AOE4 - Release Notes - PUP March 2022

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AOE4 - Release Notes - PUP March 2022

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Post by EliteRifleman »

https://steamcommunity.com/app/1466860/ ... 078015578/

We're excited to welcome you all to the first Public Update Preview (PUP) for Age of Empires IV. From Thursday, March 10th through Friday, March 18th, we'll be previewing several aspects of our upcoming major update, Season One[www.ageofempires.com].

Public Update Preview builds will not only present a sneak peek to owners of the game but also provide an opportunity for passionate players to step up, give feedback, and help us identify potential issues ahead of our major updates. Builds will generally contain new features, content, or bug fixes and will provide a preview of what’s coming to the game in the weeks leading up to a major update.

Owners of Age of Empires IV on Steam are invited to join us for a public preview of this upcoming update. During this time, you can access a preview branch of the game[support.ageofempires.com], and provide feedback and bug reports here on the Steam forums.

While not broadly available during the PUP, select Age Insider members have been granted access to a preview version of the Content Editor via email; you may see new mods pop up during the PUP, but you'll definitely have the chance to try out some of the in-house mods we've created to get you all started.

For this preview, we ask that you focus on utilizing in-house mods during custom matches and playing the game you normally would! Directions on downloading Mods are below. If you run into unexpected behavior or stability issues, please let us know in these forums! You'll also be able to try out some of the other exciting changes set for release with the Season One Update[www.ageofempires.com].

Below are instructions on how to download and enable mods in-game, Known Issues, a list of in-house mods and templates, a balance changelog for the preview, and a maps changelog.


WHEN:
START - Thursday, March 10th @ 1:00 pm PT (1900 UTC)
END - Friday, March 18th @ 10:00 am PT (1600 UTC)
FORUMS CLOSE - Monday, March 21st @ 10:00 am PT (1600 UTC)


To access existing mods:
Activate the preview branch ("future_live") under BETAS in the Age of Empires IV Steam properties
After the game-update, launch Age of Empires IV
When you reach the Main Menu, click MODS from the top-ribbon
Select a suggested mod, or click All Mods to view a complete list; a summary of available in-house mods is listed below
SUBSCRIBE to a mod to begin downloading it!
Use the Mod Manager menu to disable, delete, or unsubscribe from any mods you have downloaded.

Creating Mods:
Select Age Insiders have been sent a Steam Key to access the Age of Empires IV Content Editor (Beta).

If you received a Steam Key from us via email, please use it to download the Content Editor. Please note, it is listed as a "Tool" and not a "Game" so if you are using filter-options in your Steam library, you may need to adjust your filter settings to see it.

Learn more about the Age Insider Program[www.ageofempires.com].


Known Issues:
The following are issues with the current build which our team is already aware of; we do not require additional reports on these issues. You can learn more about reporting a bug during this preview HERE!
Mod Britain & Ireland Missing Relics & Fish
We are aware that the official in-house mod, Britain & Ireland (see below), is missing relics which can impact civs that rely heavily on them. The generated map also is not spawning deep-water fish, and only a limited amount of shoreline fish. We are tracking this issue and do not require any additional reports.
Please also be aware of our list of General Known Issues for Age of Empires IV[support.ageofempires.com] - we do not require additional reports of issues listed there that are not specifically addressed in this update preview.

Content Creator Known Issues
These known issues specifically only impact the Content Creator for those users who have been granted access.
Content Creator Displays "Unresponsive" While Saving Mods
After saving a mod or clicking Finish to create a mod, the Content Creator will go "Unresponsive" for a short period of time. Please be patient and let the tool continue to think for a few minutes. This issue should resolve itself in that time.

Tuning Pack Incorrectly Called Attribute Mod on Some Menus
While navigating through the Content Creator, some menues and pop-ups may refer to an "Attribute Mod". This text should instead refer to the Tuning Pack mod-type. This is a text-string error and should not impact tool-use or gameplay.

