For those of you who’ve been with us since November of last year, we’re thrilled to share in this journey with you: exploring new frontiers for the game with never-before-seen content, new systems and features, and sharing the battlefield with you month after month! This past year has been full of projects and improvements to the game; for perspective, here’s just a few of the biggest highlights from the last twelve months:

  • 20 Game Updates (now 21)!
  • 10 in-game events, including two crossovers with other franchise games!
  • 4 new Art of War missions!
  • Two new Challenge Scenarios: the Mongol Raiders (which will return) and Barbarossa Brawl!
  • Three new Maps based off community favorites: Four Lakes, Golden Swamp, and Land Nomad!
  • New Unlocks, Campaign Medals, and Rewards!
  • Updated matchmaking to offer unique map pools for 1v1/Team Games and Random Match/Deathmatch!
  • Ranked map bans and preferred map selection!
  • AI Improvements GALORE!
  • New Stats-tracking and Leaderboards!
  • …and much, much more!

All of this has been completely FREE for owners of the game, and only begins to lay the groundwork for all that’s yet to come! This month, we’re continuing the game’s growth with another massive update: including an all-new game mode to test your skills, a plethora of fixes and improvements, balance changes to 19 of the 35 civilizations and to 15 different maps, modding enhancements to offer even greater power at your fingertips, and so much more! As always, here’s the tl;dr list:

  • New game mode: Battle Royale!
  • New seasonal event: The Age of Empires II: DE Anniversary Event!
  • New Quick Play functionality: featuring Random Map, Battle Royale, and Empire Wars!
  • Various performance and stability improvements!
  • Improved wall placement and other quality of life features!
  • A plethora of civilization, map, and gameplay balance changes!
  • The ‘Prefer Random’ multiplayer option now takes effect if selected by a majority of players!
  • New and improved functionality for the Scenario Editor: including new triggers and .xs scripting support!

As always, these changes are based on your feedback over the past months (and, now, year)! We want to offer our sincerest thanks to everyone who continues to entrust us with this franchise and continues to offer ideas as to how we can make it better. To all of you who participated in a thoughtful, meaningful, inclusive, and understanding way over the past year: THANK YOU from all of us at World’s Edge and from the Age of Empires teams! Keep it up and we’ll continue building a game worthy of the RTS crown for the year (and years) to come!

That’s enough from me! We hope you enjoy Update 42848 and all that it brings to Age of Empires II: Definitive Edition. Thanks for helping us get through this past year; we can’t wait to share what we have in store for the next! 😉

—The Age of Empires Team


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Download on the MICROSOFT STORE

Remember that you’ll need to 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 show you on Build 42848

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 or folder 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 to 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 show you on Build 42848

That’s it; you’re ready to play!

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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!


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:

Happy Birthday Age of Empires II: DE!

🍰 November 17 – December 1 🍰

November marks the first anniversary of Age of Empires II: Definitive Edition, and we’re celebrating its birthday with one of the biggest updates yet! Along with a long list of brand-new features and fixes to expand the tools in your arsenal, we’re throwing a party to celebrate the first of MANY years to come for Age of Empires II: DE! Check out the requirements below, jump into the game, and unlock a slew of birthday presents!

  • Unlock four new PROFILE ICONS! Grab a bit of birthday cake, pin the arrow on the Huskarl, or celebrate Cuman style!
  • Decorate your Town Center with BIRTHDAY PARTY DECORATIONS!
  • Strap some BIRTHDAY FIREWORKS to your exploding Petards, Flaming Camels, and Demolition Ships!
  • Celebrate science and the new Age with CONFETTI when your research or Age-up completes!

New Rewards!

Starting TODAY through DECEMBER 1, complete daily in-game tasks to unlock event-themed goodies:

DAY ~ 🎯 Sign into Xbox Live.
🏆 Unlocks the Exploding Demo Ship profile icon.
💾 *Required* if you want to save any rewards unlocked during the event!

Each of the following challenges must be unlocked in order and on separate days:

DAY 1 🔒 Complete a Battle Royale game.
🏆 Unlocks the Town Center Birthday Party Decorations mod.
🏆 Unlocks the Birthday Cake profile icon.
DAY 2 🔒 Using Quick Play, play an Empire Wars game.
🏆 Unlocks the Pin the Arrow on the Huskarl profile icon.
DAY 3 🔒 Survive 15 minutes in a Battle Royale match.
🏆 Unlocks the “1”-shaped Fireworks mod to “celebrate” with your Petards, Flaming Camels, and Demo Ships.
DAY 4 🔒 Using Quick Play, play a Battle Royale game and place in the Top 4.
🏆 Unlocks the Birthday Cuman profile icon.
DAY 5 🔒 Using Quick Play, play any game and advance to the Imperial Age.
🏆 Unlocks the Confetti Explosion mod when completing research on a tech or upgrading your buildings.

Keep it Forever!

Remember: if you sign in to Xbox Live during the event, you’ll get to keep all of the mods and profile icons you’ve achieved! Sign in, earn your rewards, and enjoy the celebration!

We hope you enjoy the Age of Empires II: Definitive Edition Birthday Celebration!  Again, don’t forget to sign into Xbox Live to ensure you keep everything you unlock!

—The Age of Empires Team

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Event F.A.Q.

Q: Do I have to complete the challenges on consecutive days?

While challenges don’t have to be completed on consecutive days, only one challenge can be completed per day (after the initial two challenges).

This means that you will need to play at least five different days to complete all of the challenges.

Q: When is the last day I can complete the daily challenges?

