"We’re turning up the heat in Season Five with Map Monsters: Summer Party Edition! Scout the land and scour the sea in search for the elusive Wild Man and mysterious Dragon Turtle in our Summer Party event! Start a match off strong in Empire Wars – a new, quick-to-action game mode where players start with a burgeoning empire of pre-built buildings and villagers already tasked to resources. But that’s not all: We’ve packed this update with loads of new content and features, ready for you to dive in starting June 15th!"
A few highlights include:
Three new maps: Golden Heights, Migration, and Volcanic Island!
The start of Ranked Season Five, bringing with it new rewards and an updated map pool rotation!
Team Voice Chat – strategize with your friends in-match with the new team voice chat! Or use the speech-to-text feature to more easily send communications to your team!
Visual upgrades, and performance-related improvements!
New trade updates based directly on community feedback!
New unique options for every civilization! From unique tech to unique units, we’re making design changes so that each civilization’s personality shines through!
Additional support for mods that make it easier for everyone in the lobby to start the match.
… and a whole lot of bug fixes & balance changes!
New technology available from the Stables in the Imperial Age increases the line of sight of scouts
Scouts no longer gain extra line of sight as the player Ages up.
Spyglasses has unique remappable hotkeys for the Abbasid Dynasty, Chinese, Delhi Sultanate, and Malians, as they have unique Stables.
Outpost Landmarks cannot be built within 8 tiles of Enemy Landmark Town Centers.
Cost increased from 100 wood / 225 gold to 300 wood / 400 gold.
Units standing on walls that idle aggro will no longer leave the safe walls to chase enemy units.
All defensive building’s attack radiuses are now made visible to any player when selected.
Monks can now heal any injured friendly units nearby while patrolling.
Heal and Inspire Abilities can now be queued from the command card.
Cost Reduced from 200 food / 500 gold to 150 food / 350 gold.
Research time reduced from 45 seconds to 30 seconds.
Naval ships under Attack Move orders will now continue along the shortest path to their destination after destroying a target.
Arrow Ships now target the center of enemy ships correctly, this improves the arrow visuals and communicates when they hit or miss better.
Increased the Springald Ship’s bonus damage vs buildings from 45 to 55.
Springald Ships now properly target and shoot enemy units that are close by.
"When looking at this unit’s damage vs a dock relative to its resource cost, the time was too long. We’ve increased the bonus damage to make Springald Ships destroy all buildings faster."
Build speed decreased from 40 seconds to 25 seconds.
Hunting Cabins with overlapping auras no longer suffer a penalty to gold income. Instead, trees are claimed by Hunting Cabins. This means that a tree in the aura of multiple Hunting Cabins will only generate gold for the first Cabin placed.
Gold generation is now fixed to 30 second intervals. Instead of reducing the interval with the Bounty mechanic, tiers now provide a percentage increase to Hunting Cabin gold income at each tier: 10%/25%/65%.
High Trade House does not contribute to the Hunting Cabin gold generation cap. Also, it doesn’t claim trees or require unclaimed trees to generate gold from nearby trees.
Global Income is capped at 300 gold/min cap at tier 0 bounty. With Tier 3 bounty, income caps out at 500 gold/min for all hunting cabins.
Adjusted rate of gold generation using a diminishing returns formula to balance the civ on maps with densely packed forests.
Hunting Cabins now show a tree counter in their UI when built.
Gold kicker text is now visible when cabins generate gold.
"We have made a pass on Hunting Cabins to make them less punishing, easier to understand, and better balanced."
Knight Sabers reworked into Knight Poleaxes. Knight’s weapon swaps from a saber into a poleaxe. This is purely a visual change and still adds +4 damage to the melee attacks.
Horse Archer’s Mounted Precision reworked into a new technology called Mounted Training. Unlocks the Gallop ability causing horse archers to move at maximum move speed with +2 weapon range for 8 seconds.
Melee damage increased from 50 to 60.
No longer has the Double Time ability.
This occurs when a unit engages the Streltsy in melee combat.
"We wanted to further distinguish the roles of Horse Archers and Streltsy. The Horse Archer is weaker and more mobile, the Streltsy is the slow powerhouse."
Added a new ability which, when activated, calls ALL available Militia to the Landmark Town Center.
No longer gains a ticket upon completion, the first ticket gain occurs after 1 minute.
Cannot be built within 8 tiles of Enemy Landmark Town Centers.
Lodya ships can no longer exceed population cap by converting lower pop cost ships into higher pop ships.
Cost reduced from 100 stone to 50 stone.
Time to research reduced from 30 seconds to 15 seconds.
Wooden Fortress health reduced from 2000 to 1750.
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