August Update – Build # 100.13.16662.0
Game
Stability & Performance
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Fixed a crash that would occur in the terrain system, especially after repeatedly loading saved games of different maps.
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Fixed a crash that occurs if flare visuals have not finished animating when destroying the world, then loading into a new world.
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Faster pathfinding algorithm to reduce slowdown in busy games
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Optimised refresh of in-game UI elements
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Fixed a bug where using the file dialog repeatedly (when the user has a lot of saved games) would eventually run the game out of memory.
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Record Game playback improvement so frames are not unnecessarily skipped. This means playback at the slowest speed will have more chance to keep in time with the original.
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Fixed an issue that caused record games to play back slower each time they are viewed.
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Fix for crash when sorting players by score in the post-game screen
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Fix for crash when hiding the UI tech tree screen.
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Fixed a crash that would occur when there were heavy amounts of particle effects present.
Graphics
- Fixed some minor shader & SSAO issues.
UI
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Fixed Lakota Home City night lighting with fireflies customization deducting 11 points instead of 10 points.
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Fix for adjusting the Age-Up button to refresh more often so it will become active/not-active as the player’s resources change.
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Command panel hotkeys are now hidden whenever the tycoon panel is open.
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Command panel is now darkened when the Tycoon Package panel is open.
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Added hiding the Tycoon Package panel whenever the game summary or challenges popup is opened.
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Fix to stop players sending a flare when playing back a record game.
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Updated Trade Monopoly notification icons & timer icon to be the correct resolutions for their size to avoid visible compression.
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Fixed incorrect Maltese Depot compendium image.
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Fix for Clan Invites/Applications page language not updating after initially loading.
Gameplay
Fixes
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Fix for rescued treasure units unintentionally having extra damage bonus when the Starting Age is set higher than Exploration Age.
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Fixed an issue where “Mission Fervor” didn’t correctly apply the research discount to Italian priest shipments.
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Royal Huntsmen are no longer able to gather wood after sending the Sawmills card from the Home City.
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“Team Inca Bridges” can now be sent regardless of the Chasqui build limit
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Lakota can now upgrade Wettin Battery Towers
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Indian Card “Grazing” now correctly affects Berber Camel Riders
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“Somali Oryx Hide Shields” now correctly affects Chinese Banner Armies
Haudenosaunee Gameplay Adjustments
UNITS AND BUILDINGS
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Community Plaza: Healers may also now socialise at the Community Plaza to improve the benefits of ceremonies (same effectiveness as a Villager) – this also affects the Lakota
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Healers Ceremony: Now spawns Healers less quickly – this also affects the Lakota
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Harvest Ceremony: Trainspeed bonus for Military Units is now considerably better, but the train speed bonus for Economic units has been reduced – this affects all civilizations
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Exponent (Military): 1.0425
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Exponent (Economic): 0.9800
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Mantlet: Cost reduced to 80w 80c (from 75w 125c); bounties adjusted accordingly
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Ram: No longer tagged as infantry; hitpoints increased to 250 (from 200)
TECHNOLOGIES
- The Chief (Council Member: Exploration Age → Commerce Age): Now ships 2 Villagers (down from 3)
CARDS
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Infantry Attack (II): Renamed to “Warhut Warrior Attack”; now only affects Aenna, Tomahawks and Forest Prowlers
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Infantry Hitpoints (II): Renamed to “Warhut Warrior Hitpoints”; now only affects Aenna, Tomahawks and Forest Prowlers
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Infantry Combat (III): Renamed to “Warhut Warrior Combat”; now only affects Aenna, Tomahawks and Forest Prowlers
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Siege Combat (III): Added to homecity with expected icon
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Siege Discipline (III): Replaced with Beaver Wars
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Canoes (II): Renamed to “Watape” and added a new icon
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[NEW] Beaver Wars: Added to homecity
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[NEW] Siege Construction: Added to homecity
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Engineering School (II): Removed from homecity
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[NEW] Environmentalism: Added to homecity
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[NEW] North America Trade: Added to homecity
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[NEW] Medicine Wheels: Added to homecity
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[NEW] Wampum: Added to homecity
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[NEW] Covenant Chain: Added to homecity
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[NEW] Canadian Loyalists: Added to homecity
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[NEW] 22 Lenape Allies: Added to homecity
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2 Light Cannons (IV): Removed from homecity
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[NEW] TEAM 2 Light Cannons (IV): Added to homecity
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[NEW] 3 Healers (II): Added to homecity
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7 Mantlets (IV): Increased to 10
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6 Mantlets (IV): Removed from homecity
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[NEW] TEAM 3 Mantlets (III): Added to homecity
Civilization Balance
GENERAL
UNITS AND BUILDINGS
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Priest and Imam: Cost reduced to 100c (from 150); bounties adjusted accordingly hitpoints reduced to 200 (from 360)
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Captured Mortar: Cost reduced to 450c (from 500); bounties adjusted accordingly; population cost reduced to 6 (from 8)
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Stealth ability: All units (but not buildings) will reveal a stealthed enemy if the enemy is within 2 range of it
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Trample mode: Self-damage for units in trample mode reduced to 35% (from 50%)
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Unit Promotions: Unit Promotion levels are now displayed under the unit’s hitpoint bar whenever units with promotions have been selected or the Alt key is pressed.
