Sensuki
Arcane
^ Absolutely not. I have never had an issue identifying an Age of Empires unit. The visual readability of the game is very good.
^ Absolutely not. I have never had an issue identifying an Age of Empires unit. The visual readability of the game is very good.
Please read the post I was replying to, it's a solution for if they did add a wider variety of unit appearances based on cultural region, which would reduce readability.
And the Persians aren't even DLC-exclusive, everyone will get access to them. It's not a pay to win situation this time!The new changes look cool, and as per usual probably a bit OP - Revamped Persians look insane tbh.
And the Persians aren't even DLC-exclusive, everyone will get access to them. It's not a pay to win situation this time!The new changes look cool, and as per usual probably a bit OP - Revamped Persians look insane tbh.
The new changes look cool, and as per usual probably a bit OP - Revamped Persians look insane tbh.
And the Persians aren't even DLC-exclusive, everyone will get access to them. It's not a pay to win situation this time!The new changes look cool, and as per usual probably a bit OP - Revamped Persians look insane tbh.
LoL nearly finished the expansion,it is total garbage. The campaigns are about losers and strong boss lady lol. It is sjw as they come. Also the maps are boring and i have the feel that with every new expansion the unit AI and the pathfinding becomes worst. I mean,that the units are retarded. I tell them to attack a building and they are too dumb to do that,original aoe2 had a lot better pathfinding.
Patrol and Attack Move commands seem a bit bugged and so does Stand ground formation
She's the most popular monarch in Georgian history, thanks to western orientalists and romantic nationalists, even though her reign was not any more impressive than other rulers, she simply inherited the kingdom during its height, thanks to the efforts of three successful predecessors, David the Builder, Demetrius I, and George III. A campaign focused on the fragmentation of georgia would have been a lot more interesting.The campaigns are about losers and strong boss lady lol. It is sjw as they come.
GAME
Stability & Performance
Fixed a crash that occurred when typing certain numbers on the lobby search bar in multiplayer menus.
Fixed a crash that occurred when attempting to launch the title on Steam when another instance of the game from the Microsoft Store was already running.
Fixed a crash that could occur when playing custom lobbies with AI if the object tracker and world object list got desynchronized.
Graphics
Units standing behind Mule Carts now display outlines.
Audio
Fixed an issue where Gaia attack notifications would not play on Custom Maps.
UI
QoL: The option ‘Extended Unit Stats’ was added to the Interface Settings. Toggling this setting on will make the command panel show additional stats when selecting a unit or a building.
Keep technology, Watch Tower, Guard Tower, Stone Wall, Pavilion A buildings now have unique icons.
Added blue versions to several small buttons in Return of Rome mode.
Settings
Fixed an issue where the Safe Delete pop-up would only trigger if the last unit a player selected was a hero.
Hotkeys
Fixed an issue where Wood Upgrades technology hotkey was not working for Two-Man Saw.
Recorded games & Spectator
Fixed an issue where holding down Shift and left-clicking an object from another player wasn’t switching the POV to the object’s owner.
Multiplayer
Changed Enter interaction in menus so that taunts only fire when the Enter key is released, instead of every frame the key is down.
Changed the behavior of Pause during Multiplayer so that players can no longer scroll, zoom or interact with the minimap while the game is paused.
GAMEPLAY
General
Gates can now be locked before their construction is finished.
Deer and other Prey Animals now have more consistency in how long they pause before moving again.
Monks now instantly search for new healing targets instead of waiting for 3 seconds.
Fixes
Fixed an issue where Trebuchets would ignore shift commands when attacking buildings.
Fixed an issue where rams grouped with other units would stop moving before reaching an enemy target when the player issued an attack move.
Fixed an issue where Villagers would lose their field of view, and Mule Carts (if completed) would become invisible if the player rung the town bell when the Mule Carts were under construction.
Fixed an issue where if a player has converted Monks and then researches Block Printing, the player would be granted vision in an area around the converted Monks the moment the tech finished.
Fixed a rare issue where the Go Back to Work hotkey would sometimes cause Villagers to become stuck inside a building.
Fixed an issue where moving large groups of units would cause some units to stop reacting to group commands.
Fixed an issue where using the Guard command switched units formations to Line Formation.
Fixed an issue where Villagers would stay selected when using CTRL to select military.
Fixed a rare issue where units would slide across untraversable terrain when being patrolled on Stand Ground.
Warrior Priests in no attack stance can now heal allied units.
Villagers no longer can drop off resources into buildings with a Mule Cart garrisoned inside.
