Upcoming patchnotes [will we ever see this?]

1st Hackers/cheaters
To tackle the maphacking and zoomhacking situation, we have decided to go for a multi-way approach.
For emergency-firefighting, we DISABLE ranked play through steam account sharing.
At the same time, we introduce a premium ranked feature, being connected to your ID card/passport.
Once you registered it, you’ll be able to go for the premium queue.
If you play on multiple accounts, linked to the same document and one account gets (perma-)banned, ALL of the linked accounts will be permabanned.
On top of that, we will now issue permabans ONLY to players who are being found guilty of manipulating the game through 3rd party software.
We are introducing a ZERO-TOLERANCE policy towards cheating and hacking and take this very seriously.
However, playing on multiple accounts will still be allowed.
The only exception is, that you’ll have to pay for the number of copies you wanna play on.
The generated money indirectly will fund the efforts of the anti-cheating campaign.

As a longterm goal, we’ll evaluate wether we will create an internal anti-cheat software/alghorith or have an external team cover the same.
In the mid-future we want to establish a software that scans your pc for 3rd-party software, which manipulates the game.
If such software is spotted, your account receives an instant automatic (!) perma-ban.
Remember, all your other linked accounts will get permabanned at the same time.

We are looking forward to have fair matches and hope you’ll enjoy a cheat-free game!

2nd Attackmove/Attack Prio Fix, QOL feature
We love to announce that we finally have fixed the attackpriority of units and attackmove, which have been HEAVILY bugged since the Betas before the game was even released.
We know you were all extremely fed up with the fact, that units kept attacking buildings instead of fight, so we wanna fix this finally.
We want to apologize for it having taken so long!
To make up for this long waiting, having ignored this insane bug for so long, we introduce a small QOL feature.
You can now globally disable units from attacking buildings by pressing a single button in the UI or using a hotkey.
You can still manually attack buildings.
Attackmove now perfectly functions, so you can attackmove anywhere, even close to enemy buildings and even archers will ignore them, moving straight to enemy units and attacking them at maximum range.

3rd Deserved Budget for developement
We admit that we have almost not reinvested any money of the cash we made from the main game and the recent DLC, which both made tons.
So we decided to actually give this game a doubled budget from now on.
After we had de-assigned almost all the devs from this game to other projects, we re-assign them and even up their numbers from now on, in order to get this game up to a state which it deserved on release.
To underline our new confidence in the game, we will now publish a small roadmap every quarter of the year.
You, the fans, will from now on know what changes are coming up in the coming months.
Feel free to discuss in exchange with the assigned Devs what changes you like, so we can reconsider bad ideas early on and prevent making big (design) mistakes, which will further hurt the game.

4th Monthly Patches
From now on, as the budget is at a level where it should have been years ago, we will bring a big patch every month.
Our goal is to bring up playernumbers massively and sustain the game.
Whenever we spot a balance-issue being discussed in the forum, we’ll get into contact with you guys and work on a qucik solution, bringing a hotfix within days.

5th Map pool
We realized that most people hate playing water maps.
So we decided to give you the choice of playing watermaps only, landmaps only or both.
This will be an option when queueing up for any mode, 1v1 or team, QM or ranked.
You will STILL have your current number of vetos available on top.

6th Tournaments
We realized that afterall, tournaments are a major factor which keeps people interested in playing rts games competitively or at least with a competitive mindset.
Without big stars that play the game at high level, playernumbers will not be able to be sustainable.
So we decided to bring up the price-pools and have multiple tournaments a year.
Each tournament will be having a pricepool of at least 100.000$.
Donations are always welcome and go directly into the price-pool.
For every dollar donated, we will contribute another dollar into the pricepool from our own end.
The money completely goes to the participants.

7th Game Physics/Siege rework
The physics of aoe3de are just awesome, we think the community agrees about this.
So we decided to bring this part of the game into aoe4.
Now, all siege-weapons which shoot cannonballs, will get a similar system as in aoe3.
Also, we will introduce area-damage to all cannons and bombards including cool physics, where units that are killed, are blasted away as it would happen in real life.
This should spice up the gameplay massively and make siege weapons a better option overall.
They will (like falconets in aoe3de) function as anti-building and anti-infantry.
However, heavy infantry units like men at arms will take way less damage from them than archers or hand-cannoneers.

7th Naval rework
We have decided that the current water-fights are very boring, repetitive and one-sided.
We’ll keep you updated on how we are planning to rework this and hope for lots of feedback and discussions.
We’ll listent to what the fans would like to see and make plans together.

8th Damage/armor system
We realized the flat dmg/armor system is incredibly stupid and brings tons of problems.
The %based and factor-based dmg/armor and counter-system in aoe3(de) and aom has been working super well and was a big step into the right direction, compared to the outdated system from aoe1, which was introduced in the 1990s.
We are gonna change everything to %base resistances.
Aoe3 fans are already familiar with this very flexible system, that makes it incredibly easy to fine-tune the game and balance single units vs other units without changing the whole balance of the game.

