 or higher on the daily leaderboard with a score of more than 0. | 600 Favor Stash Currency |
| Ranked at 500 or higher on the daily leaderboard with a score of more than 0. | 400 Favor Stash Currency |
| Any rank below 500 on the daily leaderboard with a score of more than 0. | 300 Favor Stash Currency |
| Score of 0 | 100 Favor Stash Currency |
Co-op Quality of Life Improvements
Some may be trying out co-op for the first time, while others will be veterans of the Gauntlet who have been playing with a friend from the beginning. There are now several quality-of-life improvements for co-op to enhance your experience! With two new achievements to earn while playing in co-op, find a friend and enter the Gauntlet together today!

- A new button has been added to re-invite your co-op partner that you last played with during a current session when you enter a new Gauntlet mission lobby.
- Most badges are now available while playing in co-op mode! You can not earn badges that require winning several nodes without losing lives. Other badges are now earnable while playing as the co-op partner.
- You can now view which badges can be earned in co-op and which can only be earned as the host/singleplayer by going to your profile and browsing the achievements.


A Badge that can be earned in both Single player and Co-Op.
A Badge that can not be earned as a Co-Op partner.
- When you finish a mission as the co-op partner, you will now return to the main menu instead of the Gauntlet screen. This change has been made because you may not have an active Gauntlet session.
Gauntlet Mode Balance Changes and Fixes
Legend balancing:
- Nüchou: buffed to gain a unique economic bonus with two Chinese Villagers in addition to their existing 3 Dao Swordsman units.
Developer Note: Nüchou had been commonly considered the weakest legend, and this buff should push them up to an A-tier choice.
- King Halogi: reduced bonus Berserks from 3 -> 2 when choosing this Legend.
Developer Note: Halogi is considered to be one of the strongest offensive Legends, and having 3 military that doubled as builders was a little too much of a boost.
- Circe: Fixed a bug that prevented Circe from using Gaia’s Lashing Roots.
- Legends and their associated bonus spawns now work on Nomad maps.
Random Blessings balancing:
- Blessings granted randomly to the player and to enemy AI will now have a high chance of not granting duplicates.
- Blessings are now unlikely to appear as the same blessings twice in a row and are unlikely to appear more than twice during a single match.
- The Boarkantos Companion blessing can no longer be randomly granted during matches by the Enemy AI Teams and is only available in Gauntlet.
Chaos Event balancing:
- Meteor Storm now deals 0.5x damage to Villagers.
- Winds of Fate (Tornado) now deals 0.5x damage to Villagers.
- Rage of Zeus (Lightning Storm) now deals 0.3x damage against Villagers.
Developer Note: Chaos Events were a little too punishing for players and discouraged players from keeping Villagers near their base. Players who level up through Gauntlet have access to some mitigations that help deal with Chaos Events.
- Rage of Zeus (Lightning Storm) and Enemy Incursion can no longer occur as the first two Chaos Events during a match to reduce how harsh they feel when you encounter a streak of bad luck.
- Meteor Storm, Winds of Fate (Tornado), and Fault Line (Earthquake) will now seldom occur when there are more than 6 players to ensure higher player counts don’t cause significant performance drops when these events occur.
- Meteor Storm, Winds of Fate (Tornado), and Fault Line (Earthquake) will now only spawn at up to 3 of each player’s Town Centers. The targets are selected at random per player.
- Meteor Storm and Fault Line (Earthquake) no longer occur in Multiplayer matches.
- Enemy Incursion now has a reduced chance to spawn units in wooded areas to prevent stuck units.
Favor Stash item balancing:
- The All Mine Favor Stash item will now try to spawn at least one of the mines near a player’s Market to increase the chance of directly benefiting the purchasing player.
Other Fixes and changes:
- Blessings and Legends selected at the beginning of the match can now be seen in the Events tab, which can be found by navigating to the Game Summary screen.
- Updated the description for the Anti-Chaos Fortification Favor Stash Item to make it clearer that the effect modifies base hitpoints and not current hitpoints.
- Any game with Gauntlet-type events will now show relevant timers in the HUD and enable the event log tab that appears alongside the Game Summary screen.
- You can no longer equip duplicate blessings. Your blessings will now use the highest quality of each that has been obtained.
- If you currently have duplicate blessings selected, you can now change those selections.
- Obtaining a higher quality of the blessings you selected as your Starter Blessing will now replace that blessing with the higher quality.
- Fixed a long pause that could occur sometimes when entering the Gauntlet mode Labyrinth screen.
- Fixed some cases where blessings would not activate in-game when chosen.
- Fixed some cases where invalid blessings could show up as equipped.
- Daily Celestial Challenge now has its own unique loadout for blessings so that you can keep the blessings you want to use in your separate modes cached.
- Fixed a case in co-op where the host could not leave the Gauntlet lobby if they confirmed they were Ready and then their partner left the lobby.
- Increased the total occurrences of each event type from 20 to 40 events per match to ensure long matches with the new settings don’t run out of Blessing and Chaos events.
- Occurrences of Nomad Regicide missions have been replaced with Nomad Standard missions to ensure win conditions are functional in available missions.
- Fixed minor data errors in some missions to ensure they behave correctly.
- Fixed a bug that caused Gauntlet progress to disappear until after restarting the game if you lost network connection for a period of time.
- Leaderboards for the Gauntlet mode will now show your friends’ scores instead of global scores to increase the relevance of viewing the leaderboards.
Cameras Update
For players using a Keyboard and Mouse, you can now access two new ways to view the battlefield with some additional camera options.
- Perspective Camera: In this camera mode, you typically attach the camera above a selected unit and move in sync with its animations. This creates a perspective view where you can look out over the explored battlefield and see the fights up close!
- Follow Camera: In this camera mode, the camera automatically follows the selected unit by panning relative to the unit’s movement. The follow camera helps follow the action without requiring manual panning of the camera.
There are multiple ways to access these options, including new buttons located on the selected unit’s UI, assigning hotkeys, or creating custom maps with new triggers. Read more about the new Hotkeys in the Hotkeys section later in these patch notes. You can also navigate to the Modding and Editor section to learn about the options available for new triggers and scripting functions that enable control over these cameras.
There is a new setting located in the UI options that is enabled by default. You can choose to turn off the new camera buttons if you wish, using this option.

