
Welcome heroes to another exciting update for Age of Mythology: Retold with brand new AI Personalities, more balance updates, PlayStation 5 performance fixes, and plenty of new features! So take a peek at the notes before jumping in game!
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 18.27100.
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 18.27100.
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 18.27100.
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!

AI Personalities

AI personalities have always been part of Age of Mythology as a way to adjust AI behavior alongside the traditional difficulty modifier. This patch revamps and improves many of the features related to AI personalities to empower players to enjoy the game experience in their own ways!
This feature lets players create custom thematic battles tailored to their playstyle. Team up with two Defenders to hold the line while you go on the offensive against three enemy Overwhelmers, or join forces with two Conquerors to take down four enemy Economists before their economy takes off. Mix and match difficulty levels, personalities, maps, player counts, and teams for endless strategic possibilities and fun!
7 New personality options to choose from!
No unclaimed Settlement is safe for a personality with such an expansionist mindset:
- Can claim more Settlements on Standard/Moderate/Hard than the other personalities.
- Aims to claim Settlements faster than other personalities.
- Attacks less frequently.
- Expands the number of buildings within its bases quickly to maintain control of its bases.
Don’t expect small forces from this personality, it’s go big or go home:
- Only attacks if it has built up a large army.
- Prioritizes ally defense more often than other personalities.
- Prioritizes upgrades that improve military units.
The eyes of this personality are always fixed on its allies, to see how it can help them:
- Periodically sends resource tributes to allies, with a priority for human allies.
- More inclined to accept tribute requests.
- Prioritizes the defense of allied players.
- Attacks less frequently.
You don’t have much to fear from this personality in your own base, but it will defend itself:
- Does not attack unless a human ally uses the correct taunt: number 15.
- Prioritizes the defense of allied players.
- Avoids claiming Settlements near enemy territory.
Wars are won or lost on logistics, that’s what this personality strongly believes.
- Builds Village Centers.
- Ages up faster than other personalities.
- Claims Settlements quickly to maintain economic advantage.
- Only attacks after building up a large force.
- More inclined to accept tribute requests.
- Prioritizes upgrades that improve economic units.
The power of fell beasts is what will bring this personality victory:
- Prioritizes building more myth units.
- Faster than other personalities at producing a Titan and Wonder.
It’s just like playing Age of Empires! This personality only loves human and siege units!
- Builds no myth units or heroes, focuses solely on human and siege units.
- Casts no god powers.
- Deletes any myth units it receives.
- Doesn’t research upgrades that cost favor.
- Doesn’t build a Wonder.
Other Changes as part of the AI Personalities feature include:
- The “Standard” personality has been renamed “Balanced” to better reflect its gameplay style. Additionally, the change was to avoid confusion between the shared names for both personalities and difficulty levels.
- A new “Random” personality option has been added for those who want a surprise during gameplay!
- Lobby screen overhaul to neatly display all the personality and difficulty options. This includes 6 new icons to visualize difficulty levels.
- A new option, “No AI personality,” allows you to effectively remove an AI from the game. Great for practicing build orders in peace!
Photo Mode on Xbox and PlayStation 5

- All players will now have access to Photo Mode! This feature was previously made available for PC players and we have been working to ensure the experience works as expected on consoles!
- To access Photo Mode, use the Pause menu in singleplayer games!
- Settings and Hotkeys are available to control how you experience Photo Mode.
- Share your epic moments captured as screenshots to share with the community!
- We have enjoyed seeing all the amazing screenshots in Photo Mode since the feature launched on PC and look forward to seeing more now that the feature is available to all players!

New Loading Screen Tips

- New loading screen tips have been added to help players learn about playing Age of Mythology: Retold.
- New interface changes for the loading screen have been made to improve tip visibility.
- Tips are now visible on more loading screens, including the campaign loading screens.
- Some loading screen tips will only show in specific situations. For example, if you are playing as a Greek Major God, the tip may be a specific tip related to playing as the Greeks.
Fall of the Trident Campaign Quality of Life and Difficulty Adjustments
- Now is a great time to play the Fall of the Trident campaign again!
- Some quality of life tweaks are coming to the campaign, primarily for moderate difficulty and below.
- Examples of changes include:
- New worldspace prompts to improve awareness of game dynamics.
- Minor adjustments to some parameters to better align with expectations for a standard and moderate difficulty experience.
- Minor improvements to streamline the experience for newer players, including improved visibility around starting areas.
- Missions where changes have been made:
- Fall of the Trident 04: A Fine Plan
- Fall of the Trident 06: I Hope This Works
- Fall of the Trident 12: Light Sleeper
- Fall of the Trident 30: All Is Not Lost
- Fall of the Trident 32: A Place In My Dreams
If you have not started the Fall of the Trident campaign, stopped somewhere along the way, or want to start it all over again, now is a great time to try!
In-Game News
- A new news feature has been added to the game!
- Important updates can now be shared through the in-game news to alert players to new patches or direct players to other information that may be helpful!
- Look for the red dot next to your player dropdown on the main menu to find new in-game news.

