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Welcome heroes to another exciting update full of bug fixes, stability changes, a brand new Pantheon Pin-Up Event coming soon, and new deity portrait controls! So take a peak at the notes before jumping in game!


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

—The Age of Mythology Team


🢂 Download on the Microsoft Store

Remember that you’ll need to update your game in the Microsoft Store:

  • Open the Microsoft Store.
  • Click the [∙ ∙ ∙ ] symbol next to your profile picture.
  • Select Downloads and updates.
  • Press the Get updates button to automatically detect, download, and install the latest changes to your game!
  • Open the game. The title screen should show you on Build 18.21333.

If you are unable to launch the game after downloading the update, make sure you add (or re-add) the Age of Mythology: Retold client or folder as an exception to your firewall and antivirus program.

That’s it; you’re ready to play!

🢂 Download on Steam

Remember that you’ll need to update your game in Steam:

  • Open Steam.
  • Click on Library to see your games list.
  • Click Downloads at the bottom of the Library window.
  • [If the new build does not download automatically,] click the Download Now button to manually download the new update.
  • Open the game. The title screen should show you on Build 18.21333.

That’s it; you’re ready to play!

🢂 Download on the Xbox App for Windows 11

Remember that you’ll need to update your game in the Xbox App for Windows.

  • Open the Xbox app.
  • Games that are installed show up on the left side of the app.
  • Hover over the game or click it, and then select Update.
  • [If the new build does not download automatically,] hover over the game, select More Options (…), choose Manage. Under the Files tab, choose the option to Check for Updates.
  • Open the game. The title screen should show you on Build 18.21333.

That’s it; you’re ready to play!

🢂 Download on PlayStation 5

  • Under the games tab from the PlayStation Home Screen Locate the game and hover over it. Make sure not to select it!
  • While hovering over the game press the Pause button (☰) on your controller.
  • In the new pop up menu select the Check for Update option.
  • If there is a new update available, this will automatically start the download. If your game is on the most recent version, selecting this option will confirm that information for you.

That’s it; you’re ready to play!

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

Still having trouble? Visit our support site!


New Monthly Community Event – Pantheon Pin-Up

Coming May 1st!

Today we’re announcing a year-long Community Event for Age of Mythology: Retold! We’ve assembled a host of challenges for players to take on, with every point earned for objectives completed counting towards the rewards!

Objectives will vary in difficulty; from completing any kind of match to proving mastery on the battlefield with challenging timed feats.

Everyone will need to work together to earn the rewards, with monthly score targets in place to unlock cosmetic rewards. Can you play your part in reaching the final goal and unlocking a new god portrait?

Any contribution towards the total goal makes you eligible to earn all the rewards unlocked by the community each month. So you just have to show up and play a part!

Track the community’s progress in the Community Event tab in-game. There you’ll see the community score, goals and objectives.

Play each month to ensure you don’t miss any rewards!

The event will begin May 1st, with 4 new rewards up for grabs. Each month has a chosen theme, which the Community works towards unlocking during the previous month. May is focused on unlocking our Summer-themed picture of Ra! We’ll post on social channels each month about the new rewards and goals so be sure you’re following Age of Mythology.

  • Join in with the community and help to achieve the monthly goal!
  • Participate by completing objectives each week to maximise your personal contribution to the Community Goal progress.
  • Each month there will be 4 rewards to achieve as a community. The first reward is collected by participating at least once during the month. The rest are achieved by community total contribution.
  • Participants can claim their rewards during the month following a community event.
  • The Major Reward for completing the full community goal each month will be a new Major God Portrait.
  • The first event will begin on May 1st!

New Major/Minor God Portrait Controls

  • You can now swap God Portraits in the God Picker and Compendium to support new choices for them.
  • Look for the cycle icon at the top right of the Major God portraits and to the right of the Minor God portrait names.
  • Initially only players who have the Legacy Portrait DLC will have choices present to modify individual Major and Minor God portrait choices.
  • Players who previously opted to use the Legacy Portrait DLC for all their portraits will see that their initial choices have been defaulted to keep their preference.
  • The game will remember your choices for each Major and Minor god so you can choose the versions you want.
  • The first opportunity for a new Major God Portrait will be the Major Reward for fully completing the community monthly event!
  • Gods that have a choice for available alternate portraits show a dot at the bottom right of the smaller God Portraits in the God Picker next to the names of entries in the Compendium.

Stability & Performance

  • Minor improvements for stability and performance.
  • Fixed crashes that could occur in some situations.
  • Fixed a rare multithreading crash.
  • Fixed a crash that could occur when submitting text using the Steam keyboard after leaving a lobby.
  • Fixed a crash that could occur when using combined building menus to train units.
  • Fixed a crash that could occur when stealth ended.
  • Fixed a crash that could occur when entering or leaving scenarios in some rare situations.
  • Performance improvements when loading into save games. Mostly a significant improvement when loading into late-game saves.

Developer Note: We are continuing to investigate and monitor instability some users are experiencing on PlayStation 5. If you are experiencing frequent instability on PlayStation 5, please reach out to support. https://support.ageofempires.com

Achievements

  • Pickup Artist now correctly requires players to win the match to earn the achievement.
  • Fixed translations for some PlayStation 5 trophy achievements.

Localization

  • Minor updates to localization in some situations.