New setting to control whether the buttons appear under the health bar.
The button on the left, located under the selected unit’s health bar, will switch your experience to the perspective camera state. Pressing it again on a different unit will swap the unit used for the perspective. Pressing it on the same unit again will disable the camera mode. You can also use the Escape key to exit any camera mode.

Two new buttons can be found under the health bar.
The button on the right will pan and follow the unit’s movement. Pressing it again will disable this camera mode.

Take on the perspective of a scout and learn what they see.

Take some time to appreciate the work of a villager and understand their tireless efforts.

Watch from the front lines as the battles begin and end!
Developer Note: Reminder that Replays are not compatible between patch updates. Replays are not compatible because the simulation logic changes in ways that cause replays to no longer run synchronously with their original behaviors.
Stability & Performance
- Fixed a bug that was causing performance issues on PlayStation 5 when Cross Play was enabled.
- Fixed some cases where network delays could cause performance degradation.
- Fixed a crash that could occur when applying game settings in some situations.
- Fixed a crash that could occur when starting a new Labyrinth in Gauntlet Mode.
- Fixed a crash that could occur if a disconnection occurs while waiting for a game to start.
- Fixed a crash that could occur when using a controller in some situations after loading into a match.
- Fixed cases where multiplayer matches could fail to start when transferring custom random maps.
- Fixed cases where transfer of custom random maps could result in corrupted custom random map files.
- Fixed a performance issue that could occur when rapidly changing stances while playing with a controller.
- Fixed a crash that could occur when using some keybindings on Xbox.
- General minor stability fixes.
Localization
- Updates to some translations to improve translation quality.
Graphics
- Added a new Physics Quality Mode setting. The High option matches the physics quality that has been in the game since launch. You can now choose to lower this setting for improved performance at the cost of visual quality. You can also choose to turn physics off entirely, which will cause physics objects to pop out in all situations.

