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Age of Empires II: Definitive Edition – Update 169123

We are aware of an issue where achievements for The Last Chieftains have unlocked for some players on release. We are currently investigating.

Welcome to a new update for Age of Empires II: Definitive Edition, headlined by the Naval Overhaul, to refresh water combat, economy, and ship balance (including a new Hulk-line counter to Fire Ships). Several civilizations also gain access to Catapult Galleons, further shaking up late-game naval pressure and shoreline siege options. Multiplayer gets a quality-of-life boost with the new cross-platform Voice Chat feature in lobbies, plus added accessibility options like text-to-speech and speech-to-chat. Visually, the update rolls out new regional garrison flags and civilization-specific waypoint/gather point flags, alongside new Profile Icons for every civilization. It also features an Inca overhaul to align with the new DLCs South American civilization lineup, plus a refreshed Pachacuti campaign and a broad sweep of bug fixes and balance changes driven by player feedback.

While there are plenty of notable fixes and features to which to look forward in today’s build, here are some of the big highlights coming with this month’s update:

  • Naval Gameplay Update
  • New Voice Chat feature for Multiplayer lobbies
  • New regional garrison flag graphics
  • New civilization-specific flags for waypoints and gather points
  • New Profile Icons for each civilization
  • Pachacuti Campaign update

Thanks again to our amazing community members, all of whom have helped to make Age of Empires what it is today!

—The Age of Empires Team


Please note that custom mods may not be compatible with the latest game update. If you are experiencing issues launching or playing the game after downloading the new build, try disabling your installed mods before trying again.

Still having trouble? Visit our support site!


Game

Stability & Performance

  • Fixed a crash happening upon pressing the Restart button on the ESC menu while watching a replay.
  • Fixed a crash happening upon using Assisted Farm Placement (Shift+Left Click on gather points).
  • Using object-data-attack-delay in AI scripts can no longer cause a crash.
  • Added a fix to prevent a crash that would occur when a new game is started while missing a player.
  • Fixed a crash that would occur when launching a game with an invalid player configuration.
  • Fixed a rare out-of-sync issue that could occur when starting playing on certain maps.

Achievements

  • Fixed the conditions preventing players from unlocking the “Tour d’ltalie” achievement.

Graphics

  • Added new graphics for Javelina:
  • Fixed an issue showing wrong farm texture on certain ground types.
  • Fixed Elite Caravels graphics from not displaying some elements.
  • Fixed Central Asian Monk death sprites not showing properly on certain angles.
  • Fixed Owls displaying the Hawk sprite when flying.
  • Fixed water textures visualization on larger map sizes.
  • Fixed water textures visualization when certain light reflections happened on the shoreline.
  • Fixed water 3D textures not being rendered properly in the editor when the 3D Water setting is enabled in the Graphics Options.
  • Fixed the flag, fire, and snow graphics placement on the Spartan Fort.

Audio

  • Fixed a bug causing Monks of Chronicles‘ civilizations to not play female voicelines.
  • Fixed an issue where the Rock Church object would not play a sound when captured.

UI

  • Added the new South American UI:
  • Added the new Reporting options to the Lobby Report menu.
  • Fixed Flemish Militia being displayed in Burgundians Tech Tree to be available after researching Flemish Revolution instead of being available from Feudal Age by default.
  • Fixed some tooltips not showing the correct text in the Player Profile menu.
  • Fixed some tooltips not showing the correct text for Gatherable food sources.
  • Fixed some Tech Tree and Civilization bonuses text displaying incorrect values.
  • Fixed the wording for Create a Clan “invalid description” errors in the Multiplayer Menus.
  • Lush Bamboo Trees in Return of Rome now display the correct icon.
  • Civilizations now have 3 Profile Icons rewards for winning 10, 50 and 100 games (changed from 10 and 100). The new third tier icon displays the civilization’s elite unique unit with player color.
  • Removed some Units and Techs incorrectly showing as Available/Unavailable from some Civilizations’ Tech Trees.
  • Added a new stats icon for units that ignore armor or deal damage over time.
    • Amount of Damage over time is displayed as part of the damage tooltip.
  •  Updated Icons for Careening and Dry Dock technologies:

Major Flag Update

With this update we are updating two different types of flags:

  • Regional garrison flags on top of buildings and ships.
  • Waypoint and gather point flags unique to each civilization.

