Full condensed list without (noob) meaning behind it here: https://www.forgottenempires.net/age-of-empires-ii-definitive-edition/balance-changelog
- Tracking is now automatically researched in Feudal Age for free:
Basically like how free cartography works. All infantry get + 2 LOS upon hitting feudal. Now everyone can be as powerful as slavs on release. Saving 50 food for all.
- Elite Skirmisher upgrade cost increased from 200w/100g to 230w/130g
Although in AOC Crossbowmen dominance was too strong and it was 260w 160g to get Elite Skirm, aggressive play in 1v1s was less rewarding than before while defensive play became more favourable. The upgrade cost was simply too cheap. This is now changed to be still less than AOC but more than it was previously by being priced in the middle so getting to Elite Skirm is still possible, but not as easily prior to the Rise of Rajas changes. Good change.
- Herbal Medicine effect increased by 50%
This makes healing in buildings go from 4x faster to 6x faster. TCs and Towers heal at 6hp min while castles heal at 12hp min. With herbal medicine the old rates was 24hp min in TCs and 48hp min in castles. Now its 36hp min for TCs and 72hp min for castles. Not sure if it's worth the 350g price tag but it's still nice for passive group healing in more casual games.
- (Palisade) Gate armor decreased to 0/0 while under construction. And costs 30w instead of 20w
Good change. Vipers trap addiction was getting too unhealthy. Gate walling in general is quite annoying to most players.
- Watch Tower HP reduced from 1020 to 700 before Castle Age
Nice change. This is good for both the aggressor and defender than 50w tower change was. But with both combined this is overall a great change. Teuton towers are still scary though. So be careful.
- Elite Battle Elephant attack reduced from 16 to 14
Elephants were already good in late game TGs, so this is a good change overall. Giving paladins some power play they lost in previous expansions.
- Dry Dock and Berber ship speed bonus no longer reduce gold per trip for Trade Cogs
People will still use trade carts though. Much easier to protect. Nice that cogs did get a buff though. Who knows. Could be good?
- Eagle Scout -1 line of sight and search radius in Dark Age
Mongol scout, congratulations on being the best scouter for vision and exploration per tiles in Dark Age. Eagles are still strong in dark age though with higher lame potential and ability to heal in tcs.
- Trebuchets now deal damage after packing or getting destroyed
Finally. Your treb won't do 1 damage to a 400hp castle and can actually take it out even if it dies.
- Fixed the issue which made houses able to attack
No more house at arms abuse. That was highly annoying and unfair.
- Fixed the issue with Chemistry not increasing attack of secondary castle arrows
Fix is a fix.
- Fixed the issue with side parts of diagonal gates being walkable during construction
Hallelujah
- Fixed the issue where the Burmese relic bonus would permanently reveal spots on the map.
Didn't know that was even a thing.
- New Supplies tech Available from the Feudal Age in the Barracks, (150 food, 100 gold): Militia-line costs -15 food
This tech made Slav champions #1 , japanese to #2 , Aztecs to #3 and #4 Burmese. And goths to #5. if we assume its all vs other champions. To make matters worse for goths. Slavs get this tech in feudal age for free alongside 10% faster farmers. Whereas goths DO NOT even get supplies (goths and slavs only get militia discount in feudal age as well).
Their production rate is still uncontested late game however (gl getting there). Also this needs more testing. Goths could be even lower than #5.
- (Elite) Genitours receive +2 attack vs Spearmen line
Okay change. I do not mind this. Still not useful unit in TG though.
- XoXotl Warrior available to Aztec/Incas converted stable (because mayans don't get redemption)
It's the same base stats as a knight with the same weaknesses. 100hp 10 attack 2/2 armour and 1.35 speed in meso form. Same cost too. 60f 75g. Congratulations Malay, your knights aren't the worst anymore (you still suck though).
- Franks Cavalry +20% HP bonus only available from Feudal Age
Just means scout gets 54hp in feudal however try to not lose hp in dark age if possible as that 42/45 hp in dark age doesn't mean your scout has 51/54hp in feudal.
- (Elite) Conquistadors receive damage from anti-cavalry archer attacks
Means camel archers actually shred conqs now and elite skirms are even more cost effective. Good change.
Current bugs and oversights and issues?:
- Krepost can be converted if a monk has redemption. Very odd ?
- No death sounds. Can be offputting.
- Melee patrol and attack move very clunky especially with units with a bigger hit box like scouts and knights.
- Siege projectiles very flimsy. Can barely see mangonel shots being fired. As well as gunpowder projectiles.