The Anniversary Celebration concludes December 1.

Q: Do I get to keep all of the event unlocks?

All you need to do is log into your Xbox Live account before the end of the event to keep all of the profile icons and mods you unlock; it’s as easy as that!

Q: What do I do if I accidentally unsubscribe from a special mod?

No problem! All you need to do is click your Profile Icon on the main menu, select Event Mods (under Collection), and then check the unlocked event mod you want to enable!

Q: How do I change my profile icon?

You can update your profile icon in your profile:

  1. On the main menu, click the Profile Icon next to your name.
  2. You should now be in the Profile Icons tab under Collections.
  3. Select your favorite icon, then click the Select Icon button to lock in your choice.
  4. You’re done!

Q: How do I download and enable mods?

For information about how to subscribe to and prioritize your mods, visit this article.

NEW! Multiplayer Quick Play

It’s also now easier than ever to jump in and play Age of Empires II: Definitive Edition with Quick Play! This feature allows players to set a game type and map preferences, then effortlessly matchmake with others in the Random Map, Empire Wars, and Battle Royale game modes.

To access Quick Play, click the ‘Multiplayer’ button on the game home screen.

NEW! Battle Royale (Quick Play)

Battle Royale introduces a brand-new way to experience Age of Empires II: Definitive Edition! This fast-paced mode pits up to 8 players (or AI players in a skirmish) against each other on 5 new maps in a free-for-all contest to see who can be the last combatant standing.

Who will win? Make sure it’s you!

To access Battle Royale, you can either select it in the Quick Play menu, or you can click the ‘Battle Royale’ button on the home screen to jump straight to the setup screen.

Multiplayer Updates

Both experienced and new players will find the game more welcoming than ever with updates in the overall game UI including improved civilization selection, main menu navigation, and updated party invites.

More information can be found in the ‘Lobbies & Matchmaking’ section, below!



Stability & Performance

  • Players are now properly reconnected to their match if they experience a brief drop in their internet connection. This addresses an issue where they would attempt to reconnect indefinitely.
  • Implemented various performance improvements to how the game is rendered.
  • Improved the performance of the client during large-scale, late-game battles.
  • Improved the performance of the client during battles which generate a considerable number of on-screen particles.
  • Fixed various issues which prevented players from connecting to a match during ranked matchmaking.
  • Fixed an issue which prevented computers running both an integrated graphics chip and a dedicated graphics processing unit from defaulting to their dedicated GPU.


  • Created a new hotkey entry to quickly “Go to King” when playing the Regicide game mode.
  • Created a new hotkey entry that allows you to “Select all Trade Units.”
  • The “Select all visible Military Units” hotkey can now be used to select visible warships if no land units are also visible or by pressing the hotkey twice.
  • The mouse wheel can now be used to scroll through the tech tree.
  • Rally points for enemy buildings are no longer displayed on the minimap.

The percentage numbers have been updated to represent their actual effect for the following bonuses and technologies:

  • Aztecs: Military bonus
  • Bulgarians: Stirrups
  • Byzantines: Fire Ship bonus
  • Celts: Siege bonus
  • Celts: Stronghold
  • Cumans: Steppe Husbandry
  • Ethiopians: Archer bonus
  • Incas: Team bonus
  • Japanese: Infantry bonus
  • Mongols: Cavalry Archer bonus
  • Saracens: Galley bonus
  • Spanish: Gunpowder bonus
  • Turks: Team bonus


  • Running Boars, Elephants, and Rhinos now use the correct ♪ “footstep” ♪ sounds, which are 3D-positioned to emit from their position on the screen.
  • Running Boars, Elephants, and Rhinos now play their ♪ “bestial vocals” ♪ less frequently when pursuing hunters.
  • Balanced the volume of unit voices across all civilizations, particularly for the Vietnamese, Khmer, Malay, Malians, Portuguese, Bulgarians, and Slavs.


Added a new setting which changes the behavior when double-clicking to select Villagers:

  • Double-click to select all Villagers
  • Double-click to select only Idle Villagers
  • Disable double-click to select Villagers

Other changes to gameplay in Age of Empires II: Definitive Edition:

  • Improved the placement of walls, which will now automatically employ angles to cover the shortest distance instead of defaulting to an L-shape.
  • Fixed an issue where holding SHIFT while placing a wall could prevent some wall piece foundations from being added into the command queue.
  • Fixed a rare issue where units tasked to attack a wall then re-tasked or set to patrol would, on occasion, continue attacking the wall instead.
  • Units can now be de-queued from the Global Queue. Holding CTRL and clicking removes 1 unit; holding CTRL + SHIFT and clicking removes 5 units.
  • Trebuchets now display their packing progress below their health bar.
  • Monks and Missionaries now display their Faith below their health bar.
  • Monks and Monks carrying Relics are no longer considered the same unit when double-clicking to select.
  • Defensive buildings no longer prioritize enemy buildings over units.
  • Town Center and Gate foundations are no longer removed from their assigned control groups once the buildings are fully-constructed.
  • Dismounted Konniks now properly benefit from unit upgrades.
  • Attack Move and Patrol commands can now be issued when Trebuchets are included in the selected group. Trebuchets will neither patrol nor attack move, but will move along with the group.
  • Attack order commands can now be issued to unpacked Trebuchets by SHIFT + clicking different targets.
  • Auto-scout is now disabled on units when the owning player resigns.
  • Units will no longer try to complete their command queue when the owning player resigns.
  • Fixed an issue where the Lithuanian Relic bonus would not be properly calculated and applied when Relics were stored in multiple Monasteries.
  • Fixed a rare issue where double-clicking a building could select all buildings of the type instead of only the visible buildings.
  • Fixed a rare, legacy issue where a Stop command issued to units could leak onto buildings, causing them to cancel their build queues.
  • Fixed a rare, legacy issue where Fishing Ships could collect food from land Farms after exhausting a nearby Fish Trap.
  • Fixed a rare, legacy issue which could prevent purchases from the Market despite having the resources to do so.


