Public Update Preview - June Update

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Argentina EliteRifleman
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Public Update Preview - June Update

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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 June 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


June Update – Build # 13.11692

Game
Stability & Performance
Fixed an issue which would cause the game to use more VRAM than it should, which would occasionally lead to a crash on the highest Texture Quality settings.

Gameplay
General
Improvements to Photo Mode
Photo Mode is no longer in BETA Stage
Additional in-game UI elements are now disabled when Photo Mode is active:
Obscured Unit Alpha (Options\Graphics Options\Obscured Unit Alpha)
Friend or Foe Outlines (Options\Accessibility\Enable Friend/Foe Outlines)
Accessibility Patter Overlay (Options\Accessibility\Enable Pattern Overlay)
Hitpoint Bars
Unit Glow & Auras/buffs from Hero units (Explorers/Generals/War Chiefs/Monks/Princes)
Aura/buffs from buildings such as Torps, Teepees, Karni Mata etc.
Stun Ability status effect visuals
Ping/Flares including the Danger Ping used for Maltese Depots when they are toggled for destruction
Story Mode Objective Panels
Fog of War and Blackmap can now be enabled/disabled
Additional hotkeys have been added for new functions within Photo Mode
Improvements to Ping/Flare
Updated Ping/Flare & Communication Wheel are no longer in BETA Stage
Please note the Hotkey ‘Select Flare Type’ can be unbound to disable the Communication Wheel
Improved selection accuracy when selecting Ping types
Added Ping/Flare display to recorded games
Added Hotkeys for Tycoon Mode’s Tycoon Packages

Fixes
Disabled Ping/Flare menu access when viewing games as a spectator
Fix for some Home City customizations costing more points than displayed in their tooltips
Fix for Commandery using the wrong image within the Compendium
Fix for additional Spring Event Profile portrait not being obtainable

Graphics
Fixed an issue where flaming arrows would not be used by Pavisiers or Crossbowmen after sending the Steel Bolts card
Added an unique icon for the Maltese Grand Master unit
The Maltese Grand Master customizations Morgan Black and Alain Magnan now use their own icon
The British Explorer customizations Ada Lovelace and Lizzie now use their own icon
The Spanish Explorer customizations Heroic Villager and Flamenco Dancer now use their own icon
Replaced the Italian Gondolas customization in the Maltese home city with Maltese Luzzu boats
Improved the variation of Gondola designs in the Italian home city
The Italian Galleass now flies a Venetian flag in addition to the Italian one
Fixed the compendium images for the Cossack Daredevil and Armored Pistoleer
Repainted the Native Warriors card icon

Updated Minor Civilizations
Clicking on a Settlement will now preview what units and techs are available inside before building it

Minor Civilization Rework
An additional mechanic to form alliances with Minor Civilizations has been implemented:
Instead of manually placing a Trading Post it is now also possible to convert the settlement’s socket with any unit and slowly build the Trading Post automatically with a click of a button!
To convert a socket you can to walk up to a neutral settlement with any unit. Upon conversion you will hear a capture sound and see a flag of your player color placed into the socket:
Beware! Moving near a neutral Settlement will change its color on the minimap, alerting a vigilant opponent to a potential raiding parties' location, so be stealthy!
To form an alliance with this minor civilization select the converted socket and click the new build button in the top left:
Forming an alliance through this mechanic does not require a builder unit and costs 100 food and 100 wood. Upon clicking the button the Trading Post will be slowly built.
It is still possible to manually place and build a Trading Posts for 200 wood in the same socket. The construction time will also be notably shorter this way!
A neutral Settlement with a converted socket will now provide some Line of Sight of the surrounding area (a bit like the Stagecoach) as long as you are in control. Building a Trading Post improves this bonus further and grants a trickle of 0.35 XP per second, and access to additional units and technologies as usual.
As long as the construction of a Trading Post has not been started, other players can still convert sockets back with any of their own units, or manually build Trading Posts in the socket.

