Winter 2026 PUP notes

Public Update Preview: Friends & Groups, Balance Changes and More

Welcome to a new Public Update Preview for Age of Empires II: Definitive Edition! This one is special.

For the first time, you can try our new social features, Friends and Groups, and play together with friends more easily than ever before. We’re releasing this in PUP for feedback while we work through remaining development effort, so now is a great time to tell us how you like it and what you think! Just please be aware that this set of features won’t launch in the next Update, and instead will launch at a later time, still to be announced.

The Preview otherwise includes everything coming in our next Update: stability and exploit fixes, a round of balance changes, and new tools for modders and scenario designers!

Quick reminder that this is a Preview: things may change based on your feedback, and you might find some rough edges. Please feel free to let us know where you might be experiencing issues; we’ll be anxiously looking through your feedback as we prepare this Update for release!

Branch Name: pup_winter

Highlights

  • NEW: Friends & Groups. Add friends, see who’s online, team up in a Group and stay together between matches!
  • Bug fixes based on your feedback!
  • Balance changes!
  • More modding and XS scripting tools!

Thanks again to our amazing community members, all of whom have helped to make Age of Empires what it is today!

—The Age of Empires Team


New Feature: Social Friends Panel

A new Social menu button can be accessed from the Main Menu.

  • Players can see recently played with players and add them as friends.
  • Players can also search for players, add Friends, and view online and offline status.
  • Players can also block players.
  • From this Social menu, players can invite friends to Groups (4 players maximum).
  • Players in a Group will follow the host into Ranked and Quick Play lobbies, or into Custom Multiplayer and Co-op lobbies.
  • The Group will persist after games end, so players stay together and join new lobbies or play through rematches together.

Game

Stability & Performance

  • Fixed a rare crash that would occur when a player force closes the game during a multiplayer match loading screen that would also prevent some players in a lobby from joining the game.
  • Fixed a crash when opening the context menu of another player that has already left a lobby and selecting a command (such as block).
  • Fixed issues related to repeated DLC checks causing slowdowns on certain systems.
  • Various performance optimizations.

Graphics

  • Fixed an issue where resource objects, such as forage bushes and mines, would only display the first frame of their depletion animation as their resources were gathered.

Audio

  • Accessibility: Added missing audio narration for pop up messaging for failed game saves.
  • Exiting a scenario playtest back to the Scenario Editor will no longer play the defeat sound.
  • Fixed an issue where Viking, Varangian, and Dane Priestesses played male death audio instead of female.

UI

  • Fixed an issue where the selected mod would scroll down in the Mods menu while pressing the Windows key.
  • Fixed some text overlap and removed a co-op campaign checkbox that appeared in the Create Lobby menu when selecting Ranked as the lobby type.
  • In Return of Rome lobbies, Civilization set no longer displays Age of Empires II or Chronicles Civilization sets from previous lobbies.
  • Oysters and Whales now display in gold color on the mini-map rather than white.
  • Researching Spies now presents on-screen notifications in the “Display Instructions” banner style, like other similar events.
  • Updated the loading screen tips for the Varangians.

Settings

  • Fixed an issue when moving the game to a second monitor, the mouse would remain locked in the original monitor.

Hotkeys

  • Villagers can now repair damaged Transport Ships using ALT + Right-Click.

Multiplayer

  • Fixed an error causing spectators to desync if the lobby host exited the match while other players remained in-game.
  • The Benchmark score now resets when any resolution setting is changed, so the test must be run again to get an updated result.

Gameplay

General

  • Enabled assisted farm placement for Fish Traps when holding the Shift button over the Dock.
  • In Sudden Death matches, player defeat now triggers after the Town Center’s destruction animation concludes rather than instantly upon reaching zero hit points.

