
Hello Heroes! Welcome to another exciting update for Age of Mythology: Retold! This patch introduces new launch loading screens, new cheat codes, VO for Greek localization, more stability and gameplay bug fixes, along with another round of impactful balance changes and more modding updates. Take a look at the full list of changes below and then dive into the game to experience them 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 19.16313.
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 19.16313.
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 19.16313.
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!
Game Launch Loading Screens
Each time you launch the game, you will now see a different image during each launch. Each launch will show one of the following images: the base game background, the Immortal Pillars background, the Heavenly Spear background, the Triptych combining all three, and the Obsidian Mirror background. You can see all of these images below, including the previously unseen official full version of the Triptych!





New Cheat Codes
This patch brings 10 new cheat codes to try out! The new cheat codes mostly require owning the Obsidian Mirror DLC, one cheat requires owning the Premium Edition with the Freyr God Pack, and two cheats require owning the New Gods Pack: Demeter DLC.
The original release of the previous patch notes contained a typo in one of the cheat codes, which should have read “FALKOR” with a “K”. If you missed trying out this cheat during the last update, now is a great time to try that out too!
| IMTHIRSTY | Drains all water from the map. The areas where water existed still behave as if the water is there for unit navigation, except that units will now slide around on the mud of the ocean floor instead of on the water surface. Requires owning the Obsidian Mirror DLC. |
| YOUCANCERTAINLYTRY | Spawns a stronger Fafnir nearby your Town Center with a 50-50 chance of either being controlled by you or an enemy player. Requires owning Age of Mythology: Retold Premium Edition (to own the Freyr God Pack). |
| THEFTOFTHEHAMMER | Summons the Mountain Giant, wielding Mjolnir, from the Obsidian Mirror campaign. Requires owning the Obsidian Mirror DLC. |
| STRONGESTPOTION | For all currently selected player-owned units, they individually roll a 50-50 chance to either heal to 100% health or take over 9000 damage. Requires owning the Obsidian Mirror DLC. Only usable while in single-player game modes. |
| BEARWITNESS | Summons 5 Nature-controlled Bear units randomly near your Town Center. Requires owning the Obsidian Mirror DLC. |
| ANKARIANGAMBIT | Summons 3 Harpy Myth units from your Town Center. Requires owning the New Gods Pack: Demeter DLC. |
| TREESARESPEAKING | Summons 3 Hamadryad units in their tree form near your Town Center. Requires owning the New Gods Pack: Demeter DLC. |
| CITY UNBUILDER | Replaces all currently owned God Powers with Natural Disaster God Powers. Grants the Great Flood, Volcano, Earthquake, and Tornado God Powers. Requires owning both the Immortal Pillars DLC and the Obsidian Mirror DLC. |
| CURSE OF RA | Casts an alternate version of Fimbulwinter that summons Minions and Mummy units instead of Wolves. Requires owning the Obsidian Mirror DLC. |
| IHATEPORTALS | For all currently selected player-owned units, they will be randomly teleported to random positions anywhere on the map. Each unit will appear in a different position. Requires owning the Obsidian Mirror DLC. Only usable while in single-player game modes. |
New Greek Language Audio
Spoken Greek language audio is now available! Players who want to use Greek as their preferred language for the campaigns can now experience playing through in their preferred language!
Now is a great time to jump in and try out the campaign if you want to experience the gameplay and cutscenes with this new localized audio!
Lobby UI Updates
The Lobby Settings have gradually grown since the initial Age of Mythology: Retold launch, and they were starting to become a little overcrowded. This patch brings a new Lobby Setting to add World Twists to Singleplayer and Multiplayer! To make room for this setting and any future settings, you will now find settings split between two pages instead of crowding them all onto one tab.
Examples of the Tabs
You can swap between these tabs by clicking the pips at the bottom, the arrows that appear next to them, or by using the binding shown at the bottom of the screen for your other control input mode.


World Twist Setting
The new World Twist setting brings another feature that has been available since Arena of the Gods launched, in related game modes. This change allows you to bring most of the World Twists into your Singleplayer and Multiplayer matches to provide another way to change how games feel! The World Twists available include all those that you are used to seeing if you have played the modes where they have been available. Hovering over the World Twists Lobby Setting will explain a couple of special cases, and if you want to see the description of the World Twists, those can be read by using the “i” button next to the dropdown. That will show you this tooltip:

Some additional notes on World Twists:
- The default is still no World Twists.
- You can choose to randomize between 1 and 3 World Twists, or you can select one specific World Twist.
- Celestial Remnants is only available as an option and a randomly selected World Twist while playing Singleplayer. This is because the World Twist will only work correctly in its current form with only 1 or 2 human players on the same team.
- Prometheus’s Secret Knowledge will not be randomly selected if you have “Allow Titans” disabled. However, Titans will be enabled if you manually select this as a specific World Twist to apply.
- Some World Twists may not function correctly on all maps.
- Celestial Remnants will not be selected randomly on Nomad, Team Migration, and Vinlandsaga, as it may not place units correctly on these maps. You can still manually select this blessing on these maps.
Gauntlet XP Change
Gauntlet XP gains were a little low for players who were not playing on Legendary, so we have increased the XP gain on lower difficulties. Gaining higher XP is still intended to incentivize learning to play greater difficulties for more reward while playing through Gauntlet Labyrinths. The base multiplier applied to each difficulty has been adjusted as follows.
- Standard increased 1x → 2x.
- Moderate increased 1.5x → 3x.
- Hard increased 2x → 4x.
- Titan increased 3x → 5x.
- Extreme increased 5x → 6x.
