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Age of Wonders 4

Lagi

Augur
Joined
Jul 19, 2015
Messages
816
Location
Desert
ok i tried it here's my 5-minute playtime review:
  • game looks like shit (on ultra)
  • game runs like shit
  • things on map are too hard to read (because the game looks like shit)
  • combat probably sucks but i didn't get to turn 2 to try it out
  • shadow magic better
  • uninstalled
game looks okish. Its easier to read than many "modern 3d graphic". Combat is very good - better than aow3 (hero dont dominate battle, skill matters), Ai is better too (not smarter, but use many skills and tactical combat is interesting).

i didnt play it anymore (not a fan of influencing abutment provinces), while i did aow1 (i like capturing points - there and back). So agree with uninstall.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,696
Pathfinder: Wrath
I'll try it out this weekend and see if they've changed the game enough for it to be worth it, but I doubt it. The endless flood of DLC is also questionable.
 

Reality

Learned
Joined
Dec 6, 2019
Messages
389
Stacking persistent enchantment/mutations is all good and fun in the master of magic tradition

But theres also mid combat stacking (strengthen/fortune/mystic) which feels out of line for this genre especially taken to the absurd degree of getting 13 buffs off at once which is achievable with some starting AoE spells.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,696
Pathfinder: Wrath
I'm playing this right now and a lot of things have been changed. F.e., the leader/hero skill trees have been made into actual skill trees you can grasp the complete picture of. However, there is still something off-putting about the whole thing that I can't quite put my finger on. The setting is just too high magic for me and every unit is overdesigned into the ground. Cultures having replaced predefined factions I'm still not on board with. AoW4 is just too random in everything, nowhere will you find any coherency, even neutral stacks are literally just random units taken from literally anywhere. Like there's a Nemesis Mage creature with 3 units with the angelic transformation, 1 small magma elemental and 1 crow. Or a human knight with an undead ratling, a gargoyle and a lightbringer (the strange fish creature that can dominate). While I understand this can lead to varied challenges, the fact you autoresolve 80% of neutral stacks means it's moot anyway and it just servers to showcase how random everything is.

I'm not willing to put a bunch of hours into this game tomorrow and on Monday to properly get into it to see whether these initial impressions are warranted and whether they've at least tried to tackle the balance issues it has (I know for a fact that the Feudal and Dark cultures are unplayably underpowered). All the time while I'm playing there's a nagging thought in the back of my mind saying I could be playing any other AoW title or Conquest of Eo instead and it will be a much better experience for me. The deluge of DLC doesn't make any of this better because it just adds moar random into the mixer instead of adding meaningful content. Oh, and the game is still lacking singleplayer content, it's random maps all the way down.
 

Zboj Lamignat

Arcane
Joined
Feb 15, 2012
Messages
5,757
Yeah, the last time I tried running it (when pseudo-lovecraft expansion dropped) I had the exact same impression. Samey boring mishmash that doesn't pull you in at all and still no interesting mechanics even if you were inclined to ignore the mind warping lack of flavor. I shat on PF so much and still se it as a yuge decline from 3, but I've checked now and I have almost 300h clocked on steam lol. This shite I did like 2 or 3 runs on release, then not even one map when "final" dlc hit and I really don't feel like ever getting back to it. Even the post-launch support went complete ass, PF dlc at least tried to bring some of 3 quality back, in a very limp effort, but still. Here, it's just more of the same crap, because now you will have Spineless Corruptors of Incline on your map, but monkeys instead of moles, fucking yaaaaay. I also have this feeling bordering on certainty that the road map for the dlc (before it turned out it will be more than one "season", because paradox lel) promised doing "something" with water and underground play and is seems fuck all actually happened?
 

rumSaint

Educated
Patron
Joined
Sep 1, 2023
Messages
172
Location
Poland
Enjoy the Revolution! Another revolution around the sun that is.
They obviously want to make it Stellaris-like in the long run, where you can craft your own race of "whatever" and roll with it. Mechanically it's all over the place, but roleplay wise it has it's potential. Feels really shallow tho, as they flattened map, underground is ass, no fucking water combat c'mon.
 
