Public Update Preview - September Update

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Czech Republic EAGLEMUT
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Public Update Preview - September Update

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Post by EAGLEMUT »

PUP for the next update is now available!

List of changes (you gotta be logged into Steam)

As for some highlights I see a fix for units stopping on dead targets (seems to be fixed by attack move as I suggested), fixes for artillery bugs (those reported by @Kaiserklein), fixes for garrisoning in allied buildings (quite annoying legacy issue), new easier reconnect after OOS, customizations for India & Japanese HC, new ludicrous zoom option :hmm:, and of course balance changes for African civs. Good stuff :flowers:

Patch size: 669MB
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Re: Public Update Preview - September Update

Post by Seamonk »

EAGLEMUT wrote:new ludicrous zoom option :hmm:
If people have been following the public AOE4 official forum, this is hilarious.

AOE4 lead designer says something along the lines of people not actually wanting to be able to zoom out.

Looks like AOE3 developers are taking the opposite approach, and I appreciate it!
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Re: Public Update Preview - September Update

Post by iNcog »

Those nerfs to Africa are there but rather light.
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Garja wrote:
20 Mar 2020, 21:46
I just hope DE is not going to implement all of the EP changes. Right now it is a big clusterfuck.
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Re: Public Update Preview - September Update

Post by comradecommissar »

iNcog wrote:Those nerfs to Africa are there but rather light.
Some of them are bunched up under General too.
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Re: Public Update Preview - September Update

Post by comradecommissar »

Also, they said they'd fix the United States in a new update but it looks like this isn't the one.
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Re: Public Update Preview - September Update

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Post by EAGLEMUT »

Done a quick test, artillery indeed seems to behave better.

Here's how far the new zoom goes:
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Re: Public Update Preview - September Update

Post by Garja »

wait, is that the playable zoom from the next patch?

(btw tassili should be bigger now that it has native posts)
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Re: Public Update Preview - September Update

Post by harcha »

Garja wrote:wait, is that the playable zoom from the next patch?

(btw tassili should be bigger now that it has native posts)
it sometimes spawns without trade travois so that gives you some space
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Re: Public Update Preview - September Update

Post by EAGLEMUT »

Garja wrote:wait, is that the playable zoom from the next patch?
Yeah.
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Re: Public Update Preview - September Update

Post by Garja »

sad :|
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Re: Public Update Preview - September Update

Post by Dolphincup »

this patch might have made sense 2-3 weeks ago
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Re: Public Update Preview - September Update

Post by yoqpasa »

The link is not working for me even when I'm logged in steam. Can anybody copy here?
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Re: Public Update Preview - September Update

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Post by kevinitalien »

New Features
Reconnect option for MP games that went Out of Sync
When a multiplayer game falls out of sync a new lobby will be created using a save game with the most common state. Players will be taken to the lobby where they can download the save game and ready up to continue playing.
Indian and Japanese Home Cities upgraded to have customization
New Alpha (under development) Feature - Ludicrous zoom out option

Performance & Stability
Fixed a possible crash when the game boots
Fixed a crash when Desert Warriors attack while in Defend or Stand Ground stance.
Fixed an issue where the game may get stuck on a black screen or in a frozen opening cutscene (softlock) if the "Show Game Menu" hotkey is pressed at a certain time when starting a scenario.