New Minor Civilization: Tengri Shrine
To celebrate the rework of the native alliance system we have added a new minor civilization, the Tengri Shrine!
“Tengrism is an ancient animistic religion that was widespread in North and Central Asia. The sky god “tengri” is its main deity and was worshiped next to many natural spirits and souls. In Tengrism and related beliefs high elevations like mountain peaks are considered sacred places due to their proximity to the sky. The "ovoo" is a man-made stone heap that represents a peak and therefore acts as a shrine. The political legitimacy of rulers in Turko-Mongol societies and states was connected to Tengri and comparable to the Chinese “mandate of heaven” or European “divine right of kings”. The royal Mongol chronicle from the 13th century CE claims for instance that the ancestors of Genghis Khan are descendants of Tengri.”
Units: Tatar Archer, Tengri Wolf
Technologies: Shaman Drums, Kumis, Wind Horses
You can ally with this new minor civilization on the following maps:
Siberia
Silk Road
Mongolia
[NEW!] Central Asia
[NEW!] Yamal
Eurasian Steppe [Knights of the Mediterranean DLC Map]

Lakota, Haudenosaunee, Aztec & Inca Naval Rework
New Dock Technologies
The following Dock technologies are shared by all 4 Native American civilizations:
Improved Cordage (III) - “American cording techniques improve the hitpoints of War Canoes, Tlaloc Canoes, and Chincha Rafts.”
Dock technology costing 350 Wood & Coin
Grants +25% hitpoints
River Raids (III) - “Improves the damage of War Canoes, Tlaloc Canoes, and Chincha Rafts.”
Dock technology costing 350 Wood & Coin
Grants +25% attack
Legendary War Boats (V) - “Improves the damage and hitpoints of War Canoes, Tlaloc Canoes, and Chincha Rafts.”
Dock technology costing 1000 Wood & Coin
Grants +25% attack and hitpoints

Accompanying Naval Balance Adjustments
GENERAL:
Water Ceremony:Reduced the effectiveness of the attack and hitpoint improvement provided to Warships by each villager tasked to the Community Plaza by approximately two thirds; improvement is now calculated from base stats (previously scaled from current stats)
AZTEC:
Cipactli (Big Button, Dock): Now also grants +10% attack and hitpoints to all Warships
HAUDENOSAUNEE:
Rawhide Covers (Big Button, Dock): Now grants +30% hitpoints to all Warships (up from 20%)
INCA:
Totora Reeds (Big Button, Dock): Now also improves Chincha Raft range and build limit (Chincha Rafts no longer receive a range and build limit shadow improvement upon reaching the Fortress and Industrial Ages)
LAKOTA:
Flaming Arrows (Big Button, Dock): Now grants +30% attack to all Warships (up from 25%)

Lakota Civilization Rework
New Cards, Technologies and Big Buttons
Camp Movements (Card, II) - “Ships 2 War Hut Travois. Improves construction speeds and enables most Lakota buildings to be deconstructed into Travois so they may be built elsewhere.”
Commerce Age card
Construction speed improvement +25%
Territorial Claims (Card, III) - “Enables Cetan Bowmen to siege buildings from a long-range with their arrows and significantly improves War Clubman siege damage.”
Fortress Age card
War Clubman damage +75%
Akichita (Card, IV) - “Significantly increases the hitpoints of all Lakota Warriors, but reduces their damage against Villagers.”
Industrial Age card
All Lakota units: +20% hitpoints
Villager damage -50% for Cavalry and 34% for Infantry
Advanced Captured Mortars (Card, IV) - “Ships 4 Captured Mortars. Reduces their resource and population cost.”
Industrial Age card costing 500 coin
Population cost reduction -4
Resource cost reduction -10%
Lakota Lands (Big Button, IV) - “Teepees now cast their benefits over a much wider area and will also improve unit movement speed.”
Teepee Big Button costing 250 food, wood & coin
Speed aura +10%
Improves LOS & Auras by +20 range
Gun Running (Big Button, IV) - “Enables your Native Embassy to recruit sinister Outlaws and powerful Captured Mortars.”
Embassy Big Button available to Lakota, Haudenosaunee, Aztec & Inca costing 700 coin
Enables Outlaws in the Commerce Age and Captured Mortar in the Industrial Age
Fur Dressing (Tech, I) - “Villagers gather Coin from Tribal Marketplaces faster.”
Tribal Marketplace technology available to the Lakota and Haudenosaunee costing 75 food and 125 wood
Grants +10% gathering speed

