[BUILD INFO] - Public Update Preview - February Update
Hello Explorers!
With todayâs launch of the Public Update Preview, weâre making the first build available for an early hands look at the work being done for the upcoming February Update. As part of this process, weâll be updating the build often with additional fixes, so this is the thread to watch â this is where weâll provide any notes or changes that are worth paying attention to, and weâll update that information as newer builds come online. Keep an eye on this thread for more information throughout the Public Update Preview.
Below is a list of preliminary fixes we are prepping for this release. Please note that not all potential fixes/items are guaranteed to be in the final update, as we are still actively testing everything and may need to adjust or remove items if they are not ready. Additionally, this is not a holistic list, and some additional items may end up in our final release.
To learn how to contact our Support team, go here Support How-To
As with all updates, certain Mods may no longer function as the underlying game code has changed. If you are experiencing issues please try disabling all Mods first to see if that addresses your issue as the Mod may need to be updated by the creator to work with the latest build
November Update â Build # 60710
New Features
Co-Op Historical Battles
Chinese - 8 New Cards
Stability & Performance
Improved the time taken to load into a game when the Record Game option is enabled. This is especially noticeable when playing an 8-player game.
Fixed a crash that would occasionally occur when hosting or joining a Multiplayer game lobby.
Fixed an issue where, if you accepted a game invite while choosing a file to host a Saved MP game from, the file dialog would remain open and the game would crash if you tried to close it.
Fixed a crash to desktop which happened if you minimized the splash screen.
Overhaul of UI and model asset loading for memory usage optimizations.
Fixed a crash that would occur when viewing the playback of a recorded game when it was set to loop.
Graphics
Fixed an issue with obscured unit alpha where, on some older hardware, it would not render correctly.
Audio
Fixed an issue that caused the civilization jingles to be cut short when the game starts.
Fixed an issue that caused the first track in the in-game music playlist to be skipped when starting a game.
UI
Fixed an issue where the âSaharan Routes - LOSTâ map could be chosen from the âAll Mapsâ set despite not being able to play on the map when AI players are present.
Fixed an issue where the Skirmish screen would not remember the previous map that was played if it was a Custom Map.
Readability and formatting of text in Hindi has been significantly improved.
Fixed an issue where the Mini Deck UI could be open in the Home City shipments view, allowing an exploit where shipments could be sent twice.
The tooltip for a hosted multiplayer game now correctly shows the number of human players who have readied in the lobby.
The âNewsâ dialog has been replaced by the new âCommunityâ dialog which, along with news, contains links to external Age of Empires related resources.
Tidied up Game Settings panel in Single player and MP lobby.
Fixed panel size in the challenges menu where text was getting cut off.
Fixed two missing techs from Mexico Tech Tree.
Fixed Mexico Challenge 24 as some factories were missing.
Fixed typo in Frederick Compendium text.
Fixed incorrect image reference for Spanish Villagers for Campaign.
Fixed incorrect terminology for Coin Gathering in the resource panel of the HUD.
Removed Water Dance tech from Lakota techtree.
Fixed Native Embassy tech that was displayed in Age 2 instead of Age 1 for all civs.
Fixed missing keyboard navigation from multiplayer menus to clan page menu.
Fixed missing string reference for âWondersâ in Asian techtrees.
Fixed missing Empire Wars entry for Ranked Game searching toolips.
Fixed incorrect spelling of Naphtha in Flamethrower compendium.
Fixed incorrect string referenced in compendium for Inca buildings such as: Stronghold, Kallanka and Kancha House.
Fixed incorrect image reference used in campaign tech tree of BIS ACT 2.
Added new string for Expanding Minimap button in HUD.
Fixed missing Hacienda tech building for Mexico Techtree.
Fixed incorrect Heavy Cannon to Great Bombard tech used in Ottoman techtree.
Fixed incorrect tech displayed at the wrong age for Indian techtree: Mansabdar Mahout, Mansabdar Howdah and Mansabdar Siege.
Fixed panel size for game summary panel.
New feature updated for the news panel with social and help buttons.
The âSaharan Routes - Lostâ map is now included in the African filter in the map selection screen.
Mods
The Winter Wonderland mod has been updated so it is now marked as âsafe for multiplayerâ. This means that if you have the mod enabled you can still play
Multiplayer games against people who donât have the mod enabled.