Gameplay
Fixed an issue where units would continue to play their Community Plaza animations after the Community Plaza was destroyed.
Fixed an issue where some dialogue could endlessly loop in The Fountain Of Youth mission of the Blood, Ice and Steel campaign.
When attacking units see their target die, they now attack move to target's location instead of simply halting. (This change was suggested in user feedback.)
Fixed an issue where some units' HP/resource bars would no longer be visible after loading a saved game.
Fixed an issue where the ending cinematic of any of the new African Historical battles would not play if the previous mission had been saved and reloaded before it was completed.
Building a Manor House now correctly spawns a settler in Act III of Blood, Ice and Steel and in Act II of Fire and Shadow.
Using the Find Wagon hotkey in the Default hotkeys layout will now correctly find a single wagon rather than all wagons.
Fixed some issues with the behaviour of Artillery units:
Artillery units no longer restart the transition from Limber to Bombard mode (or vice versa) when pressing the stance button (or hotkey) during the transition or when giving multiple attack commands during the transition
Artillery units no longer automatically switch to Limber mode when attacking a unit that is not far out of the attack range
Artillery units (Culverins in particular) no longer miss the first shot when selecting a new attack target while transitioning from Limber to Bombard mode
Fixed an issue where a wall section could not be transformed into a gate if it overlapped an enemy wall with unbuilt foundations.
The Trek Wagon now has an Eject command button.
Fixed some issues with ejecting units from a container unit owned by an ally:
Units that are garrisoned inside an allied container unit can now be ejected by the owner of the container unit.
Fixed an issue where it was sometimes not possible to eject a unit that is garrisoned in a container unit belonging to an ally.
Fixed an issue where it was sometimes possible for a player to eject all units from a container unit that is owned by an ally even if all the contained units are not owned by the player.
The eject sound now plays when ejecting units from an allied container unit.
Fixed up some technologies which should be researched when the Starting Age is set to Post-Industrial (Deathmatch) or Post-Imperial
British
Guard Pikemen (Barracks) researched in Post-Industrial
Imperial Pikemen (Barracks) researched in Post-Industrial
Swedes
Veteran Crossbowmen (Barracks) researched in Post-Industrial
Aztec
Founder (Community Plaza) researched in Post-Industrial
Haudenosaunee
Siege Drill (Siege Workshop) researched in Post-Industrial
Cooperation (Tribal Marketplace) researched in Post-Industrial
Secret Society (Community Plaza) researched in Post-Industrial
Lacrosse (War Hut) researched in Post-Industrial
Rawhide Covers (Dock) researched in Post-Industrial
Horse Secrets (Corral) researched in Post-Industrial
Inca
Hualcana (War Hut) researched in Post-Industrial
Coca Cultivation (Estate) researched in Post-Industrial
Lakota
Horsemanship (Farm) researched in Post-Industrial
Bonepipe Armor (Corral) researched in Post-Industrial
Cooperation (Tribal Marketplace) researched in Post-Industrial
Gun Trade (Estate) researched in Post-Industrial
Battle Anger (Community Plaza) researched in Post-Industrial
War Drums (War Hut) researched in Post-Industrial
China
Revetment (Fort) researched in Post-Industrial
Star Fort (Fort) researched in Post-Industrial
Cannery (Factory) researched in Post-Industrial
Water Power (Factory) researched in Post-Industrial
Steam Power (Factory) researched in Post-Industrial
Mass Production (Factory) researched in Post-Industrial
Imperial Cannon (Factory) researched in Post-Imperial
Exalted Fuchuan (Dock) researched in Post-Imperial
Japan
Flint Lock (Arsenal / Golden Pavilion) researched in Post-Industrial
Paper Cartridge (Arsenal / Golden Pavilion) researched in Post-Industrial
Pillage (Arsenal / Golden Pavilion) researched in Post-Industrial
Professional Gunners (Arsenal / Golden Pavilion) researched in Post-Industrial
Infantry Breastplate (Arsenal) researched in Post-Industrial
Socket Bayonet (Arsenal) researched in Post-Industrial
Cavalry Cuirass (Arsenal) researched in Post-Industrial
Gunner's Quadrant (Arsenal) researched in Post-Industrial
Heated Shot (Arsenal) researched in Post-Industrial
Town Watch (Church) researched in Post-Industrial
Gas Lighting (Church) researched in Post-Industrial
Standing Army (Church) researched in Post-Industrial
Mass Cavalry (Church) researched in Post-Industrial
USA
Cadets (Capitol) now researched in Post-Industrial rather than Post-Imperial
Bill of Rights (Meeting House) no longer researched in Post-Industrial (available to be researched by the player)

Multiplayer
Fixed an issue where players were ejected from a multiplayer lobby when the host set the map type to custom.
Restore player handicap setting on rematch.
Restore player color setting on rematch.

Hotkeys
Fixed an issue where "Find Town Center / Capitol" wouldn't also cycle through a US Capitol building.
Fixed an issue where "Find Barracks, etc." wouldn't correctly cycle through different kinds of Infantry buildings (e.g. if the player controlled both Barracks and Blockhouses).
Fixed an issue where "Find Healer" would not find a Griot.

