See the
EP Beta FAQ for general information about EP Beta and details on how to participate.
EP9 is released live, nothing to test at this time!
EP 9.0.0.0 Beta4 [2020-10-06]
combined changelog since EP 8.2.2.0
unless specified otherwise, game changes apply to all of ESOC Patch / ESOC Treaty Patch
General
- Adjusted bloom rendering on NVIDIA GPUs, reducing some overly shiny reflections and increasing game performance (observed ~8% FPS increase on max settings).
ESOC Patch general
- Sioux now use the more culturally appropriate Iroquois wall models.
Bug fixes
- Fixed an issue where the ALT key could become "stuck" if a player was issuing ALT-TAB commands while the map is loading, resulting in the game acting as if the player was still continuously holding ALT when the match starts.
ESOC Patch bug fixes
- Removed attack delay on all cannon-based artillery units, fixing an issue that caused them to sometimes fire "blank" shots.
- Ensured perfect attack accuracy of War Hut (anti-ship), Nobles' Hut (anti-ship), Eagle Runner Knight, Native Villager, Tomahawk, Alarm Warrior, Crossbowman. [addresses an issue introduced on EP]
- Fixed a bug preventing walls from being able to transform into gates, when the wall was "obstructed" by nearby units.
- Fixed an issue where certain Iroquois walls could be selected from much further distance than intended. Affected types of walls were pillar & longest straight segment for unupgraded walls, and Gate for upgraded walls.
- TWC civilizations can no longer lose access to Canoes upon losing a minor native alliance. [addresses an issue introduced on EP]
- Mantlets and Light Cavalry units may now choose to utilize their Siege Attack against Ships, when within appropriate range.
- Fixed an issue causing Abus Guns to sometimes deal reduced damage to ships when attacking from within 10 range.
- Fishing Boats may no longer garrison into any defensive buildings other than Docks.
- Canoes are now affected by naval military upgrades.
- Iroquois Artillery Depot bounties recalculated to reflect discounted wood cost on EP (20xp/40xp). [addresses an issue introduced on EP]
- Yojimbo unit-type AbstractGunpowderCavalry replaced with AbstractArcher.
- Removed AbstractInfantry unit-type from Tiger Claw.
- Fixed a bug causing rescued units to permanently gain bonus multipliers vs Heroes & Villagers, when the game was started in other than Discovery Age. [addresses an issue introduced on EP]
- "Blood Brothers" shipment now grants upgrades for the Aztec/Lakota/Iroquois minor natives; fixed upgrade activation order for the German version of the card.
- Outdated/incorrect Consulate unit stats have been updated to reflect counterpart unit statistics, in the following cases:
- Consulate Church hitpoints, build points, bounties and score value halved. Newly introduced EP9 Church changes reflected thereafter.
- Hidalgo revolution now grants Saloon-version Outlaw units, rather than Outlaw treasure guardians.
- Fixed a bug where the native Shaolin tech "Clenched Fist" would not affect certain melee attacks.
- Petrine Reforms upgrade no longer activates Guard Pikemen.
ESOC Patch map changes
- Added new maps UIx ESOC Vietnam (by @
vividlyplain), UIx ESOC Manitoba (by @
dansil92) and UIx ESOC Thailand (by @
dansil92).
- Significant map updates to UIx ESOC Cerrado, UIx ESOC Nahanni, UIx ESOC Yalu River, UIx ESOC Zavkhan.
- UIx ESOC Mississippi:
- Improved map visuals
- Fixed a bug preventing sheep from spawning
- UIx ESOC Wabakimi:
- Removed island crates
- Added 6 sheep in 1v1 (4+Player Number)
- UIx ESOC Nepal:
- Removed acropolis around TC
- Reduced to 2 TP in 1v1
- Teams moved from edge slightly
- UIx ESOC Bering Strait:
- Terrain less patchy for @I_HaRRiiSoN_I
- Third hunts spawn behind base in team
- No more shared gold mines in team (replaced by second mine in base)
- UIx ESOC Fraser River:
- Teams moved away from edge slightly
- Second mine spawns closer to TC to avoid having cliff spawn in between it and TC
- Fixed TP socket placement in > 6 player games
- UIx ESOC Vietnam (new map) features:
- Tin mines
- 2 Zen and 2 Shaolin temples
- Deccan starting crates
- Tin mines
- Plenty of lower tier treasures
- Extra berries behind TCs
- Should always have wood along shoreline
- 6 whales in 1v1 (4+Player Number)
Launcher
- The Recorded Games Recognition tool no longer displays misleading zeros after the major compatible dataset version.
