Age of Empires III: Definitive Edition – Update 19.18658

Independence Mode

With the update’s DLC focus in mind we are delighted to introduce the new Leaderboards & Matchmaking Queues for Independence Mode!

To empower players of The Baltic Powers who are trying to improve their skills and knowledge in this mode, we are excited to unveil the brand-new Independence Technology Tree sheet. This overview enables everyone to compare all the mode’s culture and civilization bonuses in the most accessible way.

8 Likes

Not really feeling this patch. What’s the point of 2 pop mounted fryskytte?

Rockets also don’t change the skin beyond the one imperial one sent with card.

Did we need to nerf sepoy training time?

Lol i didn’t even realise that i couldn’t train new outlaws as italy with lombards… because that is how much relevancy that had. Meanwhile i still can’t see how much surplus ressources i created with lombards / can’t automatise them.

6 Likes

The Known Issues page says that there are no known performance issues being tracked. Apparently, the game doesn’t have a single performance issue?

There are other reports of performance issues as well, not to mention legacy issues that should have been considered for fixing by now.

I guess I won’t bother putting any more effort into reporting bugs with the goal of improving the game, only for them to be dismissed like this.

2 Likes

I mean, welcome all the fixes, a few good ones, a few weird ones, and though I’m not done reading, I just had to point this one out:

Dear god…

7 Likes

This was a long time coming. Massed mantlets were very annoying and hard to deal with. They were a slow and steady push

I legit got +3000 hours, I’ve never had a haudenosaune mass them against me…

Where are all the players that do???

Maybe I’m too low an ELO to meet them? :thinking:

2 Likes

Mostly in team games. 20 characters

also looking at their stats, they are pretty good for 2 pop:

400 HP

50% RR

25 damage with 12 range

They are essentially very tanky muskets. if you use them as such, you will find them very good.

I was wondering if you saw that. I want to know who was going around abusing mantlets to the point someone decided to nerf them so hard like that

1 Like

Cool patch, think Danes needed some more love though.

And there’s a huge sound issue, just played a match and everything is delayed by 2 seconds, and then there’s overlap of music and sounds, almost like it’s trying to play catch-up.

5 Likes

Me encanta el cambio pero le faltó agregarles la habilidad pasiva de evasión XD

1 Like

The patch is appreciated, as it fixes several issues with the DLC and restructures the Independence mode; however, there are still other areas that have yet to be addressed. For instance, the Danish metropolis deck could use more cards. Furthermore, some revolutions—such as the Livonian revolution—remain underwhelming compared to other revolutions available in the Fortress Age. The same applies to the Latin American revolutions; the community has long been calling for a complete rework, including the addition of regional units specific to each South American nation. While such a request is certainly ambitious, it is by no means impossible, and implementing it would bring great joy to many players. Another suggestion I’ve seen on the forum involves a visual overhaul for British manors, as well as the potential addition of an Irish revolution or a “Commonwealth of England” revolution. There have also been requests from the community for visual updates to various military units, such as Dutch Skirmishers and British Grenadiers. Hopefully, these changes can be incorporated into a future patch. As mentioned, while this is no small undertaking, it is entirely achievable—perhaps the sales of the new DLC will help pave the way for these updates down the line.

P.S. I forgot to mention the reworking of the military units from the Meiji Restoration, which has also been highly requested by the community.

1 Like

A few things that I find interesting:

Danes

  • Shipment Tax: Increased from 80c to 90c.

Reasonable I think.

  • Snaphane:
  • Damage multiplier against Cavalry & Shock Troops decreased from 0.5x to to 0.25x and against Artillery from 2x to 1.5x.
  • Royal Service (III):
    • Technology cost changed from 300f 300w to 250f 500w.
    • Snaphane XP increased from 9 to 10.
  • Mounted Friskytte:
    • Corrected the siege damage from 14 to 7.5.
    • Damage multiplier against Villagers further reduced from 0.5x to 0.25x as well as against Artillery from 2x to 1.5x.
    • Population cost increased to 2.
    • Disruption (II): Damage multiplier against Villagers reduced from 2x to 1.5x.
  • Friskytter (IV): Now increases Snaphane range only by +1 instead of +2.
  • Imperial Friskytter (V): Now increases Snaphane range by +1 (up from 0).

Mounted Friskytters can reach 21 range with 7 speed. Not sure they are really any good at 2 pop though, other than as a raider in age 4, and an anti artillery unit.