Art of War

  • Naval Battles: The “silver medal” notification no longer plays twice when the player loses too many ships.

Campaign Missions

  • Bari 3: The Bombard Tower technology can no longer be researched.
  • Tariq 5: The Elite Genitour upgrade is now available at the Archery Range.
  • Yodit 1: The highest-earned campaign medal is now correctly displayed after completing the mission.



  • Wall: Reduced the melee armor of wall foundations to 0.
  • Palisade Wall: Increased build time by 1 second.
  • Increased the collision size multiplier for Elephant units to match that of other cavalry and ranged units.

 Battle Elephant [Standard & Elite]: Reduced bonus damage to buildings from +7/+10 +4/+7 respectively.

 Xolotl Warrior: Are now granted +30 hp, +2 attack, and +2/2 armor in matches that begin in the Post-Imperial Age.



Reduced the number of bonus resources Villagers can carry from +5 +3.
The Aztecs no longer start with extra gold in the Empire Wars mode.


 Jaguar Warrior [Standard & Elite]: Training time reduced from 20 12 seconds.



Increased the rate at which Blacksmiths work from 50% 80% faster.
Blacksmith and Siege Workshop upgrades now cost -50% food.



 Arambai [Standard & Elite]: Reload time increased from 2.0 2.2.



The movement speed bonus for infantry units is now applied at the start of the Feudal Age.



 Kipchak [Standard & Elite]: Now have a 0.5 second fire delay, equivalent to the Mangudai.



Shotel Warrior [Standard & Elite]: Reduced the cost to train from 35 30 gold. Food cost remains the same (50 food).


Torsion Engines: Reduced the width of Scorpion projectiles from 0.5 0.4 tiles.



Loom can now be researched instantly rather than at no cost.



All Stable units now gain +1 pierce armor in the Castle Age and +1 pierce armor in the Imperial Age, as opposed to the +1 pierce armor previously granted only to Camel units.
Reduced the team bonus to damage dealt by Camel units to buildings from +5 +4.
No longer have access to the Plate Barding Armor technology.


Sultans: Fixed an issue where captured Relics would generate gold ~17% faster rather than the intended 10%.



Genoese Crossbowman: Training Time reduced from 22 18 seconds.
Elite Genoese Crossbowman: Training Time reduced from 19 14 seconds.



Further reduced the work rate of Khmer Farmers from -3% -5%.
Reduced the bonus speed to Battle Elephants from +15% +10% faster.


Tusk Swords: Increased the cost from 200 wood, 300 gold 300 wood, 450 gold.



Now receive archer armor upgrades for free.
Korean Towers no longer gain the range bonus previously granted during the Castle and Imperial Age.


 Elite Turtle Ship: Speed increased from 0.9 1.035.


Panokseon: Replaced by the Eupseong technology.
Eupseong: This unique technology grants Watch Towers, Guard Towers, and Keeps +2 range.



 Leitis [Standard & Elite]: Reduced pierce armor from 2 1.



 Gbeto [Standard & Elite]: Fire delay reduced from 1.2 1.0.



Obsidian Arrows: No longer grants double the attack bonus versus Stone Walls, Stone Gates, Towers, and Harbors.



All technologies are now researched 30% faster.



Fixed an issue which prevented the faster reload time bonus for gunpowder units from benefitting Cannon Galleons.



Town Centers will now spawn 2 Sheep upon reaching the Feudal Age, and newly-constructed Town Centers thereafter will also spawn 2 Sheep upon completion.


Silk Armor: Increased armor bonuses from +0/+1 +1/+1 armor.



Scout Cavalry, Light Cavalry, and Hussar units gain +1 pierce armor.


Elite Janissary: Increased accuracy from 50% 65%.



Chieftains: Increased cost from 400 food, 300 gold 700 food, 500 gold.



  • Added safeguards to ensure that Sheep always spawn in the correct numbers.

Several changes have been made to the Empire Wars game mode:

  • Players now begin with 5 Farmers (instead of 8). The 3 former Farmers are now assigned to berries, wood, and gold at the start of the match.
  • Herdable animals no longer appear on Empire Wars maps which start with the standard number of villagers.

