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Arabia:
- Increased the chance of generating a map with lower elevation.
- Herdables now spawn between 18 to 24 tiles away from the players’ town centers (from 20 to 24 tiles).
- Added multiple visual themes for the map.
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Runestones:
- Forests now generate closer to the player’s town centers again.
- Forests surrounding the players are now larger (from 45 trees to 65 trees per forest).
- All elevation immediately around the players’ town centers has been removed.
- Herdables now spawn between 16 to 20 tiles away from the player’s town centers (from 20 to 24 tiles).
- Boars now generate closer to the player’s town centers (from 16 to 14 tiles).
- Slight variation has been added to the player’s starting location, so they no longer generate in a perfect circle.
These are all pretty big changes, hopefully the one about arabia hills means that there’s much less odds of having claustrophobically close hills surrounding the town center. Or better yet removing the odds of having such hills entirely.
I’m happiest about the runestones’ ‘all elevations around the tcs are removed’ finally. Hopefully that happens on arabia as well, or at least reduces town center area hills to a minimum.
This looks fun
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Amazon Tunnel:
- The center of the map is now accessible on all settings (more than 2 teams, free-for-all etc).
- The starting forest clumps are evenly distributed, larger, and slightly closer to the players.
- NEW! Ranked Deathmatch is now available in Custom Lobbies!
Very good, I’m looking forward to and hoping for many more ranked lobby game modes, including nomad and regicide.
- Fixed an issue where players were unable to click anything on the ranked screen if a match is found in match making while the civ screen is opened.
This is a big one, I’ve been experiencing it allot as of late.
- Removed the “Preferred Region” filter from the Lobby Browser.
Can’t say I’m a fan of that.(may or may not be a good thing, depends on if it’s as I imagine or not)
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NEW! Ctrl+right click can be used to attack a target, ignoring any retargeting command. A unit will only retarget if:
- They cannot path to the target object.
- The target has been killed.
- The target has moved out of range.
This looks very useful
Coming Up…
2022 Will Be Busy!
At the close of last year we mentioned that there’s plenty on the horizon for Age II:DE, with our plans to continue updating and supporting the game for a long, long time. It’s the New Year and as we deliver the January Update, we’re working through a ton of planning in parallel and thinking about how we can best share our aspirations with you (and trust us, there’s some really cool stuff in the works!) We know you’re interested in this info, so we’ll be sure to follow up once we’re ready to reveal just a few of the things coming to Age II:DE in 2022!
This looks like they’re on the final stages of getting ready to share their roadmap.
- Villagers no longer go idle after going back to work if two Town Centers are selected.*
This is a big one for me since I use the select all town centers hotkey and usually hit the town bell at certain times if needed with all of them selected. I’m glad it’s fixed cause this was a huge problem at times.
- Co-op campaigns have left Beta mode! Featuring 6 full campaigns and 5 historical battles!
Glad to see it’s made its strides and is now fully functional.
- Shift queue attack behavior improved for group of units.
Now this I’m curious about, will military units of all types and even buildings such as castles follow the shift queue orders properly?
- Handicap mode now makes resources last longer, to balance out faster gathering rates.
This will help newer players a bit more in terms of build order habits, glad to see the improvement to this system.