Age of empires 2 deutsch patch: Patches, Updates & Content Releases

Patches, Updates & Content Releases

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Capture Age Team Brings New Spectator Tool to Age of Empires IV!


In 2020, we announced that World’s Edge was partnering with Capture Age, a team that by then was already well-known for their work in creating engaging spectating experiences for the Age of Empires community. Since then, our partnership with Capture Age has …

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Patches, Updates & Content Releases
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25th Anniversary
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Patches, Updates & Content Releases

Three Games, Three Events, and One Giant Anniversary Celebration!

25th Anniversary
Patches, Updates & Content Releases

New Civilization-Specific Achievements Coming with Age of Empires IV: Anniversary Edition

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Become an Age Insider!

Insiders unlock access to exclusive news, updates, and opportunities to provide feedback about future releases. Here are some of the perks:

  • Access to private forums where you can interact with Age developers
  • The chance to join exclusive beta opportunities through Steam and the Windows Store
  • Channels to provide feedback and inspire quality changes in your favorite Age titles

Age of Empires II: Definitive Edition — Update 58259

Age DE Team

Come jump into to another fun-filled release with exciting updates, balance changes, and bug fixes for Age of Empires II: Definitive Edition!

We’re excited to introduce new co-op campaigns! Grab your battle buddies and take a quick look at some of the changes coming with today’s update:

  • A new Co-op Event!
  • 2 new co-op campaigns! Alaric & Saladin!
  • Custom Lobby Ranked Death Match!
  • Hindi text shaping fix!

Be sure to dig down into the post below to get all of the juicy details before hopping in-game and checking them out firsthand.


Official Forum

Steam Forum

Join Discord


Thanks again to our amazing community members, all of whom have helped to make Age of Empires what it is today!

—The Age of Empires Team

Download on the Microsoft Store

Remember that you’ll need to update your game in the Microsoft Store:

  • Open the Microsoft Store.
  • Click the [∙ ∙ ∙ ] symbol next to your profile picture.
  • Select Downloads and updates.
  • Press the Get updates button to automatically detect, download, and install the latest changes to your game!
  • Open the game. The title screen should show you on Build 58259.

If you are unable to launch the game after downloading the update, make sure you add (or re-add) the Age of Empires II: Definitive Edition client or folder as an exception to your firewall and antivirus program.

That’s it; you’re ready to play!

Download on Steam

Remember that you’ll need to update your game in Steam:

  • Open Steam.
  • Click on Library to see your games list.
  • Click Downloads at the bottom of the Library window.
  • [If the new build does not download automatically,] click the Download Now button to manually download the new update.
  • Open the game. The title screen should show you on Build 58259.

That’s it; you’re ready to play!

Please note that custom mods may not be compatible with the latest game update. If you are experiencing issues launching or playing the game after downloading the new build, try disabling your installed mods before trying again.

Still having trouble? Visit our support site!


Build Spotlight

While there are plenty of notable fixes and features to which to look forward in today’s build, here’s some of the big highlights coming with this month’s update:

Jolly Co-operation Event

January 31- February 14

Surprise! Age of Empires II: Definitive Edition is celebrating the new year and the release of the first co-op campaigns with an all-new event! We’re excited to bring you the latest in co-op fun with the Jolly Co-operation Event!

We are also bringing you a new set of challenges! So, grab your Age of Empires buddies and dive into the new co-op gameplay mode. Don’t miss your chance to unlock some cool rewards during the event and have some fun battling it out with your friends!

New Rewards!

Starting TODAY through February 14th, complete the in-game tasks within the time limit to unlock exclusive rewards!

Day ~ 🎯 Sign in to Xbox Live.
🏆 Profile Icon: A King and a Queen trying to fit on the same throne.
💾 *Required* to save any rewards unlocked during the event!
Each of the following challenges must be unlocked in order and on separate days:
Day 1 🔒 Play any Co-op mission.
🧱 Unlocks the cheat code “my cpu can handle it”: All players’ population cap increased to 1000.
Day 2 🔒 Construct 3 Markets in any amount of games.
🏆 Unlocks the profile icon with a Queen wearing excessive amounts of golden jewelry.
Day 3 🔒 Win any Co-op mission.
🏆 Unlocks the Town Center decoration: King and Queen posing back to back with their arms folded.
Day 4 🔒 Research Caravan in the Market.
🏆 Unlocks the profile icon with a trade cart transporting an overwhelming amount of coins/valuables.
Day 5 🔒 Defeat 1000 enemy units in Co-op missions.
🧱 Unlocks the cheat code “sharing is caring”: every player’s resource income on a team is distributed to the entire team.

Keep it Forever!

Remember: if you sign in to Xbox Live at any point during the event, you get to keep all the mods and profile icons you unlock! Sign in, earn your rewards, and enjoy!

—The Age of Empires Team


Event F.A.Q.

Q: Do I have to complete the challenges on consecutive days?

While challenges don’t have to be completed on consecutive days, only one challenge can be completed per day.

