Season Two Update 17718 is a patch in Age of Empires IV, released on July 12, 2022.
Game[]
Event Queue & Notifications[]
- Reduced number of map pings when multiple attacks occur next to each other.
- Increased notification re-trigger time when buildings are attacked from 0 to 15 seconds.
- Removed map ping on upgrade complete.
- Ally under attack ping changed from red to blue.
- Ally under attack ping triggers less frequently when multiple units are fighting near each other
UI/UX[]
- Added an option in the settings menu to disable campaign scenarios from auto-saving.
- Players can no longer complete masteries in matches that use custom game modes, custom maps, or tuning packs Note that players should still be able to complete masteries when mods are downloaded, installed, and enabled but are not active when loading into a multiplayer custom game or single player skirmish.
- Fixed an issue where player colors would sometimes change between Team-based and Unique colors during the match loading screen.
- Fixed an issue where the map preview image in the Map Setup tab would be cropped for Crafted Maps.
- Fixed an issue where sometimes the player colors in match history did not match the colors used in game.
- Fixed an issue where the 'Quit Match' button did not work after encountering a desync error.
- Fixed an issue where the X button for clearing a hotkey binding could become stuck in a disabled state.
- Siege queued for construction in the field will only be seen in the global build queue after the player's infantry have started constructing them.
- Fixed an issue where the text in the Remap Controls settings notification bar at the bottom of the page would be cut off in some non-English languages using a large scaled font.
- Updated the Wonder Tracker for observer/replays more clear to indicate the closest time to Wonder Victory.
- Fixed an issue where observers could visually clear the build queues, this would not affect the actual game.
- Fixed some high contrast issues with texts in the menus.
- Camera panning now works even while holding Shift.
- Fixed text truncation issue with the event panel.
- All scenarios of the four single-player campaigns are now unlocked.
- Reduced the initial size of the ping animation on the minimap when under attack.
- Fixed a bug that was causing the Events/Challenges panels to appear blank if all challenges were completed.
- Added camera zoom setting for default Camera Mode: Panoramic / Classic.
- Fixed an issue where events can take several minutes to appear when idle on the main menu.
- After failing to update a mod due to detected ill content the status in the notification is now "Unpublished" instead of "Published".
Shortcuts & Remappable Keys[]
- Council Hall Landmark can now be selected with Archery Range shortcuts.
- The White Tower Landmark can now be selected with Keep shortcuts.
- Berkshire Palace Landmark can now be selected with Keep shortcuts.
- Red Palace Landmark can now be selected with Keep shortcuts.
- Spasskaya Tower Landmark can now be selected with Keep shortcuts.
- Elzbach Palace Landmark can now be selected with Keep shortcuts.
- House of Learning Landmark can now be selected with technology building shortcuts.
- Palace of the Sultan Landmark changed from a Religious to Military Landmark and can now be selected with military shortcuts.
- Astronomical Clocktower Landmark can now be selected with Siege Workshops shortcuts.
- Royal Institute Landmark can now be selected with technology shortcuts.
- College of Artillery Landmark can now be selected with Siege Workshop shortcuts.
- Abbey of the Trinity Landmark is now included with Military building shortcuts.
- High Armory Landmark changed from Military to Technology Landmark and can now be accessed with technology building shortcuts.
- Steppe Redoubt Landmark can now be selected with economy building shortcuts.
- Select all military units, Select all idle military units, and Cycle through idle military units, hotkeys will no longer include Monks, Delhi Sultanate Fishing Ships or Mongol Packed Buildings.
- Using the Select all Barracks hotkey will no longer select Docks.
- Select all Hunting Cabins hotkey is now merged with Select all Mills.
- Select all Wooden Fortresses hotkey is now merged with Select all Outposts.
- Select all Mosques hotkey is now merged with Select all Monasteries and Prayer Tents.
- Select all Madrassas hotkey is now merged with Select all Universities.
- Monasteries will no longer be selected with military building shortcuts.
- Fixed a bug where Monastery buildings, including the Regnitz Cathedral Landmark and Abbey of the Trinity Landmark, were selectable using the Military Buildings hotkeys instead of the Technology Buildings hotkeys.
Gameplay[]
General[]
- Fixed an issue where giving sheep the move command while near the player's scout could result in the sheep converting to neutral.