Graphics

  • Performance improvements for Nezha Fire Trail.
  • Minor visual adjustments were applied to the Hersperides Tree to adjust the normals used by the model.
  • Minor adjustments to Fog of War rendering.
  • Added a missing explosion particle texture.
  • Adjusted the smoke appearance of Rampage particle VFX.
  • Adjusted Dwarven Forge belt VFX.
  • Added a new underwater rock object.
  • When Oracles are selected, the LOS for all Oracles on-screen is now displayed correctly.
  • Fixed a visual bug that could occur for some Walking Woods variations that showed an incorrect texture.

Audio

  • Removed a duplicate definition of HeroRevive from shared soundsets.
  • Adjusted volume for some Chinese unit audio.
  • Fixed some bugs related to naval selection sounds not working.
  • Trimmed empty space in some Qilin sounds.
  • Fixed a bug causing master volume to apply to ambient sounds twice.
  • Fixed some instances of sounds not muting when the game loses focus.
  • Some sound settings names have changed to more accurately reflect what they modify.
  • Fixed some occurrences where sounds were not triggering correctly in some campaign missions.
  • Fixed reverb effects remaining active longer than intended in The Golden Gift 01 cinematic.
  • Disabled volume attenuation on unit select and acknowledgement sounds.
  • Disabled distance-based reverb effects.
  • Disabled distance attenuation for all unit Select events.
  • Fixed various inconsistencies for various selection and acknowledgement sounds.
  • Disabled distance attenuation for all Attack events.
  • Improved interaction between unit-related noises and music that was unintentionally occurring in all game modes.
  • Fixed a bug that caused localized audio to end abruptly during cinematics in some situations.

Hotkeys

  • Updates to improve movement setting defaults for Photo Mode.
  • Fixed a bug that allowed invalid hotkey combinations to be created in some situations.

UI

  • Updates to some Chinese unit tooltips to improve reader clarity.
  • Added missing history text to the compendium for techs from the Freyr God pack.
  • God Blessing Shields will now show in the UI while spectating/replaying Chinese Gods.
  • Performance improvements for the replay UI.
  • Added support for typing into textboxes with external keyboards without virtual keyboards on PlayStation.
  • Titles in the Hotkey menus are no longer cut off in some situations.
  • Invites will now work correctly after canceling an automatic match search.
  • Fixed friend grouping in the friends list to sort by platform.
  • Completing the Daily Celestial Challenge with a score near the very top will now show you are in the top 1% instead of the top 0% of players.
  • Multiplayer Lobby settings should now persist between games for more settings when hosting games.
  • Fixed a bug that showed double notifications for Daily Celestial Challenge completion.
  • Updates to Scores UI
    • Scores should now show in expected situations. Scores had been hiding incorrectly under some circumstances.
    • Names should appear correctly when intended to be visible on the scoreboard as intended. When cycling through the scoreboard, one or more names had a chance to appear invisible.
    • The Scoreboard now only has three states instead of four: Hidden, Short, and Visible. These states are now also represented by changes to the banner icon near the minimap. Interacting with this banner cycles the Scoreboard state.
  • Pressing Alt+F4 after skipping a cinematic will no longer leave the player stuck on a black screen.
  • Low-performance warnings will no longer show in some unintended situations.
  • Player icons will now show chosen icons when using the Invite to Party menu.
  • Fixed an issue that prevented players on PlayStation from sending multiple messages when using Keyboard and Mouse.
  • Updated a description for Daily Celestial Challenges to better explain when rewards are granted. Note: This change may not be present in all languages for this update.
  • Community Event Objectives will show in many game modes for the current week’s challenges. You can turn off these additional objectives in the UI settings by using the “Show Community Event Objectives in HUD” setting.
  • For players who own the Legacy God Portrait DLC, the main menu carousel button will now take you to Zeus in the Compendium as an example location to change God portraits.
  • The reward icon for Daily Celestial Challenge popups will now appear as expected. There was a rare chance that the icon would not appear in some situations.

Controller

  • Added new Diplomacy Page to Site Menu while targeting another player’s unit or building.
  • The Minimap size is now saved between PC sessions.
  • Garrisoned units are now selectable with a Quick Find action.
  • The command to convert a selected group of Gatherers or Dwarfs to Berserks, on controller now tries to transform all selected units.
  • Added a new setting to hide the Quick Find and Command Help widgets in the controller HUD.
  • Fixed a bug that caused certain UI elements to not show when the enlarged Minimap was visible.
  • Fixed a bug that caused fish in the fog of war to have a large hitbox when interacting with a controller.
  • Added a new setting for “Unit Bar Scale” to adjust the size of the hitpoint bars on Xbox and PlayStation. For players who preferred the original hitpoint bar size when the game launched on PlayStation, you can change the setting to the smallest value.

