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Update 34699 is a patch in Age of Empires II: Definitive Edition, released on January 21, 2020.

Game stability[]

  • Fixed an issue that would cause the game to crash on start-up.
  • Fixed a crash that would affect players in Spectator mode.
  • Fixed a rare crash when skipping through the Art of War videos.
  • Implemented various other crash fixes.
  • Fixed an issue that prevented save files containing non-Unicode text characters from transferring correctly when signing into another device.
  • Implemented a warning message when a LAN server is blocked by a firewall.

Performance[]

  • Implemented improvements to RAM usage for configurations with dedicated VRAM.

Gameplay[]

  • Livestock can now be garrisoned and transported in Transport Ships.
  • Animals that can be ordered will no longer run faster than intended when tasked with waypoints.
  • Increased the base speed of controllable animals.
  • Double-clicking units no longer temporarily selects garrisoned units.
  • Fixed an issue where Villagers would sometimes not return to their work after being garrisoned inside a Castle.
  • Fixed a rare issue where Petards would fail to deal damage to Gates.
  • Fishing Ships will now put more effort into seeking out new fishing spots if their original gathering point is depleted.
  • The Guard hotkey for the Bombard Cannon and Mangonel now works as intended.
  • Trade units will now prioritize the Market that is furthest away for trading.
  • Fixed an issue where Monks would occasionally heal units beyond their intended range.
  • The building preview now displays the correct graphic when the cursor is moved beyond the map's edge.
  • Multiple Town Centers can now be queued up for construction by holding the Shift key during placement mode.
  • Fixed an issue where waypoints would sometimes display in incorrect positions.
  • The Anarchy technology now utilizes the correct hotkey.
  • Removed the combat abilities from Markets, Monasteries, Archery Ranges, and Stables. (These were previously only available by using gather points.)
  • Cancelling the Spies upgrade will now return the full cost rather than only returning 200 gold.
  • Cancelling units in a production queue will now return the actual amount of resources initially spent on the unit. (This is a legacy issue from the CD version.)
  • Players no longer receive additional score points for killing Dismounted Konniks.
  • AI achievements can no longer be unlocked when playing campaign scenarios.

Civilization balance[]

General[]

  • The Mayans and Chinese will no longer be granted their bonus starting villagers until a Town Center has been constructed.
  • Battle Elephant [Standard & Elite]: Reduced the training time from 28 to 24 seconds.

CivIcon-Burmese Burmese[]

  • Arambai [Standard & Elite]: Reduced the wood cost from 80 wood, 60 gold to 75 wood, 60 gold.

CivIcon-Chinese Chinese[]

  • Can now research the Block Printing technology.

CivIcon-Khmer Khmer[]

  • Farmers no longer require Mills or Town Centers to drop off food.

CivIcon-Persians Persians[]

  • Increased the cost of Archer units after researching the Kamandaran technology from 50 to 60 wood.

CivIcon-Slavs Slavs[]

Campaigns[]

General[]

  • Loading a saved campaign scenario no longer causes certain objects to display the wrong names. (Note that this does not affect old saves.)
  • Added the relevant dates and civilizations to each Campaign tooltip.

The Art of War[]

  • 'Booming:' Fixed a rare issue where the Imperial Age upgrade could not be unlocked.

Campaign scenarios[]

