Season Four Update – Malians

Thursday, February 16, 2023 #60878Season 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."

Malians

  • Gold reduction bonus reduced from 20% to 10%.

  • Footprint decreased from 5×5 to 4×4 so that it matches the size of all other landmarks in the game.

  • Fixed an issue where Javelin Throwers and Archers that are upgraded while in queue at Farimba Garrison Landmark could take up more population than intended.

  • Corrected an issue where Archers couldn’t be further upgraded at the Landmark if first upgraded at the Archery Range.

  • Footprint decreased from 5×5 to 4×4 so that it matches the size of all other landmarks in the game.

  • Fixed an issue where the Fort of the Huntress preferred Rams as targets over other units.

  • Corrected tooltip on amount of bonus displayed on the Siege Festival from 100% to 50%.

  • Mansa Quarry Landmark no longer displays as a Resource Production unit.

Technology Tree

  • Now mentions that Malian Villagers have a specific bonus for Cattle.

  • Now mentiones 'Farari's Knowledge', that halfs the costs for veteran unit upgrades.

  • Now mentions that research times of future technologies reduced based on successful trades from Traders.

  • Malian wonder footprint and structure size increased from 5×5 to 6×6 so it matches the size of all other wonders in the game.

  • Malian house health increased from 400 to 500.

  • Moved from Imperial Age to the Castle Age.

  • Cost reduced from 200 Food 500 Gold to 100 Food 250 Gold.

  • Fixed an issue where the Malian Pit Mine could be built on top of a structure built over a depleted gold deposit.

  • Bonus damage vs heavy increased (Feudal: 9 to 10, Castle: 12 to 15, Imperial: 15 to 18).

  • Base damaged decreased (Feudal: 9 to 8, Castle: 12 to 9, Imperial: 15 to 12).

  • Health regeneration increased to 2 HP per second starting in the Feudal Age.

Stealth

  • Deer are no longer startled by and run from units in stealth.

  • Enemy buildings and Gaia no longer reveal units in stealth.

  • Fixed visual issue with Cattle garrisoned in a ranch.

Manuscript Trade Civilization Bonus

Naval Arrowslits
Boiling Oil
  • No longer affects the Naval Arrowslits technology and now applies to the Boiling Oil technology.

Coastal Navigation Civilization Bonus

Dock
  • Bonus move speed near docks duration increased from 10 seconds to 25.

  • Canoe Tactics now also gives arrow ships +20 bonus damage when attacking fire ships.

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