AOE3 - Public Update Preview - March Update

General forum about Age of Empires 3 DE. Please post strategy threads, recorded games, user-created content and tech support threads in their respective forum.
User avatar
Argentina EliteRifleman
Dragoon
Posts: 354
Joined: Jan 24, 2021
ESO: EliteRifleman
Clan: SpNz

AOE3 - Public Update Preview - March Update

  • Quote

Post by EliteRifleman »

Hello Explorers!

With today’s launch of the Public Update Preview, we’re making the first build available for an early hands look at the work being done for the upcoming March Update. As part of this process, we’ll be updating the build often with additional fixes, so this is the thread to watch – this is where we’ll provide any notes or changes that are worth paying attention to, and we’ll update that information as newer builds come online. Keep an eye on this thread for more information throughout the Public Update Preview.

Below is a list of preliminary fixes we are prepping for this release. Please note that not all potential fixes/items are guaranteed to be in the final update, as we are still actively testing everything and may need to adjust or remove items if they are not ready. Additionally, this is not a holistic list, and some additional items may end up in our final release.

Quick reminders -
For common questions and answers, go here FAQ
To learn how to contact our Support team, go here Support How-To
As with all updates, certain Mods may no longer function as the underlying game code has changed. If you are experiencing issues please try disabling all Mods first to see if that addresses your issue as the Mod may need to be updated by the creator to work with the latest build


March Update – Build # 13.388

Game

Stability & Performance
Fixed a rare Out of Sync, caused by using the Hausa Testse Sabotage card on enemy buildings while they’re producing units.
Memory consumption reduced for low graphics settings.

Graphics
Reduced the radius of the Whale’s swimming animation, making it easier to identify where its fishing spot is.

Audio
Lakota and Haudenosaunee unit voice-overs updated.

Campaign
Historical Battles: Battle of the Three Kings: All docks can now train Galleys as intended.

UI
Eagle Runner Knights are now properly tagged as “Ranged Shock Infantry”.
Command panel buttons that are disabled because of both build limit restrictions and because the player doesn't have enough resources now correctly display a red overlay (at build limit) instead of a dark overlay (can't afford).
Fixed an issue where social menus could no longer be opened under rare circumstances.
Fixed a rare issue where DLC Home Cities could show duplicated.
Various Localization fixes across all languages.
In the "Fall of the Hausa" Historical Battle the text "You are Victorious!" and "Town Centers Destroyed" will now be displayed in the correct language when a language other than English is selected.
Fixed website links in the news panel.
Fixed various inaccuracies in the tech tree.
Fixed various text truncating issues.
Fixed missing map previews for Ozarks and Plymouth map.

Hotkeys
Blockhouses now have keybinds available for Chinese banner armies/units on the Legacy keybind set.
Village hotkey group now have keybinds available for Water Buffalos on the Legacy keybind set.

Lobbies & Matchmaking
**NEW!** Custom AI mods are now supported in Multiplayer!
Casual lobby settings are no longer retained when starting a custom ranked game.
Selecting “team 4” will now properly be displayed to other players in the lobby.