ESOC Patch balance changes
General
- "Intervention" shipment REVERTED to deliver 11 Besteiros with Portuguese Allies (from 12)
- "Intervention" shipment REVERTED to deliver 4 Hussars with Ottoman Allies (from 5)
- Forts now have a 110xp build bounty (from 0xp)
EXP
- Trading Post income decreased by 15%.
- Native Trading Post XP trickle removed [REVERT]
- Starting Town Center building-placement minimum range now applies to Trading Posts [REVERT]
- Stagecoach LOS increased to 8 (from 5)
- Church now provides a small 0.6 XP/s trickle; cost increased to 150w (from 100w); construction time increased to 25 seconds (from 10)
UNITS
- Spy population cost reduced to 1 (down from 2)
WATER
- "Admiralty" shipment now decreases cost and research times of naval upgrades by 60% (from 50%)
- "Offshore Support" & "European Cannons" shipments now grant +15% Warship attack (from 20%)
- "Advanced Dock" shipment heal work rate for ships decreased to +60% (from 100%)
- "TEAM Coastal Defenses" card now increases building attack multiplier against ships by 0.80 (from 1.0)
- Galleon range decreased to 18 (from 20); cost decreased to 300w 300c (from 300w 500c); bounties adjusted accordingly
- Dutch "Admiral Tromp" shipment now increases Fluyt hitpoints by 75% (from 100%)
- British "Naval Gunners" shipment now changes all action damage of the ships by 20% (from 25%)
- Russian "TEAM Cold Water Port" shipment moved to Discovery Age (from Colonial)
- Portuguese "Navigation School" shipment now trains ships 20% faster (from 25%)
- Chinese "TEAM Improved Warships" now changes action damage & hitpoints for allies by %10 (from %15)
- Indian "Bombay Marine" shipment now improves ship train speed by 30% (from 40%); now increases warship build bounty by 30% (from 25%)
- "Spanish Galleons" now grants +25% galleon attack & hitpoints (from 50%)
- Spanish "Armada" shipment now grants 20% warship hitpoints (from 30%); now increases warship LOS by 2 (from 0)
- Iroquois "TEAM Birchbark" shipment decreased to -15% warship wood cost (from 25%)
- Sioux "TEAM Birchark" shipment removed; new "Birchbark" shipment added (decreases warship wood cost by 25%)
- Aztec "Artificial Islands" shipment now changes warship wood cost by 35% (from 50%)
- Sioux "Recruit Buccaneer Fleet" (4 Privateers) shipment moved to Fortress Age (from Industrial); cost increased to 800 coin (from 500)
- Sioux "4 Advanced War Canoes" (4 War Canoes + 20% War Canoe Hitpoints) shipment added to the Industrial Age
General Changes:
- Native "Warrior Societies" & "Discipline Training" upgrade costs halved
- Accuracy mechanic removed from all native warriors
- French & Iroquois "Native Warrior Combat" shipment reduced to 20% (down from 25%)
- Native Warrior "Champion" upgrades reduced to 35% (from 40%)
- "Advanced Scouts" shipment now enables snare for Native Scout
- Spy & Ninja native warrior multiplier removed
- "8 Cherokee Allies" card increased to 9
(Iroquois, British)
- "8 Cree Allies" card increased to 9
(Iroquois, Sioux)
- "6 Huron Allies" card increased to 7; cost decreased to 450c (from 500c)
(Iroquois, France)
NATIVE TRIBES
ZAPOTEC
The Zapotec Lightning Warrior has pretty pathetic stats. It's supposed to be heavy hand-infantry used to counter Cavalry, but it only has 11 attack with a 2x multiplier (just barely over half what a pikeman does), 4.5 speed, and costs a buttload more than a pike.