This means that you will need to play at least five different days to complete all of the challenges.

Q: When is the last day I can complete the daily challenges?

The Jolly Co-operation Event concludes February 14th.

Q: Do I get to keep all of the event unlocks?

All you need to do is log into your Xbox Live account before the end of the event to keep all of the profile icons and mods you unlock; it’s as easy as that!

Q: What do I do if I accidentally unsubscribe from a special mod?

No problem! All you need to do is click your Profile Icon on the main menu, select Event Mods (under Collection), and then check the unlocked event mod you want to enable!

Q: How do I change my profile icon?

You can update your profile icon in your profile:

  1. On the main menu, click the Profile Icon next to your name.
  2. You should now be in the Profile Icons tab under Collections.
  3. Select your favorite icon, then click the Select Icon button to lock in your choice.
  4. You’re done!

Q: How do I download and enable mods?

For information about how to subscribe to and prioritize your mods, visit this article.

Game

Stability & Performance
  • Fixed a rare crash when selecting the “Quickplay” mode.
  • Fixed various, rare memory corruption crashes.
  • Fixed an issue where the Save Cloud Capacity displays at ‘-1.#Q%’ capacity, which made it unable for players to save any files to the Cloud.
  • Game no longer crashes when player receives attack notification from player with “%n” characters in their name.
  • Simultaneously pressing Esc and Find Match on the Quick Play screen will no longer soft-lock the player on a black screen.
  • Simultaneously pressing Esc while resigning no longer soft-locks the game.
  • Fixed a rare crash when loading DLC campaigns while playing on the Microsoft Store.
  • The game no longer goes out of sync when a player accepts a match invite while in the editor.
  • Fixed a freeze when loading ludicrous-sized maps on various random maps.
  • Fixed a rare crash when preparing to start a lobby game as a client with an invalid scenario file.
Graphics
  • Fixed a rare issue where Farms could appear with incomplete Farm graphics.
Audio
  • Fixed an issue where Chinese VO would not work correctly when playing through the Microsoft Store.
  • The Credits screen now plays its intended dedicated track (also known as “Love and Will” in the official soundtrack).
  • The Mod Manager screen now plays the Credits track.
UI
  • “Go to building” and “Select all buildings” hotkeys now work for the respective buildings while navigating the tech tree.
  • Fixed an issue where resign and defeat notifications did not appear in spectator mode when the player who is being watched resigns or gets defeated.
  • During Treaty, an enemy player’s diplomacy label is now “Enemy (Treaty)” instead of “Ally” to avoid confusion with actual allies.
  • Fixed an issue where recorded games could sometimes show wrong player names.
  • Map selection: “Custom map” checkboxes selection now selects all maps when checking all the boxes.
  • A warning message will now be shown when trying to open a recorded game file made with a different build than the one currently used.
Hotkeys
  • Market hotkeys now correctly buy/sell resources in increments of 100 instead of 500.
  • Hotkeys can now be correctly reset to “Definitive Hotkeys” (grid layout) again.
  • Default hotkeys for Select and Center groups #10-20 now function correctly.
  • Xolotl Warrior hotkey can now be customized.
  • Villagers no longer go idle after going back to work if two Town Centers are selected.

Gameplay

General
  • Handicap mode now makes resources last longer, to balance out faster gathering rates.
Fixes
  • Shift queue attack behavior improved for group of units.
  • Victory is now declared if all enemy players have resigned/been defeated while treaty is still going.
  • Players with allied vision can no longer see unstarted foundations of enemy players in fog of war and unexplored area while Treaty is active.
  • Friend & Foe colors now work correctly while Treaty is active.
  • Recorded games featuring Treaty mode can now be replayed correctly.

Campaign

General
  • Post-game statistics screen now has a “Continue” button to immediately play the next campaign mission.
Co-op
  • Co-op campaigns have left Beta mode! Featuring 6 full campaigns and 5 historical battles!
  • NEW! Alaric & Saladin co-op campaigns!
    • Alaric:
      • The Battle of Frigidus
      • Razing Hellas
      • The Belly of the Beast
      • The Giant Falls
      • A Kingdom of Our Own
    • Saladin:
      • An Arabian Knight
      • Lord of Arabia
      • The Horns of Hattin
      • The Siege of Jerusalem
      • Jihad!
      • The Lion and the Demon
  • Fixed a rare issue where Treaty mode could be triggered inside co-op campaigns.