- Fixed a bug that allowed the player to withdraw and deposit Relics from Religious buildings in rapid succession and earn extra gold in the process.
- Fixed a bug that would prevent Imams from responding to Conversion commands while healing.
- Units will now respect formation changes after finding a target to attack from idle.
- It is no longer possible to animation cancel with units in order to gain additional attack speed.
- Fixed a rare exploit where units on walls could gain a permanent range increase.
- Fixed a bug when the game hangs after quitting when the player's Town Center has been destroyed.
- Villagers will repair buildings over naval units when the damaged units are overlapped.
- Fixed issue where Mongol players could increase score by unpacking and packing buildings
- Fixed a bug where siege units sometimes target the back of a gate instead of the front.
- Fixed an issue where gates do not have enough room for siege units to pass through.
- Villagers will surround groups of enemy units properly instead of looping back and forth.
- Updated the notification message when publishing and unpublishing mods to make the status clearer.
- Updated the Chinese Mastery Path of the Spirit to require researching all technologies within the Spirit Way Landmark.
- Mongol mastery: Kettle and Smoke, changed to require 2 Villagers produced via Improved Production instead of 6
- Publishing the crafted map Arena which is inspired by the classic Age of Empires map where players are surrounded by defensive walls.
- Fixed an issue where the "Wolves and Rain" mastery was not completed after killing 30 units within the Yam speed aura.
- Fixed a bug where smoke was missing from chimneys of various buildings.
Fixes[]
- Fixed an issue where hills would prevent straight shot units like crossbows and springalds from attacking. This caused the units to move closer, often much closer than their max range before attacking.
- Standardized the selection box for trees.
- Selection logic will now prefer villagers instead of clicking the corpse they are harvesting.
- Fixed an issue where it was difficult to have villagers gather sheep they were standing next to.
- Fixed a bug where the footprint of walls could be seen in the (explored) fog of war when attempting to place a building.
- Fixed a bug where fishing ships would not drop off at the closest dock when building new docks. Also resolved an issue where fishing boats would sometimes go idle instead of returning fish to the dock.
- Ranged units given an attack command will no longer walk all the way around a wall or river to attack their target.
- Religious units will now heal when using an Attack Move command.
- Deer and Sheep which are blocking a building foundation now move out of the area much, much, much faster.โฏRemember the Mongol TC rush? It's faster than that.
- Building docks no longer stomps adjacent Shore Fish and River Fish.
- Slowed down projectile speed of Cannons, Culverin, and Handcannon slits so the projectiles can be seen with the human eye
- Landmark Victory condition in Team Games updated so that players will only be eliminated when all allied Landmarks are destroyed
Melee v Siege Rework[]
- Units that attack with melee weapons no longer switch to torches when targeting siege units.
- Villagers continue to use torches against siege units. Bonus damage reduced from +10 to +2.
- Horseman melee weapons gain +10 bonus damage to siege
- Other torches no longer deal bonus damage vs siege.
- Villager repair rate of Siege units reduced from 20 hit points/s to 5 hit points/s.
- Ranged armor increased to 20 for all siege weapons.
- Bombards and Cannons have 30 ranged armor.
- Siege Works armor bonus increased from 3 to 10. Mongols' improved version increased from 4 to 15
- Reduced the height of Trebuchet and defensive cannon projectile trajectories to make them easier to read.