- Legendary remains unchanged as an 8x XP multiplier.
These changes only apply to the multiplier for the per-node XP gain and don’t modify any additional bonus sources, such as the large XP bonus for completing Labyrinths with all end-of-Labyrinth rewards already obtained.
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.
- Fixed a crash that could occur during pathfinding.
- Frame Throttling will no longer go above the Frame Rate Limit while the game window is out of focus.
- Improved performance while processing some systems related to the Devotion mechanic.
- Improved performance of unit type lookups during many frequently called functions.
- Improved stability of some unit type lookups that could become incorrect in some modding situations.
- Minor improvement to performance through the removal of deprecated audio code.
- Fixed a crash that could occur when reading encrypted profile data with corrupted file contents.
- Improved performance while starting matches on some Giant-sized maps (such as Temple of the Jaguar Moon).
- Deprecated loading of an old match history file that was not used for Age of Mythology: Retold, as it would sometimes cause crashes if the file became corrupted.
- Fixed some situations that could cause crashes while playing with modded Civilizations or when trying to load files that depend on Civilizations that are no longer loaded.
Developer Note: You may experience crashes or instability in some situations when using Civilization or Major God Mods. In particular, situations where scenarios or saved games are created with mods enabled. Currently, loading scenarios and saved games that had Civilization Mods enabled requires enabling the mods before loading to ensure stability. Please report instability bugs on the official forums.
Localization
- Updates to some translations to improve translation quality.
- Fixed the Chu Ko Nu’s Medium, Heavy, and Champion names in Spanish.
Graphics
- The Inferno God Power will no longer apply a burn shader effect to Eidolon units. This change fixes Eidolon units losing their unique visual appearance when the burn is applied.
- Agave Bloom VFX now changes depending on the remaining resource amount.
- Adjusted the windup animation to be 0.5 seconds long for the Ayotochtli unit’s Wreckling Ball animation to fix stuttering at the beginning and end of the animation.
- Fixed an inconsistency in which some animals had Minimap Colors forced to show as Brown. This was preventing players from modifying the color they appear in when using the Color Blind accessibility settings. Changes were applied to these animals: Black Bear, Golden Pheasant, Red Crowned Crane, Spotted Deer, Deer Shrine Of The Hunt, Green Pheasant, and Spotted Deer SPC.
- Fixed the 66% to 99% stage of the Aztec Temple’s construction to show the Major God Statue scaffolding in the correct position.
- Fixed Perspective Camera orientation for the following units:
- Arrow Canoe – all versions.
- Camel Rider – all versions.
- Jormun Elver
- Mercenary Cavalry
- Sea Snake
- Tepoztli Canoe – all versions.
- Egyptian Titan
- Aztec Transport Ship
- War Elephant – all versions.
- Fixed some cases where walls or other unit types could pop in while the camera moves. This fixes cases where walls would sometimes pop in during cinematics. This issue would occur when units changed their visual size to become larger as a result of a technology upgrade (e.g., from a Wooden Wall to a fully upgraded Wall). Technology upgrades now force a visual bounding box recalculation to ensure visual culling is handled correctly for the object’s current sizes.
Audio
- Fixed multiple God Power sounds that would not play correctly if multiple of the same powers were active simultaneously. This issue occurred because the tracking used a common state for sounds managed by powers.
- The Turkey will no longer make Chicken noises when spawning or moving. Instead, it will play Turkey sounds.
- Dragon Typhoon’s SFX will now follow the visual to maintain consistent audio behavior and to prevent it from cutting out early.
- Fixes for God Power sounds to ensure they fade in and out correctly
- Fixed Lightning Storm’s birth and existence sounds not fading in and out.
- Fixed Thunder Burst’s birth and existence sounds not fading in and out.
- Fixed Lullaby’s birth sound not fading in and out.
- Fixed Tempest’s birth and existence sounds not fading in and out.
- Fixed Rain’s birth and existence sounds not fading in and out.
- Fixed Blazing Prairie’s birth sound not fading in and out.
- Fixed Kusanagi’s birth sound not fading in and out.
- Spatializer (Attenuate) is now used for God Power birth events.
- Spatializer (Attenuate) is now used for SpiderLairAttack.
- Removed max instance limits on God Power birth and existence event sounds to ensure they play.
- Adjusted the Inferno God Power’s buildup sound to improve its behavior.
- Adjusted the speed of fading sounds.
- Adjusted the audible distance of all sound events to a baseline setting.
- Removed some duplicate and placeholder unused English VO files.
- Added a limit to the volume and audio instance count for the Agave Bloom existence sound.
- Adjusted some FMOD event structures to better align with the folder structures.
- Adjusted Titan Cerberus’s Bored Roar sound by -5 dB to ensure it isn’t significantly louder than other similar sounds.
- Adjusted Gain effects to ensure they function for sounds where they were not behaving correctly.
- Added a laugh to all non-English audio that was missing for one of Gargaresis’ lines in Fall of the Trident 09.
- Resampled some audio that was exceeding 48 kHz.
Hotkeys
- Towers selected with the Craft Workshop Calpulli or a Machine Workshop will no longer hide tower technologies. This applies to situations such as using the “Find All Towers” hotkey. Abstract Towers are now treated as a special case where the combined production menu mode should not apply.
- Fixed Hotkeys not working correctly when using multi-build for the Combined Train menus when bound to anything other than Shift.
- Fixed some inconsistent behavior of Combined Ability and Train Hotkeys when bound to anything other than Shift.
- When in Idol form, Chaneques are no longer selectable with Select Idle Military.
