"Join us in the Enchanted Grove for Season Four, starting on February 16th! In this update, you can optimize your strategy on three new maps, start from scratch with only a few villagers and no starting Town Center in the new Nomad game mode, build new or improved Landmarks, and more! You’ll also get to explore the new Enchanted Grove Biome as we round out this update with a new season of events, rewards and ranked, as well as quality-of-life updates."
New Event and Biome: Enchanted Grove
Season Four Ranked 1v1 and Team Ranked
New Maps: Four Lakes, Continental, Marshland
New Game Mode: Nomad
Mod Browser Update
UI Improvements
Landmark Reworks
Art of War Updates
New Cheat Code
Fixed a bug where melee units couldn’t attack on broken wall segments and would stand idle.
Fixed a bug where placing a palisade gate sometimes create a gap in the wall.
Fix a bug where landmarks could remain standing if destroyed while under construction.
Fixed Fishing Ships temporarily stopping when they are re-ordered to garrison in a Dock.
Influence based effects such as the ones from the Abbasid’s House of Wisdom and Holy Roman Empire’s Emergency Repair influence can now only be extended with fully constructed buildings rather than building stamps.
Fixed an issue where units sometimes spawned on the wrong side of a unit production building if the rally point was placed too close to the building.
Relics will now stay on top of bridges and walls when dropped
Relic respawns on the nearest land after being lost in the ocean on a transport
Changed the event-cycling behavior to now only focus on Attack notifications.
Elite Army Tactics, Heavy Maces and Two-Handed weapons extra damage now properly apply to charge and spear wall weapons.
Idle units will now do a better job of finding good targets to attack. This is especially improved when raiding farms as units will now continue to hunt farmers instead of torching farms.
Unload Garrison ability can now be rebound to a different hotkey.
After repairing a farm or resource drop-off building, villagers will now automatically gather from the farm or nearby resources.
Reverted the change to Boar retaliation behavior with feedback from the PUP: the Boar no longer only chases the attacking unit and will instead target the closest unit nearby when attacked.
Fixed an issue where the secondary UI panel isn’t accessible when selecting a group of mixed unit types.
The villager’s build menu now correctly resets when clearing the selection.
Fixed a bug where the UI would incorrectly tell you to repair an enemy’s landmark.
Fixed cattle not dying when the “you monster” cheat is used.
Fixed villagers restarting their build animation after re-issuing the same build command.
Fixed villagers looking like they are gliding if spammed with attack orders to hunt a wolf.
Fixed a rare case where defensive structures would stop firing at visible targets within range.
Updated various tooltips for techs and landmarks to correct inaccuracies.
All units will no longer fire additional shots after hunting any harvestable Gaia. This means that Scouts will now correctly fire two arrows when hunting Deer, instead of three.
Shore Fishing gather rate increased from 0.66 to 0.7
Deep Fishing gather rate reduced from 1 to 0.9
Cost increased from 5 to 7 Wood
Health reduced from 1500 to 1250
Health reduced from 3500 to 3000
"Walls are extremely cost effective at shutting down aggression. We are adjusting them to make sure they fill the intended role of being speedbumps that give you time to reposition and react to enemy attacks."
Reduce gold generated by trade by 10%
"When comparing gold generation from traders vs villagers we found that traders are more effective so we’ve reduced it to create a more compelling choice between the two economic units. We’ll continue to refine trader gold generate rates in future updates."
Monks now only heal at 50% speed when their target is in combat.
Formation catchup speed reduced from 100% to 40% to match all other units in the game.
"This will effectively make raiding groups of retreating villagers easier."
A series of updates have been made to siege units. Siege units and tech unique to a civilization are covered in their civ-specific changes further on.
Fixed a bug where siege units could get stuck in their unpacking animation if their target was too close.
Field Constructed siege units no longer get stuck in berry bushes
Wood cost reduced from 400 to 300
"These siege weapons were feeling too expensive considering how quickly they get killed by anti-siege and melee units. Reducing wood costs helps differentiate them from their predecessors in earlier ages."
Siege Workshop can now produce Battering Rams for all civilizations
Increase Battering Ram attack speed by +40%
Reduce Battering Ram field construction time by -50%
New imperial age technology
"We wanted to give rams better late game scaling and allow for more attacks from multiple angles."
Can now produce the Clocktower Battering Rams with bonus health.
Fixed a bug where Granaries wouldn’t generate taxes when technologies were researched there.
Will now finish its current volley if its target dies or moves out of range. Previously, it would stop firing immediately in those cases.
Showing notes for the Chinese. Other patch notes are hidden.
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