The following changes have also been made to specific siege units:
- Rams: Ram hit points reduced from 700 to 420
- Mangonel: Mangonel hit points reduced from 240 to 140. Mangonel ranged armor increased from 8 to 20
- Springalds: Springald hit points reduced from 200 to 125. Springald ranged armor increased from 8 to 20. Springald bonus damage reduced from 90 to 70. Clocktower Springald hit points reduced from 300 to 190. Clocktower Springald ranged armor increased from 8 to 20
- Ribauldequins: Ribauldequin hit points reduced from 480 to 350. Ribauldequin fire armor reduced from 10 to 0. Ribauldequin melee armor increased from 0 to 10. Royal Ribauldequin hit points reduced from 480 to 350. Royal Ribauldequin fire armor reduced from 10 to 0. Royal Ribauldequin melee armor increased from 0 to 10
- Culverins: Culverin hit points reduced from 400 to 220. Culverin ranged armor increased from 12 to 20. Culverin damage increased from 75 to 85. Culverin bonus damage reduced from 200 to 100. Royal Culverin bonus damage vs. siege reduced from 204 to 120. Royal Culverin bonus damage vs. naval increased from 204 to 240. Royal Culverin hit points reduced from 400 to 220. Royal Culverin ranged armor increased from 12 to 20
- Bombards/Cannons: Bombard hit points reduced from 400 to 240. Bombard ranged armored increased from 12 to 30. Bombard damage reduced from 170 to 100. Bombard bonus damage vs. naval & buildings increased from 340 to 410. Cannon hit points reduced from 320 to 190. Cannon ranged armor increased from 12 to 30. Cannon damage reduced from 200 to 100. Cannon bonus damage vs. naval & buildings increased from 400 to 500. Royal Cannon hit points reduced from 320 to 190. Royal Cannon ranged armor increased from 12 to 30. Royal Cannon damage reduced from 240 to 120. Royal Cannon bonus damage vs. naval & buildings increased from 480 to 600
- Trebuchets: Traction Trebuchet hit points reduced from 320 to 190. Traction Trebuchet ranged armor increased from 8 to 20. Traction Trebuchet damage reduced from 100 to 50. Traction Trebuchet bonus damage increased from 200 to 250. Counterweight Trebuchet hit points reduced from 400 to 210. Counterweight Trebuchet ranged armor increased from 8 to 20. Counterweight Trebuchet damage reduced from 100 to 50. Counterweight Trebuchet bonus damage increased from 450 to 500. Clocktower Counterweight Trebuchet hit points reduced from 600 to 300. Clocktower Counterweight Trebuchet ranged armor increase from 8 to 20
- Nest of Bees: Nest of Bees hit points reduced from 200 to 140. Nest of Bees ranged armor increased from 8 to 20. Clocktower Nest of Bees hit points reduced from 300 to 210. Clocktower Nest of Bees ranged armor increased from 8 to 20
The following changes have also been made to buildings:
- Units will be able to attack Stone Wall Gates which are under construction. Once construction is completed, they will no longer be able to.
- Building emplacement bonus damage vs boats now applies to demolition ships and non-combat ships.
- Arrow slit emplacements bonus range decreased from +2 to +1.
- Springald emplacement damage decreased from 60 to 40. Attack speed decreased from 6.25 to 4.5.
- Cannon emplacement damage decreased from 85 to 70. Damage type changes from siege to ranged.
- Buildings that cost exclusively Stone (Keeps, Stone Wall Towers, Stone Walls, and Stone Wall Gates) now cost Stone to repair instead of Wood.
- Relic limit on all Monasteries and Landmarks that act as Monasteries set to 3.
- Keep Landmarks now correctly activate a new weapon for each of their garrison slots.
- Fixed a bug where Capital Town Centers didn't fire an additional weapon for each of their garrison slots after 13. Note that English were always working correctly.
- Food deposit buildings can now be placed closer to Fish resources in shallow water.
- Stone Wall hit points when construction begins reduced from 10% to 1%.
- Fixed a bug that would sometimes result in Scholars getting stuck garrisoning or ungarrisoning from structures.
- Fixed a bug when multiple buildings are selected, units could not be queued for production if one of the buildings already had a full queue. Units can be queued as long as at least one of the selected buildings has room in its queue.
- Fixed a bug where Cavalry units would sometimes be unresponsive to acquiring buildings as idle aggro targets.
- Added new visual effect to Keeps and Stone Wall Towers when burning oil is triggered.
The following changes have also been made to units:
- Units with activated abilities will now be able to activate their ability from within a mixed multi-selection.
- Trade Ships no longer return additional Gold, instead they return +100% of the trade value as Wood. Effectively meaning they get the same amount of Gold and Wood.
- Normalized all Naval units to have the same target priority.
- Spearmen perform the Spearwall animation faster and do not trigger their Spearwall until charging cavalry is closer.
- Horseman armor scaling increased from 1/2/2/2 to 1/2/3/4.
- Handcannon hit points decreased from 150 > 130.
- Monk train time reduced from 45 to 30 seconds.
- Fixed an issue where units using attack move wouldn't prioritize attacking defensive landmarks.
- Reduced the travel distance Villagers will scan for new resources after exhausting a Stone Outcropping, Gold Vein, or forest.
Campaign[]
General[]
- In the campaign scenario "The Siege of Wallingford," fixed a crash that could occur when the player destroyed all 3 of the enemy bases.