The new garrison flags are linked to the architecture sets.

Unique waypoint flags for every civilization. Which ones can you recognize?

Settings

  • Added `FORCE_RUNAWAY_ESCAPE_MOVE` and `DISABLE_RUNAWAY_ESCAPE_MOVE` launch parameters to make runaway/escape CTRL + right-click move behavior either default (no CTRL needed) or disabled completely (CTRL makes no difference).

Hotkeys

  • Custom Hotkey Profile files which were directly imported in the Hotkeys’ folder no longer reset Hotkeys to default.
  • Fixed issues in the hotkey handling system that could cause custom hotkeys to be reset to default after a patch update.
    • NOTE: A handful of hotkeys will have their values reset to default with this update as a necessary step for the new system. The full list is as follows:
      • All Mule Cart Group hotkeys
      • All Donjon Group hotkeys
      • Villager Cancel Hotkey
      • Fort Hotkeys
        • Elite Kipchak (Mercenary)
        • Tech: Conscription
        • Tech: Spies/Treason
      • Port Hotkeys
        • Rebuild Fish Trap
        • Toggle Automatic Fish Trap Rebuilding
  • Normalized the “Stop” and “Autoscout” hotkeys behavior on scouts.
    • When bound to the same hotkey, the stop command will now be prioritized.

Multiplayer

  • Added new Voice Chat feature for Multiplayer Lobbies.
    • Voice Chat support has been added to Steam.
    • Voice Chat is now cross-platform for all platforms.
    • Text-to-Speech and Speech-to-Chat options have been added to all platforms.
    • New Voice Chat features can be controlled in Setting > Audio.

Xbox

  • Fixed a crash happening upon players trying to set Rally Points for buildings with the Site Menu for not available building types. This issue was happening in controller-only mode.
  • Fixed the Accessibility Narrator not providing any information on the “Vote Results” tab under the Multiplayer Menu.
  • Fixed input detection in the “Select Civilization” menus, preventing players from continuously scrolling through civilizations.
  • Fixed villagers ignoring queued commands and going directly to the last waypoint/resource after force-dropping resources. The issue was happening in controller-only mode.

PlayStation

  • Fixed the Accessibility Narrator not providing any information on the “Vote Results” tab under the Multiplayer Menu.
  • Fixed input detection in the “Select Civilization” menus, preventing players from continuously scrolling through civilizations.
  • Fixed some sections showing buttons from other systems instead of PlayStation ones.
  • Fixed villagers ignoring queued commands and going directly to the last waypoint/resource after force-dropping resources. The issue was happening in controller-only mode.

Gameplay

General

  • Folwarks can now be placed on elevated terrain.
  • Villagers now start gathering from nearby chicken automatically after building a mill.