Map Balance

  • Antarctica: The Penguin has been added as a scouting unit.
  • Arabia: Implemented fixes to prevent small patches of road and snow terrain from appearing throughout the map.
  • Arabia: Cliffs will now avoid generating near forests and player starting areas.
  • Fortress: Fixed a bug where gold or stone nodes could occasionally spawn and obstruct gates.
  • Fortress: Reduced the length of cliffs throughout the map.
  • Golden Swamp: On Empire Wars, a Mill and Villagers are now generated on berry bushes.
  • Hamburger: Improved the generation of the forested area in the center of the map.
  • Hamburger: Uprooted random tree spawns from aquatic areas of the map.
  • Hamburger: Outside gold and stone are no longer clumped together, and spawn further away from forests and water.
  • Hamburger: Starting gold and stone spawns are now consistent on free-for-all map generations.
  • Inner Circle: On Empires Wars, players now always begin with 3 Lumber Camps.
  • Journey South: Added a Scout for players.
  • Journey South: On Empire Wars, players now begin with 3 Lumber Camps instead of one.
  • Mangrove Jungle: On Empire Wars, players begin with 3 standard Lumber Camps, as well as a Mill and 6 Villagers near a herd of deer.
  • MegaRandom: Fixed an issue where a particular map type could generate uneven starting forests.
  • MegaRandom: On Empire Wars, a Mill and Villagers are now generated on four-tile berry bushes.
  • Nile Delta: Slightly reduced the elevation on the map.
  • Nile Delta: Reduced the total number of spawned goats, which also appear further away from the shorelines.
  • Nile Delta: Removed predators from the map.
  • Nomad: Reduced elevated areas throughout the map.
  • Nomad: Gold, stone, and berries no longer generate next to each other.
  • Nomad: The island now avoids the map edges in all directions.
  • Pacific Islands: On Empire Wars, players now begin with 6 additional Fishing Ships.
  • Scandinavia: No longer defaults to the Empire Wars map generation.
  • Snake Pit: On Empire Wars, players now start with a Mill and 6 Villagers near a herd of deer.
  • Wolf Hill: On Empire Wars, a Mill and Villagers are now generated on berry bushes.

Random Map Scripting

Added a new command, behavior_version, which lets you opt-in to fixes and changes for RMS that are not compatible with older scripts.

  • Using behavior_version 1 will fix the legacy issue where the land_percent and number_of_tiles commands would produce inconsistent results based on the order of lands in the RMS file.

In addition to this change:

  • Fixed a legacy issue where map revealers would be placed on custom Nomad maps.
  • The ‘Starting Age’ setting can now be detected by RM scripts.
  • direct_placement now works as intended when the number of players greatly exceeds the recommended map size.
  • Added the set_gaia_unconvertible command for object generation. Gaia objects created with this flag will not be capturable by players and will instead be hostile to them.
  • Added the set_gaia_civilization parameter. Setting it to a valid civilization ID will change Gaia’s civilization in a Random Map game. The civilization’s architectural style and unique techs will be applied to the Gaia player.


A new Quick Play lobby is now available for unranked play! Quick Play is designed to get you into a match lighting fast: offering the ability to quickly setup your game type and map preferences and then effortlessly join matchmaking with others in the Random Map, Empire Wars, and Battle Royale queues. Quick Play will be unranked and designed for convenience—getting you in a game with only a few clicks.

We’ve also updated the invitation system to make it easier for you to invite players to your match or clan.

Along with these additions, we’ve implemented several changes to the multiplayer lobbies:

  • The RegicideEmpire Wars, and Sudden Death settings are now available as checkboxes in lobbies, allowing their mechanics to be combined with other game modes.
  • The Treaty setting is now always on in the Wonder Race game mode.
  • Wonder and Relic victories are now allowed in the Regicide game mode and with the Last Man Standing victory condition.
  • The Conquest victory condition is now available in the Regicide game mode.
  • The “Prefer Random Civilization” feature now requires a majority of players in a match to opt-in rather than all players in the match.
  • When restoring a game, players can now choose a server, set spectator settings, and set a spectator delay.
  • Added a Uniform Resource Identifier (URI) to instantly spectate matches by clicking a special link.
  • Fixed an issue where players could be locked out of a match when accepting an invitation to a lobby they’re already in.
  • Fixed an issue where the “Create Lobby” button would, for seemingly no reason, be disabled.



  • Implemented several improvements to the strategic decision-making of AI-controlled players.
  • Fixed an issue where the AI would fail to target a player to attack.
  • Fixed an issue which sometimes prevented the AI from placing gates in walls.
  • Fixed a rare issue where AI-controlled units could be seen sliding across the screen rather than walking.
  • Units which benefit from direct unit control will now converge properly.


  • Units tasked to follow another unit will now properly update their path when issued a new command.
  • Units will now update their path when re-tasked to determine whether there is a more optimal route to the task at hand. (Legacy)
  • Fixed a rare issue where Boars could randomly stop chasing a unit after colliding with an obstruction.
  • Fixed a rare issue where units at the edge of the map could not be targeted and attacked by melee units.
  • Fixed a rare issue where units would, on spookier occasions, pass through solid objects.


  • Added a new strategic number to control what kind of gate the AI places in a wall: set sn-gate-type-for-wall to 1 for a Palisade Gate, and 0 for placing Stone or Fortified Gates.
  • Flares can now be found using the players-unit-type-count check and up-find-flare.
  • up-find-flare will now find flare objects.
  • object-data-action and object-data-order no longer return -1 for objects with no unit AI.
  • Setting the sn-disable-villager-garrison properly to 3 now stops boar-lurers from garrisoning.
  • sn-minimum-number-hunters will now properly assign Villagers to huntable objects.
  • sn-object-repair-level now takes Scorpion and Trebuchet units into consideration.
  • Created defconsts for the new Last Khans civilizations.
  • Extended the maximum amount of strategic numbers supported from 303 511.
  • up-can-build no longer returns false when using Wall objects.
  • up-garrison now accepts unit lines.
  • up-garrison now works on distant targets.
  • up-gather-inside now works on Watch Towers.
  • up-path-distance and up-get-path-distance no longer returns impassable if the starting tiles’ corner is obstructed by itself or another object.
  • Using the find-random search on up-find-player now returns the correct player ID’s.
  • Fixed an issue when using a custom AI script which caused AI players to delete the wrong objects under certain circumstances.

