Age of Empires III: Definitive Edition – Update 15.30007
Age of Empires III: Definitive Edition – Update 15.30007
https://www.ageofempires.com/news/age-o ... -15-30007/
Welcome trailblazers to another exciting update for Age of Empires III: Definitive Edition! We’ve got a ton of balance updates, bug fixes, and more!
Thank you for sharing in yet another major milestone for Age of Empires with us!
—The Age of Empires Team
Game
Stability and Performance
Fixed an issue where players can sometimes get stuck while loading into a ranked match.
Fixed an issue that limited the number of observable matches displayed in the Browse Games list to a maximum of 20 of each game type.
Civilization Balance
General
Units & Buildings
American Citadel (Maya): Fixed an issue that prevented Chinese from properly training their banner armies.
Askari: Ranged damage multiplier versus cavalry reduced to 1.5x (from 2x) in Volley mode.
Battle Canoe: Damage reduced to 13 (from 14).
Boyar (Houses of Phanar): Fixed an issue where Boyars from the homecity would not upgrade to Guard status.
Command Post (SPC): Fixed missing interactions with certain cards and technologies.
Consulate units: Fixed several discrepancies between Consulate units and their Royal Guard unit equivalents.
Corsair Marksman: Hitpoints increased to 110 (from 95).
Cover Mode: Corrected several unit attacks that were too high in Cover mode.
Giant Grenadier:
Population cost reduced from 3 to 2 and hitpoints from 300 to 250.
Melee damage reduced from 42 to 36, but anti-cavalry damage multipliers increased by +0.25.
Granary: Field aura expanded to support an extra line of Fields.
Napoleon Gun: No longer tagged as Gunpowder Trooper. XP bounties corrected.
Nootka Warchief: No longer classified as a hero and can no longer train Nootka Clubmen.
Order Besteiro (Consulate): Cost changed to 40w 40f (from 30f 30c).
Pikeman: Fixed the missing range increase for Imperial Dalkarl Pikemen, Imperial Tercios, Imperial Ordinance Pikemen and Consulate Tercios.
Royal Hunter (House of Oldenburg): Ranged damage decreased to 14 (from 15).
Cards & Technologies
Advanced Dock (I): Fixed an issue that allowed sending the card infinitely.
Bastion, City Walls, Redoubts (III): Cost increased to 600w 600c (from 400w 600c).
Caballeros: Fixed some unit’s attacks not being affected by the card.
Cotton Armor (Maya): Corrected the cost and hitpoint percentages.
Oryx Hide Shields (Somali): Corrected the armor increase for units with armor stances.
Heavy Fortifications (IV): Added cost of 250w.
Victorian Era (House of Hanover): Initial cost reduced to 10,000 food and coin (down from 11,000).
Aztecs
Founder (I, Big Button): Cost increased to 100 of each resource (up from 50).
Jaguar Prowler Knight: Combat promotion rewards reduced to 10/20/30% (from 15/25/45%).
Oztuma Citadel (III): Now also adds +1 to build limit for synergy with the Mayan Pyramids technology.
British
Gentlemen of the Pike (IV): Now sends 17 Pikemen (up from 10).
Dutch
Blue Guard: Now improve upon reaching the Imperial Age by 30% (up from 25%).
Infantry Attack (II), Infantry Combat (III): Now also affect Blue Guards.
Red Lancers (III, Religious Freedom): Fixed a bug where Red Lancers would lose multipliers when switching stances.
Ethiopians
Improved Cannon Trade (IV, 250i): Can be researched after Imported Cannons in the Palace. Splits artillery cost into 40% Influence and 60% Coin.
French
Napoleonic Era (French Revolution): Fixed a bug that resulted in double population costs for Royal Musketeers and Royal Dragoons.
Sansculotte (French Revolution): Are now considered gatherers in the UI.
Germans
Advanced Dock (I): No longer sends a Dock wagon for Germans.
Improved Mercenaries (III): Mercenary hitpoints and damage increase reduced to 15% (from 20%).
Prince-Electors (I): Doubled most build limits for allied native units.
Wallenstein’s Contracts (III, Treaty of Westphalia): No longer fully removes coin cost of Mercenary shipments. Instead, mercenaries train faster and are cheaper (including mercenary shipments). Cost reduced to 1500c (from 3000).
Zweihänder (IV, Treaty of Westphalia): Cost reduced to 1800c (from 2000).
Haudenosaunee
Forest Prowler:
Reduced hitpoints to 135 (from 137.5).
Reduced ranged damaged to 19 (from 20).
Hausa
Fulani Archer:
Movement speed reduced to 4.25 (from 4.5).
Fixed an issue where the LOS was less than their long ranged attack’s range.
Improved Cannon Trade (IV, 250i): Can be researched after Imported Cannons in the Palace. Splits artillery cost into 40% Influence and 60% Coin.
Raider: Cost increased to 100f 45c (from 100f 40c).
Sarkin Dogarai: Fixed a visual glitch with the Maigadi unit.
Sokoto Chronicle (IV): Converted Kingdom Builders now correctly provide 200 Influence.
Songhai Alliance (I → II): Now delivers 200 coin (down from 300).
Songhai Raid Ability: Raider spawn ability now takes 10 seconds (up from 5).
Inca
Chasqui: Automatic damage improvements from Age 3 upwards are now set to +8 damage per age (down from +10/+15/+15).
Chimu Runner: Melee damage reduced by -1.
Huaraca:Damage multiplier against Artillery reduced from 2.5x to 2.0x. Gets increased to 2.5x again upon researching Champion Huaracas .