Lakota Gameplay Adjustments
CIVILIZATION:
Civilization Bonus: Updated to “Begins with 200 population and Huntable Animals last 10% longer, but cannot build Walls until the Industrial Age.”
Starting Units:
5 Villagers (no change)
400 Food (no change)
100 Wood (added)
100 Coin (no change)

UNITS & BUILDINGS:
Tokala Soldier: To complete the narrative correction of Tokala Soldiers and Cheyenne Riders both units have received new visuals.
Tribal Marketplace: Now free to construct; Gather rate reduced by 10% (to 0.6 c/s); yield improved by +10% (coin lasts longer); these changes also impact the Haudenosaunee civ
Teepee: Adjusted as follows
Hitpoint aura no longer stacks; now also effects Settlers
Now also provides a +10% gather rate bonus to Villagers (does not stack)
Build limit increased to 20 (from 12); cost increased to 50w (from 40); hitpoints increased to 600 (from 450); build time increased to 10 seconds (from 5)
May no longer be constructed by Lakota infantry as a default feature (Moved to Nomadic Expansion card)
Walls: Lakota Infantry all now inflict 1.5x to Walls and Lakota Cavalry all now inflict 0.5x to Walls (indicated on stats HUD); This can now be improved to 1.5x for Cavalry with the Horsemanship big button
Bow Rider: No longer inflicts 2x to Artillery; regains this bonus with the Elite Bow Rider upgrade
Axe Rider: Cost adjusted to 150f 50c (from 160f 40c)
Cetan Bowman: 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)
Captured Mortar: Now benefits from the Wild West upgrade as it is now tagged an Outlaw (previously Native Warrior); now costs 8 population (up from 5); now costs only coin
Community Plaza: Charging Ceremony is considerably less powerful as the Lakota civs reliance on it for siege power should be considerably less now
Town Center: Restored to the usual cost of 500 wood (from 400)

CARDS:
Added colors to all Lakota unit card icons for better recognizability
4 Villagers (I): Removed
5 Villagers (II): Removed
8 Villagers (III): Added
Great Hunter (II): Effect updated to “Villagers gather Food +20% faster from Hunted Animals. Also, 12.5% of all Food you have gathered from Hunted Animals is granted to you again (up to a maximum of 1500 resources)”
Spice Trade (II): Replaced with TEAM Spice Trade (I)
Adoption (III): Effect tweaked to “Arrives fast! Villagers train +25% faster and grant +250% more XP when trained.”
15 Bison (II): Now Ships 13
INF 15 Bison (IV): Now Ships 13
[NEW] Camp Movements (II): “Ships 2 War Hut Travois. Improves construction speeds and enables most Lakota buildings to be deconstructed into Travois so they may be built elsewhere.”
Friendly Territory (II): Moved to age 1; Effect updated to “Teepees gain significantly more hitpoints and now also improve the attack speed of nearby units.” (+200% hitpoints and +10% attack speed)
Nomadic Expansion (I): Moved to Age 3; Effect updated to “Enables Lakota Infantry to construct Teepees. Nearby Teepees also boost Military Building training speeds.” (they work twice as fast)
Riding School (II): Removed (Note: The Horsemanship Big Button now also improves Cavalry trainspeed)
Wind Runners (II): Moved to Age 4
Mustangs (III): Is now a team card; Cavalry & shock infantry cost improvement reduced to 10% (down from 15%)
[NEW] Territorial Claims (II): “Enables Cetan Bowmen to siege buildings from a long-range with their arrows and significantly improves War Clubman siege damage.”
[NEW] Akichita (IV): “Significantly increases the hitpoints of all Lakota Warriors, but reduces their damage against Villagers.” (+20%)
Cavalry Hitpoints (II): Removed
6 Cetan Bowmen (II): Increased to 7
TEAM Conestoga Wagons (IV): Now also increases Town Center Build Limit by +1 (impacts all civs with access to this card)
Uprising (IV): Now also activates the Elite and Champion upgrades for the 7 Cetan Bowman, Club Warriors and Wakina Rifleman delivered

