Season Four Update – Rus

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.

  • Deep fishing gather rate reduced from 1.9 to 1.71

Developer note

"We wanted to lessen the impact of deep fishing to open up additional strategic opportunities on maps with water. Increasing shore fish gather rates is aimed at making these resources more effective in general for boats as well as creating options around defensive tech-based plays."

  • Build time reduced from 7 to 3 seconds

  • Health reduced from 3000 to 2500

  • 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."

Rus

  • The Kremlin can now levy Militia to the Landmark Town Center. Militia are a fast and lightly armored unit that have a 90 second lifetime.

  • Levy Militia require 1 'supply' to be used, and spawn 2 Militia. The Kremlin gains +1 supply every 60 seconds automatically and for free.

Developer note

"With this version of the Kremlin, players are now able to defend multiple parts of their base from raids beyond the direct radius of the Kremlin."

  • Cost reduced from 100 to 40 food (change from PUP).

  • Units spawned reduced from 6 to 2 Militia (change from PUP).

Developer note

"You gave feedback in the PUP that the Militia levy ability could be used too easily for early aggression. We’re addressing this by reducing the lifetime of the Militia by 10 seconds as well as reducing the amount of Militia you can gain immediately when reaching the Feudal Age. It will now take 2 minutes to field 6 Militia after building the Kremlin. "

  • Saint’s Reach effect increased from +3 range to +5 range on Warrior Monks blessing activation.

  • Saint’s Reach and Improved Blessing merged into one tech, renamed to 'Fervor': Improve the range of Saint’s Blessing by +5 tiles and the damage granted by +1

  • New Technology: 'Saint’s Veneration' which increases the health of Warriro Monks by +100, costs 425 gold and is available in the Imperial Age.

  • Deer spawn time reverted from 45 to 60 seconds (change originally planned in PUP).

  • Various technologies in the High Armory have been updated, while the base effect for nearby workshops stays the same.

Developer note

"The High Armory sees a lot of use for its discount aura, but since the nerf to Banded Arms the unique technologies are not used as much as we’d like. These changes provide additional utility to the other technologies."

  • Effect changed from +20% Bombard Attack Speed to +20% Bombard Damage.

  • Now adds 60 bonus damage vs infantry for bombards.

  • Tech cost increased from 150 wood and 350 gold to 200 wood and 500 gold.

  • Effect of instant pack/unpack now also applies to Bombards.

  • Still applies to Mangonels and Trebuchets.

  • Now also grants 2 healing per second in combat to rams.

  • Effect decreased from +100% damage to +50% damage.

  • Health increased from 8000 to 10000.

  • Fixed a bug where construction of this landmark granted the Siege Crew Training upgrade for free.

  • Corrected an issue with help text that referred to incorrect arrowslits weapon range and emplacement requirements.

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

  • Research time reduced from 90 to 60 seconds.

  • Health bonus to cavalry increased from +20 to +30.

  • Blessing Duration technology renamed to Divine Light.

  • Corrected an issue with the Static Deployment ability where it was possible for it to trigger for a brief moment despite moving.

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