Looking at the unit in game, it has very similar design, feel, and stats to the Jaguar Prowler Knight, so we've decided to embrace that and turn him into a native warrior version of the JPK. He won't be able to stealth, but should still offer some interesting options to players!
- Hand attack increased to 12 (from 11)
- Cavalry multiplier increased to 2.5 (from 2)
- Light Infantry multiplier increased to 2 (from 1.5)
- 2.5x Heavy Infantry multiplier added
- Train time increased to 30 seconds (from 20)
- Siege attack reduced to 24 (from 30)
TECHS
- No changes; might consider a small nerf to "Zapotec Cult of the Dead" (+20% Hand-Infantry Attack), because it also affects Coyote-Runner type units.
MAYANS
The Maya Holcan Spearman, like the Zapotec, have pretty pathetic stats. We are increasing their damage and hp slightly.
- Build Limit increased to 17 (from 15)
- Hand attack increased to 10 (from 8)
- Hitpoints increased to 185 (from 180 -
no longer dies in 2 hits to TC fire)
- "Siege Trooper" and "Siege Unit" tags removed
- Train time increased to 30 seconds (from 20)
- Siege Attack decreased to 24 (from 45)
- Siege Attack ROF decreased to 3 (from 4)
TECHS
- "Maya Cotton Armor" (+20% Hand Infantry Hitpoints) cost reduced to 250w 250c (from 300w 300c)
Also affects Coyote Runner type units, will be watching this one in the future as a result. May need to be tweaked to 15%.
- "Maya Calendar" (Hunts & Mills 10% faster) now also affects berries
NOOTKA
Nootka are one of the more viable native units at the moment for rushing, but not as useful for combat. We're tweaking their stats a bit to make them less cheesy and more solid of a unit.
- Build Limit increased to 16 (from 15)
- Hand Attack increased to 12 (from 10)
- Train time increased to 30 seconds (from 20)
- Siege Attack reduced to 28 (from 30)
TECHS
- "Loyal Nootka Warchief" now spawns a Nootka Warchief. Enables him to be retrainable at the Nootka Settlement rather than explorer.
It was simply way too expensive to get the Warchief since you needed to get the tech and then train him. It also sucks if you lose your explorer as you cannot retrain him.
CARIB
The Carib Blowgunner is a low-range unit. Pretty cost-inefficient overall. The design of the unit doesn't really work very well, so we decided to adjust its purpose a bit.
- Speed increased to 5 (from 4.5)
- Heavy Infantry & Light Cavalry multiplier removed
- All-Infantry x1.5 multiplier added
- Train speed increased to 30 seconds (from 20)
TECHS
- No changes
SEMINOLE
The Seminole Sharktooth Bowman would not be a bad unit if he had more than 12 range (and the worst setup animation, ever). We're slightly increasing his range and cost, as well as siege range (since this synergizes well with his siege tech).
- Build Limit increased to 16 (from 15)
- Range increased to 16 (from 12)
- Siege range increased to 10 (from 6)
- LOS increased to 18 (from 12)
- Train time increased to 30 (from 20)
- Cost increased to 50f 50w (from 75f 25w)
TECHS
- "Seminole Bowyer" decreased to 15% archer damage (from 20%)
- "Seminole Bowyer" cost decreased to 250w 250c (from 300w 300c)
With the unit and settlement being more useful, it feels a bit risky to keep this already quite useful tech so high.
TUPI
The Tupi has decent stats, but for a unit with such low hitpoints and armour it falls just slightly short of the mark.
- Build Limit increased to 16 (from 15)
- Missing "Archer" tag added
- Range increased to 20 (from 18)
- LOS increased to 22 (from 20)
- Train time increased to 30 seconds (from 20)
TECHS
- "Tupi Animal Lore" now also allows cougars to be trained from Explorer
APACHE
Apache Cavalry are actually just copy-paste the same as dragoons, but missing an artillery multiplier, and still has 30% Ranged Resistance. Only small tweaks necessary here.