Random Maps

Map Balance
  • General:
    • Terrain restrictions of various buildings when starting in the dark age with Empire Wars enabled has been restored on several maps, no longer allowing players to place buildings on any terrain type.
    • Folwarks no longer spawn on top of berry bushes in Empire Wars.
  • Amazon Tunnel:
    • The center of the map is now accessible on all settings (more than 2 teams, free-for-all etc).
    • The starting forest clumps are evenly distributed, larger, and slightly closer to the players.
  • Arabia:
    • Increased the chance of generating a map with lower elevation.
    • Herdables now spawn between 18 to 24 tiles away from the players’ town centers (from 20 to 24 tiles).
    • Added multiple visual themes for the map.
  • Oasis:
    • Generation of the main forest and lake has been updated to avoid any unfair situations (missing forests, unequal distances etc. .).
  • Runestones:
    • Forests now generate closer to the player’s town centers again.
    • Forests surrounding the players are now larger (from 45 trees to 65 trees per forest).
    • All elevation immediately around the players’ town centers has been removed.
    • Herdables now spawn between 16 to 20 tiles away from the player’s town centers (from 20 to 24 tiles).
    • Boars now generate closer to the player’s town centers (from 16 to 14 tiles).
    • Slight variation has been added to the player’s starting location, so they no longer generate in a perfect circle.
Random Map Scripting
  • Added ignore_terrain_restrictions parameter for object generation which skips terrain restriction check for building placement.
  • Added make_indestructible parameter for object generation. Buildings spawned with this parameter cannot be attacked and destroyed.

Lobbies and Matchmaking

General
  • NEW! Ranked Deathmatch is now available in Custom Lobbies!
  • NEW! “Balance Teams” button to help you balance your teams in Custom Death Match Lobbies!
  • Players are now able to accept invites to a lobby when in Ranked Matchmaking.
  • Messages that start with the “@” sign now appear in lobby chat or in-game chat.
  • Fixed an issue where players could not remove AIs and add human players in Custom lobbies.
  • Fixed various issues in co-op lobbies.
  • Fixed an issue where players were unable to click anything on the ranked screen if a match is found in match making while the civ screen is opened.
  • Players now display as muted when joining a third-party lobby after the client that lobby-banned them.
  • Changing Civs or checking the Tech Tree during the Quickplay Match Found flow will no longer unmute all previously muted players.
  • Custom maps now download correctly when picked by clicking the randomize button.
  • Improved the “Server” filter from the Lobby Browser to return better results.
  • Removed the “Preferred Region” filter from the Lobby Browser.
  • Fixed a rare issue where restored lobbies could sometimes not have the right amount of player slots.
  • Players can now invite other players to a restored lobby.

AI

General
  • Fixed an issue where AI player Villagers sometimes don’t garrison into nearby Town Centers when being attacked.
  • Players in Treaty are no longer considered allies by the AI, leading to inappropriate AI behavior.
  • Fixed an issue where the hard AI would resign too early when playing Treaty mode.
  • AI now builds a dock and trains fishing ships in lakes on the Kawasan random map.
Pathfinding
  • Fixed an issue where Villagers could sometimes not walk through buildings which are collapsing.
  • NEW! Ctrl+right click can be used to attack a target, ignoring any retargeting command. A unit will only retarget if:
    • They cannot path to the target object.
    • The target has been killed.
    • The target has moved out of range.
  • When sending a Villager back to work within a Town Center which has a gather point, the Villager will ungarrison from the closest point to the gather point instead of the closest point to go back to work.
Scripting
  • up-log-data now correctly produces an AI log file as intended.
  • Action-pack now works as intended and no longer throws an incorrect obstruction error.
  • Range of shared-goals is now set as a 32-bit signed integer (instead of a 16-bit signed integer).
  • Added sn-allow-capturing-gaia-units to allow AI players to convert units owned by Gaia. (Set to >0 to enable)

Localization

General
  • Fixed various display issues with Hindi characters.
  • Fixed various translation issues reported by the community across the game.

Modding

General
  • Fixed a rare issue where mod upload and downloads could incorrectly time out.
  • UI files civTechTrees.json and futuravailableunits.json can now be included in mods.
  • In-game mod browser is now more responsive when enabling/disabling each or several mods.
  • Improved the in-game search field to show more accurate results.
  • Mods uploaded in-game now receive the correct tags.
  • The “credits” music tracks can now be modded.
  • Added a “NOMODS” launch parameter for debugging purposes which disables the mods system.
Scenario Editor
  • Fixed a legacy issue where gate hitpoints could change in custom scenarios when units pass through them.
  • Fixed a legacy issue where Elevation would continue to be painted on newly pointed tiles without moving the mouse.
  • Deleted Town Centers no longer leave remnants, which are visible through the fog of war.
  • Triggers: Object icons in Display Instructions trigger effect now correctly use the desired player color even if there is no in-game player with said color.
  • Triggers: “Object Has Action” now has object level and object group check
  • Triggers: Modify attribute trigger effect now includes a text box that can be filled to change unit name before such a unit is created.
  • Triggers: The values in change object trigger effects is no longer corrupted after selecting change object attack/armor effect.
  • Triggers: “Change object armor / attack” trigger now takes the type field into account
  • Triggers: Technology State trigger condition no longer resets when used with Disabled state.
  • Triggers: Difficulty Level trigger condition no longer resets when used with Extreme option.
  • Triggers: Fixed an issue where cancelled techs changed by the “Change Tech Cost” trigger effect would not return their correct cost.
  • Triggers: Teleport Object trigger effect now teleports objects to the center of the tile.
  • Corpses of units affected by the “change player color effect”, will no longer appear in the original player color.
  • Changing architecture set of civilization in editor now also changes a unit’s task graphics.
XS Scripting
  • The XS scripting system has been updated with the ability to store and load persistent data. For more information please check the XS documentation.