Fixes

  • Fixed an issue where units with a ranged charge attack could fire instantly when ungarrisoning from a siege weapon.
  • Fixed a bug allowing players to attack unscouted Pastures through the Fog of War if the Pastures were built over previously scouted Pastures.
  • Fixed a bug allowing AI players to buy/sell resources despite their markets being destroyed.
  • Fixed a bug granting the intended bonus from Siege Engineers technology to Demolition Ships twice.
  • Fixed a bug granting free repair cost for damaged Buildings and Ships in Return of Rome.
  • Fixed an issue allowing Monks to pass through obstructions.
  • Fixed an issue allowing Mangonel-line to destroy unfinished gates with one single shot, regardless of the build percentage.
  • Fixed an issue granting Farms infinite food upon researching upgrades in a certain order.
  • Fixed an issue increasing the work rate of Town Centers when the owner had a handicap.
  • Fixed an issue making a group of Monks tasked with converting a moving Ram to go to the initial location of the unit instead of converting it.
  • Fixed an issue preventing Gaia player from being in Post-Imperial Age in Defend the Wonder maps under some circumstances.
  • Fixed an issue preventing Villagers from stealing enemy farms.
  • Fixed an issue preventing Towers from automatically shooting in Multiplayer games, forcing the players to manually target enemies.
  • Fixed an issue preventing Trebuchets from being tasked with a move command when packing.
  • Fixed Ballistic-upgraded units missing targets when firing from elevated terrain.
  • Improved Lobby filtering in the Custom Games Lobby browser.
  • Prevented group of Monks from resetting their conversion timer when switching targets.
  • Prevented Monks from losing faith if they belong to a group of SHIFT-queued Monks in which another Monk successfully converts a unit.
  • Prevented Monks from slowing down when approaching Siege Units they are tasked to convert.
  • Prevented Monks from stopping instead of chasing their conversion target while they have Line of Sight to the Unit.
  • Prevented single Monks from interrupting a conversion when SHIFT-queued a garrison command as part of a group of units.
  • Prevented Oystering Ships from gathering from nearby gold mines after oysters are depleted.
  • Groups of units with speed-up charge ability will no longer incorrectly receive the speed boost after receiving a Guard command for each other.
  • Fixed an issue where certain units with splash damage would deal 1 more damage than expected to their main target.
    • To offset this change, (Elite) Fire Archers gain +1 base attack.

Campaign

General

Fixed discrepancies between Population Limit displayed in the Hints and real Population Limit in various campaign scenarios.

  • Updated Existing Campaigns with Naval Overhaul changes.

Inca Campaign Changes

  • Pachacuti campaign scenarios (shared):
    • AI players now train fewer unit types and have more unique rosters.
    • Added flares and permanent flares to objectives.
    • Added fitting animals.
    • Replaced resource buildings with Settlements.
    • Beautification pass on the terrains.
    • Reduced the amount of enemy fortifications.
    • Removed Aztec/Mayan units.
  • Pachacuti#1: ‘A New Power Arises’:
    • Changed the civilizations of “Cuyos” and “Tambos” to Mapuche.
    • Moved Trade Workshops outside the cities.
    • Changed the civilization of “Chanca” to Tupi.
  • Pachacuti#2: ‘The Field of Blood’:
    • Changed the civilizations of “Cana”, “Chanca Invaders”, “Chanca Raiders”, and “Anccu Hualloc” to Tupi.
    • Changed the civilization of “Canchi” to Muisca.
    • The hero that has to stay alive is no longer owned by the player.
    • Removed one starting Town Center.
    • Added more Villagers to help building the Wonder.
    • Increased construction time of the Wonder.
  • Pachacuti#3: ‘War of Brothers’:
    • Changed the civilization of “Chanca” to Tupi.
    • Added more patrols.
    • Big enemy army groups are now revealed for a short amount of time.
    • Added more locals and soldiers for the player to find.
    • Added more resources on the map.
    • Moved important points of interest closer to the main path.
    • Reduced the frequency and intensity of attacks by player 8.
  • Pachacuti#4: ‘The Falcon’s Tent’:
    • Changed the civilization of “Colla” to Muisca and of all other AI players to Tupi.
    • The player now gets 2 Relics from the priest objective.
    • The player now starts with buildings to speed up the initial part.
    • Adjusted the starting positions of players.
  • Pachacuti#5: ‘Like Father, Like Son’:
    • Changed the civilization of “Pachacamac” to Tupi and of all other AI players to Muisca.
    • Added capturable points of interest to fill in empty spaces.

Art of War

  • Naval Battle: Updated the scenario to showcase the new water balance.