Fixes

  • Various improvements to AI behavior related to plans.
  • Various fixes for pathfinding, including:
    • Fixes for units failing to path further than a short distance in some situations.
    • Fixes for units becoming stuck around lakes.
    • Fixes for units not escaping from mazes of obstacles.
    • Fixes for units stopping in place.
  • Villagers will no longer stack or linger at dropsites together when they have nothing to gather.
  • Starting Age is no longer applied incorrectly in some rare situations.
  • World drag will now properly cancel when the game window doesn’t have focus and when a pop-up opens.
  • Spectators can now modify speed controls to play faster or slower to match changes made for replays. If you catch up while spectating, gameplay will return to normal playback speed. Maximum speed may vary depending on individual system capabilities.
  • Fixed issues where various embellishment buildings prevented convertible objects from changing player ownership.
  • Drop sites and Obelisks will no longer prevent the conversion of objects.
  • The Crenellations technology now properly affects all tower types—for example, the tower add-on Chinese production buildings with the tracking bonus and range increase.
  • The Chasing the Sun technology will now correctly improve the Town Center construction speed.
  • Lightning Weapons damage and stun no longer apply to units with Divine Immunity. Examples include the Son of Osiris, Nidhogg, and Yinglong.
  • Wen Zhong can no longer replicate units with Divine Immunity.
  • Caravans can no longer garrison in non-Fort buildings. This fixes a bug where players with one-click-garrison could not right-click a Town Center to trade with it.
  • Fixed a bug where villagers did not have bonus damage vs certain towers, such as Chinese Tower Emplacements, and Mirror Towers.
  • Fixed Spoils of War resource reward from Migdol Stronghold, Monument to Priests & Pharaohs to match the intended 50% of the cost of the building.

General

  • Purse Seine: Moved from Heroic age → Classical age.
  • Salt Amphora: Moved from Mythic age → Heroic age.

Developer Note: Moving down the fishing upgrades should make age-jumping less prominent of a strategy on water-based maps. We are keeping a close eye on how these changes develop the meta on naval maps.

Deathmatch

  • Starting resources reduced from 20000 → 18000 food, wood and gold.
  • Chinese deathmatch build rate for town centers reduced from 0.75x → 0.5x of base.
  • Nüwa now spawns with 1 less Kuafu in Deathmatch, as it also gets the hero kuafu immediately.
  • Nüwa building auto-build rate in deathmatch reduced from 0.5 → 0.25 build points per second.

Developer Note: Chinese, but in particular Nüwa seems to be over-performing in Deathmatch quite significantly. Reducing the above should aim to bring them closer in-line.

Relics

  • Tail of Fei: Removed from the standard relic pool.

Developer Note: This unit felt much too powerful to be given for free from a relic, and it passively infecting units was simply too much to overcome. So it was removed.


All Pantheon Changes

Minor Gods

  • Athena: Sarissa (Technology) – Hoplite damage increase reduced from +10% → +5%.

Developer Note: Combined with the changes to the Hoplite, we are moving some power budget away from Sarissa, into the base unit, so the overall power level with Sarissa remains roughly the same.

  • Athena: Labyrinth of Minos (Technology) – Minotaur movement speed reduced from +20% → +15%.

Developer Note: Minotaurs were proving a little too fast for some civilizations to properly deal with in early and mid game. This change aims to make them a bit easier to chase down.

  • Ares: Pestilence (God Power) – Affected buildings unit train time increase increased from 1.75x → 2x as long.

Developer Note: Pestilence was considered one of the weakest god powers available in classical age. This change aims to make it more versatile by making enemy units train even slower.

  • Hephaestus: Forge of Olympus (Technology) – Adjusted as follows Technology cost reduction reduced from -60% → -75%.
    Now also increases armory research speed by 100%.

Developer Note: With the cost reduction of the armory techs, this technology dropped in potential. This change aims to make the upgrade more worthwhile.

  • Hera: Lightning Storm (God Power) – damage reduced per strike from 125 → 100 divine damage.

Developer Note: Lightning storm was proving to be a little bit too strong, clearing out a bit too much value.

Myth Units

  • Cyclops (Ares): adjusted as follows
    • Crush damage increased from 20 → 24.
    • Bonus damage multiplier vs myth units increased from 2x → 3x.

Developer Note: The siege power of a cyclops was somewhat lacking, increasing its power should hopefully allow them to be more useful in this role.

  • Centaur (Hermes): bonus damage multiplier vs myth units increased from 2x → 3x.

Developer Note: Various myth units have their bonus damage vs other myth units increased to help provide Greeks with better tools to manage mass-myth units in the early and mid game.

  • Manticore (Apollo): adjusted as follows
    • Cost reduced from 300 wood 25 favor → 250 wood 25 favor.
    • Bonus damage multiplier vs myth units increased from 2x → 3x.

Developer Note: Manticores were seeing little usage, slightly reducing the cost should allow them to be used more often.

  • Nemean Lion (Aphrodite): bonus damage multiplier vs myth units increased from 2x → 3x.

Developer Note: Various myth units have their bonus damage vs other myth units increased to help provide Greeks with better tools to manage mass-myth units in the early and mid game.

  • Colossus (Hephaestus): adjusted as follows
    • Crush damage increased from 65 → 80.
    • Eat rate increased from 15 → 20 hitpoints per second.

Developer Note: The Colossus, whilst seeing more play since the most cost reduction, still felt somewhat lacking as a mythic age siege myth unit.

