Season Four Update – English

Thursday, February 16, 2023 #6.0.878Season 4 update

"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

Read full release notes
This page foucuses on gameplay and balance changes (manually reviewed and clarified by AoE4 World) which are shown first. To learn more about Ranked Season Four Map pool and rewards, the new Minimap Zoom and other UI changes, scroll to the bottom or head over to theofficial patch notes.
Filter updates by civilization
Click on different units or technologies to learn more about them.

Gameplay Changes for All Civilizations

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

Developer note

"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%

Developer note

"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.

Developer note

"This will effectively make raiding groups of retreating villagers easier."

Siege Updates

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

Developer note

"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

Developer note

"We wanted to give rams better late game scaling and allow for more attacks from multiple angles."

English

  • Abbey of Kings can Crown a King, a cavalry leader with a lesser version of the Abbey’s aura.

  • Heals nearby out of combat units for 2 HP every second.

  • King Costs 150 food and 150 gold.

  • Only one King may be trained at a time.

  • The King now correctly takes extra damage from Crossbowman.

Developer note

"Previously, while it was possible to get a lot of resource value out of the Abbey of Kings, it was often cumbersome in later stages of the game. Now, this option to mobilize the Abbey in the form of a King gives players the ability to engage with aggressive strategies while still getting value out of the Abbey."

  • Now produces all Archery Range units and technologies (100% faster), instead of just longbows

  • Hotkeys now respect Archery Range key bindings.

Developer note

"While the Council Hall is useful in Feudal Age, it’s utility later in the game is limited. The option to quickly produce crossbowman should open the door to more strategies with English in the Castle and Imperial ages."

  • Health increased from 2500 to 5000.

  • Fixed an issue where English King’s Palace does not respect player key binds for Town Center correctly.

  • Now trains units, researches technologies, and builds emplacements 100% faster.

  • Health increased from 5000 to 6500.

  • All projectiles now have 15 tiles range (insread of +50%)

  • Arrows from the Berkshire are now incendiary and deal increased damage.

  • Berkshire Standard Arrow base damage increased from 12 to 14.

  • Berkshire Garrison Arrow base damage increased from 10 to 12.

  • No longer fires double the amount of base arrows.

Developer note

"We want to create a more compelling choice between the Wynguard Palace and the Berkshire Palace. This change makes the Berkshire Palace more effective at locking down a position and more dangerous to fight underneath for the opponent."

  • Now produces 4 distinct armies, the Wynguard Army, Wynguard Raiders, Wynguard Rangers, and Wynguard Footmen.

  • Wynguard Palace now has access to the Wynguard Footmen, a more powerful unique variation on the Man-at-arms.

  • Wynguard Rangers now spawns the unique Wynguard Ranger, a powerful longbow with more range.

  • Wynguard Army now trains 2 Spearman, 2 Crossbowmen, and 1 Trebuchet instead of 1 Spearman, 1 Man at Arms, 1 Knight, 1 Longbowman, and 1 Trebuchet.

Developer note

"Previously, the discounted Trebuchet overshadowed the other options at the Wynguard. Now, each army presents a different opportunity for the English player. The Rangers and the Footmen are powerful new units for the late game."

  • Now trains 2 Spearman, 2 Crossbowmen, and 1 Trebuchet instead of 1 Spearman, 1 Man at Arms, 1 Knight, 1 Longbowman, and 1 Trebuchet

  • Cost and train time unchanged at 100 food, 100 wood, 200 gold, and 75 seconds.

  • Train time increased from 20 to 25.

  • Still trains 3 Horsemen and 3 Knights.

  • Wynguard Rangers no longer trains 3 Crossbowmen and 3 Handcannoneers, instead trains 6 Wynguard Rangers, a powerful new unique unit.

  • Train time reduced from 60 to 50 seconds.

  • Damage increased from 10 to 12.

  • Health increased from 110 to 125.

  • Wynguard Rangers cost and train time changed from 200 food, 100 gold, and 75 seconds to 250 gold, 450 wood, and 50 seconds

Developer note

"We wanted the Wynguard Rangers to be a more valuable option based on your feedback from the Public Update Preview."

  • Wynguard Palace now has access to the Wynguard Footmen, a more powerful unique variation on the Man-at-arms.

  • Train time decreased from 60 to 50 (from the PUP)

  • HP increased from 190 to 280 (from the PUP)

  • 6 Wynguard Footmen costs 200 food, 500 gold, and takes 60 seconds to train.

  • Corrected an issue where Wynguard Footmen and King could not be selected with military shortcuts.

  • Fixed a bug where Wynguard Footmen and Man At Arms were both selected with a double click.

  • Enclosures gold generation time increased from 1 gold every 3.5 second to 1 gold every 5 seconds.

  • Fixed a bug where English farm influence lingered after nearby mills were destroyed.

  • Reduced the values of Network of Castles from 20% to 15%.

  • Reduced the values of Network of Citadels from 40% to 30%.

  • Fixed a text bug for Network of Castles to report the correct attack speed value from 25% to 20%. Same for Network of Citadels bonus, text corrected from 50% to 40%.

Developer note

"Network of Castles and Citadels attack speed bonus is effectively being changed from 20% / 40% to 15% / 30% as the bonus was simply providing too much power."

  • Updated help text clarity on requirement that Setup Camp cannot be activated if already within one.

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