Campaign Missions

  • Babur 1: ‘Pearl of the East’: Fixed some text not being displayed correctly when non-English languages are selected.
  • Barbarossa 5: ‘Barbarossa’s March’: Fixed an incorrect icon showing up in a certain dialogue box.
  • Devapala 4: ‘Liberation?’: Fixed the condition of a secondary objective to defeat Pandyas (Green) while killing fewer than 100 units, which was impossible to fail even when killing a greater number of enemies.
  • Historical Battles: ‘Lake Poyang (1363)’: Changed the Onager provided to the player into a Rocket Cart to reflect the Chinese Tech Tree.
  • Ivaylo 5: ‘Where the One-Eyed Man is King’: Fixed an issue making the Genoese Gazarla (Green) enemy army to incorrectly move to the buildings the players are going to receive at a later stage in the mission, immediately destroying them as soon as they are obtained.
  • Le Loi 2: ‘The Mountain Siege’: Fixed a bug that caused Le Lai hero unit to appear duplicated on the map.
  • Le Loi 2: ‘The Mountain Siege’: Fixed some wrong information about aging up in the Hints tab.
  • Le Loi 5: ‘A Three-Pronged Attack’: Fixed Ming Army’s (Blue) Castle walls from allowing the player to pass through without needing to destroy them.
  • Liu Bei 3: ‘The Scholar and the Sandal Maker’: Fixed an issue making a group of “Conspirators” (Purple) units to become stuck in a certain place on the map.
  • Sun Clan 1: ‘The Imperial Seal’: Fixed an issue preventing Towers recaptured by the enemy after belonging to the player or the allied AI (Orange) from being marked on the minimap as objectives again.
  • Sun Clan 2: ‘The Conquest of Jiangdong’: Fixed some wrong information about the player’s starting position in the Hints tab.
  • Vlad Dracula 2: ‘The Return of the Dragon’: Trade workshop now correctly spawns Hand Cannoneers for the player over time instead of just once.

Balance Changes

General

  • Fortified Church
    • Bonus damage vs. buildings reduced from +5 → 0.
    • Range reduced from 6 → 4.
    • Range now increases with Blacksmith attack upgrades.
  • Siege Tower
    • HP reduced from 220 → 175.
    • No longer increases movement speed with garrisoned Infantry units.
    • Movement speed increased from 0.8 → 0.96.
  • (Elite) Fire Lancer
    • Cost increased from 40 wood 45 gold → 45 wood 45 gold.
    • Elite Fire Lancer upgrade cost increased from 650 food 400 gold → 750 food 400 gold.
    • Fire Lancer train time increased from 32 seconds → 35 seconds (Elite unchanged).
    • No longer uses the ranged attack in melee combat.
  • (Elite) Skirmisher bonus damage vs. Mameluke armor class increased from 0 → +2.
  • (Heavy) Rocket Cart cost increased from 130 wood 155 gold → 135 wood 155 gold.
  • Watch Tower-line bonus damage vs. ships reduced from +7/9/10 → +6/8/9.
  • Sea Tower bonus damage vs. ships reduced from 9 → 8. 
  • Existing Farms (and Pastures) are now proportionally affected by Farm upgrades.

Naval Gameplay Update

The Hulk-line enters the fray, a new main ship type that counters Fire Ships. Naval gameplay has received significant changes across the board impacting economy, technologies, and combat. Ship statistics have been updated to make naval warfare more intuitive and easier to understand.

The Last Chieftains Specific Changes

Slingers have been reworked to be a potent regional unit for the Inca, Mapuche, Muisca, and Tupi.

  • Slinger
    • Cost changed from 40 food 40 gold → 70 food 10 wood.
    • HP reduced from 40 → 35.
    • Attacks reworked:
      • Bonus vs. Infantry reduced from +10 → +4.
      • Now deals +1 vs. Spearmen.
      • Now deals +4 vs. Monks.
      • Now deals +3 vs. Siege Weapons.
    • Loses Unique Unit armor class.
    • Gains Skirmisher armor class.