- Fixed a bug where using a Hotkey could activate multiple different actions in some situations. E.g., triggering auto-scout and building a sentry tower. The Warrior Priest now uses a different input context. The Warrior Priest now also activates both the MilitaryAccel and WarriorPriestAccel contexts to ensure access to available actions.
UI
- Custom scenario lobbies in single-player and multiplayer now allow you to modify player slots to switch their state between AI and player. This change also allows customization of each AI’s difficulty and personality. This change brings a mod’s functionality into the base game as a quality-of-life improvement, so players don’t need multiple versions of custom scenarios to support varying player counts.
- Bushido Tier changes can now be viewed on the Post Game Timeline! You can toggle these on and off, similar to other event types.

- Fixed various missing cursors that would not show while playing on Xbox with a Keyboard and Mouse. Cursors include: bolster, bolster forbidden, build forbidden, garrison great temple, gather shrine, gather shrine forbidden, stealth, and unboard forbidden.
- The Stealth cursor will now show using the same radius that units use to hide themselves (minus a small buffer) to more accurately reflect their stealth range.
- God Powers granted by Campaign triggers no longer incorrectly claim to have come from their normally associated Minor Gods.
- Adjusted the tooltip text for Hymn of the Wildwood to clarify its behavior.
- Fixes for the Compendium:
- The Cavalry Compendium page now includes the Chariot Archer.
- Added the missing Buildings page under Gameplay Concepts.
- Added the missing Siege Weapons page under Gameplay Concepts.
- The Learn tab videos will now show a tooltip when a DLC is required to view the content.
- Fixed a bug that caused some God Powers to show an incorrect number of charges in the UI. For example, Sacred Gate could show an incorrect number of free charges in some situations. The number of charges available for powers should show correctly in all situations.
- Updated the Personality icon images to use higher-quality compression, ensuring they look better at higher resolutions.
- Celestial Remnants and Seasons-type World Twists now have icons.
- Removed Theft of Fire from Gaia’s Tech Tree UI, as this is not available while playing as Gaia.
- Added a new setting at the end of the UI settings that lets players disable the pop-up that tells them their rank for the Daily Celestial Challenge. When this setting is enabled, the notification will always go into the notifications list instead of as a pop-up you need to dismiss. This setting is disabled by default.
- While the Celestial Remnants type World Twists are active, they will now show an objective in the top right of the UI similar to other World Twists.
- Fixed a bug where 1 of 10 Celestial Remnants variations was referencing the wrong string for a different type of Remnants.
- A “?” map image will now show as the fallback image for scenarios in the lobby when an image isn’t set, instead of appearing blank.
- A “?” image will now show instead of a blank image for any open or AI slots while browsing selected matches on the Multiplayer browse screen’s player list.
- The Favor gathering tooltip for Quetzalcoatl players will now show information about active Bloodletting in addition to Devoted units.
- Fixed the missing “Divine Blood” technology that was hidden in the Village Center. “Golden Apples” has been shifted to match its position in the Town Center, so it no longer conflicts with “Divine Blood”.
- Fixed a bug that was preventing Xbox game builds from showing the loading screen with a spinner in some situations. This change ensures that all players can view the new game startup loading screens at each launch, rather than a black screen.
- Fixed some Bushido Tier icons appearing lower quality in some situations.
- Fixed subgraph captures used by things such as the Bushido Tier icons so that they rescale their generated results with a suitable visual scale instead of using a smaller scale in all situations.
- Fixed the controller UI to add the black background behind the Bushido Tier and Combat XP icon to make it consistent with the Mouse and Keyboard UI.
- Fixed a bug that allowed parts of some Skirmish Loading Screens to become focusable with specific inputs.
Controller
- The Diplomacy menu is now hidden in situations where it would have been hidden for Mouse and Keyboard players. It had been possible to modify Diplomacy in certain situations (such as during the Campaigns) to gain unintended advantages.
- The Crenellations technology will now appear on the first page of the Tower radial menu for Aztec players once it is available to research. This technology has some differences for Aztec players, so it was not being picked up to be shown in the correct place.
Fixes
- Fixed an unintended way to bypass Underworld Invasion’s restrictions. Underworld Invasion was not canceling foundations that had never been touched by a builder, and foundations that were partially built were counted toward the count for boosting the Underworld Invasion power’s spawn multiplier. The following fixes were applied:
- Untouched foundations are now cleared and refunded.
- Touched partially built foundations are now destroyed and refunded.
- The initial destruction VFX now plays on both the Untouched and Touched foundations.
- Curse (and persistent curse VFX) does not apply to Untouched and partially built foundations. Curse only applies to settlements that had fully built Town Centers owned by the casting player.
- Town Centers that are not fully built no longer count toward the Eidolon spawn count.
- Greek Favor curve reduction will now only occur once Villagers are actively praying at a Temple. This means Villagers who are tasked with praying at a Temple and have not reached it yet will not reduce your Favor generation while moving.
- Fixed a bug that caused units to sometimes become idle while moving or attack-moving if another command is queued as they approach their destination of the previous command.
- Fixed a bug that caused attacking units to sometimes walk to their targets’ previous position first if the target had moved.
- Fixed a bug that caused units in a squad to forget to return to their path after they were interrupted partway through. This change fixes situations such as queuing movement for a Citizen while promoting them to become an upgraded Hero Citizen.
- Fixed some cases where changing formations during an attack move could cancel the attack action.
- Fixed a bug that caused the attack move action to ignore some targets or choose incorrect targets.