  • Alaric 1: 'The Battle of the Frigidus': The two relics have been moved to more accessible locations.
  • Alaric 3: 'The Belly of the Beast': The two enemy cities will now attack more often on moderate and hard difficulties.
  • Alaric 4: 'The Giant Falls': The player now starts with extra pavilions.
  • Bari 5: 'The Onrushing Tide': A timer has been added to track how much time remains to protect the city during the final part of the scenario.
  • Francisco de Almeida 3: 'Ruins of Empires': Fixed an exploit where a player could set their stance to neutral to safely convert hostile villagers without retaliation.
  • Francisco de Almeida 5: 'A Son's Blood': Fixed an exploit where the player could win the scenario by constructing a wonder before receiving the objective to do so.
  • Francisco de Almeida 5: 'A Son's Blood': Disabled the construction of Transport Ships, Mangonels, or the ability to upgrade to the Imperial Age during the "Truce" part of the scenario.
  • Genghis Khan 4: 'The Horde Rides West': Fixed a cliff that could be improperly traversed after removing the surrounding trees.
  • Kotyan Khan 5: 'A New Home': The player can no longer research the Redemption technology.
  • Le Loi 1: 'The Dai Viet Uprising': The secondary objective to bring the Relic Cart to the Monastery will now activate at the correct time.
  • Le Loi 1: 'The Dai Viet Uprising': Player 3 (AI) will no longer transfer all its assets to the player after completing the relic objective.
  • Le Loi 5: 'A Three-Pronged Attack': Fixed an issue where the AI would not participate in the scenario as intended.
  • Le Loi 6: 'The Final Fortress': Fixed a minor AI issue that would make the scenario harder to complete than intended.
  • Pachacuti 3: 'War of Brothers': The player can now build siege units after defeating the Chanca.
  • Sundjata 1: 'Hunted': Fixed a crash that could be triggered under certain circumstances during the scenario.
  • Sundjata 1: 'Hunted': The scenario will now properly end when Sundjata is killed, as intended.
  • Sundjata 2: 'The Sting of the Scorpion': Fixed a crash that could be triggered under certain circumstances during the scenario.
  • Sundjata 4: 'Blood on the River Bank': The objective to destroy the enemy will now update properly when completed.
  • Tariq ibn Ziyad 5: 'Razzia': Fixed an exploit where computer-controlled opponents would not activate if villagers were acquired early.
  • Yodit 1: 'Path of Exile': Increased the initial resources of the player. Gold and stone deposits are also more accessible to miners during the scenario.
  • Yodit 1: 'Path of Exile': Enemy opponents now receive less Shotel Warrior reinforcements.
  • Yodit 3: 'A Fallen Crown': The yellow team will now resign sooner when conditions are met.
  • Yodit 4: 'Broken Stelae': Secondary objectives will now update properly upon completion.
  • Yodit 4: 'Broken Stelae': Arab allies now send more ships, and allied tribes now receive additional units.
  • Yodit 4: 'Broken Stelae': If a stela is lost after completing the objective to control the stelae, the objective will now reactivate.

Random maps[]

General[]

  • Gold and Stone deposits, as well as Relics, will more effectively avoid cliffs during map generation.
  • Relics will now avoid forests more effectively during map generation.
  • Implemented additional logic to prevent Scouts from spawning in forests.
  • Starting sheep will now spawn between 7-8 tiles from the Town Center (was 8-9 tiles).
  • Team members' walls that are adjacent to each other will now form a team wall instead of overlapping.
  • Changed the way Gates are generated on walled maps to reduce the chance of them being blocked.
  • Restored the Relic count to 5 on the following tiny, small, and medium maps. Relics are also more fairly distributed in a 1v1 setting:
  • Archipelago
  • Black Forest
  • Continental
  • Fortress
  • Highland
  • Islands
  • Team Islands
  • Fixed a bug where trees in some forest types could be deleted by using building foundations. They must now be chopped down before building a structure.
  • Dragon forests can now appear on more African-themed maps.
  • Implemented various cosmetic updates to terrains used on all maps.

Map Settings[]

  • King of the Hill: The monument now generates resources for the controlling player.
  • All gold, stone, relics, straggler trees, boar, sheep and fish have been removed from games set to "Infinite" resources.

Map Generation and Layout[]

The secondary gold and stone deposits are now more consistent and more closely resemble their original values on the following maps:

  • Acropolis
  • Arabia
  • Arena
  • Baltic
  • Black Forest
  • Budapest
  • Cenotes
  • City of Lakes
  • Coastal
  • Continental
  • Fortress
  • Ghost Lake
  • Hideout
  • Highland
  • Hill Fort
  • Lombardia
  • Mediterranean
  • Mongolia
  • Nomad
  • Oasis
  • Rivers
  • Salt Marsh
  • Scandinavia
  • Steppe
  • Team Islands
  • Valley
  • Yucatan

Acacia forests have been replaced by palm/dragon forests on the following maps:

  • Arabia
  • Coastal
  • Continental
  • Crater Lake
  • Fortress
  • Gold Rush
  • Nomad
  • Rivers
  • Team Islands
  • Valley