Priestess: Successful conversions now play a sound.
Quipu Kamayuks (I): Chasqui speed improvement reduced to +5% (down from 10%).
Indians
Homecity shipment XP penalty reduced from 10% to 9%.
Italians
Architect:
Now take 34s to train to train (up from 25s).
Speed reduced to 4 (from 4.5)
Freemasonry (III):
Fixed an issue that allowed Architects to construct Forts when a Fort card has been sent.
Lets Architects construct Military buildings only +45% faster (before only walls).
Schiavone: Range reduced to 18 in Age 2, but automatically increases to 20 in Age 3.
Japanese
Bakufu (III): Daimyo speed increase reduced to 5% (down from 10%) and LOS increase reduced to +10 (down from +20).
8 Samurai (IV): Fixed an issue that prevented the card from being sent again in the Imperial Age.
Lakota
Seven Council Fires (IV):
Cost reduced to 250c (from 400c).
Now ships 4 Club Warriors and 3 Wakina Riflemen instead of 2 Cetan Bowmen, 2 Club Warriors and 3 Wakina Riflemen.
Maltese
Wignacourt Constructions (II): Fixed range display for the aura on several buildings.
Mexicans
Advanced Frontier Defenses (Central America): Cost reduced to 150w (from 200w).
Chinaco: Damage bonus against Heavy Cavalry reduced to 1.2x (from 1.25x).
Outlaw Combat (Filibusters): Cost reduced to 500c (from 750c).
Plan of Ayutla (IV): Fixed an issue that prevented the card from enabling Revolutionaries.
Plan of Miramare (IV): Now also improves the range of the Bandido’s dynamite attack.
Plan of Tuxtepec (III): Cost decreased to 500w 500f (from 1000w 1000f).
Salvadoran Coffee (Central America): Now caps at 10 Settlers.
Third Guarantee (II, Plan of Iguala): Now reduces Hacienda hitpoints by -35% (down from -50%).
Ottomans
Abus Gunner: Cost increased to 105c 50f (from 100c 50f).
Acemi Oglan (IV): No longer affects Abus Gunners, but Ottoman Heavy Infantry instead.
Azap:
Increased costs to 55f 40w (from 55f 35w) and train time to 29s (from 27s).
Corrected damage multiplier in melee from Ranged Shock Infantry to Shock Infantry.
Humbaraci: Cost increased to 110f 80c (from 110f 75c).
Yörük: Town Center construction rate slowed down to -50% (from -15%).
Portuguese
Grapeshot (IV): Fixed an issue that prevented some Organ Guns from moving after shipping this card.
Ordenança (III, Treaty of Tordesillas):
No longer improves hitpoints of Crossbowmen and Pikemen. Pikemen now gain extra hitpoints and damage from their Guard upgrade instead.
Crossbowmen no longer benefit from Valor Promotions, but instead have their cost reduced and are given rifles.
Cost increased to 2000f (from 1000f) and moved to Age 4. Icon updated.
Order Besteiros (IV): No longer reduces Crossbowman costs.
Organ Gun: Target lock removed.
Russians
Fixed the grunt voices of the Rekrut and Poruchik.
6 Poruchiks (II): Added to homecity.
17 Hussars (IV, 2000c): Added to homecity.
Bashkir Rebellion (III): Fixed an issue that prevented the Tengri alliance from working on some maps.
Landed Gentry (II): Moved to Age 1.
Poruchik:
Increased hitpoints to 130 (up from 120).
Damage increased to 17 (up from 16).
Upgrades now scale from about -20% lower base values.
Tsar Cannon (IV): Fixed a bug that allowed sending the card again in the Imperial age. Added cost of 200c.
Spanish
Marvelous Year (III): Settler train time is now reduced by -25% (instead of -33%).
Walloon Guards (IV, Royal Decree To Claim The New World): Cost reduced to 2000c (from 3000).
United States
Carbine Cavalry: ROF slowed down to 2.5 (from 2.25) and damage increased to 19 (from 18.5).
Morris Canal: Future shipments arrive in 10s (up from 5s).
Boston Tea Party: Coin conversation rate down to +15% (from +25%).
Advanced Homesteading: Now adds 5 population space to Mills and Estates (down from 10) and increases LOS by +8 (down from +15).
Connecticut Shipwrights: Improves artillery train time by -15% (down from -25%) and for Heavy Cannons by -10%.
Hamiltonian Economics: Now correctly improves market buy rates by 5%.
Indiana Mobilization: No longer reduces the train time of Heavy Cannons.
Knox Artillery Train: Improves the the train time of Horse Artillery by -20% (down from -25%) and Heavy Cannons by -10% (down from -15%).
Kentucky Hunters: Added cost of 500c.
Kentucky Coalfields: Added cost of 200w.
German Immigrants: Cost increased to 250w (up from 200).
Revolutions
Outlaw Combat:
Cost of 750c removed in all revolutions except Baja California.
Fixed a duplicate appearance of this card when revolting from Malta.
ARGENTINA
Added several building and mercenary cards.
BARBARY STATES
Barbary Combat: Added a combat card for Corsair Marksmen and Barbary Warriors.
BRAZIL
Guard of Honor: Now also grants the Legion Dragoon upgrade for Portuguese Dragoons.
Added several resource cards.
CANADA
Hudson Bay Company: Now sends 16 Deer (up from 12).
Added several Native cards.
EGYPT
Ranged Infantry Combat: Added a combat card for Khevite Fusiliers.
FINLAND
Armfelt’s Autonomy: Added cost of 500c.