Armenians

  • Warrior Priest cost increased from 30 food 50 gold → 40 food 50 gold.

Aztecs

  • NEW units
    • Gain access to Catapult Galleons.

Bengalis

  • Ratha pierce armor reduced from 2 → 1 (Elite unchanged).
  • (Elite) Ratha Cavalry Archer armor class armor reduced from 1 → 0.

Berbers

  • (Elite) Genitour bonus damage vs. Mameluke armor class increased from 0 → +2.

Burgundians

  • Feudal Age Flemish Militia HP reduced from 45 → 40 (Castle and Imperial versions unchanged).
  • Fishing Lines available in Dark Age.

Byzantines

  • Fire Ships and Dromons attack faster civilization bonus increased from +20% → 25%.

Chinese

  • Dragon Ship HP reduced from 145 → 135.

Cumans

  • NEW units
    • Gain access to Catapult Galleons.

Hindustanis

  • Allied (Elite) Steppe Lancers no longer benefit from the Team Bonus granting +2 attack vs. buildings.

Inca

The Inca are receiving an update to their regional units alongside their change to the South American architecture set.

  • NEW units
    • Gain access to Champi Warriors.
    • Gain access to Catapult Galleons.
  • NEW buildings
    • Gain access to Settlements.
  • Civilization bonuses
    • Soldiers cost less food reduced from -10/15/20/25% -> -5/10/15/20%.
    • Houses provide +5 population space → Houses and Settlements provide +5 population space.
  • Fabric Shields
    • Effect reduced from +1 melee /+2 pierce armor → +1 melee /+1 pierce armor.
    • Now affects Champi Warriors.
  • Elite Kamayuk pierce armor increased from 0 → 1.
  • Lose access to Eagle Warriors.
  • Lose access to Lumber Camps.
  • Lose access to Mining Camps.
  • Lose access to Mills.

Italians

  • Dock and University technologies cost less civilization bonus reduced from 33% → 25%.

Khitans

  • Herder gather rate reduced by 4%.
  • Skirmishers, Spearman-, and Scout Cavalry-line train and upgrade faster civilization bonus reduced from 25% → 15%.

Koreans

  • (Elite) Turtle Ship
    • Cost reduced from 152 wood 180 gold → 152 wood 130 gold.
    • Elite Turtle Ship attack increased from 12 → 13.
    • Elite Turtle Ship pierce armor increased from 9 → 12.
    • Elite Turtle Ship melee armor increased from 2 → 3.
  • War Wagon pierce armor reduced from 3 → 2 (Elite unchanged).

Maya

  • NEW units
    • Gain access to Catapult Galleons.

Poles

  • Newly built Folwarks now also collect 10% of current food from existing Farms (previously, only new Farms granted the bonus).

Portuguese

  • Carrack unique technology removed.
  • NEW unique technology: Circumnavigation
    • Available in Castle Age.
    • Cost: 250 food 150 wood, 40 seconds.
    • Effect: Sets the entire map to explored, Ships train +33% faster.
  • Lose access to Demolition Ships.

Spanish

  • Missionaries can now carry Relics.
  • Missionary with Relic base movement speed reduced from 1.1 -> 0.9.

Vietnamese

  • Imperial Skirmisher bonus damage vs. Mameluke armor class increased from 0 → +3.

Vikings

  • (Elite) Longboat HP reduced from 130 → 125, Elite 135 → 130.
  • Gain access to Fire Galleys, Fire Ships.
  • War Ships cost less civilization bonus reduced from -15/15/20% → -10/15/20% in Feudal/Castle/Imperial Age.
  • Lose access to Demolition Ships.

Wei

  • Xianbei Raider
    • Train time increased from 26 seconds → 29 seconds.
    • Cost increased from 60 wood 25 gold → 65 wood 25 gold.
  • Receive one free Villager when researching the Fishing Lines technology.