Custom maps now support map-specific data mods. This is done by including a .mods.xml file along with the custom map files. See the updated Winter Wonderland mod for an example.
Map mods can now be shared with other people from the Multiplayer lobby. If you host a lobby with a Custom map from a mod the clients will be asked to download the mod when Readying up if they donât already have the mod enabled.
When an update for a mod is downloaded it will now be immediately installed instead of waiting until the next time the game is restarted, if the mod is currently not enabled.
GAMEPLAY & BALANCE
Gameplay
Fixes
Fixed an issue where Petards would immediately die without doing any damage to the enemy if you selected a new target to attack while in the middle of the attack animation.
Fixed whispers not being fully filtered for profanity.
Civilization Balance
GENERAL
TECHNOLOGIES
Quechuan Mountaineering: Infantry movement speed improvement reduced to +10% (from +20%)
UNITS & BUILDINGS
Granadero: Range reduced to 12 (from 14); cost increased to 150f (from 120); population increased to 2 (from 1) - Note: Granaderos can obtain +2 range from the Range Cavalry Caracole Arsenal upgrade
CHINESE
CIVILISATION:
Starting resources: Now begins with 2 Goats (up from 1)
**Consulate (German Relations):**Adjusted as follows
Passive Bonus: Now improves Villager train time and cost by 10% (previously justy train time)
Blockhouse (II, 250e): Now available in Age I; Export cost reduced to 200 (from 250); now properly trains all War Academy and Castle units (Flamethrowers and Hand Mortars were previously missing)
Consulate (French Relations):
Food Crates (II): Moved to Exploration Age, now ships 300 food (down from 500); Export cost reduced to 150 (from 300)
Wood Crates (II): No change
Coin Crates (II): Moved to Fortress Age, now ships 700 coin (up from 500); Export cost increased to 450 (from 300)
Temple of Heaven (Age-Up Wonder): The Villager Age-up reward theme has been reworked to a more general economic one
Age 1 â Age 2: 3 Villagers (no change)
Age 2 â Age 3: 1 Town Center Rickshaw (previously 6 Villagers)
Age 3 â Age 4: 3 Rice Paddy Rickshaws (previously 9 Villagers)
Age 4 â Age 5: 1200 Export (previously 11 Villagers)
The changes to the Temple of Heaven are intended to address a prevalent gameplay issue in the Treaty game mode where it was possible to get well above the 99 Villager limit which contributed towards the Chinese civilizationâs economy being more productive than felt fair.
TECHNOLOGIES:
Exalted Steppe Rider (V): Attack and hitpoint improvement reduced to 40% (from 50%)
CARDS:
Unit Card: Added colors to all Chinese unit card icons for better recognizability
[NEW] Tea Export (I):âShips 1 Consulate Rickshaw and 100 Export to spend. Also grants a steady trickle of Export permanently.â
[NEW] Fire Dragon Manual (IV):âShips 1 Flying Crow and 2 Honored Flamethrowers. Slightly improves their rate of fire.â (10%)
[NEW] Year of the Tiger (I):âFor each 2 Disciples you have lost, a Pet White Tiger will be mustered to your homecity spawn point (up to a maximum of 12 units).â
[NEW] Year of the Dragon (III):âEach Town Center will muster 1 Flamethrower and each Village will muster 1 Monitor Lizard, to your homecity spawn point.â
[NEW] Koxinga (IV):âShips 8 Iron Troops and significantly improves their ranged rate of fire.â (33.3%)
Dueling School (I): No longer available to Mexicans
Liberation March (III): Trainspeed improvements increased to 35% (from 30%)
Man of Destiny (IV): The Mexican General now takes twice as long to train Soldados compared to Military Buildings
Refurbished Firearms (IV): Grenade launcher attack used against units is now a charged action with an 18 second cooldown; now inflicts 0.5x to Artillery; minimum range removed
Reservistas (IV): Now also improves Insurgente trainspeed by 20% (in addition to usual effects)
Seven Laws (III): Moved to Commerce Age (from Fortress); effect tweaked to âAll seven unique Mexican units and buildings grant 50% more XP when created, but only if you have created at least 1 of each this gameâ (previously required 1 of each to always be present on the map or the effect stopped working: Insurgente, Soldado, Salteador, Chinaco, Padre, Cathedral and Hacienda)
Tzotzil Uprising (Chiapas, II): Now ships 3 Maya Holcan Javelineers for each Hacienda (down from 4)
Maya Crops (Chiapas, II): Maya Crops crate now contains 300 food (down from 350)