Gameplay
Fixes
Various ships are no longer harder to select individually when damaged (mostly affected Fune, Tekkousen, Ottoman Galleys and Fuchuans).
Ships acquired by African Civilizations through Euro/Native Alliances now receive automatic upgrades when Aging up.
United States: Steamers can now train Hussar.
Mexicans: Haciendas are now affected by the following Native upgrades:
Berber Ghorfas (Berbers)
Sudanese Hakura System (Sudanese)
Red Sea Wagon (Sudanese)
Spanish: "Team Archaic Soldier Training" card now affects Mexican Insurgentes.
Ethiopians: “Balambaras” card now correctly boosts the Fealty Aura of your Ras.
Fixed a rare issue where Tribal Marketplaces would not always disappear when the nearby mine was exhausted.
German Explorer no longer loses certain abilities after sending the “Castrametation” card.
AI
**A wide variety of AI improvements to make the AI stronger and more versatile, more details below!**
Lowered the handicap on Hardest from +20% to +15%. (meaning the AI cheats 5% less on Hardest)
Lowered the handicap on Extreme from +40% to +30%. (meaning the AI cheats 10% on Extreme)
Completely remade what cards the AI puts inside its deck, the decks should be more competitive now while still having lots of variety.
Adjusted how the AI determines which cards to send during the game.
Adjusted which Council Members Native civilizations age up with.
Adjusted which Politicians European civilizations age up with, excluded age ups that grant Fort Wagons when the AI isn't allowed to build Forts.
The AI can now only revolt if it has more than 60% of its allowed population, to prevent revolts that make very little sense.
Excluded the American Texas and Florida federal state age up options when the AI isn't allowed to build Forts.
Excluded the Mexican Puebla and Veracruz federal state age up options when the AI isn't allowed to build Forts.
Prevented the AI from resigning while treaty is still active.
The AI will now only start constructing/upgrading Towers 5 minutes before treaty ends.
The AI will now only start constructing an Arsenal 10 minutes before treaty ends.
The AI will now construct a second TC on hard+ if it's missing too many Villagers.
Fixed Japanese Shrines being limited to areas they should actually be excluded from, this will result in more Shrines being built on the open map next to hunt.
Starting Bandit Catamarans will now used to fish from the beginning of the game instead of starting from the Commerce Age.
Slowed down the construction of a Consulate to 5 minutes after reaching Commerce Age or reaching the Fortress Age.
The AI can now attack with their war ships.
The AI will now start training war ships 5 minutes from treaty ending instead of not taking it into consideration.
Hard+ AI will now build 2 Docks instead of 1 in the late game.
The AI can now also build a Dock on maps that have no water spawn flag but do have fish.
African AI can now get their war ship upgrades in the Port.
Adjusted African Levy training logic to no longer assume that Levy Gunners are locked behind the Fortress Age since they're available already in the Commerce Age.
European Levy can now be used from every Town Center the AI owns instead of only the main Town Center.
Fixed a bug that prevented the AI from using the Consulate Levy.
Changed when the AI makes extra houses in the Exploration age to be more competitive.
When a game is set to high, ultra, or infinite starting resources the AI will perform a Deathmatch like start to be competitive.
Implemented all technologies that are deemed suitable to get from all Consulate relations.
The AI will now place their Shrines / Torps inside of the base instead of next to resources when the game is on infinite starting resources (to save walking time).
AI will no longer try to gather when on infinite starting resources.
Fixed a bug that prevented the Lakota from using their New Ways card correctly.
Fixed a but that could cause AI Settlers trying to build a Fort.
Enable selling food and wood for gold when we are out of gold. Same when out of food, we will buy food using gold. This should also help with AI sometimes getting stuck in Commerce Age.
Fix for a bug in researching economy upgrades.
Bumping Settler count in Commerce Age from 25 to 35 for Dutch on Hard difficulty and higher.
Fixed an issue stopping Ottomans from building a Mosque.
Fixed an issue of creating too many African field build plans.
Avoid attacking when we're focusing on aging up.
Reduced the time it takes before the AI really prioritizes aging up.
Fix for Haudenosaunee and Lakota unable to build more tribal marketplaces when there are still gold mines nearby.
Fix for trying to gather resources without workable targets.
If an AI calls for help in their main base other AI can now also respond to this call for help.
Added missing treasures to how the AI determines what type of voice line to say to the player upon treasure collection.
Fixed the implementation of 4 AI voice lines that get called when Monopoly victory is less than 1 minute away.
Added 12 civilization specific AI voice lines that get triggered depending on score differences.
The AI will now always send an intro voice line instead of only when certain condition were met.
Fixed an issue that would cause everybody to be recognized as first to age up to the Commerce age and receiving those AI chats.
Adjusted the starting cattle selling behavior for Hausa / Ethiopia to be more competitive.


Civilization Balance
GENERAL
UNITS & BUILDINGS
Zouave: Adjusted as follows
Hitpoints increased to 360 (from 320)
Ranged resistance reduced to 40% (from 50%)
Attack damage improved to 38 (from 35)
Cost improved to 300c (from 350)
No longer benefits from the Counter Infantry Rifling upgrade
Population cost increased to 3 (from 2)
Peruvian Legion: Grenade attack range reduced to 14 (from 16); now inflicts 0.5x to Artillery (from 1x); area damage reduced to 2 (from 3)
Sudanese Dervish: Cost increased to 50f 45w (from 50f 40w)
Kanuri Guard: Ranged armor reduced to 30% (from 40)
Added colors to all European standard unit card icons for better recognizability

AZTEC
CARDS
Wall of Skulls: Now grants 1 Skull Knight for each 3 you have lost so far (changed from each 2 you have lost)
Great Temple of Huitzilopochtli Support: Skull Knight speed improvement reduced to +0.25 (from 0.5)


