1. Update v100.19.5934:
  2. Blood and Bones Pack Available Now!
  3. This Age of Mythology: Retold expansion reimagines the visual language of battle through a suite of advanced, cinematic effects built to honor the scale and intensity of mythic warfare.
  4.  
  5. Dynamic blood splashes react in real time to the force and impact of each strike, scaling naturally across units, heroes, and creatures. As battles unfold, blood pools emerge where the fallen lie, while body transition effects chart the solemn passage from life to bone to dust.
  6.  
  7. For divine beings, blood follows different rules. Mythic creatures release prismatic essence unique to their pantheon, reinforcing the supernatural nature of godly conflict and setting mortal and divine forces apart on the battlefield.
  8.  
  9. As armies advance, blood footprints mark their passage, and the terrain bears witness to every clash. From intimate skirmishes to world-shaping wars, the battlefield becomes a lasting record of triumph, loss, and sacrifice.
  10.  
  11. Built as a purely visual enhancement, this expansion is designed for players who want their battles to feel heavier, richer, and more immersive, while remaining true to the strategic heart of Age of Mythology: Retold.
  12.  
  13. New Features
  14. Dynamic Blood Splashes: Real-time effects that scale with impact and damage
  15. Body Transitions: Fallen units fade from life to bone to dust
  16. Blood Pools & Footprints: Battles leave lasting marks on the terrain
  17. Mythic Prismatic Blood: Distinct visual essence for each pantheon’s creatures
  18. Enhanced Immersion: 37+ unique visual effects that deepen combat atmosphere
  19. New Achievements
  20. Owners of the Blood and Bones Pack DLC can complete 3 new achievements while playing with the new settings enabled.
  21.  
  22. Achievement Icon Description
  23. Seeing Red  Use the “RED TIDE” cheat code to turn the water red while all blood pack settings are enabled.
  24. Wet Ground  Reach 250 active visible blood pools during a single game.
  25. Cleansing Rains  Use the Rain God Power to clear 100 visible blood pools with a single cast.
  26. The settings that are required to be enabled for Seeing Red and Cleansing Rains are:
  27.  
  28. Enable Blood Pack DLC Visuals
  29. Enable Bloodied Units
  30. Show Skeletons
  31. Show Blood Pools
  32. Show Unique Unit Visuals
  33. Show Bloodied Footprints
  34. Show Blood Impact VFX
  35. New Exclusive Cheat
  36. Owners of the Blood and Bones Pack DLC can use a new cheat code to spawn a unique version of Nezha.
  37.  
  38. Cheat Code Description
  39. BLOOD TRAIL Spawn a stronger version of Nezha called “Blood Master Nezha”. The novelty of this unit comes from a trail of blood and bones that forms in the wake of his fire trail.
  40.  
  41. Requires owning the Blood and Bones Pack DLC.
  42. New Settings – Choose how you want your Blood and Bones to appear!
  43. There are 16+ settings that you can customize as part of your Blood and Bones Pack experience. Settings that modify the duration and quantity of effects may have a minor impact on performance on some systems. While first experiencing the content, you may wish to consider turning on the “Enable Prismatic Blood Pools” and “Show Prismatic Blood Impact VFX” if you would like to see more colors in the battles. Prismatic colors are disabled by default. You can also adjust the intensity of bloodied units’ appearance, which may improve accessibility if you find units harder to read during battle.
  44.  
  45.  
  46. Demeter – Quality of Life Improvements
  47. This patch brings a variety of new improvements to the Demeter Major God! You can read about the specific details of each change in the Balance section.
  48.  
  49. New unique Fortress Unit – Amazon Archer. Hera’s Argive Patronage, when used for Demeter, grants free Amazon Archers.
  50. Harpy has moved to the Temple and has had changes to its Abduct action, including changes to its animation.
  51. Hamadryad has been rebalanced to improve its utility and now animates during transformations into tree form.
  52. Underworld Invasion now scales based on the number of Town Centers and Village Centers when cast.
  53. Sacred Land now functions in a similar way to Temple of Healing, with a radius heal to make it easier to use.
  54. Icarus and Midas have been changed to improve their balance.
  55.  
  56.                                  Game
  57. 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.
  58.  
  59. Stability & Performance
  60. Minor general improvements to stability.
  61. Fixed a rare crash that could occur while processing favourite units to show in the post-game scores.
  62. Fixed a crash that could occur while rendering projected textures.
  63. Fixed a crash that could occur while checking the distance between two units.
  64. Fixed a crash that could occur when the PowerSingleModify type was performing its first update on a target unit that no longer exists.
  65. Fixed a network issue that could prevent some gameplay features from working on PlayStation 5.
  66. Fixed an out-of-sync that could occur when using Tsukuyomi’s New Moon while playing with at least one PlayStation 5 player and at least one of any other platform. It was possible to cause an out-of-sync by using the power on a Water Mill with only Husbandry, Irrigation, and Bow Saw as options. This would occur due to minor differences in sort order between the platforms when freely training up to 3 technologies.
  67. Fixed a bug that caused the Xbox client to incorrectly identify the current video memory usage stats. In most situations, this would not have any impact, but it could result in incorrect identification of when automatic texture resolution swaps (Mipmaps) were required.
