Balance Patch 5.8 has made it though open beta, and is now live!

Huge thanks to everyone who tested out the much-anticipated balance changes in the open beta! These were geared toward competitive play, and we can’t wait to see what new strategies you all come up with. If you missed it in the beta check out what’s new below.

Patch Notes for 5.8:

  • (Elite) Elephant Archers +2 archer armor vs anti-archer attacks (from -2 to 0).
  • (Elite) Elephant Archers -2 armor vs anti-cavalry archer attacks (from 0 to -2).
  • Eagle Scout training time in Castle Age +3s (from 32s to 35s), same as Eagle Warrior.
  • Incan free llama bonus is no longer tied to the scout; requires Town Center on nomad-style maps.
  • Vietnamese reveal enemy bonus no longer works in full tech tree games.
  • Malay infinite fish trap bonus no longer works in full tech tree games.
  • Khmer no building requirement bonus no longer works in full tech tree games.
  • Teuton team bonus no longer overrides Faith technology in post-imperial age start games.
  • Fixed the issue with siege workshops not receiving extra HP and armor in Imperial Age.
  • Fixed the issue causing the attack sound of Galleons to not play.
  • Fixed the issue with buildings placed on Desert, Cracked terrain not receiving a bonus damage when being attacked.
  • Hunting dogs effect no longer appears in games with starting ages later than Dark.
  • Watch Towers, Guard Towers and Keeps cost +25w.
  • Coinage moved up to Castle Age, Banking moved up to Imperial age.
  • Couriers cost 600f 600g (increased from 400f 200g).
  • Italian fishing ship cost bonus reduced to 15% (from 20%).
  • Khmer receive Arbalest upgrade.
  • Mayan farmers work at closer speed to the farmers of other civilizations. (0.8 work rate multiplier)
  • (Elite) Arambai cost 80w 60g (increased from 50w, 60g)
  • (Elite) Karambit Warrior cost 30f 15g (increased from 25f 10g).
  • Vietnamese archer HP bonus changed to immediate +20% HP to Archery Range units. (no longer staggered per Age)
  • (Elite) Rattan Archers +5 HP.
  • Korean “Faster building Fortifications” bonus is reduced for Towers (similar to how the Spanish building bonus is reduced for Wonders).
  • Mamelukes receive 5 less damage from Halberdiers.
  • Siege Tower collision size reduced from 0.50 to 0.45.
  • Fire Galleys do 1 damage to fishing ships (reduced from 3)
  • (Elite) Camel Archers training time +4s (from 21s to 25s)
  • Indians camels no longer receive +1 melee armor bonus.
  • Slavic farming bonus is closer to the intended +15% value (multiplier reduced from 1.31 to 1.28).

See you all in battle! 

Discuss of 7 comments

  • gamertagthomas-2 September 20, 2018
    Reply
  • laughedaxis6867 September 9, 2018

    Do you know where to obtain support for this?
    I purchased via steam last month. It's great and takes me back years.
    However it's started crashing since Friday which is the same day as the update.
    It crashes with no warning
    thanks

    Reply
    • gamertagthomas-2 September 20, 2018

      please answer

  • laughedaxis6867 September 9, 2018
    Reply
  • sauravt September 9, 2018

    For the Berbers, I would say: the camel archer should be made to have bonus damage against cavalry also, in order to make it stronger than the Genitour, both of which deal bonus damage against cavalry archers (Genitours seem better as they deal bonus damage against archers also and cost no gold).

    Reply
  • sauravt September 9, 2018

    I think the Indian Imperial Camel should getter more bonus attack against cavalry than the Heavy Camel just as Halbeldiers deal more damage than Pikemen. The further decreased armor of Indian camels from Civilization bonus makes them weaker. Historically the Indians had good horsemen. I would also love to see an upgrade for the "villager" making it somewhat better; Possibly 50 HP, 4 attack and 2/3 armor (after loom).
    The Goths were the only one in the Conquerers to have 2 unique techs. With the introduction of 2 unique techs to all civilizations, I think they need more, probably better defences.
    With the introduction of bloodlines, the importance of Frank's cavalry HP bonus is decreased since lack of Hussars and lower HP compared to most other civilizations make them weak in trash wars. Moreover their unique unit has become all over less important, as compared to the Gbeto. I really think, the Franks need to be improved a lot.

    Reply
  • storm-andy September 7, 2018

    Indians are one of a couple of 3 civs that legitatmly run good camels why nerf that armor bonus?

    The trade upgrades being delayed seems unusual aswell, you're actually discouraging mid game trade in team games? The co-op aspect of team games really doesn't need this penalty, it's already expensive to aid a teammate early game.

    Also you're making the strongest archer rush civ have even stronger archers in Feudal Age and at no consequence to the long term play? Does the balance team really believe that's a good idea?

    Reply
  • gregrising September 6, 2018

    Thank you for the smart tower cost change (+25 wood) As It introduces an economical disadvantage to a tower rush spam. It was unbalanced to spam the strongest static unit (Towers) in feudal age and yet be able to have an economy. Now players should use their brain a little bit before they start spamming towers.

    We need to see more of these good balance changes and maybe next time a reasonable nerf to walls. Age of empires 2 is now an exemplary RTS game in terms of balance and intense gameplay. And It would be even better if we provide less leverages to campers/turtlers that make the game runs unnecessarily longer.

    Thank you again for the awesome work!

    Reply
    • principe-persa September 21, 2018

      I agree. I really enjoyed that part of the update! Let's see how it will work out on practice!