Campaign
General
Joan of Arc is no longer able to heal units.
Campaign Missions
Attila the Hun #1: The Scourge of God: Fixed an issue where the wrong dialogue could play after defeating Bleda.
Attila the Hun #6: The Fall of Rome: The enemy factions will now resign correctly and are no longer kept alive by Wonder or Town Center foundations.
Barbarossa #2: Henry the Lion: Player now has the correct population limit.
Bayinnaung #2: The Mandalay Cobra: Fixed an issue where some starting units would disappear shortly after closing the initial Objectives pop up.
Ismail #1: The Red Hats: Farrukh Yasar no longer splits from his army when moving out.
Ismail #4: The Fallen Amir: Shaybani Khan’s units, if they have been bypassed, can now track the player’s units and find them more easely.
Ivaylo #1: A Most Unlikely Man: Fixed an issue where a rock formation in the right side of the map was not displayed as expected.
Sforza #4: Blood and Betrayal: Fixed an issue where some gates would not be fully destroyed after reducing their HP to 0.
Suryavarman I #5: Nirvanapada: Fixed an issue where the game statistics at the end of the mission could show negative values.
Tamar #1: Takeover: Armenia’s villagers next to mule carts will no longer walk away to hunt Ibexes if the player waits before meeting Zakare.
Tamar #3: The Protectorate: Yury will now become aggressive if the player chooses to attack the Turkomans first instead of liberating the city.
Thoros #1: Outlawed: Fixed an issue where players would receive more food in tribute than needed in order to research the infantry upgrades at the start of the mission.
Thoros #3: Caught in the Crossfire: The player is now allowed to research Fereters after advancing to the Imperial Age.
Thoros #4: Bloody Crestwaves: The player now needs to research Fereters on their own (except on Standard difficulty).
Thoros #5: Of Turncoats and Traitors:
The player is no longer attacked by the Byzantines right away after the fleeing to Mleh's camp.
Church Sanctuary achievement no longer requires keeping the villagers alive after they have changed ownership.
Co-op campaigns
Tamerlane #5: Scourge of the Levant: Changed civilizations of Cilician Armenia and Georgia to Armenians and Georgians, respectively.
Balance Changes
General
Monk conversion consistency:
Monk conversion chance 25% ▶ 40%, interval 4-10 ▶ 5-9.
Previously 40% of conversions would happen at either 4 seconds or 10 seconds, creating highly volatile and RNG dependent interactions. With these changes, 80% of conversions will happen between 5 and 7 seconds.
Below are some ancillary changes. Here, the average conversion time remains unchanged compared to before, but now with the more consistent conversion behavior.
Scout resistance set to +3 min conversion time, +1 max conversion time, +2 conversion resistance.
Ships resistance set to +2 min, +2 max.
Teutons resistance set to +3 min, +2 max.
First Crusade resistance set to +4 min, +4 max.
Developer Note: “The goal of the conversion change + supporting changes is to keep the average conversion time the same but reduce the variability, creating more consistency in how long it takes conversions to occur. Our aim is to reduce the frustrating elements of conversions while keeping the relative power level the same.”
New Technology available in the Castle Age for all civilizations at the Monastery: Devotion. Required for Faith.
Devotion (100 food 150 gold): unit conversion resistance set to +1 min, +1 max. (Units are 15% harder for enemy Monks to convert)
Faith cost decreased from 750 food 1000 gold ▶ 550 food 750 gold.
Faith conversion resistance set to +4 min, +4 max. (Units are 50% harder for enemy Monks to convert).
The combination of Devotion + Faith is equivalent to the previous version of Faith.
Dromon projectile attack rebalanced to deal equal damage with all individual projectiles instead of full damage on a main projectile with mostly cosmetic secondary projectiles.
Damage reduced from 50 ▶ 10.
Bonus damage vs. Buildings reduced 135 ▶ 35.
Bonus damage vs. Siege reduced 20 ▶ 4.
Bonus damage vs. Castles 0 ▶ 12.
Increased projectile spread area.
Cavalier upgrade time reduced from 100 seconds ▶ 80 seconds.
Mule Carts are now targeted with lower priority than units (same as other buildings).
Armenians
Galley-line fires two projectiles Civilization Bonus changed ▶ Galley-line and Dromons fire an additional projectile.
Galley-line secondary projectile changed to always be an arrow for better readability of the bonus.
Warrior Priest with Relic no longer incorrectly receives extra line of sight from Block Printing technology.
