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Age of Empires IV launches October 28th, available for Pre-order Now!

Welcome, friends and medieval historians, to the first major update for Age of Empires II: Definitive Edition! We are proud to introduce the December game update, which is accompanied by a *looooong* list of bug fixes, our first major civilization balance changes, as well as new gameplay additions and features we’ve prepared for Age of Empires II.

What’s changed in today’s build?

As the first major update since the game’s release last month, the short answer is: A LOTThe teams have been working hard to improve everything from the stability and performance of the game to balance changes that bring some of the more powerful civilizations in line with the rest of the roster. This (of course) includes some much-needed (and much-requested) love to the Steppe Lancer, which has been a major point of contention over the past month.

You’ll also notice a few new features and gameplay improvements implemented with today’s patch. Ranked Matchmaking has gained a few new maps, as well as the ability to ban out maps based on the number of players. On the single-player front, campaigns will now display completion medals based on the difficulty on which you completed them, and several achievements have been fixed so you strive for that 100% completion.

Overall, there are over 100 fixes in today’s build; the biggest highlights of today’s update can be found below, while the rest of the update notes highlight everything coming to Age of Empires II.

You are also welcome to visit the official Discord server, where you can organize games, troubleshoot issues, engage with the development team, and interact with other Age of Empires players:

Finally, I want to pass along our heartfelt THANKS for being a part of this journey, for your passion, and for your patience as we work to collect and communicate the changes coming to the game. Many of the fixes below started as a discussion thread or bug report on our forum, which we have been scouring over the past month to establish your list of priorities for the game. The development team is already working hard on next month’s update—which will include more changes based on your feedback—so keep your thoughts and ideas coming! We’ll be working to improve the way we communicate issues, priorities, and goals for the future, and can’t wait to share what we have in store for Age of Empires II.

For now, we hope you enjoy December’s update; happy holidays to you and yours!

—The Age of Empires Team

Download on the MICROSOFT STORE

Remember that you’ll need update your game in the Microsoft Store:

  1. Open the Microsoft Store.
  2. Click the [ ∙ ∙ ∙ ] symbol next to your profile picture.
  3. Select Downloads and updates.
  4. Press the Get updates button to automatically detect, download, and install the latest changes to your game!
  5. Open the game. The title screen should read Build 34055

That’s it; you’re ready to play!

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

  1. Open Steam.
  2. Click on Library to see your games list.
  3. Click Downloads at the bottom of the Library window.
  4. [If the new build does not download automatically,] click the Download Now button to manually download the new update.
  5. Open the game. The title screen should read Build 34055

That’s it; you’re ready to play!

♦     ♦     ♦


Here are some of the most noteworthy improvements coming with today’s update—most of which originate as discussions within the community and feedback collected over the past few weeks:

  • Performance Improvements
  • Game Stability Improvements & Crash Fixes!
  • Balance Changes (particularly to the Cumans and Steppe Lancers)
  • NEW! Map Ban System for Ranked Matchmaking!
  • Updated Map Pool for Ranked Matchmaking
  • Campaign Balance & Achievement Fixes
  • NEW! Campaign Completion Medals
  • Art of War Challenge Missions now have Localized Voice-Overs
  • AI & Pathfinding Improvements

2019 Winter Celebration!

We’re celebrating the end of the year with the Winter Celebration Event!

  • Three new profile icons have been permanently added to the multiplayer Profile page. You can find and update your icon by clicking the Multiplayer shield, selecting the Profile tab, and clicking the Change Icon button.

In addition to this, the official 2019 Winter Celebration mod is now available to accompany the event. You can subscribe to the mod to enjoy the following changes:

  • All trees are covered in snow and are white.
  • All non-water terrains have patches of snow.
  • All forage/fruit bushes are replaced with piles of presents.
  • All Town Centers have presents underneath them.
  • All arrows are replaced by icicles (all normal sized, small arrows).
  • All spears are replaced by candy canes (all spears from Skirmishers and Genitours).
  • Trebuchet projectiles are replaced by presents.
  • Cannonballs are replaced by snowballs (for Bombard Cannons, Cannon Galleons, Bombard Towers).
  • Mangonel, Onager, and Siege Onager projectiles are replaced by giant snowflakes.

For information about how to find and subscribe to a mod, visit this article.

Enhanced Graphics Pack Update

The team has made a few important updates to the Enhanced Graphics Pack DLC. Note that the update will not be immediately available to download, but will show up some time after the 34055 game update—likely within a few hours.

For Steam users, it should update in the background just like the normal game (no action needed).  For Microsoft Store users, it should get picked up as needing an update and update itself.  If it doesn’t, the update instructions to download MS Store builds (above) would also apply here.


Game stability will always be a top priority as we work to ensure that as many players as possible can play and enjoy the game. Below are some of the initial adjustments we’ve made in an effort to improve the stability of the game.