Native Warriors (IV): Now available in the the Fortress Age (previously Industrial)
REVOLUTIONS
Central America: Revolution cost reduced to 350 food, wood and coin (from 400)
Baja California: Adjusted as follows
Revolution cost reduced to 350 food, wood and coin (from 400)
Fixed an issue preventing Huntables attracted to a Hacienda after sending the âBaja California Territoryâ card (R) from improving the production speed of units (such as Cows, Cuatreros, etc)
Yucatan: Return to Mexico cost reduced to 2500 food, wood and coin (from 3000)
Rio Grande: Adjusted as follows
Return to Mexico cost reduced to 2500 food, wood and coin (from 3000)
Fixed an issue with Factories where the Heavy Artillery tactic would not spawn any units
California: Adjusted as follows
âLancers of Californiaâ card (R) now allows Imperial Cavalry upgrades to be researched for free (previously costed 1500w 1500c)
Fixed an issue with the California Robber Barons card (R) preventing it from being sent if at the Factory build limit
Fixed a bug where California Haciendas card did not increase Hacienda build limit as indicated by the tooltip
Fixed an issue preventing 1600 Coin card from being affected by the âPĂĄnuco Waterwayâ card (Tampico, IV)
Texas: The âTexas Navyâ card (R) now properly makes âImperialâ naval upgrades free
Maya: Adjusted as follows:
British Weapons Trade (R): Now also improves Light Cannon hitpoints by +70% cannons (previously didnât) - note: this change means that Light Cannons must now be shot twice by a Culverin to be destroyed
Maya Holcan Javelineer: Build limit corrected to 10 (from 7)
UNITED STATES
UNITS & BUILDINGS
Cowboy: Cost increased to 140c (from 130); Bulls Eye Charged Ability range reduced to 16 (from 18) and cooldown increased to 40 seconds (from 30)
Random Maps
Overview:
1 New African Map
Lake Victoria: Fight for control of one of Africaâs great lakes!
Description: Lake Victoria, which lies between the Swahili Coast and the Congo Basin, is one of Africaâs great lakes. Although this region is resource-rich, huntable animals are limited. Choose between fighting for control of the lake as a source of food later on or trying to end the match early before the huntable animals run out. If you choose to fight for control of the lake, be warned - your home city will not be able to deliver naval support shipments this far inland.
Settlements: Somali, Sufi
Outlaws: Desert Warrior, Desert Archer
Map Set Updates:
Standard Maps Set:
Added Lake Victoria
Removed Painted Desert
Removed Sonora
Team Maps Set:
Added Great Rift
Added Lake Victoria
Added Ozarks
Removed Cascade Range
Removed Dunes
Removed Highlands
Removed Pampas Sierras
Treaty Maps Set:
Added Bahia
Added Guianas
Added Ozarks
Added Texas
Map Changes
General:
Several types of Asian trees now correctly contain 300 wood (up from 150 wood) for consistency. This change affects several Asian maps. Standard trees now all contain 300 wood while the large trees (i.e. Baobabs) contain 600 wood.
Atlas:
Treaty specific changes including but not limited to
Players spawn closer tot he edge of the map to have better access to the trees behind their base.
Trade routes now spawn outside the base, but the trade post sockets are still within the treaty build radius.
Bahia:
Fixed an issue where units could walk into the Blackmap and hide.
Treaty specific changes including but not limited to
Adjust the position of the native settlements to ensure theyâre available during the treaty but also safer during fighting.
Adjusted player positions so that players can âcloseâ the map with their walls.
Added extra starting resources.
California:
Changed some silver mines to gold mines to more closely resemble the legacy map.
Dakota:
mproved mine spawn consistency.
Darfur:
Treaty specific changes including but not limited to:
Fixed issues with some trade post sockets and/or native settlements not being within the treaty radius as intended.
Added additional starting resources and trees.
Deccan:
Treaty specific changes including but not limited to:
More consistent plateau ramps and cliff faces that donât interfere with base-building.
Removed the tech treasures (such a decreased infantry cost or increased infantry HP).
Each team will always be able to build a trade post on a trade route and at a native settlement during the treaty period.
Adjusted the native settlements so that the same natives spawn on each side of the map.
