August Update – Build # 100.13.16662.0

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August Update – Build # 100.13.16662.0

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 August Update. As part of this process, we’ll be updating the build 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


August Update – Build # 100.13.16662.0

Game

Stability & Performance
Fixed a crash that would occur in the terrain system, especially after repeatedly loading saved games of different maps.
Fixed a crash that occurs if flare visuals have not finished animating when destroying the world, then loading into a new world.
Faster pathfinding algorithm to reduce slowdown in busy games
Optimised refresh of in-game UI elements
Fixed a bug where using the file dialog repeatedly (when the user has a lot of saved games) would eventually run the game out of memory.
Record Game playback improvement so frames are not unnecessarily skipped. This means playback at the slowest speed will have more chance to keep in time with the original.
Fixed an issue that caused record games to play back slower each time they are viewed.
Fix for crash when sorting players by score in the post-game screen
Fix for crash when hiding the UI tech tree screen.
Fixed a crash that would occur when there were heavy amounts of particle effects present.

Graphics
Fixed some minor shader & SSAO issues.

UI
Fixed Lakota Home City night lighting with fireflies customization deducting 11 points instead of 10 points.
Fix for adjusting the Age-Up button to refresh more often so it will become active/not-active as the player’s resources change.
Command panel hotkeys are now hidden whenever the tycoon panel is open.
Command panel is now darkened when the Tycoon Package panel is open.
Added hiding the Tycoon Package panel whenever the game summary or challenges popup is opened.
Fix to stop players sending a flare when playing back a record game.
Updated Trade Monopoly notification icons & timer icon to be the correct resolutions for their size to avoid visible compression.
Fixed incorrect Maltese Depot compendium image.
Fix for Clan Invites/Applications page language not updating after initially loading.


Gameplay

Fixes
Fix for rescued treasure units unintentionally having extra damage bonus when the Starting Age is set higher than Exploration Age.
Fixed an issue where "Mission Fervor" didn't correctly apply the research discount to Italian priest shipments.
Royal Huntsmen are no longer able to gather wood after sending the Sawmills card from the Home City.
“Team Inca Bridges” can now be sent regardless of the Chasqui build limit
Lakota can now upgrade Wettin Battery Towers
Indian Card "Grazing" now correctly affects Berber Camel Riders
“Somali Oryx Hide Shields” now correctly affects Chinese Banner Armies

Haudenosaunee Gameplay Adjustments

UNITS AND BUILDINGS
Community Plaza: Healers may also now socialise at the Community Plaza to improve the benefits of ceremonies (same effectiveness as a Villager) – this also affects the Lakota
Healers Ceremony: Now spawns Healers less quickly – this also affects the Lakota
Harvest Ceremony: Trainspeed bonus for Military Units is now considerably better, but the train speed bonus for Economic units has been reduced – this affects all civilizations
Exponent (Military): 1.0425
Exponent (Economic): 0.9800
Mantlet: Cost reduced to 80w 80c (from 75w 125c); bounties adjusted accordingly
Ram: No longer tagged as infantry; hitpoints increased to 250 (from 200)
TECHNOLOGIES
The Chief (Council Member: Exploration Age → Commerce Age): Now ships 2 Villagers (down from 3)
CARDS
Infantry Attack (II): Renamed to “Warhut Warrior Attack”; now only affects Aenna, Tomahawks and Forest Prowlers
Infantry Hitpoints (II): Renamed to “Warhut Warrior Hitpoints”; now only affects Aenna, Tomahawks and Forest Prowlers
Infantry Combat (III): Renamed to “Warhut Warrior Combat”; now only affects Aenna, Tomahawks and Forest Prowlers
Siege Combat (III): Added to homecity with expected icon
Siege Discipline (III): Replaced with Beaver Wars
Canoes (II): Renamed to “Watape” and added a new icon
[NEW] Beaver Wars: Added to homecity
[NEW] Siege Construction: Added to homecity
Engineering School (II): Removed from homecity
[NEW] Environmentalism: Added to homecity
[NEW] North America Trade: Added to homecity
[NEW] Medicine Wheels: Added to homecity
[NEW] Wampum: Added to homecity
[NEW] Covenant Chain: Added to homecity
[NEW] Canadian Loyalists: Added to homecity
[NEW] 22 Lenape Allies: Added to homecity
2 Light Cannons (IV): Removed from homecity
[NEW] TEAM 2 Light Cannons (IV): Added to homecity
[NEW] 3 Healers (II): Added to homecity
7 Mantlets (IV): Increased to 10
6 Mantlets (IV): Removed from homecity
[NEW] TEAM 3 Mantlets (III): Added to homecity