  • Identified and implemented fixes to address various reported crashes. If you continue to experience issues, please visit the official forum where you can provide a detailed description of the issue, any error messages that appear, and a copy of your dxdiag.
  • Fixed various issues caused when installing the game to a folder with a path that utilized non-Latin characters.
  • Fixed various issues that could originate when logging into Xbox Live services.
  • Implemented several fixes to improve the stability of the game.
  • Fixed a rare crash when trying to spectate games.


Over the past several weeks, we’ve been monitoring the performance of the game closely as more people play it than ever before. Today, we hope to implement several fixes that will improve the experience for as many players as possible.

As always, there is a vast array of hardware and software combinations to accommodate as we continue to polish and perfect the game, so we want to hear if you’re experiencing issues. Be sure to visit the forum or come say hello on Discord, where you can include as much technical information as possible so our team can dig into the problem.


  • The loading screen sequence is now smoother.
  • Updated the V-Sync setting to offer a more consistent and smooth experience when camera scrolling.
  • Fixed an issue where AI players could cause performance spikes when calculating very long paths.
  • Fixed an issue where the game would occasionally hitch when selecting units.
  • Voice over audio has been moved out of the main installation package to reduce the initial installation size of the game. Audio files will now be downloaded depending on the language settings of your Steam client (only).
  • Lowered the benchmark score for 1v1 games to 900. The score for team games remains at 1000.
  • Implemented several improvements to how memory (RAM) is used by the game. 
  • Implemented various rendering performance improvements.
  • Fixed various render artifacting issues.
  • Fixed a rare desync issue.


  • Implemented improvements to help players falling behind due to performance issues re-sync more smoothly.
  • Implemented improvements to help prevent hitching on lower-spec machines.


We’ve made several updates to the campaign and missions screens to not only clarify your campaign progress and historical victories, but to give you something to work towards as you learn and master the game.

  • The Campaigns screen for each storyline now displays which missions within the campaign have been completed by displaying a medal next to the mission title. The color of the medal represents the highest difficulty level on which the given mission was completed:

🥉 BRONZE: Standard Difficulty
🥈 SILVER: Moderate Difficulty
🥇 GOLD: Hard Difficulty

  • Missions that were completed before this feature was implemented will automatically receive the Bronze-tier medal.
  • Campaigns that are fully completed will display an overall completion medal based on the lowest medal earned within the campaign. For example, a campaign with five Gold medals and one Bronze medal will display a Bronze medal on the Campaigns screen.
  • The swords on the campaign screen which indicate the difficulty of any given campaign have been updated to accurately convey their challenge. Easier campaigns will display a single sword; moderate campaigns will be marked by two crossed swords; the most difficult campaigns will be marked with three crossed swords.
  • The voice-over audio for the El Cid campaign is now available in Castilian Spanish.

Historical Battles

  • Bapheus: Fixed an issue that prevented objectives regarding the Byzantine Castles from working correctly.
  • Bapheus: Turkish players will now respond if the player turns hostile to them.
  • Bapheus: Objectives now display properly if the player decides to forego choosing an ally.
  • Dos Pilas: Changed the Mayan Raiders team to utilize the Mayan civilization; Uaxactun is now the Aztec civilization.
  • Dos Pilas: Fixed a bug that would prevent the mission from progressing properly.
  • Honfoglalas: Disabled the ability to research Cannon Galleons during the mission.
  • Honfoglalas: Additional resources have been added to the map.
  • Honfoglalas: Resolved a rare bug that prevented the scenario from ending before all players had resigned.
  • Honfoglalas: Balance changes have been made to the AI based on community feedback.
  • Lake Poyang: Fixed a rare crash triggered when constructing a temple.