  68. Improved texture management to correctly account for reserved video memory. The previous implementation could run into situations where allotted memory was never all used when there was a large reserve. The result was a drop to lower Mipmap levels as GPU memory filled up. Memory tracking has been improved to ensure usage and allotments are tracked more accurately.
  69. Fixed a bug that caused PlayStation 5 textures to appear at lower than intended quality due to the above issue with texture memory management.
  70. Localization
  71. Updates to some translations to improve translation quality.
  72. Graphics
  73. Improved the positioning of some impact effects that benefit both the new blood hit effects and the non-DLC hit effects.
  74. Adjusted position logic for Impact VFX in some situations to ensure better placement when pre-existing VFX is shown or when the new blood VFX replaces it.
  75. The Hamadryad now animates while transforming in and out of tree form.
  76. The Harpy will now swoop down to the unit it is abducting and carry it up, rather than teleporting it. The pickup timing has been adjusted to better align with the new animation.
  77. The Harpy now carries units with different attach points (using their target’s vfx_top attach point and the Harpy’s GenericAttachPoint). This does mean some units will appear to float a bit, but it fixes most cases where units overlapped the Harpy while previously carrying using the Spine attach point.
  78. Fixed the perspective camera angle on the Atlantean Caravan.
  79. Fixed a bug where units that died in the air could fall through terrain instead of colliding with it in some cases.
  80. Audio
  81. Minor updates to improve how sound data is set up across the various sound banks. Including fixing up some naming and folder locations to improve consistency.
  82. Hotkeys
  83. The Fortress Unit hotkeys now apply to Amazon Archer when relevant instead of Demeter’s Harpy.
  84. Removed Iron Grip hotkey from the Fortress.
  85. Hotkeys for Demeter’s Harpy and Iron Grip now function for the Temple.
  86. UI
  87. Updated Settings for the Ultimate Fan Pack in the DLC tab:
  88. Renamed the existing setting to “Golden God Statue Visuals” to clarify what the setting changes.
  89. Added a new setting, “Player Name Treatment,” to control whether the player name visual treatment is shown.
  90. Many new settings for the Blood and Bones Pack can now be found in the DLC Settings tab. You will be prompted to go and take a look at these settings when you first launch the game after installing the DLC.
  91. Fixed a bug in the profile icon selection UI that caused the right-most icons to appear cropped.
  92. The “CluckCluckBoom” version of the Chicken used for the Chaos Event now appears as “Unstable Chicken” in both the game and the editor to help differentiate it from normal chickens.
  93. While offline, trying to access your profile will now show a unique error message indicating it is unavailable, rather than appearing as disabled.
  94. Perspective and Follow Camera buttons have been moved from below the hitpoints to below the information button. This change fixes the buttons moving off-screen when units have a shield health bar.
  95. Fixed some cases where the multiplayer lobby name would not update correctly on some platforms.
  96. Hamadryad, while stealthed as a tree, now shows the correct cost and history text matching the unstealthed version.
  97. Fixed some cases where popups related to DLC could appear on the console landing screen instead of waiting until entering the main menu.
  98. Controller
  99. Fixed a bug that allowed players with a controller to enable auto-queued production on other players’ buildings.
  100. Fixed some cases where units appeared as targetable when they shouldn’t with some abilities (e.g., Harpy’s Abduct) while playing with a controller.
  101.  
  102.                          Gameplay
  103. Fixes
  104. Fixed a bug that caused Spider Eggs to be unkillable when cast by the Spider Lair God Power. A line of data from the Blood and Bones Pack bled through into the previous patch and caused this unintended behavior.
  105. Fixes for AI:
  106. Fixed a bug that caused Deathmatch AI build orders to end when trying to build more houses than the build limit.
  107. Fixed the missing implementation of the Japanese Deathmatch AI build orders.
  108. Updated Mythic Age Deathmatch AI build orders to behave more correctly in some situations.
  109. Fixed a bug that could cause units entering the Stealth Action type to behave incorrectly.
  110. Fixed a bug that caused Lykaon Villagers to vanish after reaching Wonder Age.
  111. Fixed a bug that caused Maintain Train actions (such as Argive Patronage) to exceed build limits defined in Protounits by +1 unit if there was a unit training through normal training at the same time as a train from the maintain train action.
  112. Fixed a bug where the Ballistic Bounce used by Fated Arrows would not function correctly if the action that used the bounce was not the first action. This made it possible for the Medusa to use Fated Arrows. When performing a Ballistic Bounce, it will now look up the specific action rather than always using the first one.
  113. All Pantheon Changes
  114.  
  115.                      All Pantheon Changes
  116.  
  117.                       Greek Pantheon
  118. Major Gods
  119. Demeter
  120.  
  121. Starting as Demeter no longer grants an extra 10 Favor.
  122. Harpy and Iron Grip are now available in the Temple instead of the Fortress.
  123. New Amazon Archer unit!
  124.  
  125. Ranged Soldier of Demeter. Elite long-range archer with exceptional Line of Sight. Effective against infantry and provides modest pressure against buildings. Limited to 10. Vulnerable to cavalry and fast attackers. Benefits from ranged soldier and armory improvements.
