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[AoFE] Extensive Changelog (changes from AoC 1.0c)

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[AoFE] Extensive Changelog (changes from AoC 1.0c)

Postby  BugA_the_Great » Fri May 10, 2013 11:01 pm

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NOTE: The latest version of this list can always be found here. A huge THANK YOU goes to (usa) ryshep for helping make this list as precise and complete as possible, and still doing it ;)

Age of Empires II: Forgotten Empires (official site)

Changelog (Table of Contents)


Core Features of AoFE (via UserPatch)Top

General Features and ImprovementsTop
  • Population caps have been extended up to 1000 (preferred 200-250)
  • Random Map script can generate 4,294,967,296 unique maps (increased from 32,768).
  • All available video resolutions, including widescreen, are selectable.
  • Choose between the standard centered interface or the spanning alternative.
  • Mirror player civilizations with the new Team Random civ option.
  • Select a maximum age for advancement using the "Starting Age" dropdown.
  • Multiplayer games can be started with only one human player (for practice with lag).
  • Single player mode now operates at 60fps (instead of 20fps in v1.0c).
  • The patrol system responds like in "The Age of Kings" with little to no delay.
  • New Random button above game settings for new styles of play.
  • Flares are now larger and more bold on the mini-map display.
  • Expanded stats in economic mini-map view.
  • New higher resolution 1:1 and 1:2 full map captures with "Ctrl+F12".
  • Age advancement notifications are now shown in each player's color.
  • Restored games can now be recorded in all game modes.
  • The vote panel/serial sync bug has been fixed for multiplayer.
  • New auto-save if a problem occurs to ensure that resuming is possible.
  • "Multiple building queue" to auto-distribute unit training (one click per unit still).
  • Many, many bug fixes for the core game and many, many improvements for the AI system (details).
  • The installer will correct any color problems on Windows Vista and later.
Windowed ModeTop
  • Select a resolution lower than your desktop resolution to enable.
  • Press "F7" to toggle displaying the window on top of other windows.
  • Press "F8" to toggle running even when the window is not focused.
  • Thanks to menopem for d3dhook, and (belarus) VEG for wndmode.
Port ForwardingTop
  • Install with admin privileges to automatically setup your firewall.
  • Forwarding ports is only necessary to connect outside a LAN.
  • Ports will be forwarded dynamically as required when installed.
  • UPnP must be enabled on your router for this feature.
M3U Music PlaylistsTop
  • Set your favorite tracks as background music during gameplay.
  • Create a "music.m3u" playlist in the "Sound" folder of the game.
  • Press "F6" to skip to the next track during gameplay.
  • Please see the "Music" section of the guide for more information.
Scenario EditorTop
  • Press "Ctrl+S" to toggle grid placement of non-building objects.
  • Enable free placement of all objects by pressing "Ctrl+S" a second time.
  • Fill new maps or modify existing maps with any available terrain.
  • Create maps using custom rms scripts directly in the editor.
  • Trees can now be properly replicated by the map copy feature.
  • Change the names of units in a specific area, without having to preselect.
  • Use negative numbers more freely with trigger conditions and effects.
AI & RM ScriptsTop
  • Random Map Scripts now generate 4,294,967,296 unique maps (seeds) (increased from 32,768).
  • New maps can use team positioning for a different experience.
  • Start your civilization on maps with new elevation attributes.
  • AIs are selectable in multiplayer (direct ip or lan games are most stable).
  • Multiplayer games can be started with only AI players for practice.
  • AIs can now choose to close openings created in their walls.
  • Boar hunting and luring is now fixed and operational for AIs.
  • Ungrouped AI players will not ally themselves against humans.
  • The reference guide describes all of the new features.
  • Please visit the aiscripters forum for more information.

Game Balance Changes (from AoC 1.0c)Top

General GameplayTop
  • Houses cost -5 wood (25 wood)
  • Palisade walls take +1 second to build
  • Stone walls take +3 seconds to build
  • Stone walls -50% HP in feudal age
  • Building HP reduced in Dark and Feudal Age
  • Onagers can kill trees
  • Trebuchets can attack trees a lot better now
  • Villagers can be garrisoned inside rams
  • Castles +1 LOS (range bug)
LOS (Line of Sight)Top
  • Cartography is free to research, requires a market.
  • Town Patrol costs -100 gold (300 food, 100 gold)
  • Outposts cost -5 stone
NavalTop
  • Fireships +20 HP
  • Demolition ships +10 HP
  • Trade cogs generate +10% gold
Land UnitsTop
  • Cavalry Archers cost -5 gold
  • Capped Rams garrison 5 units (from 4)
  • Long swordmen +5 HP
  • Long swordmen (and up) +2 attack vs. eagles
  • Petards cost -15 food (65 food, 20 gold)
  • Spear-line +1 attack vs. camels
  • Heavy Camel upgrade -20 secs research time
MonksTop
  • Fervor fixed (never worked in AoC)
  • Monks holding relics suffer from anti-monk damage too now
Other TechnologiesTop
  • Murder holes costs -100 stone
  • Chemistry affects Castles and Town Centers
CivilizationsTop