Grand Duchy of Finland: Added cost of 500c.
Karelian Jaeger: Can now construct Arsenals.
HAITI
African Roots: Yoruba Eso Rider population cost decreased to 2 (from 3)
Buccaneer: ROF improved to 2.5 (from 3).
Native Warrior Combat: Fixed the missing card for the British.
Wilderness Warfare: Card removed.
PERU
1 Fort (infinite): Replaced with 1 Stronghold Travois.
Added several Inca cards.
ROMANIA
Danubian Principalities: Now also sends an European Embassy wagon. Icon updated.
SOUTH AFRICA
1 Fort (infinite): Card removed.
Raadsaal (South Africa):
Added cost of 500c.
Reduced the discounts for Deforestation, Excessive Taxation and Large Scale Agriculture to -20% (from -25%) .
Trek Wagon: Reduced hitpoints to 350 (from 450).
Wagon Warfare (South Africa): Cost increased to 1000w (up from 400w) and now takes 60s to arrive (up from 40s).
UNITED STATES
Bushnell’s Continental Sappers:️ Now costs 800c (up from 500c) and sends 6 Petards (down from 10).
Knowlton’s Rangers:
Cost increased to 1000f (from 500f) and heavily limited benefits from Agents, Assassins, Military Drummers, and comparable cards.
Range reduced to 12 (down from 16) and hitpoints confined to 240.
Negative damage multipliers against Heavy Cavalry now apply to all Cavalry.
Knox Continental Artillery: Now costs 1000w (up from 500w). Fixed an issue where Culverins had no voice overs.
Lee’s Continental Light Dragoons: Fixed a bug that prevented the Dutch from receiving Guard Carbine Cavalry.
Random Maps
Map Set Changes
Team maps:
Removed Andes – Upper
Removed Niger Delta
Added Pampas Sierras
Added Malaysia
Added Fertile Crescent
Map Changes
Arabia: Adjusted huntable animals.
California: Improved resource placement.
Ireland: Adjusted whale constraints.
Savannah: Made several adjustment for Treaty.
Great Northern War: Fixed a bug that led to misplaced groupings.
Various other small bug fixes on several maps.
Welcome trailblazers to another exciting update for Age of Empires III: Definitive Edition! We’ve got a ton of balance updates, bug fixes, and more!
Thank you for sharing in yet another major milestone for Age of Empires with us!
—The Age of Empires Team
Game
Stability and Performance
Fixed an issue where players can sometimes get stuck while loading into a ranked match.
Fixed an issue that limited the number of observable matches displayed in the Browse Games list to a maximum of 20 of each game type.
Civilization Balance
General
Units & Buildings
American Citadel (Maya): Fixed an issue that prevented Chinese from properly training their banner armies.
Askari: Ranged damage multiplier versus cavalry reduced to 1.5x (from 2x) in Volley mode.
Battle Canoe: Damage reduced to 13 (from 14).
Boyar (Houses of Phanar): Fixed an issue where Boyars from the homecity would not upgrade to Guard status.
Command Post (SPC): Fixed missing interactions with certain cards and technologies.
Consulate units: Fixed several discrepancies between Consulate units and their Royal Guard unit equivalents.
Corsair Marksman: Hitpoints increased to 110 (from 95).
Cover Mode: Corrected several unit attacks that were too high in Cover mode.
Giant Grenadier:
Population cost reduced from 3 to 2 and hitpoints from 300 to 250.
Melee damage reduced from 42 to 36, but anti-cavalry damage multipliers increased by +0.25.
Granary: Field aura expanded to support an extra line of Fields.
Napoleon Gun: No longer tagged as Gunpowder Trooper. XP bounties corrected.
Nootka Warchief: No longer classified as a hero and can no longer train Nootka Clubmen.
Order Besteiro (Consulate): Cost changed to 40w 40f (from 30f 30c).
Pikeman: Fixed the missing range increase for Imperial Dalkarl Pikemen, Imperial Tercios, Imperial Ordinance Pikemen and Consulate Tercios.
Royal Hunter (House of Oldenburg): Ranged damage decreased to 14 (from 15).
Cards & Technologies
Advanced Dock (I): Fixed an issue that allowed sending the card infinitely.
Bastion, City Walls, Redoubts (III): Cost increased to 600w 600c (from 400w 600c).
Caballeros: Fixed some unit’s attacks not being affected by the card.
Cotton Armor (Maya): Corrected the cost and hitpoint percentages.
Oryx Hide Shields (Somali): Corrected the armor increase for units with armor stances.
Heavy Fortifications (IV): Added cost of 250w.
Victorian Era (House of Hanover): Initial cost reduced to 10,000 food and coin (down from 11,000).
Aztecs
Founder (I, Big Button): Cost increased to 100 of each resource (up from 50).
Jaguar Prowler Knight: Combat promotion rewards reduced to 10/20/30% (from 15/25/45%).
Oztuma Citadel (III): Now also adds +1 to build limit for synergy with the Mayan Pyramids technology.
British
Gentlemen of the Pike (IV): Now sends 17 Pikemen (up from 10).
Dutch
Blue Guard: Now improve upon reaching the Imperial Age by 30% (up from 25%).
Infantry Attack (II), Infantry Combat (III): Now also affect Blue Guards.
Red Lancers (III, Religious Freedom): Fixed a bug where Red Lancers would lose multipliers when switching stances.
Ethiopians
Improved Cannon Trade (IV, 250i): Can be researched after Imported Cannons in the Palace. Splits artillery cost into 40% Influence and 60% Coin.