BRITISH

CIVILISATION:
Logistician (Age 1 → Age 2): Effect updated to “1 Arsenal Wagon and a free Arsenal technology”
UNITS & BUILDINGS
Manor House: Cost reverted to 135 (from 140)
CARDS
[NEW] INF Rule, Britannia (IV): “Ships a mighty Battleship! This card costs 1000 Coin the next time you send it.”
[NEW] Greenwich Time (I): “Ships 1 Trading Post Wagon. Each of your Trading Posts improve Politician and Technology research time by 20%” (Note: Trading Post research speed improvement works like other auras (scales from current rates/stats, not base)
[NEW] Rangers (IV): “Longbowmen are fully replaced with Rangers at the Barracks, Homecity, and on the map. Rangers use a rifle instead of a bow to counter Heavy Infantry more effectively, but have less range.” (Note: All Longbowmen upgrades also improve Rangers)
[NEW] Siege Archery (IV): “Enables Longbowmen to siege buildings from a long-range with fire arrows, which inflict burning damage over time.” (Note: has 22 range and the same DPS as the ordinary siege attack; additionally, each arrow inflicts 1 burning dmg per second for 10 seconds)
[NEW] INF 8 Longbowmen (III): “Simple shipment of Longbowmen” (Note: this card replaces the current Fortress Age shipment of 8 Longbowmen that can be shipped one time)
Glorious Revolution (II): With the arrival of the Ranger unit, and to encourage new ways to play, the techs have been updated:
Thin Red Line (free, I): Now effects all Infantry (previously just Heavy Infantry)
Blackwatch (1000f, III): Grants 8 Highlanders (no change)
[NEW] Roger’s Rangers (800f, II): Added “Ships 5 Rangers and replaces your current Longbowmen with them, too. Longbowmen shipments now grant Rangers instead” (Note: does not allow Rangers to be trained)
Virginia Company (I): Adjusted as follows
Now reduces Manor House wood cost by exactly -45 wood (previously a percentage reduction of -35%, equal to 47.25)
Now also reduces Manor House Build XP bounties in-line with the cost reduction; does not change Kill XP bounty
Yeomen (III): Now also increases Longbowmen bonus damage against Heavy Infantry by +0.25x (Moved from the Imperial Longbowmen upgrade which no longer grants this bonus).

CHINESE

CIVILISATION:
Consulate German Relations: Banner Army food cost reduction improvement reduced to 15% (from 20%)

CARDS
Koxinga: Cost increased to 1000c (from 500); Rate of Fire improvement reduced to 20% (from 25%).


ETHIOPIANS

UNITS AND BUILDINGS:
Ras: Speed reduced to 5.75 (from 6.75); increases by +1 upon reaching the Commerce Age; Damage multiplier against Guardians reduced to 3x (from 3.25)

HAUSA

UNITS AND BUILDINGS:
Lifidi Knight: Ranged armor reduced to 20% (from 30%); cost increased to 110f, 110c (from 90f, 110c); train time adjusted accordingly
Emir: Speed reduced to 5.75 (from 6.75); increases by +1 upon reaching the Commerce Age; Damage multiplier against Guardians reduced to 3x (from 3.25)

CARDS
Rumfa’s Riders (II): Now ships 4 Lifidi (down from 5)
Hand Cavalry Hitpoints (II): Moved to the Fortress Age
Durbar Parade (III): Moved to the Industrial Age

OTTOMANS

CARDS:
Improved Buildings (I): Moved to the Industrial Age (from Exploration)

SWEDES

UNITS AND BUILDINGS:
Settler build limit reduced to 90 (from 99)
CARDS:
Hand Unit Attack: Now only improves attack of relevant Mercenary units by 7.5% (down from 15)
Hand Unit Hitpoints: Now only improves hitpoints of relevant Mercenary units by 7.5% (down from 15)

JAPANESE

UNITS AND BUILDINGS:
Shrine (I): Hitpoints reduced to 1300 (from 1400)

MEXICANS

CARDS:
11 Insurgentes (II): reduced to 10
Colegio de San Nicolas (MichoacĂĄn, II): Unit line of sight improvement reduced to +4 (from +8); No longer affects walls.

SPANISH

UNITS AND BUILDINGS:
War Dog: Fortress Age hitpoint improvement reduced to 55% (from 80%); Industrial Age hitpoint improvement increased to 65% (from 40%) - Note: attack improvements unchanged
CARDS:
Spanish Gold (III): Now delivers crates of 350 coin (down from 360)

UNITED STATES

CARDS:
New Jersey Seaports (New Jersey, IV): Now improves the amount of resources shipped by ‘infinite’ crate cards by +400 (down from +900); no change for crate cards which may be sent once.



Random Maps
Overview:
2 NEW Regions!

Arabia: An open map with sparse resources and a circular trade route.