- Vills on farms appear to stop working randomly. Can be fixed when re tasked to it. Isnt picked up by idle villagers icon either.
Trivia stuff:
- Each expansion had a trait from AOC to AOF to AOAK to AOR and for once AOE2 DE broke these traits (one monk + one naval + one foot archer civ + one cavalry civ). These are:
- At least one (or more) civs had access to arbalest. (None of the new AOE2 DE civs get access to it)
- At least one (or more) Naval civ released (again no Naval civ is released) but a case can be made for Lithuanians with 150f start and a near full dock tree. Rivaling mongols. (No heavy demo or shipwright though).
- Most civs that had pikemen but no halberdier access were at most able to get +4 armour. Tatars do not get halb nor do they even get chain mail armour. Arguably having even worse pikemen than Malians.
- Tatars are also the first civ to get Hand Cannoneers AND Bombard Towers but LACK Keep towers and Bombard Cannon. Weird as BBT civs always had Keeps.
- At least one civ in each expansion and civ release batch got access to Arrowslits tech. Vietnamese is the last civ from its previous expansion to get arrowslits. None of the new 4 AOE2 DE civs get arrowslits. Congratulations vietnamese you can feel special in something.
- Prior to AOE2 DE only 3 civs had access to full monk tech trees. Now it is 5. Congratulations to Teutons (they now get herbal medicine + its free) and Lithuanians. Most other monk civs will lack at least one tech (either herbal medicine or heresy or illumination).
- Spanish and Byzantines are still the only civ with every single dock tech tree (no changes there).
- Koreans joins portuguese for having cheaper costing fire ships indirectly. 15% less wood for koreans (and they get fast fires too) vs 15% less gold of Portuguese (no fast fire but they have more hp early on). Koreans on water can be strong (they do lack demos though).
- Malians lost Galleons. Quick someone call st4rk before he sues the developers (but fear not they get fast fires). Congrats Aztecs your galleys are second worst now.
- Bulgarians overtake Teutons (and lolcelts) in having FU Paladin and FU Siege Onager. Teutons still win near full Paladin + ironclad SO + bracerless BBT though. Congrats Bulgars.
Rest of the changes are self explanatory. Old thread can be found here:
- Tracking is now automatically researched in Feudal Age for free:
Basically like how free cartography works. All infantry get + 2 LOS upon hitting feudal. Now everyone can be as powerful as slavs on release. Saving 50 food for all.
- Elite Skirmisher upgrade cost increased from 200w/100g to 230w/130g
Although in AOC Crossbowmen dominance was too strong and it was 260w 160g to get Elite Skirm, aggressive play in 1v1s was less rewarding than before while defensive play became more favourable. The upgrade cost was simply too cheap. This is now changed to be still less than AOC but more than it was previously by being priced in the middle so getting to Elite Skirm is still possible, but not as easily prior to the Rise of Rajas changes. Good change.
- Herbal Medicine effect increased by 50%
This makes healing in buildings go from 4x faster to 6x faster. TCs and Towers heal at 6hp min while castles heal at 12hp min. With herbal medicine the old rates was 24hp min in TCs and 48hp min in castles. Now its 36hp min for TCs and 72hp min for castles. Not sure if it's worth the 350g price tag but it's still nice for passive group healing in more casual games.
- (Palisade) Gate armor decreased to 0/0 while under construction. And costs 30w instead of 20w
Good change. Vipers trap addiction was getting too unhealthy. Gate walling in general is quite annoying to most players.
- Watch Tower HP reduced from 1020 to 700 before Castle Age
Nice change. This is good for both the aggressor and defender than 50w tower change was. But with both combined this is overall a great change. Teuton towers are still scary though. So be careful.
- Elite Battle Elephant attack reduced from 16 to 14
Elephants were already good in late game TGs, so this is a good change overall. Giving paladins some power play they lost in previous expansions.
- Dry Dock and Berber ship speed bonus no longer reduce gold per trip for Trade Cogs
People will still use trade carts though. Much easier to protect. Nice that cogs did get a buff though. Who knows. Could be good?
- Eagle Scout -1 line of sight and search radius in Dark Age
Mongol scout, congratulations on being the best scouter for vision and exploration per tiles in Dark Age. Eagles are still strong in dark age though with higher lame potential and ability to heal in tcs.
- Trebuchets now deal damage after packing or getting destroyed
Finally. Your treb won't do 1 damage to a 400hp castle and can actually take it out even if it dies.
- Fixed the issue which made houses able to attack
No more house at arms abuse. That was highly annoying and unfair.
