1. Update v100.19.15437:
  2. Fixed a bug that caused God Power blockers to persist past their intended durations.
  3. Fixed a bug that caused incorrect multi-training on all unit production buildings in some situations.
  4. Patch notes for the last update have been corrected to show FALKOR as the correct cheat input (FALCOR was a typo).
  5.  
  6. Update v100.19.14612:
  7. Build Spotlight
  8. Demeter’s Wrathful Gaze Update
  9. This patch brings a few new additions to Demeter! Some new technologies to improve Demeter’s utility, a new portrait, and balance changes.
  10.  
  11. Players who own the New Gods Pack: Demeter can now choose an alternate appearance for Demeter. Bring out the wrathful side of Demeter by swapping her portrait to the new glowing eyes version.
  12.  
  13.  
  14. To opt in to using the alternate version of Demeter’s portrait, you can swap it at any time, similar to other alternate portraits. You can view this helpful guide on how to swap portraits here.
  15.  
  16. Three new technologies have been added to Demeter to enhance your gameplay experience and available utility while playing as Demeter.
  17.  
  18.  
  19. Guiding Flame
  20.  
  21. Hestia’s guiding flame increases your ships line of sight and attack range.
  22.  
  23.  
  24. Harvest of Souls
  25.  
  26. Persephone enhances your infantry allowing them to harvest souls whenever they defeat an enemy, increasing their damage and attack speed for a short duration.
  27.  
  28.  
  29. Hymn of the Wildwood
  30.  
  31. Pan teaches your heroes the hymn of the wildwood, which allows them to heal nearby allied units in the area.
  32.  
  33. New Obsidian Mirror Random Map – Tenochtitlan’s Heart
  34. This update brings a new Random Map to players who own the Obsidian Mirror DLC!
  35.  
  36. Located before the founding capital of the Aztec Empire, this urban map features winding canals and capturable landmarks that drive constant conflict. Narrow causeways and tightly packed districts create natural chokepoints, forcing a balanced aggression in a competition for key resources.
  37.  
  38.  
  39. New Obsidian Mirror Cheat Codes
  40. This patch adds two new cheat codes for players who own the Obsidian Mirror DLC.
  41.  
  42. FALKOR Summons Quetzalcoatl to the map. Quetzalcoatl will fly around the map in their snake form, wandering passively for the rest of the match (controlled by Nature).
  43.  
  44. Requires owning the Obsidian Mirror DLC.
  45. LUCK DRAGON
  46. Summons Quetzalcoatl from the Obsidian Mirror campaign as a player-controlled destructive force.
  47.  
  48. Requires owning the Obsidian Mirror DLC.
  49.  
  50.                                  Game
  51. 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.
  52.  
  53. Stability & Performance
  54. Minor general improvements to stability.
  55. Fixed a crash that could occur while performing pathfinding.
  56. Prevented a crash that can occur when the maximum number of unique water types is exceeded. Water types that go beyond the limit may not render correctly.
  57. Fixed a crash that could occur while entering the main menu if you rapidly interact with some actions.
  58. Fixed a crash that could occur when some types of units die from reflective damage. Animals of Set attacking Thorned Walls would result in a crash due to their conversion to Nature on death.
  59. Fixed an infinite loop that could have occurred for any unit that dies during its own action updates.
  60. Fixed a stack overflow crash that could occur in some rare situations while finding content to render.
  61. Fixed a crash that could occur during a game login reconnection success during some game states.
  62. Fixed a crash that could occur if you reference an encrypted image in a place that does not expect encrypted images. When this happens, no image will show, instead of a crash.
  63. Performance improvements while rendering unit health and resource bars. These savings in high-intensity situations reduced from 25 milliseconds to 350 microseconds after the performance improvement was applied.
  64. Performance improvements for Pillar of Tlalocan. The Pillar of Tlalocan’s attacks were never cleaned up in memory after they triggered due to no duration. These are now cleaned up after 15 seconds. The result was a continually growing list of tracked powers that would never reduce.
  65. Performance and memory improvements for power management by reusing empty slots instead of continually growing the power list for every newly cast power.
  66. Performance improvements for many places that perform large numbers of additions and removals on arrays that preserve their order. The main situations in which this was noticed occurred during the first few updates after loading into a Giant Mirkwood match with 12 players. During this time, the lists processed for the first few frames can contain 130,000+ objects. In these cases, performance improved to more than twice that of the previous implementation.
  67. Performance improvements for unit queries and unit visibility updates when they pass more than 128 elements. Revealing and hiding large quantities of units results in unit queries with 10,000+ units. Unit queries rely on unique unit lists, generated via linear searches for uniqueness. These become expensive to perform using a linear search as the numbers grow larger. After exceeding 128 elements, these queries dynamically switch to significantly cheaper set-based lookups for insertions. The result is that revealing the entire map using DEVASD or other non-cheat methods will occur faster, and general gameplay on high-unit-density maps will perform slightly faster in the worst situations.
  68. Fixed some potential cases of cyclic UI references in the Arena of the Gods Lobby that could have led to memory leaks in some cases.
  69. Fixed a soft-lock that could occur during campaign missions and scenarios if the game was paused right as the mission completes.
  70. Localization
  71. Updates to some translations to improve translation quality.
  72. Graphics
  73. The War Hut and Nobles Hut now have unique construction-stage models that better fit their final structures.
  74. The Pillar of Tlalocan will now be shown in full detail across all texture detail graphics settings to prevent blurry visuals at lower settings.
  75. Fixed some cases where Tonalli could appear underwater. Tonalli now always appears on the surface of water when it spawns.
  76. Fixed the Siege Crossbow not changing appearance when the Engineers technology is researched.
  77. Audio
  78. Stealth sounds are now quieter to ensure they remain audible without overwhelming the player. Stealth sounds are often active around the map while playing as an Aztec Pantheon. In most cases, this has been set to 25% of the original volume.
  79. Adjusted the structure of some FMOD events to ensure they more closely resemble the file data structure. This helps ensure consistency when evaluating audio issues.
  80. Audio tables are now tracked in all lower-case to ensure case-insensitive lookups.
  81. Further updates to audio for God Powers:
  82. Kusanagi’s birth audio event now uses Spatializer (Attenuate), and its listener type is now set to “All”.
  83. Positional God Powers can now play while off-screen.
  84. Great Flood now plays its audio depending on whether it is on screen.
  85. God Powers now track all sounds they use in their effects to ensure fading works correctly.
  86. Added sounds to the Japanese Titan’s Bored animation.
  87. Hotkeys
  88. Changes to Hotkeys:
  89. Added Pre-Queue Convert to Gate: You can now Pre-Queue conversions from Walls to Gates!
  90. Convert to Gate is now available for use when Wall buildings are at the foundation stage.
  91. Using the normal action (or Hotkey) will act as a Pre-Queue similar to the previous changes for the Calpulli. You can also Pre-Queue when the Wall is fully built if you currently have insufficient resources.
  92. Removed Divine Labor and Gracious Hospitality Hotkeys from the Town Center Hotkeys.
  93. Added Gracious Hospitality to House Hotkeys.
  94. Added Divine Labor to Granary Hotkeys.
  95. Sacred Land now defaults to S to account for the move of Divine Labor.
  96. Removed Pan’s Pioneers Hotkeys from the Greek Temple Hotkeys.
  97. Added Pan’s Pioneers Hotkeys to the Granary and Storehouse Hotkeys.
  98. Added Hymn of the Wildwood Hotkey to the Greek Temple Hotkeys.
  99. Added Guiding Flame as a Hotkey in the Shared Dock Hotkeys.
  100. Added Harvest Souls Hotkey to the Armory and Military Academy Hotkeys.
  101. Hotkey bug fixes:
  102. Fixed a bug that caused Attack Move to fail for Norse Military when assigned to the same Hotkey as Build Farm.
  103. The Warrior Priest to Teixiptla and Axolotl to Mutant Hotkeys will no longer activate from their normal bindings while in the combined abilities view. These actions now trigger from their Grid Hotkey equivalent.
  104. The Warrior Priest’s build actions (such as Temple) will no longer start placement while you are in the combined abilities view.
  105. The Argo is no longer selectable through Find Hero Hotkeys.
  106. Fixed typo in Hotkey data where Pre-Queue Chthonic Rites was missing a space.
  107. UI
  108. Cosmic Guard now shows a notification for the activating player and a tooltip when hovering over the effect duration that shows in the power active area of the UI.
  109. Removed the word “Team” from dropdown entries for the Team number dropdown. This change ensures that the team is clearly visible in all languages, including when 10+ teams are actively in use.
  110. Fixed some cases where Narration could trigger incorrectly while navigating the Gauntlet Labyrinth UI.
  111. If you manage to earn all the Daily Celestial Challenge rewards, you will now see a message congratulating you.
  112. Midas’ Touch now shows a Tooltip instead of a string ID if you hover over the passive ability icon.
  113. Fixed a bug where you could enter a sub-menu of the main menu before first seeing the main menu. There is now a momentary delay of a few frames after you first reach the main menu before it is possible to interact.
  114. The Overhelmer and Retaliator AI Personality now have 4K versions of their icons.
  115. Fixed situations where the Minimap sometimes appeared when it should remain hidden. The minimap will remain hidden if you save and load during a mid-mission cinematic.
  116. Event icons that are now available as part of the Ultimate Fan Pack will show a tooltip to tell you that you can unlock them by obtaining the DLC.
  117. Fixed player color not showing for some unit icons: Fork Boy, UFO, Shinobi Wan Kenobi, and the Regent.
  118. Hovering over the Neutral icon in the Diplomacy pop-up will now show “Neutral” instead of an empty Tooltip.
  119. Fixed wording used in the Tunkuluchu’s Tooltip.
  120. Adjusted Pause behavior for some pop-ups during gameplay to ensure they do not unpause the game.
  121. Fixed a bug that caused AI Personalities to reset whenever a player joined a custom Multiplayer Lobby.
  122. You can now use the icon tag in text to show encrypted images. To do this, you will need to specify a ! character at the start of the path.
  123. For example:
  124. The ! character gives a hint that it might be encrypted and will allow decryption for this case. If the same text was shown without the ! character, it would fail to load the image, and you would not see an image.
  125. Fixed the Stealth cursor not showing on Shorelines (or Shallow Water) when you have an Ahuizotl unit selected.
  126. The Axolotl to Mutant Axolotl and Warrior Priest commands are now visible in the combined abilities view, and both show the correct Grid Hotkey binding.
  127. The Amazon Archer now appears in the Tech Tree and God Picker.
  128. Fixed a bug that caused damage stats to show on the base version of the Calpulli despite its inability to attack.
  129. Added missing icons for Dolphin and Eagle animals.
  130. The Japanese Shrine now has an “Eject all Garrisoned units” action.
  131. Fixed a bug that caused incorrect notifications for the Expansion Pass DLC to appear on Xbox that said the content was ready for install. These notifications would appear even in cases when all the Expansion Pass content was already installed.
  132. Fixed missing entries in the Compendium:
  133. Added missing Quetzal entry.
  134. Added missing Turkey Vulture entry.
  135. Added missing entries for all the Aztec Trees.
  136. Fixed Argive Patronage not showing up in the Compendium since the prior effect name change when it became available with Demeter’s Amazon Archers.
  137. Controller
  138. Fixed tooltips not showing for the Difficulty and Personality settings in the Skirmish lobby while playing with a controller.
  139. Fixed missing Site Command options for Citadel Centers. You can now use the Construct Farm and Send Livestock actions on Citadel Centers while playing with a controller.
  140. Fixed a bug that caused navigation to function incorrectly and become stuck after using a controller button to back out of the Arena of the Gods Difficulty dropdown.
  141.  
  142.                          Gameplay
  143. Fixes
  144. Tasking a Villager with resources to drop them off at a damaged dropsite building will now prioritize the drop-off command instead of the repair command.
  145. Fixed bugs that were causing your army to slow down when issuing repeated move commands.
  146. Fixed Box Formation failing for some selections of units and unit types.
  147. Fixed bugs that were causing Villagers to go idle instead of attacking during Attack Move commands.
  148. Improved Attack Move to make it more responsive.
  149. One of the primary problems causing units to become idle during the Attack Move was exceeding path-check limits; many changes have been made to address that issue. This was worked on with Villagers as a focus, but applies generally to all Attack Move behavior.
  150. Increased pathing limits for players that can be checked during each update.
  151. Smarter checks to reduce the need for full path generation in some situations, saving on hitting limits.
  152. After hitting pathfinding limits, units and squads that were unable to take their turn at pathfinding will have their priority shifted, causing them to process first on subsequent squad updates.
  153. Attack targets are pre-sorted before checking paths, reducing the need to check multiple paths.
  154. Developer Note: We are continuing to evaluate these changes in case additional situations require attention. The fixes that have been applied should make a noticeable difference in many situations that caused frustration due to idle units during combat.
  155.  
  156. Fixed a bug that prevented chained Move actions from working after queuing a Dropoff-type action with a Relic to a Temple. You can now chain move actions after the Temple dropoff.
  157. Fixed a bug that prevented Goshinboku from spawning myth units while captured by an Aztec player.
  158. Fixed Blazing Prairie dealing significantly less damage than was intended. The fire on the ground from the Blazing Prairie power has resumed dealing damage by burning nearby units. The ArcadianMeadowDamageReceiver rate tag had been causing the damage-over-time effect to only work against Arcadian Meadow.
  159. Fixed a bug that allowed unintended duplication of bonuses by moving Relics in and out of Temples repeatedly. This issue would have affected the reversal for all cases of damage multiplier-type data effects. This issue would have been present for all of these Relics: Gaia’s Book of Knowledge, Feather of Bifang, Onikiri Demon Slayer, Tower of Sestus, Khopesh of Horus, Xiuhcoatl, and Hummingbird’s Beak. The problem occurred because the base amount for the default multiplier was treated as 0% instead of 100%.
  160. Fixed a bug that was preventing Farms from regenerating health when the Coatepec Shrines technology was researched.
  161. The “GREEK TO ME” cheat no longer has a chance to grant the Infestation God Power.
  162. Fixed Auto-Devotion failing if the Temple is not close to a Town Center. The Temple will now search without a set range, extending beyond those limits if no valid Town Center is found.
  163. Fixed a bug during the Auto-Supply Devote action where units were not counted correctly while they were moving to become devoted. This led to incorrect evaluations while determining if more units need training to supply the action.
  164. Fixed a bug that caused Gullinbursti to move more slowly when spawned after cloning the God Power with Obsidian Mirror. The fix for this issue would have affected any God Power that you try to clone with the Obsidian Mirror that has an InRange placement check.
  165. Japanese Villagers (Commoners) are now susceptible to attacks from predatory animals, similar to Villagers from other Pantheons.
  166. Minor adjustment to Goshinboku’s placement to make it easier to place.
  167. Maquizcoatl is now a little easier to click.
  168. Sphinx’s Whirlwind VFX now has a hitbox for selection.
  169. Kuafu units no longer run away in fear from Animals of Set. They have overcome their fear and will now stand their ground to fight.
  170.  
  171.                          All Pantheon Changes
  172. Gauntlet Events
  173. Reduced damage done to Herdable units for some Chaos Events from 100% → 20%. This change applies to the following cases:
  174. The Tornado Chaos Event.
  175. The Thunder Burst Chaos Event.
  176. The Children of Nidhogg Chaos Event.
  177. The Lightning Strike Chaos Event.
  178. The Cluck Cluck Boom Chaos Event.
  179. Shinobi Wan Kenobi that are spawned by a Chaos Event.
  180. Flaming Monkeys that are spawned by a Chaos Event.
  181. Developer Note: A common complaint has been that Chaos Events cause too much damage to your Herdables if you keep them near your Town Center. This change ensures that the damage they do take will be less frustrating in cases where you have not already moved them away from danger.
  182.  
  183. Shared
  184. Various myth units have had their obstruction sizes reduced to better fit their respective sizes; see the specific culture sections for details.
  185. Myth Units
  186. Myth units from a previous age now have their hitpoints and damage increased from +20% → +25%.
  187. Developer Note: This change aims to keep myth units from previous ages a little more relevant in later stages of the game.
  188.  
  189. Buildings
  190. Town– and Village Center: damage per garrisoned unit increased from +3% → +5%.
  191. Tower: damage per garrisoned unit increased from +5% → +10%.
  192. Developer Note: This change aims to alleviate early-game pressure when defending against various units, which can cause significant idle time. That idle time is now being rewarded with more damage output on defensive structures.
  193.  
  194. Technologies
  195. Advanced Fortifications: adjusted as follows
  196. Now also affects Tower damage by +50%.
  197. No longer affects the Hack armor of Fortress-type buildings by -10% hack vulnerability.
  198. Ballistics: adjusted as follows
  199. Availability changed from Heroic → Classical age.
  200. Cost reduced from 200 wood 200 gold → 150 wood 150 gold.
  201. Relics
  202. Great Tzompantli: Now also grants a 0.01 favor per second trickle.
  203. Atlatl of Ehecatl: Ranged unit and building attack interval reduction reduced from -10% → -5%.
  204. Mayahuel’s Maguey: Human Soldier food, wood and gold refund on death reduced from 10% → 5% of the unit’s cost.
  205.  
  206.                       Greek Pantheon
  207. Favor curve adjusted so that villagers gather a little bit faster when gathering with large numbers of Villagers, example rates below:
  208. Favor income for 3 villagers increased by ~2.5%.
  209. Favor income for 10 villagers increased by ~9.5%.
  210. Favor income for 30 villagers increased by ~24%.
  211. Favor income for 50 villagers increased by ~37%.
  212. Major Gods
  213. Hades
  214.  
  215. Vaults of Erebus (Technology): gold trickle rate reduced from 2 → 1.75 gold per second.
  216.  
  217. God Bonuses have been adjusted as follows:
  218. Removed:
  219. +1 Villagers can work on a Farm.
  220. Village Centers have additional HP and increased attack per garrisoned Villager.
  221. Buildings build faster when close to Gold mines.
  222. Added:
  223. Village Centers trains units 25% faster.
  224. Herdables fatten 25% faster, and can fatten 15% more.
  225. Human soldiers and myth units train +10% faster per age.
  226. Developer Note: As part of a soft redesign of Demeter, we are putting more power budget and focus on the economic aspect of Demeter rather than the defensive side, and giving her a fitting myth unit-related bonus, as all Greeks have.
  227.  