- Build Limit increased to 9 (from 8)
- Train Time increased to 40 seconds (from 30)
TECHS
- "Apache Warrior Societies" now adds x0.5 multiplier vs Artillery
CHEYENNE
The Cheyenne Rider is a decent unit, crippled by its high wood cost and low resistance. Tweaking the cost and adding a base multiplier vs cavalry to make them a bit more unique.
- Cost changed to 95f 90w (from 40f 110w); Build bounty adjusted accordingly
- Increased Cavalry multiplier to x1.5 (from 1)
- Increased Light Infantry multiplier to x1.25 (from 1)
- Train time increased to 40 seconds (from 30)
TECHS
- "Cheyenne Fury" now increases Cavalry multiplier by x0.5
- "Cheyenne Fury" now increases Light Infantry multiplier by x0.25
- "Cheyenne Hunting Grounds" cost increased to 175w 175c (from 150w 150c)
- "Native Treaties" shipment now delivers 2 Cheyenne Riders instead of 3 when allied with Cheyenne
COMANCHE
Comanche are just really bad for their cost. We'll reduce it.
- Cost reduced to 70f 60w (from 70f 80w); Build bounty adjusted accordingly
- Train time increased to 35 seconds (from 30)
TECHS
- No changes
CREE
Cree Trackers actually don't have bad stats, and the settlement has great utility. With buffs to other native warriors, we expect that Cree Trackers may become more common if builds are developed. No changes needed here.
- No changes
HURON
Huron are untrainable until lategame due to their high wood/coin cost.
- Cost changed to 100f 60w (from 50w 100c); Build bounty adjusted accordingly
TECHS
- "Huron Fish Wedding" decreased to 15% fishing/whaling (from 20%)
NAVAJO
The Navajo Rifleman is sold as a low-range skirmisher that can stealth, but this doesn't seem useful at all. This unit seems more like a Shinobi than anything else, and so a Shinobi he shall become.
- Build Limit increased to 16
- Ranged damage increased to 20 (from 11)
- Cavalry, Heavy Infantry, Light Cavalry, and EagleKnight multipliers removed
- Speed while in stealth mode increased to 3.4 (from 2.5)
- Range increased to 14 (from 12)
- Melee damage increased to 11 (from 6)
- Hitpoints decreased to 190 (from 200)
- Train time increased to 30 seconds (from 20)
- Cost increased to 60f 50w (from 60f 40w); Build bounty adjusted accordingly
- x0.75 Villager multiplier added (from 1)
TECHS
- "Navajo Craftsmanship" cost increased to 175f 125w (from 150f 100w)
- "Navajo Weaving" cost decreased to 100w 200c (from 100w 250c)
- "Native Treaties" shipment now delivers 4 Navajo Rifleman instead of 5 when allied with Navajo
CHEROKEE
The Cherokee Rifleman actually has decent stats, just needs a small push in the right direction to be useful.
- Build Limit increased to 16 (from 13)
- Train time increased to 30 (from 20)
TECHS
- No Changes
KLAMATH
Copy-paste Cherokee clone with a more useful stat-upgrade available in Fortress.
- Build Limit increased to 15 (from 13)
- Train time increased to 30 (from 20)
TECHS
- No changes
INCA
Huaminca
- Melee attack increased to 15 (from 14) [revert]
- Train time increased to 30 seconds (from 20)
- Siege attack decreased to 28 (from 48)
- Siege attack ROF decreased to 3 (from 4)
Bolas Warrior
- Build Limit increased to 10 (from 8)
- Cost decreased to 40f 55w (from 40f 60w)
- Train time increased to 28 seconds (from 20)
TECHS
- No changes
MAPUCHE
For the cost of a Nootka, you get a worse unit. Rather than make him a Nootka clone, we'll change him to be more similar to a Samurai or a Doppelsoldner, since his club looks capable of doing massive area damage, and since it's also usually paired with the Incan settlement, which already has a very similar unit.