Fixes

  • Added missing underwater animations for Whales in Return of Rome.
  • Assigned correct dead units to Domitian, Tiberius, and Xu Fu Return of Rome heroes.
  • Fixed an issue preventing Melee units with charged projectile attacks (such as Hearth Troops and Fire Lancers) from automatically engaging targets within projectile range when a melee path was unavailable.
  • Fixed an issue that allowed Monks to target wild animals with conversions.
  • Fixed an issue that allowed players to detect enemy structures through the fog of war using building foundations.
  • Fixed an issue where converted or trigger-modified siege units dealt inconsistent blast damage if destroyed while their projectiles were in flight.
  • Fixed an issue where Fire Lancer projectiles did not ignore armor.
  • Fixed an issue where Harbors had less bonus vs Ships than Docks in Imperial Age.
  • Fixed an issue where Villagers harvesting from Pastures adjacent to Mills could become idle after an animal was depleted.
  • Fixed an issue where secondary projectiles fired by Fire Archers could occasionally deal no damage.
  • Fixed an issue where War Dogs units took unintended bonus damage from all attack classes.
  • Player-controlled animal units, including Hunnic Horses and Camels, can now be converted by Monks as intended.
  • Fixed an issue where Villagers automatically assigned to assist with nearby construction would forget their prior gathering assignment when ordered back to work.
  • Fixed several scenario editor objects in Return of Rome having incorrect names.
  • Units spawned directly from technologies (such as Serjeants from First Crusade) now correctly follow building waypoint queues.

Campaign

Campaign Missions

Gajah Mada 5: ‘The Pasanggahan’

  • Fixed an issue where repeatedly purchasing Armored Elephants from Indian traders erroneously granted stacking passive regeneration to player-trained Armored Elephants.

Harald 3: ‘The Battle of Fulford’

  • Fixed an issue where the objective to reduce Fulford’s military could trigger as completed before the required population threshold was met.

Harald 4: ‘The Road to the Throne’

  • Scenario Repairers can now repair Transport Ships and garrison inside Rams.

Kotyan Khan 5: ‘A New Home’

  • Fixed English subtitle text in the slide intro to match spoken voice over.

Balance Changes

General

  • Champi Runner train time reduced from 34 seconds → 30 seconds.
  • Champi Scout train time reduced from 42 seconds → 37 seconds.
  • Outpost build time increased from 15 seconds → 20 seconds.
  • Outpost HP reduced from 500 → 400.
  • Slinger melee armor increased from 0 → 1.
  • Slinger train time reduced from 25 seconds → 22 seconds.

Dravidians

  • (Elite) Urumi Swordsman HP increased from 55 → 60, Elite from 65 → 70.
  • (Elite) Urumi Swordsman pierce armor increased from 0 → 1, Elite from 0 → 1.

Varangians

  • (Elite) Jarl cost reduced from 75 food 55 gold → 70 food 50 gold.
  • Vendel Legacy cost reduced from 500 food 300 gold → 250 food 300 gold.

Vikings

  • (Elite) Berserk pierce armor increased from 1 → 2, Elite from 1 → 2.

Random Maps

Map Balance

Mountain Range

  • Fixed an issue where unbuildable rock terrain could generate adjacent to or directly beneath player Town Centers.

Random Map Scripting

  • Added support for custom Real World maps by allowing random maps to load an .aoe2scenario file from the random-map-scripts folder with the same name as the .rms file.
  • Fixed an issue where animated objects with multiple angles and graphic randomization flags (such as Driftwood) were generated on random maps using only their first facet.
  • Monuments no longer randomize their graphics if the script has the set_gaia_civilization parameter.

Lobbies and Matchmaking

General

  • Fixed an issue where handicaps would not apply if two players in a lobby shared the same team and color.

Pathfinding

  • Improved pathfinding logic for Builders to prevent them from looping unnecessarily when one side of a construction site is obstructed.
  • Optimized Trade Cart pathing performance when dealing with traffic congestion.

Scripting

  • Fixed an issue where the up-can-build-line AI scripting command evaluated escrow goal flags in reverse, preventing AI players from spending escrowed resources properly.

Modding

General

  • Added Flag 64 to Stingers (Task 157) to activate on receiving damage instead of on attack.
  • Added sound bank reference data (contained in wwise\AudioDefinitions.zip) for better documentation as well as to improve interoperability with external modding tools, such as Advanced Genie Editor (AGE). The data contained within resembles the official Audio Spreadsheet, but is represented in XML format and automatically updated with game updates.
  • Certain terrain properties have been unhardcoded and are now controlled by the Phantom Var terrain attribute. The available flags:
    • 2: Forest
    • 4: Farm
    • 8: Buildable shallows
    • 16: Pasture
  • Custom random map icons in newly installed or activated random map mods no longer require a game relaunch in order to become visible in the map selection screen.
  • Fixed an issue on Steam where unsubscribing from a mod would display a false failure warning despite the mod being successfully deleted and unsubscribed.
  • Fixed an issue preventing the game from loading additional language support from mods.
  • Fixed an issue where certain categories of audio mods would fail to apply immediately upon exiting the mod manager screen.
  • Fixed an issue where custom map icons (if the map mod has them) were not displayed on the loading screen when starting a game.
  • Mods can now specify only new or altered materials and textures via moddedmaterials.json without needing to override all materials in materials.json. Using moddedmaterials.json helps avoid broken UI in mods after a patch with updated widgetui atlases is released.
  • Modifying the data file in data mods during the game session no longer causes the mod to fail to load and require a game relaunch. Data mods now automatically reload and reflect the applied data changes in game upon restart of single player or scenario test games.
  • The inconvertibility of Wall, Gate, Farm, and Controlled Animal class units is no longer hardcoded; it is now applied to Wall, Gate, and Farm objects using the Hero Mode attribute’s cannot convert flag.
  • WidgetUI Collections (screens, dialogs, panels), as well as Materials, now reload when activating or deactivating a mod that has them present, without having to relaunch the game. Among other things, this allows custom icons in data mods.