  228. Herdables spawned from aging up no longer follow rallypoints.
  229. Divine Labor (Technology): adjusted as follows
  230. No longer increases Villager wood & gold carry capacity.
  231. Villagers gather from Herdables and Farms 10% faster.
  232. Villager hitpoints healed for each drop-off reduced from 18 → 10.
  233. No longer researchable at Town or Village Centers, it is instead researchable in the Granary.
  234. Minor Gods
  235. Athena
  236. Restoration (God Power): adjusted as follows
  237. Cost increased from 100 → 125 favor.
  238. Repeat cost increased from 20 → 25 favor.
  239. Cooldown increased from 120 → 180 seconds.
  240. Pan
  241. New Technology: Hymn of the Wildwood
  242. Heroes heal nearby units for 0.75 HP/s, in a 5 radius.
  243. Costs 150 gold 20 favor.
  244. 40 second research time, available in the Temple.
  245. Pan’s Pioneers (Technology): adjusted as follows
  246. No longer spawns Lykaons upon Town or Village Center completion.
  247. New effect: Buildings cost -10% less wood.
  248. New effect: +1 Villagers can gather from farms.
  249. Cost increased from 100 gold 15 favor → 200 food 20 favor.
  250. No longer researchable in the Temple, instead researchable in the Storehouse & Granary.
  251. Thorned walls (Technology): now also affects Towers and Fortresses.
  252. Predatory Instinct (Technology): adjusted as follows
  253. Renamed to Call of Lykaion.
  254. No longer increases damage by +2 hack.
  255. No longer increases speed by 8.33%.
  256. No longer allows Lykaons to be transformed at will, as this feature is present on the base unit.
  257. New effect: Town and Village Centers now spawn 1 Lykaon for each present and future.
  258. New effect: Lykaons now gain +25% damage.
  259. Cost changed from 300 food 20 favor → 200 food 14 favor.
  260. Dionysus
  261. Bronze (God Power): repeat cost increased from +10 → +25.
  262. Hestia
  263. Communal Hearth (God Power): adjusted as follows
  264. Repeat cost increased from +5 → +25.
  265. Cooldown increased from 150 → 180 seconds.
  266. Villager gather rate multiplier increased from 10% → 15%.
  267. New Technology: Guiding Flame
  268. Increases ship line of sight by +4.
  269. Increases ship attack range by +15%.
  270. Costs 200 wood 15 favor.
  271. 25 second research time, in the Dock.
  272. Gracious Hospitality (Technology): adjusted as follows
  273. No longer increases population for Farms near Town Centers.
  274. Now increases the House build limit by +2.
  275. Cost increased from 150 food 20 favor → 275 gold 22 favor.
  276. No longer researchable from the Town Center, it is instead researchable from houses.
  277. Persephone
  278. Underworld Invasion (God Power): adjusted as follows
  279. Hitpoint reduction of Eidolon units reduced from -33% → removed.
  280. Now spawns a minimum of 30 Eidolons at base, with +30 per Town Center. (Maximum 150 total units)
  281. The casting player can no longer build any Town or Village Centers during the duration of the power.
  282. Only human soldiers are valid Eidolon targets.
  283. Active time reduced from 200 → 180 seconds.
  284. Repeat cost reduced from +75 → +50.
  285. Developer Note: These changes aim to make the power more similar to Ragnarok’s playstyle by creating clear counter-play through myth units.
  286.  
  287. New Technology: Harvest of Souls
  288. Infantry attack 20% faster and deals 15% more damage upon killing an enemy unit.
  289. Costs 150 food 150 gold 25 favor.
  290. 40 second research time, in the Armory and Military Academy.
  291. Sacred Land (Technology): adjusted as follows
  292. No longer gives farms a healing aura.
  293. New effect: Villagers working on farms also grant 0.1 gold per second while gathering.
  294. New effect: Villagers gather 10% faster from farms.
  295. Cost increased from 100 gold 15 favor → 200 food 20 favor.
  296. Hephaestus
  297. Forge of Olympus (Technology): adjusted as follows
  298. Armory research speed reduced from +100% → +50%.
  299. Cost increased from 200 gold 20 favor → 250 gold 25 favor.
  300. Myth Units
  301. Lykaon (Pan): adjusted as follows
  302. Can now transform at will, without needing an upgrade.
  303. Bonus damage multiplier vs siege 2x → removed.
  304. Bonus damage vs sentry towers 2.5x → 4x, and applies to all tower-type buildings.
  305. Food gathering rate from Huntable and Herdable animals increased from +25% → +50%.
  306. Cost changed from 100 gold 80 wood 15 favor → 165 gold 15 favor.
  307. Population cost reduced from 2 → 1 (Villager version only).
  308. Centaur (Hermes): adjusted as follows
  309. Arrow Volley area damage reduced from 21 → 19 pierce damage over time.
  310. Hitpoints increased from 250 → 300.
  311. Damage increased from 18 → 20 pierce.
  312. Attack range reduced from 12 → 10.
  313. Developer Note: These changes aim to shift the power budget from the centaur more into the base stats away from the special attack, making them less reliant on micro management.
  314.  
  315. Nemean Lion (Aphrodite): adjusted as follows
  316. Damage increased from 22 hack 14 crush → 24 hack 16 crush.
  317. Obstruction size reduced from 1.24 → 0.99.
  318. Hamadryad (Hestia): cost reduced from 200 wood 50 gold 20 favor → 230 wood 20 favor.
  319. Chimera (Artemis): adjusted as follows
  320. Obstruction size reduced from 1.24 → 0.99.
  321. Human Units
  322. Hippeus: hitpoints increased from 150 → 155.
  323. Prodromos: adjusted as follows
  324. Pierce armor increased from 10% → 15%.
  325. Damage bonus multiplier vs cavalry increased from 3.5x → 4x.
  326. Amazon Archer (Demeter): adjusted as follows
  327. Build limit 10 → removed.
  328. Movement speed increased from 4.0 → 4.8.
  329. Bonus damage multiplier vs buildings 2.2x → removed.
  330. Hitpoints reduced from 160 → 120.
  331. Population cost increased from 2 → 3.
  332. Cost changed from 85 wood 65 gold → 85 food 95 wood.
  333. Train time reduced from 12 → 9.5 seconds.
  334. Damage reduced from 13 pierce 2 divine → 13 pierce 1 divine.
  335. Attack range reduced from 26 → 24.
  336. Weight class increased from 5 → 6.
  337. Developer Note: We’ve adjusted the design of the Amazon Archer to be the first gold-less human unit, and shifted its power into being a fast, long-range super archer, rather than a slow, build-limited super archer with bonus damage against buildings.
  338.  
  339.  
  340.                        Egyptian Pantheon
  341. Major Gods
  342. Ra
  343.  
  344. Berry gather rate increased from +25% → +30%.
  345. Myth Units
  346. Sphinx (Bast): adjusted as follows
  347. Cost reduced from 120 gold 20 favor → 120 gold 18 favor.
  348. Obstruction radius reduced from 1.24 → 0.99.
  349. Scorpion man (Nephthys): cost reduced from 200 wood 24 favor → 200 wood 22 favor.
  350. Petsuchos (Sobek): obstruction radius reduced from 1.24 → 0.99.
  351. Hero Units
  352. Pharaoh: damage in the Archaic age increased from -90% → -75%.
  353. Human Units
  354. Spearman: bonus damage multiplier vs cavalry increased from 1.75x → 2x.
  355. Buildings
  356. Lighthouse: cost reduced from 300 → 200 gold.
  357.  
  358.                       Norse Pantheon
  359. Major Gods
  360. Thor
  361.  
  362. Dwarven Armory: Archaic age research speed reduced from 0.5x → 0.33x.
  363. Loki
  364.  
  365. Spy (God Power): cost reduced from 60 → 30.
  366. Minor Gods
  367. Njord
  368. Vikings (Technology): Raiding Cavalry divine damage increased from +1 → +1.5.
  369. Skadi
  370. Frost (God Power): duration reduced from 50 → 45 seconds.
  371. Myth Units
  372. Draugr (Ullr): cost reduced from 225 wood 14 favor → 200 wood 14 favor.
  373. Rock Giant (Aegir): Obstruction size reduced from 1.49 → 1.24.
  374. Frost Giant (Skadi, Hel): adjusted as follows
  375. Hitpoints increased from 600 → 700.
  376. Damage increased from 36 hack 30 crush → 40 hack 32 crush.
  377. Obstruction size reduced from 1.24 → 0.99.
  378. Fire Giant (Baldr): Obstruction size reduced from 1.24 → 0.99.
  379. Fenris Wolf Brood (Tyr): Obstruction size reduced from 1.24 → 0.99.
  380. Nidhogg (Hel): adjusted as follows
  381. Hitpoints increased from 2800 → 3200.
  382. Cooldown reduced from 90 → 60 seconds.
  383. Hero Units
  384. Hersir: damage in the Archaic age increased from -90% → -75%.
  385. Godi: movement speed increased from 4 → 4.3.
  386. Human Units
  387. Raiding Cavalry: adjusted as follows
  388. Hitpoints increased from 105 → 110.
  389. Hack armor increased from 15% → 20%.
  390. Throwing Axeman: adjusted as follows
  391. Hack armor reduced from 30% → 20%.
  392. Pierce armor increased from 15% → 25%.
  393. Damage reduced from 6 → 5 hack.
  394. Damage bonus multiplier vs infantry increased from 3x → 4x.
  395. Developer Note: These changes aim to help the Throwing Axeman survive a little longer against ranged units, such as Slingers or Toxotes, and weaken them against cavalry units or fast infantry. Making their damage more specialized against infantry also aims to make them a unit that requires a bit more control, but with greater payoff.
  396.  
  397.  
  398.                  Atlantean Pantheon
  399. Major Gods
  400. Oranos
  401.  
  402. Shockwave (God Power): adjusted as follows
  403. Cooldown increased from 150 → 180 seconds.
  404. Cost increased from 15 → 20 favor.
  405. Minor Gods
  406. Leto
  407. Spider Lair (God Power): adjusted as follows
  408. Cost increased from 0 → 4.
  409. Spiders from Spider Lair can now be revealed within 3 radius by any unit, or 8 radius by scout units, and remain visible once revealed.
  410. Developer Note: This change effectively removes the free second cast, as its cost was 0 + 4. Now you have to start paying after your first free cast.
  411.  
  412. Perception (Technology): cost reduced from 50 food 100 wood → 50 food 50 wood.
  413. Oceanus
  414. Frontline Heroics (Technology): adjusted as follows
  415. Infantry hero food and gold cost reduction reduced from -30% → -20%.
  416. Cost reduced from 100 gold 15 favor → 100 gold 12 favor.
  417. Hyperion
  418. Chaos (God Power): cooldown increased from 180 → 240 seconds.
  419. Heroic Renewal (Technology): adjusted as follows
  420. Hero regeneration rate reduced from 1.5 → 1 hp/s.
  421. Research time reduced from 40 → 30 seconds.
  422. Rheia
  423. Horns of Consecration (Technology): research time reduced from 40 → 25 seconds.
  424. Myth Units
  425. Automaton (Leto): adjusted as follows
  426. Hack armor increased from 30% → 35%.
  427. Pierce armor reduced from 55% → 50%.
  428. Train time reduced from 10 → 9 seconds.
  429. Tartarian Spawn (Hekate): obstruction size reduced from 1.24 → 0.99.
  430. Argus (Atlas): adjusted as follows
  431. Obstruction size reduced from 1.49 → 1.24.
  432. Movement speed increased from 4.1 → 4.3.
  433. Hitpoints increased from 760 → 840.
  434. Centimanus (Helios): hitpoints increased from 900 → 960.
  435. Lampades (Hekate): cost reduced from 220 gold 22 favor → 200 gold 20 favor.
  436. Hero Units
  437. Oracle (Hero): damage in the Archaic age increased from -90% → -75%.
  438. Contarius (Hero): adjusted as follows
  439. Cost increased from 50 food 30 gold → 55 food 30 gold.
  440. Hitpoints increased from 155 → 170.
  441. Human Units
  442. Contarius: adjusted as follows
  443. Cost increased from 65 food 40 gold → 75 food 40 gold.
  444. Hitpoints increased from 140 → 155.
  445. Developer Note: The goal of this change is to make Contarius a more pop-efficient unit so it may perform better in the late game, scaling its power and cost up roughly equally.
  446.  
  447.  
  448.                 Chinese Pantheon
  449. Favored land: income adjusted as follows
  450. Tile 0-3000, favor income reduced from 0.01 → 0.0075 favor per tile.
  451. Tile 3000-5000, favor income increased from 0.005 → 0.0075 per tile.
  452. Tile 5000+, favor income increased from 0.001 → 0.0025.
  453. Developer Note: The intent behind these changes is to make expansion feel more rewarding by giving you more favor if you are proactive in securing the map, and to offset the Kuafu unit’s early-game favor cost reduction.
  454.  
  455. Major Gods
  456. Nuwa
  457.  
  458. Kuafu Chieftain (Technology): Cost reduced from 150 food 15 favor → 150 food 10 favor.
  459. Shennong
  460.  
  461. Prosperous Seeds (God Power): gather rate increased from +50% → +60% faster than a normal farm.
  462. Minor Gods
  463. Xuannu
  464. Qilin’s Blessing (Technology): cost reduced from 100 food 100 gold 25 favor → 100 food 100 gold 15 favor.
  465. Chiyou
  466. Son of Loong (Technology): cost reduced from 150 gold 10 favor → 125 gold 8 favor.
  467. Rage of Slaughter (Technology): cost reduced from 150 wood 10 favor → 150 wood 5 favor.
  468. Houtu
  469. Sinister Defiance (Technology): cost reduced from 150 food 50 gold 15 favor → 150 food 25 gold 10 favor.
  470. Goumang
  471. Forest Protection (God Power): cost increased from 100 → 125 favor.
  472. Gonggong
  473. Last Stand (Technology): cost increased from 300 food 15 favor → 300 food 25 favor.
  474. Myth Units
  475. Yazi (Chiyou): adjusted as follows
  476. Hitpoints increased from 300 → 320.
  477. Obstruction size reduced from 0.99 → 0.74.
  478. Baihu (Rushou): obstruction size reduced from 1.24 → 0.99.
  479. Taotie (Nuba): obstruction size reduced from 1.49 → 1.24.
  480. Hundun (Huangdi): adjusted as follows
  481. Cost reduced from 220 food 30 favor → 220 food 28 favor.
  482. Hack armor increased from 45% → 50%.
  483. Qinglong (Gonggong): adjusted as follows
  484. Special attack initial impact damage reduced from 35 pierce → 10 divine.
  485. Special attack damage over time puddle lifespan increased from 1 → 3 seconds, with a divine damage of 5 per second.
  486. Hitpoints increased from 600 → 660.
  487. Developer Note: The special attack changes shift power budget from the initial impact to the puddle, allowing for some counterplay by maneuvering units out of the puddle.
  488.  
  489. Xuanwu: obstruction size reduced from 2.99 → 2.49.
  490. Yinglong (Huangdi): hitpoints increased from 2400 → 2700.
  491. Hero Units
  492. Pioneer (Hero): damage in the Archaic age increased from -90% → -75%.
  493. Human Units
  494. Ge Halberdier: adjusted as follows
  495. Damage increased from 4 → 5 hack.
  496. Damage bonus multiplier vs cavalry reduced from 5x → 4.5x.
  497. Tiger Cavalry: hitpoints reduced from 170 → 165.
  498. Other Units
  499. Peasant: gather rates increased from 80% → 85% compared to those of a Greek Villager.
  500. Kuafu: adjusted as follows
  501. Train time increased from 42 → 42.5 seconds.
  502. Cost reduced from 50 food 100 gold 10 favor → 50 food 100 gold 8 favor.
  503. Developer Note: These changes aim to shift some of the power budget away from Kuafu as the dominant target for favor spending.
  504.  
  505.  
  506.                  Japanese Pantheon
  507. Major Gods
  508. Susanoo
  509.  
  510. Kusanagi (God Power): repeat cost increased from +5 → +10.
  511. Crushing Waves (Technology): cost increased from 50 food 10 favor → 100 food 15 favor.
  512. Kitsune bushido XP trickle rate reduced from 0.75 → 0.5 per second.
  513. Minor Gods
  514. Ame-no-Uzume
  515. Katagi (Technology): Bushido XP on death from infantry increased from 75 → 100.
  516. Minakatatomi
  517. Shrine of the Hunt (God Power): adjusted as follows
  518. Wolves spawned from the shrine are no longer myth units; instead, they now behave the same as serpents.
  519. Hitpoints reduced from 180 → 90.
  520. Damage bonus multiplier vs heroes -50% → removed.
  521. Crush armor increased from 80% → 99%.
  522. Developer Note: This change aims to make them stronger against early heroes, and a bit weaker against Villagers in rare offensive use-cases.
  523.  
  524. Kumiki (Technology): cost increased from 100 wood 50 gold 10 favor → 100 wood 50 gold 15 favor.
  525. Hero Units
  526. Onmyoji: population cost increased from 3 → 4.
  527. Developer Note: This unit has been performing too well when massed in the late game. Increasing the pop cost to match the unit’s price is intended to make this more manageable.
  528.  
  529. Human Units
  530. Yari Spearman: damage bonus multiplier vs cavalry reduced from 3x → 2.5x.
  531. Shinobi: hitpoints increased from 110 → 120.
  532.  
  533.                  Aztec Pantheon
  534. Devotion: adjusted as follows
  535. Favor earned from devoting Villagers increased from 15 → 18.
  536. Passive favor income per devoted Villager increased from 0.4x → 0.5x that of the Greek favor gather rate, and is adjusted to match the new Greek favor formula.
  537. Number of Villagers needed to reach maximum passive favor income from devotion reduced from 20 → 15.
  538. Devotion favor reward reduction reduced from -90% → -80% at maximum scaling, resulting in twice as much favor earned as before in the late game, once the max is reached.
  539. Developer Note: These changes result in a increase of 17.64 → 22.44 favor per minute passively, once at the maximum passive favor cap. The amount earned at the bottom rate per Villager directly is also increased from 1.5 → 3.6 favor.
  540.  
  541. Tonalli can now be collected on water by the Arrow Canoe, Atlatl Siege Canoe, and Tepoztli Canoe.
  542. All Teixiptla will now adjust their Lifespan as a percentage of their previous Lifespan whenever a technology is researched that modifies it.
  543. Developer Note: For example, if the Lifespan was increased from 30 seconds to 60 seconds, this would previously have reset the full Lifespan on active units to 60 seconds, regardless of whether it was at 29 seconds or 1 second remaining. With this change, if you were at 15 seconds, that would mean 50% of the Lifespan is completed, and the technology change for the active unit would adjust it to 30 seconds (of the new maximum of 60). This change was made to reduce the effectiveness of abusing research timings during raids to gain a second wind of attack time with active Teixiptla.
