Prinz Chevauleger, Chevauleger (House of Wittelsbach): Maya Javelineer (Maya): Now tagged as Foot Archer. Maya Castle (Mayans): This building can now also train regular Native American military units. īerber Camel (Berbers): Now have a 0.5x malus for Light Infantry on their melee and charged attacks. Levied Spearman & Bowman: Can now be trained in batches of 5, but take 7s longer to train.Ĭhakram (Udasi): Renamed to Chakram Thrower. Horse Artillery: Now transitions notably faster between bombard and limber mode. Italians: Bonus damage against Treasure Guardians and Pets +0.25x at range and +0.5x in melee. Germans: Hitpoints regenerate +15% faster.
Icon updated.Įxplorer: All Explorers are now as unique as they look! Each civilization received a small bonus:įrench: Constructs TPs faster and +1 Ranged damage. Spy: Cost reduced to 115c (down from 125c) and improved attack prioritization against heroes and mercenaries. Now inflicts +5x bonus damage versus Mercenaries (removed from Advanced Scouts ). Warships: Improved the turn rate of ships with standard broadside attacks to make it easier for them to pursue and hit moving targets.įield: Is now built more quickly when in range of a Granary.Ĭan now be trained by Aztecs, Haudenosaunee and Lakota from the Town Center and Native Embassy. Stealth: The following units now move a bit faster while stealthed: Jaguar Prowl Knight, Ninja, Jaguar Warrior, Spy, Native Scout, Eagle Scout, Chasqui, Chimu Runner, Jungle Bowman, Coyote Runner. Grenade Troopers: Aligned the negative damage multipliers of Grenadier-style units to 0.4x against Cavalry (from 0.5x) and Shock Infantry (from 0.3x).
Both multipliers are now equal at ranged attacks. Ranged Infantry: Light Infantry and Counter Skirmishers that had their damage against Cavalry and Shock Infantry reduced now have their damage multipliers increased again by about 20%. This change will result in Houses being in the first slot as for all other civilizations as well and thereby make it easier for players to switch in between Native American civilizations and others. It’ll be painful enough in ranked matches, so I probably won’t do very many of those… but very painful in SP/unranked matches.Native American build menu: Adjusted the Villager’s build menu for Native American building by moving the Community Plaza behind the Wall and the Town Center to the last position. I really don’t look forward to the time where I’ve actually played it for a week, month, or year+, as I’ll be hitting the 200 pop cap in my sleep. I bumped my head into that 200 pop ceiling 75% of the games I played in Tech Stress, and that’s when I don’t even know the game very well or its interface. But to have 200 for SP games and games with friends? Not desirable at all.Ģ00 pop is nothing, especially when siege and elephants fill up multiple pop spaces. For the record, I’ve said many times before that 200 pop for ranked games is fine… sounds good. I was replying to DedlyYetti’s general question, “Do you really want to make 200 villagers to make 300 army?”, and their expression of love regarding the 200 pop.Īnything about this topic just goes in circles fueled by out-of-context comments and spins on words. Matchmaking and ranked will always be 200 pop as well. Well not really, the game is mostly balanced and designed around 200 pop. It feels ridiculous having to go back to AoE II in order to get actual huge battles. Just tie it to game configuration so people with low-end rigs cannot activate it by error. And I’m sorry, but simply cannot believe the game couldn’t manage to move a 300 pop cap. People that don’t want to just compete deserve more spectacular battles. You know, like the ones that were shown in the trailers…īecoming more or less used to the artstyle, and knowing devs have commited to bring required QoL improvements, the 200 population limit in every game mode is clearly becoming the biggest turndown for me. At least not for unranked matches in which people want to enjoy huge battles. 200 seems reasonable for ranked, but having to calculate which troops are you recruiting exactly discounting one by one because of the limit is just… not fun. There are still moments in which I miss more detail or a realistic touch, but overall when you are busy enjoying the smooth gameplay, it’s just good.īut what I’m more sure than ever after all those games is that AoE IV definitely needs a customizable population limit. After playing a lot of games I’ve to say that the artstyle, while still not as good as it could, stays unnoticed for a big part of every game.