Added a Mediterranean season to the following maps:

  • Arabia
  • Arena
  • Archipelago
  • Black Forest
  • Coastal
  • Continental
  • Crater Lake
  • Gold Rush
  • Golden Pit
  • Hideout
  • Highland
  • Hill Fort
  • Islands
  • Mediterranean
  • Megarandom
  • Migration
  • Nomad
  • Oasis
  • Rivers
  • Team Islands
  • Valley
  • Enemy Archipelago
  • Enemy Islands
  • Open Plains
  • Swirling River
  • The Eye
  • Twin Forests
  • YingYang
  • Iberia
  • Italy
  • Byzantium

Maps[]

  • Acropolis: Added extra gold and stone nodes.
  • Acropolis: Adjusted the player starting positions so they all begin at an equal distance to the center of the map.
  • Archipelago: Fixed an issue where the starting gold nodes would fail to generate at the start of the map.
  • Fortress: Straggler trees no longer appear within the walls.
  • Fortress: Adjusted the forests so they at least partially appear within the walls.
  • Fortress: Boars will now spawn in two different positions as opposed to one group.
  • Fortress: Reduced the distance at which Boars spawn from the Town Center to 16-19 tiles (was 30-35 tiles).
  • Fortress: Walls will now consistently spawn 20 tiles from the Town Center. On ludicrous map size, they will spawn at 35 tiles from the Town Center.
  • Fortress: Towers will now consistently spawn within 2 tiles of the wall.
  • Fortress: Adjusted the generation of houses and other buildings so they do not impede the player.
  • Fortress: Improved the way farms are generated so they cleanly surround the Town Center.
  • Ghost Lake: Extra sheep spawns have been adjusted to form three groups of two sheep per player. These groups will only appear on the middle lake.
  • Golden Pit: Slightly increased the size of the pit in the center of the map.
  • Megarandom: Mangrove forests will now only appear on shallows.
  • Megarandom: Extra gold and stone deposits have been adjusted to spawn in more balanced locations for players.
  • Megarandom: Gold and stone deposits, as well as Relics, now spawn further away from forests.
  • Megarandom: Straggler trees will no longer be generated when playing a Deathmatch or Infinite Resources.
  • Sandbank: Adjusted the location of gold and stone deposits.
  • Sandbank: Improved the placement of additional deer spawns.
  • Scandinavia: Adjusted the generation of forests and ice patches to offer easier navigation and access to the water.
  • Scandinavia: Resources have been moved closer to players' initial starting positions.
  • Team Islands: Fixed a rare issue where gold and stone nodes would fail to generate at the start of the map.
  • Team Islands: Removed cliffs from the map.
  • Team Islands: Reduced the distance between islands from 22 to 20.
  • Yucatan: Teams are now interconnected by shallow terrain in case rivers block passage.
  • Yucatan: Adjusted how forests and terrain are generated to provide more open gameplay.
  • Wolf Hill: Extra gold and stone deposits now spawn further away from forests.

Random Map Scripting (RMS)[]

  • Sudden Death can now be used as an identifier for custom RMS scripts.
  • Random maps can now place buildings on terrains without terrain restrictions.
  • Random maps now generate the correct Gate types for all Wall types.
  • Capture the Relic: Custom Nomad scripts will now allow the player to build a Monastery if the map doesn't start with one.
  • Testing Random Map Scripts in the scenario editor now works correctly when teams are set using diplomacy settings.
  • A new command avoid_cliff_zone has been added to help prevent objects from appearing too close to cliffs. The distance can be set by using the same format as the avoid_forest_zone command.
  • Fixed an issue where setting land_percent to 100 would occasionally fail to generate land on all available tiles. (For example, this would sometimes result in random patches of water on Highland.)
  • The command, set_scaling_to_player_number, now works correctly when a map is generated in the scenario editor.
  • The command, circle_radius, now supports a secondary value to define the variance of the circle. For example, circle_radius 20 1 would create a circle with radius 20 and variance 1.
  • The command, random_map.def, now includes several new beach constants:
  • ICYSHORE
  • DLC_WETROCKBEACH
  • DLC_GRAVELBEACH
  • DLC_WETBEACH
  • DLC_REEDSBEACH
  • MEDITERRANEAN_FOREST
  • CYPRESS_TREE
  • ITALIAN_PINETREE
  • OLIVE_TREE