  544.  
  545. Cosmic Guard: adjusted as follows
  546. Number of myth units changed from 3 → 2.
  547. Number of human soldiers needed to sacrifice reduced from 15 → 12.
  548. Major Gods
  549. Huitzilopochtli
  550.  
  551. Blood Pact (God Power): adjusted as follows
  552. Now also scales Hitpoints and Damage of the target unit per age as follows
  553. Archaic Age: 1.5x
  554. Classical Age: 2.0x
  555. Heroic Age: 2.5x
  556. Mythic Age: 3.0x
  557. Wonder Age: 4.0x
  558. Temple, Great Temple, Town- and Village center refund on completion reduced from 33% → 25%.
  559. Tezcatlipoca
  560.  
  561. Now has access to farms in the Archaic Age, allowing him to use Shennong’s Prosperous Seeds.
  562. Quetzalcoatl
  563.  
  564. Nobles’ Hut unit hitpoints reduced from +15% → +10%.
  565. Minor Gods
  566. Malinalxochitl
  567. Infestation Nest (God Power): adjusted as follows
  568. Initial Large Scorpions spawned reduced from 3 → 2.
  569. Number of Large Scorpions spawned on death reduced from 3 → 2.
  570. Lifespan increased from 180 → 240 seconds.
  571. Developer Note: These changes aim to slow down the Nest’s early power, while keeping the number of spawns overall the same.
  572.  
  573. Omen of Malinalco (Technology): adjusted as follows
  574. Maquizcoatl on death explosion armor reduction increased from -15% → -20% hack & pierce.
  575. Cost reduced from 150 food 15 favor → 120 food 12 favor.
  576. Itzpapalotl
  577. Purge (God Power): duration reduced from 6.5 → 6 seconds.
  578. Coyolxauhqui
  579. Starfall (God Power): small strike divine damage increased from 5 → 6.
  580. Tlaloc
  581. Pillar of Tlalocan (God Power): adjusted as follows
  582. Hitpoints reduced from 2800 → 2400.
  583. Damage changed from 40 hack 20 divine → 40 pierce 10 divine.
  584. Damage area of strike reduced from 6 → 5.
  585. Can no longer target siege weapons with its water strikes.
  586. Tlaloques (Technology): Calpulli upgrade discount reduced from -90% → -75%.
  587. Mictlantehcutli
  588. Omen of Death (Technology): adjusted as follows
  589. Teixiptla hack damage on death increased from 40 → 50.
  590. Teixiptla bonus damage multiplier on death increased from 5x → 6x.
  591. Cost reduced from 250 food 25 favor → 150 food 20 favor.
  592. Necklace of Eyeballs (Technology): now affects all heroes rather than just Teixiptla’s.
  593. Myth Units
  594. Centzon Totochthin (Patecatl): adjusted as follows
  595. Hitpoints and damage per veterancy tier increased from +20% → +25%.
  596. Hitpoints increased from 240 →260.
  597. Pierce armor increased from 45% → 50%.
  598. Soul guide (Xolotl): is now a valid Blood Pact target.
  599. Axolotl: now follows the same heal logic as other healers, fixing an issue where they could heal otherwise unhealable units.
  600. Quinametzin: adjusted as follows
  601. Hitpoints increased from 500 → 600.
  602. Hack armor increased from 15% → 25%.
  603. Cost reduced from 300 gold 10 favor → 300 gold 5 favor.
  604. Obstruction size reduced from 1.24 → 0.99.
  605. Human Units
  606. Tlamanih Spearman: damage bonus vs cavalry reduced from 3.5x → 3x.
  607. Ocelotl Warrior: hitpoints increased from 155 → 165.
  608. Shorn One: adjusted as follows
  609. Terror Whistle damage area reduced from 2 → 1.
  610. Terror Whistle duration reduced from 5 → 4 seconds.
  611. Damage reduced from 13 → 12 hack.
  612. Eagle Warrior: adjusted as follows
  613. Cost increased from 75 wood 45 gold → 80 wood 45 gold.
  614. Train time increased from 20 → 21 seconds.
  615. Hitpoints reduced from 95 → 90.
  616. Attack range reduced from 19 → 18.
  617. Hero Units
  618. Teixiptla (Huitz): adjusted as follows
  619. Damage reduced from 18 → 15 divine.
  620. Damage over time reduced from 1 → 0.75 Divine, per second, for 5 seconds.
  621. Damage bonus multiplier vs myth units increased from 8x → 9x.
  622. Lifespan in the Classical age reduced from 30 → 25 seconds.
  623. Teixiptla (Tez): adjusted as follows
  624. Damage reduced from 10 → 8 hack.
  625. Special Attack damage reduced from 40 → 32 hack.
  626. Damage bonus multiplier vs myth units increased from 8x → 9x.
  627. Lifespan in the Classical age reduced from 30 → 25 seconds.
  628. Teixiptla (Quetz): adjusted as follows
  629. Damage reduced from 20 → 16 divine.
  630. Damage bonus multiplier vs myth units increased from 8x → 9x.
  631. Lifespan in the Classical age reduced from 30 → 25 seconds.
  632. Buildings
  633. Calpulli (Craft Workshop): hitpoints increased from 600 → 800.
  634. Developer Note: The Livestock Pen and Lumber Outpost each have 800.
  635.  
  636. Spike Trap: cost reduced from 80 → 50 wood.
  637. Smoke Trap: cost reduced from 15 wood 15 gold → 10 wood 10 gold.
  638.  
  639.                               Random Maps
  640. Added the new Tenochtitlan’s Heart random map for owners of the Obsidian Mirror DLC.
  641. Terrain now changes beneath buildings placed on Aztec Random Maps.
  642. Peach Blossom Land: Fixed a bug that caused up to 67 chickens to spawn instead of up to 6.
  643.  
  644.                             Campaign
  645. Obsidian Mirror 01: The prompt to hint that you should use the Pillar of Tlalocan while defending will now show more consistently.
  646. Obsidian Mirror 12: Fixed a Dock that was showing incorrect player colors after taking damage.
  647. Fall of the Trident 16: Fixed some cases of portrait icons that were showing as unknown for Kastor.
  648. Pillar of the Gods 09: Fixed a bug that could cause the Titan to become stuck in the Titan Gate after it completes.
  649.  
  650.                           Modding/Editor
  651. General
  652. Updated Doxygen documentation and VS Code Extension.
  653. Blood and Bones DLC new addition! All variations of blood and bones can now be placed in the Editor! This includes both the original red, the darker red, and the prismatic color variations. It also includes both the white and bloodied versions of all skeleton models. You can find all of these in the Editor with “Blood Pack” at the end of their names.
  654. Fixed a bug that prevented Mods from overriding encrypted image files. It is now possible to mod and override God Portraits and other assets again. This was not functioning correctly after the previous update, when the UI swapped to using DDS files for images.
  655. Added a new Tech Tree flag “SpecialAgeUpgrade” that can be used to negate incorrect cases where special alternate versions of Age Up technologies are used for campaigns. This is used for ClassicalAgeMalinalxochitlDummy to fix the “GREEK TO ME” cheat.
  656. Added new tags to the UnderworldInvasion power type.
  657. Added new tag EidolonMin, which is used for (EidolonMin + (Town Centers Count * EidolonStep)).
  658. Added new tag DurationTechEffect, which defines a technology that applies during the first update of Underworld Invasion and then is removed at the end of the effect.
  659. Added new tag OnlyApplyDurationTechEffectIfTechActive that only applies the DurationTechEffect if this tech is active.
  660. The ChargedModify action type now supports multiple child Charged tags with KillEnemy as the activation type. Previously, it would never trigger more than the first listed upon killing an enemy. Only the first ChargedModify ProtoAction with KillEnemy will work, so you will still need to combine all KillEnemy activation types onto one ProtoAction for any individual ProtoUnit. This fix was applied to ensure the new Harvest Souls technology could modify two different stats.
  661. Abilities flagged with DisplayWithAbilities will now show correctly with Grid Hotkeys as the default.
  662. Added new functions that allow custom map creators to return to the old LOS in Free For All, where you can see Allies’ vision.
  663. Added new random map function: void rmSetCanSeeAllyLOSInFFA(bool canSee): Sets whether fog of war allows vision of Ally LOS in the match. Change applies during post-random map startup LOS fixup.
  664. Add new trigger function: void trSetCanSeeAllyLOSInFFA(bool canSee, bool applyFogChangeNow): Sets whether fog of war allows vision of Ally LOS in the match. Change may only be visible in most situations if you call applyFogChangeNow. This may not be necessary if it is done before other situations that would force a mass fog update.
  665. Added new editor trigger: Player: Toggle FFA Ally LOS
  666. Adding rmSetCanSeeAllyLOSInFFA(true) to a custom map script will let the LOS behave the old way. This can be toggled mid-match with trigger function calls to trSetCanSeeAllyLOSInFFA.
  667. Added functionality to support alternate behaviors when the Lifespan type Data Effect is applied.
  668. Added a new attribute for Lifespan Data Effects “updateLifespanAsPercent” that can be set with true or 1 as a value. Scoped to a single Data Effect change.
  669. New Protounit flag “UpdateLifespanAsPercentOnDataChange” that triggers the same functionality scoped to that ProtoUnit for all Data Effects (if the values before and after were both greater than 0).
  670. While applying a Lifespan Data Effect and either of the above is set, the relative change is calculated (as multiplier = new / old), and then this multiplier is applied instead to all already existing units.
  671. These changes were applied to ensure that age-ups (and other Lifespan-type changes) would not reset the timer on active Teixiptla.
  672. SoundSetEnter, SoundSetExit, and SoundSetUpdate tags in Tactic files can now include a volume attribute with a multiplier from 0.0 to 1.0 to adjust audio volume. This is used for Stealth sounds to modify how they sound.
  673. Fixed a bug that could cause Gauntlet-type events to become active behind the scenes in the Scenario Editor and when playtesting from the Scenario Editor. In some cases, this may have meant that effects were incorrectly activated at times when they should not have been.
  674. Fixed a comment spotted by Modders that incorrectly referred to Pan as a Major God.
  675.  
  676. Update v100.19.12998:
  677.   Build Spotlight
  678. Ultimate Fan Pack – New Addition!
  679. Recently, the last of the announced monthly Pantheon Pin-up challenges was completed. Players have regularly asked whether there is a way to access the months they missed. You can now unlock all 12 Pantheon Pin-up portraits by owning the Ultimate Fan Pack!
  680.  
  681.  
  682.  
  683.  
  684.  
  685.  
  686.  
  687.  
  688.  
  689.  
  690.  
  691.  
  692.  
  693.  
  694.                                  Game
  695. 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.
  696.  
  697. Stability & Performance
  698. Minor general improvements to stability.
  699. Small performance and memory gains from a swap to use DDS textures for the UI. Memory usage for UI textures has been reduced by up to 70% in some situations as a result of these changes.
  700. Minor performance improvements from changes to Popcorn VFX simulation settings. Fixed the configuration of all Aztec VFX to use the correct simulation types and corrected some others that were set to always simulate when they only required simulation while visible on screen.
  701. Fixed a crash that could occur during loading saved games in some situations.
  702. Fixed a crash that could occur while using the Drain Resurrection unit action if the target ceases to exist before a search for target update begins.
  703. Fixed a crash that could occur when joining a multiplayer game.
  704. Fixed a crash that could occur while selecting a unit that has other units devoted to it, if the devoted units cease to exist.
  705. Fixed a crash that could occur if the Cage Unit power type referenced a VFXArea ProtoUnit with a shorter lifespan than the power’s active time.
  706. Fixed an Out-of-Sync and possible crash that could occur when using the Auto Devotion command.
  707. Playing multiplayer games where a player used it, or trying to load a saved game / replay where it was used, would have resulted in non-deterministic or unstable behaviors.
  708. The number of units that are set for Auto Devotion is now correctly serialized in all situations.
  709. Fixed a crash that could occur while saving the KB unit list in some rare situations.
  710. Fixed a crash that could occur while loading a saved game with an unknown power type (e.g., from an unloaded mod).
  711. Fixed a crash and instability that could occur while watching some replays. (Applied in a minor hotfix patch between main patches).
  712. Fixed a crash that could occur in some situations while observing replays with Pre-Queued commands. (Applied in a minor hotfix patch between main patches).
  713. Localization
  714. Updates to some translations to improve translation quality.
  715. Graphics
  716. Added a unique variation of the Shrine for the Aztecs! Players with the Blood and Bones Pack can view it in an alternate, bloodier appearance! You can toggle the visual for all Blood and Bones Pack units in the DLC tab using the “Show Unique Unit Visuals” setting.
  717.  
  718.  
  719. Fixed bugs with trees, where they could become stuck mid-fall if you took a worker off the tree while the physics was still settling.
  720. Fixed a situation where the TO THE MOON cheat could leave trees levitating in view if Physics stopped for them suddenly or if you took all workers off the tree while the tree was still updating movement.
  721. The Purge God Power’s overhead VFX now disappears instantly after impact to reduce visual clutter.
  722. Fixed animation clipping issues for Tlamanih’s cloth during their attack, bored, build, death, flail, and idle animations.
  723. Fixed all the Prop Vine assets to show with the correct normals. Vines will now appear correctly everywhere they can be found on buildings.
  724. New VFX added for the Burnt Water technology.
  725. Fixed Eagle Warrior’s projectiles to change when technologies are researched (Flint/Jade/Obsidian Weapons, Medium/Heavy/Champion Nobles Hut Soldiers).
  726. Added new VFX for Eitri’s (Thor’s Hammer) hand attack.
  727. Added a new small glow VFX for Eitri’s hammer swap animation.
  728. Adjusted flaming VFX for Aztec weapons (when empowered with the Norse Flaming Weapons God Power).
  729. Fixed props clipping through the model during Itzcoatl’s revive animation.
  730. Scaled down the size of rock_small_a.
  731. Fixed the floating position of rock_small_a in the Peach Blossom Spring unit’s model to be on the ground.
  732. Fixed several animation clipping issues for Teixiptla Huitzilopochtli.
  733. Fixed animation clipping for the Earth Monster God Power.
  734. Fixed an animation issue with the Kraken where it was not properly picking up units.
  735. Fixed animation clipping issues for Huitzilopochtli’s attack, birth, death, and walk animations.
  736. Fixed a floating broken column in the underworld_passage_z composite model that was causing an odd floating broken column to appear in Obsidian Mirror Scenario 07 during a cinematic.
  737. Added team color masks to Aztec animals so that they can show player colors while player-controlled, e.g., for Animals of Set.
  738. Removed an invalid model reference in the fishing_ship_aztec_baseline composite model.
  739. Fixed some minor data art issues for the Arrow Canoe, Atlatl Siege Canoe, Aztec Fishing Ship, Tepoztli Canoe, Aztec Transport Ship, Popocatepetl, Popocatepetl Snakeless, Iolas, and Icarus.
  740. The Earth Monster will now display water VFX instead of dirt when it emerges from the water.
  741. Adjusted the Animals of Set VFX positions for the Aztec animal variations.
  742.  
  743. Updated some explosion VFX to work on both land and water.
  744. Fixed a minor bug in Tlacaelel’s idle animation pose.
  745. Units that were building something when Lullaby was cast on them will now swap to an Idle animation instead of continuing to play their build animation.
  746. Fixed minor feet sliding animation issues for the Otontin in their attack, bored, death, and idle animations.
  747. Audio
  748. Updates to how God Power sounds behave as they move in and out of an on-screen state.
  749.  
  750. God Powers now track all existence sounds. Previously, only the looping sounds were controlled by the God Powers once they were initially triggered.
  751. Minor cleanup to improve the naming and consistency for sound files and sound events.
  752. Fixed the Sacred Gate God Power sounds to play while on-screen.
  753. Fixed the Lullaby SFX not fading in/out when it went on/off screen.
  754. Fixed an issue with a missing howl sound for the Fenris Wolf Brood.
  755. Fei Beasts now play their birth sound as a positional sound.
  756. Fixed God Powers using the fadeIn attribute, failing to play sounds. This fix applies to the Blazing Prairie and Tempest God Powers.
  757. Updated the Tempest God Power to play a large impact sound for each large impact. Previously, this was only played once after a specified delay.
  758. Updated Starfall’s existence sound to play as a looping sound.
  759. Fixed Starfall’s SFX not fading in/out when it goes on/off-screen.
  760. Tempest, Lightning Storm, and Meteor now strike SFX positionally.
  761. Removed looping and positional attributes from the Blazing Prairie active soundset.
  762. Adjusted the length of the Goshinboku birth sound event to match the content length.
  763. Kusanagi’s birth sound now plays as a positional sound.
  764. Lightning Strike for the Bolt God Power now plays positionally.
  765. Tailwind now plays its SFX if on screen.
  766. Removed some loop regions from the Dragon Typhoon SFX.
  767. Fixed Ame-no-Ukihashi and Well of Urd powers referencing non-existent soundsets.
  768. Removed the birth sound from the Underworld Passage unit, as this is now handled through the power.
  769. Hotkeys
  770. New Hotkeys have been added!
  771.  
  772. Select all Melee Infantry and On-Screen variants.
  773. Select all Melee Cavalry and On-Screen variants.
  774. Select all Ranged Cavalry and On-Screen variants.
  775. The following fixes have also been applied for Hotkeys:
  776.  
  777. Fixed a bug where the Pre-Queue Heavy Cavalry, Champion Cavalry, Medium Archers, and Heavy Archers in the Military Barracks were named incorrectly. These bindings can now be rebound as expected.
  778. Fixed a bug where the Pre-Queue Heavy and Champion Cavalry in the Baolei were named incorrectly. These bindings can now be rebound as expected.
  779. Select All and Select All Onscreen Hotkeys will no longer select Warrior Priests that are actively performing Bloodletting.
  780. Developer Note: This change ensures you don’t accidentally pull Warrior Priests away from their tasked job.
  781.  
  782. UI
  783. DDS format textures are now used for most images shown in the UI.
  784. Minor updates to the quality of some UI images that appeared slightly blurry or incorrect in some situations.
  785. Fixed a bug that prevented access to the top bar tabs when entering Ranked in some situations. This would occur only the first time you entered Ranked and would prevent you from accessing features such as the Tech Tree. You can now access intended areas while playing in Ranked modes in all situations.
