No July PUP this month?

August Update – Build # 100.13.16662.0

Game

Stability & Performance

  • Fixed a crash that would occur in the terrain system, especially after repeatedly loading saved games of different maps.

  • Fixed a crash that occurs if flare visuals have not finished animating when destroying the world, then loading into a new world.

  • Faster pathfinding algorithm to reduce slowdown in busy games

  • Optimised refresh of in-game UI elements

  • 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.

  • 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.

  • Fixed an issue that caused record games to play back slower each time they are viewed.

  • Fix for crash when sorting players by score in the post-game screen

  • Fix for crash when hiding the UI tech tree screen.

  • Fixed a crash that would occur when there were heavy amounts of particle effects present.

Graphics

  • Fixed some minor shader & SSAO issues.

UI

  • Fixed Lakota Home City night lighting with fireflies customization deducting 11 points instead of 10 points.

  • Fix for adjusting the Age-Up button to refresh more often so it will become active/not-active as the player’s resources change.

  • Command panel hotkeys are now hidden whenever the tycoon panel is open.

  • Command panel is now darkened when the Tycoon Package panel is open.

  • Added hiding the Tycoon Package panel whenever the game summary or challenges popup is opened.

  • Fix to stop players sending a flare when playing back a record game.

  • Updated Trade Monopoly notification icons & timer icon to be the correct resolutions for their size to avoid visible compression.

  • Fixed incorrect Maltese Depot compendium image.

  • Fix for Clan Invites/Applications page language not updating after initially loading.

Gameplay

Fixes

  • Fix for rescued treasure units unintentionally having extra damage bonus when the Starting Age is set higher than Exploration Age.

  • Fixed an issue where “Mission Fervor” didn’t correctly apply the research discount to Italian priest shipments.

  • Royal Huntsmen are no longer able to gather wood after sending the Sawmills card from the Home City.

  • “Team Inca Bridges” can now be sent regardless of the Chasqui build limit

  • Lakota can now upgrade Wettin Battery Towers

  • Indian Card “Grazing” now correctly affects Berber Camel Riders

  • “Somali Oryx Hide Shields” now correctly affects Chinese Banner Armies

Haudenosaunee Gameplay Adjustments

UNITS AND BUILDINGS

  • 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

  • Healers Ceremony: Now spawns Healers less quickly – this also affects the Lakota

  • 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

    • Exponent (Military): 1.0425

    • Exponent (Economic): 0.9800

  • Mantlet: Cost reduced to 80w 80c (from 75w 125c); bounties adjusted accordingly

  • 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

  • Infantry Attack (II): Renamed to “Warhut Warrior Attack”; now only affects Aenna, Tomahawks and Forest Prowlers

  • Infantry Hitpoints (II): Renamed to “Warhut Warrior Hitpoints”; now only affects Aenna, Tomahawks and Forest Prowlers

  • Infantry Combat (III): Renamed to “Warhut Warrior Combat”; now only affects Aenna, Tomahawks and Forest Prowlers

  • Siege Combat (III): Added to homecity with expected icon

  • Siege Discipline (III): Replaced with Beaver Wars

  • Canoes (II): Renamed to “Watape” and added a new icon

  • [NEW] Beaver Wars: Added to homecity

  • [NEW] Siege Construction: Added to homecity

  • Engineering School (II): Removed from homecity

  • [NEW] Environmentalism: Added to homecity

  • [NEW] North America Trade: Added to homecity

  • [NEW] Medicine Wheels: Added to homecity

  • [NEW] Wampum: Added to homecity

  • [NEW] Covenant Chain: Added to homecity

  • [NEW] Canadian Loyalists: Added to homecity

  • [NEW] 22 Lenape Allies: Added to homecity

  • 2 Light Cannons (IV): Removed from homecity

  • [NEW] TEAM 2 Light Cannons (IV): Added to homecity

  • [NEW] 3 Healers (II): Added to homecity

  • 7 Mantlets (IV): Increased to 10

  • 6 Mantlets (IV): Removed from homecity

  • [NEW] TEAM 3 Mantlets (III): Added to homecity


Civilization Balance

GENERAL

UNITS AND BUILDINGS

  • Priest and Imam: Cost reduced to 100c (from 150); bounties adjusted accordingly hitpoints reduced to 200 (from 360)

  • Captured Mortar: Cost reduced to 450c (from 500); bounties adjusted accordingly; population cost reduced to 6 (from 8)

  • Stealth ability: All units (but not buildings) will reveal a stealthed enemy if the enemy is within 2 range of it

  • Trample mode: Self-damage for units in trample mode reduced to 35% (from 50%)

  • 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.

  • Heroes: Adjusted as follows

    • May no longer use the Cover Mode tactic

    • African Heroes no longer gain attack and hitpoint shadow improvements until the Industrial and Imperial Ages

  • Javelin Rider: Hitpoints reduced to 180 (from 190)

  • Armored Pistoleer: Initial HP reduced to 560 (from 660).