- Progression in the Training Mastery can now be achieved by completing scenarios from any campaign.
- In campaign, Gers are now selectable via the "Select all economy buildings"; command, typically bound to F2.
- Replaced the wooden bridge in Formigny with a stone one to prevent a player-initiated scenario blocker.
- Fixed a player initiated scenario blocker in Mohi by removing the ability to delete starting units.
- Fixed an error that could occur if the player's only remaining unit was a packed up building.
- Removed the Improved Siege Engineer upgrade from the Great Wall scenario as the units it grants are inaccessible in this scenario.
- Updated the Chinese Unique units in Lumen Shan to have the same upgrade costs as other Tier 4 units from other civilizations.
- Fixed an animation glitch that can occur when the HRE Prelate dies.
- Mongol Civ does not utilize population buildings. Removed the option to construct Chinese population buildings in Lumen Shan.
- Added an option in the settings menu to disable campaign scenarios from auto-saving.
The Art of War[]
Made the following changes to the The Art of War scenario, Early Siege:
- Reduced the starting resources slightly
- Gave the player the Greased Axles upgrade
- Gave the player the Mongol Raiding upgrade
- Gave the player a market to trade resources
- The enemy now starts with 2 Mangonels, instead of 1
Civilization balance[]
General[]
- Herbal Medicine technology cost reduced from 350 Gold to 275 Gold and research time from 60 to 45 seconds
- Delhi Sultanate version research time increased from 180 to 225
- Siege Engineering technology research time reduced from 60 to 45 seconds
- Professional Scouts Drop Carcass command can now be queued before holding a carcass.
- Fixed an issue where units using attack move wouldn't prioritize defensive Landmarks.
- Fixed a bug where under some conditions units could attack faster than intended by issuing a move command after attacking to cancel the cooldown between hits.
- Fixed a villager t-pose issue while attacking boar or wolves.
- Certain units were being stubborn about responding to attack commands in specific situations. These units have been disciplined and will to do better next time. (Sorry Beasty!)
- Fixes issue where villagers would occasionally get stuck within Stone Walls while building them.
- Small stone deposit decreased from 1500 to 1200. Large stone deposit decreased from 3000 to 2400
- Scouts given an attack command will now properly target villagers instead of a nearby carcass they are gathering.
- There was a mismatch between the UI displayed value for the attack speed of some units and its output. Rus Horse Archers were a prominent example and now match the intended value.
- Units given queued commands no longer lose those commands when receiving a tier upgrade (IE becoming Veteran or Elite).
- Fixed an issue where units would target the backside of a wall tower instead of the front.
- Fixed crash that could occur when using rallying Villagers to a resource drop off.
- Transport Ship help text updated to highlight that the ship will use the Line of Sight of units inside its garrison.
- Fixed an issue where construction of rams, walls, and some other items could remove nearby berry bushes.
Abbasid Dynasty[]
- Mill influence range increased +1 tile to allow for easy connections to the House of Wisdom's influence.
- Camel Barding has been renamed to Camel Rider Barding so it's more clear which unit is affected
- Spice Roads technology now correctly increases Trade Ship gold income by 30%.
- Traders and Trade Ships will now correctly return 25% secondary resources after researching Grand Bazaar.
- Preservation of Knowledge technology no longer applies twice to techs researched in the House of Wisdom.
- Field constructed Mangonels and Springalds now have the correct hotkeys in the construction menu.
- Camel Archers can now be selected with select military hotkeys.
- Incendiary Arrow visual is no longer lost when Composite Bows is upgraded.
- Golden Age Tier 1 bonus changed from +10% gather rate to +15% gather rate.
Chinese[]
- Fire Lancer move speed increased from 6 to 6.5. Fire Lancer time between attacks reduced from 1.75 to 1.62
- Grenadier damage decreased from 15 to 13. Weapon range decreased from 4 to 3. AoE Falloff damage reduced from 100%/75%/50% to 100%/66%/33%
- Pyrotechnics only affects Handcannoneers instead of all gunpowder units. Weapon range bonus changed from +20% to +1.5 tiles. Total cost reduced from 1000 to 500 resources.
