The full list of changes can be found here:
some of the highlights include:
CIVILIZATION BALANCE
General
Battle Elephant [Standard & Elite]: Reduced trample damage from 50% to 25%.
Condottiero: Increased attack from 9 to 10.
Byzantines
Elite Cataphract: Reduced the food cost of the upgrade from 1600 to 1200 food. The gold cost is unchanged (800g).
Logistica: Reduced the food cost of the upgrade from 1000 to 800 food. The gold cost is unchanged (600g).
Italians
Pavise now also provides +1 melee armor and +1 pierce armor to Condottieri units.
Koreans
As their civilization bonus, military units (except for siege weapons) now cost 20% less wood to train (was 15%).
War Wagon: Increased the base cost to train by +5 wood. After the civilization discount, the total cost is now 92 wood (was 94).
Turtle Ship: Increased the base cost to build by +10 wood. After the civilization discount, the total cost is now 152 wood (was 153).
Malay
Karambit Warrior [Standard & Elite]: Decreased food cost from 30 to 25 food. The gold cost is unchanged (15g).
Portuguese
As their civilization bonus, all units now cost 20% less gold to train (was 15%).
Caravel: Increased the base cost to build by +3 gold. After the civilization discount, the total cost is now 34.4 gold (was 34).
Tatars
Flaming Camel: Increased attack bonus against elephants from +80 to +130.
Flaming Camel: Increased blast radius from 1.5 to 2.0.
LOBBIES & MATCHMAKING
GAMEPLAY
MAP BALANCE
Pathfinding (lol they put this into every patch)
Age of Empires II: Definitive Edition — Update 39284 - Age of Empires
It's that time again! The July update is HERE with a new seasonal event, a long list of balance changes to the civs and maps in Age II: DE, several brand-new
www.ageofempires.com
some of the highlights include:
CIVILIZATION BALANCE
General
Battle Elephant [Standard & Elite]: Reduced trample damage from 50% to 25%.
Condottiero: Increased attack from 9 to 10.
Byzantines
Elite Cataphract: Reduced the food cost of the upgrade from 1600 to 1200 food. The gold cost is unchanged (800g).
Logistica: Reduced the food cost of the upgrade from 1000 to 800 food. The gold cost is unchanged (600g).
Italians
Pavise now also provides +1 melee armor and +1 pierce armor to Condottieri units.
Koreans
As their civilization bonus, military units (except for siege weapons) now cost 20% less wood to train (was 15%).
War Wagon: Increased the base cost to train by +5 wood. After the civilization discount, the total cost is now 92 wood (was 94).
Turtle Ship: Increased the base cost to build by +10 wood. After the civilization discount, the total cost is now 152 wood (was 153).
Malay
Karambit Warrior [Standard & Elite]: Decreased food cost from 30 to 25 food. The gold cost is unchanged (15g).
Portuguese
As their civilization bonus, all units now cost 20% less gold to train (was 15%).
Caravel: Increased the base cost to build by +3 gold. After the civilization discount, the total cost is now 34.4 gold (was 34).
Tatars
Flaming Camel: Increased attack bonus against elephants from +80 to +130.
Flaming Camel: Increased blast radius from 1.5 to 2.0.
LOBBIES & MATCHMAKING
- NEW! A Preferred Map option is now available in matchmaking. Use it to weight the ranked matchmaking choice in favor of your favorite map!
- If both players share a preferred map, they will play on that map.
- If players have different preferred maps, it will choose from the two.
- If one player has a map preference and the other doesn’t, the preferred map will be used.
- If neither player has a preference, a random map will be selected from the pool of non-banned maps.
- In Team games, the map is selected from the list of preferences provided by players, skewing towards those that are preferred by the majority of players.
- NEW! Added a new Random Civ option to the matchmaking lobby.
- With the option, all picks in a given match will be randomized, not just an individual’s pick.
- NEW! The map pools for Random Match and Deathmatch are now split and individually catered to the style of each game mode!
- Added additional spectator delay options, including: 1/2/3/4/5/10 minute delays.
- Map bans are now visible to all party members, not just the party leader.
GAMEPLAY
- Farmers will now properly spread out to nearby idle farms after right-clicking a group to a single plot.
- The multi-building production queue now takes the remaining training time of queued items into account when adding to the queue(s).
- Double-clicking a herdable animal will now select all herdables instead of a single type. For example, double-clicking a Sheep will now also select all nearby Goats and Cows.
- The confirmation prompt will no longer appear when deleting incomplete buildings or groups of objects. Note that it will still appear if important completed objects are also selected in the group.