  786. The following changes have been made to the Compendium:
  787. All Aztec Myth units now have scientific names and size details.
  788. Other minor updates to improve the text for the Aztec Myth units.
  789. Fixed missing Axolotl Mutant history text.
  790. Calpulli variations now show the base Calpulli history text when viewed.
  791. Lykaon Wolf now shows the Lykaon history text.
  792. TlacanexquimilliCG (the corrupted ground version) and TlacanexquimilliSPC now show the shared Tlacanexquimilli history text.
  793. Fixed missing Arrow Canoe history text.
  794. Fixed a typo in Heracles’s history text.
  795. Fixed text truncation that could occur while browsing due to the vertical scroll bar covering some characters.
  796. Arrow Ships, Close Combat Ships, and Siege Ships pages in the Compendium now list and link to Japanese and Aztec units.
  797. Fixed a bug that had caused the Close Combat Ships to not appear in the Compendium.
  798. The Infantry page in the Compendium now lists and links to Aztec units.
  799. The Heroes page now lists and links to the Warrior Priest for the Aztecs.
  800. Fixed a bug that prevented the Ranged Units page from showing.
  801. Updated the Ranged Units page to list and link to Aztec ranged units.
  802. Updated the Cavalry page to list and link to Aztec Cavalry. Also fixed an error where the Yumi Horse Archer’s link referenced the Turma unit.
  803. Updated the Siege Weapons page to list and link to Aztec siege units.
  804. Fixed a bug that was preventing Berry Bush, Dwarven Mine, and Gold Mine from appearing as entries in the Compendium alongside learning about resources.
  805. Fixed a bug that caused the Fallen Heroes information page not to show and for links not to link to it correctly. This page is visible under Gameplay Concepts and is visible as a link on the Heroes page.
  806. Fixed the Capybara’s tooltip string to match other herdable type animals.
  807. The cheat version of the Cabybara now shows the default Capybara’s history information when viewed.
  808. Demeter’s Minor Gods (Pan, Hestia, and Persephone) now show unique messages when aging up instead of only showing the age and god as a generic message.
  809. Fixed “Healing Descent” showing up as the action name for units that have a Delayed Transform type action as their main action.
  810. Fixed Qiongqi’s action to show “Land” instead of “Healing Descent” while flying.
  811. Zhuque now has a unique protoaction name to ensure it doesn’t assign the “Healing Descent” text to all Delayed Transform actions.
  812. Quetzalcoatl’s Snake now has a new icon matching the unit. Previously, the portrait used a small version of Quetzalcoatl’s Snake.
  813. Fixed a loading screen tip that incorrectly named Coyote Warriors as Coyote Runners.
  814. Fixed a bug that caused the difficulty to not show in the top right during some campaign missions when cycling displays with F11. This issue occurred when AIs in the scenario did not match a single difficulty (e.g., when an ally was set to a different difficulty than the enemy). Players wishing to speed run the campaigns while showing the difficulty for recordings, or those who have forgotten which difficulty they are playing on, can now see it.
  815. Restored the original background image for Obsidian Mirror Scenario 05’s loading screen.
  816. Fixed the loading screen image for Obsidian Mirror Scenario 04 to ensure it matches the main menu view of the map.
  817. The Community Event carousel button will no longer show if there is no active event.
  818. The Community tab is now hidden when there are no active or upcoming events.
  819. Tunkuluchu’s text no longer incorrectly mentions that it increases Tonalli generation.
  820. Increased the limit on PC for the FPS from 144 to 240 to support players who have capable machines and want to view the game at a higher frame rate. Note that changing this setting will not increase frame rates unless you were already reaching the limit.
  821. Fixed the missing “Send Livestock” button for the Calpulli buildings.
  822. Hovering over the game version in the Settings menu on PC will now show a tooltip explaining that you can click it to copy the text to the clipboard. Right-clicking will now also copy the full string instead of just part of the numbers.
  823. Fixed missing Spectator / Replay UI assets when viewing matches with a Demeter player while using Controller.
  824. Fixed missing Specator / Replay UI assets when viewing matches with either a Demeter or Amaterasu player.
  825. Icons shown while aging up in the build queue will now show the alternate icons based on your player preference. E.g., any of the visuals from the Legacy Portraits pack or other rewards from the Ultimate Fan Pack / Community Events.
  826. Cleaned up some asset references for the UI that are not used to ensure only things that are used will be loaded through the shared definitions.
  827. New Fire Ceremony now shows a notification saying it has been activated and shows a tooltip while hovering over the timer shown in the God Power timers part of the UI. The notification is visible only to the player who activated it. The effect no longer sends any minimap pings when it occurs.
  828. Cosmic Guard no longer shows minimap pings; instead, it shows a notification when the effect activates. The notification is only visible to the current player. A future patch will address showing a unique notification message and tooltip similar to the New Fire Ceremony effect.
  829. Fixed grid UI and hotkeys not working as expected in some additional situations (e.g., partially constructed buildings). (Applied in a minor hotfix patch between main patches).
  830. Controller
  831. Added support for setting Gather / Rally points on buildings that don’t have units to train or garrisoned units to eject. This feature has been added to the following units: Calpulli Livestock Pen, Sky Passage, and Underworld Passage.
  832. Fixed a bug that prevented Sons of the Sun from appearing as available on Controller due to a conflict with the Time Shift option.
  833. Fixed a bug that prevented the Stealth context action for the A button (Square on PS5) while playing on a Controller from functioning correctly.
  834. Fixed logic for the X button to allow units that can perform a Devote Major action to Garrison into the Great Temple when that action is available.
  835. The Quick Action for Warrior Priests will now reset to their Transformation action when you age up to the Classical Age with any Aztec Major God. Previously, if you controlled any Warrior Priests prior to entering the Classical Age, they would remain defaulted to a building Quick Action.
  836. Added Set Gather Point as a D-pad Right shortcut on the Calpulli Livestock Pen so that Controller players can benefit from sending their Turkeys to a specified location.
  837.  
  838.                          Gameplay
  839. Fixes
  840. Melee units commanded to attack a target by the player will now more reliably pursue their intended target. Previously, they were sometimes distracted by attacking targets they happened to bump into along the way.
  841. Fixed queued movement for Relics.
  842. Fixed movement queued for single units to work both before and after a queued action to pick up a Relic.
  843. Fixed movement queued for groups of units to stay together while processing queued movement actions before and after picking up a Relic.
  844. Modified Free-for-All mode behavior in Skirmish modes.
  845. You will no longer share map visibility with your ally in Free-for-All.
  846. Victory conditions are not shared in Free-for-All.
  847. Some messages, such as King of the Hill or Settlement Victory, will now correctly treat an ally as an enemy for the purposes of victory during a Free-for-All game.
  848. Developer Note: These changes ensure that alliances are temporary, and to win a Free-for-All match, you will need to assert yourself individually.
  849.  
  850. Fixed a bug that caused Jump Attackers to become stuck walking in place. Examples of Jump Attackers include: Anubite, Tengu, Bellerophon, Theris, and Amanra.
  851. Placement of the Plenty Vault, Goshinboku, and Sacred Gate God Powers now requires a minimum distance away from any other of these indestructible types of buildings. The gap should always be large enough to allow a Titan unit to travel between the buildings.
  852. Developer Note: This change addresses the creation of impenetrable walls that completely block players’ ability to navigate to the other player. These were generally slow to create, but once created, they impeded the continuation of normal gameplay.
  853.  
  854. Fixed bugs that were causing Tonalli to be incorrectly calculated in many situations where any modifiers were supposed to be applied. For example, the Shorn Ones were providing an incorrect quantity of Tonalli.
  855. Fixed a bug that was causing units with AutoGather type actions to start counting from the time when the building was first placed as a foundation instead of waiting until after they were fully built. This fixes the bug that caused the completion of a Wonder or Egyptian Monument to award Favor based on the time since the foundation was placed upon completion.
  856. Fixed pausing behaviors during Replays and Spectating.
  857. Pausing a Replay and then navigating to a pop-up will no longer unpause the Replay. If you enter a pop-up during a Replay, the game will pause, and only unpause if you were not paused when the pop-up was opened.
  858. Resigning while paused will now force the game to unpause, ensuring the resignation is processed and acknowledged by all players.
  859. Fixed a bug that caused Bounty multipliers to be ignored if they were less than 1.0.
  860. This bug was only an issue for the Norse Favor generation.
  861. Norse now correctly gains less Favor in some situations:
  862. When attacking a Building, they will only gain 10% of normal Favor.
  863. When attacking a Building that Shoots, they will gain 50% of normal Favor (instead of the normal 10%).
  864. When attacking a Huntable, they will only gain 50% of normal Favor.
  865. It is correct for Norse Villagers to gain a high return of Favor on damage due to their 4x multiplier. This was causing excessive gain when paired with the missing 10% reduction while attacking a building. In the example of attacking a Temple, Norse Villagers were gaining 0.18 Favor per hit compared to 0.006 for a Hersir.
  866. Fixed a bug that prevented Obsidian Shard units from spawning random Aztec Myth units. Units spawned are now random as intended.
  867. Kusanagi no longer throws dead units that have the Huntable unit type.
  868. Developer Note: Throwing huntable food resources around could be annoyingly disruptive to the target player, so this minor quality of life improvement ensures your food gathering targets don’t end up in unexpected locations.
  869.  
  870. It is now possible to set rally points for the Infested Den spawned by the Infestation God Power so that your spawned Large Scorpions will follow the instructions if you have set them.
  871. Gaia’s Lashing Roots will no longer overwrite a player-selected quality with a randomly granted equal or lesser quality version of the Blessing. It is still possible for downgrades to occur if multiple versions of Gaia’s Lashing Roots are granted during a single match; however, it will always be above any player-selected quality.
  872. Fixed a bug that caused the Ayotochtli to damage units multiple times while rolling. The ability’s damage factor has been adjusted to account for this change.
  873. Fixed a bug that caused the Lure God Power to not end when the stone was destroyed.
  874. Queuing a Calpulli transformation will now cancel all other Pre-Queued or currently researching transformations of the same type. This change helps reduce the chance of wasted resources from rapidly hot-swapping the transformed type of multiple Calpulli. Only one of each unique transformation is allowed, so it doesn’t make sense for multiple to upgrade at the same time.
  875. Fixes for the Old Coyote’s Spirit technology bonus for Chaneque units (and traps in general).
  876. Traps are no longer destroyed by stray projectiles. Projectiles will only hit traps if the trap was the intended target of an attack.
  877. Traps now stealth on birth to avoid being momentarily visible.
  878. Attack Revealers no longer reveal traps.
  879. Traps spawned from Chaneque deaths when the technology is researched are allowed to overlap. Traps are also allowed to overlap other scenery when spawned from Chaneque deaths.
  880. Developer Note: Traps were sometimes not appearing to spawn at all due to destruction from stray projectiles, or you would lose out on many spawns when Chaneque units died in close proximity to each other. These issues have now been fixed to ensure the technology meets its intended strength, and so that traps feel better to use in more situations.
  881.  
  882. Pillar of Tlalocan is now correctly restricted when manually casting. (Applied in a minor hotfix patch between main patches).
  883. Buildings such as Aztec traps now require you to complete construction to activate abilities. (Applied in a minor hotfix patch between main patches).
  884. Villagers who have fully committed to their devotion are no longer selectable to prevent unintended interactions. (Applied in a minor hotfix patch between main patches).
  885.  
  886.                          All Pantheon Changes
  887. General
  888. Some larger units have had their collision size slightly reduced.
  889. Developer Note: This change aims to improve formations and pathing, making them a bit more consistent and tighter.
  890.  
  891. Titan: adjusted as follows
  892. Hitpoints increased from 28000 → 30000.
  893. Damage increased from 70 Hack 70 Crush → 80 Hack 80 Crush.
  894. Special Attack damage increased from 180 → 200 hack.
  895. Developer Note: We noticed that Titans are not frequently used in games, so these changes aim to make them a little more viable, given how cool they are.
  896.  
  897. Atlatl of Ehecatl (Relic): adjusted as follows
  898. Siege crossbow is now also affected.
  899. Oyumi is now also affected.
  900. Deathmatch
  901. Demeter’s starting favor reduced from 210 → 100.
  902. Aztec starting favor reduced from 200 → 100.
  903.  
  904.                       Greek Pantheon
  905. Major Gods
  906. Hades
  907.  
  908. Sentinel (God Power): adjusted as follows
  909. Cost increased from 50 → 60.
  910. Repeat cost increased from 5 → 10.
  911. Myth unit hitpoints bonus changed from +15% → +4% per age.
  912. Minor Gods
  913. Athena
  914. Labyrinth of Minos (Technology): Minotaur hitpoints increased from +30% → 35%.
  915. Ares
  916. Pestilence (God Power): reduced training speed of affected buildings from -50% to -60%.
  917. Artemis
  918. Earthquake (God Power): adjusted as follows
  919. Epicenter radius increased from 7.5 → 10.
  920. Middle zone radius increased from 17.5 → 20.
  921. Developer Note: This should extend the areas where more significant damage is dealt to a larger area within the earthquake, overall increasing damage output.
  922.  
  923. Beast Slayer (Technology): now also gives heroes +10% movement speed.
  924. Myth Units
  925. Cyclops (Ares): Hitpoints increased from 600 → 630.
  926. Lykaon (Pan): adjusted as follows
  927. Population cost reduced from 3 → 2.
  928. Lykaon Wolf’s bonus damage multiplier vs heroes increased from 0.25x → 0.5x.
  929. Hydra (Dionysus): collision size reduced from 2.24 → 1.74.
  930. Chimera (Artemis): adjusted as follows
  931. Damage increased from 20 → 28 hack.
  932. Special Attack fire area damage increased from 5 → 6 divine per second.
  933. Special Attack range increased from 10 → 12.
  934. Special Attack area now sends under attack alerts, causing idle units to flee the area.
  935. Hamadryad (Demeter): adjusted as follows
  936. Special attack damage reduced from 150 pierce 40 divine → 50 pierce 25 divine.
  937. Special attack now has a 2x bonus vs myth units, and a 0.5x bonus vs heroes.
  938. Special attack now also applies a 3 second stun to all affected targets.
  939. Damage adjusted from 16 Hack 16 Crush → 30 Pierce 10 Crush.
  940. Attack range increased from 10 → 14.
  941. Pierce armor reduced from 66% → 60%.
  942. Cost reduced from 150 wood 100 gold 25 favor → 200 wood 50 gold 20 favor.
  943. Obstruction radius reduced from 1.24 → 0.99.
  944. Fixed the selection circle to better match the unit size.
  945. Siren (Persephone): adjusted as follows
  946. Cost reduced from 350 food 30 favor → 225 food 20 favor.
  947. Lure range increased from 14 → 15.
  948. Heroes
  949. Orpheus (Demeter): adjusted as follows
  950. Damage increased from 6 → 7 pierce.
  951. Attack range reduced from 18 → 12.
  952. Damage bonus multiplier vs myth units increased from 6.5x → 9x.
  953. Bard of Heroes passive ability multiplier vs myth units reduced from 5x → 2.5x.
  954. Bard of Heroes ability radius increased from 5 → 10.
  955. Hitpoints reduced from 200 → 180.
  956. Movement speed reduced from 4.3 → 4.2.
  957. Icarus (Demeter): adjusted as follows
  958. Area damage radius removed, attacks are now single target.
  959. Damage changed from 8 Pierce 5 Crush → 14 Pierce.
  960. Attack range reduced from 18 → 16.
  961. Line of Sight reduced from 22 → 20.
  962. Damage bonus multiplier vs myth units increased from 6.5x → 8x.
  963. Human Units
  964. Kataskopos: Line of sight increased from 16 → 18.
  965. Myrmidon (Zeus): Hitpoints increased from 160 → 165.
  966. Siege Units
  967. Helepolis: collision size reduced from 1.99 → 1.74.
  968.  
  969.                        Egyptian Pantheon
  970. Major Gods
  971. Ra
  972.  
  973. Rain (God Power): adjusted as follows
  974. Duration increased from 45 → 50 seconds.
  975. Now also affects the fishing ships’ gathering rate by +50%.
  976. Developer Note: Ra has been noticeably underperforming, especially on water maps. Since farm and fish economies tend to compete, giving rain a small bonus for fish should help offset its general uselessness on fish-based maps.
  977.  
  978. Isis
  979.  
  980. Priest build speed for obelisks reduced from +60% → +40%.
  981. Developer Note: With the base build time of obelisks reduced, Isis was building them immensely fast, so we slightly normalized it so that all Egyptians can better scout with obelisks.
  982.  
  983. Set
  984.  
  985. Changes to the number of animals granted upon age advancement are reduced as follows:
  986. Classical Age: 2 → 1 Hyena, 3 → 2 Gazelles.
  987. Heroic Age: 2 → 1 Crocodile, 3 → 2 Giraffe.
  988. Mythic Age: 2 → 1 Rhinoceros, 3 → 2 Hippopotamus.
  989. Set animals have had their favor cost reduced as follows:
  990. Gazelle of Set: cost reduced from 4 → 3 favor.
  991. Giraffe of Set: cost reduced from 7 → 5 favor.
  992. Hippopotamus of Set: cost reduced from 9 → 7 favor.
  993. Hyena of Set: cost reduced from 5 → 4 favor.
  994. Crocodile of Set: cost reduced from 8 → 6 favor.
  995. Rhinoceros of Set: cost reduced from 12 → 9 favor.
  996. Elephant of Set: cost reduced from 18 → 14 favor.
  997. Developer Note: Shifting more power budget to actually summoning set animals, and less free value, should hopefully incentivize Set players to utilize this bonus better in their gameplay, rather than being mostly ignored and only benefiting from “free” stuff.
  998.  
  999. Minor Gods
  1000. Bast
  1001. Hieracosphinx (Technology): adjusted as follows
  1002. Cost reduced from 200 wood 10 favor → 150 wood 10 favor.
  1003. Research time reduced from 40 → 30 seconds.
  1004. Myth Units
  1005. Wadjet (Ptah): adjusted as follows
  1006. Pierce armor increased from 25% → 35%.
  1007. Hitpoints increased from 260 → 270.
  1008. Scarab (Sekhmet): adjusted as follows
  1009. Movement speed increased from 3.2 → 3.3.
  1010. Hack armor increased from 5% → 10%.
  1011. Special attack on death damage increased from 60 divine → 70 divine.
  1012. Damage bonus multiplier vs buildings +10% → removed.
  1013. Damage increased from 95 Crush 15 Hack → 100 Crush 16 Hack.
  1014. Developer Note: The scarab has seen some buffs over the years, but has never really caught on as a power unit. These changes aim to really make going for Scarabs a more viable strategy.
  1015.  
