Glad to see more AI improvements, especially this which made it trivial to idle the entire AI economy with a couple units:
- Fixed a bug where the AI would allow its Villagers to fight back against enemy harassment that would still end up not being in its own favor.
As for the hardest AI cheating, I think most people are greatly overreacting to that. The AI in almost every RTS game cheats in some way. I will say though this is not the most elegant way to do so. For example, the AoE2 and SC2 AIs only cheat by knowing things they shouldn’t, which is much more subtle.
Also, it would be better if this cheating AI was a new difficulty level above hardest. Call it “Unfair” or something. The biggest problem with the new AI is that the jump from Hard to Hardest is now way too big.
On that note, something even better would be a general handicap system with multipliers that can be toggled for each player, including AI, in custom lobbies. Then players could just set that to 1.5, or 2, or 3X or whatever. AoE2 and 3 have implemented something like that in DE. AoE2’s for example, has a scale from 100% to 200% that buffs a number of things.
They seem ok, need to test more. I am not sure what is up with the obsession to put little corner islands on so many maps, such as continental and four “lakes” (they look more like little rivers with the corner islands).
Great, lots of solid fixes.
I think the boar change is totally unnecessary. It also makes it trivial to take boar now with very few villagers.
I think the palisade wall nerfs have been plenty and are approaching the point of going a little too far. The stone wall health nerf seems ok I think. Really the only change I thought stone walls needed is this: When you break a segment of stone wall it also destroys the ones adjacent to it, so the breach is larger.
Finally the stat cards are better. Also, FINALLY we can enlarge the minimap. However, the icons on the minimap do not scale with it.
The civ specific styling on the UI is also subtle, but nice.
As for other UI issues:
The tech tree is still terrible. Just so, so bad. It is missing most of the relevant information like unit stats, and the layout it not great. Look at the other Age games for better examples.
The end game stats screen is also pretty bad. Sometimes the information is not even accurate. Also, the fact that it has a side scroll with things slightly cut off is bad.
Let us shrink the victory conditions in the top left. I have seen good suggestions here before of ways to do so, such as condensing them to symbols.
More UI customization options are always better.
Good changes. Cost reductions are reasonable, although I think the Ribauldequin could even go a little further. I love the ram buffs. I am hoping to finally see rams getting used in Imperial age.
The siege tower still needs a rework. It is never used currently.
Great to see a rework of the HoW. Need more testing to see how the balance turns out, but it seems more interesting now for sure.
Should the traders spawned scale with age like the military units do? It would have been interesting if the two wings that don’t spawn anything did since it now seems a bit inconsistent. Like villagers for the eco wing and maybe Imam for the Culture wing. Although I doubt Abassid need any more buffs currently.
Proselytization still has issues though (besides all the non-native English speakers and apparently half the native ones being unable to pronounce it). It is only available in Imp when it is mostly useless. Maybe in castle age it could actually see some use. Although the ability itself is too clunky anyway. It goes on cooldown when units run out of range and is way more annoying to try and use than the similiar conversions monks have in AoE2. Also, for conversions in general they should convert units beyond the pop cap. As it is, their power (which is already dubious at best) drops off in Imperial when people are sitting at 200/200 pop.
I love the Delhi changes. Curious to see how strong it ends up being.
I have always thought that elephants needed more movement speed though. Maybe they won’t with these buffs.
I am still skeptical about the Hisar. It would be nice if the Madrasa was faster than normal or could research one tech instantly or something.
The English changes also seem pretty great. The unique units are very cool although the footmen initially seem stronger than the rangers who have pretty low damage, and both of those options seem worse than the trebuchet or the raiders. The big nerfs to their two strong mechanics seem justified. Hopefully all the buffs aren’t too much and they now feel smoother throughout the 4 2aages and not oppressive in age 4.
After more testing I think that the buffs may be a bit too much. I think Wynguard raiders is probably an issue. I would either nerf the production time, or make it only spam horsemen and not knights and change the cost accordingly. Also the King may be slightly too strong in feudal age.
The Rangers I kind of doubt are worth making at all.
Weren’t English given extra starting wood at some point? Do they really need that anymore?
The changes seem good. The siege buffs are very interesting as is the early trade boom.
The bug fix to their charge damage seems like a big buff. The Meinwerk change is interesting, hopefully enough to compete with Aachen.
The stealth fix is great. It was very clunky before. They only got buffs though, and they were quite strong I think already. They may need nerfs to compensate. Perhaps to their fast castle Farimba play.
Kurultai change is good, much less annoying to use.
New units for the Khaganate is fun, but I definitely have issues with how it has been implemented.
Please, please, PLEASE reconsider the completely random nature of the units produced.
If it must be “random” then make it work the same way as Tetris does for example. In Tetris each “bag” of 7 pieces will contain one of each, but the order is random.
So for the Khaganate it would randomly produce one of the 7 units, but then that unit could not be produced again until the other 6 had been produced, and so on.
When testing I was able to get the same unit 4 times before another specific one had produced once. Imagine getting 4 trebs in a row and deciding a tournament game that way, or getting unlucky and only getting palace guard or something. Not a great mechanic for a competitive game. You can still keep the fun and randomness with the method I mentioned above.
Better yet, just make it a set sequence.
Also, the Khaganate has a bug where it can be reset to the first unit it was producing as many times as you like.
No changes really. Only have a section here to say that I think the Grand Galley really needs changes.
Currently it is pointless to ever make the Grand Galley into a military school since it takes a slot that could be a better regular military school. A couple possible suggestions:
Only allow one Grand Galley. Buff it and make it a military school that does not count against the total.
Make the toggle on the Grand Galley cause all units trained from all military schoools to spawn in the ship. Only one Grand Galley could have this on at a time (or just only have one galley total as above).
The Kremlin change is interesting, but I don’t think defense from raids was really the Rus’s problem. It is interesting though because of the offensive potential or boar taking potential and because having more unique units is fun.
Monk buffs are good. I would like to see their warrior monks get used more, especially late game.
High armory buffs are very interesting.
There has been a lot of complaints about trade lately after its buffs. I am glad to see trade viable, but we also don’t want it to become oppressive.
I really think that the half lap trade “exploit” needs to be removed. It is a silly mechanic and seems unintended. Trade can then be balanced around that.
Great patch overall. Lots of wild changes that should mix up the landmark choices hopefully.
Some are complaining about the lack of Chinese, Ottoman, and Malian changes. Ottomans and Malians are very new so I don’t think they necessarily needed their landmarks revamped yet, although Malians may need a bit of a nerf. If there are landmarks for either that are almost never getting used then I think they should be changed. The same with Vizier points. Chinese I think also didn’t really need a big change. They get to make all landmarks anyway, and they already had a lot of unique units. They do have one unit though, Grenadiers, that seems to never get used so something should be done there.
I mentioned a few other things beyond the scope of this patch that I think need work. In summary:
- Handicap system
- Tech tree
- Post game stats
- Ottoman Grand Galley
- Trade exploit fix
- Siege tower rework
- More UI customization