Terrain Layout Tool Generates Mirrored Maps
We are aware of an issue with the Terrain Layout Tool used when making Crafted Maps. The tool will always generate maps that are mirrored along the y-axis or z-axis randomly, even when trying to generate non-symmetrical maps. We are tracking this issue and do not require any additional reports.
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licidy [desarrollador] 8 MAR a las 17:58
IN-HOUSE MODS:
The team has created several interesting in-house mods to showcase various capabilities of the Editor. You can find a list below.
Royal Rumble
TYPE: Game Mode
DESCRIPTION: Be the last king standing! Achieve victory by eliminating all enemy Kings while defending your own. Based on the classic Age of Empires II game mode "Regicide."
Tombolos
TYPE: Crafted Map
DESCRIPTION: Welcome to paradise. This map features multiple tranquil islands connected by narrow sand tombolos. Supports up to 2 players.
Britain & Ireland
TYPE: Generated Map
DESCRIPTION: Fight for regency over the British Isles! This map features a landmass that resembles Britain, Wales, Scotland, and Ireland.
Indian Subcontinent
TYPE: Generated Map
DESCRIPTION: Battle over South Asia! This map features a landmass that resembles the Indian subcontinent.
The Gulch
TYPE: Generated Map
DESCRIPTION: "You ever wonder why we are here?" This map features a box canyon surrounded by walls on all sides. Supports up to 4 players.
Thick Wood
TYPE: Tuning Pack
DESCRIPTION: That's... a lot of wood. Doubles the amount of Wood available in trees.
Double Villagers
TYPE: Tuning Pack
DESCRIPTION: The peasants are revolt... I mean, multiplying! Train two Villagers at the same time for the cost of one.
Dire Wolves
TYPE: Tuning Pack
DESCRIPTION: The wolves are hungry and out for blood! All Wolves have increased damage, hit points, and size.

BALANCE CHANGELOG

Update Goals
Tighten win rates in preparation of our first ranked season!
Encourage earlier conflict on the map with deer patches
Improve the feel of moving naval units and increase strategic options through more effective retreats
Increase risk and counterplay when constructing buildings near the enemy forces
Ensure civ unique units stand out instead of being niche counters
Make dynasty bonuses more useful for the period of the game in which they are unlocked
Create more compelling decision making around landmark picks


All Civilizations
Core Units
Field construction build time of Springald increased from 30 to 80 seconds
Field construction build time of Mangonel increased from 40 to 80 seconds
Field construction build time of Traction Trebuchet increased from 35 to 80 seconds
Scout hunting bow reload time reduced from 2 to 1 second
Scout melee weapon cool down reduced from 4 to 2 seconds
Scout melee weapon damage reduced from 4 to 2

Economy
Villager hunted meat carry capacity increased from 10 to 25
Survival Techniques hunted meat carry capacity bonus removed
Survival Techniques hunted meat harvest rate increased from 10% to 15%
Survival Techniques research time reduced from 75 to 45 seconds

Naval
Improved the responsiveness of small and medium ships
Arrow ships can no longer fire while moving
Extended Lines research time reduced from 75 to 45 seconds
Drift Nets research time reduced 75 to 45 seconds
Galley Population reduced from 4 to 3
Junk Population reduced from 4 to 2
Galleass Population reduced from 6 to 5
Attack Ship ranged armor reduced by 1, except for the French Hulk
Baghlah springald weapon damage increased from 50 to 70
Baghlah attack speed reduced from 3.25 to 3.75 seconds
Warship formation spacing reduced from 4.5 to 3 tiles
Baochuan weapon range reduced from 9 to 8 tiles
Naval Navigator no longer gives +1 weapon range, increased sight range improvement from 1 to 4 tiles
Naval Bug Fixes