Added map-type constant for the following maps:

  • Bog Islands
  • Mangrove Jungle
  • Pacific Islands
  • Sandbank
  • Water Nomad


  • Implemented various fixes and updates to non-English translations of the game.



  • Extended the modding functionality to allow mixed content mods which combine .dat mods with other assets, which will take effect in games where the dataset is selected.
  • Fixed an issue where the names of the files required to modify civilization theme music would vary based on the chosen interface language.
  • Fixed an issue where custom unit sounds included in data mods would not play unless both the “Custom” and “Wwise” fields were non-zero.

Scenario Editor

A new .xs scripting functionality has been added to the scenario editor!

  • Players can now add an .xs script to their scenario, which can communicate with triggers and other areas of the game to allow for a more complex flow-control than that offered by regular triggers.
  • All available constants for the new .xs scripting can be found in Constants.xs in \resources_common\xs

Here are a few examples of the functions which can be called:

  • xsTriggerVariable: Returns the value of the desired Trigger Variable.
  • xsSetTriggerVariable: Sets a trigger variable to the desired value.
  • xsPlayerAttribute: Returns the value of the desired player attribute.
  • xsSetPlayerAttribute: Sets the desired player attribute to the value specified.
  • xsChatData: Sends a chat with the desired message/variable. This is useful for testing.

A multitude of new trigger effects and conditions have been added to the Scenario Editor for your use:

  • New trigger effect: “Change Object Player Color”
  • New trigger effect: “Change Object Civilization Name”
  • New trigger effect: “Change Object Player Name”
  • New trigger effect: “Disable Unit Targeting”
  • New trigger effect: “Enable Unit Targeting”
  • New trigger effect: “Enable Technology Stacking”
  • New trigger effect: “Disable Technology Stacking”
  • New trigger effect: “Enable Object Selection”
  • New trigger effect: “Disable Object Selection”
  • New trigger effect: “Script Call”
  • New trigger effect: “Change Technology Cost”
  • New trigger effect: “Change Technology Name”
  • New trigger effect: “Change Technology Research Time”
  • New trigger effect: “Change Technology Description”
  • New trigger effect: “Make Technology Repeatable”
  • New trigger effect: “Set Building Gather Point”
  • New trigger effect: “Acknowledge Multiplayer AI Signal”
  • New trigger condition: “Multiplayer AI Signal”
  • New trigger condition: “Object Selected (Multiplayer)”
  • New trigger condition: “Object Visible (Multiplayer)”
  • New trigger condition “OR”
  • New trigger condition “Script Call”
  • New trigger condition “Object has Action” (e.g. to check if a unit is fighting)

Other adjustments to the Scenario Editor:

  • The Scenario Editor is more performant when working with large numbers of triggers.
  • Added the option to alter the player’s architecture set.
  • New functionality to extend a map, which allows players to resize a map after creation.
  • Flares can now be sent and detected within the Scenario Editor.
  • Added exclusive Scenario Editor technologies which make resources last longer by a specific percentage if researched via a trigger.
  • “Set View” can now be defined on a per-player basis.
  • “Activate” and “Deactivate” trigger effects now have a “go to” button to jump to the selected trigger.
  • On-screen objectives are now displayed when testing scenarios in the Editor.
  • Replaced units no longer adopt the incorrect default stance.


As always, we are continuing to track issues reported by the community for future updates. Here is a brief update from our Production team regarding some of what is still in the works:

  • Team Game Connection Issues: We’re continuing to monitor connectivity problems during Team Games and your continued help is valuable! If you’re experiencing (a) a disconnect during TG gameplay, (b) a disconnect during matchmaking or on the loading screen, or (c) crashing on the matchmaking screen, please read the section above regarding the Enhanced Logging Build and follow the instructions. This will generate advanced logs that you can share to help us better understand why you’re experiencing these problems.
  • [Spanish] Incorrect percentage numbers in certain unit descriptions: The team is aware of several incorrect percentage stats when using the Spanish translation of the game. This includes the speed boost increase for the Squires technology, the elephant speed bonus of the Khmer civilization, the hp bonus of the Mongol civ, and the Steppe Husbandry description. These percentages will be corrected and updated in a future release!

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


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.

