Good day, everyone! This week’s minor update comes with a handful of stability, bug, and crash fixes to improve your game experience, as well as a few quality of life updates to enhance some of the game’s basic mechanics. There are plenty more fixes in the works for another update later this month, so if you don’t see a fix for an issue you’re encountering, be sure to visit our known issues page for insight into what’s on the way. You can also visit one of our official channels to share your experience with the community:



As always, there’s more to come! For now: enjoy the update, and we’ll see you on the battlefield!

—The Age of Empires Team

 

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Download on the MICROSOFT STORE
Remember that you’ll need update your game in the Microsoft Store:

  • Open the Microsoft Store.
  • Click the [ ∙ ∙ ∙ ] symbol next to your profile picture.
  • Select Downloads and updates.
  • Press the Get updates button to automatically detect, download, and install the latest changes to your game!
  • Open the game. The title screen should read Build 35209

If you are unable to launch the game after downloading the update, make sure you add (or re-add) the Age of Empires II: Definitive Edition client as an exception to your firewall and antivirus program.

That’s it; you’re ready to play!

Download on STEAM
Remember that you’ll need update your game in Steam:

  • Open Steam.
  • Click on Library to see your games list.
  • Click Downloads at the bottom of the Library window.
  • [If the new build does not download automatically,] click the Download Now button to manually download the new update.
  • Open the game. The title screen should read Build 35209

That’s it; you’re ready to play!

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GENERAL

  • Boars once again require two shots to lure with military units: one to make it angry and a second to make it personal.
  • Villagers are still able to lure boars with a single shot.
  • If a player disconnects from a match before its conclusion, an autosave will now be automatically generated for that player.
  • If the last player on one of the last two teams disconnects (or crashes) out of a match before its conclusion, the remaining players will now have the option to save and exit the map without revealing the battlefield or endgame statistics screen.

FIXES

  • Fixed an issue where military kill and loss counts were only tallying trebuchet deaths and units lost to conversion. This also addresses issues in the following areas:
    • Kill requirements can now be completed during the Atilla 1Ivaylo 1, and the ‘Rushing the Enemy’ (Art of War) mission.
    • Animals killed by military units and garrisoned structures will no longer provide food for collection (as intended).
  • Fixed a crash caused by the over-enthusiastic use of taunts in the lobby or in-game chat.
  • Fixed a crash caused when a lobby owner backed out of the match during the loading screen.
  • Fixed an issue where save game files would fail to display in the game.
  • Fixed an issue where the playback speed of recorded games could vary between two spectators.
  • Fixed an issue where, upon re-loading a multiplayer match, the scoreboard would display the host as victorious.
  • Fixed an uncommon issue where one player would be listed as all of the players in a multiplayer match.
  • Fixed a legacy issue where boars would always pursue the match owner when attacked by two players at the same time.
  • Fixed a legacy issue where Monk conversion times would vary based on the performance of the player’s computer. This addresses an issue where conversions would sometimes complete faster than intended.

CIVILIZATION BALANCE

General

  • Fixed a rare issue where Mangonels would sometimes fail to deal their full damage.

Mayans

  • Fixed an issue where the Mayans could, in certain circumstances, produce a Villager at the start of the game despite being pop-capped.

AI

  • Fixed an issue where units on patrol or attack-move would fail to prioritize enemy units when attacking a structure.
  • Improved the ability for Fishing Ships to seek out new fish nodes after depleting their previous node.

Pathfinding

  • The ability to block the movement of enemy units is now more reliable and consistent across all unit types.
  • Had a conversation about personal space with villagers who would get uncomfortably close while gathering resources and constructing buildings.
  • Fixed a rare issue where, in very specific circumstances, villagers could trap themselves while gathering resources.
  • Fixed an infamous bug where melee units would stutter when pursuing other units.

ONGOING INVESTIGATION

As always, we are continuing to track and work on fixes for issues as they are reported by the community. This month, our focus is on the stability of the game:

  • Regular disconnects within the first few minutes of a multiplayer match. We are currently working with players to collect information about this particular disconnect. You can join the discussion here.

For other known issues, please visit this page to see some of the fixes coming in the future!

DISCLAIMER: Please note that this list is subject to change and should not be considered a comprehensive list of the known issues we are tracking. Watch for our next full release for a  more comprehensive list of changes coming to the game!

Discuss of 18 comments

  • projeffboy February 23, 2020

    Good. Make laming harder.

    Reply
  • uneasyhornet337 February 18, 2020

    The Ai villager will stop or destroy their building when he receive the damage through he won't die please fix this.

    Reply
  • felipeelbravo February 17, 2020

    Good fixes. Thanks for adding the autosave feature when someone drops. Some issues I have noticed:
    -When multiplaying with my friends Australia - Southamerica, in 1vs1 the lag is noticeable with slow and fast motion quite often. However, when playing TG the lag is minimal. (this from previous versions). We have tried different servers and same thing. Weird that the 1vs1 are more laggy than the TGs.
    -Villagers now respect space but still get stuck when dropping or picking resources.
    -MIlitary units blocks better, sure. But also the offinsive ones are really struggling to get the target. Kind of not pathfinding when getting blocked and once they reach the target they don't attack well.
    -When building a market next to a clift once I had to literally but a palisade wall on top of the market to prevent units passing through.
    GL with the next improvements.

    Reply
  • darkness01101 February 16, 2020

    What is meant by this item in your Hotfix notes: "PATHFINDING: Had a conversation about personal space with villagers who would get uncomfortably close while gathering resources and constructing buildings."

    Should it instead say it was fixed? Or is it really supposed to say as it does, "Had a conversation about..." and I'm just unfamiliar with the in-game meaning/context?

    Thanks!

    Reply
    • felipeelbravo February 16, 2020

      It seems to be partially fixed. The villagers don't get that close anymore but they still get stuck queueing with plenty of space.

  • sirgallo February 15, 2020

    Good job on the patches!! But I hate when I'm playing SP with a x3 tech or x9 tech mod, then I save the game, BUT upon loading the game the mod is disabled... so only techs from before were able to be researched more than once, from now on all techs can only be researched only once. It means I cannot have multiple hours games if I don't have the time to play it all at once. PLEASE FIX!! Thanks!!

    Reply
    • priesten February 20, 2020

      Actually I know how to fix this. Whenever you want to load, first create a new custom game with the appropriate tech mod ENABLED. While in that game, load the game you want to play and voila the tech mod will be enabled after the load.

  • cyan-clad February 15, 2020

    remove the silly chat filter. great hotfix besides that

    Reply
  • nabfel February 14, 2020

    The chat is useless now anything you say is considered profanity...
    REMOVE THE FILTER ITS GARBAGE AND NOBODY ASKED FOR IT!!!

    Reply
  • kanejiro6 February 14, 2020

    I believe that changes they are making now, is far more useful to the game, than changing current map pool. If they keep improving these small AI mistakes and other similar things it will be amazing. Map pool is not that big of a issue.

    Reply
  • mwhds1997 February 14, 2020

    It's terrible! Browse MODs crash, My MODs crash, cannot find lobbies... What a mess!

    Reply
  • xprienzo February 14, 2020

    Aww, I liked garrisoned TC keeping food available on boars.

    Reply

of 18 comments