Where did you finde these? Can you post a screenshot zoomed in on the animal?
Thank you for these lovely screenshots! The Danes clearly have the best of the new Castles.
In the end, the things I said actually came true—I can’t believe it.
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Which ine is the Danes?
Not sure about HD, but that ship’s sails were not animated in AoK. Anyway, it’s a nice touch.
I think I saw a video of HD where the Caravel’s sails were animated, currently not the case in DE.
I’d like to know that, too. Only saw the itsy-bitsy Whale in one of the video clips on Steam page.
(Wanted to edited my previous post, but always get 403 error.)
Now we are down to just 2 unknown DLC again.
What kind of building is this one?
It is rare for campaign only buildings to have a Feudal Age skin so it’s likely a new regional building.
Since there is no lumber or mining camp in any screenshot, just a mill, it might be a combined wood, gold and stone drop off? Not very creative to combine the Settlement with the Mule Cart.
The Danes clearly have the best of the new Castles.
I like all 3.
The Saxon one has this nice early Medieval look, clearly before Norman architecture.
The Varangian one is build on top of a Byzantine looking foundation, which is cool.
How does the Varangian castle look like?
I guessed this is Varangians facing Italians. What is the infantery unit in the right-low corner? With sword on the shoulder.
Campaign description said something that the Danes part will cover Harald’s exploits in the Mediterranean, so maybe it’s the other way around (this one in Italy for the Danes, the other one for Varangians)
What is the infantery unit in the right-low corner?
Its the Italian condoterri.
but that ship’s sails were not animated in AoK
Are you sure of that ? There is a very old graphic behavior in the longship graphic setting featuring a separated mast for animated sail.
But yeah as you said, it’s good to have them back.
DE version added the 16 angles, vs the old mirrored method, so they had to sacrifice some details to avoid the game consuming 10 Tera Bytes at that time. But with time they improved the file compression a lot, and now they can re-add some other fatures, the dual attack style, animated sails, and many more stuff.
Thank you for these lovely screenshots! The Danes clearly have the best of the new Castles.
I’m gonna do a compilation of all the things I’ve noticed, including castles, wonder, unit upgrades, eye candies etc.
I’d like to know that, too. Only saw the itsy-bitsy Whale in one of the video clips on Steam page.
I think it’s regular whales, the one you can mine gold from introduced with the Last Chieftain, but I’m gonna check abit.
(Wanted to edited my previous post, but always get 403 error.)
You have to give an “Edit Reason” to avoid the 403 now. They made a forum upgrade recently, the “likes” heart changed spot etc, by giving an edit reason (on the top left spot of the edit window) you avoid the 403 fobirden access error.
Now we are down to just 2 unknown DLC again.
One is Chroncile of sure, due to its sub-folder for translation the one ending with 720 is chronicle, but yes we don’t know anything more about it.
It is rare for campaign only buildings to have a Feudal Age skin so it’s likely a new regional building.
You’re right, but it’s even rarer in AoE2 to have rotatable building. Of course I’d love to have a longhouse building for one civ, but it’s not just the sprite that changes, it’s also its collision on the ground. That’s what makes me tell it’s a scenario editor asset.
The game engin currently feature something called “annexes”, used for Gates, Pasture Docks and Tonw Center. It’s basically some sub-sprites to be rendered in the game object. The Gate is not just adding new graphics to be printed but also changed the collision behavior.
That’s also probably whay some part of the Town Center can be walked into and some are not, because it’s some spearated objects to be spawned together as a whole.
So yes a building can use different collision shape based on that annexe system, BUT we can’t manually choose the gate rotation, they changes based on adjascent building. It’s also important to understand that the “rotation” of the gate is not done by one single entity rotating, but by one entity per rotation, and the main object correct itself to spawn the right one. It’s a very complexe system if you’re thinking about it on a code level, meaning it’s not viable to be used on a fixed building.
That’s for all those resasons I’m thinking it’s not a civilization asset but an editor asset, which is as you pointed a very first to exist in age variant but not absurd in a design perspective.
How does the Varangian castle look like?
Kinda byzantinish, with the very distinctive stone lines.
I’m kinda sad they did not added some new ships, but I think on a balance level it makes sens to avoid flooding the civs with non vanilla ships, would have been confusing. I however hope they added some scenario editor viking ships to add more punch to the design, especially some transporter ships.
The Last Chieftains - Excited
The Viking Sagas - Disappointed.
In my case it was the other way around…![]()
Its the Italian condoterri.
I hope this is finally the time they rebalance it as shock infantry
It’s better to keep them as Teuton because the Saxon civilization will represent Anglo-saxon. I think we can use Saxons civilization for continental Saxons until the time of Charlemagne.
Maybe if in the future they ad German civilization in addition of the Teuton they can change the civilization in the babrarosa campaign.
The Saxons in the first scenario of Barbarossa actually represent the “old” Saxons and not the “new” Saxons. So the current state of Lower Saxony where the Saxons are actually from. The modern state of Saxony is not actually inhabited by real Saxons.
In the 2nd scenario they seem to represent the modern Saxons so technically Teutons are the more correct civ. But they are not particularly important in this scenario so it might add flavour to have them not be the same civ as 3 other players.
Are you sure of that ? There is a very old graphic behavior in the longship graphic setting featuring a separated mast for animated sail.
I can guarantee it was not animated, since I still have AoK and AoC. ![]()
By the way, I saw that the Catapult Galleon attack animation finally works (again, it also worked in pre-release videos of TLC).
You have to give an “Edit Reason” to avoid the 403 now. They made a forum upgrade recently, the “likes” heart changed spot etc, by giving an edit reason (on the top left spot of the edit window) you avoid the 403 fobirden access error.
Thanks. A proper message instead of “403 error” would have been nice. But even when I entered a reason, it didn’t work, so I deleted my previous post and posted again.
I hope this is finally the time they rebalance it as shock infantry
Condotierri are heavy armoured units, from the renaissance era, with armor mare to deflect shots and counter arquebusiers. They are not designed to be a Shock Infantry, which is a raiding unit with an armor not matching a deflective chestplate, so they won’t be Shock Infantry. (Shock Infantry =/= Storm Inantry)
So let’s start with the basics, units.
Jomsviking
Elite Jomsviking
Hearth Troop
Elite Hearth Troop
Elite Jarl
Mounted Crossbowman
Heavy Mounted Crossbowman
Priest/Priestess
Varangian Guard
I found an “elite varangian guard” shield on one castle, but was not able to catch any higher resolution unit version so far so I assume they got at least one upgrade.
Hero Unit A
Hero Unit B
Longship land-moving













