[PUP] July 2025 - Patch Notes

Which cheats were these?

Conquistadors have been opressive enough fron more than 20 years in castle age, previous nerfs to the unit weren’t enough, this one make them harder to make in castle age but easier in Imperial.

2 Likes

Very mixed feeling on balance.

The “Food from animals killed by Military or Buildings no longer spoils and can now be gathered by Villagers.” change must need to be reverted. There is no need to change the core game mechanics just for the sake of being newer players friendly.

Why TC arrow doesn’t hit target anymore? Fix that first.

Siege Tower buff was good. But other siege buffs seem no need.

Skirmisher change feels lazy. Their strength against spearman should have been reduced instead.

Franks UT should have been free and they should get a new UT.

Poles should lose Crop Rotation, maybe even discounted upgrade for Winged Hussar. Instead they could get cheaper Bloodlines.

Burgundians Flemish Militia will probably get “Shock Infantry” armor class in a few months.

Celts absolutely doesn’t need another siege buff.

Gurjaras Camel Scout buff is over buff. Just the berry bush buff was enough.

Magyar Huszar was one of the last unit that needed a buff.

Sicilians was a one dimensional civ. And now they are even more one dimensional.

Shu - Lumberjacks generate food in addition to wood collection rate reduced from 10% → 9%…like what the hell is this? Do you really need to balance a civ like this?

Other changes are good imo.

4 Likes

Yea they’re just making the game idiot proof and just sucking all the character out of it and making everything bland. All these little details that give players different ways to play the game, different skills to develop (like shooting boar from TC without killing it, or laming opponents) they’re just taking all the fun out of the game. And then doing what? Adding stupid bleed mechanics that NOBODY asked for! It makes me so mad!

4 Likes

Some good changes, many “ok but why” changes (food from animals, treadmill crane, rams, siege tower). Good to see they take care of many small things, good for Tarkans, some very welcome nerfs (Hindustanis, Hussite Wagon, Ballista elephants, though this is not enough).

Also very nice to see flavour added with new maps, changes to animals. I’m a big fan. And they are probably preparing the next Chronicles, which is really nice!

And some really weird changes, going purely in the wrong direction, such as buffing:

  • Furor Celtica… this is absurd
  • Magyar Hussar?!
  • Folwarki?! I get Poles have issues but this exactly the wrong way to address them!
  • Changes to the Mameluke (including Pikes/Halbs) are strange.

Overall, still an alright patch, but it feels there are many balance issues not being addressed:

  • Maybe start really nerfing some top top civs. Some good changes here and there in this PUP, but more is needed.
  • Some redesign (not complete, but one or two bonuses) needed for the Romans, Bohemians, Cumans, Lou Chuan
  • Turtle Ships: unsure this is the right direction… now Koreans navy will barely have any weakness. How are we supposed to beat them?
  • By the way, the Chinese navy is bonkers now!
  • Franks feel rather tame (also due to power creep)
  • Khmer should lose Hussar
  • Some classic rants: Feitoria, Flemish Revolution

At last, nothing about 3K… and this is the main game issue today.

3 Likes

They just need to remove “heavy siege” armor class and rebalance these units accordingly.

Huge HP + high armor on ranged units is the real elephant in the room.

1 Like

Am I to insinuate this means no more quick walling or what is more likely, that it’s just easier to see units on top of a foundation?

Can you guys please make Donjon count as a dark age building we can build for going to feudal? It is basically a barracks that shoots arrows already.

8 Likes

The sad thing : Barbarossa scenario 5 not being fixed.

Burgundian flemish militia loose the spearmen armor class, will they gain another armor class (shock infantry) ?

9 new random maps, very good but when the return of the old black forest ?

Food from animal killed by military unit not being spoiled. Good thing and this will change the game, but will this be better ?

Gold from animal pelt. Why not gold from horn and tusk ? Maybe the rhinoceros and elephants can give food and gold ?

Still no Hei guang cavalry for chinese. please give them this unit instead of the knight line.

Being able to upgrade unit in sicilian donjon and bulgarian krepost : very good thing !

Change with some animals attacks including disease and venom : very good thing !
New animals : very good thing !

Gathering point for unfinished building : very good thing !
Fences on Pastures no longer receive outlines when they are behind other buildings : very good thing !

Temujin scenario
Also some scenarios must be reworked with new assets which are more accurate : Temujin scenario must include monk (with the new shaman skin) instead of AoE1 priest. Also in this scenario the Jin (player 3) must be changed from chinese to jurchen.

Karlsefni scenario
Karlsefni scenario must include polar bear instead of brown bear (because there is no brown bear in greenland but polar bear instead). The grey wolf in Baffin island must be changed to arctic wolf. On this island there is also two brown bear, change them to polar bear because there is no brown bear on this island but polar bear. On Baffin island you could also change the deer because there is no deer on this island but reindeer maybe replacing them by the new arctic hare and arctic fox. (For the animal in Labrador peninsula and newfoundland don’t change them there are accurate).

Finehair scenario
Some arctic fox live in Iceland and Norway mountains. You can add some arctic fox in Norway mountains. Also you can put some in Iceland, maybe removing one of the gold mine.

Vinlandsaga scenario

There is some deer on Greenland (inaccurate because there is no red deer on this island but reindeer) you can replace them with arctic hare. Also putting some arctic hare in Labrador peninsula can be good in addition of the deer still present here. Some arctic fox can be good for immersion.

Note : reindeer is really a wild animal who is lacking in this game.