Discuss of 57 comments

  • tncheng97 January 27, 2021
    I will complain about the gameplay balance here. Too many civilizations are shifting their identities into archer civs. Thanks to DE, cavalry archers have became a unreliable option for Huns, mongols, turks, Indians and the new civ Tatars. The civ balance bas been bad for them ever since that, and this new patch just leave them very few unit choices in early castle age. Turks bonus do not really need more buff, and the extra piece armor on Turk light cav and Indian camels is absolutely disgusting. If they keep filling the disadvantage of tech tree with overpowered civ bonus, I will steady lose interest in these expansions.
  • nadrius December 21, 2020
    Dear Devs, For the next patch, please consider adding the following to the Scenario Editor: 1. An Undo button. 2. Display the (x, y) grid coordinates for the current position of the mouse cursor. 3. A trigger effect to force Monks to remain still for X amount of time when they pick up a Relic (like an excavation time). Thank you!
  • haans1991 November 22, 2020
    Bug Report. If you choose the same colour as the host in a lobby where the Civ picks are not displayed, it will show you which Civ the host picked. This only works to reveal the host. Making this game worse one patch at a time. -this dev team
  • haans1991 November 22, 2020
  • haans1991 November 22, 2020
    DELETING COMMENTS ARE WE????? They deleted my post where I talked about how they are making it harder to get to open lobbies and sneaking in new ways to trick people into playing their new Battle Royal garbage. Get these clowns away from the development of this RTS classic.
  • haans1991 November 22, 2020
    DELETING COMMENTS ARE ### ######### They deleted my post where I talked about how they are making it harder to get to open lobbies and sneaking in new ways to trick people into playing their new Battle Royal garbage. Get these clowns away from the development of this RTS classic.
  • haans1991 November 22, 2020
    DELETING COMMENTS ARE ### ######### They deleted my post where I talked about how they are making it harder to get to open lobbies and sneaking in new ways to trick people into playing their new Battle Royal garbage. Get these clowns away from the development of this RTS classic.
  • vercingetorix5 November 22, 2020
    Has anyone been having their game crash once the Q has found an opponent? It has been happening since the last patch. Any help would be appreciated. Game is up to date so is windows 10
    • felipeelbravo November 22, 2020
      This happens a lot! There must be a bug with the tech tree. My friend and I have noticed that if a player is in the tech tree when a game is found, that player crashes to the desktop, and the other players cannot press any button of the multiplayer screen, so need to apply alt-f4 to restart the game,
  • tlaloc-man November 20, 2020
    Hi! Thanks for all the updates. But I have to say it: I don't like the new menu. Not so elegant like the before one. Greetings from Querétaro, México!
  • lordcutrocitrus November 20, 2020
    Hi I had several issues with the game editor after updates these days. My friend and I spent several hours working on our scenario and today we found ourselves with the following problems. First, the game goes jerky both in single player and multi player (worse) preventing you from playing it. Then we noticed that if you move gay objects in the editor, the soil disappears becoming all black. I saw that there were changes but they led to making the map (extremely large size) un playable, with a number of triggers of 800 to three human players and 5 AI, when I saw maps with many more triggers going well (before this update). I hope you help us, because it's been hours of work. Thank you.
  • dmitryo325 November 19, 2020
    Localization to Russian is still disgusting, although the developers still can't hear me... in localization, it comes down to spelling errors... as well as completely incorrect translation of units, buildings, and technologies...
  • joyster November 19, 2020
    I really liked the update at first. But since I only play 4v4, the game is broken for me now. Lategame 4v4 and I have like 2fps (no joke). The Steam fps display still shows 100+ fps, so its not the PC but definitely the game. I hope there will be a hotfix soon. Please, when you want to improve the performance of large battles, test large battles before you commit the changes!
    • felipeelbravo November 20, 2020
      The game performance was definitely not improved regardless of what the patch note says. Easy to tell. Just performing the benchmarking test I immediatly experienced some stuttering that never saw before. I got about 20 points less than with previous patches (score 1180). I thought it would be less.
    • cornealtrain663 November 20, 2020
      Same. Fps has crashed so game is out of rotation for now. Also the quick match feature means lobby games now take forever to fill up...
    • fewfullbass November 19, 2020
      Yeah this is really important, 4v4 lategame is almost impossible to control
  • donkeypunch November 18, 2020
    Did you downgrade the Kamayuks? It doesn't say but it for sure feels it!
  • ry5ter November 18, 2020
    Still no fix for stupid trade carts getting stuck on markets.
  • aaompy-2 November 18, 2020
    I am still waiting for a chat to be enabled while looking for a ranked game, not just when it finds the game
  • ocdtran November 18, 2020
    Hi I'm looking for Historical Battles, where can I find it?
    • extramibli November 22, 2020
      Found it! It's under Campaigns > African Campaigns > Historical Battles
    • prinzipat November 20, 2020
      signed: also can't find it
  • sometimebrush72 November 18, 2020
    Implemented various performance improvements to how the game is rendered. NOPE Improved the performance of the client during large-scale, late-game battles. NOPE Yet another useless patch where basically nothing is actually fixed but we do get a "nice" quick match option.
  • thexdarkhunter November 18, 2020
    I cannot believe that they finally added a scripting system to this game. I waited 20 years for this. I recently gave up to develop a serious RPG coop experience, putting the project aside due to limitations of flow-control (like it was impossible to set an attribute to a non-constant value..). Now we are limitless. Question: is there a documentation for the scripting?
  • irweel-2 November 18, 2020
    Best patch so far? Definitely. Suggestions for future patches: 1. Displayed Hotkeys on buildings, so new players react easier to build things (just like aoe 3 DE). 2. ReMatch option for 1 vs 1. So we can challenge our last opponent just after game ended, with same settings (regen map). 3. Spectator Chat. 4. Full Screenshot feature (ctrl +f12)
