Are you an insider?????The poles will have the splash damage on their hussar and cavs,
Are you an insider?????The poles will have the splash damage on their hussar and cavs,
Its been leaked in patch notes that lechitic legacy has got its own splash damage behaviourAre you an insider?????
popular content creators will ignore the dlc rather than uncritically tell their audiences to buy it if it does not have mp civsI feel its a misconception by the devs that a dlc without new broken mp civs wouldnt be bought.
There it is! They messed with Malians to give free gold mining to the Bohemians indeed!Bohemia had large silver deposits and mines. Considering they're also targeting Hussite Wars and Kutná Hora was very important then and a minting centre with big silver mine (with some relevant mining code improvements), it would stand to reason. (Otherwise Slovakia would've been Hungarian.)
Next dlc: Britons lose range bonus to armenians :DThere it is! They messed with Malians to give free gold mining to the Bohemians indeed!
I would love this change as long as the Armenians are not in the gameNext dlc: Britons lose range bonus to armenians :D
I mean lets see what kind of mechanics that have never been there before were introduced to the game in 2021:it's ridiculous how much of this thread is "I hate all new things" and how many dumb posts are in here
not saying that one must be happy with every change, I don't get the Malians change at all for example, but the tone of enragement about minor stuff is so out of place.
civs being "ruined" by introducing units that you don't even know yet. lol.
I read this post and only after that I realised it was an answer to mine and I could have never told.I mean lets see what kind of mechanics that have never been there before were introduced to the game in 2021:
Auras,
Permanent debuffs,
Instant unit spawns,
Conversion of one unit type to a conpletely different one,
Military constructing buildings.
Generating an additional ressource while gathering one ressource.
While heavily expanding on the crucial upgrades and units one age earlier which was introduced with DE.
A generic building and unit being completely replaced (not upgraded) by a unique one. (for unit one can argue thats what eagles already have been doing since aoc but for buildings its entirely new.)
Oh and charging a strong attack is a bit ambiguous because it uses the monk charge functionality but it is pretty close to never have been there before either.
Sure their always were new mechanics with each dlc, but has the game ever been changed that dramatically within this short of a timespan?
As always needs saying, Conquerors was not actually a very good expansion either.The Conquerers, 5 new civs
- CIVS WITH NO CAVALRY (but sprinting infantry that's immune to arrows)
- villagers building faster
- no houses needed
- massively discounted main unit (Huns CA)
- gunpowder in castle age
- multiple unique units
- villagers get upgrades for fighting
- civ with no crossbows
The Forgotten, 5 new civs
- wild animals just spawning under your tc
- villagers affected by non-villager-upgrades
- free stat (armor/attack) buff for a unit from the start
- additional upgrades to a unit line (Imp Camel)
- cheaper villagers
- free blacksmith upgrades
- unique unit as team bonus
The African Kingdoms, 4 new civs
- villager being buffed from the start
- free unit upgrade with age-up
- free eco upgrades
- buildings generating ressources
- siege weapon as unique unit
- ballistics for gunpowder
- certain cost discount for all military
Rise of the Rajas, 4 new civs
- Elephants
- garrisoning in houses
- faster age advance
- age advance with less requirements
- infinite ressources (through fish traps)
- changing unit costs via technology
- units that need less than 1 pop space
- tech that gives ressources
- tech that gives something to allies
- free map information from the start
- unique upgrade for trash unit
Yes it was, it made the game much more diverse and interesting.As always needs saying, Conquerors was not actually a very good expansion either.
I didn't say it was total trash, I just said it wasn't very good. Added interesting things but changes were not all well thought through and did not introduce the thorough water overhaul (in line with Ensembles original vision) that it could have were it not rushed. Expansion themed around Spain conquering the Americas seems like the appropriate place to make water combat not the dreary cheesy mess they settled for to meet the rushed release of AoK.Yes it was, it made the game much more diverse and interesting.
100% agree. Some new mechanics are interesting, not all of them of course, but they don't seem out of place (alternative upgrade is not far away for exclusive upgrade, for example). Techs one age ealier, buildings that bost vils workrate... yeah, they were not in the original game, yet, they're not completely random stuff. Is obvious that as long as they keep adding civs, they need to come with new ideas, since the creative space between the original concepts of the game is almost completely exhausted.
edit: I mean we're even in a thread about balance changes, not introducing new stuff, so it's kinda out of place, but I still found your question interesting and took a look. I wasn't around before HD and the expansions were out, so I did this based on the state of the civs before the DE came out, dunno if anything of that was introduced later and not by release of the expansion but doesn't really matter.
