Updated targeting priority of elephants to prefer units over buildings.
Siege Tusk weapon removed, now uses its Melee Tusk against buildings.
Elephants are no longer attacked by Dock emplacement arrows.
Corrected issue with Tower Elephant’s riders skipping Incendiary Arrow class.
Tusk Siege damage gains +50 vs buildings.
Howdahs grants +30% HP and +4 Ranged armor, in addition to equipping crossbows.
Siege Elephants renamed to “Howdahs”.
Elephant Technology
Upgrade Tower Elephants to have Elite Crossbowmen as riders instead of Archers. Tower Elephants gain +30% health and +4 ranged armor.
Ranged Armor Technology 3/3
Increase the ranged armor of all non-siege units by +1.
Ranged Damage Technology 2/3
Increase the ranged damage of all arrows and bolts by +1.
Lancer Technology
Investing in natural sciences increases the health of all cavalry by +25%.
Melee Armor Technology 1/3
Increase the melee armor of all non-siege units by +1.
Melee Armor Technology 2/3
Increase the melee armor of all non-siege units by +1.
Ranged Armor Technology 1/3
Increase the ranged armor of all non-siege units by +1.
Melee Armor Technology 3/3
Increase the melee armor of all non-siege units by +1.
Production Technology
Increase the production speed of infantry, cavalry, siege, and transport units at buildings by 33%. Does not affect religious units or other support units.
Ranged Damage Technology 3/3
Increase the ranged damage of all arrows and bolts by +1.
Ranged Damage Technology 1/3
Increase the ranged damage of all arrows and bolts by +1.
Ranged Armor Technology 2/3
Increase the ranged armor of all non-siege units by +1.
Religious Technology
Units healed by Scholars gain +50% attack speed for 3 seconds.
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