Updated the selection area for all fishing deposits to match the visual. This also resolves issues where deep fish became harder to select as the resource was depleted
Galley, Dhow and Junk help text updated to specifically indicate they benefit from ranged damage Blacksmith technology
Core Buildings & Upgrades
Buildings under construction receive 50% more damage
Keep build time increased from 120 to 140 seconds
Stone Wall Tower build time increased from 60 to 90 seconds
Boiling Oil cost increased from 250 Gold, 100 Stone to 500 Gold, 200 Stone
Boiling Oil research time increased from 60 to 90 seconds
Greased Axles movement speed bonus reduced from 20% to 15%
Geometry moved from the University to the Siege Workshop
Geometry resource cost reduced from 300 Wood, 700 Gold to 100 Wood, 225 Gold
Geometry research time reduced from 90 to 45 seconds
Siege Works moved from the Siege Workshop to the University
Removed completely from the Chinese Astronomical Clocktower
Siege Works resource cost increased from 150 Wood, 350 Gold to 300 Wood, 700 Gold
Mongol Improved version cost increased from 500 Stone to 1000 Stone
Siege Works research time increased from 60 to 90 seconds
Siege Works for the Delhi Sultanate research time increased from 900 to 1350 seconds
Tithe Barns now correctly provides 30 stone per minute instead of 15


Civilization Specific

Abbasid Dynasty
Camel Archer move speed increased from 6.5 to 6.75
Camel Archer bonus damage vs. Spearman reduced from 3x to 2x
Camel Archer II damage increased from 10 to 12
Camel Archer III damage increased from 12 to 14
Camel Archer IV damage increased from 14 to 15
Camel Rider III damage increased from 9 to 14
Camel Rider III bonus damage vs. Cavalry reduced from 18 to 14
Camel Rider IV damage increased from 10 to 16
Camel Rider IV bonus damage vs. Cavalry reduced from 20 to 16
Camel Barding now only affects Camel Riders, no longer affects the Camel Archer
Camel Barding moved from the Blacksmith to the Stables
Camel Barding Cost reduced from 300 Food, 700 Gold to 100 Food, 225 Gold
Camel Barding research time reduced from 90 to 45 seconds
Economy Wing Changes
Agriculture cost reduced from 200 Wood, 500 Gold to 75 Wood, 200 Gold
Agriculture research time reduced from 90 to 45 seconds
Trade Wing Changes
Grand Bazaar moved from the Imperial Age to the Feudal Age
Grand Bazaar cost reduced from 300 Food, 700 Gold to 50 Food, 125 Gold
Grand Bazaar research time reduced from 90 to 60 seconds
Spice Roads moved from the Feudal Age to the Imperial Age
Spice Roads cost increased from 100 Wood, 250 Gold to 300 Wood, 700 Gold
Military Wing Changes
Boot Camp requirement reduced from Imperial Age to Feudal Age
Boot Camp cost reduced from 300 Food, 700 Gold to 50 Food, 125 Gold
Boot Camp research time decreased from 90 to 60 seconds
Camel Rider Shields cost reduced from 300 Food, 700 Gold to 250 Gold, 100 Food
Camel Rider Shields research time reduced from 90 to 60 seconds
Camel Support requirement increased from Feudal Age to Imperial Age
Camel Support armor bonus increased from 1 to 2
Camel Support cost increased from 50 Food, 125 Gold to 300 Food, 700 Gold
Camel Support research time increased from 60 to 90 seconds
Abbasid Bug Fixes
Faith can no longer be used to convert Naval units
Converted Abbasid villagers will correctly have their build menu updated to match their new allegiance
The Abbasid Golden Age production speed bonus now properly applies to all production buildings, and not only military production buildings
Camel Archer bow is no longer invisible after upgrading Incendiary Arrows
Composite Bows tooltip now correctly displays 33% attack speed increase instead of 25%
Improved Processing now applies to Town Centers