Ongoing Investigation

Queue Dodging & Cooldowns

We continue to monitor feedback related to this system as we consider what changes may be necessary. We don’t have a specific update at this time, except to encourage continued feedback as we’re definitely listening.

Cheating

We’re actively working on solutions to this problem and expect to deliver some changes in a future update that will help resolve these issues. As we indicated previously, we’ll have more to say about this as we get closer to delivering those changes.

Problems with MP Services
  • We’re constantly monitoring and ready to troubleshoot issues you may have connecting to Multiplayer services, or finding, joining, and/or hosting matches. When these kind of problems occur, the most useful information for us is network logging provided by you. If you experience these issues at any point, please follow the steps below to notify our Support Team and provide this information:
  • You can find these Logs by looking in this folder: C:\Users\ [[YOUR WINDOWS USERNAME]] \Games\Age of Empires 2 DE\logs
  • Network Logs look like this, and contain the date and time of the session you most recently started (example): 2021. 08.20-12.03.37.txt
  • Our Support Team may ask you to try again using our Enhanced Logging build, which provides additional logging information
  • NOTE: The Enhanced Logging build generates very large log files – once you’ve submitted a relevant Support Request, you’ll want to switch back to the regular build, and once you’ve sent any relevant log files you can delete them to save HDD space

To use the Enhanced Logging build:

  1. In some circumstances, we need additional logging information to better understand your problem, and that’s when we ask that you use the Enhanced Logging build
  2. To do that, locate Age of Empires II: Definitive Edition in your Steam Games Library
  3. Right-click the game title and select Properties at the bottom of the menu
  4. In the window that appears, select the BETAS tab on the left
  5. In the available field, enter this beta access code: 4Yh3SkfG7CK5yanvrXE9qj8b
  6. You’ll then see that you’ve been given access to enhanced_logging and a button will appear asking you if you’d like to opt in
  7. Opt in or select the enhanced_logging beta, and Steam will automatically update your build 
Crashes and Freezes

As a reminder, player-reported issues (when they’re informational only) can be difficult for us to diagnose, and log files alongside a little bit of back and forth with our Support Team remain incredibly helpful. This shift toward working directly with our players to dig into the issues you’re reporting has allowed us to improve stability more quickly, and we’re anxious to keep this up. Here’s information that will help you work with our Teams when filing Support Requests –

  1. If your game is crashing, there’s a specific log file that’ll help us understand why and it looks like this (example): AoE2DESteam-46906-2021.04.06-15.46.57.mdmp.
  2. The file can be found in this directory: C:\Users\[YOUR WINDOWS USERNAME]\Games\Age of Empires 2 DE\logs.
  3. The log file name specifies the game, platform you’re playing on, build version, and the date/time of the crash, and is specific to every instance – so if your game crashed earlier in the day and you’ve been playing since, you can still go back and find this file by matching it to when your issue occurred.
  4. Please attach this file in any Support Requests you submit regarding a crash, and if necessary we’ll reach back out for more information.
  5. You can reach out to our reach out to our Support Team, and if you’re a Steam user, you may be directed to PUP to help us confirm if we’ve been able to resolve your issue.

DISCLAIMER

Please note that this list is subject to change, and should not be considered a comprehensive list of all the known issues we’re tracking. The above is to inform you of the team’s current priorities, which will change as other issues arise or take precedence.

For the latest updates and announcements, please visit our social channels.


What’s on the Horizon

Coming Up…

2022 Will Be Busy!
At the close of last year we mentioned that there’s plenty on the horizon for Age II:DE, with our plans to continue updating and supporting the game for a long, long time. It’s the New Year and as we deliver the January Update, we’re working through a ton of planning in parallel and thinking about how we can best share our aspirations with you (and trust us, there’s some really cool stuff in the works!) We know you’re interested in this info, so we’ll be sure to follow up once we’re ready to reveal just a few of the things coming to Age II:DE in 2022!


Hotfix

Today’s build contains a fix that addresses a performance issue reported in Team Games. We’re continuing to monitor TG performance and investigating additional changes that may help – if you’re still experiencing this issue following today’s patch, please provide feedback – we’re definitely listening!