Scenario Editor

  • Added a new scenario trigger effect allowing scenario designers to clear and dismiss active Decision UI panels.
  • Added support for Disable Object Deletion to building foundations.
  • Added support for Modify Attribute trigger effects that filter target objects using custom XS script functions.
  • Fixed a crash occurring in the Scenario Editor when loading scenarios containing triggers with non-UTF-8 string encodings.
  • Fixed an engine issue where the Create Object trigger effect could fail to spawn the full configured number of units.
  • Fixed an issue where the Create Decision trigger effect failed to display when configured with Trigger Looping enabled.
  • Light Cavalry and Hussars placed in the Scenario Editor now always have the Scout Cavalry unit class instead of Cavalry.
  • Strings used within Scenarios are no longer constrained to being 65,534 characters long.
  • The loading screen when restarting a scenario test no longer displays player and match settings information.

XS Scripting

Added new XS functions:

bool xsSetObjectName(int playerId, int objectId, string name)
void xsCreateDecision(int decisionId, int playerId, string text, string option1, string option2)
int xsGetDecisionChoice(int decisionId)
bool xsClearDecision(int decisionId)
int xsGetNumUnitsOnTile(vector v)
int xsGetUnitOnTile(vector v, int index)
int xsGetUnitsOnTile(vector v, int arrayId) // Returns an array of unit IDs
int bitLogRsh(int v1, int v2) // Logical right shift

  • Improved the ord() and chr() XS functions to provide full support for Unicode characters.
  • XS script files can now be included multiple times across scripts without causing compilation conflicts.

Localization

  • Addressed translations and audio corrections across multiple supported languages.
  • Fixed an issue where Chronicles cinematic cutscenes did not have localized voice over for players using Traditional Chinese. These players now hear the Simplified Chinese voice over instead.
  • Fixed mismatching fonts in Polish that appeared for the “Battle for Greece” Grand Campaign title in the Chronicles campaign selection menu.
5 Likes

Should’ve been that way from the start. But finally it’ll be “fixed”.

Huge buff for fishbooming!

Return of Rome getting some love.

Very important for Hearth Toops. Now they should be better autonomously stopping vill repairs.

  • Fixed an issue that allowed Monks to target wild animals with conversions.

T90 better hurry with Bear Nothing, or else it’ll be fixed before we get to see it.


Balance changes

They’re getting pretty close to what they were at launch. A summary of the changes since launch:

  • Champi Scout speed reduced from 1.1 → 1.0 (Net -0.1)
  • Champi Scout attack reduced from 4 → 3. (Net -1)
    • Gain attack vs. Cavalry +0 → +1 → +2 (Net +2)
    • Gain attack vs. Camels +0 → +1 → +2 (Net +2)
    • Gain +2 attack vs. Shock Infantry (+1 → +3) (Net +2)
  • Champi Runner bonus vs buildings removed (1 → 0) (Net -1)
  • Champi Runner upgrade cost changed from 100f 60g → 120f 60g → 90f 60g (Net -10f)
  • Champi Runner upgrade research time changed from 40 seconds to 50 seconds to 40 seconds. (Net +0)
  • Champi Warrior upgrade cost changed from 125f 100g → 200f 175g → 150 food 175 gold. (Net +25f +75g)
  • Champi-line cost increased from 45f 25g → 50f 25g (Net +5f)
  • Champi-line Outpost build time changed from 15 → 30/25/20/15 seconds (with Scout/Runner/Warrior/Elite) (Net +15/+10/+5/+0)
  • Champi-line Train time changed from 30/30/21/21 seconds → 45/40/26/21 → 42/34/26/21 → 37/30/26/21 (Net +7/+0/+5/+0)
  • Outpost build time increased from 15 seconds → 20 seconds.
  • Outpost HP reduced from 500 → 400.