Chinese
Stone Wall Tower build time increased from 90 to 120 seconds
Ancient Techniques cost increased from 150 Wood, 350 Gold to 200 Wood, 500 Gold
Ancient Techniques research time increased from 60 to 90 seconds
Barbican of the Sun sight range increased to match the Outpost
Imperial Spies ability from the Imperial Palace Landmark now reveals Villagers, Traders, Trade Ships, Fishing Ships and Officials.
Dynasty Changes
Dynasty units and buildings are no longer gated when advancing to the next dynasty
Yuan Dynasty movement speed bonus no longer applies to Siege
Village requirement reduced from Song Dynasty to Tang Dynasty
Village cost increased from 100 Wood to 125 Wood
Village health increased from 1000 to 1500
Granary requirement reduced from Yuan Dynasty to Song Dynasty
Granary Villager harvest bonus reduced from 15% to 10%
Granary Health increased from 1000 to 1500
Pagoda requirement reduced from Ming Dynasty to Yuan Dynasty
Pagoda Relic resource bonus reduced from 100 Gold, Food, Wood and Stone to 100 Gold, 50 Food, 50 Wood, 50 Stone per minute
Official Changes
Supervise production and research speed reduced from 200% to 150%
Official train time increased from 20 to 30 seconds
Official cost changed from 150 Food to 100 Food, 50 Gold

English
Man-at-Arms train time reduced from 22 to 15 seconds
Vanguard Man-at-Arms armor increased from 2 to 3
Abbey of Kings healing rate increased from 4 health/1.5 seconds to 6 health/ 1 second
Starting Wood increased from 150 to 200
English Bug Fixes
Setup Camp can no longer be triggered while in combat

French
French Bug Fixes
Arbaletrier Pavise ability now increases armor by +5 instead of setting armor to 5
Fixed a bug with the French Tech tree where traders were displayed in the Dark Age under Chamber of Commerce.
Military siege engineer UI now matches other civilizations
Siege engineer icon is restored
Royal Knight help text updated to reflect proper duration of bonus after a successful charge attack

Holy Roman Empire
Regnitz Cathedral Relic capacity reduced from 3 to 2
Burgrave Palace now produces infantry 400% faster instead of training units in batches of 5
Meinwerk Palace research discount increased from 25% to 30%
Meinwerk Palace research speed increased by 30%
Palace of Swabia Villager production speed and discount reduced from 75% to 66%
Inspired Warriors effect duration increased from 30 seconds to 60 seconds
Marching Drills cost reduced from 100 Food, 250 Gold to 50 Food, 125 Gold
Marching Drills research time reduced from 90 to 60 seconds
Marching Drills now affects Prelates
Added a Prelate indicator for HRE players to be able to more easily locate and keep track of their Prelates
HRE Bug Fixes
By placing Relics in Docks it is no longer possible to surpass the maximum 25% attack speed bonus
The Aachen Chapel blueprint aura range indicator has been updated to use the correct gold color
The Great Palace of Flensburg Wonder can now properly make use of influence and the Emergency Repair ability
Docks can now properly make use of influence and the Emergency Repair ability
Keeps no longer grant a springald when a unit is garrisoned, and the Springald Emplacement is not researched
Relics placed inside of docks no longer increase attack speed of all players’ ships

Mongols
Textiles (Improved) has been added to the Town Center, available in the Castle Age
Textiles (Improved) increases the health of Villagers by +50
Mongols Bug Fixes
Improved Biology now only provides +10% health instead of +15% for a total of +30% instead of +35%
Fixed a bug where Mongol Improved Tithe Barns did not list the correct resource income
Fixed a bug where Mongol Tithe Barns research time was 80s instead of the intended 60s. It also gives the proper +30 Food, Wood, and Stone instead of +20
Khaganate Palace now produces Mangudai in 90 seconds instead of 77 seconds
The Mongol Landmark Town Center can now be packed while at maximum population
Stone Commerce help text updated to specify trade bonus
The Khan Defense Arrow tool tip updated to show correct bonus of +2