Lobbies and matchmaking[]

  • Fixed an issue where Custom Map pools would always reset to Coastal after starting a new game session.
  • Added a password filter to the Lobby Browser.
  • The Regicide game mode will no longer remove the 'Victory Condition' dropdown in multiplayer lobbies.
  • The 'Starting Resources' setting now works properly when playing Regicide.
  • Fixed an issue where the check marks on the loading screen would, on occasion, not update properly.

Graphics[]

  • Fixed a rare issue where unit outlines would fail to display behind construction graphics, Walls, and Gates.
  • Added smoke visual effects to Gate destruction animations.
  • Implemented various bug fixes and updates to art assets.

Audio[]

  • Fixed various issues where the voiceover dialog and subtitles did not match in campaign scenarios.
  • Fixed the muzzle and sound delay of Organ Guns, Bombard Cannons, and Hand Cannoneers.
  • Fixed the sound delay of Hand Cannoneers and Janissaries.
  • Fire Arrows shot from Towers will now use the new tower-specific arrow sound, as intended.
  • Fire Arrows no longer play the "whoosh" sound effect twice.

AI[]

General[]

  • AI-controlled players will now continue to function in multiplayer games if the host has left the game.
  • AI-controlled Scouts will now explore the map in custom scenarios.
  • Added a localized response to Taunt 31 for AI players.
  • Extreme difficulty: AI-controlled Eagle Scouts are now better at avoiding dangers while scouting.
  • Extreme difficulty: AI-controlled Scouts will no longer try to continuously steal herdable animals.
  • Extreme difficulty: Fixed an issue where the AI would sometimes fail to counter enemy Rams with Villagers.
  • Fixed an issue where the AI would prioritize building docks on the opposite side of the map despite starting near a body of water.
  • AI-controlled players will now construct fewer docks if they are not planning to construct ships soon thereafter.
  • Fixed a rare issue where AI players would flare where it was attacking too often.
  • Fixed a rare issue where AI players would not flare where it was being attacked when asking for assistance.
  • Fixed an issue where AI players would miscalculate their starting position when playing in a match with imbalanced teams.
  • Fixed an issue where, in rare circumstances, starting with an AI (CD) opponent on Extreme difficulty would display an error message.
  • Improved the behavior of villager migration to new islands.
  • Implemented various improvements to the strategic decision-making capabilities of AI players.
  • Implemented minor adjustments to difficulty scaling.

Pathfinding[]

  • Improved the behavior of military units when they are surrounding and attacking buildings.
  • Groups of units will now correctly make use of command queues.
  • Fixed an issue where military units would, on occasion, visually stutter while moving.
  • Fixed an issue where Gates would, on occasion, briefly block units during their destruction animation.
  • Fixed an issue where AI-controlled units in the campaign would stop attacking while in the Attack Move stance.
  • Fixed an issue where units could slide through obstructions if they were too close to fire while in the Stand Ground stance.
  • Fixed an issue where units on Stand Ground would stutter after ungarrisoning from a Siege Tower.
  • Fixed an issue where Rams would randomly lose interest when attacking a Gate.
  • Improved Ram pathfinding when moving to and attacking Gates and Towers.
  • Fixed an issue where Villagers would sometimes ignore commands while under attack.
  • Fixed an issue where Villagers would occasionally go idle under certain circumstances. This also improves villager gathering behavior in crowded situations.
  • The command, sn-maximum-patrol-distance, is now available for scenario designers to utilize the HD chasing behavior which broke the patrolling of individual units.

Scripting[]

Several adjustments have been made to the AI's scripting:

  • up-cc-add-resource now also works for non-standard resources.
  • up-find-next-player now works correctly.
  • unit-type-count-total fact now counts units in queue.
  • up-object-type-count-total now counts units in queue.
  • up-get-point position-map-size is no longer off by 1.