  126. Mythic Age unit trained at the Fortress.
  127. Population: 2
  128. Training Time: 12 seconds
  129. Train limit: 10
  130. Cost: 85 Wood, 65 Gold
  131. Hit Points: 160
  132. Movement Speed 4.0
  133. Line of Sight: 30
  134. Armor: 15% Hack, 20% Pierce, 99% Crush.
  135. Ranged Attack: 13 Pierce + 2 Divine.
  136. Rate of Fire: 1.9 seconds
  137. Attack Range: 26
  138. Damage vs Buildings Multiplier: 2.2x.
  139. Benefits from the same types of upgrades as Toxotes.
  140. Free units can be trained when playing with Hera, selected by using the Argive Patronage technology.
  141. Strengths
  142. Exceptional range and Line of Sight enable safe focus-fire and zone control.
  143. Reliable damage profile versus most human units; small divine component ensures consistent contribution to high-armor targets.
  144. The modest building multiplier allows meaningful pressure when massed (without replacing dedicated siege).
  145. Weaknesses
  146. Limited to 10 units; cannot be the sole backline plan in long games.
  147. Vulnerable to cavalry dives and fast melee units if not screened.
  148. Susceptible to siege splash and concentrated ranged fire; requires spacing and protection.
  149. Developer Note: We hope you enjoy trying out this new addition to Demeter! We felt that the Harpy didn’t fulfill the role of the Fortress unit, and have been working on this as an additional iteration to improve Demeter’s gameplay. The Harpy is still available from the Temple, which means Demeter has even more options for how to diversify your army.
  150.  
  151. Minor Gods
  152. Pan
  153. Thorned Walls (Technology): Thorned Walls no longer benefit from damage increases that were applied to buildings from Copper Weapons, Bronze Weapons, and Iron Weapons.
  154. Developer Note: These technologies were applying a damage increase to all building-type units. If the Thorned Walls technology were researched after the other technologies, it would make no difference because the damaging action didn’t exist yet. Copper Weapons, Bronze Weapons, and Iron Weapons now apply to LogicalTypeBuildingsNotWalls instead of all buildings to ensure walls do not experience this inconsistent application of damage increase.
  155.  
  156. Hestia
  157. Hallowed Woodlands (Technology): adjusted with the following changes,
  158. No longer adds the ability to transform into Hamadryads, as that is now baseline.
  159. New effect:
  160. Reduces Hamadryad transform time from 10 seconds → 6 seconds.
  161. Increases Hamadryad Hitpoints by 30%.
  162. Increases Ranged Attack damage (all types) by 30% (16 → 20.8).
  163. Developer Note: These changes improve the utility and viability of Hamadryads; the original effect had to be moved into the baseline unit. These additional buffs provide a modest boost to the Hamadryad, making it a desirable technology without making the unit incapable of its job before the technology is researched.
  164.  
  165. Persephone
  166. Underworld Invasion (God Power): adjusted with the following changes,
  167. The effect now scales depending on how many Town Centers, Village Centers, and Citadel Centers you have active when casting the power. Each of these buildings that you have active when casting the power increases the quantity of units by 25, up to the existing cap of 99 units. This means you need to construct at least four Town Centers and/or Village Centers to fully benefit from a cast.
  168. Updated the list of units affected by the God Power:
  169. Added Umibozu and Tiger Cavalry as valid units to spawn.
  170. Removed Militia, Petrobolos, Helepolis, Siege Tower, Catapult, Roc, Roc Landed, Ballista, Nidhogg, Fire Siphon, Tartarian Spawn, Siege Crossbow, Axe Cart, Pioneer, and Kitsune.
  171. Developer Note: These changes to the Underworld Invasion power are intended to ensure the cost to cast is appropriate and that players are less incentivised to bypass the downsides by destroying all but one Town Center before casting.
  172.  
  173. Sacred Land (Technology): adjusted with the following changes,
  174. Standing on the farms is no longer required to gain the healing benefit.
  175. The healing effect now acts similarly to the Temple of Healing effect, with a radius and applies to anything tagged with LogicalTypeHealed.
  176. The healing effect range is 10 around each farm with a trickle heal of 0.5.
  177. This radius can be observed after upgrading with the technology.
  178. Developer Note: The Sacred Land technology was a little too hard to use. These changes will make it easier to benefit from the technology and provide a minor boost when choosing Persephone.
  179.  
  180. Hera
  181. Argive Patronage (Technology): now spawns the new Amazon Archer unit while playing as Demeter instead of the Myrmidon. Unchanged while playing as Zeus. The free Amazon Archer units still obey the 10-unit cap when spawned from this technology.
  182.  
  183. Developer Note: The change to make Argive Patronage provide the unique Demeter unit made sense. Part of the reason the change was not made to apply it to the Harpy unit previously was that we already had the Amazon Archer in the works!
  184.  
  185. Myth Units
  186. Hamadryad (Hestia): adjusted with the following changes,
  187. Hamadryads now gain their ability to transform into a tree without requiring an upgrade.
  188. Ranged Attack Hack damage: increased 10 → 16.
  189. Ranged Attack Crush damage: increased 10 → 16.
  190. Now has standard damage multipliers against other units, 2x damage against myth units, and 0.5x damage against heroes.
  191. Ambush attack trigger radius increased 10 → 15.
  192. Ambush attack damage area increased 16 → 20.
  193. Transformation time has been adjusted to 1.5 seconds, along with animation updates.
  194. Developer Note: These changes increase the base stats for the Hamadryad and make it a far more viable unit to compete with other choices against enemy units. Hamadryads are intended as a unit that deals damage with its Ambush Attack, but are also capable of fighting as part of an army, more so with the new changes to the technology.
