As a dedicated fan who has purchased every single DLC to date, I truly appreciate the continued development of Age of Mythology: Retold. However, I believe the game’s core mechanics need urgent attention before more content is added.
While new DLCs are exciting, the current state of gameplay contains several frustrating bugs that affect the competitive and casual experience:
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Shift-Queue Reliability: The command queuing system for villagers is inconsistent. Often, after finishing a task assigned with the Shift key, villagers either get stuck and remain idle or skip to the next task without completing the current one.
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Pathfinding Issues: Unit navigation remains clunky, especially in tight areas or during large-scale army movements.
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Command Responsiveness: Standard commands, such as ‘Auto-Attack,’ frequently fail to trigger correctly, leading to unresponsive units during combat.
I strongly suggest that future updates prioritize these quality-of-life fixes alongside new content. Improving the reliability of villager tasks and unit logic would make the gameplay much more fluid and rewarding.
Thank you for your dedication to the series.
4 Likes
Hi everyone,
In addition to the improvement suggestions I shared previously, I’d like to bring up another point that I believe would significantly enhance the gameplay experience.
Currently, when an opponent resigns or is defeated, their remaining units and buildings do not transition to a “Neutral” state. This creates a frustrating issue where my army continues to target and attack these surrendered assets automatically when using the Auto-Attack (Attack Move) command.
I believe the system should function similarly to Age of Empires IV. Once a player is out of the game, their units/buildings should become neutral so that our military units don’t waste time attacking “ghost” targets. This change would:
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Eliminate the annoyance of manual micromanagement after a victory.
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Allow players to stay focused on active threats.
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Greatly increase the overall “quality of life” during matches.
1 Like
This is a good option. Another one that would albeit take more manpower to implement is handing control to you allies. So if someone leaves early you can take command of they things and keep playing (kind of like warcraft 3 does it)
It allows for someone resigning not becoming an instant defeat in 99% of cases. It gives a reason for the units to remain in place and keep being enemies
WE ALL DO!! WE ALL do beliave the games core mecahincs need urgent attention!
There should be a command for units to move independently to a target location, maintaining their maximum speed and pathing from their current coordinates. Too many units are lost during retreats because the formation logic forces archers to move toward the frontline before retreating with the group. Essentially, tankier melee units end up leading the escape while squishy ranged units take the brunt of the damage. It’s frustrating that this pathing issue remains unfixed.