UI
The maximum velocity displayed in the unit stat panel UI for a unit when it is in a group now shows the maximum velocity of the group the unit is in, rather than the maximum velocity of the unit on its own.
When playing as Lakota: Gunslingers, Cowboys and Owlhoots now use the correct icon after sending the "Hire Gunslingers", "Hire Cowboys" or "Hire Owlhoots" Home City cards.
Fixing an issue where XP floating text would sometimes not show correctly.
Fixed incorrect use of image for Cancelling queue button on Command panel.
Fixed incorrect id reference for some Native units in the Compendium.
Adding Age up tech Federal State for USA tech tree
Fixed Hausa, Eth and USA age up techs starting on Age 1 - moved to Age 2
Fixed some incorrect entries for some techs in Eth and Hau techtree (Gold Purification, Abun and Griot)
Added new information tooltips to the Mods menus.
Fixed crash happening in the loading screen as when players attempt to scroll.
Fixed incorrect names and icon entry for Mosque and Imam in Ottomans techtree.
Fixed Fields building tech in Eth and Hau techtree, moved from Age 1 to Age 2
Fixed inconsistencies with word "Game Type" and "Game Mode" - Game Mode is the correct terminology.
The button to spawn a Brigade in the command panel for the Consulate has been moved to the second row to be consistent with the other buttons.
Fixed initial display of HUD not showing civ specific details when spectating.

Art
Fixed issue where sails on ships would sometimes flicker
Fix for units with foliage not correctly showing friend/foe outlines for accessibility setting
Fixing an issue where the fishing nets would be out of sync with the ship animations (if they have them)

Sound
The Yabusame unit now uses the correct Yabusame sounds instead of the Yamabushi sounds.
Sounds made by artillery firing (and other sounds, but most noticeable with artillery) now have their volume reduced when off-screen.

Balance Update

General
RESOURCES
Influence: Has been adjusted as follows
1 Influence is now worth 1.25 food (down from 1.3) - therefore when the game calculates the cost of units/technologies available at Native Settlements, those with food costs will be converted to a slightly higher Influence amount for African civs
Fixed an issue that sometimes caused Influence costs to be incorrectly rounded up (all costs are now properly rounded up or down to the nearest 5)
Deathmatch: The following starting resource changes have been made
Asian civs: Now begin with 15000 food, wood and coin (down from 20000) but now also get 9000 Export
African civs: Now begin with 15000 food, wood and coin (down from 20000) but now also get 15000 Influence