  195.  
  196. Harpy (Demeter): adjusted with the following changes,
  197. Can no longer abduct landed flying units (e.g., Roc and Zhuque).
  198. Medusa (Hera): can now be affected by the Fated Arrows technology.
  199. Hero Units
  200. Icarus (Demeter): has been adjusted with the following changes,
  201. Area of Effect radius reduced from 3 → 2.25.
  202. Ranged Attack Pierce damage reduced from 9 → 8.
  203. Range Attack Pierce against flying reduced from 11 → 9.5.
  204. Pierce Armor reduced 30% → 25%.
  205. Rate of Fire adjusted 1.2 → 1.4.
  206. Developer Note: Icarus, as a flying hero, was a little too strong and versatile. These changes temper his effectiveness, bringing him closer to other heroes.
  207.  
  208. Midas (Demeter): has been adjusted with the following changes,
  209. Midas’ Touch is now a 60-second cooldown hidden ability to increase its consistency.
  210. When units are converted to gold by Midas’ Touch, they now become attackable to the caster and allies.
  211. The player who first defeats the golden unit gains +50 gold.
  212. Developer Note: The ability needed a bit more attention to improve its usability. You could encounter situations where units were turned to gold and left in an enemy base, which would become a new gold source for the enemy. This change means you can gain the gold reward faster by quickly swapping to the affected unit.
  213.  
  214.  
  215.                        Egyptian Pantheon
  216. Developer Note: The Egyptian Pantheon has been in need of some minor improvements to improve its viability. These changes tweak a few areas that should improve the experience when compared to other pantheons.
  217.  
  218. Minor Gods
  219. Bast
  220. Sacred Cats (Technology): Increased Farm Gather Rate from 5% → 8%.
  221. Ptah
  222. Shifting Sands (God Power): Reuse cost reduced from 50 → 40.
  223. Sekhmet
  224. Bone Bow (Technology): Chariot Archer Line of Sight increased from 2 → 4.
  225. Myth Units
  226. Petsuchos (Sobek): Increased damage against myth units multiplier from 2x → 2.5x.
  227. Scarab (Sekhmet): Added a 10% damage bonus modifier against buildings.
  228.  
  229.                           Modding/Editor
  230. General
  231. A data error will no longer appear during game startup related to Spider Eggs when the Data Validation config is enabled.
  232. Updated Doxygen and the VS Code Extension to match the latest changes.
  233. TMModels files (.tmm and .tmm.data) have been adjusted from version 35 to 37. Files using version 35 onward will continue to load. Previously, versions had to match exactly. This means any mods that use models will continue to load, but it is still recommended to update your mod’s models to the latest version.
  234. Updated the TMModel documentation (BANG documentation/ModelSystem documentation/TMModel_documentation.pdf) to detail binary format changes matching version 37 (previously version 35) and additions to the FBX Import setting.
  235. Updated AnimXML and SimDatabase documentation (BANG documentation/ModelSystem documentation/AnimXML_documentation.pdf and SimDatabase_documentation.pdf) to reference the recently added AssetPack and DLCTheme logic types. The new attribute popcornfxBloodFootprintName has been noted; it is used to swap the footprint VFX for titans to show bloodied footprints when below 80% health, with the Blood and Bones pack enabled. The AssetPack logic is used for showing the Golden Statues. The DLCTheme logic is not currently used by any units yet; once the Aztec Pantheon launches, there will be a couple of units that have alternate appearances that require the Blood and Bones pack to see.
  236. Added a new document under BANG documentation/ModelSystem documentation/Popcorn_VFX_Documentation.pdf with some basic details about the version of PopcornFX used by the game. Modders with access to PopcornFX may be able to use the information in this document to investigate adding new effects.
  237. Added a new Technology Tree effect attribute “uiShowIfMajorGod” that can specify a Major God name and only show the effect on the Minor God selection screen if the effect matches the named Major God. This was used for the Argive Patronage changes to ensure the correct version was shown when playing Zeus and Demeter, preventing both from being shown simultaneously.
  238. The AutoRangedModify action type now has a new optional ShowBloodHitVFX flag that turns on playing the specified impact effect in the protoaction whenever the units modified list is updated. This is currently used to make the Centaur Volley ability show periodic splashes on affected units while the blood pack is enabled every ~3 seconds.
  239. New trigger functions to work with Blood:
  240. int trGetBloodGroupID(string bloodGroupName): Gets the blood group ID for a specified blood group name.
  241. string trGetNameForBloodGroupID(int bloodGroupID): Gets the string name for a blood group ID.
  242. int trSpawnBloodAtPosition(vector position, float scale, int bloodGroupID): Spawns a blood pool matching the blood group ID at the specified position. Returns the blood pool manager ID.
  243. int trSpawnBloodAtUnit(int unitID, bool preferSplat): Spawns a blood pool at the specified unit (if possible). Returns the blood pool manager ID.
  244. void trSpawnBloodAtSelectedUnits(bool preferSplat): Spawns blood pools at all trigger selected units.