The Snaphane changes seem a bit odd. They were already bad vs cav, and they seem to mostly be a treaty concern. The tech cost increase won’t change that, and only makes them worse in 1v1. If anything cheapen and lessen the impact of the techs maybe. Also maybe reduce the base training speed a bit (and reduce the impact of training speed upgrades on them maybe?). Being impacted by CIR and the +10% vs skirms from the natives are also both good. I guess they want them to compete more directly with Ski Troopers. I would have considered messing around with how much CIR helps them rather than a lot of this. This seems a bit weird.

  • Cigar Roller (II): Card removed.

This strikes me as a non-fix for the issues created by Fur Trade + good cowing eco in treaty. I checked my Danish treaty decks (which are almost definitely not perfect) and they all still seemed to have 25/25 cards so this wasn’t in any of them.

  • 12 Snaphaner (II): Card added.

Very good card imo. It takes 15s to arrive which is very nice. Really big help in 1v1.

  • Snaplock (III): Now improves Snaphane range by +2 instead of Dragoons.
  • Jutland Dragoons (IV): Now also increases Dragoon range by +1 (up from 0).
  • Imperial Jutland Dragoons (V): Now also increases Dragoon range by +1 (up from 0).

Oh, the pain :smiling_face_with_tear:.

With all seriousness though, I get a nerf to Snaplock. But imo the strength of the civ in 1v1 was super dependent on it. Maybe +1 range from Snaplock and +1 range at Imperial on Dragoons? Upgrading your skirms and goons together was very nice. I’m just glad they didn’t nerf the skirm range. That’d probably basically kill the civ in 1v1.

imo on net, probably a 1v1 buff, but probably too small.

French

  • Old Guard (IV, Edict of Nantes): No longer improves Grenadier siege resistance by +10%.

This seems nice imo, though I haven’t really seen the build (at least much) since the last set of nerfs. Not sure it was needed anymore.

Haudenosaunee

  • Mantlet: Population cost increased from 2 to 3.

Probably mostly a treaty nerf, but did the civ really need it outside of there? Perhaps just remove the -1 pop cost from the card so they just stay at 2 pop. Idk. -1 pop on light cannons alone makes that card good.

Indians

  • Indian Gunpowder (IV): No longer improves Sepoy train time.

Idk with this one. This seems like a treaty nerf, but I’m not sure I’ve seen much complaining about India being op late game. Seems really weird.

Swedes

  • Allotment System (IV): Card moved to Age 3.

This scars me a tad. It was a bad card in age 4 but is probably an insanely good card in age 3. The card is balanced a bit in theory by needing a bunch of Torps to max it out, but if you have 20 Torps already your boom has probably already worked so it’s a big boost if you’re already doing well.

Edit: Poland had a lot happen. Some deeper analysis is probably needed.

2 Likes

Isn’t it 10? Did I miss a patch note?

I’m sorry mates, but I don’t buy it…

The one time a guy did a mantlet composition swap against me, I just sniped all else with micro and then charged in melee

3 Likes

creo que la ventaja del mantelete radica en que no tiene bonus negativo contra nada y es una esponja de balas… eso si, tiene el tag de infanteria, asi que la artilleria y las unidades de tipo lancero se los almuerzan xD

1 Like

I think it’s a treaty thing.

1 Like

There are still some things to fix regarding the gameplay.

Building a dock is a bit tricky. Sometimes villagers are unable to construct one due to even a small gap between them and the shoreline; furthermore, the placement preview doesn’t display correctly.

The artillery is still clunky. Units set up or pack up when you don’t want them to—for instance, if they just need to move a little closer to a target, they might switch into “transport” (packed) mode instead. Additionally, the firing animation feels somewhat awkward. These issues are a bit hard to describe, but they become apparent when using artillery; they aren’t as smooth to handle as Gatling guns or ribauldequins, which function exactly as intended.

The “stampede” ability used by Winged Hussars deals damage even when India has activated its “peace” ability. I’m not sure if this has been fixed yet.

Anyone having sounds sometimes not playing on gun shots in the new patch?

Just played a skirmish to test the disgusting horrible deplorable mantlets, nothing out of sync.

It’s probably since there might be infantry in front blocking it from reaching a target, so it thinks “I need to go all the way around”, which is why, by distance, it thinks it should unpack.

I wonder how that would work if the collisions were like age of mythology, then the cannons could just push infantry a little to reach the range.

Someone should make a mod that makes collisions like it to test if they should be included in the game…

Nevermind, it’s breaking now, units dont make a sound when they die… spooky

1 Like

Is anyone else having audio issues when in a match of this game? I’m having that issue because the audio has been legging, which is irritating me.

2 Likes