Added a second pair of native settlements and remove one of the trade routes in team games.
Adjusted starting Town Center positions for more consistent starting conditions.
Added extra starting resources.
Fertile Crescent:
Improved hunt and mine spawn consistency.
Great Lakes:
Fixed an issue that could cause town centers not to spawn.
Great Rift:
Adjusted cliff openings for more consistent spawns.
Adjust the position of team treasures.
Guianas:
Treaty specific changes including but not limited to:
The cliffs behind team bases have been removed to allow for more space to build.
Removed one trade route and placed the natives to that side.
Removed or repositioned some of the middle cliffs to create more natural lanes for fighting.
Both teams will have access to the same minor native civilization during the treaty period as well as one trade post socket along the trade route.
Hispaniola:
Updated the map for improved spawn consistency and improved resource distribution.
Himalayas:
Adjusted how hunts spawn in 1v1 games so that players have one additional intermediate hunt that can be herded toward their Town Center.
Honshu - Regicide:
Corrected an issue that could result in a playerâs starting walls not to spawn.
Horn:
Adjusted cliff openings to no longer spawn directly in-line with Town Centers.
Ivory Coast:
Adjusted cliff openings for more consistent spawns.
Mongolia:
Reworked to be more conducive for games with more than 2 teams.
Orinoco:
Treaty specific changes including but not limited to:
The perimeter trees are less obtrusive, taking up less of your buildable space.
One native settlement per team is within the buildable treaty radius.
Players now spawn slightly farther from the edge and spread out more. However, players will still be able to close their bases with the map edge and/or river bank.
Ozarks:
Adjusted how resources and treasures spawn for more balanced spawns.
Treaty specific changes including but not limited to:
Added additional native settlements for each team.
Added additional starting resources.
Panama:
Fixed an issue that could cause the trade travois not to spawn.
Rockies:
[list
Adjusted cliff openings for more consistent spawns.
Savanna:
Treaty specific changes including but not limited to
Each team gets a trade post during the treaty period, however the trade route no longer interferes with walls.
Players spread out more in team games and moved from the map edge to allow more space to build.
The Baobab trees have been adjusted to allow for better pathing during fights and enough space to properly build a forward base.
Added additional starting resources.
One native settlement is within the treaty radius in team games and both natives are within range in 1v1s.
Added cliffs in 1v1 matches to create a more defined fighting lane.
Siwa Oasis:
Reduced the size by about 12% in supremacy games.
Treaty specific changes including but not limited to
Trees around the central oasis are denser.
Trees around the side oases have been removed, allowing players to wall to the edge of the map.
Teammates spawn farther apart, allowing for more space to build during the treaty period and allowing the pocket player(s) on each team better access to natural resources.
Sonora:
Fixed an issue that could cause the trade travois not to spawn.
Adjusted how cliffs spawn so they are farther apart and slightly smaller in size.
Fixed an issue that could cause some hunts not to spawn when generating too near to trade post sockets.
Texas:
Treaty specific changes including but not limited to
Trade routes now spawn outside the base, but the trade post sockets are still within the treaty build radius.
Added additional starting resources.
Each team has access to one native settlement during the treaty period.
Trans-Saharan Routes:
Fixed an issue causing the map to scale disproportionately large in team games.
Unknown:
Improved spawn consistency of starting resources in team games.
Improved spawn consistency of spawns with lakes or ponds in the middle.
Added team treasures and adjusted he treasure sets used by some the different biomes.
Forest density and overall tree count increased for treaty games.
Fixed an issue where some native settlements couldnât be allied with.
Fixed an issue where some bonus wagons werenât useable for all civilizations.
Fixed an issue where the trade route would spawn closer to one team than the other.
Yucatan:
Fixed an issue that could result in mines spawning atop inaccessible cliffs.
Great much-needed changes to Cowboys and Cuatreros, surprised gatling guns didnât get a small nerf (like a +25c cost)
Very surprised to not see a minor buff to Ottomans and a minor nerf to Indians, Brits, Japan, and Lakota.
China changes seem a little too over the top. While many agree that they were a hit or a miss depending on the map and MU, now their âhitâ will be even more insane while every other aspect of their game will be considerably more forgiving. Could do without the extra goat for starters.
I do think it is a better idea to make this unit a more generally viable normal unit, not a very cost-ineffective one in the early game but then gained ridiculous strength but also takes very long time to train in the late game.