Civilization Balance

GENERAL

UNITS AND BUILDINGS
Priest and Imam: Cost reduced to 100c (from 150); bounties adjusted accordingly hitpoints reduced to 200 (from 360)
Captured Mortar: Cost reduced to 450c (from 500); bounties adjusted accordingly; population cost reduced to 6 (from 8)
Stealth ability: All units (but not buildings) will reveal a stealthed enemy if the enemy is within 2 range of it
Trample mode: Self-damage for units in trample mode reduced to 35% (from 50%)
Unit Promotions: Unit Promotion levels are now displayed under the unit’s hitpoint bar whenever units with promotions have been selected or the Alt key is pressed.
Heroes: Adjusted as follows
May no longer use the Cover Mode tactic
African Heroes no longer gain attack and hitpoint shadow improvements until the Industrial and Imperial Ages
Javelin Rider: Hitpoints reduced to 180 (from 190)
Armored Pistoleer: Initial HP reduced to 560 (from 660).
Desert Archer: Adjusted as follows
Now occupies 3 population space (up from 2)
Heavy infantry multiplier reduced to 1.75X (from 2X)
Desert Warrior: Now occupies 3 population space (up from 2)
Crabat: Adjusted as follows
Ranged armor reduced to 15% (from 25%)
Ranged attack decreased to 30 (from 43)
Melee Cavalry damage multiplier reduced to 3.x (from 4.5x); Shock Infantry damage multiplier adjusted accordingly to 2.25x
Cossack Daredevil: Adjusted as follows
Mounted: Fixed a bug where it was tagged as Light Ranged Cavalry (is intended as a Heavy Cavalry unit)
Mounted: The area of effect on its charged ability has been reduced to 2 (from 3)
Dismounted: Melee attack is reduced to 14 (from 17).
Cost increased to 115c (from 100c).
Inquisitor: Increased speed to 5 (from 4.5).
Mountain Monastery: Can now be built nearby capturable food windmills.
Totenkopf Hussar (Hanover Royal House): Now starts with it’s Death Strike ability fully charged; number of hits required to fully charge it increased to 8 (from 4)
Northern Musketeer (Oldenburg Royal House): Build limit corrected to 16 (from 12)
Seminole Sharktooth Bowman (Seminole): Now benefits from the target lock feature and attacks up to 33.3% faster the closer the target is to the unit
Trabant (Wettin Royal House): Received a charged pistol attack; Cost increased to 60f 70c (from 50f 70c); Melee damage increased to 22 (from 15), cavalry multipliers adjusted accordingly for no overall damage change against Cavalry
Klamath Rifleman (Klamath): This unit got reworked to be different from the Cherokee Rifleman it used to share identical stats with. The Klamath Rifleman now costs 100f 30w (from 60f 60w) and has a build limit of 10.
CARDS
INFINITE 7 Sheep + Homestead Wagon: This card now respects sheep build limit.
TECHNOLOGIES
Mission Fervor: Effect updated to “Healing units train faster and gain more hitpoints. Significantly improves their healing speed.”
+50% HP
+50% train speed (also improves arrival time of Basilica shipments of Priests)
+100% heal rate
Town Watch: Unit LOS improvement increased to +3 (from 2); cost reduced to 150 food (from 200)
Gas Lighting: Cost reduced to 75f (from 100)
Bandit Gang and outlaw Band (IV): Now no long ship Treasure Guardians along with Outlaws.
Team Alta California Territory (IV): Now can be shipped even if the player is at or above the Cow Build Limit.
Royal Scots Grey (Hanover Royal House): Now causes the Death Strike ability to be charged in 4 hits instead of 8 hits. Previously this technology caused Totenkopf Hussar to start with their Death Strike ability fully charged.
Austro-Hungarian Empire (Habsburg Royal House): Cost reduced to 375f 375c (from 500f 500c)
Royal Tax (Bourbon Royal House): Now grants 35 coin per building (up from 25)
Royal Saxon Grenadiers (Wettin Royal House): Cost reduced to 500c (from 600c)
Filiki Eteria (Phanar Royal House): Cost reduced to 800c (from 1000c)
Tupi Poison Arrow Frogs (Tupi): Now also allows Tupi Blackwood Archers to inflict poison damage
Carib Kasiri Beer (Caribs): Now also allows Carib Blowgunners to inflict poison damage
Klamath Huckleberry Feast (Klamath): Now sends 150 food in crates for every 3 minutes (up from 100)
Klamath Work Ethos (Klamath): Now also improves gather rates of Klamath Riflemen
Seminole Guerilla Wars (Seminole): Cost increased to 350f 350c (from 200f 200c), but now also increases the Seminole Sharktooth Bowman siege range by +6
[NEW] Seminole Invincibles (Seminole): A third technology has been added to the Seminoles to complete their technology roster
Maya Pyramids (Maya): A third technology has been added to the Maya to complete their technology roster