UI[]

  • Updated the minimap to display the correct color for gravel and bogland terrain.
  • The Best Civ information on the player profile now shows the best civilization from both single player and multiplayer games.
  • Legacy HP colors are now displayed correctly in the UI.
  • Placeholder text no longer displays when a player loses connectivity to multiplayer services.
  • A Villager's build queue no longer resets when a villager within their group of selected units is killed.
  • Fixed a rare issue where the unit command panel would not display properly.
  • Fixed an issue which prevented the correct display of allied units inside a building.
  • Fixed an issue where the Spectator command panel would not display properly when selecting multiple units.
  • Players who have resigned out of a match are now displayed correctly in the spectator UI.
  • Fixed a bug where resigned co-op players would see their names replaced by their team name.
  • Fixed an issue where hotkeys would continue to work in-game while the "Delete" confirmation window was in focus.
  • Fixed a rare issue where multiple UI screens would overlap each other.
  • Fixed a rare issue where AI names would not display properly on the loading screen.
  • Tech Tree: Unit stats are no longer inconsistent in the civilization tech tree when playing with a non-Dark Age start.
  • Tech Tree: Fixed a rare issue where researched unit or technology nodes did not appear correctly.
  • Tech Tree: Fixed a rare issue where some nodes did not include their required technologies.

Modding[]

  • Fixed a bug where mods could not be downloaded on systems with non-English characters in the local username.
  • By default, mods are now sorted by "Popular."
  • Mod icons will no longer be reverted to the default icon when updating a mod.
  • Added a "Force Update Mod" button.
  • Fixed an issue where it custom audio could not be used in the intro or outro slides of a custom campaign.
  • Fixed an issue where attempting to override built-in campaign voiceover resulted in no audio at all.
  • Unlisted mods now update properly.

Scenario Editor[]

