PUP - March 2024 [Patch notes]

Can still be exploitable with THX, Gbeto and Chakram.

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Three unique units. Sounds like a nice quirk of the game for all three of those civs to play with in particular, assuming the investment into castles to make the unit and upgrade it, and then investment into rams to take advantage of it.

If it ends up being clearly too much for Taxe or Gbeto, you can adjust those units directly. Chakrams cannot garrison in Elephants.

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Poor Siege Towers, not even considered an option in this case. Or even worse: totally forgotten

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Oh yeah. Good point.

New civ bonus idea unlocked, infantries can garrison in to armored elephants.

Damn! Even I forgot.

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Guessing this patch does not fix the Local LAN issue:
https://forums.ageofempires.com/t/kicked-out-of-lan-server-lobby/238561

Anyone able to confirm?

I would rather change the garnison to “melee infantry unitsand villagers”, or maybe even “melee infantry units” only. We do notreally need a villager hopping in ad out of a ram to repair it.

And in any case : any unit garnisoning out of a ram or a building has to wait for cooldown before attacking (including monks reseting faith to 0)

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Regarding this change, Spirit of the Law explained it in his patch review. It’s basically for niche cases where siege weapons are supposed to one-hit but don’t, such as Mangonels vs Scorpions:

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I rather to test this “new” QoL in the game and balance if needed.
The mechanic is already doable in the game, only some players are able to pull it off ok with amazing micro, 0 pro-players actually use it.

I think this will make Aztecs play a bit easier.

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I tested it and it’s great for vills on boars. This will make dark age smoother and like you said, it will be easier to manage aztecs and also chinese at the start. Besides, it will be helpful to drop off resources when you want to age up or rush a technology. Pretty cool.

Okay, was really excited for “the siege” and played a few rounds with some friends…

It’s ummm… Not in a good state at the moment and it’s hard to believe it’s been play tested whatsoever…

The players in the city can just run out and kill the other players every single game… It really needs something to keep the defensive players from just slaughtering the attackers every single game… If this is the quality of the scenarios coming out, it’s going to disappoint a lot of people.

Note, we had 3 800-1.1k players and a 1.6k player and no matter the teams, the defenders win every single game. The only game anyone got near close, the 1.6k player pushed mangonels, gunpowder, and bombards into the city barely eeking to the final wall while a defender had 50 paladins scouting beyond the city wall and the second defender was still able to stop the push.

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Silk road changed into:

** Maritime Republics:**
Trade units are 40% cheaper for the player, and 20% for its allies. Fishing ships and fisherman generate 10% gold form fish and 5% form fish traps.

Lol, true… but maybe now elite GC takes 10 seconds? Or maybe they’ll recognize it and also reduce the upgrade cost by the time of the patch.

Well, consider that geirgians lacked 50 food at the start, and they were considered very weak because of that. Italians on the other end need 75 food less, which is very underrated.

Anyway I agree, the 14 secs genbow should have been introduced at the release of DE, not after 10 new civs and a buff of all other weak civs.

Yeah, not a fan of this.

  • EDIT: Spirit of the Law clarified the PUP wording in a video, thankfully (“March 2024 Patch Preview (AoE2)” on YouTube, 3m 18s mark). Turns out this siege damage radius change isn’t as bad as I interpreted the PUP note to say.
  • Leaving the rest of my original post intact to reflect my worry of defensive strategies going bye-bye :smiley:

My walls, towers, and castles lately have felt suspiciously like AoE3’s and AoE4’s where they get easily destroyed by enemy as if they are made of cardboard or glass.

AoE2 walls used to feel solid, made of stone, hard to get through. Now I look away for two seconds come back and enemy has plowed through my walls and castles like they’re nothing.

Making siege blast radius have no damage falloff will just make things worse. Not a fan of mimicking AoE3/4 to keep nerf nerf nerfing defenses directly or indirectly

Just remove walls, towers, and castles if the goal is to make shorter games and force everyone to play in constant attack mode. Turtlers = bad. Econers = bad. Attackers = good because that is EXCITING!

Thanks for forcing everyone to play how you like to play, or how you want tournament or ranked games to go faster. I used to prefer AoE2 for ‘reasons’. Keep funneling gameplay toward an end goal of 100% pure adrenaline rush matches, from start to finish that are tantamount to Call of Duty fragfests and I’ll be stepping away from the game in even longer and longer spells. Part of playing AoE is, well, building an “empire.” At what point was it determined an empire should have no structural defenses or at least highly ineffective ones?

Even regular buildings seem to go down faster. Am i just seeing things?

Baldur’s Gate 3 is pretty sweet. Guess I’ll go play that some more.

In the end, though, I still look forward to Victors & Vanquished DLC. And glad I won’t need to set AoE2:DE down if/when the PUP launches.

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That is also a fair way to approach it, as it may only break at high elo and lobbies, while tournament hosts can ban the mechanics if it goes crazy.

It is by far not the worst thing to suffer from in a patch. But at the same time, it is good to point out the potential problem and see how the balance team reacts to it. Maybe they just havent though about it and dont want this kind of behavior either.

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Shouldn’t Standard have the most time and Hard the less time?

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Yeah, someone had to explain it to me before I understood what was going on.

Let’s say we have a houfnice with .7 tiles blast radius.

Before only the infinitesimally small center point was giving the full advertised damage.

Now, within the blast radius, there will be a smaller radius, the radius of the projectile, that does the full advertised dmg.

I set the projectile radius in this example to be .2 tiles. I’m sure that’s waaaaaay to big, but it helps demonstrate what’s going on to exaggerate the size.

Now I’m unsure if they’re just over-writing the damage in that central projectile radius, or if they’re redoing the tapering to start at projectile radius.

But we are definitely not getting siege weapons doing the full advertised damage all the way out to the very outer perimeter of their blast radius.

SOTL better explains WHY this change is being made

I would hope the devs take a second pass at that sentence explaining the change. It’s not wrong but there could be more done to make it clearer they’re talking about the central projectile radius, and not the outer blast radius.

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Yeah, I think not presenting it as a bugfix was a mistake; it’s hard to argue that the original behavior was anything but a bug. They could have said something like: “fixed a bug where siege projectiles sometimes do not deal full damage to targets they directly hit.” Seems to me that covers the same ground as the technical but confusing description they used, but without a lot of people thinking that siege just got a major buff.

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yeah…technically, technically I’m sure this change will make siege weapons ever slightly stronger, maybe 1% stronger, but yeah I definitely agree. This is better explained as a bug fix, than a general change.

Chef’s kiss

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Hello, we don’t have editor mode, the entire Xbox community would be grateful if you put it on Xbox please.

yeah it’s not bad at all but it’s not good either, many civs have better eco bonus and even ethiopians have more res upon hitting feudal age.

what i was proposing was a small buff to their military to make their archer more unique, and help them hold unitl they can use their wide tech tree, which btw is less ample to other civs which have better eco bonus, better military bonuses, or both