CHINESE
GENERAL
Starting resources: Now begin with a Goat (previously a semi-fattened Goat)
UNITS AND BUILDINGS
Meteor Hammer: Bonus damage against Artillery reduced to 1.34x (from 2x)
TECHNOLOGIES
Blockhouse (Russian Relations): Reverted ability to train Castle Banner Armies; cost increased to 250 export (from 225).
CARDS
Tea Export (I): Export trickle reduced to 0.25 e/s (from 0.4)
11 Changdao Swordsmen (III): Reduced to 10
17 Arquebusiers (IV): Reduced to 16
18 Changdao Swordsmen (IV): Reduced to 17

ETHIOPIANS
CARDS
Zebenyas (III): Siege armor improvement reduced to +5% (from +10%); hitpoint improvement reduced to 10% (from 15%).
Loyal Warriors (I): Moved to the Fortress Age.

HAUSA
CARDS
Aïr Berbers (II): Moved to the Fortress Age.

INCA
UNITS AND BUILDINGS
Huaraca: Adjusted as follows:
Added a 2x Artillery multiplier to all of its attacks
Bonus damage against Infantry reduced to 1.5x (from 2x)
All ranged attacks now benefit from the Target Lock feature (once the firing animation begins, the attack will always finish, even if the target moves out of range)
Priestess: Adjusted as follows:
Conversion Range now improves upon reaching the Fortress and Industrial Ages by +5 (up from +4.5) and by +5 upon reaching the Imperial Age (previously didn’t improve) – this makes their maximum range 27 and should make them a formidable force against expensive units

ITALIANS
CIVILIZATION
Shipments: XP cost penalty reduced to 1.05x (from 1.08x)
UNITS AND BUILDINGS
Architect: Adjusted as follows:
Coin cost reduced to 170 (from 200); bounties adjusted accordingly
Training time improved to 25 seconds (from 35)
Now constructs Lombards in 100 seconds (down from 120)
Lombard: Investments now deposit 250 resources (down from 300); investment cap increased to 5000 (from 3000).
CARDS
7 Pavisiers (II): Increased to 8
Team House of Savoy (III): This card is no longer infinite
[NEW] Native Warriors (III): Added to homecity
25 Bourbon Allies (IV): This card no longer activates the Guard upgrade for these units (also affects the Maltese civilization).