  • Loading legacy scenarios in the Editor will now unlock all new content to be placeable in that scenario.
  • Placeholder terrain is no longer visible under fog of war in some legacy scenarios.
  • Fixed an issue which prevented the ability to navigate text fields in the editor using the arrow keys.
  • Triggers: The object "visible" trigger condition now works correctly.
Patches/Updates/Hotfixes
Age of Empires
ReturnRome-AoEIcon Age of Empires 1.0a · 1.0b · 1.0c
RomeIcon The Rise of Rome 1.0a
Age of Empires Definitive Edition icon Definitive Edition Release · CU3 · CU4 · CU5 · CU6 · CU7 · U8 · U9 · U10 · U11 · Update 28529 · Update 34483 · Update 35199 · Update 38862 · Update 46777 | Summary
AoE2Icon-ReturnRome Return of Rome Update 83607 · Hotfix 85208 · Hotfix 85614 · Update 87863 · Update 93001 · Hotfix 93870 · Update 95810 · Update 99311 · Update 107882 · Update 108769 · Hotfix 109739
Age of Empires II
AoE2-DLCicon-0 The Age of Kings 2.0a
AoE2-DLCicon-1 The Conquerors 1.0 (launch) · 1.0b · 1.0c
Aoe2 hb HD Edition 2.1 · 2.2 · 2.3 · 2.5 · 2.6 · 2.7 · 2.8
AoE2-DLCicon-2 The Forgotten 3.0 · 3.1 · 3.2 · 3.3 · 3.4 · 3.5 · 3.6 · 3.6a · 3.7 · 3.8 · 3.9 · 4.0 · 4.1 · 4.2 · 4.3
AoE2-DLCicon-3 The African Kingdoms 4.4 · 4.5 · 4.6 · 4.7 · 4.8 · 4.9
AoE2-DLCicon-4 Rise of the Rajas 5.0 · 5.1 · 5.3 · 5.4 · 5.5 · 5.6 · 5.7 · 5.8
AoE2-DLCicon-5 The Last Khans Update 32708 · Update 32911 · Update 33059 · Update 33164 · Update 33315 · Update 34055 · Hotfix 34223 · Hotfix 34397 · Update 34699 · Hotfix 34793 · Hotfix 35209 · Update 35584 · Update 36202 · Update 36906 · Update 37650 · Hotfix 37906 · Update 39284 · Hotfix 39515 · Update 40220 · Update 40874 · Update 41855 · Update 42848 · Hotfix 43210
AoE2Icon-LordsWest Lords of the West Update 44725 · Hotfix 44834 · Hotfix 45185 · Update 46295 · Update 47820 · Update 50292 · Hotfix 50700
Dawn of the Dukes icon Dawn of the Dukes Update 51737 · Hotfix 53347 · Update 54480 · Update 56005 · Update 58259 · Update 59165
AoE2Icon-DynastiesIndia Dynasties of India Update 61321 · Update 62085 · Update 63482 · Hotfix 63581 · Update 66692 · Hotfix 71094 · Update 73855 · Update 75350 · Update 77209 · Update 78174 · Hotfix 78757 · Update 81058 · Hotfix 82587
AoE2Icon-ReturnRome Return of Rome Update 83607 · Hotfix 85208 · Hotfix 85614 · Update 87863 · Update 90260 · Update 93001 · Hotfix 93870
AoE2Icon-MountainRoyals The Mountain Royals Update 95810 · Hotfix 96976 · Update 99311 · Hotfix 99404 · Update 104954
Aoe2 hb Victors and Vanquished Update 107882 · Update 108769 · Hotfix 109739
Age of Mythology
Aom original icon PC 1.01 · 1.02 · 1.03 · 1.04 · 1.05 · 1.06 · 1.07 · 1.08 · 1.09 · 1.10
Aom original icon Mac 1.0.1 · 2.0 · 2.01
AoM The Titans icon The Titans 1.01 · 1.02 · 1.03
AoM Extended icon Extended Edition 1.5 · 1.6 · 1.7 · 1.8 · 1.9 · 1.10 · 1.11 · 1.12
AoM Extended icon Tale of the Dragon 2.0 · 2.1 · 2.2 · 2.3 · 2.4 · 2.5 · 2.6 · 2.7 · 2.8
Age of Empires III
3Icon48px Age of Empires III 1.01 · 1.02 · 1.03 · 1.04 · 1.05 · 1.06 · 1.07 · 1.08 · 1.09 · 1.10 · 1.11 · 1.12 · 1.13 · 1.14
3WCIcon48px The WarChiefs 1.01 · 1.02 · 1.03 · 1.04 · 1.05 · 1.06
3ADIcon48px The Asian Dynasties 1.01 · 1.02 · 1.03
Age3DE Icon Definitive Edition Update 3552 · Hotfix 4087 · Update 5208 · Update 6159 · Hotfix 6847 · Update 9476 · Update 10807 · Update 13088 · Update 14825 · Update 18493 · Update 20322 · Update 23511 · Hotfix 24632 · Update 26865 · Hotfix 27330 · Hotfix 27812 · Update 29715 · Hotfix 30181
Age3DE Icon The African Royals Update 38254 · Hotfix 39346 · Update 43871 · Update 47581 · Update 50830 · Update 54545 · Update 56860 · Update 61213 · Update 13.690 · Update 13.4412
Age3DE Icon Knights of the Mediterranean Update 13.9057 · Update 13.10442 · Update 13.12327 · Update 13.18214 · Update 13.27885 · Hotfix 13.29366 · Hotfix 13.29985 · Update 13.38085 · Update 13.58326 · Update 14.3853 · Update 14.43676 · Update 15.30007 · Patch 15.30007 · Update 15.59076
Age of Empires IV
Age of Empires IV Patch 7989 · Update 8324 · Patch 9369 · Patch 10257 · Patch 11009 · Patch 11963 · Season One Update · Patch 12973 · Patch 14681 · Patch 15965 · Season Two Update 17718 · Patch 20249 · Patch 23349
Anniversary Edition Update 24916 (Season Three) · Patch 5.1.148 · Patch 5.1.148.1 · Patch 5.2.131 · Update 6.0.878 (Season Four) · Patch 6.1.130 · Update 7.0.5861 (Season Five) · Hotfix 7.0.5976 · Hotfix 7.0.6026 · Patch 7.1.113 · Update 8.0.185 · Patch 8.1.276 · Patch 8.2.218 · Patch 9.2.628
The Sultans Ascend Update 9.1.176 (Season Six) · Patch 9.1.370 · Patch 9.2.628 · Update 10.0.576 (Season Seven)  · Patch 10.1.48
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