  245. void trDespawnAllBloodAt(vector position, float radius, bool fadeOut, bool forceRapid, bool ignoreVisibility): Fades out blood at the position for XZ radius around the area. When not fading out, the blood is instantly removed. When fading out, you can also make it fade out faster with forceRapid, and control whether players have to see it before it fades with ignoreVisibility.
  246. void trDespawnAllBloodByBloodManagerID(int bloodManagerID, bool fadeOut, bool forceRapid, bool ignoreVisibility): Fades out the specified blood by its unique ID. When not fading out, the blood is instantly removed. When fading out, you can also make it fade out faster with forceRapid, and control whether players have to see it before it fades with ignoreVisibility.
  247. void trDespawnAllBlood(bool fadeOut, bool forceRapid): Despawns all blood. When fadeOut is false, it will all disappear immediately.
  248. int trSpawnSkeletonAtPosition(vector position, int bloodGroupID): Spawns a skeleton matching the blood group ID at the specified position. Returns the blood pool manager ID.
  249. int trSpawnSkeletonAtUnit(int unitID): Spawns a skeleton at the specified unit (if possible). Returns the blood pool manager ID.
  250. void trSpawnSkeletonsAtSelectedUnits(): Spawns skeletons at all trigger selected units.
  251. void trDespawnAllSkeletonsAt(vector position, float radius, bool fadeOut, bool forceRapid, bool ignoreVisibility): Fades out skeletons at the position for XZ radius around the area. When not fading out, the skeleton is instantly removed. When fading out, you can also make it fade out faster with forceRapid, and control whether players have to see it before it fades with ignoreVisibility.
  252. void trDespawnAllSkeletonsByBloodManagerID(int bloodManagerID, bool fadeOut, bool forceRapid, bool ignoreVisibility): Fades out the specified skeleton by its unique ID. When not fading out, the blood is instantly removed. When fading out, you can also make it fade out faster with forceRapid, and control whether players have to see it before it fades with ignoreVisibility.
  253. void trDespawnAllSkeletons(bool fadeOut, bool forceRapid): Despawns all blood. When fadeOut is false, it will all disappear immediately.
  254. New Trigger options allow use of these in the Editor:
  255. Blood: Spawn Pool At Position
  256. Blood: Spawn Pools At Units
  257. Blood: Despawn All Pools At Position
  258. Blood: Despawn All Pools
  259. Blood: Spawn Skeleton At Position
  260. Blood: Spawn Skeletons At Units
  261. Blood: Despawn All Skeletons At Position
  262. Blood: Despawn All Skeletons
  263. Impact Effect Data now has two new tags:
  264. bloodoverride: When this tag is set to a valid popcorn effect name, it will automatically swap the hit VFX to the named alternate effect if the blood impact VFX is enabled.
  265. prismaticbloodoverride: When this tag is set to a valid popcorn effect name, it will behave in a similar way to the bloodoveride tag. It is expected that a bloodoverride tag exists when you specify one or more prismaticbloodoverridetags. Each entry requires a color attribute that allows protounits of each color to match correctly with the VFX to be shown.
  266. A new blood.xml file defines all the blood groups that are used by each unit. This file is enabled for additive modding. It mostly interacts with the protounit tag “bloodgroupoverride”. And the protounit new flags “PreferSkeletonAsBonePile”, “BloodIgnoresCollideableRestriction”, “BloodOverlayEnabled”, “BloodOverlayDisabled”, “PreferBonePileWithSkull”. Some additional hidden behaviors vary by unit type to adjust the scale or position of effects.
  267. Blood overlays will not appear while some shader effects are active on units, e.g., stone, gold, and clay.
  268. New OnHit Effect Type “KillReward” lets you turn anything into something that can be killed to gain an amount of a specific rewardType resource. This has been used as part of the rework for Midas’ Touch.
  269.  
  270. Update v100.19.3090:
  271. Celebrate your passion for Age of Mythology: Retold with the Ultimate Fan Pack, a new optional content pack designed for our most dedicated fans, and the second release in the Age of Mythology: Retold – Expansion Pass.
  272.  
  273. The Ultimate Fan Pack focuses on exclusive cosmetic and collectible content, offering new ways to personalize your experience and show off your love for the world of Age of Mythology. Whether you’re jumping into multiplayer, comp-stomping the AI in skirmish, or admiring the finer details of the game, this pack adds extra flair without impacting gameplay balance.
  274.  
  275. What’s Included
  276. The Ultimate Fan Pack delivers a curated set of premium cosmetic rewards, created to complement the core Retold experience while giving longtime fans something special to call their own. These items are purely visual and are designed to integrate seamlessly with the existing game presentation, and include:
  277.  
  278. Golden Major God Statues in Skirmish & Multiplayer Games
  279. 16 New Profile Icons Highlighting Every Major God, Including the Chinese & Japanese Expansions
  280. Exclusive Pantheon Profile Icons for the Core Four – Greek, Egyptian, Norse, & Atlanteans
  281. A Special Supporter Icon & Player Name Treatment
  282. A Thank You to Our Community
  283. This release is a celebration of the community that has supported Age of Mythology: Retold. The Ultimate Fan Pack is our way of saying thank you – offering optional extras for players who want to go a step further in expressing their fandom.
  284.  
  285. Owners of the Expansion Pass get access to the Ultimate Fan Pack now alongside this update. Jump in, personalize your experience, and enjoy everything Age of Mythology: Retold has to offer.