French
Napoleonic Era (French Revolution): Fixed a bug that resulted in double population costs for Royal Musketeers and Royal Dragoons.
Sansculotte (French Revolution): Are now considered gatherers in the UI.
Germans
Advanced Dock (I): No longer sends a Dock wagon for Germans.
Improved Mercenaries (III): Mercenary hitpoints and damage increase reduced to 15% (from 20%).
Prince-Electors (I): Doubled most build limits for allied native units.
Wallenstein’s Contracts (III, Treaty of Westphalia): No longer fully removes coin cost of Mercenary shipments. Instead, mercenaries train faster and are cheaper (including mercenary shipments). Cost reduced to 1500c (from 3000).
Zweihänder (IV, Treaty of Westphalia): Cost reduced to 1800c (from 2000).
Haudenosaunee
Forest Prowler:
Reduced hitpoints to 135 (from 137.5).
Reduced ranged damaged to 19 (from 20).
Hausa
Fulani Archer:
Movement speed reduced to 4.25 (from 4.5).
Fixed an issue where the LOS was less than their long ranged attack’s range.
Improved Cannon Trade (IV, 250i): Can be researched after Imported Cannons in the Palace. Splits artillery cost into 40% Influence and 60% Coin.
Raider: Cost increased to 100f 45c (from 100f 40c).
Sarkin Dogarai: Fixed a visual glitch with the Maigadi unit.
Sokoto Chronicle (IV): Converted Kingdom Builders now correctly provide 200 Influence.
Songhai Alliance (I → II): Now delivers 200 coin (down from 300).
Songhai Raid Ability: Raider spawn ability now takes 10 seconds (up from 5).
Inca
Chasqui: Automatic damage improvements from Age 3 upwards are now set to +8 damage per age (down from +10/+15/+15).
Chimu Runner: Melee damage reduced by -1.
Huaraca:Damage multiplier against Artillery reduced from 2.5x to 2.0x. Gets increased to 2.5x again upon researching Champion Huaracas .
Priestess: Successful conversions now play a sound.
Quipu Kamayuks (I): Chasqui speed improvement reduced to +5% (down from 10%).
Indians
Homecity shipment XP penalty reduced from 10% to 9%.
Italians
Architect:
Now take 34s to train to train (up from 25s).
Speed reduced to 4 (from 4.5)
Freemasonry (III):
Fixed an issue that allowed Architects to construct Forts when a Fort card has been sent.
Lets Architects construct Military buildings only +45% faster (before only walls).
Schiavone: Range reduced to 18 in Age 2, but automatically increases to 20 in Age 3.
Japanese
Bakufu (III): Daimyo speed increase reduced to 5% (down from 10%) and LOS increase reduced to +10 (down from +20).
8 Samurai (IV): Fixed an issue that prevented the card from being sent again in the Imperial Age.
Lakota
Seven Council Fires (IV):
Cost reduced to 250c (from 400c).
Now ships 4 Club Warriors and 3 Wakina Riflemen instead of 2 Cetan Bowmen, 2 Club Warriors and 3 Wakina Riflemen.
Maltese
Wignacourt Constructions (II): Fixed range display for the aura on several buildings.
Mexicans
Advanced Frontier Defenses (Central America): Cost reduced to 150w (from 200w).
Chinaco: Damage bonus against Heavy Cavalry reduced to 1.2x (from 1.25x).
Outlaw Combat (Filibusters): Cost reduced to 500c (from 750c).
Plan of Ayutla (IV): Fixed an issue that prevented the card from enabling Revolutionaries.
Plan of Miramare (IV): Now also improves the range of the Bandido’s dynamite attack.
Plan of Tuxtepec (III): Cost decreased to 500w 500f (from 1000w 1000f).
Salvadoran Coffee (Central America): Now caps at 10 Settlers.
Third Guarantee (II, Plan of Iguala): Now reduces Hacienda hitpoints by -35% (down from -50%).
Ottomans
Abus Gunner: Cost increased to 105c 50f (from 100c 50f).
Acemi Oglan (IV): No longer affects Abus Gunners, but Ottoman Heavy Infantry instead.
Azap:
Increased costs to 55f 40w (from 55f 35w) and train time to 29s (from 27s).
Corrected damage multiplier in melee from Ranged Shock Infantry to Shock Infantry.
Humbaraci: Cost increased to 110f 80c (from 110f 75c).
Yörük: Town Center construction rate slowed down to -50% (from -15%).
Portuguese
Grapeshot (IV): Fixed an issue that prevented some Organ Guns from moving after shipping this card.
Ordenança (III, Treaty of Tordesillas):
No longer improves hitpoints of Crossbowmen and Pikemen. Pikemen now gain extra hitpoints and damage from their Guard upgrade instead.
Crossbowmen no longer benefit from Valor Promotions, but instead have their cost reduced and are given rifles.
Cost increased to 2000f (from 1000f) and moved to Age 4. Icon updated.
Order Besteiros (IV): No longer reduces Crossbowman costs.
Organ Gun: Target lock removed.
Russians
Fixed the grunt voices of the Rekrut and Poruchik.
6 Poruchiks (II): Added to homecity.
17 Hussars (IV, 2000c): Added to homecity.
Bashkir Rebellion (III): Fixed an issue that prevented the Tengri alliance from working on some maps.
Landed Gentry (II): Moved to Age 1.
Poruchik:
Increased hitpoints to 130 (up from 120).
Damage increased to 17 (up from 16).
Upgrades now scale from about -20% lower base values.