  1016. Buildings
  1017. Obelisk: build time reduced from 16 → 12 seconds.
  1018. Technologies
  1019. Watch Tower: Cost reduced from 100 wood 100 gold → 50 wood 100 gold.
  1020.  
  1021.                       Norse Pantheon
  1022. Major Gods
  1023. Loki
  1024.  
  1025. Eyes in the forest (Technology): adjusted as follows
  1026. Now also grants a 5% speed boost to heroes.
  1027. Cost increased from 50 gold 2 favor → 75 gold 8 favor.
  1028. Developer Note: Loki has been struggling compared to other Norse, generally speaking, so we’re giving them a small bonus on their Hersir to make them stand out a bit more from the other Norse beyond spawning the free myth units.
  1029.  
  1030. Minor Gods
  1031. Freyja
  1032. Forest Fire (God Power): now has a -25% damage bonus multiplier vs town centers.
  1033. Developer Note: This is to help alleviate Gaia Forest + Forest Fire combinations in team games, which could take out town centers very early on in the game with too much consistency.
  1034.  
  1035. Myth Units
  1036. Troll (Forseti): Hitpoints increased from 250 → 280.
  1037. Fafnir (Vidar): collision size reduced from 1.99 → 1.74.
  1038. Human Units
  1039. Berserk: Line of sight increased from 18 → 20.
  1040. Other Units
  1041. Ox Cart: adjusted as follows
  1042. Cost reduced from 50 food 50 wood → 40 food 40 wood.
  1043. Hitpoints reduced from 120 → 80.
  1044. Developer Note: This change aims to make Archaic age build orders a little less reliant on sharing Ox Carts or herding animals to the Town Center, while also opening up more counterplay for taking them out in raids.
  1045.  
  1046.  
  1047.                  Atlantean Pantheon
  1048. Major Gods
  1049. Kronos
  1050.  
  1051. Time shift: adjusted as follows
  1052. Speed of all buildings reduced from 50% → 100% of the build time.
  1053. Concurrent time shifts increased from 1 → 2.
  1054. Temporal Chaos (Technology): adjusted as follows
  1055. Now also reduces the Time Shift speed from 100% → 50% of the build time.
  1056. Cost reduced from 150 wood 75 gold 10 favor → 100 wood 50 gold 10 favor.
  1057. Developer Note: These changes are intended to make an aggressive Kronos rush a little more committal by moving some of the power into Temporal Chaos.
  1058.  
  1059. Minor Gods
  1060. Leto
  1061. Spider Lair (God Power): repeat cost increased from 3 → 4 favor.
  1062. Oceanus
  1063. Bite of the Shark (Technology): adjusted as follows
  1064. Murmillo: divine damage over time reduced from 0.25 → 0.2 for 3 seconds.
  1065. Murmillo (Hero): divine damage over time reduced from 0.25 → 0.2 for 3 seconds.
  1066. Myth Units
  1067. Behemoth (Rheia): collision size reduced from 1.99 → 1.74.
  1068. Hero Units
  1069. Cheiroballista (Hero): adjusted attacks to match that of the base Cheiroballista, improving accuracy a little at longer distances.
  1070. Human Units
  1071. Oracle: Movement speed increased from 3.6 → 3.8.
  1072. Oracle (Hero): Movement speed increased from 4.2 → 4.3.
  1073.  
  1074.                 Chinese Pantheon
  1075. Minor Gods
  1076. Nüba
  1077. Drought (God Power): now also reduces enemy land unit max HP by -10% for the duration.
  1078. Rock Solid (Technology): adjusted as follows
  1079. No longer increases myth unit armor when idle.
  1080. Myth units now reflect 5 hack damage to melee attackers.
  1081. Myth Units
  1082. Qiongqi (Houtu): damage increased from 16 hack 6 crush → 16 hack 7 crush.
  1083. Zhuque (Zhurong): adjusted as follows
  1084. Now starts with auto-cast off on its special attack.
  1085. Special attack animation length reduced from 2.67 → 2.0 seconds.
  1086. Human Units
  1087. Dao Swordsman: movement speed increased from 3.8 → 4.0.
  1088. Other Units
  1089. Sky Lantern: Lifespan increased from 30 → 33 seconds.
  1090.  
  1091.                  Japanese Pantheon
  1092. Major Gods
  1093. Susanoo
  1094.  
  1095. Myth unit passive bushido XP adjusted as follows:
  1096. Archaic Age Myth Units: 0.5 → 0.75 XP/s.
  1097. Classical Age Myth Units: 1.0 → 1.5 XP/s.
  1098. Heroic Age Myth Units: 1.5 → 2.25 XP/s.
  1099. Mythic Age Myth Units: 2.0 → 3.0 XP/s.
  1100. Unit special attack recharge time reduction increased from -25% → -33%.
  1101. Other god power favor cost reduction reduced from -25% → -20% when a god power is cast.
  1102. Developer Note: Susanoo has been successful specifically utilizing its cheaper god power casting. These changes aim to diversify his power budget a little more to other avenues.
  1103.  
  1104. Minor Gods
  1105. Inari Okami
  1106. Ivory Netsuke (Technology): adjusted as follows
  1107. Gold earned per damage dealt reduced from 0.4 → 0.3.
  1108. Cost reduced from 150 gold 18 favor → 150 gold 14 favor.
  1109. Fujin
  1110. Oni Mask (Technology): Cost reduced from 125 Food 25 Favor → 125 Food 18 Favor.
  1111. Gales Fury (Technology): Attack interval reduction increased from -10% to -15%.
  1112. Raijin
  1113. Thunder Burst (God Power): damage reduced from 12 → 11 divine.
  1114. Hachiman
  1115. Shogun (God Power): adjusted as follows
  1116. Damage increased from 20 → 22 hack.
  1117. Increased bonus damage multiplier vs myth units from 3x → 4x.
  1118. Number of hits required to summon a Samurai reduced from 7 → 6x.
  1119. Watatsumi
  1120. Dragon Typhoon (God Power): adjusted as follows
  1121. Initial “Dragon” damage reduced from 15 divine per 0.01 seconds to 10 divine per 0.05 seconds.
  1122. Bonus damage multiplier vs buildings increased from 3x → 4x.
  1123. Bonus damage multiplier vs villagers reduced from 0.5x → 0.25x.
  1124. Developer Note: The damage dealt at the epicenter of the power was exceeding far too much divine damage in the area, guaranteeing kills on top of the wide area damage. These changes aim to make Typhoon more of an anti-building power than an anti-grouped unit power, though it’ll still be effective in that role.
  1125.  
  1126. Myth Units
  1127. Kitsune: Line of sight increased from 15 → 17.
  1128. Jorogumo (Inari Okami): adjusted as follows
  1129. Cost reduced from 160 gold 16 favor → 150 gold 15 favor.
  1130. Hitpoints increased from 400 → 420.
  1131. Human Units
  1132. Shinobi: adjusted as follows
  1133. Hitpoints increased from 100 → 110.
  1134. Cost reduced from 65 food 90 gold → 65 food 85 gold.
  1135. Train time reduced from 17 → 16.5 seconds.
  1136.  
  1137.                  Aztec Pantheon
  1138. Tonalli: adjusted as follows
  1139. The bottom rate of the tonalli favor income scale increased from 0.25x → 0.5x.
  1140. Developer Note: This results in twice as much favor earned from Tonalli in the late game. We will monitor the Aztec favor income going forward and see whether further adjustments are needed, either here or on Devotion.
  1141.  
  1142. Starting wood increased from 225 → 250.
  1143. Developer Note: This should make it a little easier to perform an archaic age build, especially on water maps, by being able to afford a dock and 2 calpullis without needing to gather additional wood.
  1144.  
  1145. Major Gods
  1146. Huitzilopochtli
  1147.  
  1148. Blood Pact (God Power): adjusted as follows
  1149. Damage multiplier on target reduced from 3x → 2.5x.
  1150. Hitpoints multiplier on target reduced from 3x → 2.5x.
  1151. Cost reduced from 50 → 40 favor.
  1152. Villager gather rate modifiers adjusted as follows:
  1153. Archaic Age: 8x → 10x.
  1154. Classical Age: 10x → 12x.
  1155. Heroic Age: 12x → 15x.
  1156. Mythic Age: 15x → 20x.
  1157. Wonder Age: 20x → 30x.
  1158. Developer Note: Blood Pact aggression was proving to be a very strong opening strategy; these changes aim to shift the power budget slightly more toward its economic aspect, rather than the military.
  1159.  
  1160. Tezcatlipoca
  1161.  
  1162. Obsidian Mirror (God Power): now inherits the cooldown of the targeted player’s power.
  1163. New Bonus: Jaguar Riders are now available at one age earlier.
  1164. Tepeyolottl’s Reach (Technology): Cost reduced from 200 gold 15 favor → 150 gold 10 favor.
  1165. Quetzalcoatl
  1166.  
  1167. Bloodletting: adjusted as follows
  1168. Warrior Priest’s favor income rate increased from 0.1 → 0.15 favor per second.
  1169. Warrior Priest’s favor rate modifier at minimum health reduced from 0.5x → 0.33x.
  1170. Developer Note: This change aims to make trading the health for favor a more significant reward, without affecting the bottom rate.
  1171.  
  1172. Minor Gods
  1173. Coyolxauhqui
  1174. Starfall (God Power): adjusted as follows
  1175. Small strikes now only hit a single target.
  1176. Increased the average number of small strikes during the power by +25%.
  1177. Large strikes damage area reduced from 6 → 5 radius.
  1178. Number of large strikes reduced from 3 → 2.
  1179. Cost reduced from 250 favor → 200 Favor.
  1180. Repeat Cost reduced from +25 → +20.
  1181. Targetting during the power’s effect now avoids walls and herdables.
  1182. Itzpapalotl
  1183. Purge (God Power): adjusted as follows
  1184. Duration increased from 5 → 6.5 seconds.
  1185. Favor is now weighted 10:1, so it is treated as more valuable when summing the total resource caps on the targets of the Purge God Power.
  1186. Wings of Itzpapalotl (Technology): adjusted as follows
  1187. Obsidian Butterfly movement speed increase reduced from +15% → +10%.
  1188. Obsidian Butterfly special attack damage increase reduced from +50% → +33%.
  1189. Coatlicue
  1190. Serpent Skirt (Technology): adjusted as follows
  1191. Anacondas spawning from “large” buildings increased from 3 → 4.
  1192. Anacondas spawning from Wonders increased from 6 → 8.
  1193. Anaconda hitpoints increased from 60 → 120.
  1194. Anaconda damage increased from 18 → 40 hack.
  1195. Anaconda attack interval reduced from 2.2 → 2.0.
  1196. Anaconda chase radius increased from 35 → 50.
  1197. Anaconda movement speed increased from 4.5 → 4.8.
  1198. Anaconda line of sight increased from 16 → 20.
  1199. Anacondas now have a 60 second lifespan.
  1200. Developer Note: This technology has proven to be very underwhelming, so we’ve slightly reworked the Anacondas to be significantly more powerful but with a limited lifespan.
  1201.  
  1202. Mictlantecuhtli
  1203. Volcano (God Power): adjusted with the following changes,
  1204. Targetting during the power’s effect now avoids walls and herdables.
  1205. Improved target selection for group sizes when there isn’t one that meets the minimum preferred group size to target.
  1206. Tlaloc
  1207. Pillar of Tlalocan (God Power): adjusted as follows
  1208. Attack range increased from 14 → 20.
  1209. Hitpoints increased from 2400 → 2800.
  1210. Crush armor increased from 5% → 20%.
  1211. Tlaloques (Technology): reward from calpulli technologies reduced from +100 to +75 gold.
  1212. Xolotl
  1213. Corrupted Ground (God Power): now spawns 8 Tlacanexquimilli’s in the area when cast.
  1214. Myth Units
  1215. Maquizcoatl (Malinalxochitl): adjusted as follows
  1216. Cost reduced from 160 wood 14 favor → 160 wood 12 favor.
  1217. Hack armor increased from 40% → 45%.
  1218. Centzon Totochthin (Patecatl): adjusted as follows
  1219. Movement speed increased from 4.8 → 5.0.
  1220. Eat speed increased from 5 → 8 HP/s.
  1221. Ayotochtli (Coatlicue): adjusted as follows
  1222. Collision size reduced from 1.99 → 1.74.
  1223. Wrecking Ball’s ability damage dealt to units it hits increased from 0.05 -> 1.0 to account for fixing damage dealt multiple times to units while rolling.
  1224. Obsidian Butterfly (Itzpapalotl): adjusted as follows
  1225. Special attack damage reduced from 30 → 24 hack.
  1226. Special attack damage over time reduced from 7.5 → 6 divine, for 3 seconds.
  1227. Hack armor increased from 35% → 45%.
  1228. Tunkuluchu (Mictlantecutli): adjusted as follows
  1229. Cost reduced from 275 gold 22 favor → 250 gold 20 favor.
  1230. Train time reduced from 20 → 18 seconds.
  1231. Population cost reduced from 4 → 3.
  1232. Quinametzin: adjusted as follows
  1233. Cost reduced from 300 gold 20 favor → 300 gold 10 favor.
  1234. Train time reduced from 25 → 20 seconds.
  1235. Attack range increased from 24 → 28.
  1236. Line of sight increased from 28 → 32.
  1237. Pierce damage increased from 10 → 15.
  1238. Large Scorpion(Malinalxochitl – Infestation God Power):
  1239. Added a unit cost of 100 food 3 favor.
  1240. Developer Note: Due to a lack of cost, the Large Scorpion was susceptible to effects such as the Curse God Power with no limits on the quantity that could be converted from a single cast. Adding the cost will also resolve any other situations where a target unit’s resources are used to impose limits or to calculate effects.
  1241.  
  1242. Human Units
  1243. Quimichin Spy: movement speed increased from 4.3 → 4.5.
  1244. Tlamanih Spearman: cost changed from 45 food 25 gold → 55 food 15 gold.
  1245. Tequihua Archer: cost changed from 50 wood 30 Gold → 60 wood 20 gold.
  1246. Developer Note: Aztecs are very gold-heavy at all stages of the game. We felt it was more fitting to have less gold-dependency through the war hut soldiers.
  1247.  
  1248. Coyote Warrior: pierce armor increased from 45% → 55%.
  1249. Otontin: adjusted as follows
  1250. Cost reduced from 150 wood 100 gold → 120 wood 80 gold.
  1251. Hitpoints increased from 240 → 270.
  1252. Train time reduced from 14 → 11 seconds.
  1253. Hack armor reduced from 25% → 20%.
  1254. Heroes
  1255. Warrior Priest: adjusted as follows
  1256. Damage reduced from 8 hack → 7 hack.
  1257. Damage bonus vs myth units increased from 7x → 9x.
  1258. Cost reduced from 40 food 70 gold → 40 food 60 gold.
  1259. Train time reduced from 12 → 11 seconds.
  1260. Hitpoints increased from 90 → 100.
  1261. Developer Note: These changes aim to make Warrior Priests more effective at countering myth units, and less as generalist all-purpose units.
  1262.  
  1263. Teixiptla (Huitzilopochtli): adjusted as follows
  1264. Cost increased from 12 → 15 favor.
  1265. Damage bonus vs myth units increased from 7x → 8x.
  1266. Weight class increased from 8 → 9.
  1267. Teixiptla (Tezcatlipoca): adjusted as follows
  1268. Cost increased from 12 → 15 favor.
  1269. Damage bonus vs myth units increased from 7x → 8x.
  1270. Weight class increased from 8 → 9.
  1271. Damage reduced from 12 → 10 hack.
  1272. Attack interval reduced from 2.4 → 2.0 seconds.
  1273. Teixiptla (Quetzalcoatl): adjusted as follows
  1274. Cost increased from 12 → 15 favor.
  1275. Damage bonus vs myth units increased from 6x → 8x.
  1276. Weight class increased from 8 → 9.
  1277. Movement speed increased from 4.3 → 4.5.
  1278. Attack range increased from 12 → 14.
  1279. Super Teixiptla (Tezcatlipoca): adjusted as follows
  1280. Attack interval reduced from 3 → 2 seconds.
  1281. Damage reduced from 45 → 30 hack.
  1282. Special attack damage area increased from 2 → 3 radius.
  1283. Special Attack range increased from 10 → 12.
  1284. Buildings
  1285. Tzompantli Tower: Aztec culture damage reduction reduced from -20% → -10%.
  1286. Calpulli (Craft Workshop): Food and Wood drop off resource conversion rate to gold increased from 10% → 20%.
  1287. Spike Trap: cost reduced from 100 → 80 wood.
  1288. Smoke Trap: adjusted as follows
  1289. Cost reduced from 20 wood 20 gold → 15 wood 15 gold.
  1290. Slow effect increased from -15% → -20% speed on affected units.
  1291. Effect radius increased from 12 → 15.
  1292. Developer Note: Traps have been found to be expensive, and the Smoke Trap has been considered very weak compared to the Spike Trap. Ideally, both should see some play from their unique benefits.
  1293.  
  1294. Farm: Availability moved from Archaic → Classical age.
  1295. Technologies
  1296. Advanced Traps: Smoke Trap slow effect increased from -15% → -20%, for a total of -40% slow on affected units.
  1297.  
  1298.                               Random Maps
  1299. The following changes have been made to the new Aztec Random Maps:
  1300.  
  1301. Blood River: replaced Aurochs and Goats with Tapir and Capybara.
  1302. Jaguar Moon: replaced Aurochs and Caribou with Tapir, Alpaca, and Deer.
  1303. Obsidian Ridge: replaced Aurochs and Caribou with Tapir, Alpaca, and Deer.
  1304. Valley of the Sun Serpent: Removed an unintentional extra gold mine that would spawn when playing in 1v1.
  1305. Biomes: updated the Aztec biomes with Aztec animals.
  1306.  
  1307.                             Campaign
  1308. The following changes have been made to the Obsidian Mirror scenarios and cinematics to improve your experience of the campaign.
  1309.  
  1310. Obsidian Mirror Scenario 01:
  1311. Polished, reworked, and rebalanced the scenario! We have improved the scenario experience.
  1312. Polished the introductory cutscene before gameplay starts. This cutscene now shows Huitz commanding Itzco and Tlac to guard the North.
  1313. Sending Itzco and Tlac to the North lane also provides more balance between the lanes now, as having all three heroes start in the South often made the North lane feel harder.
  1314. Disabled Coyote Warriors and Centzon Totchtin to reduce the number of available unit choices. Players may be playing as the Aztec Pantheon for the first time in this scenario, so this helps guide them toward the intended choices during this introductory experience.