- Devices detected as handheld-type devices will now default to Medium graphics settings as the default maximum when completing the first-time setup and resetting defaults. You can still choose to modify your settings to use higher settings if your device supports them.
- Using the Restore Defaults option in Settings will now apply default settings to Graphics options on PCs based on detected hardware. Previously, restoring defaults could enable higher quality settings than intended and cause problems on lower-powered hardware.
- Restoring defaults on Steam Deck will now default to the native display resolution (e.g., 1280×800).
- Fixed a texture that appeared overly black under the hay as part of the Greek Stables.
Audio
- Fixed some cases where sounds would not stop when they were told to stop immediately.
- Fixed a bug that prevented fading of audio from occurring correctly in some situations.
- Restored 3D panning audio effects for unit sounds.
- Fixed a hitch that could occur while starting to play music in some situations.
- Other minor fixes for various audio bugs to enhance audio quality.
- Added a new option for Voice Chat Output Device and renamed Input Device to Voice Chat Input Device.
- For Bluetooth users experiencing lower audio quality, you can now adjust the Voice Chat Output Device setting. Adjusting the setting between the main device and the chat headset, or other device-specific variations, may improve audio quality for affected users.
- Fixed a bug that caused Xuanwu’s attacks not to play sounds in most situations.
Hotkeys
- Fixed a bug that prevented the mouse from panning the world when using Windowed mode with a customised DPI scale.
- Fixed a bug that caused World Drag to persist when holding the shift key and panning the mouse over the minimap.
- Fixed a bug that caused camera movement interactions (zoom, pan, rotate) to continue indefinitely after pressing Enter to use chat.
- Fixed a bug that caused camera movement to trigger while pressing shift, alt, or control in some situations.
- Fixed a bug that caused key inputs not to clear correctly in some cases after releasing keys.
- Added missing Norse hotkey: Pre-Queue Classical Myth Unit Upgrade.
- Some changes have been applied to Camera Zoom Hotkeys.
- The existing “Camera Zoom In” and “Camera Zoom Out” options can no longer be bound to the Mouse Scroll Wheel on your mouse. These options now display “(Key Only)” next to their names to clarify this. If you try to bind the Mouse Scroll Wheel to these options, you will see an error preventing the binding.
- A new “Camera Zoom” option has been added, which allows binding to a scroll wheel or nothing.
- These changes have been made to address a bug that caused the zoom action to continue applying repeatedly if these Key Only options were bound to the Mouse Scroll Wheel.
- Added new Hotkeys under Camera Navigation:
- Toggle Unit Perspective: Switches to a perspective camera view for the currently selected unit. You can select other units while using this camera to hop between units with this camera mode. Using this key again with nothing selected or the same unit selected will clear this camera override mode.
- Toggle Unit Follow Camera: Tries to follow the currently selected unit by panning the camera. This will use your current camera offset, so you may wish to center the unit on your screen before using this key. Using this key again will toggle you out of this mode. You can also press the Escape key to terminate the camera follow.
- Select Camera Focused Unit: Selects the current focus unit for the perspective or follow cameras. This may be useful if you are interactively playing from one of the camera modes and need to reselect the current unit without exiting the camera mode.
- Cameras will automatically cancel in certain situations, including when the unit is no longer visible for any reason and when cinematics begin.