  • lpojke November 18, 2020
    I played a game as Cumans with the new patch and I have to say, this update absolutely destroys Kipchaks. I strongly hope you reconsider or at least tone back their new 0.5 second frame delay. Or bump their damage, number of arrows, or something comparable. In groups Kipchaks usually kill units in the first shot, so this effectively means they are penalized an extra half a second between each shot, resulting in a ~25% nerf to their damage output. This is huge. Spirit of the Law recently did an analysis of Kipchak vs Cavalry Archer vs Mangudai (https://www.youtube.com/watch?v=Q4ZltAb0lIk), and it showed how in terms of resources, Kipchaks already underperform Mangudai. Why penalize them even further? This further beats up an underused and frail unique unit even further, hurting the one redeeming quality (quick and agile) that made the Kipchak unique among other similar units. Please, please reconsider. Or in some other way compensate for this now useless unique unit.
  • prinspilszzz November 18, 2020
    Great job Devs! So nice that you guys are constantly improving the game. 1 question though: Shouldn't the fire delay with CA be fixed? they are still quite shitty now...
    • hyperpaus November 19, 2020
      indeed, I don't know the exact number, but it feels like 2 seconds.
  • johnny_age213 November 18, 2020
    you forgot about Byzantines ,not a great civ for 1v1 and team games
  • zbyszekde November 18, 2020
    Probably the best patch so far. I like the fact that you took your time with this. There are no ridiculous ballance changes and the game isnt completely broken at first sight. This is something we can discuss and build upon which is a big step forward! Thanks for the work.
  • felipeelbravo November 18, 2020
    CRASHES. Thanks for the patch. I liked most of the balance changes and new features. However, I'm afraid I'm getting more crashes to desktop than ever. Specially happening when exploring the tech-tree while queuing for a ranked game. Is anybody else experiencing the same?
  • judean-peoples-front November 18, 2020
    I love how much attention this game gets considering its age and how the community is involved. Great improvements overall I think (wall placing, global queue cancel (yes!!) etc.) Some balance changes are trial and error. I'm all for balanced civs, but as some before me have said, I also wish the identities of the civs conserved. Ex. when I play against a Celt player, I expect faster infantry; when facing a Korean player I know towers have more range. Facing a Viking player I probably have a water disadvantage. Now I (try to:)) find ways to deal with it. It's part of AoE's charm.
  • spectral-logic November 18, 2020
    Why no franks nerf? They're the most obnoxious civ in the game. Scout>knight>paladin is busted and has no counters
    • judean-peoples-front November 18, 2020
      Spears, Pikes, Helbs? Camels? Wall plus monks? ;) I see you, but then what else do they have when you take their speciality away? Axemen are not all too viable most times.
  • gunth0r November 18, 2020
    Ok, so the descriptions still don't make sense, examples: - (ID:695) Malay, Battle Elephants 30% cheaper: means multiply cost by .7 - (ID:510) Techs 30% faster: means multiply research time by .76923 - (ID:295) Turks, Gold Mining 25% faster: means multiply work rate by 1.2 I could compile a big list to show you all the inconsistencies, if that helps?
    • gunth0r November 18, 2020
      It's mostly to display the need to match the descriptions to the actual values and not vice versa.
    • gunth0r November 18, 2020
      The Malay, correct, one is to show the difference between that way of calculating percentage and the ones in 510 and 295.
  • johannes November 18, 2020
    Nailed it :)
  • faultier321 November 18, 2020
    - is the aztec eco bonus really that strong that it needed a nerf? - am i the only one who loved playing Celt militia? Whats that about? Why do all militia in the game have to be the same? If you needed to do anything about Celts. go for their Siege Workshops/Units. Hoang will be sad. - Indian light cav gonna be pretty insane in Castle Age, a real counter unit to archers that doesnt cost any gold...not so sure if i like that. also, was imp Camel really too strong? (same goes for turks, with the exception they will also have pretty sick scouts in feudal age... but for them its good to have an archer counter Unit since they lack elite skirm) -Why not just remove the khmer farming Bonus instead of nerfing their farm rate, i dont really get it -Korean tower range is now a unique tech, therefore another random archer bonus... maybe they are more balanced like this, but i feel like the civ is just loosing its identity - Trying to nerf Vikings by making a nice, handy-but-mostly-imperial age tech overpriced... getting Berserks rolling is already hard enough, if you want to nerf Vikings you need to nerf their boom potential and fast imp arbalest play somehow, not the infantry....
  • carrossel-holandes November 18, 2020
    Now kipchaks are completely useless. Thanks DE
  • happiestmoth98 November 18, 2020
    Loving the update! No mention of the nerf to palisade walls in the comments though? That's going to be super interesting to play with, can't wait to try more feudal aggression.
  • adeakvothe1986 November 18, 2020
    Por favor, podrán mirar que no se pueden utilizar las hotkeys asignadas al mouse cuando el cursor se encuentra sobre el minimapa o sobre la interfaz? muchas gracias
  • idle-town-center November 18, 2020
    Could someone please explain what this one means: "Increased the collision size multiplier for Elephant units to match that of other cavalry and ranged units." Thank you for all the hard work devs!
    • harooooo1 November 18, 2020
      Their colision size is bigger which means they won't be able to stack in 1 spot as much as they used to
  • musikerdaemon15 November 18, 2020
    Disappointed that no big changes were made to the AI.
  • dengood November 18, 2020
    probably enough to clutter up the game, all sorts of stupid ball decorations and useless game modes
  • jester1102 November 18, 2020
    Good to see finally an indians nerf. They were waaaay too OP in team games. But no bug nerf for lithanians???? The problem wih leitis isnt its pierce armor but its high attack. With 2 or 3 relics (nit sure) it 3 shots a halb which is theire biggest counter. In almost every teamgame the lith player can get at leat 3 relics so yeah, sad to see i they are still OP. Also bulgarians are still shit with this new bonus. They might be even better in imp, but that wasnt the problem. The problem is that they die before imp because the got no bonus and no xbow(idk why the cant get that, it would make they with these new bonus mid-tier). #XbowForBulgarians Last i kinda hoped that the free wheel and handcart for vinkings would get nerfed. Maybe a structure like loom for goths that they have to pay the res but get it reseached instantly.