Stability & Performance
- Minor general performance improvements.
- Minor improvements to performance when playing using a controller due to fewer updates while the controller menus are not visible.
- Fixed a crash that could occur when shutting down the game quickly after opening.
- Fixed a crash that could occur when changes are made to the terrain in some situations.
- Fixed a crash that could occur when joining an Arena of the Gods game at the same time as the host leaves.
- Fixed a crash that could occur when spamming controller inputs with the editor open on a PC client.
- Fixed a crash that could occur while using the Villager Priority System with a controller after turning the Villager Priority System on and toggling the auto-build farms option.
- Fixed a crash that could occur while interacting with diplomacy site commands using a controller. The crash would occur when the unit currently interacted with ceased to exist.
- Fixed a crash that could occur in some situations while unit actions were updating.
- Fixed a crash that could occur when clicking an ability in the command panel at the same instant that a targeted unit no longer exists.
- Fixed a crash that could occur while idle on the main menu with the Atlantean background scenario visible.
- Fixed a crash that could occur in some situations when shutting down.
- Fixed some minor memory leaks that could occur in some situations.
PlayStation 5 Stability & Performance
- We have been hard at work fixing issues that were only occurring for some PlayStation 5 players.
- Improvements have been made to general performance, and fixes for freezing on PlayStation 5.
- Reduced the number of files stored in cloud storage. These files are now stored in a separate local game cache on disk, and match closer to how files are stored on Xbox. Accessing/updating some of these files during gameplay could lead to freezing in some situations. The important files you want to keep, such as save games, profile settings, and replays, remain in cloud storage.
- File saving is now handled in a thread-safe way by moving the file write-out operations to a separate thread with safer use of save transaction requests. Previously, the File I/O operations to save data during gameplay could happen at a bad time, resulting in a deadlock between the file writing and render threads. Players who experienced this problem seemed to continue experiencing the problem unless they applied a workaround. The issue was very difficult to replicate in a development environment, resulting in a delay before we could get a fix out to players.
- Stats for challenges and achievements are now saved off the main thread to improve performance related to longer file writing operations while in-game.
- General performance improvements have also been applied. While investigating what was causing the freezing, a few performance improvement fixes were made.
- Fixed a bug that prevented preloading of assets on PlayStation 5. Loading assets during gameplay could result in significantly longer frames or hitches that could last as long as a second in worst-case situations.
- Fixed a bug that limited the number of assets that could load simultaneously on the PlayStation 5 compared to other platforms.
- Fixed a crash that could occur when many assets had been loaded on PlayStation 5.
- We will continue to monitor all of these issues to verify that those in the community who were experiencing them are seeing improvement. Please reach out if you are continuing to experience freezing.
Developer Note: We are continuing to investigate the Multiplayer 0001-0001-ffffffff. A possible fix is in progress, and we will provide an update when there is confidence that it can be tested more publicly. We hope to get everyone back into multiplayer activities soon for those who are stuck, unable to access multiplayer, and are seeing the 0001-0001-ffffffff error.
Localization
- Minor updates to localization in some languages.
Graphics
- Adjusted Fog of War rendering to make the gradient between the black map and fog smaller. This should provide a minor improvement for unexpected visual pops of units in places that appear explored.
- The minimap will now update correctly after removing water or changing elevation with trigger effects or map scripts.
- Terrain painted with triggers will now work correctly with Fog of War and Black map.
- Fixed popping that could occur for the Forest Protection God power.
- Ragnarok cast preview will now highlight all valid targets on screen instead of those in a target area near the cursor.
- Fixed a bug that caused some targeted VFX to change direction at unexpected times while moving around the map.
- Axes thrown by Throwing Axeman units will no longer remain spinning when they miss their targets.
- Ballista Tower upgrade now upgrades the projectiles to visually look like ballista bolts.
- Updated the idle fishing ship banner to show red, similar to the idle villager banner.
- Fixed a bug that caused some objects such as plants to not have fog of war correctly applied to their visuals in some situations.
- Fixed a bug that caused water to not have fog of war correctly applied in some situations.
- Fixed a bug that may have caused some model or animation changes from previous updates to not reach the version released to players.
Audio
- Fixed an edge case where audio would not mute if you launched the game and did not have the game in focus at specific points during loading.
- Balanced audio levels for all selection sounds.
- Many minor adjustments to various sounds and the effects that apply to them.
- Fixed some audio paths in the data that could have prevented the sounds from playing in expected situations.
- Fixed some additional cases where sound effects did not have the expected volume levels.
- Volume levels now apply correctly to the narrator.
- Fixed sounds not playing when cheats are used.
- Grunts and acknowledgements will no longer cause ducking of other sound effects.
- Fixed an issue where the narrator volume was too quiet at 5% volume.
- Updated FMOD Studio audio to use version 2.03.07 to improve audio quality.
- Fixed a bug that prevented some sound mods from working after the FMOD Studio updates, including the Original Voices mod.
Hotkeys
- The Push to Talk key can now be rebound / unbound correctly as expected. This fixes a bug where bindings that shared the push to talk binding did not perform their expected actions.
- Fixed a bug for hotkeys that are bound to the mouse by default. They were not clearing properly when unbound or bound to a key, resulting in the default binding still functioning.
- The default rotation camera controls in Photo Mode for keyboard and mouse have changed to Shift+WASD. This change has been made to fix a bug that could cause Alt to become stuck on some platforms.
UI
- Major god portrait choices are now visible to other players in multiplayer lobbies.
- Portrait choices now show up in more places, including in-game chat, scoreboard, and as part of the post-game overview.
- Voice chat indicators will now clear correctly after matches end.
- Longer in-game dialogue boxes that appear in chat will no longer appear unintentionally faded.
- Minor adjustments were made to reduce the possibility of notifications appearing blurry during gameplay.
- Fixed a situation that could cause the game to become stuck on a black screen when using Alt+F4 after skipping a cutscene.
- Improvements to the “Continue” button on the main menu. The game will now consider whether the last time you played a campaign is more recent than the latest auto save. “Continue” will now start the next mission if appropriate.
- A loading spinner will now show while the Community tab is waiting to determine if there is an active event to clarify why the tab is not accessible yet.
- Additional details were added to the Community event UI to improve the explanation of how to participate.
- Research time shown on the command panel now correctly accounts for building work rate changes from modifiers such as Empowering or Town Centers from the Citadel God power.
- World tooltips can now be used as expected after the game is over. This allows players to view relic effects after the game has ended.
- Fixed some cases of text appearing cut off or poorly formatted with large text sizes in some languages.
- The Age Up button now shows the expected Grey overlay color, while it is not available yet at the start of a game.
- Spectator UI will now behave correctly when the side teams appear on and show the data for their correct respective teams.
- A Friends Leaderboard is now available while viewing the Community Events. Note: This will only show up to 36 friends.
- Fixed a bug that allowed players to change the player color of other players in some situations.
- Taunt responses from the AI will now show correctly in chat for PlayStation 5 players.
- Fixed a bug that caused the replay command panel’s pause button to not work while spectating.
- Fixed a bug causing infinite loading to show for some UI elements on the main menu while running as an Update Preview.
- Multiplayer Ranked lobbies will now show the correct Team Mode. In some cases “Free for All” was shown instead of the expected “Teams” while playing in a team.
- Using “-” as a key binding alone or paired with modifiers will now show correctly in the UI for the screenshot binding while in Photo Mode.
- Added a “Play Skirmish” button to the Community event tab so you can jump quickly into completing weekly objectives.
- A red dot will now show next to the Community tab when you have not viewed a new monthly event.
- Added support for providing in-game server maintenance messages to the main menu UI.
- Adjusted default input sensitivity settings for Photo Mode.
- The victory screen will now show the correct team while playing as a team.
- Community event objectives will now only show during a match if they have not been completed yet.
- Community event objectives will scroll when the text does not entirely fit in the UI.
- Singleplayer skirmish will now always open with the correct number shown for max players.
- Adjusted the yellow used for some UI command button states as an overlay based on community feedback during the public update preview.
- The “Military Autoqueue” filter option for the multiplayer browser now has options for “Any”, “Off”, and “On” to allow more choice in how the filtering is applied.
Controller
- Minor improvements to the UI when playing using a controller.
- The Age Up from anywhere command now works with Citadel Centers when using a controller.
- Marquee select now correctly clears previous selections when expected.
- The Score Panel display mode cycle button now updates to show the correct state while playing with a controller.
- Added visual feedback to the Find Menu buttons.
- Improved controller Quick Find by fixing a bug that caused some units to be skipped in some circumstances.
- Added an option to Repair to the Villager Command Menu that can be accessed by pressing Dpad Down.
- Damaged farms now show a repair icon while playing with a controller.
- Fixed a bug that could cause incorrect behavior while using the Villager Priority System with a controller in some situations.
- Fixed Select All behavior when using the Dpad for some situations that did not behave correctly.
- Pressing Y (or triangle on PlayStation 5) will no longer incorrectly replay the last cutscene when pressed on the “Next Campaign” screen.
- Added an overlay for the Quick Find icons to display when you can’t find something while using a controller.
- Fixed some cases where incorrect Quick Find entries were shown in some situations.
- The Repair this Building command now has the correct overlay color.
- Added an Eject All command to the Garrison controller menu.
- New HUD Scale options for the controller UI that allow you to choose normal or large. The large option is intended to help players who are sitting further away from their screens or for those who prefer the larger UI.
- Additive select now works for Livestock.
- Added an Eject All command to the Military Formations controller menu.