Campaign Missions

  • The kiting behavior of AI-controlled teams has been updated in throughout the campaigns.
  • Alaric 4: ‘The Giant Falls’: AI-controlled allies are now more aggressive.
  • Alaric 5: ‘A Kingdom of Our Own’: Disabled the player’s ability to research Cannon Galleons during the mission.
  • Barbarossa 5: ‘Barbarossa’s March’: The Saracen navy will no longer aggressively chase transport ships.
  • Barbarossa 5: ‘Barbarossa’s March’: Constantinople’s Sea Gates will now remain locked until the player captures the ships.
  • Barbarossa 6: ‘The Emperor Sleeping’: Made various AI balance changes to the Jerusalem player.
  • Dracula 3: ‘The Breath of the Dragon’: Adjusted the enemy team to only activate after player captures the initial town.
  • Francisco de Almeida 5: ‘A Son’s Blood’: The AI will no longer scout with units that are unsuitable for scouting.
  • Gajah Mada 3: ‘The Oath to Unify Nusantara’: The objective to capture colonies will now reappear if too many colonies are lost.
  • Ivaylo 1: ‘A Most Unlikely Man’: Doubled the amount of time players have to consider the offer of Tsar Konstantin.
  • Ivaylo 2: ‘An Unlikely Alliance’: The AI player no longer destroys the Wonder upon resigning.
  • Ivaylo 4: ‘Echoes of Heroes’: Dismounting Ivaylo is no longer a deal-breaker.
  • Joan of Arc 2: ‘The Maid of Orleans’: Tasked the department of invasive species to relocate a cactus that somehow sprouted in the French countryside.
  • Joan of Arc 6: ‘A Perfect Martyr’: Adjusted the difficulty of AI players based on community feedback.
  • Kotyan Khan 2: ‘The Battle at the Kalka River’: Implemented various fixes to make the scenario easier on lower difficulties.
  • Kotyan Khan 4: ‘Blood for Blood’: Fixed an issue where the Merchant could get stuck and halt mission progress.
  • Kotyan Khan 5: ‘A New Home’: Added additional gold nodes to the map.
  • Kotyan Khan 5: ‘A New Home’: Bulgarian Konniks created for the player will now spawn faster.
  • Kotyan Khan 5: ‘A New Home’: The Bulgarian part of the scenario is now more eventful and challenging.
  • Le Loi 1: ‘The Dai Viet Uprising’: Reduced the aggression of the Chinese AI based on community feedback.
  • Le Loi 1: ‘The Dai Viet Uprising’: The objective to destroy towers now activates correctly.
  • Montezuma 6: ‘Broken Spears’: Fixed an oddly placed plant reported by a community member. (Thank you!)
  • Sundjata 3: ‘Djeriba Gold’: Fixed an issue where certain units would get stuck when an ally captured the Relic Cart.
  • Sundjata 4: ‘Blood on the River Bank’: Malian traders now properly receive extra defensive upgrades.
  • Sundjata 4: ‘Blood on the River Bank’: The second part of the trade quest will now deactivate if the Malian Traders resign.
  • Sundjata 5: ‘The Lion’s Den’: The AI and Wonder timer has been rebalanced based on community feedback.
  • Sundjata 5: ‘The Lion’s Den’: Removed enemy units and walls from various islands.
  • Sundjata 5: ‘The Lion’s Den’: The Sosso Guard unit has been added to the scenario.
  • Tamerlane 1: ‘Amir of Transoxiana’: Added additional resources to some of the side quests.
  • Tamerlane 2: ‘Gurkhan of Persia’: Added additional resources to some of the side quests.
  • Tamerlane 4: ‘Sultan of Hindustan’: Added additional villagers at allied encampments to speed up their initial advancements.
  • Yodit 3: ‘A Fallen Crown’: Dagnajan will now attack when provoked. 


  • The A Truly Holy Emperor achievement can no longer be unlocked if the player converts a working villager.
  • The An Army Marches on Its Stomach achievement no longer requires any towers to be destroyed.
  • The Diplomacy is for the Meek achievement can now be unlocked by defeating the Scythians and killing their prince.
  • The Furor Teutonicus achievement can now be unlocked by defeating all players apart from the Cumans.
  •  The I Was in China Before achievement can now be unlocked by defeating the Jin before they start building their wonder.
  • The Offense is the Best Defense achievement can now be unlocked by defeating all enemies before completing the Wonder.
  • The Pitched Battle achievement can now be unlocked by winning the scenario without building any palisade walls, stone walls, fortified walls, or gates.
  • The achievement, The Wonder, the Wonder, the…Oh, Never Mind, can now be unlocked by defending the wonder and winning the scenario.
  • The Turkish Delight achievement can now be unlocked by defeating all Turkish rivals and winning the scenario.


One benefit of the Definitive Edition is the ability to make changes that ensure a healthy pool of civilizations from which to pick, counter-pick, and play! Based on feedback provided by the community and statistics gathered from the multiplayer matches over the past several weeks, we’ve not only made several balance changes to three of our new civilizations—the Bulgarians, Cumans, and the Lithuanians—but have taken steps to find harmony with the notably infamous Steppe Lancer.

With these changes available to play, we encourage you to try them out for yourself, play with them for a few rounds, and then let us know what you think! Balance is a constantly evolving process, which means we need to know what works (or doesn’t work) so we can plan for the next major update.

More balance changes will accompany our updates in the months to come. Thanks to everyone who helped play and provide their thoughts over these first few weeks; keep the constructive feedback coming!


  • The line-of-sight for herdable creatures is now consistent. Cow and Buffalo herdables now see 3 tiles, while all other herdables see 2 tiles.
  • Steppe Lancer: Decreased the attack power from 10 to 8 melee damage.
  • Elite Steppe Lancer: Decreased the attack power from 12 to 10 melee damage.
  • Steppe Lancer [Standard & Elite]: Increased the gold cost to train the unit from 30 to 45 gold.
  • Steppe Lancer [Standard & Elite]: Slowed the rate of fire from 1.9 to 2.3 seconds.
  • Steppe Lancer [Standard & Elite]: Decreased the speed of the unit from 1.5 to 1.45.
  • Steppe Lancer [Standard & Elite]: Doubled the size of the collision box to prevent multiple units from stacking too tightly.