- Reload Drills attack speed increased from 25% to 33%
- The Nest of Bees and all Clocktower siege units are included in the Melee v Siege Rework (see above)
- Granary cost reduced from 250 Wood to 150 Wood
- Barbican of the Sun Landmark now has the ability to purchase Springald and Cannon Emplacements
- The Imperial Academy Landmark can now train Imperial Officials.
- Great Wall Gatehouse Landmark changes: No longer provides damage bonuses to units locally around the Landmark. No longer provides bonus hit points to Stone Walls and Gates. Now comes with a Nest of Bees emplacement that fires a burst of 16 arrows. Now provides all the player's units on Stone Walls with +25% ranged damage.
- Spirit Way Landmark changes: Spirit Way Landmark no longer reduces the cost of dynasty units in Stables and Archery Ranges around the Landmark. Spirit Way Landmark now houses technologies to upgrade dynasty units which can be researched for -50% cost and +100% research speed. When a dynasty unit dies, all nearby units will receive +20% attack speed and +20 hit points over 10 seconds.
- Fixed a bug where Chinese Scouts lost their Tang Dynasty bonus vision when advancing to the feudal age.
- Fixed a bug where The Ming Dynasty bonus was increasing the hit points of Keeps, Stone Wall Towers, and Outposts.
- Fixed a bug where Imperial Official ignored shift queued tax drop off when carrying max gold.
Delhi Sultanate[]
- Delhi Sultanate Imperial Age tech time multiplier reduced from 15x to 12x
- When toggling the Palace of the Sultan Landmark's automatic Elephant production off, Elephants in queue will now be correctly cancelled.
- Dome of Faith Landmark changes
- Changed from -50% cost to -40% cost and +50% production time.
- Technology research time adjustments:
- Boiling Oil increased from 300 to 450 seconds
- All Seeing eye increased from 135 to 157
- Swiftness increased from 270 to 450 seconds
- Professional Scouts increased from 210 to 262
- Survival Techniques decreased from 225 to 135
- Herbal Medicine increased from 180 to 225
- Tower Elephant Adjustments: Tower Elephant hit points reduced from 960 to 860. Ranged units riding the Tower Elephant are now properly affected by all damage upgrades (Blacksmith and university).
- Reduced the formation catchup speed of elephants from 100% to 40%. This puts them inline with all other units in the game and will make chasing them down with Spearmen more manageable.
- Fixed a bug where technologies researched in Delhi keeps did not adjust research time if started before Scholars are garrisoned.
- Fixed a bug where The Hisar Academy Landmark was generating Food while under construction.
- The Textiles technology now increases food produced by the Hisar Academy.
English[]
- English Naval civilization bonus and Unique technology swapped.
- Shipwrights renamed to Admiralty.
- Admiralty now provides +1 range to all English combat ships.
- English now has a global discount to Naval units of 10%.
- Wynguard Palace Landmark has 2 new additional production options: Wynguard Raiders spawns an army of 3 Knights and 3 Horsemen. Wynguard Rangers spawns an army of 3 Handcannoneers and 3 Crossbowmen.
- Abbey of Kings Landmark changes: Radius increased from 6.25 to 7.5 tiles.
French[]
- Royal Institute discount increased from 20% to 30%.
- Red Palace default weapons decreased from 3 to 2 Arbalest.
- College of Artillery's Royal siege units are included in the Melee v Siege Rework (see above)
- Chamber of Commerce was giving no bonus to trade value, it now gives the proper +30%. Wow!
- French Trade Ship bonus changed from +20% Gold to +20% all resources on trades.
- Chivalry cost increased from 50 Wood 125 Gold to 100 Wood 200 Gold.
Holy Roman Empire[]
- The Regnitz Cathedral Landmark now provides +100% Gold from all captured Relics instead of +200% Gold from 2 Relics garrisoned within. It also is now a fully functional Monastery.
- HRE Prelates will also inspire units when they start healing.
- Fixed a bug that was preventing Prelates from garrisoning into the Aachen Chapel after it had been repaired by Emergency Repairs.
- Meinwerk Palace Landmark discount and research speed increased from 30% to 40%.
- Aachen Chapel Landmark now accepts the drop-off of all resources.
- Fixed a bug where Dark Age and Feudal age Prelates were only healing for 3.5 per second instead of the intended 7.
Mongols[]
- Mangudai time between attacks reduced from 1.38 to 1.25
- The Traction Trebuchet unit and the Improved Siege Works research are included in the Melee v Siege Rework (see above).