Hero Units

  • Jason (Zeus): adjusted as follows
    • Damage vs flying units increased from 4 → 6 pierce.
    • Weight class increased from 7 → 8.
  • Ajax (Hades): adjusted as follows
    • Damage vs flying units increased from 4 → 6 pierce.
    • Weight class increased from 7 → 8.
  • Theseus (Poseidon): adjusted as follows
    • Damage vs flying units increased from 4 → 6 pierce.
    • Weight class increased from 7 → 8.
  • Heracles (Zeus): adjusted as follows
    • Damage vs flying units increased from 6 → 8 pierce.
    • Movement speed increased from 4.8 → 5.0.
    • Weight class increased from 7 → 8.

Developer Note: Heracles was noticeably a lot slower than the other classical age Greek heroes, bringing up the speed a little should make him more effective in chasing faster enemy myth units.

  • Achilles (Hades): adjusted as follows
    • Damage vs flying units increased from 5 → 12 pierce.
    • Weight class increased from 8 → 9.
  • Atalanta (Poseidon): adjusted as follows
    • Damage vs flying units increased from 5.5 → 8 pierce.
    • Weight class increased from 7 → 8.
  • Bellerophon (Zeus): adjusted as follows
    • Damage vs flying units increased from 10 → 16 pierce.
    • Bellerophon hitpoints reduced from 500 → 440.
    • Weight class increased from 8 → 9.

Developer Note: Bellerophon was standing tall above the other 2 Greek heroes in power and utility, so these changes, together with the changes to Perseus and Polyphemus should allow them to be more equally strong.

  • Perseus (Hades): adjusted as follows
    • Perseus hitpoints increased from 400 → 480.
    • Damage vs flying units increased from 7 → 12 pierce.
    • Weight class increased from 7 → 8.
    • Petrify ability now only works on myth units, and no longer on human soldiers/economic units.

Developer Note: These changes should allow Perseus to be much easier to use, particularly against enemy myth units.

  • Polyphemus (Poseidon): adjusted as follows
    • Damage vs flying units increased from 18 → 30 pierce.
    • Special attack hack damage increased from 50 → 60.
    • Weight class increased from 10 → 11.

Developer Note: Greeks were having a much tougher time vs myth units, especially flying myth units than intended. These changes aim to give them better tools to deal with flying units, as well as being more consistent in taking myth units in a dense engagement.

  • Greek heroes: now train 10% faster per age advancement.

Developer Note: Making Greek heroes train faster per age allows them to more quickly jump back into an engagement after being sniped in mid and late game.

Human Units

  • Hoplite: damage increased from 7.5 → 8 hack.

Developer Note: Combined with the changes to Sarissa, we are moving some power budget away from Sarissa, into the base unit, so the overall power level with Sarissa remains roughly the same.

  • Peltast: hitpoints reduced from 70 → 65.

Developer Note: Peltast is performing a bit too well, reducing their hitpoints should hopefully allow counter-units to deal with them better.

  • Myrmidon (Zeus): train time reduced from 14 → 10.
  • Gastraphetoros (Hades): adjusted as follows
    • Train time reduced from 18 → 13.
    • Bonus damage multiplier vs buildings increased from 8x → 12x.
    • Hitpoints increased from 60 → 80.

Developer Note: Gastraphetoros was seeing little to no use, these changes should make them more worthwhile to train.

  • Hetairos (Poseidon): train time reduced from 20 → 11.5.

Developer Note: All the Unique fortress-age units were seeing somewhat little use. Making them easier to train should hopefully allow them to be more usable.

Siege Units

  • Helepolis: crush damage increased from 34 → 40.

Developer Note: Helepolis was feeling somewhat underwhelming, increasing its siege potential should hopefully allow it to be used more often.

Major Gods

Set
  • Baboon of Set: line of sight increased from 12 → 16.

Developer Note: This should allow Set to have an easier time scouting early-game, as that is so crucial for a Set to be able to make use of its bonuses.

Minor Gods

  • Anubis: Plague of Serpents (God Power) – serpent hitpoints increased from 50 → 60.

Developer Note: This god power was seeing little value. increasing the hitpoints should make them a bit more formidable of a force.

  • Sekhmet: Citadel (God Power) – favor cost increased from 100 → 125.

Developer Note: This god power was being re-cast a bit too easily, so we are increasing the cost.

  • Horus: Greatest of Fifty (Technology) – infantry hitpoints increase reduced from +30% → +20%.

Developer Note: This change is to accommodate the base stat changes of Axeman and Spearman.

Human Units

  • Spearman: adjusted as follows
    • Hitpoints increased from 75 → 85.
    • Damage increased from 6 → 7 hack.

Developer Note: Egyptians have noticeably been struggling a bit, especially through Set & Anubis options. Increasing the spearman’s power a little should help synergize better with this style of play.

  • Axeman: adjusted as follows
    • Hitpoints increased from 70 → 80.
    • Bonus damage multiplier vs infantry reduced from 5x → 4.5x.

Developer Note: The Spearman and Axeman units have been increased in hitpoints, to allow them to counter their targets for a bit longer. The axeman in particular was brought down so its damage against infantry is lower, but in a direct fight the increased hitpoints still alow it to trade very effectively.

  • Slinger: Adjusted as follows
    • Slinger cost reduced from 60 wood 25 gold → 55 wood 25 gold.
    • Slinger train time reduced from 14 → 13.5.
    • Slinger pierce armor increased from 35% → 40%.
    • Slinger hitpoints reduced from 65 → 60.

Developer Note: The Slinger was very costly for its actual stats, so this has been adjusted a little, while also making the unit more resistant versus pierce damage, but slightly more vulnerable to melee attacks.