UI
- Fixed World Tooltip positioning to no longer flicker to the top left corner of the screen. You can now hover relics and reliably read the tooltip!
- The “Waiting for other players” UI for multiplayer matches no longer shows up on top of the loading screens. This allows you to continue viewing the new loading screens after reaching this pop-up.
- A new “Add Friend” button has been added to the top of the latest chat friends list.
- When searching for friends via “Add Friend,” you will now see some players who have recently played with you.
- You can now see and interact with the “Whisper” option in the social menus if you are not in-game friends. When you interact with this option, it will prompt you to add the player as an in-game friend. This fixes the issue where players could see their friends in the socials list and could not see a way to start a chat with them.
- Fixed some cases where the Editor button would appear when it was unusable in the main menu.
- The slash screen has been updated to a 16:9 resolution to prevent stretching on some handheld devices.
- Fixed a bug that prevented browsing past the first 10 pages in the Mod Browser.
- Fixed a bug that could cause platform icons to show incorrectly in some cases.
- Handheld devices will now default to Extra Large accessibility font sizes when completing the first-time user setup and when restoring default settings. This change ensures the default text size is clearly readable on smaller screens.
- Added missing Site Commands for Food resources and Wood resources for the Japanese Pantheon.
- Fixed a bug that prevented Site Commands from appearing for Chinese and Japanese Pantheons on player-owned resources such as Goats and Cows.
- Fixed a bug that caused Leizu’s Silk to not appear as available for research until after Gilded Shields was researched in some situations. Leizu’s Silk has been moved to ensure both technologies can be researched in any order.
- Fixed some cases where text could appear blurry for large text on the newer loading screens.
- Fixed incorrect text encoding conversion that could occur when using the Steam version of the text input dialog.
- Fixed some cases where the Steam Virtual Keyboard would not show while on a Handheld device.
- A warning will now appear when you attempt to start a game with all players on the same team, helping to prevent entering matches that will end automatically after a few seconds.
- Fixed some cases where scroll bars were not interactable in the profile achievements and game summary events tabs.
Fixes
- Fixed a bug in Arena of the Gods Story Mode that caused progress and rewards not to be granted to the co-op partner.
- Villager Priority System fixes and changes:
- The Villager Priority System can now place Farms around Silos and Watermills.
- The Villager Priority System will no longer consider building farms around buildings that are not valid food drop-sites.
- Pathfinding fixes:
- Fixed cases where units would slow down after they had a new move command issued to them.
- Fixed cases where units targeting enemy units for attack would not follow the enemy unit’s pathing. Your units should no longer try to travel to the location where the command was issued before attacking.
- Fixed cases where units would revert to their original path when planning routes with the Shift key in certain situations.
- Fixed cases where scouts would go idle due to trying to navigate into non-walkable areas of the map.
- Fixed cases where Pioneers would flee the battle and wander off the map.
- Fixed cases where units could become stuck on cliff terrain or forests.
- Improved behavior when bumping into units by not prematurely swapping attack targets. When bumping into enemy units, and there is a recently commanded attack target nearby, the player’s target will still be preferred over the bumped unit.
- Minor improvements to Villager training for the Chinese build orders used by the AI.
- Terrain collision is now ignored for ballistics checks if a unit is forced to land on a specific position. This ensures that Smiting Gust no longer lands units in impassable terrain.
- Fixed a bug where Deathmatch God Power cooldowns were not properly increased by 100%.
- Town Center placement can no longer be used to check under the fog of war if a Settlement is already occupied.
- Commands to change stances will now only occur if the action would result in at least one selected unit changing to the new stance. This reduces the number of commands that must be sent and, in some cases, improves performance.
- Fixed a bug that prevented Japanese AI from training additional villagers while playing Lightning mode. The Japanese AI now understands how to use the Citadel Center.
All Pantheon Changes
General
- Siege Weapons: have had their crush damage slightly reduced. See specific culture sections for details.
Developer Note: This change gives people a little more time to defend when being sieged. Non-siege units, such as destroyers and war elephants, are purposefully omitted, as they’ve not scaled as well with the changes in the fortification rework patch.
Deathmatch
- Tower: build limit increased from 10 → 20.
Developer Note: This was accidentally changed to 10, which was supposed to be left at 20.
- Town and Citadel Centers: now have +5 population.
Developer Note: This change should help maintain a slightly higher population and keep an emphasis on settlement control.
Lightning
- Japanese: villager build limit reduced from 100 → 50.
Major Gods
Zeus