  • Krepost: Can no longer be converted.
  • Krepost: Reduced the size of the building from 4×4 to 3×3 tiles.
  • Konnik [Standard & Elite]: Slowed the rate of fire from 1.9 to 2.4 seconds.
  • Konnik: Reduced hit-points from 110 to 100 health.
  • Elite Konnik: Reduced hit-points from 130 to 120 health.
  • Dismounted Konnik [Standard & Elite]: Now takes additional damage from the Samurai unit.
  • Dismounted Konnik [Standard & Elite]: Slowed the rate of fire from 2 to 2.4 seconds.
  • Increased the armor granted by the Bagains technology from +3 to +5 armor.


  • Increased the time to construct a Feudal Age Town Center from 225 to 270 seconds.
  • Kipchak [Standard & Elite]: Slowed the rate of fire from 1.8 to 2.2 seconds.
  • Kipchak: Reduced hit-points from 45 to 40 health.
  • Elite Kipchak: Reduced hit-points from 50 to 45 health.
  • Elite Kipchak: Reduced the total number of arrows from 4 to 3.
  • Cumans no longer have access to the Husbandry technology.
  • Civilization Bonus: Cavalry units now move 5% faster in the Feudal Age, 10% faster in Castle Age,  and 15% faster in Imperial Age.
  • Feudal Age Battering Rams no longer deal area of effect damage to units.


  • Ballista Elephants [Standard & Elite]: Now gain the intended benefits of cavalry armor upgrades.


  • The Cavalry attack bonus granted by captured relics no longer affects Light Cavalry.
  • Reduced the maximum attack bonus granted by captured relics from +5 to +4.


  • Plumed Archers [Standard & Elite]: Increased the base cost of training by +5 gold and +5 wood during both the Castle and Imperial Age.


  • Adjusted the archer attack vs. buildings bonus to +1 during the Feudal, Castle, and Imperial Ages.


  • Keshik [Standard & Elite]: Reduced the gold cost to train from 80 to 40 gold.
  • Keshik: Increased hit-points from 100 to 110 health.
  • Elite Keshik: Increased hit-points from 130 to 140 health.
  • Keshik: Reduced attack power from 12 to 9 damage.
  • Elite Keshik: Reduced attack power from 14 to 11 melee damage.


  • Fixed a rare issue where Scouts could sometimes spawn inside walls.
  • The player’s main gold pile will now appear slightly further from forests to improve accessibility.
  • Relic generation has been fixed to ensure that Relics spawn on tiny, small, and medium maps. On larger maps, additional Relics will spawn.
  • The Budapest map no longer spawns extra villagers when playing the Empire Wars game mode.
  • Farms around the starting Town Center are spaced more evenly when playing the Empire Wars game mode.
  • Fortress: Boars now spawn closer to all player starting points.
  • Fortress: Walls and towers now spawn a consistent distance from each player’s starting Town Center.
  • Fortress: Adjusted the placement of Houses and other buildings to prevent obstructing resources.
  • Highland: Modified the way land is generated so that random zones only appear when “Team Together” is disabled. When enabled, the map has a 60% chance of splitting players based on their team, and a 40% chance of separating everyone by rivers.
  • Steppe: Fixed the map to correctly start with 3 additional villagers.
  • Cow and horse variants now appear on maps that previously spawned them.

When playing the Regicide game mode, maps that previously spawned with a Tower instead of a Castle will now spawn with a Fortified Tower. This affects the following maps:

  • Alpine Lakes
  • Antarctica
  • Aral Sea
  • Australia
  • Black Sea
  • Bog Islands
  • Border Stones
  • Canyons
  • Caucasus
  • Enemy Archipelago
  • Enemy Islands
  • Far Out
  • Front Line
  • Holy Line
  • Indochina
  • Indonesia
  • Kilimanjaro
  • Lombardia
  • Madagascar
  • Malacca
  • Mangrove Jungle
  • Migration
  • Motherland
  • Mountain Pass
  • Mountain Ridge
  • Nomad
  • Open Plains
  • Pacific Islands
  • Philippines
  • Ring of Water
  • Sandbank
  • Serengeti
  • Siberia
  • Snake Forest
  • Snakepit
  • Socotra (formerly spawned with a Castle)
  • Sprawling Streams
  • Steppe
  • Swirling River
  • The Eye
  • Twin Forests
  • Wolf Hill
  • YinYang


  • Added new “Selection Modifier Hotkeys” options to the Settings menu.
  • Unit outlines will now flash green when targeted behind buildings.
  • Fixed an issue where units would not attack after disembarking from a Transport Ship.
  • Fixed a bug where units guarding other units would sometimes prioritize attacking buildings over enemy units.
  • Fixed a rare bug where allied line of sight would not be shared properly under certain circumstances.
  • Fixed a bug that prevented the Shift queue from placing farms.
  • Players can no longer target farms through the fog of war.
  • Holding the Ctrl key no longer appends units to the currently selected group if “Easy Drag Military” is disabled in settings.
  • The Waypoint flag’s cursor hot-spot is now at the bottom of the flag rather than the top (same as legacy).
  • Auto-wall completion is now disabled when placing single Wall segments.
  • Double-clicking on different types of horses or cows now properly selects all variants of those units.
  • Deleting a Hun Town Center no longer reduces the population limit by 1.
  • The Defend the Wonder game mode no longer concludes before the Wonder’s destruction animation has completed.
  • Wonder Race will no longer use the previously-set Victory Condition.
  • Trebuchets are no longer available in the Wonder Race game mode.
  • Trebuchets will no longer unpack if any one Trebuchet within the selected group fails to find a valid target within its minimum range.
  • Fixed a bug where the “Next” button of the Dock could not be clicked when the Dock’s foundation was selected.
  • Beach terrain now displays properly when starting a game with the map explored.
  • The Woof Woof cheat code now affects all birds instead of only Hawks.