TECHNOLOGIES:
[NEW] Lakota Lands (Teepee Big Button): “Teepees now cast their benefits over a much wider area and will also improve unit movement speed.”
[NEW] Gun Running (Embassy Big Button): “Enables your Native Embassy to recruit sinister Outlaws and powerful Captured Mortars.”
Cooporation (Tribal Marketplace Big Button): Cost reduced to 200f 200w (from 600f 600w); XP trickle provided to working Villagers reduced to 0.03 (from 0.10)
[NEW] Fur Dressing (Market Tech, 75f 125w): “Villagers gather Coin from Tribal Marketplaces faster.”
Bonepipe Armor (Corral Big Button): Effect updated to “Traditional armor enables your Lakota Warriors to be more resistant to siege-type damage (inflicted by units such as Artillery).” (Adds 5%)
Battle Anger (Community Plaza Big Button): Effect updated to “Lakota Cavalry now inflict greatly increased damage to Artillery, especially your War Chief!” (Note:
[/b] This combines the previous effects of both Battle Anger and Bonepipe Armor into one)
Horsemanship (Farm Big Button): Effect updated to “Lakota horsemanship enables Cavalry to train faster and inflict increased damage to Walls.”
Lakota Tokala Soldiers (Town Center Big Button): Cost increased to 2000 food (from 1500)
[/list]

Civilization Balance
GENERAL
UNITS & BUILDINGS:
Navajo Rifleman: Reverted its stats to those is had in legacy AoE3, but now has 16 range (up from 12)
Royal Arquebusier (Vasa Royal House): Now benefits from Valor Promotions from which they receive additional hitpoints and damage.
War Elephant: This unit is now available to the Bhakti minor civilization.
[NEW] Qizilbash (Sufi): Instead of the War Elephant the Sufi can now train the Qizilbash, a ranged heavy cavalry unit:
“It is available in the Commerce Age to anyone who has built a Trading Post at the Sufi Mosque. Armed with a lance and a bow this unit acts like a lancer with an additional ranged attack. The lance of the Qizilbash has increased range and will automatically be used if an enemy unit is close enough. The melee attack inflicts bonus damage against infantry. Although the bow attack does not share this bonus, it enables the Qizilbash to perform hit-and-run tactics.”

TECHNOLOGIES:
Royal Saxon Grenadiers (Wettin Royal House): Now also delivers 1 Giant Grenadier upon complete research

CARDS:
INF 1 Battleship: This card has been added to all European Home cities!
Cards which reduce the cost of Trading Posts: Now also reduces the cost of Alliances as well as Trading Posts
Advanced Trading Post (I): Cost improvement reduced to 35% (from 40%); ranged attack enabled now inflicts 20 damage (down from 25)
TEAM Cheap Outposts: This card available to the Portuguese, Ethiopians, and Haudenosaunee is now called TEAM Natural Lookouts

BRITISH
UNITS & BUILDINGS:
Ranger: Increased armor from 30% to 35%

TECHNOLOGIES
Roger’s Rangers II: The second instance of the Roger’s Rangers Church technology now sends 26 Veteran Rangers instead of 26 Guard Skirmishers; has been renamed to Queen’s Rangers

CARDS:
INF 8 Rangers (III): The icon of this infinite card now displays the proper purple border
[NEW] Ranger Combat: Replaces the Siege Archery card in the deck when Roger’s Rangers has been researched; improves Ranger hitpoints and damage by +10%
[NEW] Baker Rifles: Replaces the Yeomen card in the deck when Roger’s Rangers has been researched; keeps the original effect of Yeomen and applies it to Rangers

