
Welcome heroes to another exciting update for Age of Mythology: Retold, featuring a wide range of gameplay improvements, balance adjustments across multiple civilizations, and continued refinements to stability and performance. This patch also brings updates to visuals, audio, UI, and hotkeys, along with quality-of-life fixes, campaign improvements, and ongoing support for modding and tools. As always, take a moment to explore the full notes before jumping back into the game and experiencing the latest changes firsthand!
Thanks again to our amazing community members, all of whom have helped to make Age of Mythology: Retold a success thus far!
—The Age of Mythology Team
Remember that you’ll need to update your game in the Microsoft Store:
- Open the Microsoft Store.
- Click the [∙ ∙ ∙ ] symbol next to your profile picture.
- Select Downloads and updates.
- Press the Get updates button to automatically detect, download, and install the latest changes to your game!
- Open the game. The title screen should show you on Build 19.12998.
If you are unable to launch the game after downloading the update, make sure you add (or re-add) the Age of Mythology: Retold client or folder as an exception to your firewall and antivirus program.
That’s it; you’re ready to play!
Remember that you’ll need to update your game in Steam:
- Open Steam.
- Click on Library to see your games list.
- Click Downloads at the bottom of the Library window.
- [If the new build does not download automatically,] click the Download Now button to manually download the new update.
- Open the game. The title screen should show you on Build 19.12998.
That’s it; you’re ready to play!
Remember that you’ll need to update your game in the Xbox App for Windows.
- Open the Xbox app.
- Games that are installed show up on the left side of the app.
- Hover over the game or click it, and then select Update.
- [If the new build does not download automatically,] hover over the game, select More Options (…), choose Manage. Under the Files tab, choose the option to Check for Updates.
- Open the game. The title screen should show you on Build 19.12998.
That’s it; you’re ready to play!
- Under the games tab from the PlayStation Home Screen Locate the game and hover over it. Make sure not to select it!
- While hovering over the game press the Pause button (☰) on your controller.
- In the new pop up menu select the Check for Update option.
- If there is a new update available, this will automatically start the download. If your game is on the most recent version, selecting this option will confirm that information for you.
That’s it; you’re ready to play!
Please note that custom mods may not be compatible with the latest game update. If you are experiencing issues launching or playing the game after downloading the new build, try disabling your installed mods before trying again.
Still having trouble? Visit our support site!
Ultimate Fan Pack – New Addition!
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!












Developer Note: Reminder that Replays are not compatible between patch updates. Replays are not compatible because the simulation logic changes in ways that cause replays to no longer run synchronously with their original behaviors.
Stability & Performance
- Minor general improvements to stability.
- 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.
- 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.
- Fixed a crash that could occur during loading saved games in some situations.
- 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.
- Fixed a crash that could occur when joining a multiplayer game.
- Fixed a crash that could occur while selecting a unit that has other units devoted to it, if the devoted units cease to exist.
- 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.
- Fixed an Out-of-Sync and possible crash that could occur when using the Auto Devotion command.
- 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.
- The number of units that are set for Auto Devotion is now correctly serialized in all situations.
- Fixed a crash that could occur while saving the KB unit list in some rare situations.
- Fixed a crash that could occur while loading a saved game with an unknown power type (e.g., from an unloaded mod).
- Fixed a crash and instability that could occur while watching some replays. (Applied in a minor hotfix patch between main patches).
- 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).
Localization
- Updates to some translations to improve translation quality.
Graphics
- 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.


- 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.
- 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.
- The Purge God Power’s overhead VFX now disappears instantly after impact to reduce visual clutter.
- Fixed animation clipping issues for Tlamanih’s cloth during their attack, bored, build, death, flail, and idle animations.
- Fixed all the Prop Vine assets to show with the correct normals. Vines will now appear correctly everywhere they can be found on buildings.
- New VFX added for the Burnt Water technology.
- Fixed Eagle Warrior’s projectiles to change when technologies are researched (Flint/Jade/Obsidian Weapons, Medium/Heavy/Champion Nobles Hut Soldiers).
- Added new VFX for Eitri’s (Thor’s Hammer) hand attack.
- Added a new small glow VFX for Eitri’s hammer swap animation.
- Adjusted flaming VFX for Aztec weapons (when empowered with the Norse Flaming Weapons God Power).
- Fixed props clipping through the model during Itzcoatl’s revive animation.
- Scaled down the size of rock_small_a.
- Fixed the floating position of rock_small_a in the Peach Blossom Spring unit’s model to be on the ground.
- Fixed several animation clipping issues for Teixiptla Huitzilopochtli.
- Fixed animation clipping for the Earth Monster God Power.
- Fixed an animation issue with the Kraken where it was not properly picking up units.
- Fixed animation clipping issues for Huitzilopochtli’s attack, birth, death, and walk animations.
- 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.
- Added team color masks to Aztec animals so that they can show player colors while player-controlled, e.g., for Animals of Set.
- Removed an invalid model reference in the fishing_ship_aztec_baseline composite model.
- 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.
- The Earth Monster will now display water VFX instead of dirt when it emerges from the water.
- Adjusted the Animals of Set VFX positions for the Aztec animal variations.

