Update 18.49472 is an update for Age of Mythology: Retold, released on September 30, 2025. It coincided with the release of Heavenly Spear. In addition to bug fixes and balance changes, it brings in new content beyond the expansion, such as cheat codes, new AI personality, Relics, maps, etc.
Build Spotlight[]
The Japanese pantheon[]
- 12 new gods from Japanese mythology, each with unique blessings, and playstyles.
- Including three new Major gods: Amaterasu, Tsukuyomi, and Susanoo.
- 12 new myth units from ancient legends.
- A 12-scenario campaign filled with divine conflict and heroic choices.
- New god powers, techs, and strategic layers to master.
- New achievements to collect while playing through the latest content and experience the Japanese pantheon.
- New cheats exclusive to players who own the Heavenly Spear expansion.
To celebrate the release of Heavenly Spear, all players who own the Premium Edition of Age of Mythology: Retold will automatically unlock a special Tsukuyomi major god portrait to use in-game.
Campaign[]
Heavenly Spear follows Yasuko, a peaceful farmer's daughter whose destiny changes when she discovers a magical spear hidden in the countryside. As war looms and chaos spreads across the land, Yasuko is thrust into a world of gods, monsters, and mortal ambition. With the guidance of Akari, guardian of the spear, Yasuko must uncover the relic's secrets and prevent it from falling into the hands of Kagemasa, a ruthless warlord who seeks to imprison the sun goddess Amaterasu and claim godhood for himself.
Yasuko's Tale has 12 campaign scenarios.
Maps, new units, new gameplay mechanics[]
- Unleash the might of 12 new gods—each offering unique playstyles, god powers, and strategic possibilities. Awaken Raijin's thunderous drums, send whole armies flying across the map with Fujin's Smiting Gust, or even summon Watatsumi's swirling dragon typhoon to devastate enemies. Each Japanese god offers unique ways to dominate the battlefield.
- Battle across six new multiplayer and skirmish maps, inspired by the sacred mountains, misty forests, and mythic landscapes of Japanese legend. These maps are more than battlegrounds—they're living mythologies waiting to be conquered.
- Whether facing friends online or perfecting the build orders in solo skirmish, these new environments offer fresh tactical challenges and strategic depth.
Myth units[]
Kitsune: fox spirits who serve as scouts and strengthen nearby units, making them perfect for intelligence-gathering and supporting raids.
Shinigami: a terrifying spirit whose shout scares away enemies and who respawns into a more powerful form when defeated.
Tengu: winged master swordsmen who leap into battle.
Samurai: skilled human soldiers who become more powerful with every victory.
Shinobi: expert assassins and saboteurs adept at hasty escapes.
Arena of the Gods – Gauntlet mode[]
Enter a new Arena of the Gods experience and play Gauntlet as Solo or Co-op. This new mode brings some new twists that will provide a unique experience every time the player plays.
- Battle the way through randomized Labyrinths.
- Collect Blessings and use them to overcome the challenges players face.
- Collect new Legends to aid players.
- Experience events that change the game during each match that empower the player, strengthen the enemy forces, and bring chaos to the battlefield.
- Utilize a new Favor Stash from the Market to strategically overcome challenges.
- Unlock more options as players level up while playing through this new mode.
- Show off heroic deeds on the profile with a new Badges system and on a Leaderboard.
- Jump in and try out this new mode by entering Arena of the Gods and selecting the new Gauntlet option to begin the first run of this feature that is now available in open BETA.
Matchmaking Improvements[]
Shorter queues mean more time playing the game and less time waiting. Shortly before the launch of this patch, we applied a server and client update to enable improvements to multiplayer queuing. Players will now see shorter queue times on average.
New AI Personality: Retaliator[]
One new personality for players to choose from a list of many options of personalities that can help provide variety and new experiences while playing against the AI.
- Does not claim Settlements it knows to be close to the enemy.
- Does not aggressively scout when no enemies are visible.
- Scouts with 3 units instead of 1 for the default scouting, each with their own path.