UNITS & BUILDINGS
Auto-training units: It is now possible to pause the automatic training of units (e.g., Ottoman Villagers, Japanese Dojos, Brazilian Voluntarios da Patria, and so on). This allows players to stay in full control over their population space usage. Auto-training can be paused or resumed by clicking on the queue icon in a production building.
Armors:
Armor values are now displayed as percentages ('30%') rather than floats ('0.30').
Added new distinctive icons to more clearly communicate the different armor types.
Unit types: Updated several unit type icons for improved readability and added icons for some types which previously had none (e.g., Hand Shock Infantry)
Area Damage: Fixed an issue preventing floating-point (non-whole number) area damage values from being properly calculated (e.g., After the Italian Firearms tech is sent, Falconets with 3.75 area damage would have the splash radius properly calculated)
Ras & Emir: have been adjusted as follows
Respawn rate increased to 120 seconds (from 100); and African Heroes may now only be ‘rescued’ upon reaching 100% hitpoints – the hitpoint threshold to rescue other heroes remain unchanged at 25%
Now respawn at the military homecity shipment point (previously used the economic one)
When using the “Chaos” ability, the African Heroes now must be nearby the targeted area
When “Chaos” is used on a location far away from the African Hero, they will now automatically move to that location and use the ability upon arriving - this will make it more convenient to gather treasures in the early game.
Akan Tufohen & Berber Sultan: The fealty aura tooltip of these units now correctly states which units they get improved by.
Mill: Fixed an issue where after certain upgrades/cards were acquired (which improved Mill construction speed) Villagers ordered to build a Mill could place a fully constructed one anywhere on the map, instead of a foundation.
Unit icons: The unit icons of Cavalry Archers, Harquebusiers, Jaegers, Skirmishers, and Uhlans have been updated to further align them with their ingame appearance.
Granary: After constructing a Granary, Villagers will now prioritize harvesting dead animals before hunting new ones; if there are no nearby huntables they will instead gather from nearby Berry Bushes or Fields
Builders: Builders (Wagons) for Universities, Palaces, Camps, and Mountain Monasteries now transport different cargo to make them visually distinctive.
Revolutionary gatherers: Military units available after various Revolutions that can gather resources (e.g., Karelian Jaegers, Cowboys, Jagunços, and so on) are now properly counted as gatherers in the UI.
Prize Bull: Big Benny can now be harvested at a rate of 5 food per second (down from 8)
Livestock Market: has been adjusted as follows:
Coin Exchange Rate: Starting value reduced to 40% (down from 60%) -- No change has been made to the starting Wood rate
Selective Breeding (Upgrade, I): Cost improved to 75w, 75c (from 100w, 100c)
Transhumance (Upgrade, III): No longer locked behind Selective Breeding
Cow Loans (Upgrade, IV → III): Cost improved to 300w, 300c (from 500w, 500c) and is no longer locked behind Transhumance
Javelin Rider: has been adjusted as follows
Hitpoints reduced to 190 (from 210)
Train Time reduced to 35 seconds (from 40)
Melee artillery multiplier reduced to 2.5x (from 3x)
Desert Archer (Outlaw, II): Has been adjusted as follows
Cost increased to 30f 75c (from 30f 70c)
Long Range Attack: Range increased to 22 (from 20)
Short Range Attack: Range increased to 16 (from 12)
Desert Warrior (Outlaw, II): has been adjusted as follows
Cost increased to 30f 75c (from 30f 70c)
Hitpoints lowered to 140 (from 150)
Ranged Attack damage reduced to 14 (from 15)
Sennar Horseman (Mercenary, IV → III): have been adjusted as follows
Hitpoints reduced to 1100 (from 1200)
Now available in the Fortress Age from the Saloon/Tavern/Palace/etc (previously Industrial); attack and hitpoint ‘shadow-upgrades’ adjusted accordingly
Zenata Rider (Mercenary, III): have been adjusted as follows
Cost increased to 250c (from 220)
Ranged resistance improved to 25% (from 20%)
Sudanese Dervish (Native Warrior, II): have been adjusted as follows
Speed reduced to 4.75 (from 5)
Now inflict 0.5x to Artillery (down from 1x)
Now inflicts 0.5x to Cavalry (down from 0.75x); Shock Infantry multiplier adjusted accordingly
Berber Camel Rider (Native Warrior, II): have been adjusted as follows
Ranged resistance flipped to Melee
Speed reduced to 7.0 (from 7.25)
Yoruba Eso Rider (Mercenary, III):
Hitpoints now decay at 0.75 per second (up from 0.5)
Cost increased to 90f and 90c (from 80f and 80c)
Resistances improved to 50% (from 40%)
Now inflicts 0.25x to Villagers (down from 1x)
Siege damage reduced to 15 (from 35)
Trainspeed increased to 20 seconds; but the “Yoruba Warrior Societies” upgrade now also improves their trainspeed by 50%
Amazon Dahomey (Mercenary, III):
Population cost corrected to 3 (from 2)
Speed reduced to 5.25 (from 5.5)
Melee resistance reduced to 10% (from 20%)
Ranged Knife Attack initial ROF increased to 3 (from 2.5)
Heavy infantry multipliers reduced to 1.75x (from 2x)
Siege damage decreased to 27 (from 35)
Melee damage attack multipliers (including ranged Knife Attack) now deals 0.5x damage to Artillery (down from 1x) and 0.5x to all-Cavalry (down from 0.75x); Shock Infantry multipliers adjusted accordingly
Corrected Light Cavalry multipliers to 2x (from 1x) - Note: Stacks with the all-Cavalry multiplier e.g., the ranged Knife Attack would now inflict a total of 1x to Light Cavalry
Cannoneer (Mercenary, II):
Damage reduced to 28 (from 30)
Shipment of 9 (II) reduced to 8
Shipment of 15 (III) reduced to 14