Not sure why outposts needed a nerf, but I guess they got one. Also, it’s not clear if the build time nerf also applies to Champis.

  • Slinger melee armor increased from 0 → 1.
  • Slinger train time reduced from 25 seconds → 22 seconds.

I don’t think it’ll be enough, but the armor is a welcome change for facing light cavalry. Skirmishers will still be better in actual play against siege, though, except maybe against rams.

Dravidians

  • (Elite) Urumi Swordsman HP increased from 55 → 60, Elite from 65 → 70.
  • (Elite) Urumi Swordsman pierce armor increased from 0 → 1, Elite from 0 → 1.

Likewise, I don’t think this will be enough to make them a good option, but the +1 pierce armor will make them a bit better against skirms specifically.

Perhaps the trample damage may come in a bit earlier; but other than that, I don’t think this’ll help all that much.

Vikings

  • (Elite) Berserk pierce armor increased from 1 → 2, Elite from 1 → 2.

This could be useful.

  • Added support for custom Real World maps by allowing random maps to load an .aoe2scenario file from the random-map-scripts folder with the same name as the .rms file.

Hype!

Do you know how long this has been wanted? Let’s hope all the transferring and such works as well.

  • Custom random map icons in newly installed or activated random map mods no longer require a game relaunch in order to become visible in the map selection screen.
  • Fixed an issue where custom map icons (if the map mod has them) were not displayed on the loading screen when starting a game.

Well I might actually start making custom icons for my map scripts now.

  • Modifying the data file in data mods during the game session no longer causes the mod to fail to load and require a game relaunch. Data mods now automatically reload and reflect the applied data changes in game upon restart of single player or scenario test games.

Huge!

  • WidgetUI Collections (screens, dialogs, panels), as well as Materials, now reload when activating or deactivating a mod that has them present, without having to relaunch the game. Among other things, this allows custom icons in data mods.

Big

These will make testing mod changes so much faster!

  • The inconvertibility of Wall, Gate, Farm, and Controlled Animal class units is no longer hardcoded; it is now applied to Wall, Gate, and Farm objects using the Hero Mode attribute’s cannot convert flag.

Bugs incoming!

  • Fixed an engine issue where the Create Object trigger effect could fail to spawn the full configured number of units.

Not sure what this is, but I bet it has perturbed somebody.

Good. Now we just need it to have “xsObjectiveDescription” and “xsShortObjectiveDescription” function and XS will be able to do almost anything that scenarios can do.

Overall, I’m pretty satisfied with it. Looking forward to its release, and expect it sometime mid-to-late December.


Lastly, the big headliner: the new groups system.

A new Social menu button can be accessed from the Main Menu.

  • Players can see recently played with players and add them as friends.
  • Players can also search for players, add Friends, and view online and offline status.
  • Players can also block players.
  • From this Social menu, players can invite friends to Groups (4 players maximum).
  • Players in a Group will follow the host into Ranked and Quick Play lobbies, or into Custom Multiplayer and Co-op lobbies.
  • The Group will persist after games end, so players stay together and join new lobbies or play through rematches together.

Having tested it with some friends, it operates reasonably straightforward: you first create the group, let your friends join, then join a lobby or select matchmaking and your whole group will follow. After a match, when the group host returns to the main menu the rest of the group automatically follows, but they can leave earlier if they so choose.

There is one more change I would like it to have: keeping your selected bans for matchmaking.

Perhaps it may come with the spring patch, or perhaps it will be a bit longer. Regardless, I look forward to seeing it in action whenever it gets released.

4 Likes

Good to see someone is looking into the RoR side as well.

I hope one day the UI limitation of adding new civis also gets unhardcoded.

2 Likes

Should have increased bonus attack vs Shock Infantry from +1 to +3 instead.

Not sure. Double Champi Scout turned ranked play into a hell.

Okay. Who woke up in the morning thinking outpost is OP?

Good. Maybe reduce food cost further.

Finally! This is a huge buff that was deserved for a long time.

Buffing their strength while keep their weakness as it is. Not a fan.

So basically the removed Gambeson back but on Berserk. I’m still not sure whether player should ever pick Berserk over VG. They have excellent Arb to counter other infantries. So VG+Arb should always be the ideal combo.