Tsar Cannon (IV): Fixed a bug that allowed sending the card again in the Imperial age. Added cost of 200c.
Spanish
Marvelous Year (III): Settler train time is now reduced by -25% (instead of -33%).
Walloon Guards (IV, Royal Decree To Claim The New World): Cost reduced to 2000c (from 3000).
United States
Carbine Cavalry: ROF slowed down to 2.5 (from 2.25) and damage increased to 19 (from 18.5).
Morris Canal: Future shipments arrive in 10s (up from 5s).
Boston Tea Party: Coin conversation rate down to +15% (from +25%).
Advanced Homesteading: Now adds 5 population space to Mills and Estates (down from 10) and increases LOS by +8 (down from +15).
Connecticut Shipwrights: Improves artillery train time by -15% (down from -25%) and for Heavy Cannons by -10%.
Hamiltonian Economics: Now correctly improves market buy rates by 5%.
Indiana Mobilization: No longer reduces the train time of Heavy Cannons.
Knox Artillery Train: Improves the the train time of Horse Artillery by -20% (down from -25%) and Heavy Cannons by -10% (down from -15%).
Kentucky Hunters: Added cost of 500c.
Kentucky Coalfields: Added cost of 200w.
German Immigrants: Cost increased to 250w (up from 200).
Revolutions
Outlaw Combat:
Cost of 750c removed in all revolutions except Baja California.
Fixed a duplicate appearance of this card when revolting from Malta.
ARGENTINA
Added several building and mercenary cards.
BARBARY STATES
Barbary Combat: Added a combat card for Corsair Marksmen and Barbary Warriors.
BRAZIL
Guard of Honor: Now also grants the Legion Dragoon upgrade for Portuguese Dragoons.
Added several resource cards.
CANADA
Hudson Bay Company: Now sends 16 Deer (up from 12).
Added several Native cards.
EGYPT
Ranged Infantry Combat: Added a combat card for Khevite Fusiliers.
FINLAND
Armfelt’s Autonomy: Added cost of 500c.
Grand Duchy of Finland: Added cost of 500c.
Karelian Jaeger: Can now construct Arsenals.
HAITI
African Roots: Yoruba Eso Rider population cost decreased to 2 (from 3)
Buccaneer: ROF improved to 2.5 (from 3).
Native Warrior Combat: Fixed the missing card for the British.
Wilderness Warfare: Card removed.
PERU
1 Fort (infinite): Replaced with 1 Stronghold Travois.
Added several Inca cards.
ROMANIA
Danubian Principalities: Now also sends an European Embassy wagon. Icon updated.
SOUTH AFRICA
1 Fort (infinite): Card removed.
Raadsaal (South Africa):
Added cost of 500c.
Reduced the discounts for Deforestation, Excessive Taxation and Large Scale Agriculture to -20% (from -25%) .
Trek Wagon: Reduced hitpoints to 350 (from 450).
Wagon Warfare (South Africa): Cost increased to 1000w (up from 400w) and now takes 60s to arrive (up from 40s).
UNITED STATES
Bushnell’s Continental Sappers:️ Now costs 800c (up from 500c) and sends 6 Petards (down from 10).
Knowlton’s Rangers:
Cost increased to 1000f (from 500f) and heavily limited benefits from Agents, Assassins, Military Drummers, and comparable cards.
Range reduced to 12 (down from 16) and hitpoints confined to 240.
Negative damage multipliers against Heavy Cavalry now apply to all Cavalry.
Knox Continental Artillery: Now costs 1000w (up from 500w). Fixed an issue where Culverins had no voice overs.
Lee’s Continental Light Dragoons: Fixed a bug that prevented the Dutch from receiving Guard Carbine Cavalry.
Random Maps
Map Set Changes
Team maps:
Removed Andes – Upper
Removed Niger Delta
Added Pampas Sierras
Added Malaysia
Added Fertile Crescent
Map Changes
Arabia: Adjusted huntable animals.
California: Improved resource placement.
Ireland: Adjusted whale constraints.
Savannah: Made several adjustment for Treaty.
Great Northern War: Fixed a bug that led to misplaced groupings.
Various other small bug fixes on several maps.
- Mr_Bramboy
- Retired Contributor
- Posts: 8221
- Joined: Feb 26, 2015
- ESO: [VOC] Bram
- Location: Amsterdam
Re: Age of Empires III: Definitive Edition – Update 15.30007
Newly added bugs
The 8 bows shipment now no longer works for France and Malta ... for some reason?
The 8 bows shipment now no longer works for France and Malta ... for some reason?
Re: Age of Empires III: Definitive Edition – Update 15.30007
Ye they simlpy don't spawn.Mr_Bramboy wrote: ↑09 Nov 2023, 11:19Newly added bugs
The 8 bows shipment now no longer works for France and Malta ... for some reason?
-
- Howdah
- Posts: 1754
- Joined: May 6, 2021
- ESO: esuck
Re: Age of Empires III: Definitive Edition – Update 15.30007
I like this, forces players to adapt some. When I was young maps didn’t even spawn with gold mines. Kids these days have no idea how to play around things not spawning.
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.
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.
Re: Age of Empires III: Definitive Edition – Update 15.30007
that seems like a huge nerf, are organs now the only artillery that dont get target lock? You get so much value out of organs if they can lock onto units that are poking in and then retreating.Organ Gun: Target lock removed.