Rus
Warrior Monk weapon range increased from 1.15 to 3
Warrior Monk charge weapon range increased from 2.15 to 3
Horse Archer Precision technology weapon range bonus reduced from 2 to 1
Horse Archer Precision technology research time reduced from 90 to 60 seconds
Streltsy Double Time ability no longer quickens their Static Deployment ability
Lodya Fishing Ship
Population cost increased from 1 to 2
Cost increased from 75 to 150 Wood
Train time increased from 25 to 38 seconds
Health increased from 125 to 250
Deep Water Fish gather rate increased from 1.0 to 1.9
Shoreline Fish gather rate increased from 0.66 to 1.19
Rus Bug Fixes
Golden Gate trade buttons have been relocated to match Markets
Golden Gate no longer shares double click selection with Markets
Lodya ships now have the correct upgrades applied after conversion
Fixed a bug with the Rus tech tree where Abbey of Trinity didn't display all of its unique techs
Destroyed High Trade House no longer produces Deer until repaired


Other Bug Fixes
Rams can no longer target naval units
Repair ability now shows the correct requirements when attempting to use it on an enemy player
The Delhi Sultanate tech tree now lists Honed Blades under Imperial Age instead of Castle Age
The Delhi Sultanate tech tree now lists Slow-Burning Defenses under Imperial Age instead of Castle Age
The English Setup Camp ability now has the correct requirements text
Field constructed Traction Trebuchets now have the correct tool tip
The Compound of the Defender effect is no longer active while the Landmark is destroyed

General Changes

1v1 Resource Spawn Tuning
1v1 (Micro) map size resource balancing has received a pass, with the goal of improving the distribution of resources between players.
On open maps, like Lipany and Dry Arabia, this has meant objects like relics, gold deposits and stone deposits are now spawning in a tighter band for each player, to cut down on cases where one resource node would spawn considerably further away for one player than for the other. We are always tweaking and looking to improve this, so keep sending us screenshots and map seeds when you feel things are generated unfairly!
On divided maps, like Mountain Pass and Mongolian Heights, we have done additional custom tuning for several maps to help ensure that the dividing geography does not separate one player from their allotment of resource deposits. We were seeing instances of, for example, both players' large gold deposits spawning on the same side of the mountain range on Mountain Pass. This was due to how we place resources within a central band of map area that is calculated based on pathfinding distance from each player's TC to each point on the map. In cases like Mountain Pass, if one player spawns closer to the opening, the "midpoint" between players would be on one side of the mountain range, and our contested resources would be placed there. This set of tuning has been about finding new constraints for this banding on maps with dividing geography. Danube River, Boulder Bay, Confluence, Mountain Pass, Mongolian Heights and Nagari all received custom tuning in this regard.
Relics will now spawn in a more balanced configuration – one accessible relic per player, 3 centrally contested relics. This updated balance logic has been applied globally to all map sizes, and tuned specifically for several maps on the Micro (1v1) size. Additional tuning for divided maps at larger sizes will be coming in a later update. Relics have been tuned to spawn further away from each other.
Divided maps have had custom tuning and will spawn 1 accessible relic and 2 contested relics per “side” of the map, for a total of 6 relics. This was done to ensure that maps in which terrain gives natural ownership to one player don’t have a built-in imbalance due to the nature of spawning an odd number of contestable objects. The maps that include these relic changes are:

Confluence
Mountain Pass
Mongolian Heights
Nagari

Small gold and stone deposits have had their contested spawn range tightened. One contested small gold and stone will now spawn per player (up from only one overall), with less likelihood that it will be too close to a single player.
Sacred Sites have had their spawn parameters narrowed to help them spawn evenly across the center of the map on maps where their locations are not being specifically placed by the map script (e.g. on the hill on King of the Hill).