This is basically the kind of mercenary cards that every civ should get one or two. Like, highlander card with some buff for British, zouave card with some buff for French, black rider card with some buff for Germans:
Soldado now has a charged attackâ:partying_face: and are trained slower from explorer , but +5 vills and an Hacienda??
Maybe the temple of heaven nerf is too much, they could just remove the age 5 vills. Im against that age ups give a different thing each time (1 of the reasons I dont play inca, too confusing)
Sttepe riders nerfed? Why?
Nice job for deccan, but Im not dure about removing natives from the middle and a route. Too empty now.
Russian consulate buff was needed?? 2 effects, really?? while indians get nerfed the Otto one.
Why has schooners been removed from the inca? Certainly wasnât needed, the other changes are fine and I agree with them but removing schooners seems weird.
sad they didnât nerf huaracas but the inca ff its nerfed atleast thx god but THIS CIV STILL TOO STRONG EVEN WITH THESE NERF BECAUSE HUARACAS ARE TOO STRONG AND FORT GARRISONING 50 UNIT IS WAY TOO STRONG DEV ( LIMIT THE GARRISONING FOR THE FORT AT 10 OR 15 NO MORE xD )
chinese change seems ok just the 2 goats is not necessarly tbh ( i guess its for prevent the consulate age 1 card and not to be so slow age 1 ) the consulate age 1 with export seems good which can open some good BO but its maybe too strong dev ( i explain why : the consulate save you 200 w from the 700w age 2 which instead of consulate you go for village which is insane, and the exportation give you 6 redcoat early and then allow you to defend your ff with 6 redcoat and its too strong aswell ) and the 1 Flamethrower + 1 Castle Rickshaw (II) is interesting aswell, just afraid about the power of china letâs see
not sure about reducing cost to revo for mexico tho but reducing cost for salteador is good tbh
Finally cowboys nerf thx xD
PS : * Consulate (French Relations):
Food Crates (II): Moved to Exploration Age, now ships 300 food (down from 500); Export cost reduced to 150 (from 300)
Wood Crates (II): No change
Coin Crates (II): Moved to Fortress Age, now ships 700 coin (up from 500); Export cost increased to 450 (from 300)
Not crazy I wait 1 or 2 months of pure Chinese lammers, when I can try to do something now, it was the same with Incas, I went out of my way saying that the rework to Incas was out of all logic and only reduced the initial crates and the initial llamas, otherwise we would have had a much worse Inca version.
PD: Reduce the huaracaâs range attack to 20 and give it a x2 multiplier vs artillery, and everyoneâs happy.
First I would really really like to thank the devs for paying this kind of attention to China, it has been a long time coming and the new concepts introduced are awesome, will make them on pair with other strong but not OP civs, and some are even inspired by this forum. Thank you for listening, despite China not having the same amount of followers as other civs.
And yeah I remember what you are referring to, I think there are a few differences in this case.
China before buffs is weaker than Inca before buffs, so the difference from strong to overpowered was more likely to happen then.
China is an unpopular and weird civ that a lot of people prefer to stay away from. I predict that few will learn their strange playstyle just to lame, so they wonât be all over the ladder. If some people decide to try it out more now, I think that the expansion on the meta is more than welcomed for China.
Expect them to perform better than what you are used to, but try to remember that that doesnât mean theyâre overpowered. I trust the devs to keep a close eye on the numbers.
If they turn out to be OP, adjust carefully without killing the new innovative elements added to them.
yeah that russian consulate looks pretty strong for a boom now, reminds me of the aoe 4 tang dynasty bonus almost.
on the other hand though, the French consulate looks dogshit now and the china treaty game is significantly nerfed with the steppe rider nerf and the temple of heaven nerf
edit: the thing im watching out for is that iron troops buff, depending on the increased rate of fire they might be outright OP since you can train them guaranteed
This can be fixed by putting these treasures near player bases from the start. Similar to how some treasures from Africa grant a passive income from some resource that is close to the playerâs base. It could appear on the back of the base.
Exactly. Now that Iâm thinking about it, just keeping the second goat is more than enough of a buff and can be eaten late early game for a big boost that otherwise wasnât there.
Buffing the consulates on top of that, especially the Russian one, is going way too far. They should listen to us since itâs still in the preview stages - itâs going to be way too OP and feels more like a civ overhaul.