Wu

  • Careening, Dry Dock available one age earlier, cost and research time -75% civilization bonus changed → Careening, Dry Dock free.
  • Infantry regenerates HP civilization bonus adjusted from 10/20/30 → 10/15/30 in Feudal/Castle/Imperial Age.
  • Jian Swordsman (shielded) melee armor reduced from 2 → 0.

Chronicles

General

  • Fixed Tech Tree icons for Chronicles Villagers appearing as base-game styled Villager icons.

Campaign

  • Battle For Greece 2: ‘Greeks Bearing Gifts’: Removed an unused button callout in objectives to tribute when visiting the oracle.
  • Alexander the Great 10: ‘Tyre Must Fall’: The player can no longer block the Siege Engineer building foundations, preventing the level from progressing.

Random Maps

Map Balance

  • Arabia:
    • Removed the chance for occasional extreme elevation generation.
    • Neutral gold piles can now spawn anywhere on the map, no longer limited to the sides or the center exclusively.
    • Decreased the number of predators on the map.
    • The secondary far away group of huntable animals for each player will now always match the primary one.
      • For example, if a player spawns with nearby deer, the further/neutral patch will also be deer; and if a player spawns with nearby chickens, the further/neutral patch will be chickens as well.
    • The number of additional huntable animals now also vary.
    • Increased the number of themes.
  • Coastal Forest:
    • Added a neutral, indestructible dock in the furthest corner from the players, allowing them to trade with it.
  • Fortress:
    • Adjusted the amount of starting Villagers for Regicide gamemode on the Map Fortress.
  • Multiple Water and Hybrid maps:
    • Added Whales.

Random Map Scripting

  • Fixed an issue where incorrectly defined terrains in Random Map Scripts could result in inconsistent outcomes.
  • Fixed certain Gaia buildings to reset to Western European architecture when applied the make_indestructible parameter on Random Maps Generation.

Additions

Added new terrains

Forest, Dry South American (128)

Water, Weeds (130)

Added a new cliff type
  • Terrace Cliff (5)
Added new trees
  • Oak Green (2567)
  • Monkey Puzzle (2570)
  • Brazilwood (2580)
  • Wax Palm (2583)
Added new forage bushes
  • Papaya Tree (2599)
  • Pineapple Tree (2650)
Added a new herdable animal
  • Capybara (2590)
Added a new violent huntable animal
  • Tapir (2589)
Added new prey huntable animals
  • Guanaco (2591)
  • Rhea (2597)
Added a new decorative wild animal
  • Wild Alpaca (2615)
Added a new scout animal
  • Alpaca (2614)
Added new predator animals
  • Snake (2592) – Amphibious animal that wanders around the map; deals poison damage.
  • Caiman (2594) – Has lower base stats than other predators, but with charge attack.
  • Black Panther (2595) – Swiftly runs to its targets.
Added new birds
  • Condor (2593)
  • Flamingo (2596)
Added a new marine gold source
  • Whale (2625)
Added new strings for assigning as name ID attribute to existing animals
  • Emu (21330)
  • Leopard (21333)
  • Cheetah (21334)
  • Warthog (21335)
  • Bushpig (21336)
  • Urial (21337)
  • Dog (21338)
Added a new rock object
  • Howler Monkey (2585)

Lobbies and Matchmaking

Networking

  • Set up a new server infrastructure in Texas and Chile, improving latency for Central and South American players!

AI

General

  • CD/HD AI now correctly builds Pastures as Khitans and trains The Three Kingdoms‘ civilizations (Jurchens, Khitans, Shu, Wei, Wu) non-Castle Unique Units.
  • Improved AI Warships exploration behavior.
  • AI players will no longer immediately delete their Town Center at the beginning of games on migration-style maps.
  • The direct unit command action-transform now works correctly again. This means the AI will now once again be able to switch Rathas and War Chariots between different unit modes.