- Hitpoints increased to 200 (from 165)
- Melee Resistance increased to 20% (from 10%)
- Melee Attack increased to 18 (from 12)
- 2 Area added (from 0)
- Cavalry multiplier increased to x2.5 (from x2)
- Light Infantry multiplier increased to x1.75 (from x1.5)
- Cost increased to 100f 65w (from 85f 15w); Build bounty adjusted accordingly
- Speed decreased to 4.75 (from 5)
- Siege damage decreased to 26 (from 30)
- Train time increased to 35 (from 20)
- Build Limit decreased to 12 (from 13)
TECHS
- "Native Treaties" shipment now delivers 3 Mapuche Clubmen instead of 5 when allied with Mapuche
UDASI
Low range with a huge setup animation makes this unit one of the worst. Increasing its range to compensate.
- Range increased to 14 (from 10)
TECHS
- "Army of the Pure" now only grants Chakram +2 range (from +4)
- "Army of the Pure" cost reduced to 125w 125c (from 300w 300c)
- "Sikh Gurus" cost increased to 130w 130c (from 100w 100c)
JESUIT
Conquistadors are actually almost there. Increasing their damage slightly to put bring them in line.
- Ranged attack increased to 19 (from 17)
- Train time increased to 35 seconds (from 30)
TECHS
- No changes
SHAOLIN
Rattan Shields seem ok, even if their stats are a little bit inefficient for their cost. However, because their train time will be taking a hit, they'll get some small buffs to compensate.
- Build Limit increased to 16 (from 15)
- Melee attack increased to 16 (from 15)
- Train time increased to 30 seconds (from 20)
TECHS
- No changes
ZEN
Sohei are ok, however because their rush & siege damage will be receiving the same treatment as all natives, they could use a small boost.
- Build Limit increased to 16 (from 15)
- Speed increased to 5.25 (from 5)
- Siege attack decreased to 27
- Train time increased to 30 seconds (from 20)
TECHS
- No changes
BHAKTI
Like Rattan Shields, Tiger Claws seem ok. However, for slightly lower speed and less hp, they don't quite get enough compensation.
- Hitpoints increased to 160 (from 150)
TECHS
- No changes
SUFI
War Elephants are tricky to balance because they do not cost population, unlike their nearest cousin, the Mahout. The Sufi Mosque is pretty useful already, so buffs here will be small.
- Build Limit increased to 8 (from 7)
- Infantry multiplier increased to x1.75 (from x1.5); negative heavy-infantry multiplier adjusted accordingly.
AZTEC
- Starting crates fixed to 400f 300w
Arrow Knight population cost reduced to 1 (from 2); ranged [not siege] attack range decreased to 28 (from 30); speed increased to 4 (from 3.75)
"5 Coyote Runners" shipment increased to 6 Coyote Runners
- War Hut Travois build-rate decreased to 1.5 (from 2)
- "The Shaman" council member increased to 2 (from 1) War Hut Travois for Colonial Age; Hut attack and hitpoints bonus decreased to 0% (from 10%) for Colonial, increased to 20% (from 10%) for Industrial, and to 30% (from 20%) for Imperial ages, respectively
- Warrior Priests no longer cost population
- INFINITE 800c increased to 900c
- Coyote Runner hitpoints increased to 155 (from 150)
- "Temple of Xipe Totec" shipment now grants 12 Coyote Runners (up from 11).
- "11 Macehualtin" increased to 12 (840 resources)
- "6 Jaguar Prowler Knight" increased to 7 (1050 resources)
- "7 Coyote Runner" increased to 8 (880 resources)
- "8 Puma Spearmen" increased to 9 (900 resources)
- "6 Arrow Knight" increased to 7 (875 resources)
- 3 Skull Knight shipment increased to 4
- 4 Skull Knight shipment increased to 6; now costs an additional 350 food to send
BRITISH
- Starting crates fixed to 300f 300w
CHINA
- Starting crates fixed to 200f 300w
- All "Honored" upgrades cost increased to 350w 350c (from 300w 300c)
- "Hire 26 Rattan Shields" card reduced to 24 Rattans
DUTCH
- Starting crates fixed to 500c 200w
FRANCE
- Starting crates fixed to 400f 200w
- Imperial Cuirassier upgrade now improves Cuirassiers by 40% (down from 50%)
GERMANY
- Starting crates fixed to 300f 100w 100c
- Shipment XP cost penalty reduced to 10% (from 12%) [REVERT]
- Uhlan hitpoints increased to 190 (from 180) [REVERT]; consulate Czapka adjusted accordingly
INDIA
- Starting crates fixed to 400w 200f
- 600 Coin shipment increased to 700 Coin
- 600 Wood shipment increased to 700 Wood
- Ottoman Consulate once again affects buildings [REVERT].