  • doct-baghi November 18, 2020
    They finally decreased the training time of the genoese xbow, and I also like the new koreans and turks bonuses, really good job.
  • boo-ari-k24 November 18, 2020
    help the new civilization balance is not being used in game it still has all the old stuff
  • bulbertianus November 18, 2020
    In the scenario editor the new "Improved the placement of walls, which will now automatically employ angles to cover the shortest distance instead of defaulting to an L-shape." does not apply. It shows the new placing, but when you click it down, it does the original L shape.
  • sirgallo November 18, 2020
    Fix Arquebus' projectile speed being slower than needed to land!!!! It's been about 5 months that I'm saying this already, posted on foruns, here, facebook, twitter!!!!
    • sirgallo November 18, 2020
      arquebus doesn't do what it's upposed to simply because "bullets" are slower than arrows in the game (non-sense, but ok lol)... just make them travel faster so Arquebus can properly work as a Ballistics for gunpowder!!
  • hiyokosupiritto99 November 18, 2020
    The only nerf that I think it was too much was with the Indians. Seriously? They were fine, the lack of the last cavalry armor doesn't make up for their bonus that only gives +2 pierce armor. That's 1 less melee armor for both Hussar and Imperial Camel, and 1 less pierce armor for the Imperial Camel.
  • bshammer November 18, 2020
    Does anyone know what "New Stats-tracking and Leaderboards!" is referring to?
  • soccer-geeg November 18, 2020
    Love the update, read the patch notes and it looks great. The bit with the walls now auto going to the shortest distance is awesome. I noticed a minor issue in my last game where my stables would visually go in and out of visibility. It made it where you could not find the building. It could be worked around by hot keying the stables. Just wanted to make sure the issue was known. Keep up the good work!
  • chillow November 18, 2020
    I only ever saw the trailer, but now reading all these patchnotes I can't wait to start playing right away tomorrow morning :) A big thank you to all the developers and staff which where involved in this! My favourite improvements so far: * The mouse wheel can now be used to scroll through the tech tree. (Easy lookup while ingame, sweet!) * Added a new setting which changes the behavior when double-clicking to select Villagers (no more accidentally selecting all vills!) * Improved the placement of walls, which will now automatically employ angles to cover the shortest distance instead of defaulting to an L-shape. (Makes placing walls soooo much easier) * Fixed an issue where holding SHIFT while placing a wall could prevent some wall piece foundations from being added into the command queue. (I was desperate for this one!) * Units can now be de-queued from the Global Queue. Holding CTRL and clicking removes 1 unit; holding CTRL + SHIFT and clicking removes 5 units. (More power to the players, yay!) * Trebuchets now display their packing progress below their health bar. (nice!) * Monks and Missionaries now display their Faith below their health bar. (REALLY nice!) And that list is just the tip of the iceberg. Thanks a bunch for this!
  • semulquio November 18, 2020
    can somebody tell me where the Replays button is?? i can't find it o.O
    • haans1991 November 18, 2020
      Single player - Load game I know, the new menu is terrible.
  • orthofoil226345 November 18, 2020
    Do portuguese tech time reduction apply to age advancing?
    • hyperpaus November 19, 2020
      nope, advancing is not considered a tech.
  • archerhombre-2 November 18, 2020
    Don't go random in battle royale. Just remember why the meso civs stink...
  • haans1991 November 18, 2020
    NOOOOOOO!!!!!!!!!!!!!!!!!!!!!!! I HATE THE NEW MAIN MENU OVERLAY. Those old decal icons for the single player and multiplayer options where the original design from AoK+AoC and holds tremendous nostalgic value. The left hand side now looks bald with only three options. YOU HAVE DUMBED EVERYTHING DOWN AND IT LOOKS TERRIBLE. Also this new Battle royal game-mode reeks of MOBA filth, Just NO! I seriously hate how everything I loved as a child has all but been ##### and paraded around for everyone to see.
    • orthofoil226345 November 18, 2020
      you could reply to your own comment. The place is appropiate, your comment is not.
    • orthofoil226345 November 18, 2020
      Go cry somewhere else. I'm sure mods with old decals will be released. DE icons weren't even the same as old AoE. If you don't like Battle Royal, don't play it. I like the update and I'm no new player; been here since original Aoe1 release.
  • zenack17 November 18, 2020
    nice update. Congrats
  • red-snapper November 18, 2020
    Thank you so much for all the work you do on Age of Empires II DE. This game is amazing and I can only imagine all the hard work your developers put into this game. The bugs you fix each patch are amazing and as a developer I can only imagine the kind of legacy code that you had to work from.
  • nathan091 November 18, 2020
    failed to join 3 out of 4 tgs in the queue. That being said it's awesome support and love the new features and balance
  • ll-3pedrops-ll November 18, 2020
    I love the quickplay feature! but not so sure of the new menu
  • thislookslike November 18, 2020
    Very well, democracy on random civilization game is great! looks like balanced enougth to play random civi, but Turks, they are still so weak vs arch +1 per age or +2 pierce armor could get the perfect random balanced pool of civis.
  • smalicett November 18, 2020
    Hello thanks for all the good work! A question tho... was intended that you cannot invite friends to battle royale quick game? Our first reaction was to queue up for a battle royal with my friends... Thanks!
  • sevencoder10897 November 18, 2020
    Good job again! These updates and bug fixes help grow the game so much
  • lohabqwas November 18, 2020
    Love the update and all that, but will there be option to revert to old main menu?
  • sevencoder10897 November 17, 2020
    These updates always make me more of an aoe fan, and help grow the game. Good job all! For me, giving spectators a rewind option on recs would be sweet, and adding more UI and stats goodness

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