Fixes
- Dynamic progressive damage and infection are no longer applied or handled while the Ceasefire God power is active.
- Units can no longer become permanently invisible when walking through Shennong’s Blessed Farms.
- Improvements have been made to AI, including the following fixes and additions:
- The AI can now attack the wall while seeking out other players on the Great Wall random map.
- Fixed a bug that prevented valid AI planning of the Underworld god power placement.
- Added support for hybrid terrain.
- Villagers will now correctly try to start gathering the closest relevant resource after building a drop point.
- Animal predators can now auto-attack villagers.
- Fixed a bug where Trolls and Draugr restarted their special attack windup when their initial target died before firing.
- Fixed a bug that could prevent players from attacking buildings that were in the process of actively timeshifting away.
- Taunts now work in multiplayer when playing with AI.
- Minor updates to improve patrolling behavior by changing when unit groups recompute their centroid.
- Fixed a bug that prevented units from attacking other units in some situations.
- Improvements for unit movement prediction.
- Fixed a chance that movement prediction could send units off the map.
- Fixed a bug that prevented the repair of farms.
- Fixed a bug that prevented the 50% discount for the Military Camp and Workshop if the buildings were connected to favored land after they were built.
- Assigning additional Attack Move waypoints is now possible. While in the Attack-Move mode, you can left-click with Shift pressed.
- Deleting wall foundations near Earthen Walls will no longer cause damage to Earthen Walls.
- Fixed villagers not dropping off resources when shift queuing after building a drop site or Town Center.
- Improvements for the Villager Priority System, including:
- Improvements to finding resources around drop-site buildings.
- Villagers will now evaluate whether it is possible to access resources to prevent situations in which they would be assigned resources that were impossible to access.
- Trees are now sorted to prevent situations where the Villager Priority System would attempt to assign villagers to gather at trees in the middle of a forest.