- Updated some explosion VFX to work on both land and water.
- Fixed a minor bug in Tlacaelel’s idle animation pose.
- 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.
- Fixed minor feet sliding animation issues for the Otontin in their attack, bored, death, and idle animations.
Audio
Updates to how God Power sounds behave as they move in and out of an on-screen state.
- God Powers now track all existence sounds. Previously, only the looping sounds were controlled by the God Powers once they were initially triggered.
- Minor cleanup to improve the naming and consistency for sound files and sound events.
- Fixed the Sacred Gate God Power sounds to play while on-screen.
- Fixed the Lullaby SFX not fading in/out when it went on/off screen.
- Fixed an issue with a missing howl sound for the Fenris Wolf Brood.
- Fei Beasts now play their birth sound as a positional sound.
- Fixed God Powers using the fadeIn attribute, failing to play sounds. This fix applies to the Blazing Prairie and Tempest God Powers.
- 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.
- Updated Starfall’s existence sound to play as a looping sound.
- Fixed Starfall’s SFX not fading in/out when it goes on/off-screen.
- Tempest, Lightning Storm, and Meteor now strike SFX positionally.
- Removed looping and positional attributes from the Blazing Prairie active soundset.
- Adjusted the length of the Goshinboku birth sound event to match the content length.
- Kusanagi’s birth sound now plays as a positional sound.
- Lightning Strike for the Bolt God Power now plays positionally.
- Tailwind now plays its SFX if on screen.
- Removed some loop regions from the Dragon Typhoon SFX.
- Fixed Ame-no-Ukihashi and Well of Urd powers referencing non-existent soundsets.
- Removed the birth sound from the Underworld Passage unit, as this is now handled through the power.
Hotkeys
New Hotkeys have been added!
- Select all Melee Infantry and On-Screen variants.
- Select all Melee Cavalry and On-Screen variants.
- Select all Ranged Cavalry and On-Screen variants.
The following fixes have also been applied for Hotkeys:
- 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.
- 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.
- Select All and Select All Onscreen Hotkeys will no longer select Warrior Priests that are actively performing Bloodletting.
Developer Note: This change ensures you don’t accidentally pull Warrior Priests away from their tasked job.
UI
- DDS format textures are now used for most images shown in the UI.
- Minor updates to the quality of some UI images that appeared slightly blurry or incorrect in some situations.
- 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.
- The following changes have been made to the Compendium:
- All Aztec Myth units now have scientific names and size details.
- Other minor updates to improve the text for the Aztec Myth units.
- Fixed missing Axolotl Mutant history text.
- Calpulli variations now show the base Calpulli history text when viewed.
- Lykaon Wolf now shows the Lykaon history text.
- TlacanexquimilliCG (the corrupted ground version) and TlacanexquimilliSPC now show the shared Tlacanexquimilli history text.
- Fixed missing Arrow Canoe history text.
- Fixed a typo in Heracles’s history text.
- Fixed text truncation that could occur while browsing due to the vertical scroll bar covering some characters.
- Arrow Ships, Close Combat Ships, and Siege Ships pages in the Compendium now list and link to Japanese and Aztec units.
- Fixed a bug that had caused the Close Combat Ships to not appear in the Compendium.
- The Infantry page in the Compendium now lists and links to Aztec units.
- The Heroes page now lists and links to the Warrior Priest for the Aztecs.
- Fixed a bug that prevented the Ranged Units page from showing.
- Updated the Ranged Units page to list and link to Aztec ranged units.
- 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.
- Updated the Siege Weapons page to list and link to Aztec siege units.
- Fixed a bug that was preventing Berry Bush, Dwarven Mine, and Gold Mine from appearing as entries in the Compendium alongside learning about resources.
- 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.
- Fixed the Capybara’s tooltip string to match other herdable type animals.
- The cheat version of the Cabybara now shows the default Capybara’s history information when viewed.
- 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.
- Fixed “Healing Descent” showing up as the action name for units that have a Delayed Transform type action as their main action.
- Fixed Qiongqi’s action to show “Land” instead of “Healing Descent” while flying.
- Zhuque now has a unique protoaction name to ensure it doesn’t assign the “Healing Descent” text to all Delayed Transform actions.
- Quetzalcoatl’s Snake now has a new icon matching the unit. Previously, the portrait used a small version of Quetzalcoatl’s Snake.
- Fixed a loading screen tip that incorrectly named Coyote Warriors as Coyote Runners.
- 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.
- Restored the original background image for Obsidian Mirror Scenario 05’s loading screen.
- Fixed the loading screen image for Obsidian Mirror Scenario 04 to ensure it matches the main menu view of the map.
- The Community Event carousel button will no longer show if there is no active event.
- The Community tab is now hidden when there are no active or upcoming events.
- Tunkuluchu’s text no longer incorrectly mentions that it increases Tonalli generation.
- 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.
- Fixed the missing “Send Livestock” button for the Calpulli buildings.
- 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.
- Fixed missing Spectator / Replay UI assets when viewing matches with a Demeter player while using Controller.
- Fixed missing Specator / Replay UI assets when viewing matches with either a Demeter or Amaterasu player.
- 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.
- 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.
- 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.
- 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.
- 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).
Controller
- 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.
- Fixed a bug that prevented Sons of the Sun from appearing as available on Controller due to a conflict with the Time Shift option.
- Fixed a bug that prevented the Stealth context action for the A button (Square on PS5) while playing on a Controller from functioning correctly.
- 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.
- 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.
- 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.
Fixes
- 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.
- Fixed queued movement for Relics.
- Fixed movement queued for single units to work both before and after a queued action to pick up a Relic.
- Fixed movement queued for groups of units to stay together while processing queued movement actions before and after picking up a Relic.
- Modified Free-for-All mode behavior in Skirmish modes.
- You will no longer share map visibility with your ally in Free-for-All.
- Victory conditions are not shared in Free-for-All.
- 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.
Developer Note: These changes ensure that alliances are temporary, and to win a Free-for-All match, you will need to assert yourself individually.
- Fixed a bug that caused Jump Attackers to become stuck walking in place. Examples of Jump Attackers include: Anubite, Tengu, Bellerophon, Theris, and Amanra.
- 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.
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.
- 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.
- 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.
- Fixed pausing behaviors during Replays and Spectating.
- 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.
- Resigning while paused will now force the game to unpause, ensuring the resignation is processed and acknowledged by all players.
- Fixed a bug that caused Bounty multipliers to be ignored if they were less than 1.0.
- This bug was only an issue for the Norse Favor generation.
- Norse now correctly gains less Favor in some situations:
- When attacking a Building, they will only gain 10% of normal Favor.
- When attacking a Building that Shoots, they will gain 50% of normal Favor (instead of the normal 10%).
- When attacking a Huntable, they will only gain 50% of normal Favor.
- 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.
- Fixed a bug that prevented Obsidian Shard units from spawning random Aztec Myth units. Units spawned are now random as intended.
- Kusanagi no longer throws dead units that have the Huntable unit type.
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.
- 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.
- 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.
- 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.
- Fixed a bug that caused the Lure God Power to not end when the stone was destroyed.
- 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.
- Fixes for the Old Coyote’s Spirit technology bonus for Chaneque units (and traps in general).
- Traps are no longer destroyed by stray projectiles. Projectiles will only hit traps if the trap was the intended target of an attack.
- Traps now stealth on birth to avoid being momentarily visible.
- Attack Revealers no longer reveal traps.
- 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.
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.
- Pillar of Tlalocan is now correctly restricted when manually casting. (Applied in a minor hotfix patch between main patches).
- Buildings such as Aztec traps now require you to complete construction to activate abilities. (Applied in a minor hotfix patch between main patches).
- 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).
General
- Some larger units have had their collision size slightly reduced.
Developer Note: This change aims to improve formations and pathing, making them a bit more consistent and tighter.
- Titan: adjusted as follows
- Hitpoints increased from 28000 → 30000.
- Damage increased from 70 Hack 70 Crush → 80 Hack 80 Crush.
- Special Attack damage increased from 180 → 200 hack.
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.
- Atlatl of Ehecatl (Relic): adjusted as follows
- Siege crossbow is now also affected.
- Oyumi is now also affected.
Deathmatch
- Demeter’s starting favor reduced from 210 → 100.
- Aztec starting favor reduced from 200 → 100.
Major Gods
Hades