NOTE: The ability to create and filter by “Friends-Only” lobbies has been disabled, as this was limiting the number of games being displayed in the Lobby Browser. While we work on a permanent solution to the underlying issue, you can still create a Private game lobby and then use the Invite button to invite and play with your friends.

The importance of multiplayer lobbies in Age of Empires II cannot be understated as we work to support our amazing competitive community. It is an area of the game that will continue to see updates in the months to come, starting with these changes to establish a strong baseline when creating, playing, spectating, and re-watching games!

  • Fixed various issues when inviting another player to a game lobby.
  • Fixed a rare crash when opening a Profile page while offline.
  • Fixed an issue where a player would be stuck on the Tech Tree screen when in a lobby that had been closed.
  • Fixed an issue where a player’s information would sometimes not display correctly if they were not in the top 100 on the leaderboard.
  • Fixed an issue where games played by friends would fail to populate in the spectator lobby.
  • The Lobby Browser search now also searches for the names of players in lobbies in addition to the lobby name.
  • The Spectator Browser search now also searches for the names of players in lobbies in addition to the lobby name.
  • Map names no longer display in the host’s language, but instead use the language of the player’s game client.
  • Added the ability to filter by LAN games in the Lobby Browser.
  • Previous lobby names are now remembered when creating a new lobby in the same game session.

The Ranked map pool has been updated to include the following eight maps:

  • Arabia
  • Arena
  • Black Forest
  • Gold Rush
  • MegaRandom
  • Nomad
  • Steppe
  • Team Islands

Players can now ban maps when matchmaking:

  • 1v1: bans
  • 2v2: ban
  • 3v3: 1 ban
  • 4v4: bans


  • Adjusted the walking animations for villagers so they no longer “slide” over terrain.
  • Shadows will now display over destroyed units and buildings.
  • Added a decay object for spear, arrow and dart projectiles that miss their target.
  • Elite Cannon Galleons now have a unique model from their standard counterpart.
  • The Fishing Trap and Box Turtles now correctly display their underwater graphics.
  • Updated the animations for the Konnik, Longboat, Scout CavalrySteppe LancerSubotaiTarkan, and several Villager units.
  • Updated the animations for the Bridge and Indian Mill structures.


  • The notification when another player advances to a new Age now uses a unique sound effect from the “chat” notification.
  • Converting a unit now plays the correct sound effect.
  • Increased the volume of the “You are under attack” sound effect.
  • Deer no longer have creation sounds in the Editor.
  • Animals and Relics now have selection sounds.
  • UI elements now have more subtle sound effects.

The sound effects for the following units and events have also been updated:

  • War Wagon attack sounds
  • Melee unit attack sounds
  • Elephant attack sounds
  • Selecting Cavalry units
  • Boar death sounds
  • Camel death sounds
  • Arrow sounds
  • Fire Ship sounds


We’ve heard a good deal of feedback about how we can improve the AI, pathfinding, and other aspects of the AI-controlled players via the official forums: in some areas where poses too great of a challenge, and others where it could be boosted to be a stronger opponent or ally. Below are some of the changes coming with today’s build in the effort to improve their presence on the battlefield.

  • Fixed an issue where AI players would resign too early while still having strong allies on the battlefield.
  • Fixed an issue where AI players would resign too early on Very High population settings.
  • Fixed a rare issue where the AI would not attack unless attacked first.
  • Fixed an issue where AI-controlled teams would train fewer military units than intended on high-population matches or when using difficulty settings lower than Hard.
  • Implemented various difficulty adjustments based on player feedback.
  • Based on player feedback, we’ve also adjusted the decision-making and tactics employed by AI-controlled teams.
  • Updated the AI to migrate earlier on migration-style maps, when applicable.
  • Villagers will now fight back against wild animals when building a Town Center after migrating to a new land mass.
  • Improved the AI’s build order when playing on the Wonder Race game mode.
  • The AI now researches unique Technologies and defensive upgrades faster, when applicable.
  • The AI no longer users their Scout to lure Deer on difficulties lower than Extreme.
  • The AI no longer sends tributes when playing with infinite resources.
  • Fixed a rare crash caused when using the 69 taunt on an AI player’s Gate.