- Only attacks players that have previously attacked the Retaliator, with separate tracking for land and naval.
- There are unique chat messages that each player who can be retaliated against will receive to indicate to the player that they're now a valid target.
New Cheat Codes[]
Nine new cheat codes have been added as part of the additions with the Heavenly Spear expansion. One of those can be used by all players.
- SHINTO SHUFFLE - Gain four random Japanese god powers (one for Age 1, 2, 3, and 4). Replaces any existing god powers. Requires owning the Heavenly Spear expansion.
- SHINOBI WAN KENOBI - Spawns a very powerful Shinobi named Shinobi Wan Kenobi. Requires owning the Heavenly Spear expansion.
- DANK MEMES - Transforms every unit into a Kappa. Requires owning the Heavenly Spear expansion.
- OMAE WA MOU SHINDEIRU - All enemy military units are blasted as if hit by a shockwave, then instantly die. Requires owning the Heavenly Spear expansion.
- GOTTA CATCH EM ALL - Grants 1 of every unit tagged as LogicalTypeTrainableMythUnit. Requires owning the Heavenly Spear expansion.
- YOUR RELIC IS IN ANOTHER TEMPLE - Spawns 5 random Relics outside the player's Temple (they spawn ungarrisoned). Requires owning the Heavenly Spear expansion.
- HEAVENLY HOST - Summons all Japanese campaign heroes. Requires owning the Heavenly Spear expansion.
- SHUKAKU - Summons the Tanuki unit. Requires owning the Heavenly Spear expansion.
- MEGA MYTHS - Increases the size of all current myth units by 10% (can be used repeatedly). Can be freely used by all players who own the base version of the game.
Model System Modding[]
New improvements have been added to open up more of the model system to modding. Two main changes have been applied
- The simulation database file is now an XML file and can be modded using similar techniques to other XML files.
- A conversion tool has been added to the Editor to convert from FBX files to the TMM and TMA formats inside local mods.
- For more details, see the Modding / Editor section.
Game[]
Stability and performance[]
- Fixed a bug that caused the linked Microsoft account to unlink every time the game is launched on PlayStation 5.
- Fixed a bug on PlayStation 5 that caused players to become stuck joining multiplayer services if a friend or player they had recently interacted with had emoji characters in their name.
- Players who experienced this issue may have seen one of the error codes, such as 0001-0001-fffffff8.
- Stability improvements for Xbox platforms.
- Memory management improvements to increase the general available memory on Xbox Series S.
- Minor UI performance improvements in some areas.
- General stability improvements to prevent crashes in some rare situations.
- Saving and auto-saving stability improvements to reduce the risk of crashes in low memory situations.
- Memory usage reduction for some areas of the game where the memory footprint rarely needs the maximum size that was allocated.
- Improved some permission checks on PlayStation 5.
- Fixed a crash that could occur while polling for input in some rare situations.
- Fixed a bug that could cause processing of some files to be skipped on PlayStation 5 in some rare situations.
- Fixed a crash that could occur while trying to load into levels with some custom data enabled for tech effects.
Localization[]
- Minor improvements to some existing localizations.
Graphics[]
- Fixed a bug that caused colored boxes to appear over portions of the UI when playing on Intel Iris Xe integrated GPUs.
- While placing buildings, the placement preview of the building will no longer flash for one frame in the wrong location from the last time the player was placing buildings.
- Fixed a bug when using FSR2.0 for anti-aliasing that caused some options to appear blurry.
- Fixed a bug on PlayStation 5 that caused front and back face culling to cull faces incorrectly.
Audio[]
- Adjustments to improve the audio balance for some sound effects.
- Main menu music will now randomly select from all available main menu music options each time players reach the menu. This includes new music that has been added as part of the Heavenly Spear expansion.
- Fixed the unit birth sounds not playing while watching replays.
Hotkeys[]
- Military units tasked to perform building construction are no longer selectable through "Select All Military units" or similar hotkeys.
- Added a Hotkey for Select all Heroes on screen.