Files for Age of Empires 2: Age of Kings

All

Gameplay

Interface

Error correction

Cards

Quests and Missions

Official patches

Russifiers

Soundtracks

Ubisoft confirmed that Prince of Persia: The Sands of Time remake is not canceled and is being developed by Ubisoft Montreal

2077


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Warner Bros. Discovery Lost $2.3 Billion

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Quentin Tarantino would never make a superhero film because he is not a «worker»


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Harry Potter fans asked to no longer leave socks on Dobby’s «grave»


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Black Cat, Mysterio and the Shocker: details of the canceled fourth part of Spider-Man with Tobey Maguire appeared
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Iron

Vietnamese miner sells mountains of video cards on the street


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Trailers

Powerful parkour and oriental beauties are presented in a bewitching video based on the game universe «Prince of Persia»


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BioWare teases Mass Effect 5 with a small trailer with the construction of a new relay

Patch 44725 for Age of Empires II Definitive Edition

Welcome to another big week for Age of Empires II: Definitive Edition!

Not only are we kicking it off with a lot of features and fixes, but we’re also laying the groundwork for the first official expansion, codenamed Lords of the West , which will add 2 new civilizations, 3 new campaigns, and expand tools, with which you can build your empire!

Patch 44725 lays the groundwork for the upcoming expansion, and it also manages to improve stability, improve game performance, fix multiplayer crashes after the November update (add more crashes), along with several new features and a new in-game event.

Changes:

  • Join the celebration of the New Year and unlock exclusive new icons and mods!
  • Owners of Lords of the West add-on get early access to two new civilizations in multiplayer: Burgundians and Sicilians!
  • Numerous fixes for multiplayer performance and stability issues.
  • The profanity filter now targets specific words##### instead of the entire sentence *****
  • Building blueprints can no longer be used to «scout» terrain that is not open.
  • Five new maps: African Glade, Amazon Tunnel, Atacama, Coastal Forest, Mountain Capture
  • Unofficial mods are now disabled when updating the game to prevent compatibility issues.
  • Improved AI pathfinding (less than a year, but wait, it’s already gone)!
  • …other changes.

We hope that all of this will form a great start to 2021 and create a solid foundation not only for the upcoming expansion, but for everything we have in store for the coming year (so much good stuff). As always, we do not forget about the community, so come to the Steam forum and Discord.

Forum Link: Age of Empires II: Definitive Edition Forum
Discord Link: The Age of Empires Official Discord

We are looking forward to tomorrow’s big launch and hope you enjoy everything that brings to the game today’s update! ♥

Hello Hoi! The Age of Empires team.


Highlights

There are many notable fixes and new features in today’s build, here are some of them:

Join the New Year Celebration!


🥳 From January 25th to February 8th


New Year means a new chapter in the history books and another reason to celebrate something in Age of Empires II: Definitive Edition!

NEW YEAR 2021 CELEBRATES a new set of icons, new mods, new effects and one more reason to return to Age of Empires II: Definitive Edition to complete your collection!

NEW AWARDS!

Starting TODAY through February 8th, complete in-game challenges to unlock tons of themed rewards, including the following:

🎯 Sign in to Xbox Live.
🏆 Unlocks a sergeant with a sword in the form of a balloon.
💾 *Hurry up* if you want to keep the rewards unlocked during the event!

Each of the following tasks must be unlocked in order and on separate days:

🔒 Win a standard or multiplayer game as Spaniards, Ethiopians, Japanese or Incas.
🧱 Opens the New Year celebration scene in the city center.

🔒 Create 21 hand cannons in any game.
🏆 Unlocks the Flemish Militia Greetings profile icon.

🔒 Go to the Castle Age from the Dark Age in less than 21 minutes.
🧱 Unlocks the Age Transition Fireworks and the Jubilant Holiday Mod.

🔒 Create 21 Gun Galleons or Elite Gun Galleons in any game.
🏆 Unlocks Coustillier’s holiday profile badge.

🔒 Build a total of 21 cannon towers in any game.
🧱 Unlocks the firework particle mod when researched.


— THIS IS IMPORTANT!

Remember, if you sign in to Xbox Live during the event, you can save all mods and profile icons! Log in, earn your rewards and enjoy the holiday further!

We hope you enjoy Age of Empires II: Definitive Edition New Year’s Eve! Again, don’t forget to sign into Xbox Live to keep whatever you unlock! In short, Xbox Live is our everything.


NEW NATION! The Burgundians (Lords of the West)

“Rise from mere duchy to the wonder of Western Europe through economic power, cultural achievement and the use of advanced military technology and tactics.”

Overview:

The Burgundians are a new cavalry nation focused on economic development. Take advantage of their ability to perform economic upgrades one century earlier than other nations, cheaper stable tech and more powerful gunpowder units to dominate the hapless opponent.

Nation bonuses:

  • economic upgrades are available one century earlier than other civilizations
  • Horse Technology 50% off
  • Gunpowder units get a +25% bonus to their attack
  • Cavalry Upgrade Available in Castle Age

Other bonuses:

Relics generate not only gold, but also food.

Unique Units:

  • Coustillier : A Burgundian cavalry unit that uses a powerful shock attack when entering combat. Strong against infantry and archers. Weak against camel riders and monks.
  • Flemish Militia : A unique Burgundian infantry unit. Strong against cavalry. Weak against archers.