  • Chariot Archer: pierce damage increased from 10 → 11.

Developer Note: The previous adjustment of the chariot archer shot a little too far. The more crucial change was the range reduction, so we can revert the damage back to what it was before.

Major Gods

Thor
  • Hammer of Thunder (Technology): Hersir passive favor generation increase reduced from +100% → +50%.

Developer Note: This technology was allowing Thor players to achieve a bit too much favor from making Hersirs.

Odin
  • Raven (Bonus): Ravens respawn timer reduced from 4 → 3 minutes.

Developer Note: The duration which Odin’s ravens respawned seemed rather long, so we are bringing it down a little.

  • Hamask: Adjusted as follows
    • Berserk speed and attack speed increased on damaged effect removed.
    • Now gives 10% berserk movement speed.
    • Now gives 25% bonus damage vs myth units for berserk.

Developer Note: The old effect was feeling like it didnt synergize well with Odin’s bonuses. It has been reworked to give berserks perhaps a different role, through making them faster and have some anti-myth unit potential.

Loki
  • bonus damage multiplier on humans and heroes reduced from +20% → +10%.

Developer Note: The power Loki gained from this bonus has proven to be rather significant, especially against other Norse. So we are toning it down somewhat. We will keep a close eye on how Loki develops after the changes.

Minor Gods

  • Freyja: Sessrumnir (Technology) – adjusted as follows
    • Now enables Godi’s to be trained an age sooner.
    • Hero hitpoints increase reduced from +20% to +10%.

Developer Note: These changes should allow Norse to have alternative options to deal with in particular ranged myth units in the classical age.

  • Forseti: Hall of Thanes (Technology) – infantry movement speed increase reduced from +10% → +5%.

Developer Note: The infantry movement speed was proving to be incredibly powerful when combined with dwarven breastplate, particularly for Thor and Loki. Bringing this down a touch also allows other minor gods to shine a bit more, as Forseti was overly dominant in minor god choice for Norse.

  • Heimdall: Gjallarhorn (Technology) – cost reduced from 250 Gold 10 Favor → 150 Gold 10 favor.

Developer Note: This tech was seeing little use, so the cost was lowered a bit to make it more easy to pick up.

  • Ullr: Valgaldr (Technology) – research time reduced from 75 → 50 seconds.

Developer Note: The Draugr unit was seeing very little use. Changing the upgrade’s research time should allow Freyr to get the technology much sooner.

  • Bragi: Call of Valhalla (Technology) – favor earned on berserk death reduced from 1 → 0.5.

Developer Note: This technology was providing a little too much favor with berserk play, so it was reduced.

  • Aegir: Feasts of renown (Technology) – food earned per second from town centers and forts reduced from 1 → 0.5.

Developer Note: The amount of food being earned was a little too much, so it has been brought down to a more reasonable level.

  • Baldr: Sons of Sleipnir (Technology) – Raiding Cavalry damage increased from +10% → +20%.
    • This technology was feeling a bit lackluster, so its effect has been increased.

Hero Units

  • Hero of Ragnarok (Baldr): population cost reduced from 3 → 2.

Developer Note: Heroes of Ragnarok felt a bit too weak for a 3 population unit. Bringing it down to 2 population allows a casting player to recover a bit sooner from Ragnarok.

Human Units

  • Hirdman: adjusted as follows
    • Cost increased from 35 food 45 gold → 40 food 45 gold.
    • Train time increased from 13.5 → 14.

Developer Note: The hirdman being low on food allows it to be more easily trained as a counter to cavalry, making it a very easy answer to counter any heavy-cavalry strategy.

  • Raiding Cavalry: hack damage increased from 7.5 → 8.

Developer Note: Raiding Cavalry has been slightly under-performing, particularly against ranged soldiers. A small damage increase should allow it to be a more powerful raiding unit.

Other Units

  • Dwarf: gold gather rate reduced from 1.02 → 0.98 gold per second.

Developer Note: The dwarf was proving a little bit too much value to the Norse economy, this change hopes to bring the economy of Norse back in line with the other cultures more.

Minor Gods

  • Oceanus: Weightless Mace (Technology) – cost increased from 50 gold 50 wood 15 favor → 100 gold 75 wood 20 favor.

Developer Note: Weightless mace is a little too cheap for what power it provides in terms of countering cavalry-oriented strategies. A larger investment should make it felt a bit more in the early game budget.

  • Theia: Poseidon’s secret (Technology) – cavalry cost reduction reduced from -15% → -10%.

Developer Note: This technology was proving to be providing a bit too much value on savings. A small reduction feels justified.

  • Helios: Petrification (Technology) – hack armor on siege weapons increased from -10% → -15%.

Developer Note: This technology was feeling somewhat underwhelming. This change should make it a bit more appealing.

  • Helios: Titanomachy (Technology) – Cost reduced from 400 food 20 Favor → 250 food 20 favor.

Developer Note: Centimani, and Helios as a choice, have been seeing rather limited picks. This change should hopefully make it more reasonable to research this tech.

  • Helios: Halo of the Sun (Technology) – siege and fire ship damage increased from +15% → +20%.

Developer Note: This tech, and Helios as a choice, have been seeing rather limited usage. Enhancing the effect a little should hopefully make Helios more appealing as an option.