  1315. Disabled Caravans and removed existing Caravans to reduce any additional complexity from their management.
  1316. Disabled Great Temple Devotion.
  1317. Added NPC ‘City Guard’ defenders to your base that auto-resupply at each lane. This feature is not enabled on Titan and greater difficulties.
  1318. Reduced the number of waves by 1. Wave army compositions are simplified to introduce new units more slowly.
  1319. The timing of attacks within each wave is now more spread out (30 seconds between attacks on average).
  1320. Non-Quetz God Power casts (Starfall and Infestation) have been removed.
  1321. The player’s population cap has been slightly reduced on Hard and greater difficulties to put more reliance on exploration of the outer city.
  1322. The East City section now grants units for clearing the bottom half. Previously, this did not award anything.
  1323. Added a World Space Prompt hinting to use the Pillar of Tlalocan if any units breach beyond the first gates on either side of the base, and you have available charges to use the power.
  1324. Slightly reduced unit reinforcements for Standard and Moderate difficulties to account for the city guard.
  1325. Unlocking the Temple now grants 3 Warrior Priests instead of 2.
  1326. Quetz’s God Power no longer casts Tornadoes in the lanes. Instead, they are cast inside your base during waves 2 and 4.
  1327. Adjusted the triggers for activating the skirmish near the North Great Temple and disabled the healing loop as the player approaches the area.
  1328. Added God Power blocks and VFX around the Obsidian Obelisks to make it clear that they are not possible to destroy.
  1329. Added path blockers and invisible gates to prevent Obsidian Butterflies from reaching inaccessible areas while still allowing Quetz to pass through.
  1330. Removed Quetzalcoatl Snake’s “land units attack” tag to stop the land units from attacking him.
  1331. Small increases in difficulty in the later waves.
  1332. Quinametzin’s health is now higher on Ludicrous difficulty.
  1333. God Powers now stop flashing after 10 seconds when you have been granted additional charges.
  1334. Quetz’s pathing has been adjusted.
  1335. Visibility on Quetz now toggles off when he is inactive, waiting for gate destruction events.
  1336. Disabled building of Town Center, Village Center, Docks, and Walls.
  1337. Obsidian Mirror Scenario 02:
  1338. Moved some bushes closer to the ground.
  1339. Improved pathfinding for the Scorpions in the purple barrier.
  1340. Disabled Heavy Nobles’ Hut Soldiers for Copil to ensure the static Ocelotl Warriors are not too strong.
  1341. Increased the number of archers the player receives near the far West village on harder difficulties.
  1342. The survivor village, just south of your camp, is now properly activated from the northern entrance.
  1343. Disabled Tepoztli Canoes and other lingering Dock technologies.
  1344. Ensured your Axolotl disappears after reaching the Heroic age.
  1345. Corrected Copil’s preset unit technologies on Hard and Titan (only Heavy was researched by default, not Medium).
  1346. Ensured music properly starts after the introductory cutscene, even if you don’t skip it.
  1347. Copil no longer starts with Mason’s research automatically on Titan difficulty. This technology unnecessarily slowed the player’s destruction of the first nest. Copil will still gain this technology later.
  1348. Ensured Copil’s initial attack speech plays when he enters from a corridor other than the East corridor.
  1349. Obsidian Mirror Scenario 03:
  1350. Increased Copil’s armor on greater difficulties.
  1351. Removed red particle effects after the cinematic ends.
  1352. Rotated tents to ensure they appear correctly.
  1353. Copil’s Lair door is no longer solid.
  1354. Removed the Copil Lair obstruction modification triggers now that it is no longer solid.
  1355. Obsidian Mirror Pre-Scenario Cinematic 05:
  1356. Ensured the Pirate Ships are not visible at unintended times.
  1357. Obsidian Mirror Scenario 05:
  1358. Enabled Mythic Age for Kamina and the player.
  1359. The northern Scylla is now teleported to the player’s base upon rescue.
  1360. Post-Mythic upgrades are automatically researched for players during the final section.
  1361. Disabled Omniscience and Secrets of the Titans for the player.
  1362. Kamina now sends landing parties sooner and more frequently. This change is more dramatic for the Titan and Ludicrous difficulties.
  1363. Kamina now receives Heavy unit upgrades automatically after aging up to the next age.
  1364. The gate that must be cleared during part 1 of the scenario is now double-layered. Also, you can no longer enter via one of the side walls. The additional gate is removed when playing on Easy and Moderate difficulties.
  1365. Enabled Masons and Architects for Kamina.
  1366. Kamina now starts with Heroic Fleet as a researched technology on greater difficulties.
  1367. Added a Migdol Stronghold in the inaccessible island fortress to allow Kamina to quickly progress to the Mythic age. The building is removed once the stealth section begins, so it is not visible for that portion of the mission.
  1368. Kamina now maintains a Leviathan instead of just a regular Transport Ship. This change should make it harder to snipe her landing parties.
  1369. Fixed additional places where teleporting to unintended areas was possible.
  1370. Disabled God Powers near Kamina’s gate to prevent some unintended behaviors when casting Starfall.
  1371. Fixed a production queue bug and delayed removing the player units and building by 2 seconds during the first mid-scenario cinematic.
  1372. Obsidian Mirror Scenario 06:
  1373. The ExplosionWeaker SPC God Power no longer causes units to jump into the air. This change was applied to fix a rotation bug that was occurring in this mission.
  1374. Delayed the Armory destruction to avoid cinematic stutter.
  1375. Obsidian Mirror Scenario 07:
  1376. Delayed a midgame cinematic to improve the visual experience.
  1377. Obsidian Mirror Scenario 08:
  1378. Disabled access to building Wonders.
  1379.  
  1380.                           Modding/Editor
  1381. General
  1382. Updated Doxygen and Visual Studio Code Extension.
  1383. Fixed a bug that caused trDisableNotificationSounds (Sound: Block Notification Sounds in the Trigger editor) to not block notification sounds that came from the simulation. This allows blocking of notifications, including attack alerts, training-completed alerts, conversion alerts, objective-related alerts, and possibly other alerts.
  1384. Quetzalcoatl and Quetzalcoatl Snake now use different names in the editor.
  1385. The changes to load DDS files for the UI should not impact existing UI mods. Overriding files with PNG files should still function as expected.
  1386. The Cage Unit power type now sets the lifespan of the specified VFXArea ProtoUnit to match the ActiveTime duration to ensure the VFXArea’s protoaction can continue to be used for dealing damage. If the VFXArea ProtoUnit is somehow removed prematurely, it will no longer deal damage during the power shutdown instead of crashing.
  1387. The Cage Unit power type now supports a new ResourceValueMultiplier tag. This tag is used to set the resource weighting for Favor to 10:1 relative to other resources toward the cap. The tag takes an optional resourceType attribute to set the multiplier for a specific resource. Or you can leave out the resourceType to apply the multiplier to all resources.
  1388. The EffectInArea power type (used by Corrupted Ground and Lullaby) has been updated to inherit from the TempUnit power type. This change allows any of the tags that work for TempUnit to also work for EffectInArea (such as unit spawning functionality).
  1389. The Tempest power type no longer has a LargeStrikeSoundSetDelay attribute, as this is no longer relevant after changes to improve sounds (see Audio changes).
  1390. Powers now support a new ActivePowerRolloverID tag that sets a string to show when hovering over a currently active power God Power. This is used in the New Fire Ceremony to convey what the duration represents.
  1391. Added a new attribute flag “followRallyPoint” to the Spawn tag for the TempUnit (and other supporting) powers. This allows units to follow any set Rally Point, if one exists, for any units spawned by the power. This attribute was added to support the Infested Den update.
  1392. Added a new RandomTrainUnit flag for Maintain Train actions. This flag allows the Obsidian Shards to build random units.
  1393. Added a new ProtoUnitCommand flag ResearchCancelsOthers. This tag causes all other currently Pre-Queued and current active researching occurrences on other buildings to cancel. This was used for the change to Calpullis.
  1394. Added new ProtoUnit flags:
  1395. GamepadSetGatherPointOverride: This flag is used to allow buildings that don’t have units to train or garrisoned units to set rally/gather points.
  1396. PreventSelectAllDuringDevotionMinor: This flag is used to disable Select All and Select All On-Screen for units performing a Devotion Minor action. This has only been applied to the Warrior Priest for now to ensure they are not selected while they are Bloodletting with these types of Hotkeys.
  1397. IgnoredByStrayProjectiles: This flag causes any unit marked with the flag to ignore projectiles for collisions to ensure only direct attacks count as a hit. This is used to prevent stray projectiles from hitting traps.
  1398. NeverSeesStealth: This flag prevents the flagged unit from revealing units that are in Stealth. This has been used to prevent the Attack Revealer from revealing stealthed units.
  1399. Honorable mention for ProtoUnit flags is the return of the StealthOnBirth flag, which is not new, but it was not present in any ProtoUnits until now. This tag ensures that any tagged units (E.g., Traps) start stealthed immediately upon spawning. Using a tactic to apply Stealth can be too late in some situations to ensure the Stealth is properly enabled.
  1400. Added new Ability tag:
  1401. BuildingCanUseWhenNotFullyBuilt: This tag can be set to allow abilities to activate on buildings when they are not fully built. This tag can be used to bypass the fix that prevents Aztec Traps from activating their ability while they are not fully built.
  1402. Added new Placement tag attributes:
  1403. restrictPlacementNear: Specifies a unit type that placement is restricted near.
  1404. restrictPlacementDistance: Specifies the distance that placement is not allowed within a distance of the unit type defined by restrictPlacementNear
  1405. restrictPlacementNearAddObstruction: Is a flag that changes the behavior of restrictPlacementDistance to act as the distance between instead of the flat distance. This changes the calculation for distance restriction to: sum of the obstruction radius of losProto + restrictPlacementDistance + obstruction radius of the unit matching a restrictPlacementNear type.
  1406. Searching for matches that would invalidate placement with these new attributes is done at a distance of restrictPlacementDistance + 2 * losProto obstruction radius + 5.
  1407. These new attributes were added to prevent placing the Plenty Vault, Goshinboku, and Sacred Gate in close proximity to one another.
  1408. Added a new Blessing data flag:
  1409. OnlyStackToHigher: This causes a lookup to occur to ensure pregenerated Player Blessing events won’t give an equal or lower quality of that blessing. This tag is used for Gaia’s Lashing Roots to prevent it from being overwritten with a lower-quality version.
  1410. Added new Data Effect types:
  1411. TimeShiftingTimeRatio: This allows control of the time it takes to Time Shift. This effect will show up in tooltips. The effect type requires a unitType to be specified.
  1412. BountyResourceEarningMultiplier: Applies a multiplier to Bounties that match the correct multiplier type. Only supports Absolute, Percent, and Base Percent relativity modifiers. An attackerType attribute can be used to modify the target unitType.
  1413. Added support for a new optional placementCheck attribute when defining ModifySpawn Data Effects. This attribute accepts “Default” and “TerrainOnly” as values. Default is the pre-existing spawn behavior. TerrainOnly requires the spawn placement to only work on land and not water. The check for this does verify “does this unit belong on land?”, which excludes docks as a special case.
  1414. Added support for a new optional ResetQuickActionCommandIndex attribute when defining ModifyProtoUnit DataEffects. This attribute accepts a Boolean and is used to trigger a reset on the Quick Actions for the ProtoUnit. This tag allows Warrior Priests to reset their Quick Action to their Transformation action automatically upon aging up to Classical age.
  1415. Added a new UI console function, uiQuickActionResetCommandIndex, that performs the same reset Quick Action functionality as the above Data Effect attribute.
  1416. void uiQuickActionResetCommandIndex(string protoName): used to reset the quick action command index for this type of unit.
  1417. BountyTargetMultiplier values that are specified in the Major_Gods.xml file can now take a Relativity Type. The value defaults to absolute for all existing behavior. The value can also be set to “basepercent” or “percent”. This allows multiplier modifications that change how the effects are applied, resulting in the final multiplier used for the bounty. You can see these changes in the Tonalli data and Tech Tree changes. These changes were applied to fix Tonalli calculations in all situations.
  1418. Added new OnHitEffect attribute ignoreDeadHuntables that force ignores applying the effect if the unit is considered dead and the target has the Huntable unit type. This attribute is used to prevent Kusanagi from throwing Huntables.
  1419. Added new trigger functions:
  1420. void trPlayerTimeshiftModifyTimeRatio(int playerID, string protoName, float delta, int relativity): modifies timeshifting time ratio for a given protoUnit for this scenario only.
  1421. Added new Editor Triggers:
  1422. Timeshifting Modify Time Ratio: calls trPlayerTimeshiftModifyTimeRatio.
  1423. Improvements to the Model Visuals Debug view tool are now available in the Editor. You can find this tool by navigating to Objects > Model Visuals Debug.
  1424. You can now view all currently enabled ProtoUnit Flags and Unit Types for a unit in the debug view. These can be found by finding any unit in the debug view, expanding the unit’s tree, and navigating to Unit State > ProtoUnit > ProtoUnit Flags or ProtoUnit Unit Types.
  1425.  
  1426.  
  1427.  
  1428. It is now also possible to view active unit flags. However, for now, these only appear as numbers rather than strings. You can view these by navigating to Unit State > Flags.
  1429. You can now navigate deeper into Composite Models when one is selected in the Model Visuals Debug View. Previously, the “Models: Number” would just tell you how many sub-models were owned by the TMCompositeModelInstance. Now it is possible to expand the tree and view some additional detail for each item. If the assets have an animation stack, you can view it for each sub-model.
  1430.  
  1431. Update v100.19.12067:
  1432. Pillar of Tlalocan is now correctly restricted when manually casting.
  1433. Fixed a crash and instability that could occur while watching some replays.
  1434. Fixed grid UI and hotkeys not working as expected in some additional situations (e.g., partially constructed buildings).
  1435. Buildings such as Aztec traps now require you to complete construction to activate abilities.
  1436. Villagers who have fully committed to their devotion are no longer selectable to prevent unintended interactions.
  1437.  
  1438. Update v100.19.11687:
  1439. Build Spotlight
  1440. New Cheat Code
  1441. This patch brings one new Cheat Code for players who own the Obsidian Mirror DLC!
  1442.  
  1443. RANGERS ASSEMBLE
  1444. Spawns 6 Eagle Rangers as a stronger form of Eagle Warrior units. This cheat also enables the Medium, Heavy, and Champion Nobles Hut Soldiers technologies to upgrade their visual appearance and stats. Inspired by the original Power Rangers, the Eagle Ranger units have special color overrides that make them appear in Red, Blue, Green, Pink, Yellow, and Black. They also use the voice of Popocatepetl. Fun fact: Popocatepetl was voiced by an actor who played the Red Ranger.
  1445.  
  1446. Requires owning the Obsidian Mirror DLC.
  1447.  
  1448. Disclaimer: The way the colors are applied to these units relies on overriding the last 6 of 8 Fake Player colors. This means using the cheat in custom scenarios and campaign missions where Fake Player Colors are used in these slots may result in incorrect colors on other units.
  1449.  
  1450.  
  1451. Blood and Bones Pack DLC – Settings Updates
  1452. This patch brings even more control over how long objects persist on the map and when the bones should transition dynamically from bloodied to white. This patch brings changes to address both of these!
  1453.  
  1454. Added a new setting “Skeleton Transition”. This setting controls the percent of visible duration at which the dynamic skeletons option will swap from Bloodied to White. The setting defaults to 50%, and you can adjust it between 5% and 100% to suit your preference.
  1455. The “Skeleton Visible Duration” and “Blood Pool Visible Duration” settings now have a new option to make them last “An Age”, which is 1800 seconds. This additional duration is three times larger than the previous maximum of 600 seconds. You may experience reduced performance with large quantities of blood and bones present, depending on your hardware.
  1456.  
  1457.                                  Game
  1458. 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.
  1459.  
  1460. Stability & Performance
  1461. Minor general improvements to stability.
  1462. Fixed a crash that could occur if any Linear Area Attack Action was active while a save occurred. This crash could occur any time a save began while Nidhogg was using Blazing Strafe, Honengyo was using Torpedo, or at specific times while Ayotochtli’s Wrecking Ball attack was in progress.
  1463. Fixed a crash that could occur when playing a sound related to Stealth for the stealthed unit’s owner.
  1464. Fixed a crash that could occur during the Earth Monster’s attack if it has selected a unit to chomp that disappears for some reason before the knock-up and swallow completes.
  1465. Fixed a crash that could occur when using a binding to enter the free camera mode.
  1466. Fixed a crash that could occur if a composite model has part of the model that failed to load or no longer exists for some reason.
  1467. Fixed a crash that could occur when the local match history file has corruption or invalid data while launching the game.
  1468. Fixed a crash that could occur while using the Radial Menu to interact with an invalid unit.
  1469. Fixed a few places that could crash when trying to change, cancel, or rebind Hotkeys.
  1470. Fixed a crash that could occur when abilities are cast (or attempted to be cast) in some situations.
  1471. Fixed a crash that could occur if the Earth Monster God Power tried to eat a unit that no longer had unit AI.
  1472. Fixed a crash that could occur while computing distance to a tile during Random Map generation for custom Random Maps.
  1473. Added cinematic preloading of assets for all Obsidian Mirror cinematics to improve performance during playback.
  1474. Fixed stuttering and slowdown that would occur anytime an auto save was processed.
  1475. Localization
  1476. Updates to some translations to improve translation quality.
  1477. Graphics
  1478. Added a new Recover animation to Tlacaelel.
  1479. Added a new Recover animation to Iztaccihuatl.
  1480. Large Scorpions now drop a bone pile instead of a human skeleton when they die.
  1481. Fixed the Perspective Camera for some units, including: Large Scorpion, Kamina Peg Leg, Kamina Wounded, Obsidian Butterfly, and Quinametzin (both base and upgraded).
  1482. Lowered the height of the Perspective Camera a little for the Unwounded version of Kamina.
  1483. Adjusted terrain textures for Aztec Marsh Cliff 1 and 2, Aztec Marsh Cracked 1, Aztec Marsh Forest Grass 1, and Aztec Marsh Forest Wet 1.
  1484. Fixed a bug where Quinametzin would not show the boulder it was throwing during the start of its attack animation after it had upgraded.
  1485. Fixed an animation clipping issue related to Tlacaelel’s waistcloth during his attack animation.
  1486. Fixed the ranged attack animation for Aztec Villagers so that it blends more smoothly into a carry animation. Resources could sometimes be seen flying into the villager’s arms.
  1487. Sped up an animation with Iztaccihuatl and Popocatepetl to fix the sliding movement that could be seen during the Obsidian Mirror Scenario 12 cinematics.