CARDS AND TECHNOLOGIES:
African Mercenary and Native Warrior Shipments: Adjusted the number of units delivered by handful of cards and age-up alliances (to account for the Influence ‘food value’ change mentioned earlier and to also bring a couple of particularly powerful mercenary shipments in-line, such as the Cannoneer cards)
Zen Meritocracy (Tech, available at Zen Temple Settlement): Now properly reduces food upgrade costs by the intended 20%.
4 Cattle (Card, I): Corrected the food total of the Cattle delivered to 200 (from 250)
INF 8 Cattle (Card, III): Corrected the food total of the Cattle delivered to 200 (previously were not fattened at all)

Ethiopians
CIVILIZATION
Starting Resources: Number of Cattle reduced to 4 (from 5)

UNITS & BUILDINGS
Gascenya: have been adjusted as follows
Cost increased to 70f 30w (from 65f 30w)
Range reduced to 12 (from 14)
Melee Attack damage increased to 15 (from 12)
Melee Attack multiplier against Cavalry decreased to 3x (from 4); Shock infantry multiplier adjusted accordingly
Siege damage reduced to 22 (from 28)
Sebastopol Mortar: Speed reduced to 2.25 (from 2.5)

TECHNOLOGIES AND CARDS:
Oromo Migration (Card, I): Adjusted as follows
Now delivers an additional villager for each villager lost up to a maximum of 14 (down from 20)
Added a food cost of 50f per villager lost
Counter Cavalry Tactics (III, Card): No longer have access to this card
Era of Chaos (Card, IV): Now unlocks the new “Mayhem” ability which differs from the previous Chaos functionality as follows:
Enemy units in the targeted area will fight each other (no change)
Radius reduced to 3 (from 5)
Effect duration set to 5 seconds for all units (previously based on Kill XP)
When the ability is used, the Ras now requires vision of area to use the ability, as described earlier
Note: Currently, almost all units which inflict splash damage cannot damage friendly targets when under the influence of this ability -- this is a known and existing bug that mostly affects Artillery - but also applies to Cuirassiers, Macemen and several other units which inflict area damage and is an issue we are aware of.
Cartridge Currency (Card, III): Coin Bounty reward improved to 30% (up from 15) but now only affects Infantry and Cavalry units

Hausa
CIVILIZATION
Starting Resources: Number of Cattle reduced to 4 (from 5)
Civilization Bonus: The free Cattle delivered with each shipment now spawn at the Livestock Market – if there is no Livestock Market, they spawn as the economic homecity spawn point instead

UNITS & BUILDINGS
Fulani Archer: Long-Range Attack damage reduced to 13 (from 14)
Lifidi Knight: Adjusted as follows
Hitpoints reduced to 430 (from 460)
Damage increased to 22 (from 21)
Heavy Cannons: Available from British Alliance age-up train time improved to 72s (from 90)
Griot: Has been adjusted as follows
Now has a default area intimidation effect radius of 1 (previously only affected a single target)
Can no longer intimidate enemy units during Treaty period

TECHNOLOGIES AND CARDS:
Champion Cavalry (Upgrade, IV): Cost decreased to 600w, 600c (from 800w, 800c)
Imperial Cavalry (Upgrade, IV): Cost decreased to 1500w, 1500c (from 2000w, 2000c)
6 Raiders (Card, II): reduced to 5
10 Desert Warriors (Card, II): reduced to 9
16 Yoruba Allies (Card, IV): No longer have access to this card
Durbar Parade (Card, III): Now increases the movement speed of Lifidi Knights by +10% and Raiders by +5% (instead of improving their trainspeed) -- this fixes an issue where after certain upgrades/cards were acquired the Hausa could attain instant training cavalry
Suya Skewers (Card, III): No also improves Huntable and Herdable yield by 15%
Amina Epic (Card, I): Now grants a sum of Influence equal to 3% of the cost of Each Lifidi and Raider trained so far in that match (up from 1%)
Songhai Raider (Ability, unlocked from Songhai Alliance): Cost increased to 600 Influence (from 500)