- Olympian Parentage (Technology): adjusted as follows
- No longer trains heroes faster.
- Heroes now regenerate +1.0 hp/s.
Minor Gods
Ares
- Enyo’s Bow of Horror (Technology): projectile speed increased from +15 → +20.
Hermes
- Sylvan Lore (Technology): cost reduced from 300 wood 20 favor → 250 wood 18 favor.
Apollo
- Anastrophe (Technology): Pentekonter special attack damage increased from 40 → 50 hack.
Myth Units
- Colossus (Hephaestus): now has a 2x bonus damage multiplier vs myth units.
Siege Units
- Petrobolos: crush damage reduced from 55 → 45.
- Helepolis: crush damage reduced from 50 → 40.
Major Gods
Ra

- Bonus: monument area empowerment now affects monuments.
Developer Note: We are bringing back this effect as Ra was noticeably underperforming compared to the other Egyptian Major Gods in recent patches.
Myth Units
- Mummy (Osiris): special attack divine damage increased from 3 → 4 per second, for 15 seconds.
Other Units
- Siege Tower: crush damage reduced from 220 → 180.
- Catapult: crush damage reduced from 250 → 200.
Major Gods
Loki

- Non-Hersir soldier contribution to spawning myth units increased from 10% → 15%.
Developer Note: After the recent Norse economy changes, Loki has been noticeably underperforming. This change, combined with some minor god changes, aims to bring Loki’s power level up a little.
Minor Gods
Forseti
- Dwarven Breastplate (Technology): cost reduced from 150 gold 10 favor → 100 gold 10 favor.
Heimdall
- Gjallarhorn (Technology): Einheri hitpoints increased from +10% → +25%.
- Rigsthula (Technology): cost reduced from 150 gold 20 favor → 150 gold 18 favor.
Aegir
- Grasp of Ran (Technology): Damage required for a Kraken spawn increased from 400 → 500.
Myth Units
- Mountain Giant (Njord, Hel): now has a 2x bonus damage multiplier vs myth units.
- Fire Giant (Baldr, Hel): hitpoints increased from 600 → 750.
- Fafnir (Vidar): adjusted as follows
- Kill reward reduced from 300 → 250 gold.
- Cost reduced from 300 gold 35 favor → 250 gold 32 favor.
- Fenris Wolf Brood (Tyr): Hitpoints increased from 550 → 600.
Human Units
- Berserk: Hitpoints increased from 85 → 95.
Other Units
- Portable Ram: crush damage reduced from 60 → 50.
- Ballista: crush damage reduced from 19 → 16.
Other Units
- Fire Siphon: crush damage reduced from 125 → 100.
Major Gods
Nuwa

- Kuafu Chieftain (Technology): research time increased from 30 → 40 seconds.
Developer Note: This change is made in conjunction with the Kuafu train time increase.
Myth Units
- Kuafu: train time increased from 36 → 45 seconds.
Developer Note: After the recent Favor reduction, the Chinese early game economy ended up a lot more powerful than expected initially, now that Favor isn’t as limiting a factor. These changes should allow Kuafu to remain a strong economic benefit, but not jump ahead too far of other civilizations.
Other Units
- Siege Crossbow: crush damage reduced from 110 → 90.
- Axe Cart: crush damage reduced from 90 → 75.
Major Gods
Tsukuyomi