  1488. Implemented Popocatepetl’s axe for popocatepetl_snakeless’s non-cinematic form.
  1489. Fixed a bug that could cause units to flop and replay their death animation infinitely. This bug would occur if additional actions tried to play after the unit was already dead.
  1490. Audio
  1491. The Turkey units now make Turkey sounds when you select them!
  1492. Hotkeys
  1493. Added new Hotkeys for the following bindings for the Calpulli, Military Camp, and Machine Workshop:
  1494.  
  1495. Pre-Queue Livestock Pen
  1496. Pre-Queue Lumber Outpost
  1497. Pre-Queue Craft Workshop
  1498. Pre-Queue Machine Workshop To Tower
  1499. Pre-Queue Machine Workshop To Production
  1500. Pre-Queue Military Camp To Tower
  1501. Pre-Queue Military Camp To Production
  1502. Other changes for hotkeys:
  1503.  
  1504. Fixed cases where hotkeys and actions could show incorrectly (or not at all) while using the combined military/production selection.
  1505. You can now pre-queue transformations while in the foundation stage of a Calpulli, Military Camp, and Machine Workshop. If you queue an additional transformation, it will cancel the existing queued item. Both the normal action and the pre-queue action will serve as a Pre-Queue while in the foundation stage.
  1506. If you don’t have enough resources to perform one of these transformations, it will also let you pre-queue the commands such that they will automatically swap when conditions are met for costs.
  1507. Fixed the Oracle’s “Promote to Hero” action not having a Hotkey binding. This action now uses the MilitaryAccel “Heroize Military” binding.
  1508. UI
  1509. Fixed the Combined Production Menus swapping to show a single unit’s commands when things such as completing a building occurred. When using the Combined Production Menus, it will correctly maintain its state and update when necessary, such as when new units become available from aging up.
  1510. Fixed the Hero Oracle not appearing in the Combined Production Menus after researching Sons of the Sun. The Hero Oracle will appear at the end of the Temple units. This issue occurred because the Combined Production Menu was referencing the default database rather than the player-modified version that includes changes from applied technologies.
  1511. The Obsidian Mirror God Power will now show the prefix “Copy: Power Name” during placement preview to make it clear that the tooltip previewing the name of the power is what will be copied.
  1512. Tapir Child of Set now has a unique icon.
  1513. The power that has been copied by Obsidian Mirror no longer appears in the Diplomacy menu. It will always show Obsidian Mirror if that is the God Power for a slot.
  1514. The Diplomacy menu will no longer show large negative numbers if you are playing on infinite resources. Instead, you will see “0” for the resource numbers.
  1515. The Diplomacy menu will no longer show “Build a Market to Send Tribute” if you are in a replay, observing, or have infinite resources enabled.
  1516. The Diplomacy menu will no longer allow tributes if infinite resources are active.
  1517. The Diplomacy menu will no longer provide the resource tribute buttons for each player while watching a replay or spectating.
  1518. Adjusted the campaign landing page buttons to prevent cutting off the scroll list arrow buttons.
  1519. Fixed the Great Tzompantli Relic’s description so that it doesn’t show an incomplete string with a “{0}” in the text.
  1520. Fixed missing world tooltips that showed God Power cast costs and Wall Placement preview costs. You can now see the costs for each situation as was previously possible.
  1521. Improved tooltips for Texiptla units to better explain them.
  1522. The Relic “Bone Shards of Mictlan” now shows additional detail with its effect saying “Trainable Myth Units: Resources returned on death: 2 Favor”.
  1523. The Relic “Mayahuels Maguey” now shows 3 additional dot points clarifying the resource return rates it provides.
  1524. Teixiptlas now appear in the Aztec technology trees.
  1525. Corrected the background of Obsidian Mirror Scenario 04 and 05 in the campaign menu.
  1526. The Turkey unit now has a Compendium entry.
  1527. Fixed some cases of missing Credits for the Localization Voice Cast.
  1528. Fixed the consistency of some expressions in subtitles during Obsidian Mirror cinematics.
  1529. While multiple Warrior Priests are selected, you can still see and interact with their transformation command.
  1530. Eitri Sneak and Eitri Hammer now show history text based on the default Eitri unit.
  1531. Fixed a bug that caused cut-off content in the Compendium.
  1532. Controller
  1533. Warrior Priests now show their abilities in the Radial Menu and in the Quick Action Menu for controller players.
  1534. Blood letting gather rates are now visible when using a controller in the Warrior Priest’s Radial Menu.
  1535. The currently selected upgrade for Calpullis is now more visible in the Controller Radial Menu.
  1536.  
  1537.                          Gameplay
  1538. Fixes
  1539. Infestation is no longer repairable. This change prevents unintended uses, such as fighting enemy Town Centers while repairing. The ability to repair was both too safe and provided an unlimited source of wood while repairing the unit.
  1540. Fixed a bug that allowed Aztec Villagers to be devoted (with Favor awarded) an unlimited number of times without disappearing. This would occur if the action was canceled and restarted at a specific time. Villagers who have committed to the Devotion ceremony long enough to gain Favor can no longer be moved and will ignore action changes.
  1541. Fixed a bug that prevented the Umibozu from attacking units on the land. Previously, the unit had been relying on a bug where it always thought it could use a teleport attack on every unit. A partial fix for this had been applied previously, which broke the reliance on unintended behavior. This issue would have occurred for any unit where they had an attack that could only be cast on water and at least one other normal attack.
  1542. Fixed a bug that caused Ayotochtli’s Wrecking Ball to deal no damage to targets when initiated at minimum range.
  1543. Added missing abilities and passives to the Super Quetz, Huitz, and Tezca that are spawned by the ALL THE BROTHERS cheat.
  1544. Fixed the ALL THE CREW cheat to spawn the older variation of Ajax and Amanra used in the Obsidian Mirror campaign instead of the younger versions from the original campaigns.
  1545. Super Teixiptlas are no longer valid targets for the Bolt God Power.
  1546. Eitri (Hammer) now has the same abilities and passives as the normal “Eitri” unit.
  1547. Fixed a bug that caused Loki to sometimes spawn Maquizcoatl with his unique bonus that spawns Myth Units. This issue occurred due to the extra campaign technology used to lock the player into only one Minor God choice during a scenario.
  1548. Fixed a bug that allowed Axolotl to heal enemy units.
  1549. The Walking Woods God Power now works on Aztec trees.
  1550. Added abilities to SPC units used for campaign missions (e.g., OM06), including the units: FireKingSPC, FrostGiantBossFrost, MountainGiantBoss, FenrisWolfBroodSPC.
  1551. Huang Zhao can no longer target Titan units with his life drain ability.
  1552. All Pantheon Changes
  1553. Developer Note: We hope everyone is enjoying the Aztec Pantheon now that it is available to players who own the Obsidian Mirror DLC. These balance changes adjust a few God Powers that needed attention, boosting their effectiveness where needed or reducing them where they were too strong. We will be watching as players engage with the new Aztec Pantheon and apply further balance changes where appropriate.
  1554.  
  1555.  
  1556.                  Aztec Pantheon
  1557. Developer Note: This patch brings a couple of additional tweaks to a few aspects of Aztec balance. We are continuing to evaluate where balance changes are necessary and the best approach to implementing them. This patch has been released sooner so that we can bring you more of the fixes detailed in the rest of the patch notes sooner!
  1558.  
  1559. Bloodletting: has been adjusted in the following ways,
  1560. Favor from Bloodletting now trickles rather than coming in bursts.
  1561. Bloodletting rate is now visible in the UI.
  1562. Warrior Priest Devote Minor stats adjusted:
  1563. DevotionFavorTrickle: increased 0.05 → 0.1. This stat is the base Favor trickle for the first Warrior Priest at full health.
  1564. DevotionHealthDrainEachSecond: reduced 5.0 → 0.6666. This stat is the hitpoints lost per second while Bloodletting.
  1565. DevotionHealthDrainLimit: reduced 0.4 → 0.2.
  1566. Added new property DevotionScaleAtMinimumHealth with it set to 0.5. This stat is the portion of base trickle earned once Warrior Priests reach the minimum hitpoints.
  1567. Separated Bloodletting from using the same values as the Greek Favor for their efficiency curve.
  1568. Bloodletting Efficiency Scale Factor A set to 11.0. This stat controls the scale of the efficiency curve.
  1569. Bloodletting Efficiency Minimum Gain B set to 0.01. This stat is the minimum cap for Bloodletting Favor trickle.
  1570. Developer Note: Bloodletting needed some additional changes to make it a viable method of gaining Favor. As there are multiple ways to gain Favor, this needed to be a reasonable method for gaining Favor without making it too strong so that players would not want to be fully reliant on it. We will continue to evaluate how these changes behave in emerging gameplay and make further tweaks where necessary.
  1571.  
  1572. Minor Gods
  1573. Coyolxauhqui
  1574.  
  1575. Starfall (God Power): Starfall is now more lenient with its placement restrictions. Previously, you could not have obstructing objects under the cursor while casting because the target location was used as the fallback position for spawning units. Now the power searches around the cursor’s location, verifies that there is a suitable spot, and if so, approves the placement.
  1576. Tlaloc
  1577.  
  1578. Pillar of Tlalocan (God Power): adjusted with the following changes,
  1579. You can now manually cast with the Monolith Strike ability if you want more control. The ability cooldown now also shows in the UI.
  1580. Placement will now ignore units marked as Not Collidable. This fixes an issue where placement could be prevented by vision revealers during Obsidian Mirror Scenario 01.
  1581. Mictlantecuhtli
  1582.  
  1583. Volcano (God Power): adjusted with the following changes,
  1584. Volcano Ability Recharge Time: reduced 6 → 5.
  1585. Volcano Meteor Crush Damage: increased 200 → 360.
  1586. Volcano Meteor Divine Damage: increased 20 → 30.
  1587. Volcano Meteor Damage Area: increased 6 → 7.
  1588. Volcano Meteor Damage Bonus against Town Center reduced 1.0x → 0.5x.
  1589. Developer Note: The previous update reduced the viability more than intended. This change should make Volcano feel more like a Mythic Age God Power without overbuffing its strength.
  1590.  
  1591. Human Units
  1592. Quimichin Spy: Reduced population count 2 → 1.
  1593.  
  1594.                               Random Maps
  1595. The following changes have been made to the new Aztec Random Maps:
  1596.  
  1597. Obsidian Ridge: adjusted with the following changes,
  1598. Reworked parts of the map to give more space in the player pits around the settlement and gold mine.
  1599. Changed trees from using “Random Trees” to Cactus-type trees.
  1600. Settlements are no longer created when playing Sudden Death mode.
  1601. Fixed the path, which sometimes did not connect the player pits if there was a little patch of cliff on the pit ramp.
  1602. Resources and Starting Towers now avoid spawning on the roads connecting settlements.
  1603. Updated the map image to represent these changes.
  1604.  
  1605. Updated Obsidian Ridge Minimap
  1606.  
  1607. Valley of the Sun Serpent: adjusted with the following changes,
  1608. Changed herdables from Goats to Turkeys.
  1609. Changed some Deer to Tapir.
  1610. Removed all Aurochs.
  1611. Changed predators from Bears to Black Jaguars.
  1612. Resources and Starting Towers now avoid spawning on the roads connecting settlements.
  1613. Temple of the Jaguar Moon: adjusted with the following changes,
  1614. Resources and Starting Towers now avoid spawning on the roads connecting settlements.
  1615. Changed herdables from Turkey to Capybara.
  1616.  
  1617.                             Campaign
  1618. The following changes have been made to the Obsidian Mirror scenarios and cinematics to improve your experience of the campaign.
  1619.  
  1620. Obsidian Mirror Prologue Cinematic:
  1621.  
  1622. At the end of the cinematic, if you decline the Tutorial, the game will now automatically take you to the first mission instead of asking what difficulty to continue to for the next mission.
  1623. Obsidian Mirror Scenario 02:
  1624.  
  1625. Fixed an issue with player colors showing incorrectly.
  1626. Hid the Omen of Malinalco until military units are unlocked.
  1627. Fixed a skybox showing incorrectly during the cinematic.
  1628. Moved some floating bushes closer to the ground.
  1629. Fixed some cases of incorrect chat player colors.
  1630. Obsidian Mirror Scenario 04:
  1631.  
  1632. Walled off the Atlantean beach.
  1633. Obsidian Mirror Scenario 05:
  1634.  
  1635. Blocked God Power casting inside the walls of Kamina’s area. It had been possible to cast Starfall here and use the Tzitzimitl to get inside unintended areas.
  1636. Added some fakified buildings within the walls to make the area less bare if players reveal the map.
  1637. Fixed an issue that allowed a transport ship to drop units off in unintended areas.
  1638. Fixed an issue where the player could bring additional units into the Tezcatlipoca sneak section of the mission.
  1639. The player 1 unit and building wipe that occurred during part 2 now happens at the start of the Tezcatlipoca sneak section.
  1640. The exit is now blocked so that Tezcatlipoca can’t walk back out.
  1641. Obsidian Mirror Scenario 06:
  1642.  
  1643. It is no longer possible to construct buildings using the Berserks in the mission.
  1644. Prevented the destruction of the Loki statue with Eitri before the Mountain Giant boss is defeated.
  1645. Disabled Teixiptla on Warrior Priests because Tezcatlipoca is playable in this mission.
  1646. Removed Eitri’s immunity to the cave winds.
  1647. Fixed an obstruction issue that could occur with one of the destroyed buildings.
  1648. Removed some extra Alpha Wolves.
  1649. Improved the Polaris puzzle by changing how it works to make it easier to understand.
  1650. The puzzle will now flash when the player first reaches the area and show lightning strikes as a mark of correctness.
  1651. Fixed an issue where the Rock Giants would not attack the buildings.
  1652. Killing the Wolf Alpha now spawns two allied Wolf units.
  1653. Fixed cliff jumping points to prevent Tezcatlipoca from teleporting to unintended areas.
  1654. Added invisible walls to prevent Tezcatlipoca from teleporting to unintended locations.
  1655. Fixed a bug that caused Rock Giants to repeat their death animation.
  1656. Minor cinematic adjustments to the first part of the cinematic.
  1657. Halved Fafnir spawns health.
  1658. Blocked some jumping points near the Sky Passage.
  1659. Added more VFX to the mid-scenario cinematic.
  1660. Changed some cavalry units to ranged units to improve unit movement during cinematics.
  1661. Obsidian Mirror Scenario 07:
  1662.  
  1663. Fixed a bug that prevented the achievement in this scenario from being obtainable.
  1664. Painted over cliffs to prevent Tezcatlipoca from teleporting over them.
  1665. Fixed a bug that caused a boulder to disappear during a cinematic abruptly.
  1666. Fixed some path-finding issues that could occur during the introduction cinematic.
  1667. Fixed some cases of flickering fires.
  1668. Obsidian Mirror Post-Scenario Cinematic 07:
  1669.  
  1670. Fixed the rotation of some tents.
  1671. Obsidian Mirror Scenario 08:
  1672.  
  1673. Enabled Mythic Age for both use by the player and enemy AI.
  1674. Added eye candy and fauna to make the walkable areas in the western shallows clearer.
  1675. Obsidian Mirror Scenario 10:
  1676.  
  1677. Improved objective prompts to provide better instruction related to bringing relics back to the player’s Temple instead of their Wonder.
  1678. Obsidian Mirror Scenario 11:
  1679.  
  1680. Improved feedback for the reward of repairing the Tlaloc monument, making it more worthwhile.
  1681. Added an on-screen message that notifies you that the Pillar of Tlaloc will defend you if Cipactli approaches.
  1682. Added ally Ahuizotl spawns that help you attack Cipactli when the reward triggers.
  1683. Added invisible gates to funnel Cipactli through the correct area to trigger the reward more consistently without affecting enemy raids.
  1684. Obsidian Mirror Scenario 12 Pre-Scenario Cinematic:
  1685.  
  1686. Fixed a case where there was an abrupt cinematic transition.
  1687. Removed Capybaras that were converting to be owned by the player during the cinematic.
  1688.  
  1689.                           Modding/Editor
  1690. General
  1691. Added a new attribute “placeInArea” for the Placement tag in ProtoPowers. This forces the placement to ensure that the losProtoUnit value can fit somewhere, with its obstruction, within the placement area. Functionally, for the Tempest God Power type, this ensures that there is a fallback location to place the unit spawns if nowhere can be found during the power.
  1692. Added a new flag for ProtoPowers “ForceUseAbilityCooldown”. AbilityMonolithStrike uses this flag to make it appear as a cooldown to the player.
  1693. Effects that use LogicalTypeTrainableMythUnit can now show “Trainable Myth Unit” and appear in tooltips. This logical type, not having a string, was why RelicBoneShardsOfMictlan would not automatically display the effect information.
  1694. Effects that match ResourceReturnRate can now show in tooltips, as seen with RelicMayahuelsMaguey.
  1695. Fixed a bug that caused trCampaignBranchChoice, the “Campaign: Advance to the Next Mission Prompt Skip” trigger, to leave the player stuck at the end of a mission when the Display Prompt toggle was set to OFF. When this trigger parameter is set to OFF, it will let you skip the next mission (e.g., Tutorial) without showing the mission difficulty choice.
  1696. Add a new ProtoCommand flag, “AllowPreQueue,” that enables PreQueueing Proto Commands.
  1697. Added new ProtoCommand flag “CanPreQueueWhileFoundation” that makes it possible to PreQueue things with “AllowPreQueue” while they are still an incomplete building.
  1698. Added new ProtoCommand tag “RemoveCommandPreQueueOnPreQueue” that forces the removal of other named ProtoCommands by name when one is queued. This change causes the swaps when prequeuing different transformations before a foundation is completed. It also fixes a bug where the transformation would no longer be valid but would still consume resources without accomplishing anything during subsequent transformations.
  1699. Added a new ProtoUnit flag “EnterContextForSelfFoundation” that forces unit context bindings to be active while a unit is in its foundation form for the current player. This is used to allow hotkeys for PreQueue on transformations on foundations.
  1700. Updated Doxygen and Visual Studio Code Extension.
  1701. Added new console functions used for Hotkeys:
  1702. void preQueueCommandInSelected(string Name, bool onlyIfNotFullyBuilt): tries to preQueue the selected protounitcommand in any valid selected unit
  1703. void preQueueCommandInSelectedByID(int Id, bool onlyIfNotFullyBuilt): just like preQueueCommandInSelected, but faster because it takes an ID
  1704. int getProtoUnitCommandID(string Name): Gets the protounit command ID for a specified command name.
  1705. Added new Proto Unit Command flag “DisplayWithAbilities” that allows Warrior Priest transformation commands to be visible when multiple units are selected.