Aztec
UNITS & BUILDINGS
Puma Spearman: Adjusted as follow
Cost improved to 45f 45c (from 50f 50c)
Hitpoints reduced to 125 (from 135)
Siege damage reduced to 41 (from 42)
6 Puma Spearman (Card, II): Increased to 7 – to account for their adjusted cost

British
UNITS & BUILDINGS
Longbowman: LOS increased to 26 (from 24)

United States
TECHNOLOGIES AND CARDS:
TEAM Louisiana Purchase (Card, III): Now spawns 3 Bison at each Town Center (down from 6); cost increased to 1000c (from 750c)
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Re: Public Update Preview - September Update

Post by I_HaRRiiSoN_I »

ive read through all of these. What jumps out at you is the acknowledgement that nearly everything was busted, and it still looks like they are going to still do well.

Has aztec been nerfed again??
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Re: Public Update Preview - September Update

Post by Cometk »

EAGLEMUT wrote:Done a quick test, artillery indeed seems to behave better.

Here's how far the new zoom goes:
this seems like a huge mistake honestly... i mean a lot of folks already have issues running the game as is, now think of the ability to just lag the shit out of the game by zooming out. considering that the game seems to sync with pc lag, i expect this to be awful. giving everyone a built-in lag switch
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Re: Public Update Preview - September Update

Post by Cometk »

good for the casuals though ig :dry:
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Re: Public Update Preview - September Update

Post by I_HaRRiiSoN_I »

no one tell @Aussie_Drongo shhhhhhhh
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Re: Public Update Preview - September Update

Post by Dolphincup »

Cometk wrote:
EAGLEMUT wrote:Done a quick test, artillery indeed seems to behave better.

Here's how far the new zoom goes:
this seems like a huge mistake honestly... i mean a lot of folks already have issues running the game as is, now think of the ability to just lag the shit out of the game by zooming out. considering that the game seems to sync with pc lag, i expect this to be awful. giving everyone a built-in lag switch
client-side lag can't affect other players luckily
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Re: Public Update Preview - September Update

Post by iNcog »

actually I've noticed fps drop when the little turtle/lag icon appears at the other person's name
YouTube: https://www.youtube.com/incog_aoe
Garja wrote:
20 Mar 2020, 21:46
I just hope DE is not going to implement all of the EP changes. Right now it is a big clusterfuck.
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Re: Public Update Preview - September Update

Post by Garja »

lag shouldnt be much of a problem in DE. But seeing so much of the map is bad for gameplay
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Re: Public Update Preview - September Update

Post by InsectPoison »

EAGLEMUT wrote:Done a quick test, artillery indeed seems to behave better.

Here's how far the new zoom goes:
How do you get the camera to zoom out this far?
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Re: Public Update Preview - September Update

Post by JKProwler »

Garja wrote:lag shouldnt be much of a problem in DE. But seeing so much of the map is bad for gameplay
I think will be handy for certain situations. Also I can see myself getting used to that zoom level.
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Re: Public Update Preview - September Update

Post by yoqpasa »

''Artillery units no longer automatically switch to Limber mode when attacking a unit that is not far out of the attack range''
Is this correct? I mean the right sentence which makes sense to me would be like this:
''Artillery units no longer automatically switch to Limber mode when attacking a unit that is (not) far out of the attack range''
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Re: Public Update Preview - September Update

Post by LazarosVas »

Absolutely great patch in the right direction, finally the ability to reconnect to a game! The even more zoomed out option is also appreciated.

I do not know why people keep complaining even after huge changes like these, things will get better for sure.
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Re: Public Update Preview - September Update

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Post by musketeer925 »

yoqpasa wrote:''Artillery units no longer automatically switch to Limber mode when attacking a unit that is not far out of the attack range''
Is this correct? I mean the right sentence which makes sense to me would be like this:
''Artillery units no longer automatically switch to Limber mode when attacking a unit that is (not) far out of the attack range''
You're suggesting removing the "not"? I think it's right as written. Replace "not far out of" with "near":
Artillery units no longer automatically switch to Limber mode when attacking a unit that is near the attack range.
They'll still switch to Limber to attack a unit that is very far from them, but not for one that is "not far" (i.e., "near").

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