"Happy Patch Day! We’ve got our first update of 2024 loaded with balance improvements for our awesome line up of new and variant civilizations released with The Sultans Ascend expansion last year. Not only that, but we’re bringing a whole host of AI improvements, map fixes, and a stellar seasonal event to the mix."
Attack Speed improved from 4 to 3 seconds.
Attack Damage reduced from 30 +70 vs Siege and Naval to 30 +60.
Attack Speed improved from 4.38 to 3.25.
Bonus damage vs Siege and Naval decreased from +100 to +60.
Ranged armor increased from 20 to 30.
Ranged armor increased from 30 to 35.
Torch bonus vs. Siege removed.
"The above set of changes to Siege aims to help with late-game stalemate situations and address a couple of issues with Springalds and Culverins: 1. Volatility of Springalds and Culverins vs other Siege units. By increasing the attack speed and reducing damage, it now requires more Springalds and Culverins to be able to one-shot other Siege weapons. This should widen the window available to react to seeing these units on the battlefield before all your attacking siege is destroyed. 2. Camping under Keeps with Springalds and Culverins surrounded by units makes them difficult to push into and pick off, but without picking them off it is challenging to use siege to take down the Keep. By reducing the ranged armor of the Springald, we hope that using ranged units to pick them off becomes more viable."
Cost reduced from 250 Wood to 200 Wood.
Health reduced from 420 to 340.
Now takes an additional 20% bonus damage from Melee attacks.
Attack-move with melee units now targets rams automatically.
"Following up from our previous Ram changes, we’re aiming to address the effective health of Rams and reduce the viability of Ram pushes without support units. With this change we’re making it so that melee units will not ignore Rams with attack move (but Ranged units will). Our goal is to tune the Ram so that fighting them with melee units has a worthwhile return on investment. Along with reducing the health and cost appropriately this should also help to reduce the population effectiveness of Rams while remaining at 1 population."
Income reduced from 30 Food, 30 Wood, 30 Stone to 40 Food, 40 Wood, 10 Stone.
Now also provides +5 Wood carry capacity in addition to +15% gather rate.
Now increases Gold drop off by 15%.
"We want to make the Imperial Age economy upgrades more appealing for their cost, as well as reducing the number of Villagers required to sustain a late-game economy. This should lead to larger army sizes for more fun!"
Improved Villagers’ gathering logic so that they favor going to the nearest available live Sheep instead of travelling far distances for a carcass.
Corrected an issue where the Trader was tagged as Cavalry.
Docks are no longer selected when using Select All Military Buildings hotkey.
Conversion and Proselytization no longer target units who are blessed with Jeanne d’Arc’s Strength of Heaven.
Handcannons from Archery Ranges will now produce x5 when using the shift modifier to produce them.
Landmark Town Centers garrison arrow range corrected from 8 to 6 tiles.
Updated text to reflect their ability to detect stealth and disguises.
Updated text to reflect that Non-Capital Town Centers cannot detect stealth and disguises.
Corrected incorrect defensive values in the help text.
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