Unique Techs:

  • Burgundy Vineyards: Turn all food into gold at a 2:1 ratio; Farmers slowly produce gold in addition to food (to be honest, I did not understand at all how it was and what it was).
  • Flemish Revolution : Turns all existing villagers into Flemish Militia and allows Flemish Militia to be trained in city centers.

Full tech tree (image clickable): Experience the Burgundians early (multiplayer only) by pre-ordering Age of Empires II: Definitive Edition — Lords of the West, then enjoy everything the expansion has to offer on January 26th!


NEW NATION! Sicilians (Lords of the West)

“Experience the diverse cultures and warlike spirit of the crossroads of the Mediterranean as you own one of medieval Europe’s most coveted kingdoms.

Overview:

The Sicilians are an infantry nation that specializes in building cities to fuel their relentless drive to expand. Build donjons for additional fortifications around cities, use First Crusade tech to spawn hordes of the unique Serjeant unit in all city centers, and use Scutage tech to add 15 gold to your and your team’s combat treasury for every military unit you own .

Nation bonuses:

  • Castles and town centers are built 100% faster (Spain, come on, goodbye!)
  • Ground troops absorb 50% of damage taken
  • Upgraded farms provide +100% extra food before being re-sowed

Other bonuses:

Transport ships get +5 carrying capacity and +10 armor against anti-ship damage.

Unique units:

  • Sergeant : Hardy infantry unit that can also build donjons.
  • Keep : A unique fortification used to train sergeants. Units can enter the building to protect the building itself and to protect themselves; Archers and Peasants fire additional projectiles when garrisoned. (Note: The building is considered a Tower and thus does not receive bonuses when moving to another age … Probably …)

Unique Technologies:

  • First Crusade: After research, each City Center (up to 5) issues a group of 10 sergeants.
  • Scoutage: After research, each team member receives a one-time payment of 15 gold for each military unit they own.

Full tech tree (image clickable):

EXCLUSIVE TO Lords of the West
The Sicilians will be available exclusively to owners of the Lords of the West DLC. Try this nation (multiplayer only) by pre-ordering Age of Empires II: Definitive Edition — Lords of the West, then enjoy everything the expansion has to offer on January 26th!


Global changes

Stability and performance

  • Numerous fixes, fixes for crashes in multiplayer mid-late game after the November update.
  • Implemented fixes for performance drops that may occur when transitioning to a new era.
  • Fixed a crash when leaving the profile screen while loading it.
  • Fixed a crash in Battle Royale mode caused by damage to a non-combat object.
  • Fixed a rare issue that caused the game to stop after submitting a player complaint (because snitches used to be disliked, but now they do).

Achievements

  • Chasing the Crown: Fixed a bug in the Bayinnaung campaign that prevented the achievement from being completed.

Graphics

  • Fixed an issue with full research animation when multiple research projects are queued.

Audio

Stormy Dog team now *barks* when selected.

Interface

  • Bonus stats provided through auto-update are now displayed in base division stats. For example, the hereditary attack bonus granted to Scout Cavalry in the Feudal Age would show up as 5 instead of 3+2.
  • The profanity filter now only censors words that have been flagged as vulgar rather than the entire message.
  • Report Player modal no longer remains disabled after a report is submitted.
  • Fixed an issue where the civilization selection screen could not be closed after launching the game through the Steam prompt.
  • Back button now works as it should.
  • A notification is sent to the player’s allies after researching Cuman mercenary technology.
  • The medals awarded at the completion of each Historical Battle now appear above the mission names as intended.
  • Scenario Leaderboards will now properly display scores above 65535 points.
  • The tech tree can now be navigated using the z, x, c, v, and b keys on the keyboard.
  • Custom scripts that change unit color will now display the correct color in the HUD when those units are selected along with others, garrisoned, or added to command groups.

Several UI improvements have been made to the Battle Royale mode:

  • The Battle Royale timer is now displayed in the Objectives panel.
  • A notification is now displayed when monks or missionaries are unable to heal a unit in a damaged battle royale area.
  • The real world maps of China and India will no longer appear as intended battlefields in the Battle Royale.

Gameplay

General

  • Team Gaia no longer uses the same player color as player 7 (gray), but displays its own separate color (white).
  • Increased the line of sight of most starting heroes in Battle Royale game mode.
  • Added new hotkey: “Select all inactive military units” (but which one is a secret!)

Changes

  • Building blueprints for unexplored terrain no longer show if the underlying terrain is occupied by a building or unit. Although the blueprint can still be placed, it will not be built if the area is blocked.
  • Fixed a bug that could cause units to become trapped inside horizontal and vertical gates.

Fixes

  • Large fish (Marlin) can no longer be removed by building docks.
  • The «Select All Military Buildings» hotkey no longer allows players to select buildings and units at the same time when there is no barracks.

Campaigns

Campaign missions

  • Updated several missions of Joan of Arc, Barbarossa, Attila the Hun and Bari that involved Burgundian or Italo-Norman players to use the new Burgundian and Sicilian civilizations horror will be)
  • Sundjata 4: «Blood on the River»: The AI ​​will no longer use Princess Mema as an explorer, resulting in a rare situation where the scenario could not be completed.