- New Moon (God Power): cost increased from 100 → 125 favor.
Susanoo

- Kusanagi (God Power): Cost increased from 20 → 25.
Minor Gods
Inari Okami
- Ivory Netsuke (Technology): adjusted as follows
- Myth Unit gold earned per damage dealt reduced from 0.5 → 0.4.
- Cost reduced from 200 gold 20 favor → 150 gold 18 favor.
Hachiman
- Shogun (God Power): Now spawns 1 samurai every 7 hits, rather than per 100 damage dealt.
Developer Note: This change should make myth units less of a target for immense value.
Raijin
- Heavenly Barrage (Technology): Junkozosen damage changed from 3 divine → 2 divine 2 crush.
Myth Units
- Tengu (Hachiman): adjusted as follows
- Cost increased from 200 wood 15 favor → 250 wood 20 favor.
- Recharge time increased from 10 → 15 seconds.
Developer Note: The cost for the Tengu relative to its power allowed them even to beat some heroes cost-effectively. These changes should aim to bring the Tengu back in line.
- Jorogumo (Inari Okami): adjusted as follows
- Cost reduced from 160 gold 18 favor → 160 gold 16 favor.
- Bonus damage multiplier vs heroes increased from 0.25x → 0.5x.
- Shinigami (Watatsumi): adjusted as follows
- Special attack bonus damage vs heroes reduced from 0.5x → 0.25x.
- Revenant & Vengeful Shinigami: Special attacks now have a 2x bonus damage multiplier vs myth units and a 0.25x bonus damage multiplier vs heroes.
Developer Note: The Vengeful and Revenant Shinigami were missing the standard bonus damage multipliers.
Human Units
- Dojo units: adjusted as follows
- Bushido XP contribution from combat reduced from 1.5 → 1.25 XP per damage dealt.
- Bushido XP earned passively reduced from 0.5 → 0.25 per second.
Developer Note: Dojo units being focused around bushido XP is great, but it was proving to be far too effective, allowing the Japanese to get to the next Bushido tiers a bit too quickly. Purchasing the normal line upgrades should remain a valid decision in some cases.
Hero Units
- Onna Musha: adjusted as follows
- Damage reduced from 16 → 14 hack.
- Special attack damage reduced from 40 → 35 hack.
Developer Note: Onna Mushas have been proving to be immensely powerful. Reducing their damage slightly should make them less viable as a generalist unit.
- Onmyoji: adjusted as follows
- Damage reduced from 60 crush 6 divine → 55 crush 5 divine.
- Pierce armor increased from 30% → 40%.
Other Units
- Oyumi: crush damage reduced from 125 → 100.
- Anatolia: Fixed some cases where uneven teams, such as 2v4, resulted in 2 players starting with no nearby resources.
- Yasuko’s Tale 08: Fixed a bug where some rescued Atlantean units could not be hurt.
- Yasuko’s Tale 08: Fixed a bug that left some Norse Cavalry in No Attack Stance.
- The New Atlantis 04: Fixed a camera logic bug that prevented some parts from playing as expected in some languages.
General
- Updates to the Doxygen documentation and the VSCode extension for modders to bring them up to the latest version.
- New triggers and trigger functions to support the additional camera mode changes.
- New Triggers:
- Camera: Attach to Unit Perspective: You can use this trigger to set a unit to attach to and specify an attachment point on that unit.
- Camera: Set Override Player Can Exit: When this trigger is activated, it enables players to exit the attached camera. This matches the behavior when players attach cameras to units themselves using hotkeys and the UI.
- New Trigger Functions:
- void trCameraAttachToUnitPerspective(bool bEnable): Moves the camera as an attachment to the unit’s vfx_top attach point if one exists. Uses the trigger selected unit as a target.
- void trCameraAttachToUnitPerspectiveByUnitID(bool bEnable, int unitID): Moves the camera as an attachment to the unit’s vfx_top attach point if one exists.
- void trCameraUnitPerspectiveSetAttachPoint(string attachPointName): Works if called after trCameraAttachToUnitPespective to change the bone that the camera is attached to. Defaults to “vfx_top”.
- void trCameraSetOverridePlayerCanExit(bool canLeaveCamera): Works with perspective and pan camera overrides after they are set. You can set this to true to allow the player to escape from their current camera.
- New UI Functions (these can be used for hotkeys and UI functions):
- void uiToggleUnitPerspectiveCamera(int specificUnitIDToToggle): Tries to set the camera into override attached mode if possible.
- void uiToggleUnitFollowCamera(int specificUnitIDToToggle): Tries to set the camera into override panning mode if possible.
- void uiSelectCameraFocusedUnit(): Selects any unit that is currently followed by an attached camera.
- void uiClearOverrideCameras(): Clears any active perspective or follow cameras.
- New Triggers:
- Rules for spawning EnemyIncursion and other SpawnIncursion type Chaos Events are now defined in data as part of aotg_chaosevents.xml. This change enables the modification of the valid spawn list and the number of occurrences that spawn in each group. The “duplicate” attribute is used to add extra occurrences of the same event when the list populates. This effectively doubles the chance that some will be selected.
- Fixed some cases where the XS Debugger was not interactable when opened while a loading screen was occurring.
- When using the DebugRandomMaps config to show the XS Debugger during a loading screen, your input interactions will now execute as expected.
Model System Modding Update
This patch introduces several quality-of-life updates to model modding, including access to debug visualizations using a new Model Viewer tool.
Other Model Modding Fixes and Changes
- When using the Model Visuals Debugger tool, you can now right-click on units and use new actions for setting the camera while in the Editor.
- The “Model Visual Debug” tool can now be opened directly from the Object menu in the Editor.
- A new “Model Viewer” button is also available in the Object menu to access the new Model Viewer tool.
New Model Viewer Tool
You can find the Model Viewer tool in the Objects menu between the Model Convert Tool and the new entry for the Model Visuals Debug shortcut.