- Sentinel (God Power): adjusted as follows
- Cost increased from 50 → 60.
- Repeat cost increased from 5 → 10.
- Myth unit hitpoints bonus changed from +15% → +4% per age.
Minor Gods
Athena
- Labyrinth of Minos (Technology): Minotaur hitpoints increased from +30% → 35%.
Ares
- Pestilence (God Power): reduced training speed of affected buildings from -50% to -60%.
Artemis
- Earthquake (God Power): adjusted as follows
- Epicenter radius increased from 7.5 → 10.
- Middle zone radius increased from 17.5 → 20.
Developer Note: This should extend the areas where more significant damage is dealt to a larger area within the earthquake, overall increasing damage output.
- Beast Slayer (Technology): now also gives heroes +10% movement speed.
Myth Units
- Cyclops (Ares): Hitpoints increased from 600 → 630.
- Lykaon (Pan): adjusted as follows
- Population cost reduced from 3 → 2.
- Lykaon Wolf’s bonus damage multiplier vs heroes increased from 0.25x → 0.5x.
- Hydra (Dionysus): collision size reduced from 2.24 → 1.74.
- Chimera (Artemis): adjusted as follows
- Damage increased from 20 → 28 hack.
- Special Attack fire area damage increased from 5 → 6 divine per second.
- Special Attack range increased from 10 → 12.
- Special Attack area now sends under attack alerts, causing idle units to flee the area.
- Hamadryad (Demeter): adjusted as follows
- Special attack damage reduced from 150 pierce 40 divine → 50 pierce 25 divine.
- Special attack now has a 2x bonus vs myth units, and a 0.5x bonus vs heroes.
- Special attack now also applies a 3 second stun to all affected targets.
- Damage adjusted from 16 Hack 16 Crush → 30 Pierce 10 Crush.
- Attack range increased from 10 → 14.
- Pierce armor reduced from 66% → 60%.
- Cost reduced from 150 wood 100 gold 25 favor → 200 wood 50 gold 20 favor.
- Obstruction radius reduced from 1.24 → 0.99.
- Fixed the selection circle to better match the unit size.
- Siren (Persephone): adjusted as follows
- Cost reduced from 350 food 30 favor → 225 food 20 favor.
- Lure range increased from 14 → 15.
Heroes
- Orpheus (Demeter): adjusted as follows
- Damage increased from 6 → 7 pierce.
- Attack range reduced from 18 → 12.
- Damage bonus multiplier vs myth units increased from 6.5x → 9x.
- Bard of Heroes passive ability multiplier vs myth units reduced from 5x → 2.5x.
- Bard of Heroes ability radius increased from 5 → 10.
- Hitpoints reduced from 200 → 180.
- Movement speed reduced from 4.3 → 4.2.
- Icarus (Demeter): adjusted as follows
- Area damage radius removed, attacks are now single target.
- Damage changed from 8 Pierce 5 Crush → 14 Pierce.
- Attack range reduced from 18 → 16.
- Line of Sight reduced from 22 → 20.
- Damage bonus multiplier vs myth units increased from 6.5x → 8x.
Human Units
- Kataskopos: Line of sight increased from 16 → 18.
- Myrmidon (Zeus): Hitpoints increased from 160 → 165.
Siege Units
- Helepolis: collision size reduced from 1.99 → 1.74.
Major Gods
Ra