Description: Players find themselves on the iconic Arabian Peninsula. This map is very open, despite a few scattered cliffs. Aggressive expansion is crucial as nearby resources will be exhausted quite quickly and there are no easily defensible chokepoints near each player’s town center. The circular trade route will be difficult to control, but not contesting it could have dire consequences.

Settlements: None

Outlaws: Desert Warrior, Desert Archer

Congo Basin: Navigate the narrow pathways deep in the Congo Rainforest!

Description: In the thick rainforest of the Congo Basin, players will find themselves navigating narrow corridors amidst dense foliage as the only way to reach other players. Teammates share a clearing in the jungle and a maze of narrow passageways lead to the enemy! Prepare for a long, highly defensive game. A trade route lies north of the Congo River and several native settlements occupy the central forest clearings.

Settlements: Yoruba, Jesuit

Outlaws: Desert Warrior, Desert Archer

Map Set Updates:
Standard Maps Set:

Added Arabia

Removed Yukon

Team Maps Set:

Added Arabia

Added Yukon

Map Changes
General:

Made several “under-the-hood” changes to resource distribution on several maps to ensure fairer access to early-game resources.

Central Plain:
Improved spawn consistency of hunts and mines in 1v1 spawns.

Colorado:
Fixed an issue where sometimes one or more players could fail to spawn in team games.

Darfur:
Adjusted the trade route length and trade post socket positions for a fairer “first pass” of the trade travois.

Florida:
Fixed an issue that sometimes caused a trade post socket not to spawn along the trade route.

Lake Victoria:
Removed the starting fishing boats and extra 5 population in 1v1 spawns.
Fixed an issue where treasures could spawn within a native settlement.
Fixed a rare issue that could cause the starting hunt from spawning.

Manchuria:
Improved distribution of map resources.
Added a trade route socket along the trade route in 1v1 spawns - there will now always be 4 trade posts in a 1v1.

Sahel:
Added an additional hunt per player in a 1v1.
Adjusted the terrain to be less “duney”.

Savanna:
Fixed an issue where treasures could spawn within a native settlement.

Siwa Oasis:
Now correctly loads when selecting the “Large Map” option.

Tassili:
Fixed an issue causing some coin mines not to spawn.

Tripolitania:
Adjusted the dense perimeter trees from spawning too closely to a player’s starting resources.

Unknown:
Added some additional biomes and terrain features - but you’ll have to play the map to discover them for yourself.
Added caches of unknown amounts of resources for you and your team to discover.
Adjusted how closely teammates spawn so they aren’t too crowded on certain generations nor too close to the enemy on other map seeds.
Improved resource distribution around the map.
Fixed an issue that could result in a player’s bonus starting wagon from spawning.

Yellow River:
Fixed an issue where upgrading the northern trade route would instead upgrade the southern trade route. Now both trade routes are upgraded separately as expected.



Improved Ping/Flare System (BETA)
Based on player feedback and our own belief that the current ping system could be improved, we have updated the ping/flare system. The implementation is currently in beta stage, and may be subject to change.

The improved Ping/Flare can consists of two parts:

Improved Alert Ping
Added visual indicator of the ping within the game-world.
Added text notification, displayed in the chat feed.
This Improved Ping will replace the existing system, accessed through Alt+Left Click or via the Flare button within the HUD. The default Ping displays the same graphic as the Danger ping


Communication Ping
The Communication Ping allows for extended context pings in Multiplayer or Co-Op Scenarios. There are 4 useful communication options:
Danger - communicates danger at a location.
Attack Here - communicates instruction to attack at a location.
Assist Here - communicates a request for assistance when attacking or defending a location.
Watch Here - communicates caution or instructs team members to view a particular area.
The Communication Ping is accessible through Alt+Right Click.




Photo Mode (BETA)
Photo mode is a new feature for Age of Empires III: Definitive Edition, where players can freely capture in-game images with a handful of tools at their disposal. Our goal is to design and develop an easy and intuitive tool for taking screenshots so that players can freely share them to their communities.

Entering Photo Mode
Photo Mode is accessible through the Pause Menu. This feature is currently in beta stage, and may be subject to change.
Controls

Movement
WASD keys to move forwards, backwards, left and right.
Q and E keys to move up and down.
Arrow keys to move forwards, backwards left and right.
Moving mouse to edge to move camera.
Press and hold Space bar then clicking and dragging to move camera.
Rotation
Alt + WASD to rotate.
Alt + Arrow keys to rotate.
Zoom in/out
Using the scroll wheel to zoom in and out.
Taking Photos
PrtSc key to capture the current screen view.