aztecs AztecsTop
  • Free loom removed
  • Start with +50 gold
  • Jaguar warriors +1 pierce armor
  • Castle Age Tech: Atlatl (Skirms +1 Attack, +1 Range)
britons BritonsTop
  • Get Cannon Galleons
  • Longbowman creation time -1 sec
  • Receive Heavy Scorpions
  • Imperial Age Tech: Warwolf (Trebuchets do blast damage), Yeomen moved to Castle Age
byzantines ByzantinesTop
  • Castle Age Tech: Greek Fire (Fire Ships +1 Range)
celts CeltsTop
  • Furor Celtica gives siege units +40% HP
  • Castle Age Tech: Stronghold (Castles & Towers fire 20% faster)
chinese ChineseTop
  • Town Center LOS +5 (moved from Teutons)
  • Castle Age Tech: Great Wall (Walls and towers +30% HP)
franks FranksTop
  • Foragers work +25% faster
  • Get squires
  • Throwing Axeman (non-elite) missile delay -2 (from 12 to 10, elite stays at 8)
  • Elite Throwing Axeman research cost -100 gold
  • Castle Age Tech: Chivalry (Stables work 40% faster)
goths GothsTop
  • Treadmill crane removed
huns HunsTop
  • Cannon Galleons removed
  • Huns cavalry archers cost -15% and -25% (castle and imp) -> reduced from -25% and -30%
  • Treadmill crane removed
  • Tarkan (non-elite) +10 HP
  • Castle Age Tech: Marauders (Create Tarkans at Stables)
incas Incas (new)Top
    Infantry civilization
  • Start with a free turkey
  • Villagers affected by Blacksmith upgrades
  • Houses support 10 population
  • Buildings cost -15% stone
    Unique Units:
  • Slinger (anti-infantry archer)
  • Kamayuk (anti-cavalry infantry)
    Unique Technologies:
  • Couriers: Kamayuks, Slingers & Eagles +10% faster
  • Andean Sling: Skirmishers & Slingers no minimum range
    Team Bonus:
  • Farms built +50% faster
indians Indians (new)Top
    Camel and Gunpowder
  • Villagers cost -5% Dark Age, -10% Feudal Age, -15% Castle Age, -20% Imperial Age
  • Fishermen work +15% faster and carry +15
  • Camels +1/+1 armor
    Unique Units:
  • Elephant archer (cavalry archer)
  • Imperial Camel (camel upgrade)
    Unique Technologies:
  • Shatagni: Hand Cannoneers +1 range
  • Sultans: All gold production +10% faster
    Team Bonus:
  • Camels +6 attack vs. buildings
italians Italians (new)Top
    Archer and Naval civilization
  • Advancing to the next age costs -10%
  • Dock techs cost -50%
  • Fishing ships +2 LOS
  • Gunpowder units cost -15%
    Unique Units:
  • Genoese Crossbowman (anti-cavalry archer)
  • Condottiero (anti-gunpowder infantry)
    Unique Technologies:
  • Pavise: Genoese Crossbowman +1/+1 armor
  • Silk Road: Trade units cost -50%
    Team Bonus:
  • Condottiero (anti-gunpowder infantry) available in Imperial barracks
japanese JapaneseTop
  • Get bloodlines
  • Castle Age Tech: Yasama (Towers shoot extra arrows)
koreans KoreansTop
  • Turtle Boats -10% cheaper (180 wood, 180 gold)
  • War Wagon creation time decreased from 25 to 21 seconds
  • Fortifications (walls, towers, castles) built 25% faster
  • Team Bonus changed: Mangonels & Onagers minimum range reduced
  • Castle Age Tech: Panokseon (Turtle Ships move 15% faster)
magyars Magyars (new)Top
    Cavalry civilization
  • Villagers kill wolves with 1 strike
  • Forging, Iron Casting, Blast Furnace free (requires blacksmith)
  • Scout Cavalry, Light Cavalry, Hussar cost -10%
    Unique Units:
  • Magyar Huszar (cavalry)
    Unique Technologies:
  • Recurve Bow: Cavalry Archers +1 range
  • Mercenaries: Magyar Huszars cost no gold
    Team Bonus:
  • Foot archers +2 LOS
mayans Mayans
  • Base cost for Plumed archers increased to 50g, 50w
  • Castle Age Tech: Obsidian Arrows (Archer-line has +3 attack vs. buildings)
mongols MongolsTop
  • Elite Cannon Galleons removed
  • Mangudai Siege bonus limited to Rams
  • Mangudai (non-elite) delay -50% (from 10 to 5)
  • Castle Age Tech: Nomads (Destroyed houses don’t lose their population room)
persians PersiansTop
  • Castle Age Tech: Boiling Oil (Castles do extra damage vs. rams)
saracens SaracensTop
  • Market costs -75 wood
  • Castle Age Tech: Madrasah (Killed monks return 33% of their cost)
slavs Slavs (new)Top
    Infantry and Siege civilization
  • Farms work +15% faster
  • Tracking free
  • Siege units 15% cheaper
    Unique Units:
  • Boyar (cavalry)
    Unique Technologies:
  • Orthodoxy: Monks +3/+3 armor
  • Druzhina: Infantry damage adjacent units
    Team Bonus:
  • Military buildings (Barracks, Archery Range, Stable, Siege Workshop) provide +5 population
spanish SpanishTop
  • Missionaries affected by Bloodlines
  • Castle Age Tech: Inquisition (Monks convert faster)
teutons TeutonsTop
  • Town Center LOS restored to normal (moved to Chinese)
  • Town Center garrison +10 units, maximum arrows +5
  • Town Center +2 attack removed
  • Teutonic Knight (non-elite) +10 HP
  • Monk healing range bonus fixed (didn`t work automatically in AoC)
  • Castle Age Tech: Ironclad (Siege weapons get +5 extra melee armor)
turks TurksTop
  • Elite janissaries are now affected by the Turkish team bonus
  • Castle Age Tech: Sipahi (Cavalry Archers +20 HP)
vikings VikingsTop
  • Team Bonus: Docks -15% cheaper (rather than -25%) (Docks cost 128 wood instead of 113 wood)
  • Viking ship cost now staggered per age: 10% cheaper in Feudal (81w-27g), 15% in Castle (76-25), 20% in Imperial (72-24)
  • Get treadmill crane
  • Berserk (non-elite) +4 HP
  • Longboats wood cost same as galleys
  • Berserkergang cost 850 food, 400 gold (from 500 food, 850 gold)
  • Castle Age Tech: Chieftains (Berserks get +4 attack bonus vs. cavalry)