- Rain (God Power): adjusted as follows
- Duration increased from 45 → 50 seconds.
- Now also affects the fishing ships’ gathering rate by +50%.
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.
Isis

- Priest build speed for obelisks reduced from +60% → +40%.
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.
Set

- Changes to the number of animals granted upon age advancement are reduced as follows:
- Classical Age: 2 → 1 Hyena, 3 → 2 Gazelles.
- Heroic Age: 2 → 1 Crocodile, 3 → 2 Giraffe.
- Mythic Age: 2 → 1 Rhinoceros, 3 → 2 Hippopotamus.
- Set animals have had their favor cost reduced as follows:
- Gazelle of Set: cost reduced from 4 → 3 favor.
- Giraffe of Set: cost reduced from 7 → 5 favor.
- Hippopotamus of Set: cost reduced from 9 → 7 favor.
- Hyena of Set: cost reduced from 5 → 4 favor.
- Crocodile of Set: cost reduced from 8 → 6 favor.
- Rhinoceros of Set: cost reduced from 12 → 9 favor.
- Elephant of Set: cost reduced from 18 → 14 favor.
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.
Minor Gods
Bast
- Hieracosphinx (Technology): adjusted as follows
- Cost reduced from 200 wood 10 favor → 150 wood 10 favor.
- Research time reduced from 40 → 30 seconds.
Myth Units
- Wadjet (Ptah): adjusted as follows
- Pierce armor increased from 25% → 35%.
- Hitpoints increased from 260 → 270.
- Scarab (Sekhmet): adjusted as follows
- Movement speed increased from 3.2 → 3.3.
- Hack armor increased from 5% → 10%.
- Special attack on death damage increased from 60 divine → 70 divine.
- Damage bonus multiplier vs buildings +10% → removed.
- Damage increased from 95 Crush 15 Hack → 100 Crush 16 Hack.
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.
Buildings
- Obelisk: build time reduced from 16 → 12 seconds.
Technologies
- Watch Tower: Cost reduced from 100 wood 100 gold → 50 wood 100 gold.
Major Gods
Loki

- Eyes in the forest (Technology): adjusted as follows
- Now also grants a 5% speed boost to heroes.
- Cost increased from 50 gold 2 favor → 75 gold 8 favor.
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.
Minor Gods
Freyja
- Forest Fire (God Power): now has a -25% damage bonus multiplier vs town centers.
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.
Myth Units
- Troll (Forseti): Hitpoints increased from 250 → 280.
- Fafnir (Vidar): collision size reduced from 1.99 → 1.74.
Human Units
- Berserk: Line of sight increased from 18 → 20.
Other Units
- Ox Cart: adjusted as follows
- Cost reduced from 50 food 50 wood → 40 food 40 wood.
- Hitpoints reduced from 120 → 80.
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.
Major Gods
Kronos