Developer Note: This bug was due to a limit that was culling attack target filtering too early. It had been causing units to ignore what would normally be the best targets (e.g., units) in favor of closer targets such as walls. This behavior could be worse the further away the attack move was set, due to the potential for more targets along the path. The limit introduced in a prior update has now been removed, as it was no longer necessary after other changes were applied as part of fixes to attack move behaviors.
- Fixed some cases where units could stutter while chasing other units.
- Fixed some cases where Box Formation could cause units to behave erratically for some unit compositions due to incorrect calculations for line placement positions in subgroups.
- Queued movement commands for Temples will now assume you may be dropping off a Relic to fix waypoints not working when waypoints after the Temple drop off were queued before a Relic was picked up.
- Adjusted queued waypoints to consider units that may become Devoted.
- Patrol commands will no longer sometimes stop working when an enemy unit enters their Line of Sight.
- Removing trees with gathering or other means will now reveal units that are stealthed near trees if there are no more valid trees in range.
- Fixed a bug that could occur when loading saved games with Warrior Priests that were actively Bloodletting. The Warrior Priest Devotion data for trickle rate is now correctly serialized and initialized when saving and loading saved games.
- Using Blood Pact on an Automaton will no longer cause them to be permanently affected by the bonuses after dying.
- Pioneers can now use Sky Lanterns for scouting during Ceasefire.
- Setting the gather point for the Calpulli and its variations will no longer appear as a Military gather point, indicating it isn’t used to send military units to those locations.
- Healing actions will now end if the target is healed to max Hitpoints and then falls below max Hitpoints on the next update, and this continues over time. Initially, this period is 0.5 seconds by default and rises to 2 seconds if the target was recently healed by another heal action. Ending the healing action means a new healing target can be selected. This change ensures that units trying to heal other units, such as Warrior Priests that have a continuous drain applied, won’t become fixated on healing just one single target.
- HandAttack-type actions can no longer target units abducted by Harpy units. This prevents most melee units from damaging abducted units when they should be out of range of attacking flying units.
- Sudden Death will now end when the victory condition is met by destroying the last enemy Citadel. The order of checks had an issue: victory or defeat was only applied the next time a unit was damaged or destroyed.
- Taowu’s Charge attack will no longer move significantly faster than intended in some situations. The speed bonus is now applied as +9.6 speed instead of being multiplied by 4.0.
- The Hero Oracle now has access to military unit commands, making it consistent with other military units.
- Cherry Blossom trees spawned by the Japanese Shrines will no longer become invisible after conversion in some situations.
- Gaining queued Shades while a player has no Temple to spawn them from will now cap at a max of 50. This change prevents reaching absurd numbers, such as 800+ Shades, that would have rapidly spawned after building a Temple, following a long period without one.
- Fixed the Spring phase of the Seasons type World Twists, sometimes preventing units from being trainable. This would occur because the training time was reduced below 0. The Data Effect for this World Twist now applies as a Percent instead of a BasePercent.
- Fixed the Data Effects applied to enemy AI Set players in Arena of the Gods in situations where they were incorrectly configured. Set AI will now train archer-type units 5% faster.
- Fixed a bug that prevented the downside of Hel’s Mythic Frenzy World Twist from working correctly. Myth units now take twice as long to train while the Hel’s Mythic Frenzy World Twist is active.
- Lykaon Villager is now modified by the Hel’s Mythic Frenzy World Twist. A previous change removed the Myth unit type from the Lykaon Villager, causing it to no longer be affected by the World Twist. The Lykaon Villager benefits from the Favor cost reduction and now takes longer to train after the above fix. The health change for Myth units has not been applied to the Lykaon Villager to help preserve their hidden state as a villager. They gain the expected health bonus when swapped to their Lykaon Wolf form.
- Fixed Goshinboku not working for Demeter’s unique Myth units. These units were missing the LogicalTypeTrainableMythUnit unit type. This change was applied to the units: Harpy, Lykaon Villager, Lykaon Wolf, Hamadryad, and the Siren. Hamadryads that die in their tree form are not eligible for this effect to prevent issues because of their immobility.
- Fixed some interactions between Vortex and Shifting Sands when combined with Earth Monster. Units in certain states will no longer be affected by either of these powers, preventing them from ending up in a bugged state. Units that were affected by both a teleport and being eaten by an Earth Monster state could become permanently unresponsive.
- The Olympian Weapons technology no longer affects Harpy units because it is not available to Demeter players.
- Fixed Stealth used by the Chinese God Powers and Prosperous Seeds to behave with more stealthiness so that they can’t be revealed by scouts, like how the Aztec stealth can be revealed.
- Fixed the Lykaon Wolf’s selection circle to better fit its visual size.
- Fixed the order of calculation used for Devotion and work rates to ensure that technologies that modify work rates apply to Aztec Favor gains. This results in a small increase in Aztec Favor gains compared to before.
Heroes
- Greek Heroes, Priests, Pharaohs, Godi, Pioneers, Bushi, and Warrior Priests now have Homing Ballistics against all flying units.
Developer Note: This change aims to alleviate the frustration players have expressed when a flying unit could avoid all damage by moving around. Notably, the Caladria, but most flying myth units have been compensated with survivability buffs.
Technologies
- Survival Equipment: adjusted as follows
- Cost reduced from 150 wood 150 gold → 100 wood 100 gold.
- Villager damage reduced from +25% → +10%.
- Champion Warships: now also increases the line of sight of siege ships by the same amount of their range increase.
Relics
- Demeter’s Throne: cost reduction is now Percent instead of BasePercent, to prevent some buildings from ending up completely free when combined with other discounts.
Major Gods
Hades

- No longer gets Ballistics and Burning Pitch for free in their respective ages.
- New Bonus: All ranged soldier upgrades cost -33%.