  • Atlas: Guardian of Io (Technology) – adjusted as follows
    • Cost reduced from 50 food 300 gold 15 favor → 50 food 200 gold 12 favor.
    • Argus line of sight increased from +5 → +10.

Developer Note: Argus have been seeing little usage, boosting the tech a little should hopefully allow them to be a bit more viable to train.

  • Atlas: Implode (Technology) – adjusted as follows
    • Now only deals damage to units once, rather than once per second when inside the sphere.
    • Implode divine damage increased from 40 → 100, to accommodate the above.
    • Implode Escape & Explosion damage radius reduced from 35 → 30.

Developer Note: Implode has been proving to provide too much value. Limiting the damage dealt and reducing the escape radius should allow more counter play, now that the damage is limited to once per unit, attempting to escape no longer enhances the total potential damage dealt.

Myth Units

  • Caladria (Oceanus): adjusted as follows
    • Pacify ability movement speed reduction reduced from -50% to -33%.
    • Pacify ability attack speed reduction increased from -50% → -66%.

Developer Note: Caladria has for a long time proven to be exceptional at shutting down raids / faster myth units, by making their target much slower allowing counter-units to keep up and snipe them. We are slightly shifting the power budget into attack speed reduction, rather than movement speed, to allow more raiding-based play against Oceanus to work, while hopefully keeping the overall power level of Caladria the same.

  • Promethean (Prometheus): hack armor reduced from 60% → 55%.
  • Promethean Offspring (Prometheus): hack armor reduced from 25% → 15%.

Developer Note: Prometheans were proving to be immensely powerful versus hack damage heroes. Reducing their hack armor a little should allow units such as Hersirs to counter them a little better.

  • Dryad (Theia): adjusted as follows
    • Cost increased from 150 wood → 200 wood.
    • Train time increased from 8 → 22.

Developer Note: Dryads were proving to be very cost efficient and train very fast. this should still allow them to be a powerful god power unit, but have enough associated cost and train time to allow for more counter play.

Human Units

  • Cheiroballista & Hero: adjusted as follows
    • Attack range reduced from 18 → 17.
    • Hack armor reduced from 25% → 20%.

Developer Note: The recent changes to Cheiroballista have proven to make the unit a very powerful answer to infantry. In order to open up more room for counter-play, its attack range and hack armor were reduced slightly to allow particularly cavalry and anti-archer units to reach the Cheiroballista a little easier.

Major Gods

Nüwa
  • Kuafu Chieftain (Technology) – Hero Kuafu respawn timer increased from 2 → 4 minutes.

Developer Note: This should allow the hero Kuafu to be a more interesting target to actually pick off.

Shennong
  • Prosperous Seeds (God Power): adjusted as follows
    • Cost reduced from 10 → 5 favor.
    • Farm gather rate multiplier increased from 1.4x → 1.5x.
    • Cooldown reduced from 60 → 30 seconds.

Developer Note: Prosperous seeds was often not being utilized as much as we hoped in the early-mid game. These changes should allow it to compete better versus Kuafu’s for economic gain, as well as a reduced cooldown allows you to more quickly switch into them.

Minor Gods

  • Houtu: Chasing the Sun (Technology) – adjusted as follows
    • Build speed increase reduced from 25% → 10%.
    • Cost reduced from 100 wood 5 Favor → 75 wood 3 favor.

Developer Note: This technology was initially bugged and didn’t work on Town Centers. fixing it outright seemed like it would certainly cause problems, so we pre-emptively adjusted it to reduce both the effect and cost, to make it not quite as impactful in late game.

  • Rushou: Fei beasts (God Power) – adjusted as follows
    • Now always spawns 7 fei beasts, instead of scaling per age.
    • Movement speed reduced from 6 → 5.
    • Hitpoints increased from 55 → 75.
    • Now have a -50% multiplier vs villagers.

Developer Note: The Fei Beasts were proving to be too powerful when casted on enemy villagers, however were feeling a bit underwhelming in an actual fight. These changes aim to rectify the use-cases of Fei beasts to be more geared towards military, and less towards economy.

  • Rushou: Gilded Shields (Technology) – pierce armor reduction on Dao Swordsman reduced from -25% → -20%.

Developer Note: The amount of pierce armor on the dao swordsman resulted in the unit sort of becoming near-immune to one avenue of intended counters, much like destroyers. This was proving a bit too powerful.

  • Nüba: Scorching Feathers (Technology) – now also increases attack speed of all archers by 5%.

Developer Note: This technology was feeling somewhat underwhelming, so a new effect has been added to bring some much needed power into Nüba.

  • Gonggong: Tempestuous Storm (Technology) – adjusted as follows
    • Hero cost reduction reduced from -25% → -15%.
    • Hero recharge time reduction reduced from -40% → -25%.

Developer Note: This technology is what is enabling too much hero play, in particular with Fuxi, where he was able to train very powerful Yang Jian’s, as well as amassing Pioneers and using the sky lanterns. So it had to be taken down a nudge in power.

  • Gonggong: Shaker of Heaven (Technology) – cost increased from 300 Gold 25 Favor → 350 Gold 30 Favor.

Developer Note: This technology was picked up a bit too quickly, for the benefit it gives. Increasing the cost should require a bit more investment from the Gonggong player to utilize it.