Several adjustments have been made to improve the difficulty of the Extreme AI:

  • Added the ability for soldiers to seek out enemy units when attacking buildings.
  • Added the ability for Villagers to seek refuge from nearby enemies before they’re attacked.
  • Improved the way AI-controlled Scouts attack enemy Villagers.
  • Improved how the AI utilizes their initial Scout so that it stays alive longer at the start of the game.
  • Fixed an issue where the AI would not stop attempting to capture herdable animals close to enemy Scouts.
  • Fixed an issue where the AI would not harvest gold or stone on the Wonder Race game type unless all wood was gathered.


  • Units will now converge to a single point rather than maintaining their initial distance from each other. Note that you can ALT + Right Click to utilize the old behavior.
  • Fixed an issue where melee units would be slow to respond when right clicking to attack groups of enemy units.
  • Fixed an issue where units would fail to find a new target after a targeted unit garrisoned in a Town Center.
  • Fixed an issue where Villagers ordered to drop resources at the Town Center would not automatically move to help construct buildings afterwards.
  • Fixed a rare issue where Villagers would sometimes go idle in certain circumstances.
  • Fixed a rare issue where Rams would not attack enemy structures when patrolling.
  • Fixed a rare issue where the AI would send its units to the westernmost point of the map.
  • Fixed a legacy issue where units could walk through buildings if they were placed on top of enemy foundations.


Several adjustments have also been made to the AI’s scripting:

  • up-filter-status now resets correctly.
  • sn-attack-winning-player-factor can no longer cause a rare crash.
  • sn-enable-training-queue now works correctly with values 2 to 14.


  • Added a new score display mode to the spectator/replay UI to display both score and tech progress at the same time.
  • Clicking on a unit icon will now center the view on the object while spectating.
  • Fixed an issue where scaling the UI to 125% would make some elements unresponsive.
  • The Game Speed and Lock Speed options are no longer affected by the “Random” option in the Lobby.
  • Fixed various issues which prevented teams, civilizations, and player names from displaying properly when loading into a match.
  • Fixed an issue where civilization emblems and UI styles would reset when returning from the Options screen while in-game.
  • Updated the Market to display the correct Buy and Sell tips when the Extended Tooltips setting is disabled.
  • The correct repair cursor now displays when repairing damaged buildings, siege weapons, and ships.
  • Fixed an issue which prevented Friend or Foe colors from functioning following the completion of a match.
  • Fixed an issue where the stars for Buildings Lost and Units Lost would be awarded to the wrong player on the post-game achievements screen.
  • Fixed a display issue where a negative Elo would be shown after winning a Ranked match.
  • Fixed an issue where the load and save screens would not display files properly.
  • The Missionary tooltip no longer indicates that they can collect Relics.
  • Added missing tooltips to the Lobby Browser screen.
  • Updated the in-game cursor for Right-Click Drag scrolling.
  • Alt + Enter no longer interacts with UI elements.
  • The “U” key can now be used as a hotkey to cycle through buildings.
  • Updated the campaign objective checkboxes to better-distinguish between primary and secondary objectives.
  • Crowns and ribbons no longer overlap on the post-game achievements screen.
  • Implemented various minor UI fixes.
  • Implemented various fixes for localization issues.
  • Fixed various issues which prevented the full display of certain text on the UI.
  • Fixed various hotkey issues.


  • Added a tool to convert SLP files to SMX for mod conversion.
  • Added the ability to access and modify the UI data present in the /wpfg folder.
  • Fixed a rare crash where the mod manager could crash if the item’s description used too many characters.
  • Fixed an issue which prevented mod files from unzipping correctly.
  • Fixed an issue where the file size of a mod would be incorrectly measured.
  • Fixed an issue where checkboxes would enable or disable the wrong mod.
  • Implemented various fixes to the sound modding system.


  • Fixed a crash in the editor when deleting units garrisoned in a transport ship.
  • Fixed a crash in the editor when changing the projectile of a unit through triggers.
  • Fixed a rare crash in the editor when using Ctrl + A.
  • Added variation to the waterfall that appears underneath the terrain layer.
  • Red boxes no longer render in front of the terrain lists in the editor.
  • Hotkeys now work properly when the left panels are selected (such as the unit or terrain menus).

Discuss of 43 comments

  • gaffelspoon January 21, 2020

    January game update:

    - Units will now be able to walk through walls at random occations to prevent turtle strategies and encourage agressive play

    - Stop key disabled to nerf micro against stuttering melee units

    - Khmer T90 farms are now better than Slav farms, because we love the memes

  • bustlingcar2226 December 30, 2019

    Hope there will be a Slavs-Campaign for once (Russians, Serbians, Poles etc.)!!!

  • clockworks December 30, 2019

    Windows store is the worst. Mods are always deactivating on restart e.e

  • al81ru December 20, 2019

    Still no update in Windows Store :(
    Win10 build 1909

    • darth-raid3r-81 December 21, 2019

      I am having the same problem. The game update does not show up in the Microsoft Store.

  • henry13241 December 19, 2019

    Since beta I've been seeing issue when selecting units. In almost every game, when I select unit/building though either hotkey or mouse, at least once the game will treat it as if I selected a unit from another player. There is no UI content for that unit and I cannot control that unit. I need to left click on empty area, select something else, and then select that unit to work. I lost my scout many times because of this bug.