Specific Map Changes

Nagari

Mountain ranges have been shortened slightly to provide a more consistent central lake and mountain configuration.
Deep water fish have been removed from the side ponds and concentrated in the central lake. This was to both remove instances of unbalanced amounts of safe fish and ensure that the most valuable fish are located in a contested part of the map.
Relic count has been increased to spawn a base 4 relics plus one per player to better ensure fairness of distribution on maps where geography can divide the map into discrete sections
Resource spawning for 1v1 Micro size matches has had custom tuning done on various resource deposits. Our goal with this pass was to cut down on perceived unbalanced map generations, especially on maps where map geography can divide the map into discrete sections. Resources like gold deposits should now spawn more squarely in each player's "side" of the map, to avoid instances where a central, contested deposit could be placed on the wrong "side" of the central geography.

Black Forest

The "forest-y" ness of Black Forest has been reigned in to not spawn unchoppable trees in the middle of your Town Center courtyards
Trade Posts on Micro and Small map sizes have been adjusted to spawn closer to the exact center of the map to help ensure more equal access
Spawn reliability of the second deer herd per player has been improved
Sacred Sites have been re-added to Black Forest. We have been watching for your feedback on this change, so thanks to everyone who gave us their thoughts on the Black Forest Sacred Sites. With the way Age IV plays, Sacred Sites provide a valuable way for players to counter a locked-in defensive strategy. While we appreciate the epic slugfests that remind us of classic Age of Empires II Black Forest gameplay, we feel like the Sacred Sites play well in the Age of Empires IV version of the map.

Boulder Bay

We have updated the forest distribution to include more smaller forests, as opposed to fewer, larger forests. This is to help prevent instances of large forests completely blocking players in on one side of the bay.
We’ve updated the fish distribution in the bay to be more even. We are also working to provide a more robust solution for balance of deep water fish in the near future.
We’ve adjusted gold distribution in 1v1s to be spawned more evenly between players
Fixed a spawn issue where players could spawn on the wrong side of the bay on larger team games

Danube River

Large gold deposits have been rebalanced to more reliably spawn evenly between teams
We’ve changed the central crossing to be a Stone Bridge. We're able to add bridges to maps, and the central stone bridge was added to Danube River to help break up naval dominance. Players who seek control of the water will need to now build ships on both their half of the river as well as their opponent’s half.
Fixed an issue where in larger games, teammates could spawn on the wrong side of the river.

Mountain Pass

Sacred Sites have been given a buffer of flat terrain to ensure they spawn correctly.
Resources in 1v1 Micro size maps have been balanced to more equally spawn resources on each side of the mountain range. Previously, there was an odd number of gold and stone deposits spawning, which could lead to unbalanced resource generation between players.
An additional small gold and stone have been added for ensuring that we can generate maps with fair distribution.
An indexing error in the map script was fixed that was leading to the mountain range giving one player slightly more area on their side of the map. Now, the total area of the map should be split much more evenly between the sides of the mountains.

Confluence

We’ve updated gold spawns to be more fairly distributed for players in 1v1.
Adjusted the crossings on this map. Now, a ford will spawn on each arm of the river near the edge of the map, and near the center confluence point, a stone bridge will spawn on each arm of the river. This should help reduce water supremacy and make moving land armies through the map much smoother.
Rivers in Confluence have also been straightened out in order to make the center of the map more consistent and predictable. The Sacred Sites will be placed around the confluence of the river, one in each quadrant, near the bridge crossings. We found the previous version of the map, when Sacred Sites could be placed anywhere along the rivers in each quadrant, felt unfocused and could lead to a more scattered map flow. This change, along with the inclusion of the bridges themselves, will hopefully give the map a tighter flow and limit the dominance of powerful warships that previously could have full control of the map.