No Gurjara buffs or Romans nerf?

Weird.

They also need to rethink Koreans and Vietnamese.

1 Like

I still think South American civs need something more, but probably there is not enough data to back any possible changes. IMO, Champi should be the anti-siege and anti-monk unit and Slingers should be the anti-Infantry unit by default, like it used to be. Then you balanced the civs accordingly. Make the Champi trade evenly with the Militia-line and the Scout-line (similar role as the Varangian Guards). South American civs deserve some love.

Agree about Gurjaras and Romans (not sure about Koreans and Vietnamese), they deserve some small changes somewhere.

The next balance patch we will see a lot of changes for the new Viking civs with more accurate win rate for sure.

Hope we can get some news of what is coming to the game and the franchise in general.

1 Like

And what the pure Outpost did wrong to you?

The social panel an groups seems a nice feature but what I’m actually missing from the Voobly days are persistent lobbies. Or perhaps I don’t know how to exit the game properly to re-enter previous lobby? It was nice that I could play several games in a row with the same random people, change teams if we had a feeling the game was off-blance etc. It felt like chatting app were you can optionally play the game.

1 Like

Are the resolution blurriness of some eye candy items in ROR getting fixed?

1 damage/shot, fire slower. I don’t think that’s actually the case, since it takes significantly fewer slingers to 1- or 2-shot mangonels (and scorpions), so you can send fewer and therefore risk much less res. Slingers get 3 bonus damage against siege, so mangonels take 17 shots (or in other words, 6 slingers can kill a mangonel in 6 seconds). Takes 25 skirmishers to kill a mangonel in 6 seconds. And slingers and elite skirms both have the same range and speed.

Siege units (especially scorpions) are anti-infantry though. So you’d have mutual counters, with one of them being ranged and the other melee.

If you’re up against militia-line/skirm (presumably from another infantry civ), then VGs aren’t a good choice (since militia line would destroy VGs). Arbs may counter the militia line, but they don’t kill that quickly and VGs are a bit pricey.

Hooray! I reported this as a bug about five years ago! Great to see it’s finally getting fixed.

Haven’t downloaded the PUP yet, but I fear not. But at least some mistakes in RoR’s dataset get fixed.
Anyway, next year is 30th anniversary of AoE1, would be a great opportunity to breathe new life into RoR, including ports of the remaining legacy campaigns, upgrades of Tool Age units that were planned but scrapped, and fixing the aforementioned blurry assets.

1 Like

What were the Tool Age upgrades? Any links?

such a strange change outpost are never built I’d understand if this change was meant to stop overuse but even if outposts were overused they have no attack this will deter players even more from building them

Yeah thi is probably the one that rises the most eyebrows.

Idk. I think on Arabia it will be probably OK. But on other maps like Nomad…

It’s also super skill dependent civ and this will imo only work in that direction aswell.


I think the biggest thing is ofc the Friends function. Let’s see if they finally got that working, that could indeed be one of the nicest qol features.

Watch towers: I’m okay with it. Sebastian spammed them quite a bit vs. Viper in recent Sudden Dessaster 3 tournament, and it seemed too easy to create a nuisance with them as well as have a constant eye on your enemy.

I dont think that just because a pro spammed them it should ruin it for everyone, and I don’t think that’s why it is in the PUP, since the match I speak of was just a few days ago. But I did think they were a little too easy to spam before

maybe they change it to “champi outpost” to be a specific building for champi instead of a normal outpost (cope). The hp of it is whatever since it breaks apart if the wind blows a bit.

Oh wow I wanted to be able to do that for ages!

Not in the Tool Age, but upgraded versions of units that don’t change after the Tool Age. They can be found with the Genie Editor under the names Axeman, Slinger, and Scout - the latter with two upgrades, akin to AoE2 Scout Cavalry, which are indicated to be named Horseman and Elite Horseman IIRC. I forgot to mention that a Bronze Age unit, the Camel Rider, was also going to have an upgrade that is in the dataset (none of them uses unique assets yet). In the AoE Wiki, the Slinger’s trivia section mentions the planned upgrade.

Has anyone tried yet whether it also allows to generate the existing Real World maps with the Scenario Editor? I was able to achieve that before by copying certain files to the local folder, but it would be nice if the option existed by default.

Very interesting,too bad these never got added to the game on release.

Fair enough. But in that case, I’ll make my own militia line instead of going for a castle.