  286.  
  287.  
  288.                                  Game
  289. 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.
  290.  
  291. Stability & Performance
  292. Minor improvements to save serialization to ensure ongoing compatibility.
  293. Minor engine improvements to improve quality and stability.
  294. Fixed a crash that could occur under some rare circumstances for Steam users if the game tried to update an achievement state before Steam had loaded the achievement stats.
  295. Fixed a crash that could rarely occur while destroying a world.
  296. Fixed a crash that could occur when transitioning to or from the editor in some situations.
  297. Fixed a crash that could occur when a unit is destroyed while an ability range is rendered.
  298. Fixed a crash that could occur when trying to set the diplomacy with another player based on a unit’s owner related to a unit that no longer exists.
  299. Fixed a rare crash that could occur while processing favourite units to show in the post-game scores.
  300. Fixed a crash that could occur while interacting with Radial Menus for the controller UI at the same time as the unit ceases to exist.
  301. Fixed a crash that could occur if the background scenario fails to load.
  302. Fixed a crash that could occur in some rare situations while rendering.
  303. Updated some thread priority configurations to improve performance in some situations.
  304. Fixed a few cases where unnecessary additional updates were occurring for some rendering.
  305. Localization
  306. Updates to some translations to improve translation quality.
  307. Graphics
  308. Japanese campaign map art and map pins now use the DDT format for consistency.
  309. Daimyo and Bushi now play birth animations instead of using an idle animation during birth.
  310. Fixed a bug that caused Hestia’s portrait to appear at a lower resolution.
  311. Added flowers to Arcadian Meadow to improve its visual appearance and readability. To see the flowers, you will need to set the Terrain Embellishments to Medium or higher.
  312. Audio
  313. Fixed some cases where English audio was playing instead of localized audio in the Silent Sanctuary Mythical Battle.
  314. Fixed a bug that caused Jorogumo and Shogun units to abruptly end their selection audio before ending their sentences. Their sounds will now play for the expected full duration.
  315. UI
  316. Profile portrait selection is now sorted based on locked status and category.
  317. Fixed a bug that allowed players to change colors at the last moment.
  318. Changing colors at the last moment will now automatically revert to the last valid color combination to prevent the game from locking in an invalid state.
  319. Fixed some cases where popups could appear before the first time user experience UI.
  320. Aging up with Inari ÅŒkami will now announce the age-up to all players, as it does for all other age-ups.
  321. Fixed some cases where modding the lobby UI allowed players to modify settings that are meant to be inaccessible.
  322. The Siren’s attacks now update correctly in the UI after researching technologies that modify the attack values.
  323. Fixed a bug that caused an incorrect error message to show on PlayStation 5 while trying to save over an existing save game file.
  324. Demeter now appears on the main History page as a link in the Compendium.
  325. Controller
  326. Controller players can now queue up actions to collect Relics, followed by a drop off at a temple command. This fixes an issue where the unit carrying a Relic would ignore the chained action.
  327. Quick actions are now available on the controller to train the following units:
  328. Temple now has quick actions for the Lykaon Villager, Hamadryad, and Siren.
  329. Fortress now has quick actions for Orpheus, Iolaus, Icarus, Midas, and Harpy.
  330. TownCenter, Village Center, and Citadel Center now have quick actions for Lykaon Villager, Orpheus, Iolaus, Icarus, and Midas.
  331. Fixed minor data issues that would have prevented using a controller to research the Predatory Instincts or Enchanted Hymn technologies at the Temple of Kronos or Temple Overgrown in any custom maps.
  332.  
  333.                          Gameplay
  334. Fixes
  335. Fixed a bug in the AI that caused it to track empowered states for non-Egyptian Pantheons unnecessarily.
  336. Fixed a bug that caused AI-controlled attack routes to sometimes not ignore paths that have been marked as ignored.
  337. Fixed a bug in the Villager Priority System that caused trained villagers to ignore the rally point when it is set on a Temple. Villagers will now correctly move to a Temple and work there when you have tasked the Town Center rally point to the Temple.
  338. Fixed some minor data errors that affected the Walrus, Water Buffalo, and Rhinoceros. These data issues should not have directly affected gameplay.
  339. Removed redundant flags on Icarus that don’t make sense for flying units, including: LogicalTypeEarthquakeAttack, LogicalTypeValidMeteorTarget, LogicalTypeValidFrostTarget, LogicalTypeValidShockwaveTarget.
  340. Harpy and Siren are now correctly flagged as Mythic Age units and have had their base stats modified to account for this change.
  341. Lykaon will now correctly gain a significant amount of hack and pierce armor while transforming into an Alpha Lykaon.
  342. Fixed a bug that caused Arcadian Meadow to disappear when cast on the edge of a map.
  343. Selection of Lykaon Villagers and Alpha Lykaons is no longer considered a shared selection. This change should help ensure it is easier to separate instructions between units used for economic and military purposes.
  344. All Pantheon Changes
  345. Developer Note: We are excited to see many ways the community has been using Demeter. This patch brings a round of changes to improve the quality of life and balance for Demeter’s features. We are continuing to evaluate how players are using Demeter’s unique features and will make further changes as needed to continue improving the feel of this new Major God.
  346.  
  347.  