The Conquerers, 5 new civs
- CIVS WITH NO CAVALRY (but sprinting infantry that's immune to arrows)
- villagers building faster
- no houses needed
- massively discounted main unit (Huns CA)
- gunpowder in castle age
- multiple unique units
- villagers get upgrades for fighting
- civ with no crossbows
The Forgotten, 5 new civs
- wild animals just spawning under your tc
- villagers affected by non-villager-upgrades
- free stat (armor/attack) buff for a unit from the start
- additional upgrades to a unit line (Imp Camel)
- cheaper villagers
- free blacksmith upgrades
- unique unit as team bonus
The African Kingdoms, 4 new civs
- villager being buffed from the start
- free unit upgrade with age-up
- free eco upgrades
- buildings generating ressources
- siege weapon as unique unit
- ballistics for gunpowder
- certain cost discount for all military
Rise of the Rajas, 4 new civs
- Elephants
- garrisoning in houses
- faster age advance
- age advance with less requirements
- infinite ressources (through fish traps)
- changing unit costs via technology
- units that need less than 1 pop space
- tech that gives ressources
- tech that gives something to allies
- free map information from the start
- unique upgrade for trash unit
these came out over a much bigger timespan but well, there was less support for the game, doesn't feel like something to be angry about.
most of them are less drastic than the newer ones but then again this is a) a quite obvious need as the game progresses, b) would make new civs kinda unnecessary otherwise given the amount we do have already, c) actually more gameplay-expanding than just tweaks of some numbers and tech-tree-combinations
I don't like all of that new stuff, had a discussion just today on Reddit where I tried to explain to people why Flemish Revolution gets so much hate (they liked it, you know), but yeah, anyway...opinions on gameplay mechanics are subjective and in the vast majority they don't justify to be angry.
Permanent armor damage is completely ridiculous. If the creative space is exhausted maybe that speaks to stopping expansion instead.100% agree. Some new mechanics are interesting, not all of them of course, but they don't seem out of place (alternative upgrade is not far away for exclusive upgrade, for example). Techs one age ealier, buildings that bost vils workrate... yeah, they were not in the original game, yet, they're not completely random stuff. Is obvious that as long as they keep adding civs, they need to come with new ideas, since the creative space between the original concepts of the game is almost completely exhausted.
Notably the issues you cite are two of the four most recently released civs.that's why i'm in favor of adding new civs, as long as they're balanced and don't have ultra weird bonuses and/or completely game changing bonuses (for example, Flemish revolution or the new sicilian team bonus)
You answered it yourself. In order to keep game "progressing" they come up with absolutely ridiculous "design" that has no place in aoe2. Fact, that most of those "ideas" are straight out copied from AoM and AoE3 speaks volume about quality. They have no new ideas, they just recycle old ones with AoE3/AoM stuff.most of them are less drastic than the newer ones but then again this is a) a quite obvious need as the game progresses, b) would make new civs kinda unnecessary otherwise given the amount we do have already, c) actually more gameplay-expanding than just tweaks of some numbers and tech-tree-combinations
That's fair, I see what you mean. It did sort of narrow the path that the franchise could go in. I still think it was a good expansion, but I get your point.I didn't say it was total trash, I just said it wasn't very good. Added interesting things but changes were not all well thought through and did not introduce the thorough water overhaul (in line with Ensembles original vision) that it could have were it not rushed. Expansion themed around Spain conquering the Americas seems like the appropriate place to make water combat not the dreary cheesy mess they settled for to meet the rushed release of AoK.
Well at some point "good" becomes a matter of personal taste so if you see what I mean I think we broadly agree. It is not actively terrible, certainly not like the most recent two additions, but it was just far less than it could and should have been. There was an interview this spring with Sandy Petersen (a lead designer for Ensemble) where he said that Koreans were only added last minute because someone at Microsoft saw RTS games were popular in South Korea, which I think says a lot about the overall problems with the process even then.That's fair, I see what you mean. It did sort of narrow the path that the franchise could go in. I still think it was a good expansion, but I get your point.
Would love to see your proposal for this.Time to reduce the civs to a core of 25 to 27 that will be refined for a complete coherent MP experience. Civs that are only in the game for a very narrow campaign narration become SP civs. So the game has a broad and colourful collection of medieval history but also integrity as an esport.
Support can be different.You guys have to realize that they need to make new expansions to justify the time and resourcers they put into AOE2. They need to sell something to make profit. These expansions make sure that they aren't planning on abandoning the game anytime soon.
And I actually like the Malian update. It's more historically accurate now. Always like that within reason.