Developer Note: This includes techs such as Ballistics, Burning Pitch, and minor god technologies that affect ranged soldiers.
Demeter

- Wither (God Power): movement speed reduction of enemy units increased from -25% → -35%.
- Herdable fattening speed increased from +25% → +40%.
- Herdables can fatten +15% → +20% more.
- Divine Labor (Technology): cost reduced from 200 food 15 favor → 125 gold 10 favor.
Minor Gods
Pan
- Arcadian Meadow (God Power): adjusted as follows
- Radius increased from 19 → 25.
- Duration reduced from 115 → 75 seconds.
- God Power blocking radius reduced from 28 → 25.
Hestia
- Hestia’s Hearth (God Power): adjusted as follows
- Base convert time reduced from 3.655 → 3 seconds.
- Additional convert time per HP increased from 0.005 → 0.01 seconds.
- Radius increased from 18 → 19.
Developer Note: These changes aim to slightly worsen the conversion speed of higher Hitpoint targets, such as myth units or melee siege, while maintaining a similar or even speeding up the speed of lesser Hitpoint human soldiers.
- Fated Arrows (Technology): damage reduction per bounce reduced from -63.4% → -80%.
Developer Note: This should result in the maximum damage output increase being reduced from +50% → +24% when hitting 2 additional targets.
Persephone
- Underworld Invasion (God Power): adjusted as follows
- Number of units spawned at base and per Town Center reduced from 30 → 25.
- Maximum number of units reduced from 150 → 125.
Hephaestus
- Hand of Talos (Technology): cost reduced from 300 wood 20 favor → 200 wood 15 favor.
- Shoulder of Talos (Technology): Colossus hitpoints increased from +25% → +30%.
- Forge of Olympus (Technology): cost increased from 250 gold 25 favor → 300 gold 30 favor.
Myth Units
- Manticore (Apollo): adjusted as follows
- Damage increased from 11 → 12 pierce per projectile.
- Special attack damage increased from 11 → 12 pierce per projectile.
- Siren (Persephone): adjusted as follows
- Damage increased from 36 → 40 hack.
- Lured unit target speed increased from 50% → 100%.
- Hitpoints increased from 600 → 720.
- Attack range increased from 0.1 → 1.5.
- Lure minimum range increased from 1.0 → 1.5.
- Harpy (Demeter): hitpoints increased from 240 → 380.
Heroes
- Orpheus (Demeter): adjusted as follows
- Ranged attack is now exclusive vs flying units.
- Added a hand attack as the default attack, with the following stats:
- 6 Hack damage, 1.2 attack interval, 12x bonus damage multiplier vs myth units.
- Hitpoints increased from 180 → 195.
- Hack armor increased from 35% → 40%.
- Movement speed increased from 4.2 → 4.3.
- Icarus (Demeter): adjusted as follows
- Ranged attack towards flying units adjusted to match the same stats as the normal ranged attack.
- Movement speed reduced from 5.0 → 4.5.
- Hack armor reduced from 25% → 10%.
- Pierce armor increased from 25% → 35%.
- Line of sight reduced from 20 → 18.
- King Midas (Demeter): adjusted as follows
- Cost increased from 350 gold 5 favor → 400 gold 6 favor.
- Recharge time reduced from 60 → 40 seconds.
- Attack interval reduced from 1.15 → 1.1.
- Damage bonus multiplier vs myth units increased from 6x → 7x.
Human Units
- Amazon Archer (Demeter): adjusted as follows
- Attack range reduced from 24 → 22.
- Line of sight reduced from 30 → 26.
- Cost changed from 85 food 95 wood → 85 food 75 gold.
- Damage reduced from 13 Pierce 1 Divine → 14 Pierce.
Major Gods
Isis

- Prosperity (God Power): adjusted as follows
- Duration increased from 50 → 75 seconds.
- Effect reduced from +80% → +50% villager gold gather rate.
Myth Units
- Avenger (Horus): hitpoints increased from 600 → 700.
- Phoenix (Thoth): adjusted as follows
- Hitpoints increased from 500 → 600.
- Attack point during animation changed from 80% → 60% completion.
Heroes
- Priest: adjusted as follows
- Movement speed increased from 3.6 → 3.8.
- Line of sight increased from 12 → 14.
Human Soldiers
- Slinger: bonus damage multiplier vs ranged soldiers increased from 2x → 2.25x.
Technologies
- Hands of the Pharaoh (Technology): adjusted as follows
- Priest attack range and line of sight increased from +2 → +3.
- Research time reduced from 20 → 10 seconds.
Major Gods
Thor

- Dwarven Mine (God Power): recast cost increased from 50 → 75.
Loki

- Damaging huntable animals no longer progresses towards spawning myth units.
Minor Gods
Njord
- Ring Giver (Technology): Jarl hitpoints reduced from +20% → +15%.
Myth Units
- Battle Boar (Bragi): hack damage increased from 20 → 22.
Minor Gods
Atlas
- Implode (God Power): Now has a bonus damage multiplier vs villagers at -50%.
Myth Units
- Automaton (Leto): hack armor increased from 35% → 40%.
- Caladria (Oceanus): adjusted as follows
- Hitpoints increased from 100 → 200.
- Pierce armor increased from 45% → 50%.
Developer Note: With the changes regarding the heroes gaining homing ballistics on their anti-flying attacks, these buffs aim to offset Caladria’s survivability against them.
- Stymphalian Bird (Theia): hitpoints increased from 400 → 500.
Major Gods
Nuwa

- Favored land building radius increased from +1 → +2.