File Path
Photos taken in Photo Mode will be saved to C:\Users\<user>\Games\Age of Empires 3 DE\<user ID No.>\Screenshots. The save folder can be opened from within the Photo Mode interface.

Constraints
There are currently only two lighting presets: Daytime and Nighttime
Camera will not move through the ground
Camera will not have an infinite height
Camera will only move slightly off the edge of the map
Camera can potentially clip through buildings
Image
User avatar
Great Britain I_HaRRiiSoN_I
Retired Contributor
Posts: 1626
Joined: Jan 15, 2016
Location: United Kingdom

Re: Public Update Preview - March Update

  • Quote

Post by I_HaRRiiSoN_I »

im scared we have our first Uber tier civ of the Brits
France Kaiserklein
Pro Player
Posts: 10278
Joined: Jun 6, 2015
Location: Paris
GameRanger ID: 5529322

Re: Public Update Preview - March Update

  • Quote

Post by Kaiserklein »

So brits were still too strong after the 140w manors nerf. The obvious fix is this:
Manor House: Cost reverted to 135 (from 140)
[NEW] Roger’s Rangers (800f, II): Added “Ships 5 Rangers and replaces your current Longbowmen with them, too. Longbowmen shipments now grant Rangers instead” (Note: does not allow Rangers to be trained)
Yeomen (III): Now also increases Longbowmen bonus damage against Heavy Infantry by +0.25x (Moved from the Imperial Longbowmen upgrade which no longer grants this bonus).
Nice buffs, very smart. Meanwhile nerfing VC even though it's not an issue. Love these patches. Would have been so easy and efficient to simply go for -50f on starting crates or further nerf manors, while adding the yeomen buff...

Also, not that it matters, but does anyone know why the fuck this is a thing?
OTTOMANS
CARDS:
Improved Buildings (I): Moved to the Industrial Age (from Exploration)
Image
Image
Image
LoOk_tOm wrote:I have something in particular against Kaisar (GERMANY NOOB mercenary LAMME FOREVER) And the other people (noobs) like suck kaiser ... just this ..
Australia PatrickLFC
Musketeer
Posts: 94
Joined: Jan 17, 2021

Re: Public Update Preview - March Update

Post by PatrickLFC »

Kaiserklein wrote: ↑
07 Mar 2022, 23:48
So brits were still too strong after the 140w manors nerf. The obvious fix is this:
Manor House: Cost reverted to 135 (from 140)
[NEW] Roger’s Rangers (800f, II): Added “Ships 5 Rangers and replaces your current Longbowmen with them, too. Longbowmen shipments now grant Rangers instead” (Note: does not allow Rangers to be trained)
Yeomen (III): Now also increases Longbowmen bonus damage against Heavy Infantry by +0.25x (Moved from the Imperial Longbowmen upgrade which no longer grants this bonus).
Nice buffs, very smart. Meanwhile nerfing VC even though it's not an issue. Love these patches. Would have been so easy and efficient to simply go for -50f on starting crates or further nerf manors, while adding the yeomen buff...

Also, not that it matters, but does anyone know why the fuck this is a thing?
OTTOMANS
CARDS:
Improved Buildings (I): Moved to the Industrial Age (from Exploration)
I imagine the improved buildings is to nerf the Otto 4 TC turtle

Brit changes are completely unnecessary, maybe yeomen change is fine and the age IV stuff probably doesn't matter much, but the rest makes no sense
User avatar
French Southern Territories kevinitalien
Lancer
Posts: 669
Joined: Oct 31, 2015
ESO: KEVINITALIEN
Clan: PLOP

Re: Public Update Preview - March Update

  • Quote

Post by kevinitalien »

Kaiserklein wrote: ↑
07 Mar 2022, 23:48
So brits were still too strong after the 140w manors nerf. The obvious fix is this:
Manor House: Cost reverted to 135 (from 140)
[NEW] Roger’s Rangers (800f, II): Added “Ships 5 Rangers and replaces your current Longbowmen with them, too. Longbowmen shipments now grant Rangers instead” (Note: does not allow Rangers to be trained)
Yeomen (III): Now also increases Longbowmen bonus damage against Heavy Infantry by +0.25x (Moved from the Imperial Longbowmen upgrade which no longer grants this bonus).
Nice buffs, very smart. Meanwhile nerfing VC even though it's not an issue. Love these patches. Would have been so easy and efficient to simply go for -50f on starting crates or further nerf manors, while adding the yeomen buff...