- Improved economy technologies
- Bonus of the improved economy technologies increased from 5 to 7.5%.
- Kurultai Landmark changes: Kurultai Aura radius increased from 4 to 7.5 tiles. Healing effect no longer requires the Khan to be present within its aura.
- Mongols now have access to the Geometry and Geometry (Improved) technologies in the Siege Workshop.
- Improved Tithe Barns now generates the correct amount of resources.
- Packed Pastures and Barracks now have the same hit points as their unpacked versions.
- Fixed a bug where Mongol Silver Tree landmark sometimes prevented Yam Network tech from working.
Rus[]
- Horse Archer time between attacks reduced from 2.62 to 2.125
- Spaskaya Tower Landmark now unlocks the building of Stone Walls
- Kremlin Landmark changes: Influence range increased from 4 to 8 tiles. Default weapon range increased from 6 to 8. Garrison arrow range increased from 6 to 8
- High Trade House Landmark changes: Fixed the aura indicator on the High Trade House to represent the correct tree counting range. Note that the area is now visually bigger, but this is now an accurate representation of what trees are being counted by the Landmark.
- Lodya Attack Ships now retain their +8 damage vs Incendiary Ships after researching Incendiary Arrows. Lodya ships were scaled to different sizes, they are all normalized now.
Maps[]
General[]
As part of this update, adjustments were made to the maps that can be found in Quick Matches and Ranked.
- Improved how contested resources are spawned when the contested resource count doesn't line up with team count. For example: If there are 2 teams and 3 sacred sites, each team may get 1 sacred site favoring them in the contested space. Before, the third site would also be favored towards one team. Now, the third site will spawn in a neutrally contested location.
- Fixed a separate issue where contested spawns that are biased towards players would sometimes not alternate teams, resulting in one team having more contested resources favoring them than the other team (a more optional note to add, may help explain cases where it seems "not fixed").
- Some additional details to the Map Seed tooltip to more thoroughly explain how to recreate a map. In order to re-generate an identical map, the player needs to:
- use the same seed
- use the correct map layout (eg Lipany)
- use the same map size
- use the same biome (some biomes distribute different visuals and decorations, which can cause resources to spawn differently)
- use the same team configuration (same number of players, team sizes, and Teams Together/Random Positions setting)
- Berry bush clusters and deer herds now require a bit more room when looking where to spawn, to avoid cases where they would spawn on rugged terrain with no room to place a mill.
- Fixed a bug in the new Map Preference system where the blue pip did not appear on downvoted maps in the "High Resource" category.
- Fixed an issue where the map preview image in the Map Setup tab would be cropped for Crafted Maps.
- New map added: The Pit
Map balance[]
- Ancient Spires: The Ancient Spires map has received an overhaul with the high level goal of distributing the small lakes evenly between teams. Now, each lake will be placed in relation to the distance between teams. For example, if one lake is placed 10 tiles from player 1, a corresponding lake will be placed 10 tiles from player 2. Each lake contains 5 shore fish. The number of lakes increases with map size and number of teams.
- Black Forest: Resolved a former Known Issue with the spawn areas for the Black Forest map, where 1v1 matches on the micro map size could cause the Town Center to spawn underwater, as well as gold veins and stone outcroppings to not spawn near player start at all.
- Boulder Bay and Megarandom: On Boulder Bay and Megarandom, a new special distribution of deepwater fish that are guaranteed to spawn within scout vision of the shoreline at consistent spacing. This is to ensure that players or teams do not get an economic advantage from having unequal access to deepwater fish, and to make the opening dock placement much less of a make or break decision.
- Danube River: Danube River now will spawn teammates in a staggered line on each side of the river when using the Teams Together setting. This should fix instances where a single teammate in larger games could spawn on the enemy side of the river.
- Dry Arabia: Dry Arabia sheep have been adjusted to now spawn in 4 groups of 2, instead of 2 groups of 3. This should spread sheep out and not have such an early game swing for getting lucky when sending the scout on the first sheep collection pass.
- French Pass: Fixed an issue on French Pass where in 2v2 matches on the Small map size, one Sacred Site would fail to spawn (and one player would spawn more forward than intended)
- Lipany: A tuning pass on the distribution of Sacred Sites on Lipany.
