What are the good things of the patch?

Ongoing anachronism aside there were good changes to the patch and some further good implications.

  • Everyone likes the infantry change for one - they seem functional as an alternate frontline unit next to spears and scouts now.

  • The update of regional units (rocket cart, fire lancer, traction trebuchet) took the best parts of the India redesign and carried them forward.

  • Chickens feel kinda nice in my subjective opinion.

  • Unit reswap for Chinese, Koreans, and Vietnamese implies updating unit rosters is a thing the devs are willing to do.

  • Traction treb, rocket cart and firelancer might hint at a greater focus on gunpowder and siege - plenty of AoK, AoC civs that could use similar touchups.

3 Likes

It’s good that when you pick Koreans, you are almost sure to win if you have time to make few rockets.

That now the Jaguar Warriors are the most amazing units!
Also I tried the Chinese fire lancers and kind of OP, but looks like barracks will be more used like in the normal ranked everyone uses range and stable instead you can try double barrack

A few more good things in this patch:

  • Distinct Elite unique units models.
  • Distinct castle models for each civ.
  • Attack animations are now in sync with actual attacks.
  • New monk models based on the civ.
  • Transport ships always carry 20 units and not dependent on Careening/Dry Dock.
5 Likes

Nerfs are inevitable. There always something that made too strong to encourage play that gets dialed back later. Gurjaras for instance.

That’s the only thing I don’t like about everything you listed.

Yep

It could have been a paid dlc but it was free.

yes, very strange it wasnt added to the dlc to get more sales.

If they split the dlc, I’d for surely buy the Jurchen and Khitan.

1 Like

The head developer speaks about it in GL’s TownCenter podcast.

He said that locking alternative skins behind a paywall would cost them more to implement than a DLC with it would create profits.

1 Like
  • Byzantine and Chinese are now the top contender for Fire Ships, additionally both have siege ship replacement
  • UI now able to show specific bonus damage value
  • “Fishing Ships no longer require Antiquity Mode to be enabled in order to be able to gather from Oysters” implies Oyster may become a regular thing on future map patch, good for water or hybrid map
  • Shift + idle villager button = select all idle villager
  • base trade unit now move faster without caravan upgrades (same value with caravan)
  • transport ship no longer limited by upgrades or wait till imperial for dropping unit

I found this patch notes is great for improving 2 things that is less popular by the players, water and infantry plays

Was there anything bad about the patch (the patch, not the DLC)?
Aside from a few people complaining that it looks weird that Spearmen are standing idle for 1/3 of the time I have not seen negative feedback.

The whole fiasco with the campaign progress medals that still hasn’t been fixed.

There is a lot of cool thing in the patch.

Outside of the drama topics, of course, the update introduced tons of cool features, some eye candies for the map designers, lots of new combat mechanics, this is just crazy.

So I’m gonna pick one thing per category and say what I think awesome.

  • Eye Candy : the new bridge part.

It’s not just a new bridge, the way they made it. The pieces are put together a way you can turn it into sewers, rivers, bridges, stone base, walls, but it’s just a damn bridge cutted into small parts and splitted in multiple objects. I really like the way the dev team choose to bring it to the editor, for their needs of course, but that will just let the map maker do crazy, CRAZY, things with it. I mean really crazy things.

  • Game Mechanic : the charge projectile system.

So this ia crazy, for the first time in AoE2, a melee unit can have ranged attack, without any action from the player. Ratha was already a big addition to the game, with the combat style switching from ranged to melee, but this needed the player to press a button and remember to use that. It was also something that was hard to use when you’re grouping multiple unit type together, but this charged projectile system is automatically managed with the attributes linked to it. It’s awesome for modders, so many cool unit style can now become viable, like roman legionnary throwing pillumna before the ennemy come shield to shield. But as said, the bestpart is that it’s something the player can use without performing any action, it’s just a matter of timing correctly the attack to maximize effectiveness as all other charged attack in the game.

  • Graphic : the elite unit skin.

A part of me thinks the game changed from what it was when I started to play it back in AoK version. But now, we can see visually if a unit is regular or elite. The look is amazing, but it’s not what makes this pretty good, it’s the fact anyone can now determine simply by eye contact when the ennemy improves the unique unit, as we could already do for every unit present in the game. So for now, except Chronicles units and few editor only units, EVERY unit in the game has a visual change occuring on “upgrading”. This can look very small, but this is very, very usefull for players at all level, new comers, veteran, esporters, mapper, etc.

  • Cost : all that was free.

We received that, entierly free. Most games release those type of improvement with expansions, major dlc for mmos, etc, but we had that for free. The content we’ll have to pay for is only the campaign story and new civ access, everything else is there, available, without any fee. This is crazy, like really crazy. This is not just meaning old players received it for free, but also that new players won’t have to pay an extra to obtain it, and this keeps the price of the game unchanged.

Bad things:
The patch removed neutral deer spawns on arabia, and I heaes someone claim theirs a bug about resources getting lost when changing tasks again or something like that