  • Desert Archer: Adjusted as follows

    • Now occupies 3 population space (up from 2)

    • Heavy infantry multiplier reduced to 1.75X (from 2X)

  • Desert Warrior: Now occupies 3 population space (up from 2)

  • Crabat: Adjusted as follows

    • Ranged armor reduced to 15% (from 25%)

    • Ranged attack decreased to 30 (from 43)

    • Melee Cavalry damage multiplier reduced to 3.x (from 4.5x); Shock Infantry damage multiplier adjusted accordingly to 2.25x

  • Cossack Daredevil: Adjusted as follows

    • Mounted: Fixed a bug where it was tagged as Light Ranged Cavalry (is intended as a Heavy Cavalry unit)

    • Mounted: The area of effect on its charged ability has been reduced to 2 (from 3)

    • Dismounted: Melee attack is reduced to 14 (from 17).

    • Cost increased to 115c (from 100c).

  • Inquisitor: Increased speed to 5 (from 4.5).

  • Mountain Monastery: Can now be built nearby capturable food windmills.

  • 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)

  • Northern Musketeer (Oldenburg Royal House): Build limit corrected to 16 (from 12)

  • 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

  • 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

  • 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

  • Mission Fervor: Effect updated to “Healing units train faster and gain more hitpoints. Significantly improves their healing speed.”

    • +50% HP

    • +50% train speed (also improves arrival time of Basilica shipments of Priests)

    • +100% heal rate

  • Town Watch: Unit LOS improvement increased to +3 (from 2); cost reduced to 150 food (from 200)

  • Gas Lighting: Cost reduced to 75f (from 100)

  • Bandit Gang and outlaw Band (IV): Now no long ship Treasure Guardians along with Outlaws.

  • Team Alta California Territory (IV): Now can be shipped even if the player is at or above the Cow Build Limit.

  • 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.

  • Austro-Hungarian Empire (Habsburg Royal House): Cost reduced to 375f 375c (from 500f 500c)

  • Royal Tax (Bourbon Royal House): Now grants 35 coin per building (up from 25)

  • Royal Saxon Grenadiers (Wettin Royal House): Cost reduced to 500c (from 600c)

  • Filiki Eteria (Phanar Royal House): Cost reduced to 800c (from 1000c)

  • Tupi Poison Arrow Frogs (Tupi): Now also allows Tupi Blackwood Archers to inflict poison damage

  • Carib Kasiri Beer (Caribs): Now also allows Carib Blowgunners to inflict poison damage

  • Klamath Huckleberry Feast (Klamath): Now sends 150 food in crates for every 3 minutes (up from 100)

  • Klamath Work Ethos (Klamath): Now also improves gather rates of Klamath Riflemen

  • Seminole Guerilla Wars (Seminole): Cost increased to 350f 350c (from 200f 200c), but now also increases the Seminole Sharktooth Bowman siege range by +6

  • [NEW] Seminole Invincibles (Seminole): A third technology has been added to the Seminoles to complete their technology roster

  • 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

  • Tea Export (I): Export trickle reduced to 0.25 e/s (from 0.4)

  • 11 Changdao Swordsmen (III): Reduced to 10

  • 17 Arquebusiers (IV): Reduced to 16

  • 18 Changdao Swordsmen (IV): Reduced to 17

ETHIOPIANS

CARDS

  • Zebenyas (III): Siege armor improvement reduced to +5% (from +10%); hitpoint improvement reduced to 10% (from 15%).

  • Loyal Warriors (I): Moved to the Fortress Age.

HAUSA

CARDS

  • Aïr Berbers (II): Moved to the Fortress Age.

INCA

UNITS AND BUILDINGS

  • Huaraca: Adjusted as follows:

    • Added a 2x Artillery multiplier to all of its attacks

    • Bonus damage against Infantry reduced to 1.5x (from 2x)

    • 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)

  • 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

  • Architect: Adjusted as follows:

    • Coin cost reduced to 170 (from 200); bounties adjusted accordingly

    • Training time improved to 25 seconds (from 35)

    • Now constructs Lombards in 100 seconds (down from 120)

  • Lombard: Investments now deposit 250 resources (down from 300); investment cap increased to 5000 (from 3000).