General
- Berry gather rate reduced from 0.8 → 0.7 food per second.
- Increased food contained inside animals by ~25% rounded to a nearby rounded number.
- Herdable fattening rate reduced from 0.25 → 0.2.
- Survival Equipment is now available 1 age sooner for all civilizations.
Developer Note: The above changes are a coordinated effort to re-incentivize taking map control, while also bringing Survival Equipment down an age to help deal with the likely increased volatility of classical age combat. Herdables fattening slower should also make the decision between gathering herdables now or later more compelling, as they may not be fully fattened yet by the time you have depleted your in-base resources. Additionally, having more food inside the hunt packs themselves means there’s more efficiency to be had in hunting, as you don’t have to move around so much anymore.
- Masons: adjusted as follows
- No longer reduces building and town center hack & crush vulnerability.
- Building hitpoints increased from +15% → +20%.
- Architects: adjusted as follows
- No longer reduces building crush vulnerability.
- Building hitpoints increased from +20% → +30%.
Developer Note: Masons and Architects have been slightly reworked by making them easier to understand, and no longer making buildings better specifically against siege, but better on the whole. This should result roughly in non-siege units such as human soldiers being worse against buildings in the mid-late game, while leaving siege roughly similar.
- Crush armor of all siege weapons increased from 65% → 70%.
Developer Note: Siege weapons have still been proving to do very well against each other, so we are bringing the crush armor up again.
- Purse Seine: fishing ship gather rate reduced from +75% → +50%.
- Salt Amphora: adjusted as follows
- Fishing ship gather rate reduced from +75% → +50%.
- Cost increased from 150 wood 250 gold → 200 wood 300 gold.
- Fishing ship: base gather rate increased from 0.5 → 0.55. (Egyptian 0.45 → 0.5)
Developer Note: The fishing upgrades moving down an age was proving to be a welcome change, but perhaps a little too much value from classical and then also heroic age. We are moving a little power budget away from the techs and into the base fishing ship, and making Salt Amphora a larger investment to give people who ended up losing the water fight a slightly better chance to come back.
Deathmatch
- Chinese: spawn with 1 less kuafu.
Developer Note: The Chinese in deathmatch were still proving too powerful across the board, so a further nerf was necessary to bring them in line for deathmatch.
Relics
- Tusk of Dangkang: Spawned Pigs now are spawned at any town center, and no longer follow the rally point.
- Tusk of Dangkang: Pig respawn timer increased from 120 → 150 seconds.
God Powers
- Some God Powers have had their concurrently active amounts limited:
- When a new cast exceeds these limits, the oldest active power of the same type will be removed.
- Earth Wall (Houtu): Limited to 4 per-player and 24 globally.
- Forest Protection (Goumang): Limited to 3 per-player.
Developer Note: These changes have been applied as a mitigation for late-game performance when many of these powers may be active.
All Pantheon Changes