Pathfinding

  • Improved buildings waypoint ungarrisoning behavior.
  • Improved ungarrisoned Cavalry Units obstacle detection after being ungarrisoned.
  • Mitigated Ranged Units regrouping when being issued a movement command after shooting.
  • Mitigated Ranged Units unintentionally funneling into narrow spaces when microing.

Modding

General

  • Added several categories to the Mod Report reasons.
  • New attributes:
    • 160: Add Armor Type
      • Adds the specified armor class with a value of 0.
    • 161: Add Attack Type
      • Adds the specified attack class with a value of 0.
    • 162: Charge Target Field
    • 163: Size Class
      • Controls garrison type properties:
        • 0: Legacy object_group-dependent behavior.
        • 1-8: Specific garrison type corresponding to each garrison type.
          • CIVILIAN
          • INFANTRY
          • CAVALRY
          • RELIGIOUS
          • LIVESTOCK
          • SIEGE
          • SHIPS
          • UNUSED (reserved for garrison type flag 128)
        • Other values: Garrisoning disabled for the unit; the garrison button should not appear for the unit on UI and the hotkey needs to be inactive.
  • New unit tasks:
    • Task 156: Additional Spawn
      • Spawns additional units when the unit is trained.
      • If Resource In is set, the value of the corresponding resource needs to be >0 for the Task to trigger.
      • Work Value 1: ID of the additional unit to spawn.
      • Work Value 2: Number of units to spawn.
    • Task 159: Amphibious
      • Unit changes graphics based on current terrain.
      • Terrain: Terrain (or Terrain Type) on which the unit will use the task.
        • If >= 0: Terrain ID.
        • If <0: Terrain Type (can combine multiple bits).
      • Work Value 1: Movement Speed multiplier
      • Work Value 2: Attack Speed multiplier
      • Moving Graphic: Walking Graphic
      • Proceeding Graphic: Attack Graphic
      • Working Graphic: Running Graphic
      • Carrying Graphic: Idle Graphic
      • Resource Gathering Sound: Dying Graphic
      • Resource Deposit Sound: Undead Graphic
    • Task 160: HP Damage Modifier
      • Unit has attribute modified based on percentage of missing HP.
      • Search Wait Time: Which attribute to modify.
        • Includes: 9 (attack).
      • Work Value 1: Value to add.
      • Work Value 2: Threshold of HP percentage to apply the modifier.
      • Work Range: If 0, check the unit’s own HP. If > 0, compare the current target’s HP.
    • Task 161: Unit Refund
      • Resource to grant on death.
      • Work Value1: Value to refund.
      • Work Range:
        • If 0, grant the resources to the player who owned the unit.
        • If > 0, grant to the player who killed the unit.
      • Productivity Resource: If set, multiply Work Value 1 by the value of this resource.
      • Resource Out: Resource to refund.
      • Unused Flag:
        • If 0, use Work Value 1 as a flat value to grant.
        • If 1, use Work Value 1 as a fraction of the unit’s associated resource cost.
  • Added a new Trail Mode 4:
    • Draws a straight line of trailing unit between the launch origin and the projectile.
    • Trail density controls spacing between trailing objects.
  • Added a new Graphics Sequence Type 16 to play the animation in reverse.
  • Added a new blast attack level 32: Combined with Flag 128, creates damage in a cone rather than a line.
  • Added a new objreplacement.json file to enable civilization-specific object replacements for RMS.
    • Uses the following parameters:
      • object_id
      • technology
      • technology_state
      • required_attribute
      • replacement_attribute
      • excluded_computer_players
      • replacement_object
      • chance
      • replacement_rate
  • Added a new Flag 8 to Disable Attribute:
    • Object will not appear on the UI if train limit is reached.
    • Train Limit attribute now functions on buildings.
  • Stingers now properly work when assigned to projectiles.
  • Melee Units with a charged projectile will not use that charged attack if within the minimum range of that projectile.
  • History Screen can now be modded fully.