INCA
UNITS & BUILDINGS:
Huaraca: Ranged attack damage reduced to 20 (from 40); now inflicts 2x against Infantry

TECHNOLOGIES
Hualcana (Big Button): Now grants +5% additional Armor (down from +10%)

CARDS:
Huanka Support: Cost increased to 500 (from 250)
Renegade Spanish: Both cards can now be sent twice like in the Aztec home city

ITALIANS
CARDS:
The following 2 cards have been added:
Roman Tactics (Card, IV) - “Improves Pikeman, Halberdier and Pavisier hitpoints. Enables a damage boost when they fight in groups.”
Pikeman and Halberdier hitpoints +15%
Pavisier Hitpoints +30%
All three units gain a damage boost if any others are nearby, which automatically improves in the Imperial Age
Redshirts (Card, IV) - “Improves the damage of all Italian musket and rifle infantry.”
Musketeer, Bersagliere, Papal Zouave, Schiavone receive +10% damage

JAPANESE
CARDS
TEAM Pioneers: This card has been renamed to TEAM Jujutsu and now also increases the damage of all fist-fighting units (+15% for Surgeons, Priests, Envoys, Native Scouts, Architects; +10% for Disciples and Shaolin Master); the icon has also been updated

MEXICANS
CARDS
Naval Gunners: Removed

PORTUGUESE
CARDS
The following two cards have been renamed:
TEAM Order of Aviz (formerly TEAM Early Dragoons) → TEAM House of Aviz
Genitours → Order of Aviz

UNITED STATES
CARDS
European Cannons: Added
Oklahoma Black Mesa: Reduced card cost to 500 wood (from 1000 wood)


Random Maps
Added a new random map set:
Hybrid Maps: Randomly selects from among all Hybrid maps that are a mix of land and water maps, among both competitive and casual sets.
Standard Maps:
Added Central Asia
Added Siberia
Removed Bohemia
Removed Cascade Range
Removed Central Plain
Removed Finland
Removed France
Removed Hokkaido
Removed Minas Gerais
Removed New England
Removed Pampas Sierras
Removed Pepper Coast
Removed Pripet Marshes
Removed Wallachia
Team Maps:
Added Karelian Lakes
Added Rhine
Removed Baltic Sea
Removed Bohemia
Removed Colorado
Removed Danish Strait
Removed Dnieper Basin
Removed England
Removed France
Removed Great Rift
Removed Ireland
Removed Lake Chad
Removed Low Countries
Removed Scotland
Removed Siwa Oasis
Removed Spain
Removed Tassili
Removed Trans-Saharan Routes

Map Changes
Alps:
Made mountain passes slightly wider.
Arabia:
Replaced the Desert Warrior outlaw with the Desert Raider outlaw.
Atlas:
Replaced the Desert Archer outlaw with the Corsair Marksman outlaw.
Fixed an issue where sometimes settlements and trade sockets would spawn outside one team’s treaty build radius.
Dakota:
Replaced the Pirate outlaw with the Pistolero outlaw.
Deccan:
Made the map slightly larger in treaty games.
Dunes:
Replaced the Desert Archer outlaw with the Desert Raider outlaw.
Eurasian Steppe:
Added the minor civilization Tengri.
Fixed an issue where the Indians civilization didn’t start with enough wood to start their first Town.
France:
Teammates now spawn closer together in 2v2 games.
Guianas:
Made the map slightly larger in treaty games.
Kamchatka:
Replaced the Marathan Dacoit outlaw with the Blind Monk outlaw.
Mongolia:
Replaced the Wokou Ronin outlaw with the Blind Monk outlaw.
Replaced the minor civilization Sufi with Tengri.
Niger River:
Replaced the Desert Warrior outlaw with the Desert Raider outlaw.
Nile Valley:
Replaced the Desert Archer outlaw with the Corsair Marksman outlaw.
Pyrenees:
Added some additional huntable animals to the map.
Saharan Routes:
All African outlaws are now possible.
Savanna:
Replaced the Desert Warrior outlaw with the Desert Raider outlaw.
Siberia:
Replaced the Wokou Ronin outlaw with the Blind Monk outlaw.
Added the minor civilization Tengri.
Silk Road:
Added the minor civilization Tengri.
Siwa Oasis:
Replaced the Desert Archer outlaw with the Corsair Marksman outlaw.
Tripolitania:
Replaced the Desert Archer outlaw with the Corsair Marksman outlaw.
Unknown:
Added new starting scouts, technologies, map layouts, and more! As always, they’re yours to discover.
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Re: Public Update Preview - June Update