Joined
Jun 6, 2010
Messages
2,386
Location
Milan, Italy
They obviously want to make it Stellaris-like in the long run, where you can craft your own race of "whatever" and roll with it. Mechanically it's all over the place, but roleplay wise it has it's potential. Feels really shallow tho, as they flattened map, underground is ass, no fucking water combat c'mon.
Then again just because you have the options to create a "completely customized faction" it doesn't mean that everything you face in the game should also be a "big pile of random" as it now.
The issue here isn't really that you don't have traditional dwarves and dark elves, as someone was bitching about, but that you don't have pretty much anything with a distinctive identity.
Every faction you cross in the game is a randomized AND incoherent amalgamation of building blocks.

How friendly they can be toward your race? What type of alignment they tend to go for? How do they look? What type of magic they use? What culture they embrace?
The answer to ALL these questions is "Whatever".
As a result NOTHING of what you come across has any sensible grounding in the lore and setting nor a "gameplay identity".
On top of it, add all the problems with the game simply letting too much stuff stack and hardly ever forcing any faction to any mutually exclusive choice and the end result is that everything you come across feels generic as hell.
 

Blutwurstritter

Scholar
Joined
Sep 18, 2021
Messages
1,056
Location
Germany
I'm playing this right now and a lot of things have been changed. F.e., the leader/hero skill trees have been made into actual skill trees you can grasp the complete picture of. However, there is still something off-putting about the whole thing that I can't quite put my finger on. The setting is just too high magic for me and every unit is overdesigned into the ground. Cultures having replaced predefined factions I'm still not on board with. AoW4 is just too random in everything, nowhere will you find any coherency, even neutral stacks are literally just random units taken from literally anywhere. Like there's a Nemesis Mage creature with 3 units with the angelic transformation, 1 small magma elemental and 1 crow. Or a human knight with an undead ratling, a gargoyle and a lightbringer (the strange fish creature that can dominate). While I understand this can lead to varied challenges, the fact you autoresolve 80% of neutral stacks means it's moot anyway and it just servers to showcase how random everything is.

I'm not willing to put a bunch of hours into this game tomorrow and on Monday to properly get into it to see whether these initial impressions are warranted and whether they've at least tried to tackle the balance issues it has (I know for a fact that the Feudal and Dark cultures are unplayably underpowered). All the time while I'm playing there's a nagging thought in the back of my mind saying I could be playing any other AoW title or Conquest of Eo instead and it will be a much better experience for me. The deluge of DLC doesn't make any of this better because it just adds moar random into the mixer instead of adding meaningful content. Oh, and the game is still lacking singleplayer content, it's random maps all the way down.
Did you play the story realms? Its not a proper campaign but they worked well enough and actually had somewhat coherent settings. But I don't know if that got messed up by the new content and changes since release.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,696
Pathfinder: Wrath
Did you play the story realms? Its not a proper campaign but they worked well enough and actually had somewhat coherent settings. But I don't know if that got messed up by the new content and changes since release.
I played them when the game first came out and I was thoroughly unimpressed. It's random maps again with preset victory conditions.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,696
Pathfinder: Wrath
Here's w0t I think from the limited time I spent on a small map with 2 other leaders on the highest difficulty today. If you don't savescum, the game is pretty challenging. You can get into a situation in which the opponent hardcounters your army and you can lose bad even if the AI doesn't use its troops to the fullest extent. It still has a tendency to blob up and you can decimate it with AoE attacks, but it's doing that less frequently than before. I didn't play enough to find out what the AI's glaring weakness in tactical combat is, so YMMV. However, is this worth slogging through the entire rest of the game? I don't think so. A lot of 4X games are very challenging if you don't savescum, including AoW3, so playing one with 0 identity isn't my idea of time well spent. There are just more coherent 4X games out there imo, but this one offers a create-your-own-experience style that you won't find anywhere else, so it's up to you.

For what's it worth, I don't think it's done very well because mixing and matching tomes and cultures leads to aesthetic clashes first of all and second of all there is an incentive to stack the same kinds of damage and modifiers because a lot of effects are triggered only from certain damage types. I don't see how a rainbow build can work well. There are just too many damage types and too many tome types that add very specific mechanics that only work with themselves or tomes of the same affinity, so taking others makes it harder to get a build going. Conquest of Eo does this better because magic isn't so myopic and there are only 4 damage types (physical, death, white and elemental), so a lot of units go together and spell schools support a variety of armies. If you want a modern AoW-like focused on singleplayer and good tactical combat, I recommend Conquest of Eo over AoW4.
 

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