  348.                       Greek Pantheon
  349. Major Gods
  350. Demeter
  351.  
  352. Mythic Age god choice changed from Hephaestus to Hera.
  353. Developer Note: Hephaestus was a choice for all existing Major Gods. To mix up the feeling while playing Demeter, you can now choose Hera or Persephone as Mythic Age choices. This change will bring some more variety to the choices of Greek Major Gods. Saved games with Hephaestus as a choice, like in the Silent Sanctuary Mythical Battle, will retain that behavior.
  354.  
  355. Minor Gods
  356. Pan
  357. Arcadian Meadow (God Power): has been modified with the following changes:
  358. Flowers added to improve visibility.
  359. Effect radius increased 15 → 19.
  360. Power blocking radius increased 24 → 28 to account for the increased effect radius.
  361. Active time reduced 240 → 115.
  362. Developer Note: These changes aim to make Arcadian Meadow more visible and impactful as a defensive utility.
  363.  
  364. Hestia
  365. Communal Hearth (God Power): Now shows a cast radius while manually casting the conversion ability.
  366. Persephone
  367. Sacred Land (Technology): Healing now only applies to units that would normally take healing with the LogicalTypeHealed unit type instead of all units. This prevents some cases where the technology could have healed unintended units.
  368. Myth Units
  369. Harpy (Demeter): base stats adjusted to account for no longer having a +20% increase to damage and hitpoints as a Heroic Age unit in Mythic Age.
  370. Hitpoints: increased 200 → 240.
  371. Ranged Attack Damage: increased 12 → 15. This is a small buff as the attack was 14.4 previously with the modifier.
  372. Abduct Damage: increased 80 → 96.
  373. Siren (Persephone): updated with the following changes:
  374. Base stats adjusted to account for no longer having a +20% increase to damage and hitpoints as a Heroic Age unit in Mythic Age.
  375. Hitpoints: increased 500 → 600.
  376. Damage: increased 30 → 36.
  377. The Siren can now attack buildings.
  378. The Siren now has a 2x multiplier against Myth units and a 0.5x multiplier against heroes to bring it to parity with other Myth units.
  379. Heroes
  380. Icarus (Demeter): No longer deals friendly fire.
  381. King Midas (Demeter): adjusted with the following changes:
  382. Hitpoints: increased 480 → 620.
  383. Hack Armor: increased 20% → 30%.
  384. Pierce Armor: increased 40% → 45%.
  385. Movement Speed: increased 4.2 → 4.5.
  386. Hand Attack Damage: changed from 17 Hack Damage → 16 Divine Damage.
  387. Attack Speed (Rate of Fire): adjusted to be slightly faster, 1.2 → 1.15.
  388. Midas’ Touch damage required to charge reduced from 700 → 450.
  389. Midas’ Touch conversions now create statues with 350 gold. Reduced 500 → 350.
  390. Cost: reduced 400 Gold 6 Favor → 350 Gold 5 Favor.
  391. Developer Note: King Midas was underperforming as a Mythic Age Hero. These changes will help to further improve the viability of using King Midas.
  392.  
  393. The hitpoint changes put King Midas above Heroic Age heroes, this extra health will increase his survivability during fights along with his armor increases.
  394. The increase in movement speed will help close the gap while chasing units to trigger a Midas’ Touch. The speed remains slower than that of Cavalry Heroes.
  395. Midas now deals Divine damage with a slightly higher value to give him a more Mythic feeling during fights.
  396. The 450 threshold for Midas’ Touch should make it more likely for statues to appear during single real fights to prevent games where no statues are created.
  397. The gold value of units converted through Midas’ Touch was reduced to make the downside of gold spawned in enemy territory less impactful, while keeping the identity of the character.
  398.  
  399.                     Atlantean Pantheon
  400. Minor Gods
  401. Leto
  402. Spider Lair (God Power): updated with the following changes:
  403. Increased the quantity of eggs spawned from 3 → 4.
  404. Separation distance reduced from 5 → 4.
  405. Developer Note: Spider Lair needed a small buff to improve its usefulness. The increased quantity of spiders and the tighter gaps between the spawns will provide a small increase in effectiveness.
  406.  
  407.  
  408.                     Japanese Pantheon
  409. Minor Gods
  410. Inari ÅŒkami
  411. Swampland (God Power): Improved the consistency of the Swampland power:
  412. Improved the consistency of Kappa spawns to always spawn 9 Kappas. Kappa spawns are concentrated at the center of the power area.
  413. Kappa Recharge Time increased from 6 → 10 seconds.
  414.  
  415.                           Modding/Editor
  416. General
  417. Added a new AnimXML logic type called “AssetPack” to support showing the golden statues when the Ultimate Fan Pack is enabled.
  418. Compression disabled on the Japanese model data BAR file: ArtModelCacheModelDataJapanese.bar. The files should now be accessible for modders who have been trying to export the Japanese models.
  419. CreateUnit tags for powers now support some additional attributes. These attributes were added to support the changes to Swampland.
  420. “lifespanType”: Can either be “relative” or “absolute”. Defaults to absolute. Relative allows you to control the duration relative to the power duration.
  421. “lifespan”: Duration of a temporary unit. Defaults to 0.0 if none is set, which is considered to be not temporary.