Major Gods
Poseidon

- Cavalry, Myth Unit and Caravan movement speed reduced from +0.4 → +0.3.
Developer Note: Poseidon was having significant success across various matchups and levels of play.
Minor Gods
- Aphrodite: Divine Blood (Technology) – cost reduced from 100 food 30 favor → 100 food 25 favor.
- Hermes: Spirited Charge (Technology) – cost reduced from 125 food 25 favor → 125 food 20 favor.
- Dionysus: Bronze (God Power) – armor vulnerability effect reduced from -40% → -35%.
Developer Note: Bronze was standing firm and tall above the other heroic age god powers in terms of power level, especially on water maps.
Myth Units
- Scylla: pierce armor reduced from 70% → 65%.
Developer Note: The Scylla was proving to still be a tad too strong compared to the other naval myth units. Reducing pierce armor should allow Triremes with Heroic Fleet to function better against them.
Human Units
- Hippeus: pierce armor increased from 40% → 45%.
Developer Note: Generalist cavalry have had their pierce armor increased as a coordinated effort to combat mass-archer unit compositions, as they were struggling greatly to deal with them.

Major Gods
Ra

- Monument area empowerment no longer affects other monuments.
Developer Note: This effect was resulting in Ra being able to keep up & even surpass the other Egyptians in favor generation, while also benefitting from the other aspects of doing this.
- Priests & monument area empowerment effect reduced from 70% → 60% the strength of a pharaoh.
Developer Note: Ra in particular has been proving to be incredibly strong after the previous changes, mostly due to this effect allowing them to boost their economy, favor and unit train speeds all at once, quickly overwhelming their opponents.
Set

- Adjusted animal of set hunt values to match the huntable animal changes in terms of food contained.
Developer Note: Animals of Set have -25% Food compared to the base value.
- Adjusted Priest animal conversion durations to match the huntable animal changes.
Developer Note: Formula: Target Animal Food / 10, + 15 in seconds.
- Clairvoyance (Technology) – adjusted as follows
- Research time reduced from 50 → 40 seconds.
- Cost reduced from 200 gold 15 favor → 150 gold 10 favor.
Minor Gods
- Bast: Eclipse (God Power) – duration reduced from 66 → 55 seconds.
Developer Note: The duration of eclipse was incredibly long, and resulted in generating significant amounts of favor over its time alongside all the other power it brings.
- Sobek: Solar Barque (Technology) – Kebenit damage required for spawning 3 sea snakes reduced from 500 → 200.
- Nephthys: Spirit of Maat (Technology) – research time reduced from 40 → 30 seconds.
- Nephthys: Nebty (Technology) – now also increases priest & pharaoh hitpoints by +10%.
Developer Note: Nephthys technologies were not seeing much use. Some buffs to hopefully allow some more value from this god pick should give Isis & Set more compelling reason to go with this choice.
- Sekhmet: Crimson Linen (Technology) – adjusted as follows
- Lifesteal on scarabs increased from 60% → 75%.
- Lifesteal on other myth units increased from 20% → 25%.
- Sekhmet: Citadel Center (God Power) – favor cost increased from 125 → 150.
Myth Units
- Sphinx (Bast): cost increased 120 gold 18 favor → 120 gold 20 favor.
Developer Note: The sphinx was proving a formidably strong myth unit. However, rather than nerfing its power, slightly increasing its costs should reduce its numbers somewhat, so it can remain feeling impactful.
- Minion (Nephthys, Osiris): damage increased from 8 → 9 hack.
Developer Note: Ancestors was feeling a bit weaker than the other heroic age god powers, so it was boosted slightly.
Hero Units
- Priest: adjusted as follows
- Range increased from +5 → +7 upon reaching classical age.
- Range reduced from +5 → +4 upon reaching heroic & mythic age.
Developer Note: Bringing the attack range of priests closer together per age should give them a better means of countering myth units in the classical and heroic age, without making them better in the late game.
Human Units
- Spearman: adjusted as follows
- Bonus damage multiplier vs cavalry reduced from 1.75 → 1.5.
- Cost increased from 50 food 20 gold → 50 food 25 gold.
- Train time increased from 11.5 → 12.5 seconds.
Developer Note: While the Spearman buffs were welcome for Set & Isis, it created problems in certain matchups like against Norse, who relied heavily on raiding cavalry to help deal with the Egyptian barracks army. Transitioning the spearman more into a generalist infantry (similar anti-cav potential as before the previous patch), but bulking them up to be more pop efficient this way they can still function as a good frontliner.
- Axeman: adjusted as follows
- Bonus damage multiplier vs infantry reduced from 4.5x → 4x.
- Pierce armor increased from 5% → 10%.
Developer Note: These changes are aimed at slightly relieving the Norse Hersir from being taken down so quickly by Egyptian barracks soldiers, and shifting the power budget more towards the Migdol Stronghold.
- Chariot Archer: Train time reduced from 9.5 → 8 seconds.
Developer Note: Migdol Stronghold soldiers have had their train times decreased, in order to promote more Migdol-oriented playstyles. Shifting the power budget away from the barracks a little and into the Migdol. We are aware that the Chariot Archer is a very strong unit in its current state, and will keep a close eye on how these changes develop.
- Camel Rider: adjusted as follows
- Train time reduced from 8 → 6.5 seconds.
- Pierce armor increased from 35% → 40%.
- War Elephant: adjusted as follows
- Train time reduced from 16.5 → 14 seconds.
- Pierce armor increased from 40% → 45%.
Developer Note: Generalist cavalry have had their pierce armor increased as a coordinated effort to combat mass-archer unit compositions, as they were struggling greatly to deal with them.
Buildings
- Monument to Gods: cost reduced from 700 food 700 gold → 600 food 600 gold.