- Time shift: adjusted as follows
- Speed of all buildings reduced from 50% → 100% of the build time.
- Concurrent time shifts increased from 1 → 2.
- Temporal Chaos (Technology): adjusted as follows
- Now also reduces the Time Shift speed from 100% → 50% of the build time.
- Cost reduced from 150 wood 75 gold 10 favor → 100 wood 50 gold 10 favor.
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.
Minor Gods
Leto
- Spider Lair (God Power): repeat cost increased from 3 → 4 favor.
Oceanus
- Bite of the Shark (Technology): adjusted as follows
- Murmillo: divine damage over time reduced from 0.25 → 0.2 for 3 seconds.
- Murmillo (Hero): divine damage over time reduced from 0.25 → 0.2 for 3 seconds.
Myth Units
- Behemoth (Rheia): collision size reduced from 1.99 → 1.74.
Hero Units
- Cheiroballista (Hero): adjusted attacks to match that of the base Cheiroballista, improving accuracy a little at longer distances.
Human Units
- Oracle: Movement speed increased from 3.6 → 3.8.
- Oracle (Hero): Movement speed increased from 4.2 → 4.3.
Minor Gods
Nüba
- Drought (God Power): now also reduces enemy land unit max HP by -10% for the duration.
- Rock Solid (Technology): adjusted as follows
- No longer increases myth unit armor when idle.
- Myth units now reflect 5 hack damage to melee attackers.
Myth Units
- Qiongqi (Houtu): damage increased from 16 hack 6 crush → 16 hack 7 crush.
- Zhuque (Zhurong): adjusted as follows
- Now starts with auto-cast off on its special attack.
- Special attack animation length reduced from 2.67 → 2.0 seconds.
Human Units
- Dao Swordsman: movement speed increased from 3.8 → 4.0.
Other Units
- Sky Lantern: Lifespan increased from 30 → 33 seconds.
Major Gods
Susanoo

- Myth unit passive bushido XP adjusted as follows:
- Archaic Age Myth Units: 0.5 → 0.75 XP/s.
- Classical Age Myth Units: 1.0 → 1.5 XP/s.
- Heroic Age Myth Units: 1.5 → 2.25 XP/s.
- Mythic Age Myth Units: 2.0 → 3.0 XP/s.
- Unit special attack recharge time reduction increased from -25% → -33%.
- Other god power favor cost reduction reduced from -25% → -20% when a god power is cast.
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.
Minor Gods
Inari Okami
- Ivory Netsuke (Technology): adjusted as follows
- Gold earned per damage dealt reduced from 0.4 → 0.3.
- Cost reduced from 150 gold 18 favor → 150 gold 14 favor.
Fujin
- Oni Mask (Technology): Cost reduced from 125 Food 25 Favor → 125 Food 18 Favor.
- Gales Fury (Technology): Attack interval reduction increased from -10% to -15%.
Raijin
- Thunder Burst (God Power): damage reduced from 12 → 11 divine.
Hachiman
- Shogun (God Power): adjusted as follows
- Damage increased from 20 → 22 hack.
- Increased bonus damage multiplier vs myth units from 3x → 4x.
- Number of hits required to summon a Samurai reduced from 7 → 6x.
Watatsumi
- Dragon Typhoon (God Power): adjusted as follows
- Initial “Dragon” damage reduced from 15 divine per 0.01 seconds to 10 divine per 0.05 seconds.
- Bonus damage multiplier vs buildings increased from 3x → 4x.
- Bonus damage multiplier vs villagers reduced from 0.5x → 0.25x.
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.
Myth Units
- Kitsune: Line of sight increased from 15 → 17.
- Jorogumo (Inari Okami): adjusted as follows
- Cost reduced from 160 gold 16 favor → 150 gold 15 favor.
- Hitpoints increased from 400 → 420.
Human Units
- Shinobi: adjusted as follows
- Hitpoints increased from 100 → 110.
- Cost reduced from 65 food 90 gold → 65 food 85 gold.
- Train time reduced from 17 → 16.5 seconds.
- Tonalli: adjusted as follows
- The bottom rate of the tonalli favor income scale increased from 0.25x → 0.5x.
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.
- Starting wood increased from 225 → 250.
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.
Major Gods
Huitzilopochtli

- Blood Pact (God Power): adjusted as follows
- Damage multiplier on target reduced from 3x → 2.5x.
- Hitpoints multiplier on target reduced from 3x → 2.5x.
- Cost reduced from 50 → 40 favor.
- Villager gather rate modifiers adjusted as follows:
- Archaic Age: 8x → 10x.
- Classical Age: 10x → 12x.
- Heroic Age: 12x → 15x.
- Mythic Age: 15x → 20x.
- Wonder Age: 20x → 30x.
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.
Tezcatlipoca

