Fine. I’m just worried of games iterating fun out in exchange for chasing the Esports circuit.
I hope we get far enough in Chronicles for a Caesar salad…
Fine. I’m just worried of games iterating fun out in exchange for chasing the Esports circuit.
I hope we get far enough in Chronicles for a Caesar salad…
As a side note, if one wishes to refer to the fall of a great antiquity empire due to invasions by barbarian peoples, with the resulting profound impact on the region’s culture, then in East Asia the counterpart to the fall of the Western Roman Empire and the start of the European Middle Ages would be the Upheaval of the Five Barbarians and later the Northern and Southern Dynasties in China. The Western Jin dynasty, which in essence continued the culture of the Han dynasty, collapsed due to the rebellion of the Five barbarian Hu peoples, who then established kingdoms in northern China, altering the course of Chinese cultural development. The culture of Sui and Tang dynasties inherited many features from the Northern Dynasties of China, which had originated from those kingdoms.
The fall of the Western Jin took place in the 4th century that still the typical starting for the timeframe of AoE2. On the other hand, China’s Three Kingdoms period was more like Rome’s Crisis of the Third Century — both happened in the 3rd century and both split into three powers.
Good to see Organ Gun nerf not being implemented.
Is it the first time that devs revert PUP change before official patch release?
No. The Chinese start alteration was also reverted last year or so.
Sometimes patches like this are huge. Can be a little overwhelming to read and keep track of (remember/memorize) all the changes made at once in the patch notes
It’s nice so much gets fixed, but is it really helpful for the devs to put so many changes in one patch?
I just wonder if there’s opportunity to have smaller, more frequent patches/updates? Or is that harder or unrealistic to manage from a JIRA ticketing, UAT, or rollout/launch perspective
I hate laming, tho its sth i did alot. But i am happy this was fixed.
So Elite Turtle Ships were significantly nerfed? Bummer
It’s not as simple as it looks. their dmg was reduced but also switched from pierce to melee, and most ships have good pierce armor but bad/no melee armor.
The whole idea with the april patch was to make turtles the korean’s answer to fires…and that didn’t work very well so came the july patch where they tried again.
Oh, wow. That’s what the arrows mean? “Switched”??
Well, hopefully it works out okay. Seems like it should? I just worried a little since I know someone who loves playing as Koreans for a very long time because of turtle ships. They often rely on/depend on their power
Partially I guess, but more so it was explicitly stated.
It was 6 pierce dmg for regular turtles, and 8 pierce dmg for elite, but now it’s 4 melee dmg for regular turtles, and also 4 for elite
I guess you’re supposed to read them as “to”, e.g. “adjusted from 6 pierce to 4 melee”. (Coincidentally the LaTeX command for arrows like that is \to but I guess whoever writes the patch notes is unlikely to be a LaTeX user.)
Personally I’m not keen on a classic unit like the Turtle Ship getting this newfangled attack sequence with cannonballs and rockets – plus it visibly has cannons but where are the rockets being fired from?
That’s btw similar to the Bombard Tower that dealt melee damage in Age of Kings but as this turned out to be too effective against rams, it was changed to pierce in The Conquerors.
And changed to gentle marble droppers in AoE2:DE
Edit: I had 10+ Spanish bombard towers bombarding a single AI trebuchet (no other units) being repaired by one villager, and the towers were doing so little damage to it, the treb was gaining health rather than losing it, lol. That’s pretty ridiculous
Bombard towers should probably cause splash damage, too, so villagers repairing siege units don’t stay at 100% health the whole time