- kevinitalien
- Lancer
- Posts: 680
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- ESO: KEVINITALIEN
- Clan: PLOP
-
- Pro Player
- Posts: 10300
- Joined: Jun 6, 2015
- Location: Paris
- GameRanger ID: 5529322
Re: Age of Empires III: Definitive Edition – Update 15.30007
It's not really a "nerf", they're reverting it, organs didn't use to lock
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 ..
Re: Age of Empires III: Definitive Edition – Update 15.30007
I think lock was a good buff. Yes organ (and gatlings even more) dps is a bit insane but it's the only way to make the unit legit. Without lock they are at best occasionally good.
Re: Age of Empires III: Definitive Edition – Update 15.30007
Hi, I have played some matches as France in the new update. I have shipped the 8 crossbowmen shipment from the homecity in age 2. But it didnt receive. Only the shipment received sound came. But no crossbowmen. Happened the same thing in 3 or 4 matches. Has anyone else encountered this bug?
Re: Age of Empires III: Definitive Edition – Update 15.30007
Yes I have also encountered this bug. Lost 3 matches because of it lol.Mr_Bramboy wrote: ↑09 Nov 2023, 11:19Newly added bugs
The 8 bows shipment now no longer works for France and Malta ... for some reason?
Re: Age of Empires III: Definitive Edition – Update 15.30007
Not receiving a homecity card is a huge disadvantage in a very competitive match. If there are bugs in a map, it affects both players. But these kinda bugs are one sided. Opponent can take advantage from this instantly.callentournies wrote: ↑09 Nov 2023, 14:59I like this, forces players to adapt some. When I was young maps didn’t even spawn with gold mines. Kids these days have no idea how to play around things not spawning.
- dicktator_
- Howdah
- Posts: 1589
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Re: Age of Empires III: Definitive Edition – Update 15.30007
Seems like a very scared patch.
I didn't realize gold jags were +45% lmao. Nerfing jag promotions is good but aside from gold jags it doesn't seem like a significant nerf. Well I'm not sure how OP the jags were in the first place anyway.
Fulani nerf isn't that significant because they are still faster than normal infantry and Hausa always has more cav/goon than archer so they can always pull trick easily. Raider cost increase doesn't seem that significant at all, let's say you train 20 raiders that's 100c. Combined with the 100c Songhai nerf that's only 200c that Hausa will be down. Not sure why the Raider big button taking 5 seconds longer to research matters at all other than making it slightly harder to time pops when defending, an influence cost increase or cooldown increase would be a much better nerf.
Nothing for Ethiopia bows
Nerfing Chasqui is good but I think you could delete Chasqui and Inca would still be busted. The Chimu attack nerf is good, at least it will be more difficult for Inca to swarm Artillery with Chimu, but don't think it's enough for the civ.
Abus cost increase is actually a good direction for the civ I think, because strong Abus are fun to play with and it's in line with the "strong and difficult to replace army" Otto design. But again +5c is just not that significant.
Ports are the only civ where I feel that they received a good nerf. But as Kaiserklein pointed out that "nerf" is actually just reverting a previous change.
Carbine Cav are also getting a very scared nerf. Old carbine did ~82 damage per 10 seconds and new carbine will do 76 damage per 10 seconds. But new carbine will get more damage off with the first volley, and those calculations don't matter as much when kiting.
The 10/10 SW build is getting more significant nerfs, if they want to open SW they need either a wood treasure or to chop 50w, which will make the build less smooth, and they also only get 25 pop from the mills. But I think the build will still be very strong, and anyway even if the build got deleted they could always just FF.
Kentucky skirm shipment actually got a pretty good nerf. Instead of sending it early on, like right after 3 gattlings, players will want to wait a bit longer before sending it. The coal mine nerf doesn't matter as much, usually by the time it's sent you have enough eco that the 200w cost won't matter that much. Still, for the civ that I think got banned the most in the recent tournament, I don't feel like these nerfs are enough.
I don't expect civ power levels to be affected that much by the patch at all. Well, I guess I'd rather have a scared patch than a patch that introduces a bunch of new OP stuff.
I didn't realize gold jags were +45% lmao. Nerfing jag promotions is good but aside from gold jags it doesn't seem like a significant nerf. Well I'm not sure how OP the jags were in the first place anyway.
Fulani nerf isn't that significant because they are still faster than normal infantry and Hausa always has more cav/goon than archer so they can always pull trick easily. Raider cost increase doesn't seem that significant at all, let's say you train 20 raiders that's 100c. Combined with the 100c Songhai nerf that's only 200c that Hausa will be down. Not sure why the Raider big button taking 5 seconds longer to research matters at all other than making it slightly harder to time pops when defending, an influence cost increase or cooldown increase would be a much better nerf.
Nothing for Ethiopia bows
Nerfing Chasqui is good but I think you could delete Chasqui and Inca would still be busted. The Chimu attack nerf is good, at least it will be more difficult for Inca to swarm Artillery with Chimu, but don't think it's enough for the civ.
Abus cost increase is actually a good direction for the civ I think, because strong Abus are fun to play with and it's in line with the "strong and difficult to replace army" Otto design. But again +5c is just not that significant.
Ports are the only civ where I feel that they received a good nerf. But as Kaiserklein pointed out that "nerf" is actually just reverting a previous change.
Carbine Cav are also getting a very scared nerf. Old carbine did ~82 damage per 10 seconds and new carbine will do 76 damage per 10 seconds. But new carbine will get more damage off with the first volley, and those calculations don't matter as much when kiting.
The 10/10 SW build is getting more significant nerfs, if they want to open SW they need either a wood treasure or to chop 50w, which will make the build less smooth, and they also only get 25 pop from the mills. But I think the build will still be very strong, and anyway even if the build got deleted they could always just FF.