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Post by dansil92 »

allow me to sum up:

lol wut
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Re: Public Update Preview - June Update

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Post by iron_turtle »

Wow, lakota is mongolia now. Seems like they couldn't decide between teepee for eco bonus or fight bonus, and went with both. Great hunter + adoption + 8vills will be meta now?
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Re: Public Update Preview - June Update

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Post by callentournies »

+15% team priest damage, nice
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Display. Fetch
Me a ribbon, they, all dead
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Re: Public Update Preview - June Update

Post by fei123456 »

How does the age IV native embassy tech enable age II outlaw training?
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Re: Public Update Preview - June Update

Post by DragonFruit »

Seems to be a typo in the notes. It is an age 2 tech.
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Re: Public Update Preview - June Update

Post by Zeus »

Rip Inca
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Re: Public Update Preview - June Update

Post by Thrar »

That's pretty unexpected but looks surprisingly coherent.

The only thing I can't quite wrap my head around is the TP socket thing. It sounds like there is a way to make TPs captureable like the TPs on Silk Road or France, you still have to pay for it, but it then builds by itself? It says there that captured sockets are visible on the minimap; does that mean that any time units walk past an unbuilt TP the opponent will be able to see that?
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Re: Public Update Preview - June Update

Post by fei123456 »

So, a teepee is a 50w Karni Mata with 600 HP and aura, and with friendly territory it becomes 1800HP?
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Re: Public Update Preview - June Update

Post by ShinkuroYukinari »

Lakota will be so interesting to play now, unfortunately I think the loss of vil cards will be painful. Really painful.

Also those Italy cards, mmm.
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Re: Public Update Preview - June Update

Post by redrocket »

PLSSSSSSSSSSSSSSSSS NO ............ DONT FUCK UP MY FAVOURITE CIV PLSSSSSSSSSSSSSSSSSSSSSS STOP NO NO NO NO NO NO NO NO NO NO
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Re: Public Update Preview - June Update

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Post by EAGLEMUT »

redrocket wrote:
15 Jun 2022, 07:31
PLSSSSSSSSSSSSSSSSS NO ............ DONT FUCK UP MY FAVOURITE CIV PLSSSSSSSSSSSSSSSSSSSSSS STOP NO NO NO NO NO NO NO NO NO NO
It's @fitzbro's favorite as well and he seemed quite excited about the changes :flowers:
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Re: Public Update Preview - June Update

Post by Nightingale »

Don't like such lakota change
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Re: Public Update Preview - June Update

Post by duckzilla »

I like the Lakota changes. Finally sounds like a fun civ to play.
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Re: Public Update Preview - June Update

Post by Kaiserklein »

How do they expect sioux to be playable with 9 less vils? Did I miss something? They're getting a lot of other buffs but it won't ever make up for that. Also stuff like great hunter or teepee eco aura is irrelevant, getting a 10 or 20% eco boost on your vils is useless if you only have like 15 - 20 vils..?
What do you ship in age 1 now?
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Re: Public Update Preview - June Update

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Post by Riotcoke »

Starting to look like we need zoi back ngl
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Re: Public Update Preview - June Update

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Post by ShinkuroYukinari »

Duality of Man
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Re: Public Update Preview - June Update

Post by FellFresse »

Who is the one designing italy? What are you smoking? DId you ever play aoe before?
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Re: Public Update Preview - June Update