Scenario Editor

  • Extended attributes support for Modify Attribute.
  • Fixed an issue preventing Goth’s Unique Technology Anarchy from working if the player never owned a Castle.
  • Fixed an issue where the Champion Technology would be displayed twice.

New editor objects:
  • Andean Ruins
  • Andean Burned Buildings
  • War Dogs
  • Gunpowder Kegs
  • Added additional options to the Task Object trigger:
    • Checkboxes
      • Mutual (Change Diplomacy)
    • Task Types:
      • Tranform
      • Ring Town Bell
      • Send Back To Work
      • Force Drop Off
      • Buy Resources
      • Sell Resources
  • New Trigger: Build Object

XS Scripting

  • bool xsSetUnitPosition(int unitId, vector position, bool checkCollision = true)
  • int xsGetWorldPlayerId(int scenarioPlayerId)
  • int xsGetGarrisonedInUnitId(int unitId)
  • int xsGetGarrisonedUnitIds(int unitId)
    • Returns an int array.
  • int xsGetPlayerType(int playerId)
    • Refer to the Player Type Constants in Constants.xs.
  • bool xsRemoveUnit(int unitId)
  • int xsGetDiplomacy(int sourcePlayerId, int targetPlayerId)
    • Refer to the Diplomacy Constants in Constants.xs.
  • bool xsSetDiplomacy(int sourcePlayerId, int targetPlayerId, int diploState, bool mirror = false)
  • int xsGetColorMood()
    • Refer to the Color Mood Constants in Constants.xs.
  • bool xsSetColorMood(int colorMood, int interval)
  • int xsGetDifficulty()
    • Refer to the Difficulty Constants in Constants.xs.
  • int xsCreateUnit(int objectId, int playerId, vector location, bool foundation = false, bool playCreatedSound = true, bool checkCollision = true)
    • Returns the ID of the created unit.
  • int xsGetObjectTaskCount(int objectId, int playerId)
  • int xsGetUnitTaskCount(int unitId)
  • bool xsObjectTaskAmount(int objectId, int playerId, int taskId)
  • bool xsUnitTaskAmount(int unitId, int taskId)
    • Both these TaskAmount functions set the XS task struct from the given unit/data object.
  • float xsGetTaskAmount(int taskFieldId)
    • Queries the XS task struct for the value of the given field.
  • bool xsModifyObjectTasks(int objectOrClassId, int playerId, int taskId, bool edit = false)
  • bool xsModifyUnitTasks(int unitId, int taskId, bool edit = false)
    • A positive index inserts new tasks into the task list. When edit = true, modify an existing task instead of inserting.
    • A negative index removes tasks at that index – 1 (-1 removes task 0, -2 removes task 1, etc.).
    • Note: xsTaskAmount should now be used to set the task type, the object/class to target using:
      • cTaskAttrTaskType = 28; // the task type
      • cTaskAttrObjectId = 29; // the object ID
      • cTaskAttrObjectClass = 30; // the class ID
    • These ModifyTask functions should be preferred over xsTask moving forward, as they do not have the same insertion/search-related limitations as xsTask.

Localization

  • Added font support for an increased number of characters for Chinese (Simplified), Chinese (Traditional), Japanese, and Korean languages.
  • Fixed some Menu descriptions showing as truncated or incorrect when non-English languages were selected.
  • Fixed some Tech Tree descriptions showing inconsistent translations between the actual Tech Tree and the Tooltips when non-English languages were selected.
  • Fixed the Thracian description text becoming cut off on the in-game Tech Tree preview window in other languages.

Ongoing…

Investigation

As always, we are continuing to track issues reported by the community for future updates.

For other known issues, please visit this page to see what’s being tracked!

DISCLAIMER

Please note that this list is subject to change and should not be considered a comprehensive list of all the known issues we’re tracking. The above is to inform you of the team’s current priorities, which will change as other issues arise or take precedence.

For the latest updates and announcements, please visit our social channels.

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