Minor Gods
Zhurong
- Flaming Blood: adjusted as follows
- Damage from the aura now triggers attack notifications.
- Now also applies damage to flying units, but no longer applies damage to economic units.
Myth Units
- Taowu (Goumang): cost reduced from 275 food 28 favor → 275 food 24 favor.
- Hundun (Huangdi): flipped the ability order so that Banish is first, and Chaotic Fear is second when auto-cast and in the UI.
- Qinglong (Gonggong): hitpoints increased from 660 → 720.
- Zhuque (Zhurong): hitpoints increased from 650 → 700.
Heroes
- Sage: adjusted as follows
- Copied Myth unit’s duration increased from 8 → 10 seconds.
- No longer stuns myth units with its special ability.
Major Gods
Tsukuyomi

- Bushido XP reward per favor cost of technologies increased from 5x → 10x.
Minor Gods
Minakatatomi
- Kumiki (Technology): cost increased from 50 gold 100 wood 15 favor → 100 gold 100 wood 20 favor.
- Hunter’s Strength (Technology): cost increased from 150 wood 12 favor → 150 wood 16 favor.
Inari Okami
- Swampland (God Power): duration reduced from 30 → 25 seconds.
Watatsumi
- Typhoon (God Power): adjusted as follows
- Initial dragon damage reduced from 10 → 8 divine.
- Initial dragon damage bonus multiplier vs buildings increased from 5x → 8x.
- Typhoon area damage reduced from 7.5 → 5 divine.
- Typhoon area damage bonus multiplier vs buildings increased from 5x → 8x.
Developer Note: These changes aim to make the power less effective against units and more effective against buildings.
Myth Units
- Onmoraki (Okuninushi): adjusted as follows
- Movement speed reduced from 4.2 → 4.0.
- Number of spawns/projectiles in special attack reduced from 6 → 5.
- Hitpoints increased from 550 → 620.
- Honengyo: Is now a valid target for the Traitor God Power.
- Cosmic Guard: Scout units no longer count as a valid unit to group devote.
Major Gods
Huitzilopochtli

- Blood Pact (God Power): Favor reward upon target unit’s death reduced from 10 → 5.
Quetzalcoatl

- Eagle Warriors now gain +1 range and line of sight in the Heroic and Mythic Age, instead of +2 range.
Minor Gods
Malinalxochitl
- Infested Den (God Power): adjusted as follows
- Pierce armor reduced from 90% → 75%.
- Hitpoints reduced from 600 → 500.
- Now only spawns 1 Large Scorpion upon birth, and 3 Large Scorpions upon death.
Itzpapalotl
- Purge (God Power): resource value cap reduced from 1500 → 1400.
Coatlicue
- Earth Monster (God Power): damage reduced from 50 → 40 hack.
Myth Units
- Chaneque (Huehuecoyotl): adjusted as follows
- Cost reduced from 175 gold 11 favor → 145 gold 11 favor.
- When in Idol form, it is no longer selectable with Select Idle Military.
- Tzitzimitl (Myth Unit): damage bonus multiplier vs heroes reduced from 0.5x → 0.25x.
Human Units
- Quimichin Spy: damage reduced from 2 → 1 pierce.
- Coyote Warrior: adjusted as follows
- Cost increased from 30 food 55 gold → 35 food 55 gold.
- Hitpoints increased from 105 → 115.
- Train time increased from 11 → 12 seconds.
- Ocelotl Warrior: attack interval reduction when jumping from stealth reduced from -33% → -20%.
- Eagle Warrior: hack armor reduced from 15% → 10%.
- Shorn One: adjusted as follows
- Special attack damage increased from 12 → 24 hack.
- Special attack now only targets 1 unit.
- Jaguar Rider: adjusted as follows
- Hitpoints reduced from 200 → 180.
- Train time increased from 8 → 8.5 seconds.
- Cost reduced from 65 food 95 gold → 60 food 90 gold.
- Attack interval reduction when jumping from stealth reduced from -33% → -20%.
Heroes
- Warrior Priest: adjusted as follows
- Damage reduced from 7 → 6 hack.
- Damage bonus multiplier vs myth units increased from 9x → 11x.
- Movement Speed increased from 4.8 → 5.0.
- Hitpoints increased from 100 → 110.
- Teixiptla (All): cost increased from 15 → 20 favor.
- Teixiptla (Huitzilopochtli): adjusted as follows
- Damage reduced from 15 → 12 divine.
- Damage over time reduced from 0.75 → 0.6 divine damage per second, for 5 seconds.
- Damage bonus multiplier vs myth units increased from 9x → 10x.
- Teixiptla (Tezcatlipoca): adjusted as follows
- Jump landing animation duration reduced from 0.83 → 0.5 seconds.
- Movement speed increased from 4.8 → 5.0.
- Teixiptla Incarnate (Tezcatlipoca): adjusted as follows
- Hack armor increased from 25% → 35%.
- Attack interval reduced from 2 → 1.5 seconds.
- Special attack range increased from 10 → 12.
- Special attack hack damage increased from 60 → 80.
- Special attack damage area increased from 3 → 4.
- Special attack no longer applies bleeding damage over time.
- Special attack now boosts itself with a temporary +25% speed and -25% attack interval for 5 seconds.
- Now has a clearer ability indicator to display its area damage on manual casting.
- Standard Mapset: adjusted as follows
- Removed: Kii, Obsidian Ridge, and Okuchichibu.
- Added: Anatolia, Blue Lagoon, Megalopolis, Mount Olympus, and Yellow River.
- Quick Match Mapset: adjusted as follows
- Removed: Kii, Obsidian Ridge, and Okuchichibu.
