Patch 3.8 is a patch for Age of Empires II HD: The Forgotten. It was released on September 24, 2014 and came with numerous bug fixes. Closely following this update on September 27, 2014, a hotfix targeting issues caused by this patch was released.
Bugfixes[]
- fixed several issues related to spectator mode causing out of sync errors
- fixed an issue where commands could be executed out of order in multiplayer games causing out of sync errors
- fixed an issue where the game would not handle mouse wheel messages when the game was on a secondary monitor in some cases
- fixed an issue where the AI could crash when starting a game with multiple town centers (eg. a Budapest map)
- fixed an issue where the scenario editor could paint invalid terrain
- fixed an issue where the game could crash when a unit walked over invalid terrain
- fixed an issue where villagers could "leak" food when they retask from a boar to another food resource
- fixed an issue where teams were getting force-locked in multiplayer scenarios
- fixed an issue where spectators were affecting wall generation in arena maps
- fixed an issue where the background music would restart from the beginning when the game lost and then regained focus
- fixed an issue where when a player's name started with a taunt number, the taunt would play during in-game notifications
- fixed an issue where the file transfer progress bars in multiplayer lobbies were getting positioned improperly
- fixed an issue where siege rams with the "Furor Celtica" upgrade could have abnormally high HP
- fixed an issue where AI names could be blank in multiplayer games where there were empty lobby slots between the humans and AIs
- fixed an issue where custom campaigns with the .cpx extension were not being found in the Forgotten in some versions of Windows
- fixed an issue where the tech tree screen would come up blank in AoK/AoC HD, but not AoF
- the history section in AoC HD no longer displays AoF history when using English.
- fixed an issue where the AI facts and actions were not ignoring spectators, causing all spectators to be seen as enemies
AoK/AoC Campaign fixes[]
- fixed the enemy Monks in El Cid 1 stealing the hidden Relics
- fixed the allies sending trading carts to the player's town in Saladin 2
- fixed the blue enemy (Tiberias) in Saladin 5 not getting to the Imperial Age
Forgotten Campaign fixes[]
- fixed spawning treb in Prithviraj 2
- fixes to Bukhara:
- White Huns no longer build siege or monks before the war starts
- Gaia camels replaced with wild camels
- Trade route no longer gives gold if you lose the towers
- Player can now progress after defeating the Pechenechs in the castle age in Honfoglalas
- Dragon ship spawn fixed in Langshan Jiang
- Various smaller fixes in:
- El Dorado
- Prithviraj
- Sforza
- Alaric
Standard AI Fixes[]
- taunting "100" to the AI will disable the AI's resign rules; taunting "101" will re-enable it: be sure that you're actually chatting to your AI opponents and not your allies
- when the AI's resign rules are active, the AI will now resign later than it would previously
- the AI will now sometimes request tribute from humans when teams are unlocked
- minor optimizations and fixes
Other changes[]
- the "up-reset-units" AI action no longer resets civilian units when -1 is passed to it
- When the host of a multiplayer lobby changes the lobby name, the name input field will be populated at first with the old lobby name
- Selecting "chat" while watching a recorded game no longer pauses the game
- Donkey graphics fixed
- New Shah graphics (AoF only)
- Wild elephant running sound fixed
- Relic carts wheels turn while moving
Hotfix (September 27, 2014)[]
- Fixed villagers not gathering resources properly when the "aegis" cheat was enabled
- A better fix for Saladin 5's Tiberias player not getting to the imperial age - one that shouldn't break other campaigns
- Some fixes to Bapheus that didn't quite make it into the initial patch
- Some small updates to the standard AI's resign behaviour
- fixed an issue where the AI could look for an idle building and get a building that was not idle if that building had already started training a unit that frame