Ancient Spires

Removed errant deep water fish that would spawn on Micro (1v1) size matches
We’ve adjusted trade post spawns to ensure that they do not spawn on isolated islands created by lakes at the side of the map. This should help ensure that both trade posts are available for players to trade with.
Altai
We’ve fixed rare instances of Sacred Sites not spawning. This was occasionally caused by a random mountain spawning beside the tile that was designated to spawn a Sacred Site, and as we give Sacred Sites a mountain buffer around their spawn area, it could leave no room for the site to spawn.
We’ve fixed rare cases of players spawning too close to the side mountain ranges and stomping out things like Sacred Sites and Trade Posts
Mongolian Heights
Number of relics increased to 4 base + 1 per player, up from 3 base + 1 per player, in order to distribute them evenly across the river
Number of contested resources all adjusted to be spawning in an even amount, in order to ensure that both sides of the river receive an equal share of resources
Fixed an indexing error in the map script that was resulting in the river giving one side of the map a bit more playable space than the other. The river should now perfectly split the playable sides in half.
Space between sheep herds was increased to cut down on the instances of 5+ sheep spawning together
Adjusted the spawning of the cliffs to ensure that each player is given a flat path from their start position to the river. Previously, some players could receive a map generation where their starting area was protected by a long cliff, while the opponent was in a much more open area. This should help in evening up the geography.
Hill and Dale
We’ve tuned down wolf spawns from 2 per Sacred Site to 1 per Sacred Site.
We’ve tuned starting forests to not be able to close off a full ramp to the player’s plateau. Players will now get one regular forest and one smaller forest on their plateau
Overhauled how the plateaus spawn to provide a more consistent experience. Plateau sizes will now be the same for both players, and team plateau sizes can no longer sometimes be very disproportional.
The main plateau entry ramp had its size slightly increased.

King of the Hill

We've done an overhaul to the King of the Hill map to ensure that generations are more even and consistent. We saw previously that some players could have very little wood near their TC, or that their path to the top of the hill was much longer or more difficult than their opponents. We also saw many instances of the gold and stone being distributed on the hill unfairly. We've taken out a bunch of the more unfair aspects of the randomness of these parameters. On new generations, you should now see:
Overhauled hill generation to ensure fairness between players. Pathways up the hill are now based directly on player spawn locations, with players getting a straight shot access to the top of the hill. Large gold and stone locations are mirrored on the hill to provide equal access to contested resources.
Removed all random forests on the map.
A dense perimeter forest was added that rings the entire map. The goal of forests on KotH was always to need to balance fighting for central gold and stone with the necessity of maintaining a presence on the outer parts of the map for wood and food, but we were seeing many instances where wood access between players could be incredibly unbalanced. This change should ensure that all players have access to ample wood on the map edges.


Added Maps

MegaRandom

As the name implies, MegaRandom has the ability to spawn in an enormous number of different configurations. We’ve created a huge number of random parameters that MegaRandom can choose from when generating, such as whether to spawn lakes and rivers, which types of impasse to use to generate terrain (if any), whether to spawn extra amounts of some resources, whether to incorporate special terrain patterns, and much more!
Send us your best MegaRandom generations! We will continue to update MegaRandom over time to keep it fresh and exciting, and to add potentially even more wackiness!
Crafted Map “Valley Battle”
As an example for what a crafted map may look like when created using the Age of Empires IV Content Editor (Beta), we have added a map called “Valley Battle” to the “Crafted” maps tab. This map was created to be a balanced, mostly symmetrical map that has a bit of everything – open fields for large battles, a river with numerous crossings, small lakes to take advantage of fishing, a defensive area near players’ start locations, and resources that are exactly balanced across the two halves of the map.
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Canada SongOfStorm
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Re: AOE4 - Release Notes - PUP March 2022

Post by SongOfStorm »

Looking forward to checking out the In-House Mods as well as whatever the selected insiders make!
Also excited to check out Mega Random and other crafted maps.

If Aoe4 is getting Blood Gulch as a map, does that confirm halo wars as part of the series? :P

Slightly jealous though that Aoe4 is getting a Regicide game mode and in Aoe3 it is still tied to a specific map, oh well.
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Re: AOE4 - Release Notes - PUP March 2022

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Post by SongOfStorm »

PUP is out!
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Canada SongOfStorm
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Re: AOE4 - Release Notes - PUP March 2022

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Post by SongOfStorm »

The PUP just got extended through March 25th at 10am PT (5pm UTC)!
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