- Added: Blue Lagoon, Megalopolis, Mount Olympus, and Yellow River.
- Cloud Forest: adjusted as follows
- Fixed an issue where Cloud Forest would sometimes not spawn packs of berries in the middle plateau.
- Slightly adjusted map size, player, and object placement to improve spawning conditions, especially for 1v1 maps.
- Mount Olympus: adjusted as follows
- Increased distance between cliffs and forests.
- Reduced the amount and size of additional cliff/pit spawns.
Developer Note: These changes aim to make the map generally more open and to have fewer chokepoints.
- Blue Lagoon: Improved gold mine spawns, mostly for 1v1s.
- Midgard: Improved gold and fish spawns, mostly for 1v1s.
- Added an updated “Extended” version of the Core Data Guide for modders under the “BANG documentation/Data documentation” folder. This document is provided in both Word and PDF versions. We appreciate the community’s continued efforts to keep modder documentation up to date!
- Updated Doxygen and VS Code Extension documentation.
- Fixed some cases where large custom maps could fail to transfer between clients. The data transfer is now throttled to accommodate high frame rates. At high frame rates, excessive data could have been transferred in bursts, resulting in network socket failures. That issue should no longer occur.
- Unit modifier effects that stop will now remove their active modifiers and visual attachments from units that have a Recoverable Death Heal type (e.g., Automaton).
- Unit modifier effects that applied dynamic data changes to unit scale will now restore the previous visual scale upon removal.
- Mutating units to a different Protounit now forces at least one simulation animation update if they are an AbstractTree to ensure units that may be on the edge of vision correctly update to show any new visual. This change mostly fixes the trees that are mutated to Cherry Blossoms upon completing the Japanese Shrine.
- Fixed the aiChat XS function. Calling the function with more than 1 character would typically result in very incorrect output. The char values were being treated as wide chars, resulting in incorrectly encoded output.
- Added support for Additive God IDs.
- This means that major_gods_mods.xml files can now additively add new Major Gods.
- Defining new Major Gods will now work when you reference them in AnimXML files. For example, if you define a Zeus2 Major God and add tags to the Major God Statue AnimXMLs to swap to a different statue in the logic, that will now work.
- Other behaviors that rely on unique Major God IDs should also work.
- Due to the type of change, there may be edge cases or instabilities that have not been handled. If you encounter issues where it does not function correctly, please report these through the game’s normal bug-reporting forums.
- Added support for Additive Culture IDs.
- This means that a culture_mods.xml file can additively mod new Cultures.
- Modded cultures will appear after existing core game Cultures when using the God Picker.
- Cultures added in this way should support most of the behaviors you would expect. Similar to the additive God IDs, please report any issues you encounter with additively introducing cultures.
Developer Note: Mods that use the new additive God IDs and Culture IDs may need to be enabled when loading saved games or scenarios that had the IDs active in the saved content. Using these types of mods in certain situations may cause instability.
- Fixed tag matching for learning_material_mods.xml:
- Category tags now match using the name attribute.
- Topics match based on their values.
- You can also reference the additively modded Culture and Major God names.
- Added support for loading History text mods. The game will now search for files under the directory “game/data/strings/English/history”, where any named files can become topic pages. It is now possible to create topic pages by referencing files in learning_material_mods.xml and defining topic references in table_of_contents_mods.xml, and to include custom content.
- Added Charging animations to the Chinese and Japanese Major God Statues to ensure they can be used as Lightning Statues for custom scenarios.
- Added additional error output for Modders to help catch situations where mistakes may have been made in AnimXML files.
- “Bad TMModel reference” type errors indicate the referenced asset could not be found as a TMModel. The most likely resolution is that you meant to set it to a TMComposite type, or that the named file does not exist.
- Warnings will now show in mythlog.txt if you try to reference a model directly with “_damaged” in the name. This is a reserved keyword in filenames intended only for the destruction system models.
- “Bad TMComposite reference” type errors indicate the referenced asset could not be found as a TMCompositeModel. Similar to the TMModel error, this indicates that either type is wrong or the file does not exist.
- “Failed to find submodel” errors will now show if a named submodel for a model variant could not be found.
- “Bad TMAnimation reference” errors will now show if the lookup of a TMAnimation file failed, similar to the errors for TMModel and TMComposite files.
- Failing to find a named bone while parsing AnimXMLs will now show a message in the mythlog.txt suggesting that if the invalid name is intentional for a no-bone pairing, it should be written as “bonethatdoesntexist”.
- Any AnimXML files that fail to load can now show load errors in mythlog.txt.
- Unit flags, as strings, can now be seen in the Editor’s Objects > Model Visuals Debug window view. Previously, this was limited to only showing flag numbers.

- Added new ProtoUnit flags:
- MilitaryWaypointDisabled: When set, the Waypoint flag for buildings will no longer show as a Military Waypoint. This flag is used by the Calpulli and its variations.
- LinkVFXHealthToResource: When set, this applies the health percent (0 to 1) to the visual, causing VFX to change if it has been configured to alter based on this property as a HEALTH attribute. This was applied to the Agave Blood VFX to change based on health.
- TopRowEconomicCommands: When set, this changes the behavior to display economic commands on the top row, with military commands below. The input context for both is enabled. This was applied to the Warrior Priest in this update.
- Added a new MaxQueued tag that can exist as a child to the Shades tag for Civilizations. When unspecified, this defaults to -1, allowing infinite queues. For non-negative counts, the Shades appended to the queue above the limit are discarded and never spawned.
- Added new trigger functions:
- void trBoxFormationScale(float scale): scales the formation size of box formations in the game.