New Civilizations (5) (source)Top

incas Incas (more info)Top
    Infantry civilization
  • Start with a free turkey
  • Villagers affected by Blacksmith upgrades
  • Houses support 10 population
  • Buildings cost -15% stone
    Unique Units:
  • Slinger (anti-infantry archer)
  • Kamayuk (anti-cavalry infantry)
    Unique Technologies:
  • Couriers: Kamayuks, Slingers & Eagles +10% faster
  • Andean Sling: Skirmishers & Slingers no minimum range
    Team Bonus:
  • Farms built +50% faster
indians Indians (more info)Top
    Camel and Gunpowder
  • Villagers cost -5% Dark Age, -10% Feudal Age, -15% Castle Age, -20% Imperial Age
  • Fishermen work +15% faster and carry +15
  • Camels +1/+1 armor
    Unique Units:
  • Elephant archer (cavalry archer)
  • Imperial Camel (camel upgrade)
    Unique Technologies:
  • Shatagni: Hand Cannoneers +1 range
  • Sultans: All gold production +10% faster
    Team Bonus:
  • Camels +6 attack vs. buildings
italians Italians (more info)Top
    Archer and Naval civilization
  • Advancing to the next age costs -10%
  • Dock techs cost -50%
  • Fishing ships +2 LOS
  • Gunpowder units cost -15%
    Unique Units:
  • Genoese Crossbowman (anti-cavalry archer)
  • Condottiero (anti-gunpowder infantry)
    Unique Technologies:
  • Pavise: Genoese Crossbowman +1/+1 armor
  • Silk Road: Trade units cost -50%
    Team Bonus:
  • Condottiero (anti-gunpowder infantry) available in Imperial barracks
magyars Magyars (more info)Top
    Cavalry civilization
  • Villagers kill wolves with 1 strike
  • Forging, Iron Casting, Blast Furnace free (requires blacksmith)
  • Scout Cavalry, Light Cavalry, Hussar cost -10%
    Unique Units:
  • Magyar Huszar (cavalry)
    Unique Technologies:
  • Recurve Bow: Cavalry Archers +1 range
  • Mercenaries: Magyar Huszars cost no gold
    Team Bonus:
  • Foot archers +2 LOS
slavs Slavs (more info)Top
    Infantry and Siege civilization
  • Farms work +15% faster
  • Tracking free
  • Siege units 15% cheaper
    Unique Units:
  • Boyar (cavalry)
    Unique Technologies:
  • Orthodoxy: Monks +3/+3 armor
  • Druzhina: Infantry damage adjacent units
    Team Bonus:
  • Military buildings (Barracks, Archery Range, Stable, Siege Workshop) provide +5 population