9th Towncenters/booming/keeps
We have decided, having machine-gun towncenters in early game negates all possible counter-play against booming.
So we will massively reduce to attackspeed of towncenters, but give them more dmg each shot.
This way, the towncenter still can deal with heavy units, but it won’t slaughter light units such as spearmen and archers anymore.
At the same time, we will remove the maxium garrison space limit for both capital towncenters but also non-capital ones.
However, the dmg will be soft-capped. After 10 villagers being garrisoned, the extra dmg per villager will consistently decrease.
We will also reduce the speed with that non-capital towncenters produce villagers by 50% in age2 and 30% in age3 and 20% in age4, but at the same time increase the non-capital towncenter’s hp.
So, the aggressor is on less of a timer, but also has a harder time taking down the non-capital towncenters.
Additionally, we will increase the base-train time for villagers from 20 second to 25 seconds and increase the train-cost to 70food.
All these changes will slow down booming and especially multiple tc booming in age2 massively, but also make it a lot easier to threaten the enemy with an early all-in.

10th Towers
We have come to realize that dark-age tower-rushing feels incredibly frustrating.
So we decided to create a circular zone arround the capital tc, in which enemies can’t build towers until they have reached age2.
To compensate for this, we are looking for ways to strengthen the Mongols early on.

11th Heavy units age2
We have observed a big weakness of the current civ-design and countersystem.
Civs, that can produce men at arms age2 have a massive advantage over others.
In order to fix this problem, we unlock early-crossbows in age2 for every civ.
In age3 you’ll have to upgrade like every other unit, though the cost and time would be very less for the upgrade compared to other units.

12th Malian mini rework
As Malians struggle massively with Limitaneis in age2 and with Landsknecht units in age3 and with abbassid because of Gulams and Camels, as they have no heavy unit for the frontline to tank except of Sofas and they have nothing to tackle heavy units at range, we decided to rework the Musofadi warriors.
They will lose their bonus against heavy units, but instead will deal extra damage to light melee infantry such as spearmen, landsknechts. They will also receive more hp, armor, ranged armor and be a classless unit without a tag, so nothing deals extra damage to them.
Also, we will give early-crossbows to the Malians in age2, as to every other civ.

13th Men at arms
We realized that not having men at arms for some civs, but having them for others in age2 is pointless.
Now all civs will have access to feudal men at arms, except for the Malians.

1 Like

Your idea of a premium queue in combination with adding a software will at worst see MS facing a lawsuit about data and privacy. Imo disabling family sharing is just enough, even if it’s sad for the players really sharing it among their family.

As a middle way, you could have siege units prioritizing buildings whereas the rest focuses on regular units

Well, that’s on Relic, they’re not a 1st Party studio.

Agreed on monthly patches. The lack of it killed momentum in late 2021

Imo more rotation + the option to pick a map as your favourite as in AoE 2 is already enough

The thing about AoE (or RTS in general is), they rather attract a casual crowd and even AoE 4 is no difference there.
Tournaments are fine, but there’s no way you get 100k tournaments on a regular base anymore, at least not for AoE. That was a small bubble during Covid that eventually had to burst.

Agree about AoE 3’s physics and it seems like they added them in AoM Retold, juding from the footage available so far.
Also agree about a needed siege rework but I’d rather rework Springalds to be more like AoE 2’s Scorpions and instead give regular untis where appropriate bonus damage vs siege

I rarely play water in AoE in general but yep, water is my least fav part. I’d love to see AoE 2’s Fire Ships being added and Fishing Ships getting Fish traps

Imo that point’s based on your familiarity and preference with AoE 3. Both systems are valid and work for their respective games.

Personally, I’d love to see Capital Town Centers also needing to be garrisoned in order to fire - like in any Age game (well, except AoM).

Or just add Murder Holes from AoE 2 that allows for a counter play as towers then will have a minimum range thus can’t fire when being attacked by melee units.

Yeah, siege in AoEIV is underwhelming and not fun to use at all. I’ve been waiting to see if it gets a rework.

And of course, the maps need more flora and fauna variation. Another common request.

Agreed so much. Also more herdables and huntables. And birds

3 Likes

Birds are an AoE staple that is sadly missing.

Biomes are an intriguing feature in Age of Empires IV, yet there is room for significant improvement. I feel like it hampers what should be a strength.

Speaking of biomes, those seasonal event biomes should be permanently in the game. I remember one of them being particularly good.

And while I can’t see it being added in an update, I would love to see a compendium. Don’t know why it doesn’t have one.

4 Likes

We need Ottomans rework. Horse Archers Sipahis, heavy cav Kapıkulu Sipahis should be added to the Ottomans. Jans also need to be main bulk of the Ottomans.

You are probably right about that.
Family sharing disabling is the BARE MINIMUM they should have done ages ago though.
I can’t understand why they won’t do it.
It’s the most efficient way to MASSIVELY reduce the amount of multi-account hackers.
Even a 1 week ban would then actually hurt this ##### ####### and they’d think twice before cheating.
As far as I know, in aoe3de they just disabled the RANKED for family shared accounts.
That could be a nice solution. Casual players could still play on shared accounts and test the game, then buy it once they realize they like it and wanna play it seriously.