- This value remains at 0.0 as it would have been for any previous patch. This was considered a way to space out the Box Formation. The functionality below was used as the default instead.
- void trBoxFormationSpacing(float scale): sets the minimum unit radius for units in box formation. Causing units with an equal or smaller obstruction radius to pretend they are this value.
- The default for this, prior to the current patch, was 0.0 and is now 0.7 to enforce a minimum gap for units with a small obstruction radius.
- void trBoxFormationScale(float scale): scales the formation size of box formations in the game.
- Added new editor triggers:
- Unit Formations Box: Set Scale: Calls trBoxFormationScale.
- Unit Formations Box: Set Spacing: Calls trBoxFormationSpacing.
- Arena of the Gods XS scripts have been modified to change occurrences of the variable named “player” to prevent conflicts with some development environment-defined functions. This change doesn’t affect players but may affect modders who have modified any related scripts.
- Removed some duplicate Demeter art files.
- Changes to Maintain Train type actions:
- Reaching 100% complete training for the maintain train action will now enter the suspend wait state if a unit is over the build limit.
- Added support for MaintainAllowOverPopCap to behave like the ProtoUnit flag AllowOverPopCap for all units trained by a Maintain Train action. This can be defined as <MaintainAllowOverPopCap>1</MaintainAllowOverPopCap> in the action.
- These changes don’t directly apply to any current units.
- Added a new disableRandomWorldTwistTypes attribute to Random Map XMLs that accepts a comma-separated list. Any World Twists listed will be excluded from random selection.
- Valid values include: AthenaMinorWT, AphroditeMinorWT, FreyjaMinorWT, HelMinorWT, HorusMinorWT, PrometheusMinorWT, ThothMinorWT, Seasons, and CelestialRemnants.
- This feature prevents the Celestial Remnants World Twist from appearing as a random selection on certain maps.
- HumanSoldier is no longer a valid value for DevotionType. This type is now treated as equivalent to LogicalTypeValidCosmicGuardSacrifice. This change was made to ensure mutually exclusive DevotionTypes, with HumanSoldier as the old value for CosmicGuard.
- Fixed the Alternate Editor failing to show the currently selected unit’s icon.
- Directly spawning units that use the CopyNearbyTree flag will now show correctly instead of showing no visual. They will immediately find a nearby tree to copy upon instantiation. This addition was required to make the Hamadryad Tree spawning work for their new cheat.
- The Fimbulwinter God Power now accepts multiple <WolfProto> tags. Each unit specified is added to an array of units, where they are randomly chosen for each unit spawned. Each defined unit has an equal weighting in the list. This change was made to allow the Curse of Ra cheat to spawn both Mummy and Minion units.
- The following units now show with unique names in the Editor. These units had been sharing names with other units, making them harder to distinguish in the list.
- Water Carnivora Base.
- Gauntlet Legend Chiyou
- Gullinbursti (all versions now state their age in their editor-visible name): Gullinbursti (Archaic), Gullinbursti (Classic), Gullinbursti (Heroic), and Gullinbursti (Mythic).
- Titan Gaia (AOTG)
- Titan Gate (Dead)
- Deer (Shrine of the Hunt)
- Stump Savannah Old
- Harpy (Nature): to differentiate from the Myth version.
- Map Objective Color
- Kodama (Shinboku Soul)
- VFX Stealth Eye
- VFX Exclamation Alert
- Infested Nest (SPC)
- Duplicate names that appear in the Editor will now appear in mythlog.txt the first time you open the Object palette with +DataValidation enabled.
- Added a new StealthLevel tag that can be used by the PSeeds power and Stealth power types. This property sets the type of stealth that is applied. 1 = Aztec Stealth, 2 = Chinese God Power, and Prosperous Seeds type Stealth.
- For modders looking to change anything about the Splash screens, you can find all the new images and data under the non-BAR file directory: game\movies\splash
- SplashOrder.xml controls the order of images shown for each game launch and includes notes on how it pairs with the image files.
- For players who really want to see just one of the images, you can set the SplashScreenImagePath=value as a command-line argument or in a config file. Where value matches the same form used in SplashOrder.xml (e.g., SplashScreenImagePath=triptych).
- The CageUnit power type will now release the caged unit at the end of the power, if the power is not set to kill the unit.
- The Thrown unit action type can now have <IncludeAlly>1</IncludeAlly> specified to behave correctly when targeting Allied units. For example: adding the IncludeAlly flag to taotie.tactics in the Devour action and removing the enemy=” from placement checks for AbilityTaotieDevour – this would allow the Taotie to Devour allied units.
- The terrain_unit_effects.xml file unitModify effects have been updated with the following additions:
- unitModify type effects will now work for the ArmorSpecific and DamageSpecific types if you provide a damageType attribute similar to onhiteffects.
- unitModify type effects also accept an applyType attribute that works the same way as onhiteffect data. Defaults to “Multiply”, and can be changed to “Add” or “Set”.
- Failing to load TechTree Data Effects will now show the name of the TechTreeNode in some situations. This should help alleviate the difficulty of determining which effect failed to load, since the line-number information doesn’t accurately reflect the position of errors in game builds used by players.
- Note on the World Twists setting: This is not currently moddable and is hard-coded to simplify the initial release of this feature. Modding the effects to override the existing World Twists would change their behaviors.
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…
We’re continuing to keep a close eye on game health and community feedback across Age of Mythology: Retold. Your reports, discussions, and support continue to help us identify the areas that matter most to the player experience and take action where needed to help maintain a strong, stable experience for the community.
Thank you for continuing to play, compete, and share 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.