LAKOTA
CIVILIZATION
Starting resources: Adjusted to 400f, 100w, 100c (from 400f, 200w, 100c)
UNITS AND BUILDINGS
Teepee: Gather rate bonus adjusted to 10% (from 12.5%)
Bow Rider: Now inflicts 0.75x to Villagers (down from 1x)
Tashunke Prowler: Moved to the Industrial Age (from Fortress)
TECHNOLOGIES
Legendary Wakina Rifle: Now also grants +1 range
Bonepipe Armor: Now grants +10% Siege armor (up from 5%)
CARDS
Great Hunter (II): Now grants 10% of the food hunted so far again (down from 12.5%)
4 Tashunke Prowlers (III): Removed from homecity
Dakota Support (III): Moved to the Industrial Age; cost increased to 1500 coin (from 1000); now ships 10 Tashunke (up from 5)
Friendly Territory (I): Now also causes Teepees to increases the range of nearby Military Units by +10%
Earth Bounty (I): Moved to the Fortress Age (from Exploration); Now trickles 2.5 c/s (previously 0.65 w/s and 0.65 c/s); now boosts Estate Work rate by +20% (up from 10%)
Advanced Captured Mortars (IV): Now ships 3 Captured Mortars (down from 4); now reduces Captured Mortar population cost by -1; cost increased to 750c
[NEW] Fur Trade (I): Added to homecity
[NEW] North American Trade (IV): Added to homecity
[NEW] Medicine Wheels (I): Added to homecity

MALTESE
UNITS AND BUILDINGS
Depot: Increased build time to 20 (from 15) and triggered detonation time to 5 seconds (from 4.5)
CARDS
Hire Royal Horsemen: Fixed an issue that allowed the card to be sent three times; can now be sent once as intended
7 Sentinels (III): Increased to 8
8 Sentinels (III): Increased to 9
British Tongue (II): Now ships 10 Longbowmen (up from 9)
Spanish Tongue (III): Now ships 9 Veteran Lancers (up from 8)
Portuguese Tongue (III): Now ships 13 Veteran Cassador (up from 11)
French Tongue (IV): Now ships 9 Guard Cuirassiers (up from 8)
Flintlock Rockets (IV): Now increases Sentinel cost and stats by 45% (up from 35%)

OTTOMANS
CARDS
1 Covered Wagon (III): Removed from Home City.

SWEDES
CARDS
Contract French Fusiliers (II): Moved to the Fortress Age; cost adjusted to 1000c (up from 400c); now ships 7 Fusiliers (up from 3).

UNITED STATES
UNITS AND BUILDINGS
Carbine Cavalry: Now benefits from the Target Lock feature (once the firing animation begins, the attack will always finish, even if the target moves out of range).
CARDS
Shotgun Messengers: This card now also sends 4 Cowboys + 4 Owlhoots (but does not affect the card unlocked by the Mexican civilization’s Baja California revolution - which has been renamed to “Coach Guns”).