2 Likes

First they add 3K to the game, and now they nerf my favorite unit (Organ Gun) a second time within just a month or two.

Good time to quit playing.

7 Likes

Bye ! All the best ! Kind Regards,

1 Like

No mameluk very strong, useful lack if compare with mangudail but they better all others unit, include archer, need something counter mameluk. But now I see nothing no bonus damage to camel???

Ok WTF is going on reverting the Poles Folwark rate? FE is forgetting that pre nerf Poles had like 60% WR on closed maps at any ELO and all pros were complaining the civ was absurd to play against??

If we are going to revert that change, then we need to:

  • Remove Crop Rotation
  • Szlachta Privilieges cost raised from 500f 300g to 700f 300g.
  • Lechitic Legacy effect reduced from 33% to 25%.

But why not even bother to give Folwark 10 garrison space, problem with the civ is how easy to raid their farmers on open maps (that translates in their poor perfomance currently) instead of just reverting that change?

5 Likes

Que gather points from buildings still not toggleable to turn off :frowning:

Once again Turks are ignored. LoL
But oh no, they are great at Arena. Yes yes, you are right. :clap:

1 Like

I hope they allow upgrading Huskarls and Tarkans from Barracks and Stables respectively for Goths and Huns.

2 Likes

Given that capped and siege rams are only available in imperial age (except for Cumans), this is a late game change. Pike/ram will be stronger, but most of the time players will often reach 200 pop before this is relevant. And it mainly makes rams more resistant against villager pulls.

Seems to me like the Goth bonus was only a downside when it removed the food from wild boars. With the TC no longer spoiling the food, the removal of the Goth bonus seems unnecessary - though it does have some uses with laming and maps with lots of boars.

Sicilian units might be less vulnerable to their typical counters, but they lack the power that other civs’ power units tend to have.

Monks still work well in castle age (especially before first crusade can be researched). Vikings should be using their strong eco bonus to win earlier in the game (in most matchups really). Italians can use gen-bow with hussar meat shield (even with less bonus damage, they’ll still deal solid damage against Sicilian cavalry). I don’t play Mongols all that much, but I think they can simply use their own cavalry to great effect.

This looks like a comment you made on a Youtube video. And I responded there as well, but to reiterate what I said: I don’t think military units/buildings spoiling animals food is a core game mechanic (a quirk of the game, but not core). TC changes seems to be an attempt to make them hit more often - maybe test that change out before demanding a fix that may have already been made. Skirmisher change is targeted at higher elos, where their high pierce armor and spammability is getting abused in Feudal age, but outside of that skirmishers are a pretty weak unit. This change targets their early spammability, but will have minimal impact at lower ELOs (where they aren’t particularly powerful). The Shu change is likely because the Shu are a top civ by winrate - this will weaken them a tad, but shouldn’t be an overnerf.

If Gurjara early game is too strong now, that can be adjusted based on feedback. But it does seem like a change that will give them their own niche in the game. But with how slow berries gather (slower than farms) and the facts Gurjaras are one of the weakest civs in the game, I doubt the berry buff by itself would be enough.

Some of the changes are questionable, but I believe that is why this is a PUP: so that any questionable changes can be tested out.

2 Likes

All these balance changes and bug fixes, but they can’t fix the bugged alliances in the Barbarossa campaign?

3 Likes

Excellent set of useful changes.

While these might still need to improve, excellent changes to start. Great to see them address major issues in the game that haven’t been addressed in a long time. (Including the skirm change)

Does it mean we can kill animals with tc and gather food from it?If so its a great change for low apm players.

Neat, small yet impactful set of changes in the right direction. All those civs might need more changes in the future but this is a good start.

Niche but decent.

Anti laming change, not necessary but could be ok.

Glad they realized its a shit civ now and decided to buff it. 100 extra food from berries is not much of an advantage but could help them delay farming for a min in the early feudal age.
Camel scout change should also be quite useful when they’re on their way to castle age against knight and CA civs. Again these changes won’t be enough but it’s a good start.

Wasn’t needed but maybe good for TGs.

Glad they restored OG Magyar Huszar stats. Its now significantly better than going for stable Hussars.

Would have been fun if this change came along with the DLC. Nevertheless I’m glad Poles are great again.

Very good phosphorus nerf and a nice change for closed maps.

Completely unnecessary.

The push to force players to do Donjon rush is nice but they need to be significantly better than towers from feudal age. I’d recommend starting with +2 building or stone defense armor to take 2 less damage from vills compared to generic towers and +1 extra attack against stone defense armor to do upto +5 damage in a tower vs Donjon fight.

Could be quite strong if Loom is included in this, decent minimalistic change otherwise.

Not a fan of many nerfs to new civs. So for this and Shu I guess its somewhat in the right direction but I’d have preferred one change at a time.

Overall I’d say its a great patch. Poles being the overall winner. Addressing the feudal skirm imbalance, castle drop into gunpowder uu, feeble tc defense, bugged mangonels and fixing some of the awful pathing behavior, are excellent. Excited for the patch to go live.

I’m really pleased to see these finally being added as standard terrains. There was a shallow water terrain in the Spring Terrains mod as well – has this also been added, or is it still missing?

The new animals seem like a nice addition as well.

I’d really like to see some more galliform birds, functionally the same as wild chickens, but appropriate to different regions. I’d suggest pheasants, grouse, guinea fowl, and curassow. That would give us an appropriate huntable bird for most regions represented in the game, I think.

By the way, is that a new deer variant in the screenshot you posted?

2 Likes