Also, not that it matters, but does anyone know why the fuck this is a thing?
OTTOMANS
CARDS:
Improved Buildings (I): Moved to the Industrial Age (from Exploration)
you will try these lb which have 22 siege range and 26 range when you have yoemen
Attachments
lol.png
Image
Image
Image Image
User avatar
French Southern Territories kevinitalien
Lancer
Posts: 669
Joined: Oct 31, 2015
ESO: KEVINITALIEN
Clan: PLOP

Re: Public Update Preview - March Update

  • Quote

Post by kevinitalien »

also new skin btw
Attachments
lol2.png
Image
Image
Image Image
Rainbow Land callentournies
Howdah
Posts: 1676
Joined: May 6, 2021
ESO: esuck

Re: Public Update Preview - March Update

Post by callentournies »

Kaiserklein wrote: ↑
07 Mar 2022, 23:48
Also, not that it matters, but does anyone know why the fuck this is a thing?
OTTOMANS
CARDS:
Improved Buildings (I): Moved to the Industrial Age (from Exploration)
We cannot know unless we see some #leaks from the balancing discord.

My hypothesis is one of ruki's victims lost a little self respect.
If I were a petal
And plucked, or moth, plucked
From flowers or pollen froth
To wither on a young child’s
Display. Fetch
Me a ribbon, they, all dead
Things scream.
User avatar
Italy Garja
Retired Contributor
Donator 02
Posts: 9729
Joined: Feb 11, 2015
ESO: Garja

Re: Public Update Preview - March Update

Post by Garja »

AZTEC
CARDS
Wall of Skulls: Now grants 1 Skull Knight for each 3 you have lost so far (changed from each 2 you have lost)
Great Temple of Huitzilopochtli Support: Skull Knight speed improvement reduced to +0.25 (from 0.5)
Such overreaction lol
Wall of skulls could be nerfed to 1 every 2 killed (50%) instead of 1 every 3 killed (33%). It would be a more gradual nerf from the original 66%
+0.25 speed is barely any relevant, I wonder who cried for the +0.5 to be nerfed

Brits changes are unwelcomed. The civ had two subtle weaknesses and they're getting patched for no reason. Also the ranger changes completely destroy the purpose of having 2 jaeger cards (which is the way to overcome the lack of skirms).

[NEW] INF Rule, Britannia (IV): “Ships a mighty Battleship! This card costs 1000 Coin the next time you send it.”
Is the first battleship free?
Image Image Image
User avatar
Singapore Thrar
Retired Contributor
Posts: 286
Joined: Sep 22, 2017
ESO: Thrar

Re: Public Update Preview - March Update

Post by Thrar »

I think we need to keep in mind that balance is for all skill levels, not just the top tier. If they noticed Brits getting too weak then reverting the manor cost seems fine to me. 5w isn't much anyway, that's 100w total once you build all your manors.

That's the only straight buff I see. The rangers look more of a quirk than a straight buff. Siege longbows are neat but it takes an age 4 card that doesn't do anything otherwise; I think it's more to end a game that's already won than to tip an even game into one's favor.
Some things will need to be watched, sure, like the strength of rangers or the effect of GMT, but I don't see anything that immediately screams "OMG so OP".

The Hausa Lifidi nerfs seem harsh, maybe going overboard a bit. On the other hand I like what they're doing to bring the explorers in line.
User avatar
Canada dansil92
Retired Contributor
Posts: 2231
Joined: Nov 3, 2018
ESO: dansil92

Re: Public Update Preview - March Update

Post by dansil92 »

do we have the stats on rangers yet? are they 1.5 rof skirms or something fairly weak?
Image
Australia PatrickLFC
Musketeer
Posts: 94
Joined: Jan 17, 2021

Re: Public Update Preview - March Update

Post by PatrickLFC »

Thrar wrote: ↑
08 Mar 2022, 01:22
I think we need to keep in mind that balance is for all skill levels, not just the top tier. If they noticed Brits getting too weak then reverting the manor cost seems fine to me. 5w isn't much anyway, that's 100w total once you build all your manors.

That's the only straight buff I see. The rangers look more of a quirk than a straight buff. Siege longbows are neat but it takes an age 4 card that doesn't do anything otherwise; I think it's more to end a game that's already won than to tip an even game into one's favor.
Some things will need to be watched, sure, like the strength of rangers or the effect of GMT, but I don't see anything that immediately screams "OMG so OP".