Random Maps
Overview
3 New Maps!
Map Updates
The Standard and Team Maps can now be filtered in the map selection screen.
Standard Maps Set:
Added Finland
Added Lithuania
Added Pomerania
Added Portugal
Added Rhine
Added Wallachia
Removed California
Removed Himalayas
Removed Ozarks
Removed Pyrenees
Removed Saxony
Removed Siberia
Team Maps Set:
Added Pomerania
Added Ozarks
Added Siberia
Removed Anatolia
Removed Baja California
Removed Balkans
Removed Courland
Removed Finland
Removed Korea
Removed Mexico
Removed Nile Valley
Removed Sonora
Removed Vistula Basin
Removed Wallachia
Map Changes
Alps:
Fixed an issue that could result in Trading Post Sockets from spawning outside the treaty build radius.
Archipelago:
Now available for single player.
Central Asia:
Players' third hunt is allowed to spawn slightly closer to the Town Center.
Colorado:
Added Cheyenne and Navajo settlements into rotation with the Comanche.
Trees should no longer bunch up in the very middle of the map to provide better pathing.
Courland:
The central ice patch is now slightly smaller and the buildable area surrounding each player’s TC is slightly larger.
Dakota:
Comanche settlements instead of Cheyenne now spawn.
Deccan:
Fixed an issue that could result in Trading Post Sockets from spawning outside the treaty build radius.
Eurasian Steppe:
Generals can now build the first Town Center (but only the first).
Now features multiple spawns better representing more of the transition between our European and Asian maps.
Great Plains:
Apache settlements now added into rotation with the Comanche settlements. The Cheyenne settlements are unchanged and will still always spawn.
Guianas:
Fixed an issue that could result in Trading Post Sockets from spawning outside the treaty build radius.
Horn:
Added a second mine close to the starting Town Center.
Lithuania:
Removed the middle pond to allow for more open space mid-map.
Northwest Territory:
Cree settlements added in rotation with the Klamath.
Ozarks:
Seminole settlements will now spawn in place of the Cheyenne settlements. Comanche and Cherokee settlements remain in rotation.
Painted Desert:
Comanche settlements now added into rotation with the Navajo settlements. The Apache settlements are unchanged and will still always spawn.
Rhine:
Fixed an issue which prevented players from allying with certain Royal Houses.
Rockies:
The Comanche settlements have been replaced with a rotation of Cree and Klamath. Cheyenne settlements will remain unchanged.
Savanna:
Fixed an issue where one of the Trading Post Sockets failed to spawn in 1v1 games.
Scandinavia:
Removed some sea resources.
Unknown:
Added new technologies, treasures, and Unknown-exclusive Outlaws. As always, they’re yours to discover!
Some new features have been added to the Command Post when it spawns . . . along with some other mysteries for you to enjoy!
The AI now appropriately uses the Command Post when it spawns in place of the starting Town Center.
Yukon:
Klamath settlements now spawn in place of the Cree settlements.
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Re: August Update – Build # 100.13.16662.0

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Post by callentournies »

They didn’t need to remove the covered wagon shipment they just needed to remove the revolt (all of them)
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.
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Re: August Update – Build # 100.13.16662.0

Post by callentournies »

EliteRifleman wrote:
02 Aug 2022, 20:20
[NEW] Beaver Wars: Added to homecity
[NEW] Siege Construction: Added to homecity
Engineering School (II): Removed from homecity
[NEW] Environmentalism: Added to homecity
[NEW] North America Trade: Added to homecity
[NEW] Medicine Wheels: Added to homecity
[NEW] Wampum: Added to homecity
[NEW] Covenant Chain: Added to homecity
[NEW] Canadian Loyalists: Added to homecity
[NEW] 22 Lenape Allies: Added to homecity
2 Light Cannons (IV): Removed from homecity
[NEW] TEAM 2 Light Cannons (IV): Added to homecity
[NEW] 3 Healers (II): Added to homecity
7 Mantlets (IV): Increased to 10
6 Mantlets (IV): Removed from homecity
[NEW] TEAM 3 Mantlets (III): Added to homecity
would be great if any new item had a brief description with it and which civ(s) it's applicable to
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.
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Re: August Update – Build # 100.13.16662.0

Post by Garja »

Community Plaza: Healers may also now socialise at the Community Plaza to improve the benefits of ceremonies (same effectiveness as a Villager) – this also affects the Lakota
[NEW] 3 Healers (II): Added to homecity
Eh. Way to kill Aztec unique feature.
Stealth ability: All units (but not buildings) will reveal a stealthed enemy if the enemy is within 2 range of it
Eh. What's the point of stealth melee units then. Come on this is just stupid.
May no longer use the Cover Mode tactic
African Heroes no longer gain attack and hitpoint shadow improvements until the Industrial and Imperial Ages
Ye sure, some people who don't play those civs complain so these explorers will have random exceptions. This is not how you balance the game.
Shipments: XP cost penalty reduced to 1.05x (from 1.08x)
Why does Italy have an xp cost penaly in the first place lol. Shipments are standard.
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Re: August Update – Build # 100.13.16662.0