- Added a Hotkey for Select all Myth units on screen.
- Added a Hotkey for Select all Infantry on screen.
- Added a Hotkey for Select all Cavalry on screen.
- Added a Hotkey for Select all Ranged Soldiers on screen.
- Added a Hotkey for Select all War Ships on screen.
- Added a Hotkey for Select all Arrow Ships on screen.
- Added a Hotkey for Select all Close Combat Ships on screen.
- Added a Hotkey for Select all Siege Ships on screen.
- Added a Hotkey for Find Siege Weapon.
- Added a Hotkey for Find Idle Siege Weapon.
- Added a Hotkey for Select Siege Weapon.
- Added a Hotkey for Select All Siege Weapons.
- Added a Hotkey for Select All Villagers.
- Added a Hotkey for Select All Villagers on screen.
- Added a Hotkey for Find Idle Land Military Group.
UI[]
- Fixed a bug that caused the minimap to not appear in some situations.
- The Delete command is no longer right-clickable.
- Fixed a bug that prevented players from seeing the scores of friends for the Community events in some situations.
- Improvements to Community event reward checks to ensure players get the rewards they are entitled to from their participation.
- The Daily Celestial Challenge state will now only update while on the main menu.
- The Daily Celestial Challenge will now show as loading while the state of available challenges is being queried from the server.
- The Chinese version of the Stat Panel border will now show in the correct higher resolution while playing with the 4k version of the UI.
- Fixed some cases where major god portraits would fail to display correctly while in multiplayer.
- Earth Wall will no longer spam notification messages and minimap pings while the walls spawn in.
- Fixed an overlap between the Idle Villagers banner and the Resources bar.
- AI players in the loading and post-game screens will now show a computer icon next to their name to show they are a computer player.
- Improved recommendations made by the Recommended tile in the Campaigns screen to help players know what they should try out next while experiencing the Campaign content.
- Fixed some loading screen tips showing for players while playing unrelated Major gods.
- Added new loading screen tips.
- Fixed some cases where text could appear cut off in the UI for some languages or when using the largest font sizes.
- AI names will no longer appear as duplicates in rare situations.
- Reduced the default font size for Objective text for the Keyboard and Mouse UI.
- Updates to some loading screens to show off Heavenly Spear, and update the previously black loading screens to show the old main loading image.
- Minor updates to improve the post-game screen.
- Updates to the layout of the profile screen to provide space for new Badge options.
- Fixed a bug where trying to skip a cutscene while already performing a skip could result in incorrect behavior.
- Modified behavior of the "Display Attack Range – All units with Alt key" setting. When enabled, this setting will now show attack range circles for all selected ranged units if players have any selected. If players have nothing selected, it will show attack range circles for all on-screen ranged units.
- Removed deprecated "Swap Right Click Press and Release" setting.
- World Prompts are now serialized to ensure they appear again after loading saved games.
- Fixed the consistency of showing god power costs in the UI to always show the rounded-up cost for both Keyboard and Mouse and Controller UIs.
- Notification popups will no longer take UI focus while visible.
- Fixed a bug that caused replays, saved games, and saved game lobbies to not show the map name and/or preview image for maps with special characters in their names.
- When changing the Bonus percent in Skirmish lobbies, players can now modify in increments of 1% when using a Keyboard and Mouse by holding shift and clicking on the arrows (or focusing on the element and using the left/right arrow keys). This allows players to seek more specific values than the default 5% increments.
- Fixed a bug where the Chinese Citadel Center was using a Greek Town Center icon.
- Wooden Barricade now has a unique icon.
Controller[]
- Fixed controller A button (X on PlayStation 5) contextual action. Using this contextual action on an incomplete Settlement foundation will now correctly assign workers to build the Settlement instead of trying to repair (which resulted in no build progress).
- Fixed a bug with the controller Minimap that caused it to appear incorrectly sometimes when expanding.
- Expanding the minimap will now truncate the scoreboard to ensure it does not overlap the minimap UI.
- Formation names are now saved to ensure the assigned formations show correctly after loading games while playing with a controller.