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Heroes: Adjusted as follows
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May no longer use the Cover Mode tactic
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African Heroes no longer gain attack and hitpoint shadow improvements until the Industrial and Imperial Ages
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Javelin Rider: Hitpoints reduced to 180 (from 190)
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Armored Pistoleer: Initial HP reduced to 560 (from 660).
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Desert Archer: Adjusted as follows
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Now occupies 3 population space (up from 2)
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Heavy infantry multiplier reduced to 1.75X (from 2X)
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Desert Warrior: Now occupies 3 population space (up from 2)
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Crabat: Adjusted as follows
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Ranged armor reduced to 15% (from 25%)
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Ranged attack decreased to 30 (from 43)
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Melee Cavalry damage multiplier reduced to 3.x (from 4.5x); Shock Infantry damage multiplier adjusted accordingly to 2.25x
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Cossack Daredevil: Adjusted as follows
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Mounted: Fixed a bug where it was tagged as Light Ranged Cavalry (is intended as a Heavy Cavalry unit)
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Mounted: The area of effect on its charged ability has been reduced to 2 (from 3)
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Dismounted: Melee attack is reduced to 14 (from 17).
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Cost increased to 115c (from 100c).
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Inquisitor: Increased speed to 5 (from 4.5).
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Mountain Monastery: Can now be built nearby capturable food windmills.
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Totenkopf Hussar (Hanover Royal House): Now starts with it’s Death Strike ability fully charged; number of hits required to fully charge it increased to 8 (from 4)
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Northern Musketeer (Oldenburg Royal House): Build limit corrected to 16 (from 12)
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Seminole Sharktooth Bowman (Seminole): Now benefits from the target lock feature and attacks up to 33.3% faster the closer the target is to the unit
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Trabant (Wettin Royal House): Received a charged pistol attack; Cost increased to 60f 70c (from 50f 70c); Melee damage increased to 22 (from 15), cavalry multipliers adjusted accordingly for no overall damage change against Cavalry
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Klamath Rifleman (Klamath): This unit got reworked to be different from the Cherokee Rifleman it used to share identical stats with. The Klamath Rifleman now costs 100f 30w (from 60f 60w) and has a build limit of 10.
CARDS
- INFINITE 7 Sheep + Homestead Wagon: This card now respects sheep build limit.
TECHNOLOGIES
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Mission Fervor: Effect updated to “Healing units train faster and gain more hitpoints. Significantly improves their healing speed.”
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+50% HP
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+50% train speed (also improves arrival time of Basilica shipments of Priests)
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+100% heal rate
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Town Watch: Unit LOS improvement increased to +3 (from 2); cost reduced to 150 food (from 200)
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Gas Lighting: Cost reduced to 75f (from 100)
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Bandit Gang and outlaw Band (IV): Now no long ship Treasure Guardians along with Outlaws.
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Team Alta California Territory (IV): Now can be shipped even if the player is at or above the Cow Build Limit.
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Royal Scots Grey (Hanover Royal House): Now causes the Death Strike ability to be charged in 4 hits instead of 8 hits. Previously this technology caused Totenkopf Hussar to start with their Death Strike ability fully charged.