- Mongolian Heights: Mongolian Heights has been updated to ensure that cliffs do not surround Sacred Sites and Trade Posts. The number of crossings on the map has been updated from 3 to 5, and each crossing is now wider. This should result in less turtle-y gameplay, as there were often match stalemates when the 3 narrow crossings were heavily fortified. Defensive play on this map should still be possible, but it will require more investment, opening up different strategies.
- Mountain Pass: Mountain Pass' titular pass has received some tweaks โ it will now scale up in size based on the map size. On larger sizes, expect to see a much longer opening, which will reinforce the need to use teamwork to defend the opening.
- Nagari: The water level of the central lake on Nagari was brought up slightly to improve dock placement ability on the shorelines. Sometimes, when the slope of the terrain going into the land is too steep, it can block the ability to place docks, so bringing up the water level should help alleviate this issue.
AI[]
General[]
- Restricted the amount of simultaneous harass attacks the AI will attempt to perform to reduce instances where the AI's army is being spread too thin at once.
- Mongol AI are now building Steppe Redoubt near gold deposits and using it as gold drop-off.
- Reduced number of Scouts the AI tries to maintain.
- Improved AI scouting and sheep gathering behavior.
- Fixed an issue that would cause the AI to have trouble sending attacks against packed buildings.
- Chinese AI have been tuned to prefer to place farms near Granaries and production buildings near the Imperial Academy to better take advantage of their influence bonus.
- French AI have been tuned to prefer to place military production buildings near Keeps to benefit from their influence bonus.
- Rus AI have been tuned to prefer to place siege workshops near the High Armory to better take advantage of its influence bonus.
- Sultanate AI have been tuned to prefer to place research buildings near Mosques and the Tower of Victory near Barracks/Archery Ranges to better take advantage of their influence bonus.
- AI Chinese Imperial Officials will now take safety by garrisoning buildings if threatened.
- AI will consider gathering from resources with better gather rating.
- AI can now use their demolition ships properly and can use them to destroy enemy ships and buildings.
- Hard/Expert AI early game economy tuned to prioritize resources and resource upgrades more efficiently.
- Fixed an issue that prevented the AI from hunting boar and killing wolves.
- AI early game naval economy tuned to prioritize producing fishing ships earlier.
- Fixed an issue where sometimes the AI scout would be stalled for a long time at a given point and seem to be idle.
- Slightly increased maximum number of villagers the Hardest AI will produce.
- Sultanate and Abbasid AI tuned to prioritize gathering from berries.
- AI scouts now collect sheep in Revealed games.
Modding[]
General[]
- Fixed an issue affecting mod authors where after publishing an update to an existing mod, the published version of the mod will remain out of date for the author's client until a game restart. The Mod author publishes an update to a local mod in My Mods/Mod Publisher.
- Fixed an issue affecting mod authors where mods always appear as out of date in the My Mods/Mod Publisher tab.
- In My Mods: Mod Manager, the corresponding published mod will be out-of-date with the old title, description, picture, etc. There will be no option to update the out-of-date mod until the mod author restarts their game client.
- After deleting a mod, it's now possible to re-subscribe and download it.
- The player can now obtain debug information for generated maps.
- Fixed a bug where the player is no longer able to publish a mod after being asked to change its name.
- Fixed an issue where pressing the 'ESC' key while in the Mod creation Wizard or the layout tool showed a pop-up window instead of closing the editor.
- Fixed an issue when cloning specific extensions would not clone the specified extensions.
- Fixed a crash when trying to add a variable to an Entity Blueprint.
- Fix to the Three Village SP Mission template by adding a new "Scenario" win condition that will show up when loading a match instead of the default "None."
- Fixed a bug in the Royal Rumble mod where the player could not access the Tribute button and functionality.
- Fixed an issue with the winning condition templates where they were missing the event cues (Aging up UI).
- Fixed a bug when selecting an unsubscribed mod in a Skirmish game automatically resubscribed to the mod.
Crafted maps[]
- When using the Intermediate Crafted Map mod option, painting ocean terrain with the Terrain Painter Tool will now automatically adjust ocean water height to ensure that crafted maps containing ocean terrain have water as expected.
- When creating a Crafted Map mod, the Random Scenario generator window now has additional descriptions on each of the Distribution Categories to help modders identify what kinds of objects are included with each toggleable distribution category.
- A large number of new terrain types for use in modded generated maps.