In the Model Viewer tool, you can search for models and animations. Using the “Show” button on a Model will make that model appear at (10, 0, 10) by default on the map. You can adjust the position on the map by modifying the Translation XYZ property. If you lose sight of the model, you can use the Snap to Model feature to move your camera to view the current position. Using “Show” on an animation allows you to observe the bones moving without a mesh. While a model is selected, you can use the Play on Model button to play the animation on the current model. Note that this will only work if the skeletons match up enough for at least some bones to be shared between both the model’s skeleton and the animation’s expected skeleton.

A 1-headed Hydra playing the 5-headed attack animation using the model and animation lists in the Model Viewer.
You can access similar “Show” and “Play on Model” type functionality directly from the Model Convert Tool. When used from the Model Convert Tool, it will automatically open the Model Viewer and display the visual.

Demonstration of the Model Convert tool in conjunction with the Model Viewer tool.
There are various debug view options available that allow you to see click volumes, hit boxes, bones, bone names, and more. You can also modify shader properties to observe how they behave on the unit using the different sliders that are available under Model Shader Settings.

View of an Animation not playing on a model.
The animation controls enable you to scrub through the currently playing animation, providing controls for adjusting the position in the animation and the playback speed. Further down in the Model Viewer tool, you will find model stats, information about the skeleton of the current model/animation, and more.

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…
It’s been several weeks since the release of Heavenly Spear and our Gauntlet mode, and it’s been so gratifying to see the positive response to the new content. The team is proud of the work accomplished but is also taking a moment to collect feedback from the community. We care about how things are working (or not) with the game and appreciate the feedback given about AoM: Retold in the forums and social platforms.
We are also very interested to see what content is made from the new tools released today and over the past few patches. It’s amazing to see the skills and creativity on display with each new feature we ship in the editor – and the modding community never disappoints.
Also, the holiday season is coming up fast! It’s a great time to spend with one’s family, friends and community in the ways that matter most to each of us. Our global dev team will be balancing between doing the same, as well as working on… well… 😊 that’s for you – dearest AoM: Retold release notes reader – to find out! Keep your eyes and ears peeled for updates over the next few weeks!
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.