Nations Balance

General

  • On maps where each player starts with multiple City Centers, additional peasants or llamas provided to Chinese, Mayan, and Inca civilizations will only spawn from one City Center, not each.
  • Reduced the HP of Palisade Walls and Gates by 40% during the Dark Age.
  • Cavalry Archer [Standard & Heavy]: Reduced attack animation duration from 1.3 to 1.15. This reduces the overall attack delay by 11.5%.
  • Fixed a bug due to which upgrade Heated Shot did not affect secondary arrows fired from castles and towers.

The following civs over do not have access to Construction Crane technology : Franks, Khmer, Slavs.

Bulgarians — Cavalry (Dismounted) [Standard & Elite]: Can no longer see further than Scout.

Burmese — Arambai [Standard & Elite]: Increased missed shot damage (which still hits the secondary target) from 50% to 100% damage. Reduced attack damage from 17/19until 12/15.

Franks — Foragers work bonus reduced from +25% to +15%.

Huns — Atheism no longer reduces the cost of spy research or Treason, but now reduces the enemy’s gold income from relics by 50%.

Italians — Reduced the price reduction for ship technologies from 50% to 33%. The nation now also receives a 33% discount on all university technologies.

Genoese Crossbowman [Standard & Elite]: Reduced gold cost from 45 to 40 gold.

Koreans — Cannon Galleon Elite Technology can now be researched.

Maya — Obsidian arrows have been replaced with a new unique technology called Hulche Darts. Skirmishers throw a second projectile.

Saracens — Archers no longer gain bonus attack against standard buildings. Camel units now get +10 hit points. Team Bonus: Increased the bonus attack granted to foot archers against buildings from +1 to +2.

Zealotry: Reduced cost from 750 food, 700 gold to 500 food, 450 gold. Now gives camels and mamluks +20 hit points (down from +30 hit points).

Tatars — Additional City Center Sheep now only spawn from newly built City Centers, and only after advancing to the Castle Age.

Keshik [Standard & Elite]: Increased food cost from 50 to 60.


Random cards

Added 5 new cards:

African glade

Lonely villagers have wandered into a forest clearing and must fight for control of its meager resources.

Amazon tunnel

In the dense jungles of the Amazon, a broad strip of unforested plain that serves as the only route between two groups.

Atacama

This barren desert is unlikely to quench anyone’s thirst, but there is still an oasis in the center.

Coastal forest

Since all the cities are located on the outskirts of the forested hill, the battles are likely to begin in the barren south, in the dark forests and on the waves of the sea in the north.

Capture the Mountain

A prospector’s dream looms ahead on a mountain jutting out of shallow water. The point is not only who will declare it first, but also who will last there longer than the others.

In addition, there is a change for Battle Royale: Packed maps. Town Centers no longer appear in the Battle Royale game mode on non-BR maps.


Card Balance

Antarctica : Players start again with a regular scout; The penguins will continue to roam the map as spectators.

Arena : Secondary sheep herds now constantly spawn inside walls.

Black Forest : Elevation is now uniform across the map.

Four Lakes : Relics scale with map size. This means 4 Relics will spawn on Tiny/Small/Medium map sizes, 6 Relics during 6-player matches, and 8 Relics during 8-player matches.

Highlands : Reduced the number of distant trees that spawned throughout the map. Small rivers will no longer separate teammates. In games with only two players or teams, only one river will be generated on all map variants. The river is now 7 tiles wide instead of a random width. Ice crossings will no longer interfere with navigation during the snowy season. Added additional river crossings. The rocks have been removed from the map. Starting gold clusters now spawn farther apart. Outlying gold and stone deposits, as well as Relics, are now more evenly distributed across the map. Berries will no longer spawn near the river. Hunting animals now avoid places where berries are spawning.
Each player now starts sequentially with a group of 4 deer instead of randomly getting 3 or 4 deer. Removed extra boars from the map. Reduced the number of predators that spawn across the map.

MegaRandom : Fixed several maps that could generate unbalanced battlefields.

Nile Delta : No more crowded city center in Empire Wars. The edges of the original islands have been moved away from the edge of the map at all non-tiny map sizes. This should help prevent situations where transport ships can appear in landlocked bodies of water.

Serengeti : Elevated areas similar to Arabia now spawn around player launch pads.

Command Islands : Relics are now given to players on their respective island and scale based on the total number of players in the match. This means 4 Relics will spawn on Tiny/Small/Medium map sizes, 6 Relics during 6-player matches, and 8 Relics during 8-player matches. With the exception of tiny maps, an additional 3 gold and 3 gem deposits will spawn for each player. Adjusted the forests on each island to strike a balance between them. Increased the distance at which starting gold and stone generate to the coastline from 5 to 7. Roads connecting players are now much narrower. Updated road terrain textures to blend in more smoothly with the environment. Starting gold stocks now spawn farther apart. Berries now spawn farther from the coastline. Deer herds now generate to avoid berry bushes. Reduced the number of predators across the map.