The Hausa Lifidi nerfs seem harsh, maybe going overboard a bit. On the other hand I like what they're doing to bring the explorers in line.
GMT seems too strong. TP start means you have a second shipment in early transition, ship a second TP (VC nerfed anyway) and suddenly you have an insanely fast age 2 time (probably no instant shipment, true, but two TPs will catch those up quickly) and the ability to age to 3 much faster and still with a bonus like 7 longbows
User avatar
French Southern Territories kevinitalien
Lancer
Posts: 669
Joined: Oct 31, 2015
ESO: KEVINITALIEN
Clan: PLOP

Re: Public Update Preview - March Update

Post by kevinitalien »

Garja wrote: ↑
08 Mar 2022, 01:08
AZTEC
CARDS
Wall of Skulls: Now grants 1 Skull Knight for each 3 you have lost so far (changed from each 2 you have lost)
Great Temple of Huitzilopochtli Support: Skull Knight speed improvement reduced to +0.25 (from 0.5)
Such overreaction lol
Wall of skulls could be nerfed to 1 every 2 killed (50%) instead of 1 every 3 killed (33%). It would be a more gradual nerf from the original 66%
+0.25 speed is barely any relevant, I wonder who cried for the +0.5 to be nerfed

Brits changes are unwelcomed. The civ had two subtle weaknesses and they're getting patched for no reason. Also the ranger changes completely destroy the purpose of having 2 jaeger cards (which is the way to overcome the lack of skirms).

[NEW] INF Rule, Britannia (IV): “Ships a mighty Battleship! This card costs 1000 Coin the next time you send it.”
Is the first battleship free?
yes the first one is free, but tbh that warship looks fine it looks like a big tank but 35 range :S
Attachments
Capture d’écran 2022-03-08 024227.png
Image
Image
Image Image
User avatar
Singapore Thrar
Retired Contributor
Posts: 286
Joined: Sep 22, 2017
ESO: Thrar

Re: Public Update Preview - March Update

Post by Thrar »

By the time the second shipment has arrived, the wagon reached the socket and built the TP, you're in age 2 or seconds away from it, so your age 2 time will only be affected by the first TP. You'll have to wait a bit for the third shipment to get 700c, then if you're going to age 3 you're still slower than the exiled prince. I think that's roughly comparable to other civs who have to invest a shipment or a tech to fast age, like the US or Ethiopia/Hausa.

It gives brits an FF option which I think is interesting but not necessarily OP. Could be 20% is too much and will be reduced to something like 15% but that's what the PUP is for. Giving the civ another option besides its predictable muskets and manors in age 2 sounds good to me.
User avatar
Canada dansil92
Retired Contributor
Posts: 2231
Joined: Nov 3, 2018
ESO: dansil92

Re: Public Update Preview - March Update

Post by dansil92 »

kevinitalien wrote: ↑
08 Mar 2022, 01:43
Garja wrote: ↑
08 Mar 2022, 01:08
AZTEC
CARDS
Wall of Skulls: Now grants 1 Skull Knight for each 3 you have lost so far (changed from each 2 you have lost)
Great Temple of Huitzilopochtli Support: Skull Knight speed improvement reduced to +0.25 (from 0.5)
Such overreaction lol
Wall of skulls could be nerfed to 1 every 2 killed (50%) instead of 1 every 3 killed (33%). It would be a more gradual nerf from the original 66%
+0.25 speed is barely any relevant, I wonder who cried for the +0.5 to be nerfed

Brits changes are unwelcomed. The civ had two subtle weaknesses and they're getting patched for no reason. Also the ranger changes completely destroy the purpose of having 2 jaeger cards (which is the way to overcome the lack of skirms).

[NEW] INF Rule, Britannia (IV): “Ships a mighty Battleship! This card costs 1000 Coin the next time you send it.”
Is the first battleship free?
yes the first one is free, but tbh that warship looks fine it looks like a big tank but 35 range :S
check the rof lol
Image
User avatar
French Southern Territories kevinitalien
Lancer
Posts: 669
Joined: Oct 31, 2015
ESO: KEVINITALIEN
Clan: PLOP

Re: Public Update Preview - March Update

Post by kevinitalien »

dansil92 wrote: ↑
08 Mar 2022, 01:48
kevinitalien wrote: ↑
08 Mar 2022, 01:43
Show hidden quotes
yes the first one is free, but tbh that warship looks fine it looks like a big tank but 35 range :S
check the rof lol
yeah i just saw it and also the build limit is one too btw
Image
Image
Image Image
User avatar
Italy Garja
Retired Contributor
Donator 02
Posts: 9729
Joined: Feb 11, 2015
ESO: Garja

Re: Public Update Preview - March Update

Post by Garja »

it's better than 2 frigates, but it's super slow
Image Image Image
User avatar
Tuvalu gibson
Ninja
ECL Reigning Champs
Posts: 13597
Joined: May 4, 2015
Location: USA