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Post by princeofkabul »

when are they going to insert elo of the player you match in qs...
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Re: August Update – Build # 100.13.16662.0

Post by kevinitalien »

Garja wrote:
02 Aug 2022, 21:01
Shipments: XP cost penalty reduced to 1.05x (from 1.08x)
Why does Italy have an xp cost penaly in the first place lol. Shipments are standard.
because of the church mechanics
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Re: August Update – Build # 100.13.16662.0

Post by Garja »

kevinitalien wrote:
02 Aug 2022, 21:55
Garja wrote:
02 Aug 2022, 21:01
Shipments: XP cost penalty reduced to 1.05x (from 1.08x)
Why does Italy have an xp cost penaly in the first place lol. Shipments are standard.
because of the church mechanics
which mechanics are you talking about?
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Re: August Update – Build # 100.13.16662.0

Post by kevinitalien »

Garja wrote:
02 Aug 2022, 22:34
kevinitalien wrote:
02 Aug 2022, 21:55
Show hidden quotes
because of the church mechanics
which mechanics are you talking about?
when you buy 300f 300w 300c for 3 papal lancer for exemple
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Re: August Update – Build # 100.13.16662.0

Post by DNLgibraltar »

callentournies wrote:
02 Aug 2022, 20:27
They didn’t need to remove the covered wagon shipment they just needed to remove the revolt (all of them)
You make too much sense for your own good.
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Re: August Update – Build # 100.13.16662.0

Post by helln00 »

w8 they nerfed the infantry combat cards for haud? the new cards better be worth it
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Re: August Update – Build # 100.13.16662.0

Post by EliteRifleman »

helln00 wrote:
02 Aug 2022, 23:50
w8 they nerfed the infantry combat cards for haud? the new cards better be worth it
It's still the same, but now it doesn't affect rams, mantles and native allies.
I don't think anyone uses those units very extensively when playing Iroquois.
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Re: August Update – Build # 100.13.16662.0

Post by helln00 »

EliteRifleman wrote:
02 Aug 2022, 23:59
helln00 wrote:
02 Aug 2022, 23:50
w8 they nerfed the infantry combat cards for haud? the new cards better be worth it
It's still the same, but now it doesn't affect rams, mantles and native allies.
I don't think anyone uses those units very extensively when playing Iroquois.
It not affecting the natives is pretty huge since the Cherokee and huron shipments are affected as well and it stacks with their own native combat cards. also random shit like the dutch renegades

edit: they also now have a merc shipment in age 4 that is no longer affected affected by this
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Re: August Update – Build # 100.13.16662.0

Post by Garja »

kevinitalien wrote:
02 Aug 2022, 22:46
when you buy 300f 300w 300c for 3 papal lancer for exemple
And what does that have to do with the xp penalty?
XP penalty is only for the card progression.
EliteRifleman wrote:
02 Aug 2022, 23:59
It's still the same, but now it doesn't affect rams, mantles and native allies.
I don't think anyone uses those units very extensively when playing Iroquois.
It is meant to not affect the war chief (which is fairly significant especially for the crackshot).
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Re: August Update – Build # 100.13.16662.0

Post by EliteRifleman »

EliteRifleman wrote:
02 Aug 2022, 23:59
It's still the same, but now it doesn't affect rams, mantles and native allies.
I don't think anyone uses those units very extensively when playing Iroquois.
It is meant to not affect the war chief (which is fairly significant especially for the crackshot).
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Re: August Update – Build # 100.13.16662.0

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Post by gibson »