- Fixed a bug that occurred sometimes when selecting new Relics in the controller UI. The description will now correctly update to show the information about the selected Relic.
- The Xbox version of the game will now show the game name as "Age of Mythology: Retold" instead of "Age of Mythology: Retold Standard Edition".
- Fixed an overlap that could occur between World Space prompts and Navigation Waypoints while playing on a controller.
- Fixed some situations where the Chinese pantheon Find Menus while using the controller could behave incorrectly.
- Fixed some inconsistent use of full stops in the controller menu Dpad commands.
- The prompt for "Delete" will now correctly hide in situations when it is not present while playing with a controller.
- Fixed tints appearing incorrectly in some situations.
- Automatic population of Navigation Waypoints now pauses while cinematics are active to prevent accidentally revealing enemy bases under the black map while playing with a controller.
Gameplay[]
Fixes[]
- Improvements for AI, including:
- AI will now sometimes prepare strong naval attacks.
- AI may now try to defend the Town Centers they have under construction.
- AI will now apply additional decision-making to whether they should try to skip walls or attack to break through them.
- Fixes to further improve the Villager Priority System.
- Fixed some cases where the Villager Priority System would send villagers into dangerous, distant locations on their quest to reach resources.
- Fixed a bug where units could become stuck in some situations.
- Fixes for pathfinding issues that could occur in some situations.
- Buildings that are currently being unbuilt or Time-Shifted are no longer treated as a valid target for Seek Shelter.
- Fixed an issue where dependent units (such as the Universe Ring from Nezha) was controllable in any capacity.
- Villagers will now properly switch between different Farm protounit types while querying for potential targets after being tasked to an occupied Farm.
- Atlantean Citizens, Kuafu's and Kuafu Chieftains now build Village Centers at the same rate as Town Centers.
- Fixed an issue where Bellerophon and Perseus were not valid healable heroes.
- The Scorpion Man can no longer target flying units with its special attack.
- Tents now utilize the voxel selection mode to make them easier to select.
- Plenty Vault, Healing Spring, Hesperides Tree, Peach Blossom Spring, and Trading Post are now all convertible by allies.
- Data fixes for various inconsistent Blessing data. Many of the fixed cases were unused by Arena of the Gods or Daily Celestial Challenge, so they did not have an impact until now, when they are part of the available content for the new Gauntlet mode.
- It is no longer possible to pre-queue technologies locked behind specific minor gods through hotkeys.
- Medusa can no longer target units with their special ability if the target was already petrified. Simultaneous casts will still cause damage from each Medusa.
- Fixed Freyr building efficiency not being set to the standard.
- Fixed a bug that caused Phoenix Egg to spawn before the Phoenix hit the ground.
- Builder work rates are now properly calculated in case the first unit assigned to a foundation is not the first unit to work on it.
- Untouched foundations no longer absorb or block pass-through projectiles.
- Train actions that cannot be afforded are no longer accounted for by the smart queue logic.
- Abilities can no longer be manually cast on units that do not belong to valid target types defined through tactic data.
- The Repair action now properly notifies the squad upon completion, ensuring shift-clicking is handled correctly.
- Temples no longer eject their garrisoned Relics when Time-Shifted.
- The Axe Cart no longer deals friendly fire damage.
Balance[]
General[]
- Some units have had their scouting ability slightly improved, mainly in the post-archaic ages. See culture-specific sections for details.
Lightning[]
- The Chinese gods now generate favor 5× faster than supremacy.
Relics[]
Gungnir, Odin's Spear: now also affects Hero katapeltes damage.- New Relics added as part of the Heavenly Spear expansion:
- Little Crow Circle: Weapon technologies in the armory cost reduced by -50%.
- Heavenly Jeweled Spear: Counter-cavalry units attack range increased by +0.25.
- Okuninushi's Covenant: Temples cost reduced by -75%.
- Hoori's Hunting Bow: Villagers gather hunt 5% faster.
- Nine-Tailed Fox Charm: Myth units regenerate 0.5 hit points per second.