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Post by Ezad »

Kaiserklein wrote:
15 Jun 2022, 08:49
How do they expect sioux to be playable with 9 less vils? Did I miss something? They're getting a lot of other buffs but it won't ever make up for that. Also stuff like great hunter or teepee eco aura is irrelevant, getting a 10 or 20% eco boost on your vils is useless if you only have like 15 - 20 vils..?
What do you ship in age 1 now?
You can still send 3 vills tho
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but no 5v in age2 will hurt for sure
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Re: Public Update Preview - June Update

Post by Kaiserklein »

Ah there's still the old 3v card. But still don't see how the civ will be playable with 6 less vils. Basically you have to all in warhut rush, or all in ff into 8v follow up I guess. It's just weird
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Re: Public Update Preview - June Update

Post by kevinitalien »

Kaiserklein wrote:
15 Jun 2022, 11:46
Ah there's still the old 3v card. But still don't see how the civ will be playable with 6 less vils. Basically you have to all in warhut rush, or all in ff into 8v follow up I guess. It's just weird
imo your eco is really not that bad, you have great hunter which gives you food (12.5% ​​of food of what you gathered + 20% gathering bonus) + the teepees which gives 10% of gathering bonus so your food income is really not bad at all ( but 5 v was prolly better tbh hard to say )and yeah i think lakota will be more aggressive now
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Serbia ShinkuroYukinari
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Re: Public Update Preview - June Update

Post by ShinkuroYukinari »

kevinitalien wrote:
15 Jun 2022, 12:05
Kaiserklein wrote:
15 Jun 2022, 11:46
Ah there's still the old 3v card. But still don't see how the civ will be playable with 6 less vils. Basically you have to all in warhut rush, or all in ff into 8v follow up I guess. It's just weird
imo your eco is really not that bad, you have great hunter which gives you food (12.5% ​​of food of what you gathered + 20% gathering bonus) + the teepees which gives 10% of gathering bonus so your food income is really not bad at all ( but 5 v was prolly better tbh hard to say )and yeah i think lakota will be more aggressive now
Thing is, you're most likely gonna go for 400w ageup, and save the great hunter for later ages as you run out of hunts.
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Germany Plantinator
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Posts: 431
Joined: Feb 24, 2020
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Re: Public Update Preview - June Update

Post by Plantinator »

FellFresse wrote:
15 Jun 2022, 09:13
Who is the one designing italy? What are you smoking? DId you ever play aoe before?
Well the new cards are pretty underwhelming if u think about it.
Roman tactics will still not make pavises useful in age 4 since u have no guard up so u still wanna switch to bersaglieri. And the best melee inf by far in age 4 is the church guy (papal guard) who shadowtechs and gets that pistol attack plus ranged melee attack. If he would benefit from the card i would say its a good card but he doesnt.
For the other card its a 10 % attack buff in age 4. I dont really have to comment on this right? ^^
France iNcog
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Re: Public Update Preview - June Update

Post by iNcog »

So Lakota more broken now. Ugh why are they doing this with the game. :/ It's so gimmicky instead of solid, good design.

I did name my dog lakota though.
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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.
No Flag FellFresse
Crossbow
Posts: 11
Joined: Dec 21, 2020

Re: Public Update Preview - June Update

Post by FellFresse »

Plantinator wrote:
15 Jun 2022, 12:21
FellFresse wrote:
15 Jun 2022, 09:13
Who is the one designing italy? What are you smoking? DId you ever play aoe before?
Well the new cards are pretty underwhelming if u think about it.
Roman tactics will still not make pavises useful in age 4 since u have no guard up so u still wanna switch to bersaglieri. And the best melee inf by far in age 4 is the church guy (papal guard) who shadowtechs and gets that pistol attack plus ranged melee attack. If he would benefit from the card i would say its a good card but he doesnt.
For the other card its a 10 % attack buff in age 4. I dont really have to comment on this right? ^^
Yeah these new cards are senseless. Instead of buffing lombards you now have to ability to play pikes and halberdier in age4

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