Kentucky skirm shipment actually got a pretty good nerf. Instead of sending it early on, like right after 3 gattlings, players will want to wait a bit longer before sending it. The coal mine nerf doesn't matter as much, usually by the time it's sent you have enough eco that the 200w cost won't matter that much. Still, for the civ that I think got banned the most in the recent tournament, I don't feel like these nerfs are enough.
I don't expect civ power levels to be affected that much by the patch at all. Well, I guess I'd rather have a scared patch than a patch that introduces a bunch of new OP stuff.
steniothejonjoe wrote:I can micro better than 99% of the player base and that's 100% objective
Re: Age of Empires III: Definitive Edition – Update 15.30007
It's a good patch exactly because it has mostly small tweaks, even tho I firmly disagree with nerfing forest prowlers. That one is uncalled for.dicktator_ wrote: ↑10 Nov 2023, 19:33Seems like a very scared patch.
...
I don't expect civ power levels to be affected that much by the patch at all. Well, I guess I'd rather have a scared patch than a patch that introduces a bunch of new OP stuff.
JPK were and are not OP, the change makes sense just because those numbers on promotions are a bit silly (still didn't have that much of an impact).
Songhai strat is just a legit good age2 strat, perhaps the best one but not by much. It's directly comparable (in terms or unit count, overall "real eco" and unit strenght) to:
- Iro fast age with optimal build,
- Otto jan-abus-huss with optimal build,
- India gurka+camel with optimal build,
- Inca optimal house boom
If it wasn't for the fact that it more or less counters them, Hausa age2 would also be comparable to Japan and Brit age2 (in fact Japan age2 is in theory superior but it doesn't get to that point).
Age2 Lakota war hut strat, while not being overall that great, is somewhat comparable to the Songhai build as the two strats are similar and with stagecoach and the hunting card Lakota eco is about the same. Same thing for Ethiopia age 2 builds with crate+big benny spam should. However, Ethiopia lacks a real ranged infantry unit in age2 for later on (maybe the port xbow is ok).
The truth is that Hausa combo is simply better than all but like 3 civs just because skirm/goon/cav combo is overall the best combo in the game and having it in age2 is a big advantage. Other civs have to either skip age2 (semi FF civs easily can) or they have to play around the combo disavantage. But I mean it has always been the case. Even back then India would shit on Brits because of unit composition (and eventually even real eco) aside from that 2 minute time window were Brits could time India with slightly superior army count.
Ethiopia lower xbow cost is probably unintended and should have been changed. Other than that it's a normal xbow.
Inca is strong but it's fine. It's basically the same argument as Hausa except Inca have the annoying autogathering mechanic (which tbf I find refreshing to have to compete with Japan and other civs that don't require much map).
Just accept some civs are inevitably slightly better than others by design. Just like Japan if you nerf Inca too much it will be a crap civ. You can't perfectly balance 20 or so civs. They will land on slightly different tiers and compete against the ones in the same class. Occasionally you have some counters due to design despite the different tier.
Abus are already a nerfed version of the legacy unit which by the time EP was the main patch it was not a problem anymore. Any further nerf is just a way to accomodate people complaints and a cover for the fact that adding an extra combat card in age4 was likely not a good idea. Also, I guess that with 5v card Otto can now replace them easier to the cost increase is somewhat justified.
Ports don't need any nerf, the civ is at most marginally better than its traditional competitors.
Carbine didnd't even need nerfs as their supposed superiority doesn't actually win games. The unit is better on paper but it's not like you can start making double stable carbine and beat stuff they're not supposed to beat. Again just a nerf to please the masses and therefore a barely relevant one.
The 10/10 SW build isn't actually affected by the pop change as you can (and probably should) do it with the cow card first and the pop card second, while chopping an extra 100w in transition for the first house. It's only later on that you have to start chopping wood earlier for extra pop (basically you will have a buffer to 80 pop instead of 100). So it's somewhat a good nerf if you think the strat was too good but in fact it doesn't even change it in its relevant part (early on). As good as it is I would have not even touched the strat at all.
All those USA nerfs are fine, the strat won't be as good but still viable. People used to overrate USA imo. Yes they ended up with the best semi FF but it's still in the semi FF category. It's like when German had the best semi FF with the TP start. It's not like you couldn't play French, Iro or Ports (or Dutch to a lesser extent) against them, altho it was clear that they had an advantage.
Btw my post is not directed to yours, I just found it convenient for my thoughts on the patch as it mentions the most relevant changes for civ balance.
Re: Age of Empires III: Definitive Edition – Update 15.30007
My French 8 xb shipment gave me nothing
- harcha
- Gendarme
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Re: Age of Empires III: Definitive Edition – Update 15.30007
you'll find them under the christmas tree
POC wrote:Also I most likely know a whole lot more than you.
POC wrote:Also as an objective third party, and near 100% accuracy of giving correct information, I would say my opinions are more reliable than yours.
- LazarosVas
- Dragoon
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Re: Age of Empires III: Definitive Edition – Update 15.30007
Nerfing Forest Prowlers instead of reverting infantry combat in age II card to just toma/aenna is just BS from the devs.Garja wrote: ↑10 Nov 2023, 20:31It's a good patch exactly because it has mostly small tweaks, even tho I firmly disagree with nerfing forest prowlers. That one is uncalled for.dicktator_ wrote: ↑10 Nov 2023, 19:33Seems like a very scared patch.
...