- Grass-cutting Sword: Infantry move 5% faster.
- Tawara Toda's Last Arrow: Ranged soldiers gain +0.2 divine damage.
- Ogre-Bitten Helm: Heroes have 10% more hit points.
- Dragon Palace Crystal: Towers and Walls have 10% more hit points.
Greeks[]
Major gods[]
- Myth unit, cavalry, and caravan speed bonus reduced from +0.3 → 0.1, but now also scales +0.1 per age.
Minor gods[]
- Ares
Will of Kronos (technology):
Enyo's Bow of Horror (technology): research time reduced from 40 → 20 seconds.
- Dionysus
Chthonic Rites (
Dionysus): Hydra and Scylla regen rate increased from 2.5 → 4 hit points per second.
- Hephaestus
Plenty Vault (god power): cost increased from 200 → 300.
Myth units[]
Cyclops (
Ares): damage area now propagates from its target, rather than itself.
Colossus (Hephaestus):
- Hit points increased from 1200 → 1300.
- Hack damage increased from 26 → 30.
Hero units[]
- Greek heroes: ranged attack accuracy increased from 80% → 100%.
Human units[]
Kataskopos: now gets +2 Line of Sight in the Classical Age.
Hetairos (Poseidon):
- Damage area reduced from 2.5 → 1.5.
- Damage increased from 8 → 9 hack.
Myrmidon (
Zeus): divine damage increased from 10 → 11.
Egyptians[]
Minor gods[]
- Ptah
Shaduf (technology): research time reduced from 40 → 20 seconds.
- Anubis
Plague of Serpents (god power):
- Serpent hit points reduced from 60 → 50.
- Serpents and Sea Snakes now get +20% damage and hit points in Heroic and Mythic Ages.
- Sobek
Solar Barque (technology): cost reduced from 250 wood, 10 favor → 150 wood, 10 favor.
- Nephthys
Ancestors (god power): Minions now have a 0.5× multiplier vs. workers.
- Osiris
Atef Crown (technology): cost reduced from 300 gold, 20 favor → 200 gold, 20 favor.
New Kingdom (technology):
- Horus
Tornado (god power): Now deals 0.1× damage vs. Farms.
Myth units[]
Anubite (
Anubis): Now play their landing animation (0.5s) when landing from their jump.
Minion (Nephtys, Osiris):
Buildings[]
Obelisk: build time reduced from 20 → 16.
Norse[]
Major gods[]
Great Hunt (god power):
- Maximum food created in Archaic Age reduced from 600 → 500.
- Maximum food created in Classical Age reduced from 800 → 600.
Minor gods[]
- Ullr
Asgardian Hill Fort (god power): build points increased from 200 → 250, resulting in it building more slowly.
- Aegir
Tempest (god power): duration reduced from 27 → 22 seconds.
All units[]
- All units: favor bounty from nature animals reduced by -75%.
Gatherers and
Dwarves: now gather favor 4× faster.
Human units[]
Berserk: now gets +2 Line of Sight in the Classical Age.
Hero units[]

Hero of Ragnarok (Baldr):
- Pierce armor increased from 15% → 20%.
- Damage increased from 9 → 10 hack.
Buildings[]
Buildings: now also generate favor from dealing damage at the same rate as military units.
Atlanteans[]
Minor gods[]
- Prometheus
Heart of the Titans (technology):
- Leto
Spider Lair (god power): cooldown reduced from 90 → 60 seconds.
- Helios
Halo of the Sun (technology):
- Now also gives +1 Line of Sight to Arcus and Hero Arcus.
- Now also gives +4 Line of Sight to fire siphons.
Myth units[]
Caladria (
Oceanus): movement speed reduced from 5 → 4.8.
Stymphalian Bird (Theia):
- Pierce damage increased from 14 → 20.
- Bonus damage vs. myth units reduced from 3× → 2×.
Human units[]
Citizen: gather rate increased from 1.5× → 1.55× that of a Greek Villager.