    I hope this can be fixed soon, I'm surprised that this is not included in the patch

  • icarus-fall December 19, 2019

    Poland Civ are different in campaigns. In 2nd of Barbarossa and 5th of Genghis Khan, Poland Civ are Slav.In the new campaigns, however, 5th of Ivaylo of The Last Khan, Poland Civ becomes Lithuanians.
    The same country has 2 different civs, that is ridiculous. For me I think let Poland Civ be Lithuanians in all campaigns, for the Poland-Lithuanians Union, which is more historic.

  • drivencell53134 December 19, 2019

    My game crashes now with the new patch. I can't play single player or multiplayer...

  • b33b3 December 19, 2019

    "The “U” key can now be used as a hotkey to cycle through buildings."

    I would like to point out that this does not work. "U" is also already defaulted to Ungroup units, and this new hotkey is not in the hotkey menu. Also, will this work will only buildings or units as well?

  • twtx December 19, 2019

    Thanks for this. Really glad about the campaign medals. Keep up the good work Devs!

  • brianbrian December 19, 2019

    I went through all the of the steps, and when I clicked Get Updates, it wasn’t there. It also isn’t on my list of recent activity so I’m assuming it didn’t download on its own? Is there any way to tell or find the update any other way? Thank you

  • alphrant December 18, 2019

    Good to see issues getting fixed!
    Question about the campaign medals... I noticed my completed campaigns have bronze medals while I've completed them in hard. Is that because it cannot be detected on what difficulty they were completed before the update?

  • tharbatal December 18, 2019

    Now the Campaign voice doesn't work anymore at least for Dschingis Khan i didn't try the other ones yet...
    In game voices are also off!!!!!!!

    • rafiki1499 December 22, 2019

      This is true, voices of the starting narrations are only on English

    • gtenks96-2 December 18, 2019

      Voices are not working on Spanish (Latin America) too

    • naashil December 18, 2019

      My campagn doesn't work at all... The game crashes everytime I start a new game...

    • tharbatal December 18, 2019

      Edit: Nope the other campaign voices are off as well.. very annoying!

  • anoss December 18, 2019

    I am a part of new players who came recently on the game with the DE after 10 years on other rts. And i'm pretty sad with the new map pool, game was fun before the patch, now maps are horrible.. there is only Arabia who is "normal" all the rest is random or very one strategy base like black forest with the only one way who allow you to Aattack your opponent. To be short : Nomad, méga random, steppe are not good for a ladder, should stay avaible for personnal game only. Last map pool was good, only river and mountain was boring. Now only Arabia is playable.. Its like i have no more hype to play this game with this new map pool even if i was super hyped... you know even if black forest is played a lot on personnal game, thats personnal game. You will not convinced casual player to play a ladder game, by meeting the map pool with fun map and normal map. You will only scared all the players who want some competition and player who only want to play one type of map will stay on personnal lobby. Hope you will realize this map pool is a very bad and make some fast change. You got the type now but 2 mistake and a some new game and you are in the hype anymore. Dont lose your shot !

  • guillermoxiii December 18, 2019

    Y cuando en una partida de ranking se va a poder ver mientras esperas o creas el árbol de tecnologías de cada civilización?
    En las partidas que no son de ranking si se puede

  • naashil December 18, 2019

    With this update my game crashes every single time I'm strarting a game. In multi or in solo (standart or campaign)

    Hop it will be fixed soon !

    • drivencell53134 December 19, 2019

      Same issue.

  • darkness01101 December 18, 2019

    Quite a list of improvements! Can't wait to try. One question, though...

    "Increased the volume of the 'You are under attack' sound effect."

    Yikes. This isn't the battlehorn sound, I hope? If so, was there really a bunch of feedback asking for its volume to be raised?? I can't believe people aren't annoyed by this sound. If anything, its volume should be lowered, and a volume slider added to Settings screen specifically for it.

    • roodvlees December 18, 2019

      Yes, that includes player like TheViper who miss warnings because it's too soft.
      It's especially bad for a unit being converted by a monk.
      Would have been better if they'd changed that alarm instead.

  • wgc575 December 18, 2019

    This is so long that it take me almost ten hours to translate this into Chinese.

  • expaxx December 18, 2019

    ''Winter Celebration''? Christmas mate...

    • slycooperfan1 December 18, 2019

      Not everyone celebrates Christmas.

  • iamdalv December 18, 2019

    Oh, there is Team Islands too now! Awesome!
    Arena as well!

  • iamdalv December 18, 2019

    Love the new map pool. I like playing Black Forest!

  • unsayne December 18, 2019

    I'm glad to see the devs continuing to support the game but now I get a crash every time a multiplayer match starts so that's good...

  • maxmunk December 18, 2019

    Keshik's damage decrease is too drastic. Should be equal to that of a knight/cavalier.
    I feel the same way on the Steppe Lancers. You should prevent them to stacking up not downgrading the unit itself... Now no one's gonna use Steppe Lancers.