Major Gods
Odin

- Hamask (Technology): berserk bonus damage multiplier vs myth units increased from 25% → 50%.
Freyr

- Gullinbursti (God Power): adjusted as follows
- Damage from initial impact reduced from 20 → 10 hack damage.
- Initial impact scaling per age reduced from +20 → +10 hack damage per age.
- Archaic & Classical age duration reduced from 50 → 40 seconds.
- Heroic age duration reduced from 60 → 45 seconds.
- Mythic age duration reduced from 70 → 50 seconds.
Developer Note: Freyr has been showing to be very dominant, mostly due to the Gullinbursti. Slightly toning it down should allow more counter-play to happen in the early-mid game, and the longevity of the duration is also toned down a little to prevent the boar from getting too much value against static structures.
Minor Gods
- Freyja: Sessrumnir (Technology) – adjusted as follows
- Cost reduced from 100 food 100 wood 15 favor → 100 food 100 wood 10 favor.
- Research time reduced from 40 → 30 seconds.
- Baldr: Sons of Sleipnir (Technology) – now affects all cavalry.
Developer Note: The previous Sons of Sleipnir buff was nice, but how nice would it be if it also affected Jarls?
- Heimdall: Undermine (God Power) – adjusted as follows
- Crush damage increased from 7.5 → 10.
- Bonus damage multiplier vs socketed town centers reduced from 2x → 0.75x.
- Bonus damage vs Fortresses reduced from 2x → 1.5x.
Developer Note: Undermine was proving too powerful especially in team games, where just 2 casts of them were able to take out a full HP town center before the target could even advance. However the undermine felt rather weak still against other targets, so its damage was increased further.
Myth Units
- Einheri (Heimdall): movement speed increased from 3.5 → 3.8.
Developer Note: Einheri are powerful myth units, but currently aren’t seeing much use. Increasing the movement speed makes them more easy to mix into an army, still detrimental to mobility, but less so.
- Nidhogg (Hel): now starts with his ability disabled by default
Hero Units
- Hersir: adjusted as follows
- Movement speed increased from 4.5 → 4.8.
- Bonus damage vs myth units increased from 5.5x → 6x.
- Pierce armor increased from 15% → 25%.
Developer Note: Hersir, at a base level, were struggling to deal with various kinds of myth units. Due to the buffs being quite substantial, we are keeping a close eye on how this unit develops.
- Godi: adjusted as follows
- Damage increased from 6.5 → 7 pierce.
- Attack range increased from 16 → 17.
- Line of sight increased from 18 → 19.
Developer Note: Godi were under performing a little for their cost and pop. These small boosts should help them deal in particular with ranged & flying myth units a bit better.
- Hero of Ragnarok (Baldr): adjusted as follows
- Movement speed increased from 4 → 4.3.
- Hitpoints increased from 110 → 120.
Human Units
- Raiding Cavalry: adjusted as follows
- Bonus damage multiplier vs archers increased from 1.5 → 1.75.
- Pierce armor increased from 35% → 40%.
- Jarl: adjusted as follows
- Damage increased from 10 → 11 hack.
- Pierce armor increased from 35% → 40%.
Developer Note: The Jarl and Raiding Cavalry have had their focus further separated so their roles overlap less, where Jarl is more generalist, and Raiding Cavalry is more anti-archer.
- Throwing Axeman: adjusted as follows
- Pierce armor increased from 10% → 15%.
- Range increased from 10 → 11.
Developer Note: The Throwing Axeman was often very vulnerable to any archer or counter-archer unit, increasing its range and pierce armor should help them stay alive more easily so that they can function at countering infantry better.

