Changelog

Balance

Changes from 1.0c

All civs

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

Aztecs

  • Free loom removed
  • Start with +50 gold
  • Jaguar warriors +1 pierce armor

Britons

  • Get Cannon Galleons
  • Longbowman creation time -1 sec
  • Receive Heavy Scorpions

Byzantines

Celts

  • Furor Celtica gives siege units +40% HP

Chinese

  • Town Center LOS +5 (moved from Teutons)

Franks

  • 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

Goths

  • Treadmill crane removed

Huns

  • 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

Japanese

  • Get bloodlines

Koreans

  • 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

Mayans

  • Base cost for Plumed archers increased to 50g, 50w

Mongols

  • Elite Cannon Galleons removed
  • Mangudai Siege bonus limited to Rams
  • Mangudai (non-elite) delay -50% (from 10 to 5)

Persians

Saracens

  • Market costs -75 wood

Spanish

  • Missionaries affected by Bloodlines

Teutons

  • 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
  • Team bonus fixed (didn’t work automatically in AoC)

Turks

  • Elite janissaries are now affected by the Turkish teambonus

Vikings

  • 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

New Techs

  • Eagle Warrior (300 food, 200 gold): Upgrades Eagle Scouts to Eagle Warriors (+1 PA, +5HP, -3 secs creation time)
  • Gillnets (300w, 200f): +15% speed for fishing ships

Random Map Changes

General Changes

  • 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

Archipelago

  • Bonus islands appear in the centre
  • Gold distance variance reduced

Arena

  • Relics can no longer appear stuck in walls
  • Wall distance variance removed, distance set to 20

Baltic

  • Larger base size, preventing players to be too close to water
  • Wolves removed

Black Forest

  • 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

Coastal

  • Larger base size for players

Crater Lake

  • Larger base size
  • Gold moved slightly further
  • Central island’s position improved

Fortress

  • Fish removed

Ghost Lake

  • Inland sea rounded
  • Bonus sheep scattered around more evenly

Gold Rush

  • Central gold mines’ position improved

Highland

  • Variance on distance of extra boar and sheep reduced

Islands

  • Bonus islands appear in the centre
  • Larger base size to prevent noodle-shaped islands

Mediterranean

  • Central sea rounded
  • Larger base size, prevents players from being too close to water
  • Wolves removed

Migration

  • 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

Oasis

  • Forest enlarged, same distance from TC for everyone

Rivers

  • Water edges remade: 50% water covers all edges of the map, 50% none
  • Bonus islands appear in the centre

Salt Marsh

  • Map remade from scratch, a ring of water with shallows appears in the middle

Scandinavia

  • Ice patches are broken into smaller pieces and scattered around more evenly

Yucatan

  • Boar variance removed

49 thoughts on “Changelog

  1. Is somebody do a successfull use of Elite teutonic knights ? Although they got a nice armor, they became useless since they are slow and so many units got a bonus vs infantry.

    Samourais worth the comparaison. They are cheap and faster.
    Jaguar warriors too.
    Elite Cataphracte kill them fast.
    Slingers too.

    They can stand vs paladins or boyars but hallebardiers kill theses really better.

    Their slowness make them vulnerable to archers, hand cannoneers, towers and castle, siege units…

    In big maps, they are too slow to be usefull.

    I ask myself, what the use for Elite teutonic knight ?

  2. I would add that slowness have collateral results on unit strenght.

    I made some real time test :
    - a duel of 1 Elite teutonic knight vs 1 Elite samurai : most of the time, the elite teutonic knight win (it depends the first blood).
    - 20 Elite teutonic knights vs 20 Elite samourais : most of the time, the Elite samourais win easily (more than 6-7 samourais still alive in some tests !)

    why ? cause units don’t fight when they move. And they move to be at range of their target. Since Elite teutonic move really slower, it takes more time to be close to the target, during this time the samourais hit them.

    We just have to say that the unit’s strenght do not only depends of theirs stats, but how it acts in real game experience. The slowness may be much more penalizing than it appear in the numbers.

    We should correct this in the units balance. Increase Elite Teutonic armor, or move speed or rate of fire. Maybe we can correct this another way by decrease the infantry bonus versus them (just like the Elite cataphracte got a lesser malus from hallebardiers, genevese crosbowmen than other stable units…).

  3. Will the resolution support be extended further? as 1920×1080 is the largest now available for forgotten empires. It would be neat if I could play forgotten empires on triple screen eyefinity (5760×1080) as well. There is already a patch out there for the base game, but of course that doesn’t run with FE. I hope it will be picked up by the developers of this mod :)

  4. i have a complain:
    there is a big problem of resources(wood, Gold, & stone) in your map…
    u add 1000 population.. it will useless when resources are so low
    I have 2.1 patch but its same problem..
    please.. do some thing about it and increase it..
    Thank you..

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