That is actually a great idea.
Similar to Coh2, where you can set different modes for tanks and anti-tank guns.
Attack only vehicles/structures, attack only infantry or attack any target.
Should be a 1 day change for Relic, as they are the ones having made coh2 and they are using their own custom engine in aoe4…
Can’t understand why it’s not in the game yet.

Did I miss something? Did M$crosoft sell the game (rights) entirely to Relic?
If not, then why don’t they hire an additional/alternative studio and/or external work force?
I mean the patch-pace is so painfully slow and poor that the game can’t go on like that.
We need more regular and bigger patches and fix the fundamentals of the game.
After Sultants ascend has made so much money, they should buffer up the Dev’s budget.

Exactly!
Aoe4 could have been 10 times more successful.
We could have at least have 2-3 times the playerpool by now, if the game came out READY and then kept getting polished further.
People really underestimate the RTS genre.
Yes, especially Gen Z loves games like fortnite and mobile stuff, but there are TONS of people who would really love to play a triple AAA rts game and play it LONGTERM.
Problem is, all the big publishers either force release their games early and then let them die or they force stupid ideas like cartoon graphics and fortnite style into it.

Agreed. More rotation is definitely wished for.
And no more Forts and so many watermaps…

Are you sure on that?
Many people love campaigns in RTS and singleplayer/coop vs AI.

In the last 5-10 years publishers just never gave a TRIPLE AAA rts a chance to shine.
Almost all rts got released half assed.

Right?
I could not believe my eyes when aoe4 on reveal did not only look like a cartoonish mobile phone game but NONE of the amazing physics were included.
In fact, the military units keep gliding around and they don’t seem to have any body-weight.
It makes them look like cardboard. The way they move, the way the stop on impact of attacks and also the way they magically glide/flow like water in bigger formations or when trying to get through small passages.
It looks especially disgusting for siege units.
0/10 Relic fix that!
How can a 2005 game do that a million times better? It is just unbelievable for me that they have not worked on this since Betas and got away with it.

To springalds/Culverines:
They could also make them deal almost no damage to regular units, like culverines in aoe3.
Super long range, high burst/dps vs siege weapons and almost no dmg to anything else.
I’d personally love that.
They are, afterall, supposed to be a siege-hardcounter and nothing else.

That could be a way.
I actually loved the water in aoe3 a lot. They could copy that 1:1.
The only problem there is that many ships shoot in a 90° angle and will keep rotating at max range.
Often times you got 10 ships and can’t shoot anything because you are chasing the enemy and even though he is in range, you can’t ever shoot and instead your ships wriggle arround.
That they’d have to fix.

True!
Though again, I am sure it is way easier to balance that system.
As in the aoe1/2/4 system every change of 1 tiny variable changes EVERYTHING else.
In aoe3(de) you can balance ONE SPECIFIC thing in detail and nothing else is impacted, with just one small variable of your choice.
Also, castle age men at arms in aoe4 (hello hre!) are so devastating against age2 civs with no heavy-counters because they ignore arrows, especially with +1 and +2 from blacksmith.
This generic system has to be reworked because it completely crushes the game in 1v1 and 2v2.
When you play against french+hre you are often times completely f***** because you can’t let either of them boom/get age3.
The french you have to harrass and sit on his gold, so he can not spam knights, the HRE you hve to harrass in order to stop him from going castle and eventually fast imperial cheaply.
This mu is often times impossible to play against.
As many civs in age2 don’t have ANY answer to hre age3 maa.
The dynamic dmg system would soften (not remove!) this whole problem to an extend, where the mu would be playable.
Ofc the hre should have an advantage after successfully executing a fast castle and getting upgraded maa out, but it should not be a death sentence for the enemies.
Try to play Delhi vs fast castle hre for example and have fun…

Good point! I’d love that too.
Then the gameplay would at least be reactive in the defender’s perspective and not just passive.
You’d have to sacrifice villager idle time for protection/defense.

Or that! Good idea!

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Sure, Microsoft provides the budget but ultimately Relic also needs the staff and they still seem to resructure after buying their way out of Sega.

Yes. The main difference between AoE 4 and the other Age games in that regard is that that’s the first AoE where they specifically also add rewards for MP in shape of unlockables after reaching a certain rank and going for seasons instead of an ongoing ranked ladder.

All the larger AoE 2 tournaments this year so far also had smaller price pools. NAC 5 had 50k initially and went up to 72.8k after donations, same with Warlords 3 and Hidden Cup 5. AoE 4 is affected in the same way with EGCTV overall having smaller price pools for their events this year.

Well, you still have to make sure that changing a variable doesn’t screw the entire system. It’s also a bit of a problem of the asymmetric civ design in AoE 4 which partly provokes under-/overperforming civs.

Exactly. Creating a trade-off is what makes RTS fun imo.

I noticed Towers in AoM work that way as well. Similar to Murder Holes in AoE 2, you have to research Boiling Oil to eliminate Minimum Range.