Bengalis
(Elite) Ratha Cavalry Archer armor increased from 0 ▶ 1.
(Elite) Ratha now deals 20% trample damage in melee mode.
Bohemians
Hussite Wagon HP reduced from 180 ▶ 160.
Hussite Wagon main projectile damage reduced from 11 ▶ 10.
(Elite) Hussite Wagon train time increased from 21 seconds ▶ 26 seconds.
Chinese
Town Center Civilization Bonus increased from +10 population space and +5 LOS ▶ +15 population space and +7 LOS.
Georgians
Buildings cost 50% fewer resources to repair Team Bonus reduced ▶ Buildings cost 25% fewer resources to repair.
(Elite) Monaspa no longer incorrectly receives extra damage against buildings, archers, skirmishers, camels and Shotel Warriors when grouped.
Hindustanis
Villager discount Civilization Bonus increased from -5%/-10%/-15%/-20% ▶ -8%/-13%/-18%/-23%.
Huns
(Elite) Tarkan base movement speed increased from 1.35 ▶ 1.4.
Huns now start with a unique scouting horse on nomad style maps once their starting Town Center is completed.
Koreans
(Elite) Turtle Ship receives attack ground ability.
Persians
Savar bonus damage vs. Archers reduced from 3 ▶ 2.
Savar upgrade research time increased from 150 seconds ▶ 160 seconds.
Poles
Folwark cost decreased from 125 wood ▶ 100 wood.
Portuguese
(Elite) Organ Gun damage decreased from 7 (9) ▶ 6 (8).
(Elite) Organ Gun bonus damage vs Infantry and Skirmishers increased from 1 ▶ 2.
Vikings
Defeating Warrior Priests with infantry units now correctly generates a gold reward when Chieftains is researched.
Return of Rome
General
Scout cost reduced from 100 food ▶ 90 food.
Mysticism technology effect changed from double priest hitpoints ▶ priests +20 HP (effect reduced by 5 HP)
City Watch research time reduced from 45 seconds ▶ 15 seconds.
Stone Thrower, Catapult, and Heavy Catapult Melee Armor reduced from 0 ▶ -2.
Tower build time decreased from 72 seconds ▶ 65 seconds.
Carthaginians
Team bonus changed from Fire Galleys +1 Pierce Armor ▶ Academies work 20% faster.
Egyptians
Priests range bonus decreased from +3 ▶ +2/3 in Bronze/Iron Ages.
Lac Viet
Forager gather bonus decreased from 20% ▶ 15% faster Foragers.
Macedonians
House HP team bonus increased from +25 HP ▶ +50 HP.
Minoans
Ships cost bonus adjusted from -30% ▶ -15/20/25/30% in Stone/Tool/Bronze/Iron Age.
Yamato
Ship HP bonus changed from +20% HP ▶ +10/15/20/25% HP per Age.
AI
General
Fixed an issue where AI explorers may not find an unexplored tile for enemy object/home and will fall idle, we now fallback to unit AI scouting.
Scenario Editor
"Change Object Civilization Name", "Change Object Player Color" and "Change Object Player Name" trigger effects now reset on the object ownership change, so the new ownership is correctly presented.
LOCALIZATION
Return of Rome: Added localized VO for the Legacy Age of Empires campaigns.
I really like these balance changes although I think there are a few civs being slept on - Bulgarians could maybe use something, Burmese (change the relic bonus to a civ bonus and give them a new TB?), Italians and Vikings on land maybe. Celts and Sicilians midgame ?
I'm kind of sort of surprised the Inca food discount on military units hasn't been nerfed yet, but I think it will be at some point in the future.
The Huns and Chinese changes are incredible for Nomad starts. Chinese suddenly become A+ tier if not S tier on Nomad again and Huns get a significant boost with the Horse scout - also a bonus that will scale really well with player skill, and be super handy in team games.
I really like these balance changes although I think there are a few civs being slept on - Bulgarians could maybe use something, Burmese (change the relic bonus to a civ bonus and give them a new TB?), Italians and Vikings on land maybe. Celts and Sicilians midgame ?
I'm kind of sort of surprised the Inca food discount on military units hasn't been nerfed yet, but I think it will be at some point in the future.
The Huns and Chinese changes are incredible for Nomad starts. Chinese suddenly become A+ tier if not S tier on Nomad again and Huns get a significant boost with the Horse scout - also a bonus that will scale really well with player skill, and be super handy in team games.
Chinese didn't get their 6 villagers, Huns can't build a TC + dock with their starting wood.