  • Huangdi: Leizu’s Silk (Technology) – hitpoints increase on human soldiers and villagers reduced from +20% → +10%.

Developer Note: This technology was certainly over-performing a lot, since it affects all human soldiers, it was even out-classing Gonggong’s unique cavalry technology Last Stand, which should be more powerful.

  • Huangdi: Xuanyuan’s Bloodline (Technology) – infantry lifesteal & damage modifiers reduced from +30% to +25%.

Developer Note: This technology was bringing a bit too much power into the Dao swordsman, we have moved some damage to the base unit instead, which should still result in a similar power level after the upgrade.

  • Huangdi: Yinglong’s Wrath (God Power) – adjusted as follows
    • Yinglong Deluge ability temporarily removed.
    • Yinglong can no longer be healed from Shennong’s Favored Land.
    • Yinglong special attack recharge time increased from 5 → 15.

Developer Note: The Yinglong’s deluge ability was causing too much synergy with itself and its other special attack, where units ended up clumping up together too much allowing the splash damage to be even more potent. And being able to heal up on Shennong’s favored land at such a high rate made the dragon feel just that much more oppressive to deal with than for example a Nidhogg.

  • Zhurong: Blazing Prairie (God Power) – adjusted as follows
    • Duration reduced from 20 → 16 seconds.
    • Blazing Prairie damage bonus multiplier vs buildings reduced from 5x → 3x.
    • Blazing Prairie now has a bonus damage multiplier vs farms of 0.1x.

Developer Note: This god power was capable of taking out tremendous amounts of hitpoints on buildings, especially farms. Far more than any other destructive God Power, so this has been brought in line.

Myth Units

  • Qilin (Xuannu): adjusted as follows
    • Special Attack damage increased from 12 Hack 4 Crush → 15 Hack 5 Crush.
    • Special Attack projectile now travels faster, making it more consistent in hitting its target.

Developer Note: The Qilin was not seeing much play, and the special attack felt a tad underwhelming.

  • Yazi (Chiyou): hitpoints increased from 240 → 260.

Developer Note: The Yazi felt a bit weak after the latest changes. A small nudge to allow the yazi to survive a bit longer should allow it to hopefully be used a bit more.

  • Qinglong (Gonggong): adjusted as follows
    • Pierce damage increased from 50 → 80.
    • Movement speed reduced from 5.3 → 4.3.
    • Special attack pierce damage reduced from 50 → 35.

Developer Note: The Qinglong was proving to be far too powerful, particularly due to its special attack and movement speed. We have re-shuffled the power budget for this unit away from special and mobility, and into its base attack. This should also hopefully synergize better with its unique upgrade.

Hero Units

  • Kuafu Hero (Nüwa): adjusted as follows
    • Gather, build and repair rate relative to a normal Kuafu reduced from 1.5x → 1.3x.
    • Damage bonus multiplier vs myth units reduced from 6x → 3x.

Developer Note: The Hero Kuafu was proving to be immensely valuable economically, and it also was shutting down myth units far too easily.

  • Pioneer: adjusted as follows
    • Bonus damage multiplier vs myth units increased from 8x → 11x.
    • Pierce damage reduced from 6 → 5.
    • Pioneers line of sight gained in classical age increased from +2 → +3.

Developer Note: The Pioneer, particularly as Fuxi, was proving to be too powerful as a generalist archer. However, since this unit is easily countered by counter-archers, its bonus damage versus myth units has been more than compensated to help with that weakness.

  • Sky Lantern: adjusted as follows
    • Hitpoints reduced from 30 → 5.
    • Are no longer auto-attackable.

Developer Note: Sky Lanterns tanked a few too many arrows for being a free unit, and making them no longer auto-attackable should help prevent cases where mass sky lanterns is distracting enemy archers too much from hitting their targets.

  • Nezha (Fuxi): adjusted as follows
    • Nezha (Classical Age): cost increased from 100 gold 5 favor → 150 gold 5 favor.
    • Nezha (Heroic Age): cost increased from 200 gold 5 favor → 300 gold 5 favor.
    • Nezha (Mythic Age): cost increased from 300 gold 5 favor → 450 gold 5 favor.
    • Nezha (Mythic Age): Movement speed reduced from 6 → 5.

Developer Note: Nezha, particularly in mythic age, is a bit too powerful for its cost. These changes aim to rectify this.

  • Yang Jian (Fuxi): adjusted as follows
    • Special Attack hitpoints recovered from damage dealt reduced from 100% → 40%.
    • Damage radius reduced from 6 → 4.
    • Movement speed reduced from 5 → 4.8.
    • Population cost increased from 3 → 4.
    • No longer regenerates.

Developer Note: The Yang Jian (Given the nickname John Wick) was proving to be far too powerful compared to the other mythic age Chinese and Greek heroes. These changes aim to bring him back in line.

  • Li Jing (Nüwa): adjusted as follows
    • Population cost increased from 3 → 4.
    • No longer regenerates.

Developer Note: The Chinese mythic age heroes were regenerating and under-popped relative to their Greek counter-parts. These changes should help rectify that.

  • Wen Zhong (Shennong): adjusted as follows
    • Damage is now constant throughout the area, rather than falling off towards the edge of the radius.
    • Replicate ability duration reduced from 20 → 12 seconds.
    • Population cost increased from 3 → 4.
    • No longer regenerates.