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Austro-Hungarian Empire (Habsburg Royal House): Cost reduced to 375f 375c (from 500f 500c)
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Royal Tax (Bourbon Royal House): Now grants 35 coin per building (up from 25)
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Royal Saxon Grenadiers (Wettin Royal House): Cost reduced to 500c (from 600c)
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Filiki Eteria (Phanar Royal House): Cost reduced to 800c (from 1000c)
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Tupi Poison Arrow Frogs (Tupi): Now also allows Tupi Blackwood Archers to inflict poison damage
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Carib Kasiri Beer (Caribs): Now also allows Carib Blowgunners to inflict poison damage
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Klamath Huckleberry Feast (Klamath): Now sends 150 food in crates for every 3 minutes (up from 100)
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Klamath Work Ethos (Klamath): Now also improves gather rates of Klamath Riflemen
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Seminole Guerilla Wars (Seminole): Cost increased to 350f 350c (from 200f 200c), but now also increases the Seminole Sharktooth Bowman siege range by +6
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[NEW] Seminole Invincibles (Seminole): A third technology has been added to the Seminoles to complete their technology roster
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Maya Pyramids (Maya): A third technology has been added to the Maya to complete their technology roster
CHINESE
GENERAL
- Starting resources: Now begin with a Goat (previously a semi-fattened Goat)
UNITS AND BUILDINGS
- Meteor Hammer: Bonus damage against Artillery reduced to 1.34x (from 2x)
TECHNOLOGIES
- Blockhouse (Russian Relations): Reverted ability to train Castle Banner Armies; cost increased to 250 export (from 225).
CARDS
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Tea Export (I): Export trickle reduced to 0.25 e/s (from 0.4)
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11 Changdao Swordsmen (III): Reduced to 10
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17 Arquebusiers (IV): Reduced to 16
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18 Changdao Swordsmen (IV): Reduced to 17
ETHIOPIANS
CARDS
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Zebenyas (III): Siege armor improvement reduced to +5% (from +10%); hitpoint improvement reduced to 10% (from 15%).
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Loyal Warriors (I): Moved to the Fortress Age.
HAUSA
CARDS
- Aïr Berbers (II): Moved to the Fortress Age.
INCA
UNITS AND BUILDINGS
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Huaraca: Adjusted as follows:
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Added a 2x Artillery multiplier to all of its attacks
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Bonus damage against Infantry reduced to 1.5x (from 2x)
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All ranged attacks now benefit from the Target Lock feature (once the firing animation begins, the attack will always finish, even if the target moves out of range)
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Priestess: Adjusted as follows:
- Conversion Range now improves upon reaching the Fortress and Industrial Ages by +5 (up from +4.5) and by +5 upon reaching the Imperial Age (previously didn’t improve) – this makes their maximum range 27 and should make them a formidable force against expensive units
ITALIANS
CIVILIZATION
- Shipments: XP cost penalty reduced to 1.05x (from 1.08x)
UNITS AND BUILDINGS
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Architect: Adjusted as follows:
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Coin cost reduced to 170 (from 200); bounties adjusted accordingly
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Training time improved to 25 seconds (from 35)
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Now constructs Lombards in 100 seconds (down from 120)
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Lombard: Investments now deposit 250 resources (down from 300); investment cap increased to 5000 (from 3000).
CARDS
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7 Pavisiers (II): Increased to 8
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Team House of Savoy (III): This card is no longer infinite
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[NEW] Native Warriors (III): Added to homecity
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25 Bourbon Allies (IV): This card no longer activates the Guard upgrade for these units (also affects the Maltese civilization).
LAKOTA
CIVILIZATION
- Starting resources: Adjusted to 400f, 100w, 100c (from 400f, 200w, 100c)
UNITS AND BUILDINGS
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Teepee: Gather rate bonus adjusted to 10% (from 12.5%)
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Bow Rider: Now inflicts 0.75x to Villagers (down from 1x)
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Tashunke Prowler: Moved to the Industrial Age (from Fortress)
TECHNOLOGIES
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Legendary Wakina Rifle: Now also grants +1 range
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Bonepipe Armor: Now grants +10% Siege armor (up from 5%)
CARDS
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Great Hunter (II): Now grants 10% of the food hunted so far again (down from 12.5%)
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4 Tashunke Prowlers (III): Removed from homecity
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Dakota Support (III): Moved to the Industrial Age; cost increased to 1500 coin (from 1000); now ships 10 Tashunke (up from 5)
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Friendly Territory (I): Now also causes Teepees to increases the range of nearby Military Units by +10%
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Earth Bounty (I): Moved to the Fortress Age (from Exploration); Now trickles 2.5 c/s (previously 0.65 w/s and 0.65 c/s); now boosts Estate Work rate by +20% (up from 10%)
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Advanced Captured Mortars (IV): Now ships 3 Captured Mortars (down from 4); now reduces Captured Mortar population cost by -1; cost increased to 750c
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[NEW] Fur Trade (I): Added to homecity
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[NEW] North American Trade (IV): Added to homecity
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[NEW] Medicine Wheels (I): Added to homecity
MALTESE
UNITS AND BUILDINGS
- Depot: Increased build time to 20 (from 15) and triggered detonation time to 5 seconds (from 4.5)
CARDS
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Hire Royal Horsemen: Fixed an issue that allowed the card to be sent three times; can now be sent once as intended
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7 Sentinels (III): Increased to 8
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8 Sentinels (III): Increased to 9
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British Tongue (II): Now ships 10 Longbowmen (up from 9)
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Spanish Tongue (III): Now ships 9 Veteran Lancers (up from 8)
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Portuguese Tongue (III): Now ships 13 Veteran Cassador (up from 11)
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French Tongue (IV): Now ships 9 Guard Cuirassiers (up from 8)
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Flintlock Rockets (IV): Now increases Sentinel cost and stats by 45% (up from 35%)
OTTOMANS
CARDS
- 1 Covered Wagon (III): Removed from Home City.