- Ottoman Consulate LOS bonus reduced from 10 to 7.
- Ottoman Consulate Minutemen cost REVERTED to 200 export (from 250 export)
- House hitpoints partially REVERTED to 1000hp (from 800hp).
- Ceasefire duration REVERTED to 20 seconds (from 15)
- "Hire 7 Chakrams" shipment cost decreased to 450c (from 500c)
IROQUOIS
- Starting crates fixed to 500f 100w
- Warchief "Eagle Eye" ability cooldown increased to 70 seconds (from 50)
JAPAN
- Starting crates fixed to 500f 300w
- Shrine cost reverted to 125w (from 120w)
- "Naginata Rider Hitpoints" shipment reduced to 25% (from 30%)
- Japanese Isolation consulate units REVERTED to have +10% hp/attack like all consulate units (from 0%)
- Yamabushi Clubman cost increased to 65 export (from 60)
OTTOMAN
- Starting crates fixed to 100f 400w
- 4 Settlers shipment increased to 5 Settlers
- Abus Gun added 0.75 damage multiplier vs Ships (down from 1)
- Mosque cost increased to 150w (from 100w)
- Mosque XP trickle increased to 0.75xp (from 0.7)
PORTUGUESE
- Starting crates fixed to 300f 200w
- Cassador cost REVERTED to 80f, 35c (from 75, 35c)
- Cassador ROF REVERTED to 3.0 (from 4.5)
- Cassador ranged attack reduced to 18 (from 25)
- Cassador hitpoints increased to 110 (from 105); ranged resist reduced to 45% (from 50%)
RUSSIA
- Starting crates fixed to 600f 200w
- Musketeer batch cost decreased to 280f, 95c (from 285f, 95c)
- "Riding School" shipment now increases the train time of Oprichniks by 5%
SIOUX
- Starting crates fixed to 300f 100w
- 1 Villager added to starting units
- Teepee economic aura removed [REVERT]
- Hitpoints/Attack auras reverted to 10% (from 8%)
- Aura range increased to 20 (from 18)
- Cost reduced to 40w
- Build Limit increased to 12
- "Nomadic Expansion" shipment now increases Teepee build limit by 8 (down from 10); decreases Teepee cost by 25% (down from 30%); moved to Discovery Age (from Colonial)
- "Aggressive Policy" shipment reverted to now enable your War Hut units to construct War Huts & Corrals
- Can now construct wooden walls in the Industrial Age & Imperial Age. Bastion upgrade is available.
- "Earth Bounty" shipment changed from a small trickle of wood/coin to +20% Plantation Gather Rate
- "20 INFINITE Bison" shipment reduced to 15
- Bow Rider hitpoints increased to 230 (from 220)
- "6 Cheyenne Allies" increased to 7
- "6 Comanche Allies" increased to 8
SPAIN
- Starting crates fixed to 300f 200w
- Unction Missionaries attack aura decreased to 4.5% per Missionary (from 5%)
- "Riding School" shipment now increases the train time of Lancers by 5%
- "9 Mayan Allies" increased to 11
Credits
- @
musketeer925 for native tribes rework changes
- @
vividlyplain for new map Vietnam and updates (with changelist) to Wabakimi, Nepal, Bering Strait, Fraser River
- @
dansil92 for new map Manitoba and updates to Mississippi, Cerrado, Nahanni, Yalu River, Zavkhan, Manitoba
- @
mandosrex for gate transform fix and bloom rendering adjustment
- Chaos (of the
Project Celeste team) for artwork to fix selection bug of Iro walls