- Obsidian Mirror (God Power): now inherits the cooldown of the targeted player’s power.
- New Bonus: Jaguar Riders are now available at one age earlier.
- Tepeyolottl’s Reach (Technology): Cost reduced from 200 gold 15 favor → 150 gold 10 favor.
Quetzalcoatl

- Bloodletting: adjusted as follows
- Warrior Priest’s favor income rate increased from 0.1 → 0.15 favor per second.
- Warrior Priest’s favor rate modifier at minimum health reduced from 0.5x → 0.33x.
Developer Note: This change aims to make trading the health for favor a more significant reward, without affecting the bottom rate.
Minor Gods
Coyolxauhqui
- Starfall (God Power): adjusted as follows
- Small strikes now only hit a single target.
- Increased the average number of small strikes during the power by +25%.
- Large strikes damage area reduced from 6 → 5 radius.
- Number of large strikes reduced from 3 → 2.
- Cost reduced from 250 favor → 200 Favor.
- Repeat Cost reduced from +25 → +20.
- Targetting during the power’s effect now avoids walls and herdables.
Itzpapalotl
- Purge (God Power): adjusted as follows
- Duration increased from 5 → 6.5 seconds.
- 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.
- Wings of Itzpapalotl (Technology): adjusted as follows
- Obsidian Butterfly movement speed increase reduced from +15% → +10%.
- Obsidian Butterfly special attack damage increase reduced from +50% → +33%.
Coatlicue
- Serpent Skirt (Technology): adjusted as follows
- Anacondas spawning from “large” buildings increased from 3 → 4.
- Anacondas spawning from Wonders increased from 6 → 8.
- Anaconda hitpoints increased from 60 → 120.
- Anaconda damage increased from 18 → 40 hack.
- Anaconda attack interval reduced from 2.2 → 2.0.
- Anaconda chase radius increased from 35 → 50.
- Anaconda movement speed increased from 4.5 → 4.8.
- Anaconda line of sight increased from 16 → 20.
- Anacondas now have a 60 second lifespan.
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.
Mictlantecuhtli
- Volcano (God Power): adjusted with the following changes,
- Targetting during the power’s effect now avoids walls and herdables.
- Improved target selection for group sizes when there isn’t one that meets the minimum preferred group size to target.
Tlaloc
- Pillar of Tlalocan (God Power): adjusted as follows
- Attack range increased from 14 → 20.
- Hitpoints increased from 2400 → 2800.
- Crush armor increased from 5% → 20%.
- Tlaloques (Technology): reward from calpulli technologies reduced from +100 to +75 gold.
Xolotl
- Corrupted Ground (God Power): now spawns 8 Tlacanexquimilli’s in the area when cast.
Myth Units
- Maquizcoatl (Malinalxochitl): adjusted as follows
- Cost reduced from 160 wood 14 favor → 160 wood 12 favor.
- Hack armor increased from 40% → 45%.
- Centzon Totochthin (Patecatl): adjusted as follows
- Movement speed increased from 4.8 → 5.0.
- Eat speed increased from 5 → 8 HP/s.
- Ayotochtli (Coatlicue): adjusted as follows
- Collision size reduced from 1.99 → 1.74.
- 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.
- Obsidian Butterfly (Itzpapalotl): adjusted as follows
- Special attack damage reduced from 30 → 24 hack.
- Special attack damage over time reduced from 7.5 → 6 divine, for 3 seconds.
- Hack armor increased from 35% → 45%.
- Tunkuluchu (Mictlantecutli): adjusted as follows
- Cost reduced from 275 gold 22 favor → 250 gold 20 favor.
- Train time reduced from 20 → 18 seconds.
- Population cost reduced from 4 → 3.
- Quinametzin: adjusted as follows
- Cost reduced from 300 gold 20 favor → 300 gold 10 favor.
- Train time reduced from 25 → 20 seconds.
- Attack range increased from 24 → 28.
- Line of sight increased from 28 → 32.
- Pierce damage increased from 10 → 15.
- Large Scorpion(Malinalxochitl – Infestation God Power):
- Added a unit cost of 100 food 3 favor.
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.
Human Units
- Quimichin Spy: movement speed increased from 4.3 → 4.5.
- Tlamanih Spearman: cost changed from 45 food 25 gold → 55 food 15 gold.
- Tequihua Archer: cost changed from 50 wood 30 Gold → 60 wood 20 gold.
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.
- Coyote Warrior: pierce armor increased from 45% → 55%.
- Otontin: adjusted as follows
- Cost reduced from 150 wood 100 gold → 120 wood 80 gold.
- Hitpoints increased from 240 → 270.
- Train time reduced from 14 → 11 seconds.
- Hack armor reduced from 25% → 20%.
Heroes
- Warrior Priest: adjusted as follows
- Damage reduced from 8 hack → 7 hack.
- Damage bonus vs myth units increased from 7x → 9x.
- Cost reduced from 40 food 70 gold → 40 food 60 gold.
- Train time reduced from 12 → 11 seconds.
- Hitpoints increased from 90 → 100.
Developer Note: These changes aim to make Warrior Priests more effective at countering myth units, and less as generalist all-purpose units.
- Teixiptla (Huitzilopochtli): adjusted as follows
- Cost increased from 12 → 15 favor.
- Damage bonus vs myth units increased from 7x → 8x.
- Weight class increased from 8 → 9.
- Teixiptla (Tezcatlipoca): adjusted as follows
- Cost increased from 12 → 15 favor.
- Damage bonus vs myth units increased from 7x → 8x.
- Weight class increased from 8 → 9.
- Damage reduced from 12 → 10 hack.
- Attack interval reduced from 2.4 → 2.0 seconds.
- Teixiptla (Quetzalcoatl): adjusted as follows
- Cost increased from 12 → 15 favor.
- Damage bonus vs myth units increased from 6x → 8x.
- Weight class increased from 8 → 9.
- Movement speed increased from 4.3 → 4.5.