- Fixed a legacy issue where Gates rotated to a NE/SW orientation ( ╱ ) would vanish when building a structure adjacent to them.
MAP BALANCE
- The generation of player gold, stone, and other resources has been further adjusted to prevent resources from overlapping or appearing stuck.
- Ghost Lake: Adjusted the generation of forests and player starting positions to ensure an equal amount of land and forest for each player.
- Ghost Lake: Reduced the density of forests to promote a more open, aggressive battlefield.
- Ghost Lake: Removed cliffs from the map.
- Ghost Lake: Ponds now only appear in the center of the map.
- Ghost Lake: Far gold and stone resources are now generated per player.
- Ghost Lake: Relics are now generated per player on tiny (1v1) maps.
- Ghost Lake: Each player’s primary gold mine (7 tiles) is always towards the center of the map to encourage aggressive play.
- Arena: A third gold and second stone deposit have been added as guaranteed forward spawns outside of each player’s wall.
- Acropolis: Increased the amount of starting gold to 4 gold tiles per player.
- Acropolis: Removed extra boars from the map.
- Acropolis: Hilltops will no longer generate forest on Deathmatch or Infinite Resources modes.
- Acropolis: Extra deer and predator animals will no longer spawn when using Deathmatch settings.
- Acropolis: Relics are now generated slightly further from players’ bases.
- Golden Pit: The center pit is now consistently circular.
- Golden Pit: Players spawns have been balanced to start an equal distance from the center pit.
- Golden Pit: Reduced the density of forests to promote a more open, aggressive battlefield.
- Gold Rush: Extra stone mines have been split from two, six-tile piles into four, three-tile piles.
- Gold Rush: Extra stone mines are now consistently generated near player starting positions.
- Kilimanjaro: Starting fish will no longer spawn directly adjacent to berries.
- Kilimanjaro: Forests are generated more evenly throughout the map.
- Kilimanjaro: Quicksand now appears as a layered terrain, meaning it no longer prevents construction.
- MegaRandom: Introduced numerous new map variants while revising and removing some older variants. The resulting maps tend to offer more open, aggressive battlefields.
- MegaRandom: Extremely large or extremely small deposits of gold and stone will now spawn less frequently.
- MegaRandom: Revisited the starting food resources in order to provide a more equal balance regardless of civilization choice. The maximum amount of huntable food is now 2 deer and 3 rhinos or elephants—a combination that will spawn roughly 2% of the time.
- MegaRandom: The chance of a grouped start for Team Games has been increased (similar to Lombardia).
- MegaRandom: The Nomad start now takes after the classic Nomad or Land Nomad start: where there are no clear bases and villagers for each player are scattered throughout the whole map.
- MegaRandom: Introduced the possibility of starting with a Fishing Ship or Transport Ship.
- MegaRandom: Introduced the possibility of starting with a Feitoria at 1%.
- MegaRandom: Introduced the possibility of starting with a Fortified Palisade at 2%.
- MegaRandom: Reduced the chance of starting with a Stone Wall from 2% to 1%.
- MegaRandom: Increased the chance of starting with a Horse or Camel from 12% to 20%.
- MegaRandom: Decreased the chance of starting without a Scout from 10% to 3%.
- MegaRandom: Decreased the chance of starting with a Castle from 2% to 1%.
- MegaRandom: Increased the chance of starting with a Outpost from 1% to 6%.
- MegaRandom: Extreme scout option (i.e. Militia, Spearman, Skirmisher, etc.) now appear less frequently, and only when there isn’t a large amount of deer.
- MegaRandom: Fixed various instances where lands and resources were generated unevenly.
- Migration: The main gold pile has been split from one 8-tile deposit into two 4-tile deposits.
- Mountain Pass: Increased the amount of available food on the map. Forage bushes have been added, Deer now appear in packs of 4 instead of 3, and more Sheep and Deer appear throughout the map (overall).
- Nile Delta: Increased the amount of available food on the map. Ostriches now appear in groups of 4 instead of 3, and the number of Ostriches, Elephants, and Goats that spawn throughout the map has been increased.
- Nile Delta: The total amount of gold and stone available has been increased and evenly distributed on both large islands.
- Nile Delta: Adjusted how forests are generated to prevent large, empty clearings on larger map sizes.
- Nomad: Shore fish are now generated more evenly.
- Valley: Removed the starting deer that spawn for players.
- Valley: Added more shore fish to the lakes in the valley.
- Valley: Now uses circle positioning to make sure the river spawns as intended.
Pathfinding (lol they put this into every patch)
- Improved the behavior of melee units as they surround and clash with tightly-packed armies—such as when cavalry units surround and try to attack a death-ball of archers.