SWEDES
CARDS
- Contract French Fusiliers (II): Moved to the Fortress Age; cost adjusted to 1000c (up from 400c); now ships 7 Fusiliers (up from 3).
UNITED STATES
UNITS AND BUILDINGS
- Carbine Cavalry: Now benefits from the Target Lock feature (once the firing animation begins, the attack will always finish, even if the target moves out of range).
CARDS
- Shotgun Messengers: This card now also sends 4 Cowboys + 4 Owlhoots (but does not affect the card unlocked by the Mexican civilization’s Baja California revolution - which has been renamed to “Coach Guns”).
Random Maps
Overview
3 New Maps!
Map Updates
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The Standard and Team Maps can now be filtered in the map selection screen.
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Standard Maps Set:
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Added Finland
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Added Lithuania
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Added Pomerania
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Added Portugal
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Added Rhine
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Added Wallachia
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Removed California
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Removed Himalayas
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Removed Ozarks
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Removed Pyrenees
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Removed Saxony
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Removed Siberia
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Team Maps Set:
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Added Pomerania
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Added Ozarks
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Added Siberia
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Removed Anatolia
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Removed Baja California
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Removed Balkans
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Removed Courland
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Removed Finland
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Removed Korea
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Removed Mexico
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Removed Nile Valley
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Removed Sonora
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Removed Vistula Basin
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Removed Wallachia
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Map Changes
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Alps:
- Fixed an issue that could result in Trading Post Sockets from spawning outside the treaty build radius.
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Archipelago:
- Now available for single player.
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Central Asia:
- Players’ third hunt is allowed to spawn slightly closer to the Town Center.
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Colorado:
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Added Cheyenne and Navajo settlements into rotation with the Comanche.
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Trees should no longer bunch up in the very middle of the map to provide better pathing.
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Courland:
- The central ice patch is now slightly smaller and the buildable area surrounding each player’s TC is slightly larger.
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Dakota:
- Comanche settlements instead of Cheyenne now spawn.
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Deccan:
- Fixed an issue that could result in Trading Post Sockets from spawning outside the treaty build radius.
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Eurasian Steppe:
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Generals can now build the first Town Center (but only the first).
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Now features multiple spawns better representing more of the transition between our European and Asian maps.
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Great Plains:
- Apache settlements now added into rotation with the Comanche settlements. The Cheyenne settlements are unchanged and will still always spawn.
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Guianas:
- Fixed an issue that could result in Trading Post Sockets from spawning outside the treaty build radius.
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Horn:
- Added a second mine close to the starting Town Center.
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Lithuania:
- Removed the middle pond to allow for more open space mid-map.
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Northwest Territory:
- Cree settlements added in rotation with the Klamath.
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Ozarks:
- Seminole settlements will now spawn in place of the Cheyenne settlements. Comanche and Cherokee settlements remain in rotation.
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Painted Desert:
- Comanche settlements now added into rotation with the Navajo settlements. The Apache settlements are unchanged and will still always spawn.
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Rhine:
- Fixed an issue which prevented players from allying with certain Royal Houses.
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Rockies:
- The Comanche settlements have been replaced with a rotation of Cree and Klamath. Cheyenne settlements will remain unchanged.
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Savanna:
- Fixed an issue where one of the Trading Post Sockets failed to spawn in 1v1 games.
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Scandinavia:
- Removed some sea resources.
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Unknown:
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Added new technologies, treasures, and Unknown-exclusive Outlaws. As always, they’re yours to discover!
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Some new features have been added to the Command Post when it spawns . . . along with some other mysteries for you to enjoy!
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The AI now appropriately uses the Command Post when it spawns in place of the starting Town Center.
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Yukon:
- Klamath settlements now spawn in place of the Cree settlements.
Age of Empires III: Definitive Edition > Public Update Preview > Details van topic