- Attack range increased from 12 → 14.
- Super Teixiptla (Tezcatlipoca): adjusted as follows
- Attack interval reduced from 3 → 2 seconds.
- Damage reduced from 45 → 30 hack.
- Special attack damage area increased from 2 → 3 radius.
- Special Attack range increased from 10 → 12.
Buildings
- Tzompantli Tower: Aztec culture damage reduction reduced from -20% → -10%.
- Calpulli (Craft Workshop): Food and Wood drop off resource conversion rate to gold increased from 10% → 20%.
- Spike Trap: cost reduced from 100 → 80 wood.
- Smoke Trap: adjusted as follows
- Cost reduced from 20 wood 20 gold → 15 wood 15 gold.
- Slow effect increased from -15% → -20% speed on affected units.
- Effect radius increased from 12 → 15.
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.
- Farm: Availability moved from Archaic → Classical age.
Technologies
- Advanced Traps: Smoke Trap slow effect increased from -15% → -20%, for a total of -40% slow on affected units.
The following changes have been made to the new Aztec Random Maps:
- Blood River: replaced Aurochs and Goats with Tapir and Capybara.
- Jaguar Moon: replaced Aurochs and Caribou with Tapir, Alpaca, and Deer.
- Obsidian Ridge: replaced Aurochs and Caribou with Tapir, Alpaca, and Deer.
- Valley of the Sun Serpent: Removed an unintentional extra gold mine that would spawn when playing in 1v1.
- Biomes: updated the Aztec biomes with Aztec animals.
The following changes have been made to the Obsidian Mirror scenarios and cinematics to improve your experience of the campaign.
- Obsidian Mirror Scenario 01:
- Polished, reworked, and rebalanced the scenario! We have improved the scenario experience.
- Polished the introductory cutscene before gameplay starts. This cutscene now shows Huitz commanding Itzco and Tlac to guard the North.
- 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.
- 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.
- Disabled Caravans and removed existing Caravans to reduce any additional complexity from their management.
- Disabled Great Temple Devotion.
- Added NPC ‘City Guard’ defenders to your base that auto-resupply at each lane. This feature is not enabled on Titan and greater difficulties.
- Reduced the number of waves by 1. Wave army compositions are simplified to introduce new units more slowly.
- The timing of attacks within each wave is now more spread out (30 seconds between attacks on average).
- Non-Quetz God Power casts (Starfall and Infestation) have been removed.
- The player’s population cap has been slightly reduced on Hard and greater difficulties to put more reliance on exploration of the outer city.
- The East City section now grants units for clearing the bottom half. Previously, this did not award anything.
- 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.
- Slightly reduced unit reinforcements for Standard and Moderate difficulties to account for the city guard.
- Unlocking the Temple now grants 3 Warrior Priests instead of 2.
- Quetz’s God Power no longer casts Tornadoes in the lanes. Instead, they are cast inside your base during waves 2 and 4.
- Adjusted the triggers for activating the skirmish near the North Great Temple and disabled the healing loop as the player approaches the area.
- Added God Power blocks and VFX around the Obsidian Obelisks to make it clear that they are not possible to destroy.
- Added path blockers and invisible gates to prevent Obsidian Butterflies from reaching inaccessible areas while still allowing Quetz to pass through.
- Removed Quetzalcoatl Snake’s “land units attack” tag to stop the land units from attacking him.
- Small increases in difficulty in the later waves.
- Quinametzin’s health is now higher on Ludicrous difficulty.
- God Powers now stop flashing after 10 seconds when you have been granted additional charges.
- Quetz’s pathing has been adjusted.
- Visibility on Quetz now toggles off when he is inactive, waiting for gate destruction events.
- Disabled building of Town Center, Village Center, Docks, and Walls.
- Obsidian Mirror Scenario 02:
- Moved some bushes closer to the ground.
- Improved pathfinding for the Scorpions in the purple barrier.
- Disabled Heavy Nobles’ Hut Soldiers for Copil to ensure the static Ocelotl Warriors are not too strong.
- Increased the number of archers the player receives near the far West village on harder difficulties.
- The survivor village, just south of your camp, is now properly activated from the northern entrance.
- Disabled Tepoztli Canoes and other lingering Dock technologies.
- Ensured your Axolotl disappears after reaching the Heroic age.
- Corrected Copil’s preset unit technologies on Hard and Titan (only Heavy was researched by default, not Medium).
- Ensured music properly starts after the introductory cutscene, even if you don’t skip it.
- 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.
- Ensured Copil’s initial attack speech plays when he enters from a corridor other than the East corridor.
- Obsidian Mirror Scenario 03:
- Increased Copil’s armor on greater difficulties.
- Removed red particle effects after the cinematic ends.
- Rotated tents to ensure they appear correctly.
- Copil’s Lair door is no longer solid.
- Removed the Copil Lair obstruction modification triggers now that it is no longer solid.
- Obsidian Mirror Pre-Scenario Cinematic 05:
- Ensured the Pirate Ships are not visible at unintended times.
- Obsidian Mirror Scenario 05:
- Enabled Mythic Age for Kamina and the player.
- The northern Scylla is now teleported to the player’s base upon rescue.
- Post-Mythic upgrades are automatically researched for players during the final section.
- Disabled Omniscience and Secrets of the Titans for the player.
- Kamina now sends landing parties sooner and more frequently. This change is more dramatic for the Titan and Ludicrous difficulties.
- Kamina now receives Heavy unit upgrades automatically after aging up to the next age.
- 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.
- Enabled Masons and Architects for Kamina.
- Kamina now starts with Heroic Fleet as a researched technology on greater difficulties.
- 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.
- Kamina now maintains a Leviathan instead of just a regular Transport Ship. This change should make it harder to snipe her landing parties.
- Fixed additional places where teleporting to unintended areas was possible.
- Disabled God Powers near Kamina’s gate to prevent some unintended behaviors when casting Starfall.
- Fixed a production queue bug and delayed removing the player units and building by 2 seconds during the first mid-scenario cinematic.
- Obsidian Mirror Scenario 06:
- 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.
- Delayed the Armory destruction to avoid cinematic stutter.
- Obsidian Mirror Scenario 07:
- Delayed a midgame cinematic to improve the visual experience.
- Obsidian Mirror Scenario 08:
- Disabled access to building Wonders.
General
- Updated Doxygen and Visual Studio Code Extension.
- 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.
- Quetzalcoatl and Quetzalcoatl Snake now use different names in the editor.
- 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.
- 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.
- 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.
- 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).
- The Tempest power type no longer has a LargeStrikeSoundSetDelay attribute, as this is no longer relevant after changes to improve sounds (see Audio changes).
- 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.
- 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.
- Added a new RandomTrainUnit flag for Maintain Train actions. This flag allows the Obsidian Shards to build random units.
- 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.
- Added new ProtoUnit flags:
- GamepadSetGatherPointOverride: This flag is used to allow buildings that don’t have units to train or garrisoned units to set rally/gather points.
- 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.
- 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.
- 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.
- 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.
- Added new Ability tag:
- 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.
- Added new Placement tag attributes:
- restrictPlacementNear: Specifies a unit type that placement is restricted near.
- restrictPlacementDistance: Specifies the distance that placement is not allowed within a distance of the unit type defined by restrictPlacementNear
- 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.
- Searching for matches that would invalidate placement with these new attributes is done at a distance of restrictPlacementDistance + 2 * losProto obstruction radius + 5.
- These new attributes were added to prevent placing the Plenty Vault, Goshinboku, and Sacred Gate in close proximity to one another.
- Added a new Blessing data flag:
- 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.
- Added new Data Effect types:
- 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.
- 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.
- 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.
- 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.
- Added a new UI console function, uiQuickActionResetCommandIndex, that performs the same reset Quick Action functionality as the above Data Effect attribute.
- void uiQuickActionResetCommandIndex(string protoName): used to reset the quick action command index for this type of unit.
- 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.
- 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.
- Added new trigger functions:
- void trPlayerTimeshiftModifyTimeRatio(int playerID, string protoName, float delta, int relativity): modifies timeshifting time ratio for a given protoUnit for this scenario only.
- Added new Editor Triggers:
- Timeshifting Modify Time Ratio: calls trPlayerTimeshiftModifyTimeRatio.
- 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.
- 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.



- 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.
- 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.

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…
The team remains focused on refining and enhancing the Age of Mythology: Retold experience. Our current efforts are centered on improving overall gameplay balance, addressing additional bugs, and ensuring a more consistent player experience across the board.
We’re closely monitoring player feedback and community discussions, which continue to play a critical role in shaping our priorities. Your insights help us identify where improvements will have the greatest impact, and we encourage you to keep sharing your feedback with us.
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.