Re: Public Update Preview - March Update

Post by gibson »

Is it better than 2 frigates? Probably just depends on how the frigate rng fire rate is, no special attack is kinda sad but that thing will be a terror in the New England ponds. Opportunity cost of getting factories later kinda sucks too.
User avatar
Italy Garja
Retired Contributor
Donator 02
Posts: 9729
Joined: Feb 11, 2015
ESO: Garja

Re: Public Update Preview - March Update

Post by Garja »

4500 hp 140dmg every 2 secs, while a frigate is 2000hp and 90dmg every 2 secs. I dont think they have rng anymoe.
So it's about as good as 2 frigates.
Image Image Image
United States of America abeisfriend
Musketeer
Posts: 53
Joined: Sep 1, 2021

Re: Public Update Preview - March Update

Post by abeisfriend »

what the fuck is this patch. literally no one was asking for brit to be given Hausa level options. it just makes no sense and upsets one of the most classic civs in the game. I will miss 20 something rogers rangers popping out after a tower FI dearly
United States of America abeisfriend
Musketeer
Posts: 53
Joined: Sep 1, 2021

Re: Public Update Preview - March Update

Post by abeisfriend »

also, huarcas were broken and needed a patch to become somewhat less broken. Now they gave England huarcas basically?
User avatar
Hong Kong Leafy
Crossbow
Posts: 37
Joined: Oct 13, 2020
Location: Hong Kong

Re: Public Update Preview - March Update

  • Quote

Post by Leafy »

So the devs are going to give a whole bunch of new cards and buffs when brits is already one of the top civs?
Is this a joke comparing the nerfs of other civs like chinese, mexican and spanish?
I also wonder the swedes limitation of villagers is necessary because I suppose the coin mines will be depleted when they have 80+ vils, nothing can the torps help in the long run.
United States of America Zeus
Crossbow
Posts: 11
Joined: Mar 8, 2022

Re: Public Update Preview - March Update

Post by Zeus »

As is right now. You see lots of Brits in ranked. With these changes the meta will be nothing but Brits, I guess the people in Balance team must really main or like Brits, ridiculous changes imo
No Flag claudioztl
Crossbow
Posts: 1
Joined: Mar 8, 2022
ESO: claudioztl

Re: Public Update Preview - March Update

Post by claudioztl »

abeisfriend wrote: ↑
08 Mar 2022, 03:35
also, huarcas were broken and needed a patch to become somewhat less broken. Now they gave England huarcas basically?
Huaracas aren´t broken, without them, Incas doesn´t have any unit that can do the artillery job, and also, falconet is way better than one Huaraca, Huaraca is like an obus without the bonus vs inf, weaker attack and a bit more hitpoints, and it is compensated with the good siege attack (but you can train Obus in II age, if you want to train Huaracas in II age you need a card and his stats are really nerfed in that age), I say this because I compared all their stats already.

About the patch, I can't believe the buff to brits, the houses of that civ need a nerf, they shouldn´t cost less than 160w, they literally give you a free villager and give you the advantage of the control map, you can build them in any place because you know that the enemy will never think to attack them, because obviously, is one more villager to you, in the short/mid-term that is more op than any other house like Japan, Swedes or Inca´s ones, those houses can be destroyed and is a good idea vs those civs, vs brits is totally different
User avatar
Tuvalu gibson
Ninja
ECL Reigning Champs
Posts: 13597
Joined: May 4, 2015
Location: USA

Re: Public Update Preview - March Update

Post by gibson »

Can't wait to see a 60 lb to skrim transformation lol.
User avatar
No Flag Kanoo
Skirmisher
Posts: 174
Joined: Jan 7, 2020

Re: Public Update Preview - March Update

Post by Kanoo »

literally no one was asking for brit to be given Hausa level options.
Unfortunately, there are a few people who are very predominant on the official forums, and demand changes be made for all civs so they each have multiple options like Mexico/Hausa. It's very frustrating how they fail to grasp the idea that each civ must be celebrated for its asymmetry and that they are bound to have shortcomings in certain areas.
thebritish wrote: ↑
19 Jan 2016, 09:58
So, you are saying that if i watch H20's rec, i can beat anyone below H20's level because i know his BO?

Who is online

Users browsing this forum: No registered users and 2 guests

Which top 10 players do you wish to see listed?

All-time

Active last two weeks

Active last month

Supremacy

Treaty

Official

ESOC Patch

Treaty Patch

1v1 Elo

2v2 Elo

3v3 Elo

Power Rating

Which streams do you wish to see listed?

Twitch

Age of Empires III

Age of Empires IV