Major Gods
Kronos

- Can now also time-shift farms.
Myth Units
- Nereid: adjusted as follows
- Hitpoints increased from 400 → 600.
- Special attack bonus damage multiplier vs myth units reduced from 6x → 4x.
Developer Note: Moving the Nereid away slightly from anti-myth unit naval unit, while still mostly being so, allows her to be more useful against normal ships too.
- Dryad (Theia): train time reduced from 22 → 13 seconds.
Developer Note: The previous changes to Dryad train time were perhaps a little too much, so we are bringing it back to somewhere in-between.
Human Units
- Contarius & Hero: pierce armor increased from 40% → 45%.
Developer Note: Generalist cavalry have had their pierce armor increased as a coordinated effort to combat mass-archer unit compositions, as they were struggling greatly to deal with them.
- Fire Siphon: adjusted as follows
- Hitpoints increased from 350 → 400.
- Attack range increased from 16 → 18.
- Line of sight increased from 20 → 22.
- Fanatic: hitpoints increased from 140 → 145.
- Fanatic (Hero): hitpoints increased from 155 → 160.
Developer Note: Atlanteans have noticeably been struggling in the later stages of the game.
Buildings
- Mirror tower: damage increased from 35 → 40 pierce.

Major Gods
Shennong

- Herbal medicine (Technology): adjusted as follows
- Sage heal rate increased from 7.5 → 10 hitpoints per second.
- Number of units healed around the main target increased from 3 → 5.
Developer Note: This technology was seeing very little usage, so its effect has been increased.
Minor Gods
- Houtu: Earth Wall (God Power) – is no longer affected by wall upgrades.
Developer Note: The inherent scaling and wall upgrades combined caused the earth wall to scale a bit too well into later stages of the game.
- Goumang: Maelstrom (Technology) – adjusted as follows
- No longer slows enemy units by -50% in the 20 radius area.
- Divine damage reduced from 5 → 3 damage per second.
Developer Note: This technology was far too powerful, so its effect has been brought further in line with similar technologies.
- Nuba: Drought Ships (Technology) – adjusted as follows
- Fishing ship demolition damage changed from 100 divine → 50 crush 50 divine.
- Freeze & armor reduction duration reduced from 5 → 2 seconds.
Developer Note: This technology was making fishing ships a little too cost efficient. a small adjustment to the effects should allow more counter play to this.
Myth Units
- Taowu (Goumang): adjusted as follows
- Dash ability no longer affects farms, animals and heroes.
- Qiongqi (Houtu): adjusted as follows
- Damage reduced from 22 → 18 hack.
- (flying) line of sight reduced from 20 → 16.
- Ability cooldown reduced from 5 → 10 seconds.
Developer Note: The Qiongqi’s stats were incredibly high for its cost and mobility, a slight toning down of the damage should mean they kill villagers in 1 less hit, allowing more reaction from the defending player.
- Chiwen: bolster ability target crush armor vulnerability reduced from -75% → -25%.
Developer Note: While certainly a novel effect, being able to make a building completely invulnerable even to siege was a bit too much. However it is still possible to do so if you have enough Chiwens even after this change, it just requires much more investment.
Hero Units
- Sage: heal rate increased from 5 → 7.5 hitpoints per second.
- Hero Kuafu: damage adjusted from 30 pierce 4 crush → 26 pierce 6 crush.
Developer Note: A slight shift in power from pierce to crush should allow Kuafu to perform better vs siege weapons and towers, and slightly less so against normal units.
Human Units
- Wuzu Javelineer: train time reduced from 18 → 14 seconds.
Developer Note: This unit was training slower than originally intended.
- Terracotta riders: now have -75% damage in archaic age.
- White Horse Cavalry: pierce armor increased from 40% → 45%.
- Tiger Cavalry: adjusted as follows
- Movement speed reduced from 5.3 → 5.0.
- Hitpoints reduced from 170 → 165.
- Hack armor reduced from 30% → 25%.
Developer Note: The Tiger Cavalry was oftentimes able to overcome even their intended hard-counter units, such as spearman and prodromos.
- Chu Ko Nu: range increased from 14 → 15.
- Fire Archer: Adjusted as follows
- Cost increased from 45 wood 35 gold → 50 wood 35 gold.
- Line of sight reduced from 19 → 18.
- Train time increased from 9 → 9.5 seconds.
Other Units
- Kuafu: damage adjusted from 24 pierce 3 crush → 22 pierce 5 crush.
Developer Note: A slight shift in power from pierce to crush should allow Kuafu to perform better vs siege weapons and towers, and slightly less so against normal units.
Buildings
- Dock: Favored land radius reduced from 20 → 12.
Developer Note: The favored land radius of the dock was immensely huge, greatly amplifying their favor economy on water maps, this was proving to be far too much so has been toned down.