I don't expect civ power levels to be affected that much by the patch at all. Well, I guess I'd rather have a scared patch than a patch that introduces a bunch of new OP stuff.
JPK were and are not OP, the change makes sense just because those numbers on promotions are a bit silly (still didn't have that much of an impact).
Songhai strat is just a legit good age2 strat, perhaps the best one but not by much. It's directly comparable (in terms or unit count, overall "real eco" and unit strenght) to:
- Iro fast age with optimal build,
- Otto jan-abus-huss with optimal build,
- India gurka+camel with optimal build,
- Inca optimal house boom
If it wasn't for the fact that it more or less counters them, Hausa age2 would also be comparable to Japan and Brit age2 (in fact Japan age2 is in theory superior but it doesn't get to that point).
Age2 Lakota war hut strat, while not being overall that great, is somewhat comparable to the Songhai build as the two strats are similar and with stagecoach and the hunting card Lakota eco is about the same. Same thing for Ethiopia age 2 builds with crate+big benny spam should. However, Ethiopia lacks a real ranged infantry unit in age2 for later on (maybe the port xbow is ok).
The truth is that Hausa combo is simply better than all but like 3 civs just because skirm/goon/cav combo is overall the best combo in the game and having it in age2 is a big advantage. Other civs have to either skip age2 (semi FF civs easily can) or they have to play around the combo disavantage. But I mean it has always been the case. Even back then India would shit on Brits because of unit composition (and eventually even real eco) aside from that 2 minute time window were Brits could time India with slightly superior army count.
Ethiopia lower xbow cost is probably unintended and should have been changed. Other than that it's a normal xbow.
Inca is strong but it's fine. It's basically the same argument as Hausa except Inca have the annoying autogathering mechanic (which tbf I find refreshing to have to compete with Japan and other civs that don't require much map).
Just accept some civs are inevitably slightly better than others by design. Just like Japan if you nerf Inca too much it will be a crap civ. You can't perfectly balance 20 or so civs. They will land on slightly different tiers and compete against the ones in the same class. Occasionally you have some counters due to design despite the different tier.
Abus are already a nerfed version of the legacy unit which by the time EP was the main patch it was not a problem anymore. Any further nerf is just a way to accomodate people complaints and a cover for the fact that adding an extra combat card in age4 was likely not a good idea. Also, I guess that with 5v card Otto can now replace them easier to the cost increase is somewhat justified.
Ports don't need any nerf, the civ is at most marginally better than its traditional competitors.
Carbine didnd't even need nerfs as their supposed superiority doesn't actually win games. The unit is better on paper but it's not like you can start making double stable carbine and beat stuff they're not supposed to beat. Again just a nerf to please the masses and therefore a barely relevant one.
The 10/10 SW build isn't actually affected by the pop change as you can (and probably should) do it with the cow card first and the pop card second, while chopping an extra 100w in transition for the first house. It's only later on that you have to start chopping wood earlier for extra pop (basically you will have a buffer to 80 pop instead of 100). So it's somewhat a good nerf if you think the strat was too good but in fact it doesn't even change it in its relevant part (early on). As good as it is I would have not even touched the strat at all.
All those USA nerfs are fine, the strat won't be as good but still viable. People used to overrate USA imo. Yes they ended up with the best semi FF but it's still in the semi FF category. It's like when German had the best semi FF with the TP start. It's not like you couldn't play French, Iro or Ports (or Dutch to a lesser extent) against them, altho it was clear that they had an advantage.
Btw my post is not directed to yours, I just found it convenient for my thoughts on the patch as it mentions the most relevant changes for civ balance.
Re: Age of Empires III: Definitive Edition – Update 15.30007
https://www.ageofempires.com/mods/details/207368/
Shameless plug. Works everywhere except the ladder. In lobby your opponent needs to have it. Mainly useful for tournaments.
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- Crossbow
- Posts: 2
- Joined: May 8, 2021
- ESO: Idle_Villager
Re: Age of Empires III: Definitive Edition – Update 15.30007
Does anybody have more issues with shift click since the patch? Endless times with Brits where the villagers walk into the manor foundation, decide they are no longer going to build it and then do the next action.
Anybody know why this now happens so much?
Anybody know why this now happens so much?
- I_HaRRiiSoN_I
- Retired Contributor
- Posts: 1629
- Joined: Jan 15, 2016
- Location: United Kingdom
Re: Age of Empires III: Definitive Edition – Update 15.30007
I kid you not i reckon its when you click right in the centre of the building it doesnt recognise, only clicking the edges recognise the clicks as clicking the buildings. This is only when the foundation is already on the floor and you move another vill onto the foundation
- RenektonSion
- Crossbow
- Posts: 24
- Joined: May 7, 2021
- ESO: IIIIIIIIII
- Location: Rapa Nui
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Re: Age of Empires III: Definitive Edition – Update 15.30007
I can't believe that 2 weeks after the patch they still haven't released a hotfix even though the classic shipment of 8 crossbows it doesnt work, which is extremely necessary for many match ups with Malta and France,Additionally, considerable patch content that is in the notes is not in the game.
How useless the developers
How useless the developers
Re: Age of Empires III: Definitive Edition – Update 15.30007
playback stopped because it is out of sync with the original game". all the recorded games from esoc do not work .........
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- Howdah
- Posts: 1754
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Re: Age of Empires III: Definitive Edition – Update 15.30007
free forts for italy arguably had a much worse impact on balance and player enjoyment than 8 bows not spawning and that wasn't fixed for 4 months.
If I were a petal
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To wither on a young child’s
Display. Fetch
Me a ribbon, they, all dead
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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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