CARDS

  • 7 Pavisiers (II): Increased to 8

  • Team House of Savoy (III): This card is no longer infinite

  • [NEW] Native Warriors (III): Added to homecity

  • 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

  • Teepee: Gather rate bonus adjusted to 10% (from 12.5%)

  • Bow Rider: Now inflicts 0.75x to Villagers (down from 1x)

  • Tashunke Prowler: Moved to the Industrial Age (from Fortress)

TECHNOLOGIES

  • Legendary Wakina Rifle: Now also grants +1 range

  • Bonepipe Armor: Now grants +10% Siege armor (up from 5%)

CARDS

  • Great Hunter (II): Now grants 10% of the food hunted so far again (down from 12.5%)

  • 4 Tashunke Prowlers (III): Removed from homecity

  • Dakota Support (III): Moved to the Industrial Age; cost increased to 1500 coin (from 1000); now ships 10 Tashunke (up from 5)

  • Friendly Territory (I): Now also causes Teepees to increases the range of nearby Military Units by +10%

  • 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%)

  • Advanced Captured Mortars (IV): Now ships 3 Captured Mortars (down from 4); now reduces Captured Mortar population cost by -1; cost increased to 750c

  • [NEW] Fur Trade (I): Added to homecity

  • [NEW] North American Trade (IV): Added to homecity

  • [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

  • Hire Royal Horsemen: Fixed an issue that allowed the card to be sent three times; can now be sent once as intended

  • 7 Sentinels (III): Increased to 8

  • 8 Sentinels (III): Increased to 9

  • British Tongue (II): Now ships 10 Longbowmen (up from 9)

  • Spanish Tongue (III): Now ships 9 Veteran Lancers (up from 8)

  • Portuguese Tongue (III): Now ships 13 Veteran Cassador (up from 11)

  • French Tongue (IV): Now ships 9 Guard Cuirassiers (up from 8)

  • 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

  • The Standard and Team Maps can now be filtered in the map selection screen.

  • Standard Maps Set:

    • Added Finland

    • Added Lithuania

    • Added Pomerania

    • Added Portugal

    • Added Rhine

    • Added Wallachia

    • Removed California

    • Removed Himalayas

    • Removed Ozarks

    • Removed Pyrenees

    • Removed Saxony

    • Removed Siberia

  • Team Maps Set:

    • Added Pomerania

    • Added Ozarks

    • Added Siberia

    • Removed Anatolia

    • Removed Baja California

    • Removed Balkans

    • Removed Courland

    • Removed Finland

    • Removed Korea

    • Removed Mexico

    • Removed Nile Valley

    • Removed Sonora

    • Removed Vistula Basin

    • Removed Wallachia

Map Changes

  • Alps:

    • Fixed an issue that could result in Trading Post Sockets from spawning outside the treaty build radius.
  • Archipelago:

    • Now available for single player.
  • Central Asia:

    • Players’ third hunt is allowed to spawn slightly closer to the Town Center.
  • Colorado:

    • Added Cheyenne and Navajo settlements into rotation with the Comanche.

    • Trees should no longer bunch up in the very middle of the map to provide better pathing.

  • Courland:

    • The central ice patch is now slightly smaller and the buildable area surrounding each player’s TC is slightly larger.
  • Dakota:

    • Comanche settlements instead of Cheyenne now spawn.
  • Deccan:

    • Fixed an issue that could result in Trading Post Sockets from spawning outside the treaty build radius.
  • Eurasian Steppe:

    • Generals can now build the first Town Center (but only the first).

    • Now features multiple spawns better representing more of the transition between our European and Asian maps.

  • Great Plains:

    • Apache settlements now added into rotation with the Comanche settlements. The Cheyenne settlements are unchanged and will still always spawn.
  • Guianas:

    • Fixed an issue that could result in Trading Post Sockets from spawning outside the treaty build radius.
  • Horn:

    • Added a second mine close to the starting Town Center.
  • Lithuania:

    • Removed the middle pond to allow for more open space mid-map.
  • Northwest Territory:

    • Cree settlements added in rotation with the Klamath.
  • Ozarks:

    • Seminole settlements will now spawn in place of the Cheyenne settlements. Comanche and Cherokee settlements remain in rotation.
  • Painted Desert:

    • Comanche settlements now added into rotation with the Navajo settlements. The Apache settlements are unchanged and will still always spawn.
  • Rhine:

    • Fixed an issue which prevented players from allying with certain Royal Houses.
  • Rockies:

    • The Comanche settlements have been replaced with a rotation of Cree and Klamath. Cheyenne settlements will remain unchanged.
  • Savanna:

    • Fixed an issue where one of the Trading Post Sockets failed to spawn in 1v1 games.
  • Scandinavia:

    • Removed some sea resources.
  • Unknown:

    • Added new technologies, treasures, and Unknown-exclusive Outlaws. As always, they’re yours to discover!

    • Some new features have been added to the Command Post when it spawns . . . along with some other mysteries for you to enjoy!

    • The AI now appropriately uses the Command Post when it spawns in place of the starting Town Center.

  • Yukon:

    • Klamath settlements now spawn in place of the Cree settlements.

Age of Empires III: Definitive Edition > :hammer_and_wrench: Public Update Preview > Details van topic

7 Likes