New Technologies (29)Top

General TechnologiesTop
  • Eagle Warrior (300 food, 200 gold): Upgrades Eagle Scouts to Eagle Warriors (+1 PA, +5HP, -3 secs creation time) (Castle Age)
  • Gillnets (300w, 200f): +25% speed for fishing ships (Castle Age)
Unique Technologies (civilization specific)Top
  • Andean Sling: Skirmishers & Slingers no minimum range (incas Incas, Castle Age)
  • Atlatl: Skirms +1 Attack, +1 Range (aztecs Aztecs, Castle Age)
  • Boiling Oil: Castles do +9 extra damage vs. rams (persians Persians, Castle Age)
  • Chieftains: Berserks get +4 attack bonus vs. Cavalry (vikings Vikings, Castle Age)
  • Chivalry: Stables work 40% faster (franks Franks, Castle Age)
  • Couriers: Kamayuks, Slingers & Eagles +10% faster (incas Incas, Imperial Age)
  • Druzhina: Infantry damage adjacent units (slavs Slavs, Imperial Age)
  • Great Wall: Walls and towers +30% HP (chinese Chinese, Castle Age)
  • Greek Fire: Fire Ships +1 Range (byzantines Byzantines, Castle Age)
  • Inquisition: Monks convert faster (spanish Spanish, Castle Age)
  • Ironclad: Siege weapons get +4 extra melee armor (teutons Teutons, Castle Age)
  • Madrasah: Killed monks return 33% of their cost (saracens Saracens, Castle Age)
  • Marauders: Create Tarkans at Stables (huns Huns, Castle Age)
  • Mercenaries: Magyar Huszars cost no gold (magyars Magyars, Castle Age)
  • Nomads: Destroyed houses don’t lose their population room (mongols Mongols, Castle Age)
  • Orthodoxy: Monks +3/+3 armor (slavs Slavs, Castle Age)
  • Panokseon: Turtle Ships move 15% faster (koreans Koreans, Castle Age)
  • Pavise: Genoese Crossbowman +1/+1 armor (italians Italians, Castle Age)
  • Recurve Bow: Cavalry Archers +1 range (magyars Magyars, Imperial Age)
  • Shatagni: Hand Cannoneers +1 range (indians Indians, Imperial Age)
  • Silk Road: Trade units cost -50% (italians Italians, Imperial Age)
  • Sipahi: Cavalry Archers +20 HP (turks Turks, Castle Age)
  • Stronghold: Castles & Towers fire 20% faster (celts Celts, Castle Age)
  • Sultans: All gold production +10% faster (indians Indians, Castle Age)
  • Obsidian Arrows: Archer-line has +3 attack vs. buildings (mayans Mayans, Castle Age)
  • Warwolf: Trebuchets do blast damage (britons Britons, Imperial Age)
  • Yasama: Towers shoot extra arrows (japanese Japanese, Castle Age)