Oracle:
- Line of Sight increased from 3 → 5.
- Movement speed increased from 3.5 → 3.6.
Hero units[]
Citizen (Hero): gather rate increased from 1.65× → 1.7× that of a Greek Villager.
Oracle (Hero):
- can now attack move.
- Line of Sight increased from 3 → 5.
Siege units[]
Fire Siphon: projectile speed increased from 10 → 15.
Chinese[]
Major gods[]
Mountainous Might (technology): cost reduced from 200 wood, 200 gold, 15 favor → 150 wood, 150 gold, 10 favor.
Minor gods[]
- Chiyou
Master of Weaponry (technology): Ge Halberdier snare vs. cavalry reduced from -50% → -40% for 2 seconds.
Lightning Weapons (god power):
- Cost increased from 60 → 75.
- Repeat cost increased from +20 → +25.
- Gonggong
Rising Tide (technology): cost reduced from 150 wood, 50 gold, 30 favor → 150 wood, 50 gold, 20 favor.
- Zhurong
Slash and Burn (technology):
Flaming Blood (technology): area damage on myth units increased from 3 → 4 divine per second.
Song of Midsummer (technology): cost reduced from 300 food, 15 favor → 200 food, 15 favor.
Myth units[]
Qinglong (Gonggong):
Hero units[]
Nezha (Child) (Fuxi,
Classical Age): Divine damage over time per attack reduced from 2 → 1 over 5 seconds.
Nezha (Fuxi,
Mythic Age): Universe Ring pierce damage reduced from 15 → 12.
Yang Jian (Fuxi):
- Movement speed reduced from 4.8 → 4.5.
- Hit points reduced from 450 → 420.
- Damage area reduced from 3 → 2.5.
Wen Zhong (Shennong):
Human units[]
Pioneer: Line of Sight upon reaching the Classical Age +3 → +5.
Chu Ko Nu: Line of Sight increased from 16 → 18.
White Horse Cavalry: Pierce armor increased from 40% → 45%. (This change had been intended for update 18.27100, but was not implemented due to an oversight.)
Random Maps[]
- New maps introduced with the Heavenly Spear expansion.
- Standard/Ranked Map set: Air, Mediterranean, Mount Olympus, Yellow River, and Watering Hole removed.
- Standard/Ranked Map set: Kii, Okuchichibu, Setonaikai, Snake dance, Marsh, and Midgard added.
- Quick Match Map set: Air, Mount Olympus, Yellow River, and Watering Hole removed.
- Quick Match Map set: Kii, Okuchichibu, Snake dance, Marsh added.
- Nomad:
- Now start with watch towers technology researched, to offset not starting with sentry towers.
- All "default" starting units now spawn at the start of the game, and no longer spawn upon town center completion.
Campaign[]
- Chinese Tutorial: Minor improvements to improve the quality of narration, music, some sound effects, and other minor changes.
Fall of the Trident 06: Fixed a bug that caused Trojan Scout groups to not spawn correctly in some situations.
Fall of the Trident 01 Prologue: Fixed a bug that prevented Theris from jumping at Arkantos.
Pillars of the Gods 01: Fixed a bug that caused Greek theme music to play in some situations incorrectly.
Modding/Editor[]
General[]
- Lure VFX and Great Hunt VFX no longer share a name in the editor.
- Fixed a bug that prevented the "Player: Take Control of Player Trigger" from working. trPlayerSetActive will now work again as intended.
- Fixed the minimap appearing at incorrect sizes or partially off-screen while using some different resolutions in the editor.
- ActiveIfContainsUnits proto action flag is now correctly handled for applicable persistent actions.
- Updates to the documentation for modders.
- World Prompts now have a new "Show Background" property that lets content creators disable the background if they wish.
- The Editor option on the main menu can now only be accessed while using Keyboard and Mouse controls to prevent accidental entry to the Editor, where controller input mostly has no effect.
- New KB Functions:
- int kbUnitGetState(int unitID): Returns the state of the provided unitID, corresponds to the cUnitState contants.