Developer Note: The damage falloff radius was making his attacks feel rather weak. he should now be much more powerful in direct combat, but simultaneously some power is taken away from his special attack.

Human Units

  • Dao Swordsman: damage increased from 8 → 9 hack.

Developer Note: Dao Swordsman, and Chinese army as a whole, are slightly underperforming in the early to mid game. Some power budget is being moved into the base unit.

  • Fire Archer: adjusted as follows
    • Bonus damage multiplier vs infantry increased from 1.5x → 3x.
    • Damage reduced from 5 → 4 pierce.
    • bonus damage multiplier vs buildings increased from 4x → 6x.
    • Fire Archer attack range reduced from 17 → 16.

Developer Note: The Fire Archer was overlapping too much in role with the Chu Ko Nu. These changes should turn the fire archer more into a hard-counter infantry unit, and less generalist. These changes will likely have big implications, so we will keep a close eye on how this develops.

  • Chu Ko Nu: Bonus damage multiplier vs infantry 1.25x → removed.

Developer Note: The Fire Archer was overlapping too much in role with the Chu Ko Nu. These changes should turn the chu ko nu more into a generalist unit, and not as particularly good vs infantry, though naturally it will still be very good versus infantry.

  • White Horse Cavalry: bonus damage multiplier vs ranged soldiers increased from 1.5x → 1.75x.

Developer Note: The White Horse Cavalry’s role in countering archers wasn’t coming through enough, so his bonus damage was increased a little to help counter archers better.

Siege Units

  • Siege Crossbow: Crush damage increased from 75 → 90.

Developer Note: The siege crossbow was feeling somewhat underwhelming against buildings. A small boost allows it to be a more worthwhile unit to train.

Technology

  • Sky Fire: Sky Lantern area damage reduced from 3 → 2 divine damage per second upon hitting the ground.

Developer Note: In deep late game, mass pioneer strategies with this technology were proving to be a bit too powerful.

Buildings

  • Tower Encampment: adjusted as follows
    • Cost reduced from 100 wood 100 gold → 75 wood 75 gold.
    • Tower Encampment research time increased from 0 → 15 seconds.

Developer Note: The Tower Encampment was seeing very little usage, with one exception: an aggressive forward build. These changes hope to make them more viable to use, but slightly less so in a rushing environment.

  • Earth Wall (Houtu): pierce armor reduced from 90% → 75%.

Developer Note: The Earth Wall was able to shut down any ranged unit early game completely, reducing the pierce armor a bit should hopefully allow ranged units to still have a chance of dealing some damage, as well as making burning pitch ranged soldiers in late game much better against it.


  • Updates to the Standard Map Set:
    • Added: Mediterranean, Peach Blossom Land, Valley of Kings, and Yellow River.
    • Removed: Anatolia, Midgard, Marsh, Elysium.
  • Updates to the Quick Match Map Set:
    • Added: Valley of Kings and Yellow River.
    • Removed: Marsh and Elysium.
  • Savannah has slightly reduced berries/chickens in the starting area.

  • Pillars of the Gods 04: Fixed a mismatch between Houyi’s voice-over and subtitles.
  • Fall of the Trident 17: Fixed AI use of attack routes that prevented all intended routes from being used.
  • The New Atlantis 03: Players can now capture the Plenty Vaults as intended. Also, an issue that prevented AI from working as intended was fixed during one portion of the mission.
  • Pillars of the Gods 05 and 07: Spotlight images will now appear correctly.
  • Pillars of the Gods: Removed stray VFX from player Town Centers in some missions.

  • kbPathCreateAreaPath and kbCanAreaPath now take an additional allowTeleporters Boolean parameter.
  • Added kbTechIsQueued and kbTechIsPreQueued.
  • Added new triggers “Unit: Shield Percent Damaged” and “Unit: Set Shield Points”.
  • Fixed a bug that would have prevented loading custom resource XAML files in mods.
  • Fixed a bug that prevented AI error messages from showing when loading into scenarios. AI errors are expected to show when they occur and should show as UI that allows players to skip past all errors if there is more than one. For modders using the aidebug config, the behavior is unchanged.

Investigation

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

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


Coming Up…

Hello Myth players and community! We are excited to bring you this patch and balance update, as well as the news of our new year-long event (Pantheon Pin-Up). It’s an opportunity to spend more time in one of your favorite games, unlock cool art, and have fun along the way – starting May 1st! We are also happy to announce a Public Update Preview coming up in May on Steam, where we will show off an exciting new feature, so please keep an eye out for more info in our socials and forums in the coming weeks.

Now, to address some concerns that have been floating through the forums regarding recent updates…

As can be the case with rapid development and release, we would like to acknowledge that there has been some un-intended bug escapes. We want to thank the community for bringing these things to our attention and to confirm that we are working to address them as time and resources allow. We are focusing on many things (like new content) but want the community to know that performance, crashes, and general quality always remains a top priority. 

For any experiencing issues, please do visit our Known Issues FAQ, as well as our forums and customer support. Many have reported success with the steps we have posted to help with errors and issues and so hope the same can work for you. Your continued support of the franchise is appreciated, even more so when there are unintended hiccups. 

DISCLAIMER

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

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