Random Map ChangesTop

General ChangesTop
  • Deer variance removed, each player has 4 deer at more or less the same distance from TC
  • Fish density improved: fish appear at more regular intervals thus reducing chances of unlucky dock placement
ArchipelagoTop
  • Bonus islands appear in the centre
  • Gold distance variance reduced
ArenaTop
  • Relics can no longer appear stuck in walls
  • Wall distance variance removed, distance set to 20
BalticTop
  • Larger base size, preventing players to be too close to water
  • Wolves removed
Black ForestTop
  • Forests remade to prevent the occurrence of bubbles in which resources and relics often got stuck
  • Larger base size
  • Gold and stone distribution balanced
  • Relic distribution balanced
CoastalTop
  • Larger base size for players
Crater LakeTop
  • Larger base size
  • Gold moved slightly further
  • Central island’s position improved
FortressTop
  • Fish removed
Ghost LakeTop
  • Inland sea rounded
  • Bonus sheep scattered around more evenly
Gold RushTop
  • Central gold mines’ position improved
HighlandTop
  • Variance on distance of extra boar and sheep reduced
IslandsTop
  • Bonus islands appear in the centre
  • Larger base size to prevent noodle-shaped islands
MediterraneanTop
  • Central sea rounded
  • Larger base size, prevents players from being too close to water
  • Wolves removed
MigrationTop
  • Sheep and deer distance variance improved, 2 sheep appear very close to TC
  • Wood distribution improved
  • Distance of gold mine improved
  • Gold and stone no longer appear on the shores of mainland
OasisTop
  • Forest enlarged, same distance from TC for everyone
RiversTop
  • Water edges remade: 50% water covers all edges of the map, 50% none
  • Bonus islands appear in the centre
Salt MarshTop
  • Map remade from scratch, a ring of water with shallows appears in the middle
ScandinaviaTop
  • Ice patches are broken into smaller pieces and scattered around more evenly
YucatanTop
  • Boar variance removed

New Random Maps (11) (source)Top

Cenotes (photo)Top
    Open rushing map (Arabia style) with a standard set of resources. Small lakes are scattered around all over the map and provide little fish.
Land of Lakes (photo)Top
    Semi-closed water map. Galley rushing can prove fatal on the wrong lake, and fishing on the right one can mean a great boost for your economy. Rather easy to wall, but transports are possible from all sides.
Hideout (photo)Top
    Players start in their little hideout camp in the forest. You’ll have to break free to conquer your foes.
Budapest (photo)Top
    A spiced up version of your everyday map, starting with two town centers.
Steppe (photo)Top
    Nomadic map, players start out with a few yurts and 3 extra villagers. An abundance of hunt wanders on the plains in the center of the map.
Valley (photo)Top
    Semi-open map. A dried up river runs through the middle, with herds of deer trying to drink from the last puddles that run along the sandy shore. If you want to hunt, you’ll have to go there. But you won’t be alone…
Hill Fort (photo)Top
    Fortress type map, players start on a hill together with their teammates. Can you take over your opponents hill or will they make it impenetrable?
Lombardia (photo)Top
    Open map, players start clumped together with their teammates. Good coordination between team mates seems more vital than ever to rule these Northern Italian lands. Divide et Impera!
Acropolis (photo)Top
    Extremely open map, players start on a hill that is impossible to wall. They must come off their hill to gather resources in the carnage below. They say of the Acropolis where the Parthenon is…
Golden Pit (photo)Top
    Variation of Gold Rush. A pit in the center of the map contains large mining reserves. However, protecting the pit means you have to fight uphill. Hill advantage or gold to spend, the choice is yours to make (Incredible map for FFA – Free For All games).
MegaRandom (photo)Top
    It can be anything!

New Artificial Intelligence (AI) (5) (source)Top

Barbarian (by (finland) II2N)Top
  • Character: Wide array of tactics, going from aggressive rushing to booming.
  • Plays: All game types* if population is 200 or higher.
  • Random Map, Death Match, King of the Hill, Regicide, Wonder Race, Defend the Wonder
The Horde (by (germany) Archon)Top
  • Character: Aggressive rusher, will boom on closed maps but otherwise attack is the preferred option!
  • Plays: All game types, prefers 200 population.
Crusade (by (spain) Campidoctoris)Top
  • Character: Aggressive rusher.
  • Plays: All game types (except Turbo Random), prefers open land maps.
The Khanate (by (uk) The_Offwo)Top
  • Character: Aggressive rusher.
  • Plays: Random Map, King of the Hill, Defend the Wonder. Prefers open land maps.
Principality (by (uk) The_Offwo)Top
  • Character: Strong boomer.
  • Plays: Random Map, Death Match (Land Maps). Prefers closed land maps.
Note for all AIs: No AI can play maps where transports of villagers are required (e.g. Migration).”Nothing” maps (maps without gold and stone) are also difficult to play. Only Barbarian and Principality can play those “nothing” maps.

New Campaigns (3+) (source)Top

Alaric I (comments)Top
    Secure the Goths a new homeland. Either by force or tactics, Rome will meet your demands!
Francesco Sforza (comments)Top
    Take command of a mercenary army and seize every opportunity for fame and gold in Renaissance Italy.
The City of Bari (comments)Top
    Witness the last two hundred years of Byzantine presence in Italy through the eyes of a loyal family. Can you stand your ground against the Arabs, rebels and Normans?
NOTE: New campaigns are planned through regular updates.
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