- The following changes have been made to the Standard/Ranked Map Set:
- Added: Aïr, Mount Olympus, and Sea of Worms.
- Removed: Peach Blossom Land, Bamboo Grove, and Blue Lagoon.
- The following changes have been made to the Quick Match Map Set:
- Added: Aïr and Mount Olympus.
- Removed: Bamboo Grove and Blue Lagoon.
- Hunt will now correctly adhere to constraints on the Nile Shallows random map.
- Minor adjustments to many maps to slightly reduce the number of starting chickens and berries. On average, the change is about 1 berry bush and 1 chicken less.
- Affected maps: Acropolis, Aïr, Alfheim, Anatolia, Arena, Bamboo Grove, Black Sea, Blue Lagoon, Elysium, Ghost Lake, Giza, Gold Rush, Highland, Jotunheim, Kerlaugar, Marsh, Mediterranean, Megalopolis, Midgard, Mirage, Mirkwood, Mount Olympus, Nile Shallows, Oasis, Peach Blossom Land, Sea of Worms, Silk Road, Steppe, Valley of Kings, Watering Hole, Yellow river.

- Fall of the Trident 04: Fixed a minor AI strategy bug that prevented it from behaving correctly.
- Pillars of the Gods 07: The formerly “Blue” stone now shows correctly as the “Black” stone.
- The New Atlantis 07: Fixed a bug that caused Krios’s talking head to obstruct his name and dialogue.

- Updates to Core Data PDF are available in the game install folder.
- Added new trigger function that is usable in custom random map XS “trSetCommunityObjectivesVisibility” that takes a boolean to control visibility of the new community objectives UI.
- Added new KB functions including kbPlayerGetTributePenalty, kbUnitQuerySetConnectedAreaGroupID, kbUnitGetAreaGroupID, kbAreaGroupGetNumberTiles, kbPathAreAreaGroupsConnected, kbPathCreateAreaGroupPath
- Added new parameter to kbCanPath for targetID.
- Removed AI functions aiPlanGetUnitStance and aiPlanSetUnitStance.
- Added AI function aiPlanGetOutputCategoryID.

Investigation
As always, we are continuing to track issues reported by the community for future updates.
For other known issues, please visit this page to see what’s being tracked!

Coming Up…
Hello Myth players and community!
We are excited to bring you this patch with our brand new AI Personalities, more balance updates, and some PlayStation 5 performance fixes.
These personalities really do unlock whole new ways to play in Skirmish and Multiplayer modes, so come try your hand against them!
We’re also excited to see the outcome of this month’s Pantheon Pin-Up. It’s our first community event and we’d like to acknowledge that it’s had a few kinks that are getting worked out. We appreciate everyone that’s been contributing and it’s not too late to invite a friend to ‘dust off’ their copy on any platform and join in the fun!
Coming in the next few weeks will be a June Public Update Preview on Steam showcasing a new update – and one that’s been long-awaited and oft mentioned in forums. We look forward to your feedback…
This patch has quite a few fixes – however, if you are still seeing issues that are stated as ‘fixed’, please do visit our Known Issues FAQ, as well as our forums, and customer support. Restating an issue and how it’s happening will ensure we track down all edge cases. Many have reported success with the steps we have posted to help with errors and issues and so hope the same can work for you. Your continued support of the franchise is appreciated, even more so when there are unintended hiccups.
DISCLAIMER
Please note that this list is subject to change and should not be considered a comprehensive list of all the known issues we’re tracking. The above is to inform you of the team’s current priorities, which will change as other issues arise or take precedence.
For the latest updates and announcements, please visit our social channels.