    • roodvlees December 18, 2019

      SL is still cheaper and has the range advantage.
      I'm happy with these changes, especially the attack rate reduction.

  • kuoting December 18, 2019

    The new maps pool sucks...
    Black forest?? Nomad??? Are you kidding me??

  • boxies December 17, 2019

    Amazing job with the patch dev team, keep up the awesome work.

  • kgbcrazy December 17, 2019

    Good job guys. Hopefully you guys can give some love as well to Age 1 DE and fix some game performance issues and multiplayer lobby.

  • call-lt-friend0 December 17, 2019

    Kinda feel like the Lithuanian relic bonus should max out at +2 for Light Cavalry.

  • gregrising December 17, 2019

    You were right! This is a huge update and I have nothing to say but "A Huge Thank you".
    Can't wait to ban Arena/Nomad/Islands though I wish I could ban all maps except Arabia 😅

  • badeus-grimus December 17, 2019

    The Cummans will stay the same problem take that TC away we are fine.I know this is they bonus but giv them something whats not breaking the the hole game.And the Lithuanians Are still hurt a tone whit they paladins. Its not llike the Franks suppostobe a good ciz for Paladins whic are still not a SUPER good units. I mena the price makes me thing that
    Why make smaller the Krepost?
    Tatatrs buff is nice they realy needed.
    BTW Some Franks and Magyars buff would be nice...
    and what maybe the magyars can make wolfs in tc in inperial age for rading (hunting wolfs and before some 1 say its broken in the starwars galactic battlegrounds 1 civ can do the same and its not that broken and some hand Canons, Cannons.For Franks more Hp 30% for the paladins and +1 range for the Throwing Axemans
    my opinion is this for the cumans :

  • sin-precedentes December 17, 2019

    Long-awaited performance improvements, huge patch. Thanks!!

  • xivdarkdays December 17, 2019

    Was the lithuanian light cavalry huge nerf really necessary? Now the relic bonus has lost a lot of motivation to go for...

  • vanillalt December 17, 2019

    Why i dont see anything about beeing disconnected from online games? Is it fixed? Cause that trumps everything else.

  • gaucho-abraxas December 17, 2019

    Wowwwww!!! Thank you for this massive update!
    Let´s make Age of Empires great again.

  • aahale December 17, 2019

    It's CAVALRY, not CALVARY.

  • stodgierapple7 December 17, 2019

    Byzantines still imba in pros hands <3

  • mortl9 December 17, 2019

    Hey first of all I am thrilled to see the ammount of energy and love that this game is recieving.

    This is and probably will always be my favourite game.

    I am hopeful that the changes to the changes to the steppe lancer didnt gut it completely and applaud the careful approach to this seemingly complex unit.

    However I would like to adress a different topic; It seems that my favourite civ: the goths. Have taken quite a collateral hit. They are currently being outperformed at every level and no longer have a competitive purpose: Outperformed by champ specialists, malians and Bulgarians are better anti-Archer options and if you look away from infantry, Tatars? Produce cav archers and light cav at the same pace.

    Not to mention every civ now have an easier time dealing with them due to supplies.

    What are your intentions for this civ if you leave it untouched.

    Concerned Goth main.

    • beetlerapier645 December 18, 2019

      Completly agree. with the DE (supply) update, goths who were already below average are now even worse... probalby need an eco bonus and/or additional cap limit?

  • radialbubble223 December 17, 2019

    The map pool has too many gimmicky maps in it. Black forest should not be an option for rated matchmaking imo. Replace it with valley or cenotes.

  • whitemagick4 December 17, 2019

    Massive patch! Well done! I see the Vietnamese received no changes, pity.

    Any updates on when you will fix the data values in the civ menu dialog so that modders can add new civs? As far as I understand it, this has not been fixed with this patch, right?

  • downriverrat December 17, 2019

    Niiiice! Keep up the good work! 👍

  • stockierbus9819 December 17, 2019

    Thank you so much for this! You've done a great work and thanks a lot for taking care of the feedback! Happy holidays to all of you!

  • alightjewel1130 December 17, 2019

    Great work devs! We love the changes and we hope you're gonna keep having fun developing and improving the game!

    Just let us know what you're doing!
    Much love <3

  • slycooperfan1 December 17, 2019

    Holy crap, this is a massive update. Kudos to the Age of Empires team for sticking with the Definitive Edition!

  • sirjonathan December 17, 2019

    This is amazing. I'm so happy to see the effort and energy being invested into my favorite game of all time. Got a local LAN tournament coming up soon and this update hits just in time!

  • warkos8 December 17, 2019

    Amazing! Keep the good work up. Im just sorry for Spirit of the Law who just uploaded a video on the different animals LOS and food, 1 day before the update 🤦‍♂️

    • slycooperfan1 December 17, 2019

      Haha, I just watched that video last night, and reading the patch note here I was just chuckling to myself. Gotta redo that entire video xD

of 43 comments