- Fixed the issue with Chemistry not increasing attack of secondary castle arrows
Fix is a fix.
- Fixed the issue with side parts of diagonal gates being walkable during construction
Hallelujah
- Fixed the issue where the Burmese relic bonus would permanently reveal spots on the map.
Didn't know that was even a thing.
- New Supplies tech Available from the Feudal Age in the Barracks, (150 food, 100 gold): Militia-line costs -15 food
This tech made Slav champions #1 , japanese to #2 , Aztecs to #3 and #4 Burmese. And goths to #5. if we assume its all vs other champions. To make matters worse for goths. Slavs get this tech in feudal age for free alongside 10% faster farmers. Whereas goths DO NOT even get supplies (goths and slavs only get militia discount in feudal age as well).
Their production rate is still uncontested late game however (gl getting there). Also this needs more testing. Goths could be even lower than #5.
- (Elite) Genitours receive +2 attack vs Spearmen line
Okay change. I do not mind this. Still not useful unit in TG though.
- XoXotl Warrior available to Aztec/Incas converted stable (because mayans don't get redemption)
It's the same base stats as a knight with the same weaknesses. 100hp 10 attack 2/2 armour and 1.35 speed in meso form. Same cost too. 60f 75g. Congratulations Malay, your knights aren't the worst anymore (you still suck though).
- Franks Cavalry +20% HP bonus only available from Feudal Age
Just means scout gets 54hp in feudal however try to not lose hp in dark age if possible as that 42/45 hp in dark age doesn't mean your scout has 51/54hp in feudal.
- (Elite) Conquistadors receive damage from anti-cavalry archer attacks
Means camel archers actually shred conqs now and elite skirms are even more cost effective. Good change.
Current bugs and oversights and issues?:
- Krepost can be converted if a monk has redemption. Very odd ?
- No death sounds. Can be offputting.
- Melee patrol and attack move very clunky especially with units with a bigger hit box like scouts and knights.
- Siege projectiles very flimsy. Can barely see mangonel shots being fired. As well as gunpowder projectiles.
- Vills on farms appear to stop working randomly. Can be fixed when re tasked to it. Isnt picked up by idle villagers icon either.
Trivia stuff:
- Each expansion had a trait from AOC to AOF to AOAK to AOR and for once AOE2 DE broke these traits (one monk + one naval + one foot archer civ + one cavalry civ). These are:
- At least one (or more) civs had access to arbalest. (None of the new AOE2 DE civs get access to it)
- At least one (or more) Naval civ released (again no Naval civ is released) but a case can be made for Lithuanians with 150f start and a near full dock tree. Rivaling mongols. (No heavy demo or shipwright though).
- Most civs that had pikemen but no halberdier access were at most able to get +4 armour. Tatars do not get halb nor do they even get chain mail armour. Arguably having even worse pikemen than Malians.
- Tatars are also the first civ to get Hand Cannoneers AND Bombard Towers but LACK Keep towers and Bombard Cannon. Weird as BBT civs always had Keeps.
- At least one civ in each expansion and civ release batch got access to Arrowslits tech. Vietnamese is the last civ from its previous expansion to get arrowslits. None of the new 4 AOE2 DE civs get arrowslits. Congratulations vietnamese you can feel special in something.
- Prior to AOE2 DE only 3 civs had access to full monk tech trees. Now it is 5. Congratulations to Teutons (they now get herbal medicine + its free) and Lithuanians. Most other monk civs will lack at least one tech (either herbal medicine or heresy or illumination).
- Spanish and Byzantines are still the only civ with every single dock tech tree (no changes there).
- Koreans joins portuguese for having cheaper costing fire ships indirectly. 15% less wood for koreans (and they get fast fires too) vs 15% less gold of Portuguese (no fast fire but they have more hp early on). Koreans on water can be strong (they do lack demos though).
- Malians lost Galleons. Quick someone call st4rk before he sues the developers (but fear not they get fast fires). Congrats Aztecs your galleys are second worst now.
- Bulgarians overtake Teutons (and lolcelts) in having FU Paladin and FU Siege Onager. Teutons still win near full Paladin + ironclad SO + bracerless BBT though. Congrats Bulgars.
Rest of the changes are self explanatory. Old thread can be found here:
AOE-HD - WololoKingdom/HD expansion cnges that maybe helpful to know.
I know anyone can probably Google most of it but there are probably some overlooked changes people may not be aware of so I felt maybe making this thread could be useful (most of it is probably obvious anyway) First off Elite Skirmisher is 200w 100g (50w and 60g cheaper than AoC) in an...
www.aoezone.net
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