- int[] kbGetPlayersThatAreAttackingUsFromUnits(int[] units): Loops over all units in the units array. If any of them are attacking something belonging to us their playerID will be added to the return array.
- New Trigger Functions:
- void trSetFavorStashDisabled(bool isDisabled): Sets the state of whether the Favor Stash can be accessed from the Market. Only does something when it would normally be available.
- void trCameraCutToUnit(): puts the camera to look at the unit’s location.
- void trSetMilitaryAutoTrain(bool locked): Toggles military autotrain/autoqueue state for this scenario.
- void trGodPowerAddExtraFreeCharges(int playerID, string protoPowerName, int numUses): grants the provided amount of extra free charges to specified god power for the given player.
- void trPlayerEnableCombatXP(int playerID, bool enable) : Sets whether or not the Combat XP system will be enabled for the given player. Only functional if target player civilization has proper combat xp data set up.
- void trPlayerGrantCombatXP(int player, float amount): Grant the provided amount of combat XP to the given player, if supported by the current civilization.
- void trPlayerSetCombatXPTier(int player, int tier): Sets the combat XP tier for the given player, if supported by the current civilization.
- void trPlayerGetCombatXP(int player): Fetches the current amount of combat XP of the given player, if supported by the current civilization.
- void trPlayerGetCombatXPTier(int player): Gets the current combat XP tier for the given player, if supported by the current civilization.
- void trPlayerSetMaxCombatXPTier(int player, int maxTier): Sets the maximum attainable combat XP tier for the given player, if supported by the current civilization.
- Updated Random Map Functions:
- rmGetClosestLoc now defaults the maxDistance when not set to -1.0f.
- rmSplineToPaths now takes a different function signature: rmSplineToPaths(int splineID, int pathDefID, int numPointsPerSplineSegment)
- New Random Map Functions:
- int rmCustomMixGetID(string name): Gets the mix ID for a given custom mix name.
- string rmCustomMixGetName(int mixID): Gets the name for a given custom mix ID.
- int rmCustomForestGetID(string name): Gets the forest ID for a given custom forest name.
- string rmCustomForestGetName(int forestID): Gets the name for a given custom forest ID.
- int rmCustomCliffGetID(string name): Gets the cliff ID for a given custom cliff name.
- string rmCustomCliffGetName(int cliffID): Gets the name for a given custom cliff ID.
- bool rmCustomCliffAddObjectToEdgeLayers(int cliffID, int protoID, float weight): Adds a proto and assigns a weight when placing it for an edge layer (inside/outside and near/far) of a custom cliff.
- bool rmCustomCliffAddObjectToSideLayers(int cliffID, int protoID, float weight): Adds a proto and assigns a weight when placing it for a side layer (normal/sheer) of a custom cliff.
- Updated Doxygen documentation.
- Many new models and other assets are available for map creators to make use of.
Model System Modding is Now Available for PC Clients[]
- Added new documentation to PC builds found in "BANG documentation/ModelSystem documentation".
- Model Mods will require a game restart after loading or unloading mods that use these assets.
- Disclaimer: Model Mods may cause an unstable experience due to the wide variety of cases that may not have been tested outside of normal conditions used for creating normal game assets. If players do encounter instability, please report it as a bug to support.
- ModelManifest.xml can now be used to add models by creating a suitable modelManifest_mods.xml file.
- The simdata.simjson file is no longer JSON and has been replaced with XML in a simdata.xml file that supports additive modding by creating a simdata_mods.xml.
- Players can now create local mods and use the new tool found under Objects > Model Convert Tool to convert from FBX files into the format used by the game.
- See the documentation for specs about the content of these files.
- All *.fbximport and *.destructionimport files have been bundled into ArtImportFilesForModders.bar located under game/Art in the install directory as examples. Note that this does not include the FBX files, so they are mostly just examples for those curious about how a specific thing was achieved for some model.
- A sample of some more complete examples that include the associated FBX files can be found in ArtExamplesForModders.bar, which is also located under game/Art.