  422. “removeSilentlyAtLifespanEnd”: Set to “1” to mark it as true. Defaults to false (0). This causes the unit to vanish at the end of its lifespan without a death animation.
  423.  
  424. Update v100.19.1611:
  425. UI
  426. Orpheus will now show Ranged Attack stats by default instead of Range Attack Flying to match the behavior of other units.
  427. Hotkeys
  428. New “Lykaon Hotkeys” group that controls the binding used to transform Lykaon Villagers into Alpha Lykaons and vice versa. The group name will appear untranslated until a future update.
  429.  
  430.                          Gameplay
  431. Fixes
  432. Fixed a variety of situations in which references to “Temple” instead of “AbstractTemple” prevented previously existing technologies from functioning correctly with Demeter.
  433. Fixed Favor generation rates for Greek villagers.
  434. Fixed Qinghai Lake Shrine bonuses not correctly affecting Demeter players.
  435. Fixed a bug that caused Pious Sacrifice to not function. The technology will now correctly modify units.
  436. Fixed a bug that caused AI to resign after using Underworld Invasion. AI will now wait 5 minutes after using this power to evaluate whether they are still in a situation where they might consider resigning.
  437. Improved the behaviors of Lykaon transformations:
  438. You can now transform multiple Lykaon at once instead of one at a time.
  439. Fixed a bug that caused the transformation of Lykaons as a group to fail without repeatedly spamming the button in some situations.
  440. You can now transform Lykaon while they are walking.
  441. Balance Changes
  442.  
  443.                       Greek Pantheon
  444. Minor Gods
  445. Hestia
  446. Communal Hearth (God Power): the following balance changes have been applied:
  447. Hitpoints increased from 750 → 900.
  448. Hack Armor increased from 30% → 50%.
  449. Pierce Armor increased from 80% → 90%.
  450. Crush Armor increased from 5% → 10%.
  451. Base cooldown between conversions has been reduced by 15%. Reduced from 4.3 → 3.655. This does not affect the subsequent time added per hitpoint of a converted unit.
  452. Developer Note: Communal Hearth needed a bit of a boost to make it more viable as a choice. These changes will make the Communal Hearth harder to destroy and result in more conversions at a faster rate.
  453.  
  454. Myth Units
  455. Alpha Lykaon (Pan):
  456. Max velocity increased from 3.5 → 4.8 (5.2 with Predatory Instinct researched).
  457. Predatory Instinct now only increases Alpha Lykaon Max Velocity by 8.33333% instead of 20% to account for an increased base max velocity.
  458. Max run velocity increased from 3.85 → 4.85.
  459. Predatory Instinct now only increases Hack damage instead of all damage types.
  460. Lykaon Villager (Pan):
  461. No longer marked as a Myth Unit.
  462. Developer Note: The change to no longer be tagged as a Myth Unit will help improve the survivability of the villagers against raiding heroes.
  463.  
  464. Hero Units
  465. Orpheus, Icarus, Iolaus, Midas (Demeter): Fixed a bug that caused all four of Demeter’s heroes to be unaffected by the relics “Fur of Boyi” and “Tyrfing, Angantyr’s Sword”.
  466. Orpheus (Demeter): Orpheus is now weaker during the Archaic Age until you progress to the next age. Similar to other Greek Heroes, there is a reduction in stats to 25% for their Ranged Attack and Ranged Attack Flying.
  467.  
  468.                           Modding/Editor
  469. General
  470. Reusable proto commands now support non-building units.
  471. Developer Note: This addition to the proto command functionality was necessary to implement the fix for Lykaon transformations that enable group transformations.
  472.  
  473. Hotkey groups now support multiple contexts.
  474. Developer Note: This hotkey group change enables Lykaon Villagers and Greek Villagers to coexist, with mostly shared input contexts.
  475.  
  476. Modding Extra Information
  477. There have been questions in the modding community about the Siphon and Inline ability types. Here are a couple of answers for those interested in using them for modding.
  478.  
  479. Siphon
  480. The Siphon action type periodically steals resources from the owner of a target unit, depending on what they are, by making the target player pay it as a cost, and then the casting player receives the same amount as a refund. The Siphon action was not assigned to a unit because it was too likely to cause balance issues. The action doesn’t have save or load systems set up, so it may not work with save games or replays and may exhibit odd behavior due to bugs in untested situations.
  481.  
  482. Target Unit Type = Villager:
  483. If they are actively gathering or hunting food, it will siphon food.
  484. If they are actively gathering or hunting wood, it will siphon wood.
  485. If they are actively gathering or hunting gold, it will siphon gold.
  486. If a source is gathering more than one of these, it will apply to all types that are actively gathered.
  487. Target Unit Type = Dropsite
  488. If they are a FoodDropsite, it will siphon food.
  489. If they are a WoodDropsite, it will siphon wood.
  490. If they are a GoldDropsite, it will siphon gold.
  491. If a source is a drop site for more than one of these, it will apply to all types.
  492. SiphonROF is a property that can be specified to control the rate in tactics.
  493.  
  494. Inline
  495. The Inline action type is intended to support arbitrary behavior based on set flags.
  496.  
  497. If the IsAbductDrop flag is set, the Abduct Action will trigger a manual drop.
  498. If the IsManualTransform flag is set, the Conditional Transform Action triggers a manual transform to convert the unit into a specified other proto unit.