  1706. Added a new Proto Unit Command flag “QuickActionCheckForAvailable” that allows Warrior Priest transformation commands to resolve which one of the three is really intended to be visible in the Quick Action area for controller players.
  1707. Fixed a bug that caused the Titan Cipactli to show in the Greek Culture filter in the Editor instead of as an Aztec unit.
  1708.  
  1709. Update v100.19.10938:
  1710. Game
  1711. 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.
  1712.  
  1713. Stability & Performance
  1714. Minor general improvements to stability.
  1715. Improved loading times when transitioning between scenarios and the main menu on PlayStation 5. Loading times were being slowed by some unnecessary additional checks related to DLC ownership. These checks are now cached correctly across all platforms to improve loading times.
  1716. Fixed a rare crash that could occur while units are hidden in Stealth.
  1717. Fixed a rare crash that could occur while trying to cast God Powers.
  1718. Fixed a rare crash that could occur during the Chaos God Power.
  1719. Fixed a rare crash that could occur when a stealthed unit is revealed, and a sound plays for the unit’s owner.
  1720. Localization
  1721. Updates to some translations to improve translation quality.
  1722. Graphics
  1723. Minor improvements to all carry animations and relic attachment positions for the Warrior Priest and all Teixiptla versions.
  1724. Fixed Zhuque’s Eye VFX so that it attaches correctly to the model after researching the unique unit’s upgrade.
  1725. Fixed Taowu’s Eye VFX so that it attaches correctly to the model after researching the unique unit’s upgrade.
  1726. Fixed Bushi’s Bow appearing in a static position during the unit’s birth animation. The bow will now travel with the unit’s hand.
  1727. Fixed missing light VFX on all stages of the Japanese Dock.
  1728. Fixed missing Idle Zzz VFX on Japanese fishing ships.
  1729. Units that die while turned to stone will no longer drop blood or skeletons. For example, when turned to stone by Medusa’s attack.
  1730. Fixed Aztec Broken and Fallen Column rotations and positions. These assets are now centered in the obstruction radius to match all the other Pantheons.
  1731. Removed random plants from some Aztec grass terrain textures: Aztec Aztlan Grass 2, Aztec Valley Grass 2, and Aztec Marsh Grass 2.
  1732. Added new cinematic animations for Iztaccihuatl’s Jaguar to appear in the Obsidian Mirror 07 cinematic.
  1733. Added new cinematic animation for an Iztaccihuatl dismounted attack to appear in the Obsidian Mirror 01 post-scenario cinematic.
  1734. Fixed a bug that could cause trees to stay levitating in some cases after using the TO THE MOON cheat.
  1735. Fixed Popocatepetl’s missing weapon for his hand attack animations in cinematics.
  1736. Fixed a bug that allowed units in the Fog of War on the main menu to highlight when hovered with a mouse.
  1737. Added additional animation support for the Capybara:
  1738. Added new animations for: Bored, Death, and Flail.
  1739. Updated animations: Walk and Eat.
  1740. Added a Tent variation to the Tent and TentSPC units for the Aztecs to support Sudden Death and custom maps.
  1741. Fixed a bug that caused the Aztec Animal of Set units to show their VFX incorrectly. Fixed the VFX attachment point for Alpaca of Set, Anaconda of Set, Jaguar of Set, Black Jaguar of Set, Ocelot of Set, Tapir Child of Set, and Tapir of Set. Also reduced the VFX size for Tapir Child of Set to use the tiny variation instead of the small variation.
  1742. Ayotochtli’s Wrecking Ball attack no longer shows an arrow because the attack may not necessarily follow the direction of the arrow if the path is obstructed.
  1743. Audio
  1744. Aztec Villagers will now play a sound when they begin their Devotion.
  1745. Fixed Regent Select and Acknowledgment sounds for all Pantheons and Major Gods added from Freyr onward. Fixes for the Major Gods: Demeter, Freyr, Fuxi, Nuwa, Shennong, Amaterasu, Tsukuyomi, Susanoo, Huitzilopochtli, Tezcatlipoca, Quetzalcoatl.
  1746. Adjusted Tonalli SFX.
  1747. Increased Tunkuluchu SFX volume.
  1748. Orpheus is now more likely to play his unique sound effect instead of silence during his bored animation. Changed from 75% chance for silence to 50% chance.
  1749. Increasing Line of Sight used by the Quimichin Spy and the Oracle now only plays the sound at max Line of Sight for Oracle units.
  1750. Fixed Bored and Birth sounds for the Cipactli Titan.
  1751. UI
  1752. Fixed a bug that caused Kronos’s Time Shift action to not appear on Temples.
  1753. Updated Chaneque unit icon for the unupgraded unit so that it doesn’t prematurely show the upgraded unit visuals.
  1754. Selecting multiple Calpulli with the shared building selection enabled will now show options as expected. Interacting with the upgrade options will only promote one Calpulli at a time.
  1755. The TempestSPC God Power no longer shows in the active God Power list in the UI.
  1756. Removed reference in the Compendium to the free Sentry Tower upgrade that is no longer granted to Egyptians after changes in previous patches.
  1757. Tooltips shown while placing a God Power will no longer persist if you open the Settings menu. Previously, the tooltip would remain on top of other UI elements until the game was resumed and the power was placed or canceled.
  1758. The Medium Great Temple Soldiers technology will no longer show for related units in the Compendium or when viewing unit info. This technology is a hidden helper technology, so it is not intended to appear in the UI.
  1759. Updated the Advanced Traps icon to represent the Smoke Trap in addition to the existing visuals that represented the Spike Trap.
  1760. Removed some placeholders and duplicate unused icons.
  1761. Updated the Smoke Trap and its ability icon to a new, unique appearance.
  1762. Updated the Spike Trap ability icon to remove a placeholder.
  1763. Fixed duplication of an icon when viewing Trap technologies and units in the Technology Tree.
  1764. Fixed a bug that caused the Tepoztli Canoe to show an incorrect icon as a duplicate of another icon.
  1765. Fixed ability and Compendium references for Aztec Traps.
  1766. Fixed Tlacanexquimilli’s passive icons so that only one shows and correctly uses the unique lifesteal icon. This fix was also applied to make all 3 ProtoUnit variations of Tlacanexquimilli show the passive correctly.
  1767. Feast of Sustenance will now show a message saying “You are celebrating the Feast of Sustenance.” each time you devote a herdable instead of incorrectly referencing the Rain God Power.
  1768. Feast of Sustenance will now show only to yourself in the active God Power list for the 15 second duration of the effect for improved uptime visibility.
  1769. Fixed a bug that caused data shown to the UI to be incorrect in some situations after unapplying some technologies. E.g., when destroying a Wonder, the Inventory Size and Initial Resource properties of some units may have been displayed incorrectly.
  1770. The Tonalli Harvester passive now only shows on Temples for Aztec Pantheon Major Gods.
  1771. Smoke and Spike traps now have a button to Delete.
  1772. Garrisoning units will no longer reset the command panel focused unit if a reset can be avoided.
  1773. The Player Name Treatment setting for the Ultimate Fan Pack will now function correctly. Before this fix, the name treatment visuals could incorrectly appear after restarting the game with the setting disabled.
  1774. Controller
  1775. Adjusted the positioning of build commands in the Warrior Priest’s Radial Menu to a more comfortable position.
  1776. Fixed a bug that caused the setting of Rally Points with a controller to appear at a selected building’s position instead of the targeted world position when using the minimap.
  1777.  
  1778.                          Gameplay
  1779. Fixes
  1780. Ayotochtli’s Wrecking Ball attack now attempts to ensure its movement is not obstructed by terrain or buildings for a more suitable path.
  1781. The “Auto Supply Devoted Villagers” setting now works with multiple Town Centers instead of only the closest Town Center.
  1782. Stealthed units will no longer use their Ambush attack if they have been set to No Attack stance.
  1783. Capybaras have been changed to become a Herdable!
  1784. All Pantheon Changes
  1785. Developer Note: We hope everyone is enjoying the Aztec Pantheon now that it is available to players who own the Obsidian Mirror DLC. These balance changes adjust a few God Powers that needed attention, boosting their effectiveness where needed or reducing them where they were too strong. We will be watching as players engage with the new Aztec Pantheon and apply further balance changes where appropriate.
  1786.  
  1787.  
  1788.                  Aztec Pantheon
  1789. Bloodletting Favor gain is now scaled based on Prayer Efficiency, similar to that used by the Greeks.
  1790. Major Gods
  1791. Tezcatlipoca
  1792.  
  1793. Obsidian Mirror (God Power): adjusted with the following changes,
  1794. A tooltip now shows the name of the God Power you would copy while hovering to cast.
  1795. For Keyboard and Mouse players, this replaces the “Left-Click to place” tooltip while hovering over a target player’s units.
  1796. For Controller players, this replaces the world tooltip to the right of the cursor in the same conditions as above.
  1797. Fixed Wither when cloned with Obsidian Mirror. It will no longer instant-cast when used, and will allow you to choose the direction the power travels.
  1798. Minor Gods
  1799. Coatlicue
  1800.  
  1801. Earth Monster (God Power): adjusted with the following changes,
  1802. Added a 1.5x Damage Bonus vs Human Soldier.
  1803. Active Time: increased 20 → 22.5 seconds.
  1804. Regurgitate Time (time after the last strike when regurgitation starts): increased 5 → 7 seconds.
  1805. Fixed a bug that prevented the Earth Monster from knocking back allied units.
  1806. Coyolxauhqui
  1807.  
  1808. Starfall (God Power): adjusted with the following changes,
  1809. Small Projectile Divine Damage: increased 4 → 5.
  1810. Large Projectile Divine Damage: increased 25 → 30.
  1811. Large Projectile Damage Area: increased 5 → 6.
  1812. Tlaloc
  1813.  
  1814. Pillar of Tlálocan (God Power): adjusted with the following changes,
  1815. Stun Duration: increased 0 → 0.5 seconds.
  1816. Radius: increased 5 → 6.
  1817. Can no longer be placed directly on top of your or allied buildings.
  1818. No longer destroys your or allied units when slamming down from the sky.
  1819. Pillar of Tlálocan (Spawned Unit) adjusted with the following changes,
  1820. Hitpoints: increased 1800 → 2400.
  1821. Ability Recharge Time: reduced 4 → 3 seconds.
  1822. Monolith Strike attack adjusted with the following changes:
  1823. Rate of Fire: reduced 3 → 2.
  1824. Hack Damage: increased 15 → 40.
  1825. Divine Damage: increased 15 → 20.
  1826. Damage bonus against Buildings: 1x → 0.8x.
  1827. Max Range: increased 0.3 → 14.
  1828. Fixed inconsistent values listed on the Monolith Strike ProtoAction compared to the strike’s ProtoUnit.
  1829. Mictlantecuhtli
  1830.  
  1831. Volcano (God Power): adjusted with the following changes,
  1832. Lifespan: reduced 30 -> 20 seconds.
  1833. Ability Recharge Time: increased 4 → 6 seconds.
  1834. Crush Damage: reduced 580 → 200.
  1835. Divine Damage: reduced 40 → 20.
  1836. Damage Area (of impacts): reduced 8 → 6.
  1837. Buildup Time: increased 0.0 → 1.5 seconds.
  1838. Number of strikes (maximum during power duration): reduced 100 → 40.
  1839. Human Units
  1840. Shorn One: Now have DevoteMajor, which enables them to be devoted at the Great Temple like other human units.
  1841.  
  1842.                               Random Maps
  1843. The following changes have been made to the new Aztec Random Maps:
  1844.  
  1845. Blood River Crossing:
  1846. Fixed players starting too close to each other when there are more than two teams.
  1847. Cloud Forest:
  1848. Swapped the Cliff terrain tile from cTerrainAztecValleyCliff1 to cTerrainAztecAztlanCliff2.
  1849. Swapped the Forest type from cForestAztecYucca to cForestAztecPalm.
  1850.  
  1851.                             Campaign
  1852. Many fixes and minor improvements for the Obsidian Mirror Campaign.
  1853.  
  1854. Obsidian Mirror Scenario 01 Post-Scenario Cinematic:
  1855. Added new animations for the Jaguar and Iztaccihuatl.
  1856. Reduced the quantity of flashing lights during parts of the cinematic.
  1857. Obsidian Mirror Scenario 01:
  1858. Fixed a bug where the Auto Devote Villagers and Auto Supply Devoted Villagers buttons were available even though the Devotion mechanic was disabled via a trigger. These actions now appear disabled when a trigger has disabled them.
  1859. Obsidian Mirror Scenario 02:
  1860. Added a Skydome to the start of the cinematic during the scenario.
  1861. The Chinampa world space prompt now doesn’t appear until you reach Age 3, when it is available.
  1862. Great Temple and Age 3 Myth units are blocked during the earlier parts of the mission to work around the triggers that would have prevented reaching Age 3, as these triggers were not working correctly.
  1863. Fixed a string that appeared incorrectly as a string ID instead of the string’s content.
  1864. Tlacaelel will now turn back into Tlacaelel during the scenario after having temporarily transformed into a Teixiptla.
  1865. Adjusted when the Great Temple can be constructed to better align with the way the mission is structured.
  1866. Obsidian Mirror Scenario 02 Post-Scenario Cinematic:
  1867. Added a missing line back into the cinematic.
  1868. Obsidian Mirror Scenario 03:
  1869. Tlacaelel will now turn back into Tlacaelel during the scenario after having temporarily transformed into a Teixiptla.
  1870. Obsidian Mirror Scenario 04 Pre-Scenario Cinematic:
  1871. Fixed an issue with an incorrect lightset.
  1872. Added new animations for the Jaguar during the cinematic.
  1873. Obsidian Mirror Scenario 04:
  1874. Increased the population cap of Player 2 by 30 on Titan (and higher) difficulty to ensure that the population cap does not overly limit attacks by the AI.
  1875. Obsidian Mirror Scenario 04 Post-Scenario Cinematic:
  1876. Fixed an error with a lightset.
  1877. Obsidian Mirror Scenario 05:
  1878. Fixed a visibility bug that could occur during the second part of the mission.
  1879. Minor adjustment to available armory techs.
  1880. Improved balance in the later sections of the scenario for lower difficulties.
  1881. Removed some objects on Moderate difficulty.
  1882. Added a prompt to provide more direction during a part of the mission.
  1883. Updated a subtitle to more accurately reflect the audio.
  1884. Obsidian Mirror Scenario 06:
  1885. Fixed a bug during the end trigger.
  1886. Obsidian Mirror Scenario 06 Post-Scenario Cinematic:
  1887. Fixed an occurrence of incorrect Talking Heads during the cinematic.
  1888. Implemented some missing animations.
  1889. Obsidian Mirror Scenario 07:
  1890. Increased Chiron’s healing rate to prevent cases where he could die, which would result in an incorrect state when trying to run the “Follow Chiron” prompt.
  1891. Plugged a walkable cliff slope in part 1 of the mission.
  1892. Added several extra path blockers to prevent units from becoming stuck behind eye candy.
  1893. Obsidian Mirror Scenario 09:
  1894. Reduced the number of defenders in some areas for all difficulties to improve the feel of scenario progression.
  1895. Minor rebalancing for Ludicrous difficulty. Modified the hack and pierce armor of enemy units by -10% when playing on Ludicrous difficulty.
  1896. Obsidian Mirror Scenario 10:
  1897. Fixed a chat that had the wrong speaker defined. The incorrect speaker was “Tlacaelel” and has now been updated to come from “Huitz”.
  1898. Fixed a missing chat portrait icon.
  1899. Obsidian Mirror Scenario 10 Post-Scenario Cinematic:
  1900. Fixed eye contact between Popocatepetl and Itzcoatl during one scene.
  1901. Removed unused and invisible assets to improve load time and performance.
  1902. Obsidian Mirror Scenario 11:
  1903. Delayed unit upgrades for Player 9’s units.
  1904. The first village no longer receives excessive quantities of Warrior Priests from tributes compared to the other villages.
  1905. Cipactli is now accompanied by fewer Quinametzins.
  1906. Fixed the ownership of some Tapirs that were incorrectly controlled by the player at the start of the mission.
  1907. Fixed a couple of cliffs that had become walkable.
  1908. Obsidian Mirror Scenario 11 Post-Scenario Cinematic:
  1909. Updated the biome in part 1 to match the biome appearance seen during the gameplay scenario.
  1910. Beautified the areas around characters during part 1.
  1911. Obsidian Mirror Scenario 12:
  1912. Fixed a bug that caused the Pillar of Tlálocan God Power to not benefit from Wonder Age cooldown bonuses.
  1913. Fixed a bug that allowed casting of God Powers on some units when the camera cuts to view them.
  1914. Adjusted hero camera cuts to enter cinematic mode during their playback to prevent some actions.
  1915. Fixed a malfunctioning counter that was causing some issues during the scenario.
  1916.  
  1917.                           Modding/Editor
  1918. General
  1919. Fixed a bug that caused Free Camera mode to persist after leaving the editor, which resulted in an inability to task units with Right Clicks. Leaving an open scenario will now correctly end Free Camera mode, ensuring gameplay remains consistent.
  1920. The DevoteMinor actions now support the SoundSetEnter tag to define a SoundSet that plays when the unit reaches the place where they can begin their Devotion.
  1921. TlacanexquimilliCG now appears as “Tlacanexquimilli (Corrupted Ground)” in the editor to differentiate it from the normal Tlacanexquimilli unit.
  1922. Added “Self” as a valid value to use for the ActiveListVisibility tag when defining God Powers. This Self value allows you to make power durations show only to yourself (the caster) and not allies in cases like Feast of Sustenance, where the information is not useful to an ally.
  1923. Fixed a bug that caused the Wonder Age GodPowerROF modification to not apply to Mythic Age God Powers in some situations. The SetAge effect was applied before the new God Power was added, so the time would remain unmodified. To fix this, the SetAge effect has been moved to the end of each Mythic Age Major God. This issue would occur only when the player begins in Mythic Age and already has a Wonder granted (as was the case in Obsidian Mirror 12).
  1924. Added a new notOverlapSelfOrAlly attribute for Placement tags in powers to further specify an additional Overlap condition that prevents placement where overlaps with self or allies occur. Used for the changes to Pillar of Tlálocan.
  1925. Added a new doNotDestroyFriendliesUnderneath attribute for CreateUnit tags in powers to specify that destroyUnderneath should exclude self and allied units.
  1926. Added a new Major God tag DevotionCommands that controls whether the Auto Devotion commands can be shown in the UI. This was added to fix Time Shift not showing up.