Garja wrote:
02 Aug 2022, 21:01
Stealth ability: All units (but not buildings) will reveal a stealthed enemy if the enemy is within 2 range of it
Eh. What's the point of stealth melee units then. Come on this is just stupid.
Because stealth is moronic and shouldn't be in the game to begin with
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Re: August Update – Build # 100.13.16662.0

Post by DNLgibraltar »

...
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Re: August Update – Build # 100.13.16662.0

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Post by rukisrecord »

I'm trying to decide which civilization to play with next
Thank you Great Ottoman for 1 year!
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Re: August Update – Build # 100.13.16662.0

Post by Garja »

gibson wrote:
03 Aug 2022, 00:30
Garja wrote:
02 Aug 2022, 21:01
Stealth ability: All units (but not buildings) will reveal a stealthed enemy if the enemy is within 2 range of it
Eh. What's the point of stealth melee units then. Come on this is just stupid.
Because stealth is moronic and shouldn't be in the game to begin with
Stealth is fine.
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Re: August Update – Build # 100.13.16662.0

Post by helln00 »

Garja wrote:
03 Aug 2022, 00:38
gibson wrote:
03 Aug 2022, 00:30
Show hidden quotes
Because stealth is moronic and shouldn't be in the game to begin with
Stealth is fine.
the change only really means you cant do that old meme of stealth walling since 2 range is basically melee, you have to charge to it i guess
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Joined: Nov 3, 2018
ESO: dansil92

Re: August Update – Build # 100.13.16662.0

Post by dansil92 »

so mantlets got murdered, infantry combat no longer buffs natives or the warchief. rip iro 2005-2022
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No Flag helln00
Howdah
Posts: 1410
Joined: Jan 28, 2017
ESO: helln00

Re: August Update – Build # 100.13.16662.0

Post by helln00 »

dansil92 wrote:
03 Aug 2022, 01:01
so mantlets got murdered, infantry combat no longer buffs natives or the warchief. rip iro 2005-2022
but now we have super ram, haud eats buildings brrrrrr

I also just realised that manlet and was affected by infantry combat lol. that thing was buffed by 6 cards and it wasnt viable lol

also i find it funny their solution to haud wood problem is to make it so make it so that they will never finish harvesting the wood
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Canada dansil92
Retired Contributor
Posts: 2231
Joined: Nov 3, 2018
ESO: dansil92

Re: August Update – Build # 100.13.16662.0

Post by dansil92 »

helln00 wrote:
03 Aug 2022, 01:38
dansil92 wrote:
03 Aug 2022, 01:01
so mantlets got murdered, infantry combat no longer buffs natives or the warchief. rip iro 2005-2022
but now we have super ram, haud eats buildings brrrrrr

I also just realised that manlet and was affected by infantry combat lol. that thing was buffed by 6 cards and it wasnt viable lol

also i find it funny their solution to haud wood problem is to make it so make it so that they will never finish harvesting the wood
8 cards actually. Conservative tactics and siege discipline too. the most upgradable unit
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Taiwan sdd5426
Crossbow
Posts: 2
Joined: May 18, 2020
ESO: sdd5426

Re: August Update – Build # 100.13.16662.0

Post by sdd5426 »

This is ridiculous, killing the stealth feature is not a proper way to balance.
Australia PatrickLFC
Musketeer
Posts: 94
Joined: Jan 17, 2021

Re: August Update – Build # 100.13.16662.0

Post by PatrickLFC »

Think they should have just shared this updated Earth Bounty card with Lakota for late game team and called it a day, glad the rework isn't too extreme though
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China fei123456
Jaeger
Posts: 3283
Joined: Apr 23, 2015
ESO: fei123456
Location: Alderaan

Re: August Update – Build # 100.13.16662.0

Post by fei123456 »

Why do they make so many huge changes to a civ in a single patch? Suddenly a civ becomes godlike, and suddenly it becomes trash tier again.

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