Valley : With the exception of tiny maps, additional deposits of 3 gold and 3 gems will spawn for each player. Starting gold deposits now spawn farther apart. Deer no longer appear on the map when «infinite resources» is selected in the match settings. Relics are more evenly distributed among players. Reduced the number of predators across the map.


Random Map Scenario

  • The effect_amount functionality has been implemented, which allows you to change the attributes of objects, upgrade units of measurement, and change or remove technologies.
  • effect_amount can also be used to apply effects to the Gaia player using the special Gaia effect types.
  • Monument resource generation is now enabled by default in King of the Hill games. It can be disabled using effect_amount to disable technology 729.
  • The effect_percent function has been implemented, which has the same function as effect_amount, but uses a percentage as its value.
  • .xs scripting is now available in RMS. #includeXS has been added to load .xs scripts for random maps.

Artificial Idiot

General

  • AI will no longer use monks that hold relics when attacking their enemies.
  • AI will no longer try to guide peasants to resources that are unavailable due to blocking by allied structures.
  • AI can now see enemy units that have been spotted by human allies (although where to find those human allies…).
  • AI will no longer be able to track and locate units that are spotted and then hidden by the fog of war for more than five seconds.
  • AI Cattle are no longer affected by the «collision and fix» effect that would previously push them away from the city center when blockading another unit that had no other way to their destination.
  • The Portuguese AI will no longer build Trading Posts at the start of each Deathmatch.
  • AI is now aware of the Battle Royale timer, allowing them to better plan and maneuver their armies.
  • Fixed a bug due to which the peasants could not fight back the attackers during the construction process of the City Center.
  • Fixed a rare bug due to which peasants could not defend themselves against predatory animals (such as wolves).
  • Fixed a rare issue where villagers could be idle and ignore new commands after being ordered to repair an object.
  • Fixed a rare bug that caused the AI ​​to stop scouting for a long time.

Path Finder

  • Units will now prioritize the most direct path when moving less than 20 tiles.
  • Fixed a bug due to which boars could stop attacking after colliding with an obstacle.
  • Fixed an issue where patrolling melee units were sometimes unable to engage and attack ranged units that were already on the move.

Scenarios

  • Fixed a bug when using direct control of garrison units.
  • AI can now use fe-cc-effect-amount and fe-cc-effect-percent.
  • sn-maximum-patrol-distance now works with formation patrol units.
  • up-can-build-line now correctly checks for correct coordinates before placing a building.
  • object-data-locked now correctly checks if gates are locked or unlocked.
  • Krepost projectiles are now recognized as up-projectile-detected as projectile-castle.
  • up-modify-escrow can no longer cause escrow to go negative.
  • up-store-player-name no longer stores the player number along with the player name.

Localization

  • Added missing localization for description of Battle Royale game mode.
  • Added a missing localization string in the fifth mission of the El Cid campaign.

Modding

General

Unofficial mods are now automatically disabled when new game updates are released. This is to prevent compatibility issues with mods that have not been tested or verified to work with new updates or that may cause crashes. When disabling mods in this way, a new message will appear with instructions on how to re-enable mods.

  • Nation-specific unit sounds can now be changed individually for Huns and Mongols, as well as for Teutons and Goths. Name violations have been fixed for some nation-specific sounds.
  • The tech tree data is now contained in the civTechTrees.json file, allowing for easier and more flexible modification of the tech tree.
  • Added technology effects 20-27, which apply their effect to the player’s enemies.
  • When modding the UIColors.json file, the game now correctly retrieves the text attribute (rather than the Healthbar attribute) to determine the UI text color.
  • xsEffectAmount has been implemented for both Scenario Editor and Random Map Scenarios.

The following attributes can now be modified:

  • Bonus Damage Resistance
  • Icon ID
  • Shown Attack
  • Shown Range
  • Shown Melee Armor
  • Shown

This can be done in the following ways:

  • Technological effects in the data file
  • Changing the effect of an attribute trigger in the Script Editor
  • Command effect-amount in random map, AI, and . xs Scripts

Scenario Editor

  • Scenario developers can now prevent human players from changing commands in their scenarios.
  • Generating large maps in the editor no longer crashes the game.
  • Loading very small custom maps in the editor no longer crashes the game.
  • Fixed a crash when using the «Replace Object» effect.
  • «Damage Object» trigger will now work with negative numbers.
  • The “Set Building Gather Point” trigger now works as intended.
  • The «Play Sound» trigger now plays sounds as a 2D effect that can be heard by the entire map when a certain position is not enabled.
  • The «Heal Object» effect no longer excludes this unit from tech benefits.
  • The «Object Has Action» condition will now work in conjunction with any unit AI tasks such as patrolling.
  • Markups placed in the editor no longer flash on the minimap.
  • It is no longer possible to place city centers directly on top of resources.