the TC hitting closer things better is an amazing change, the TC is supposed to be a save place in dark age, it felt abusive to see Hera just running in unpunished and kill all sheep
It had been a small problem since DE, but when Hera started sniping sheep directly under TC's it was too far. Just watching some HC5 the other night and thought that the devs need to make a change or tournaments might need to start banning it.
Fun fact, in the Age of Kings CD there were recorded dev games, and in one they encouraged sheep sniping in dark age. I think it's a leftover from the raider civ designs.
Even worse: as someone who likes to play a lot of nomad/land nomad games, stray villagers casually strolling (and maneuvering!) under your garrisoned TC and coming out the other side with a few scratches is just degrading.
Viper prob missed it, but they added more map sizes. Meaning we will have full kingdoms/rpg type maps since they will become monstrous size... 10/10 update if all works!
You could already make massive maps, these map sizes are for more variety. You could also already make maps (scenario/campaign) as big and small as you want (from 1x1 to 512x512) (though it would require an external tool). With RMS this has been possible ofc (T90 small maps series)
The extra map sizes require a launch parameter. A number of maps will break on the new sizes (basically anything that was manually scaled won't automatically receive new scaling - which is often the case for relics). I suspect it's primarily preparation for a future change (perhaps >8 player games)
You have misinterpreted the siege change. Projectile radius and blast radius aren’t the same thing - projectile radius is much smaller especially for mangonel-line
Yeah the one projectile out of five of the mangonel might now hit and kill two xbow instead of one and might be able to one shot a villager when you manually aim. The bombard cannons might one shot mangonels a tad more consistently, which is the slight buff I think they were going for.
The buff to siege weapons is not as big as you think, as it only says they do full damage within the radius of their projectile, and the radius of their projectile is usually smaller than the radius of their damage.
"Right clicking a target multiple times will no longer hinder ranged units from attacking the target as expected" I think this happens with Bombard Cannons the most, or at least that's the most noticeable thing given their attack rate, so that's really nice.
The Gerogians change are great. The HP regen is way better on most cavalry, but specially on the knight line (60% better almost), while the Monaspa being nerfed was also a good change, specially with this new regen bonus. The siege you misunderstood: the PROJECTILE will do full damage (it didn't before, for some reason) but the blast radius remain the same.
Georgian 15% regen is a buff. That's nearly 7/min on scout cavalry in feudal, nearly 10/min on scout cavalry with bloodlines, and 12/min on light cavalry with bloodlines. Hussars get a slight nerf in imperial at only 14/min, but everything else is definitely buffed.
In testing, mangonel change seems pretty minor. Mangonel micro is still important to save mangonels in the mango v mango matchup, they still take less damage when not being directly hit by a rock, which is a refutation of the idea that the AOE is 100% max damage.
Wow, that's odd how Hoardings wasn't properly described in English for so long. In French ever since AoC and maybe even AoK, the description was complete. On the other hand tho, it took until DE for French localisation to fix Theocracy wrongly saying "Only one monk must survive" so nothing was perfect ( the english word "rest" was likely misinterpreted as "remains", the other meaning of rest. ) If you see a player researching all Monastery techs except Theocracy, classic frenchie Confirmed.
Hoardings description is wrong now. Its a percentage of hp incrase, that stacks with Masonry, Architecture and Byzantines rather than a flat 1k hit point increase. It is a stupid change.
Dont know if you knew about the stone gate thing mentioned at 13:13, basically if you didnt finish a gate OR TC before castle age, you could double the HP of an unfinished building.
Vipur, after seeing how you're positive about some of the QoL changes, and Hera is mad about them, that you both would have a very interesting discussion about them.
Actually Spirit of the Law clarified it. It's not what I thought. It's just a minor correction of where the damage center is regarding the target's hitbox.
I'm so surprised that there are so many actions using the Alt key, about which I have never heard about. I learnt about Alt + right click from a recent stream of yours to avoid buildings. Now I learnt about Alt + mouse drag. Can you make a video teaching all these keyboard modifier keys and how they change the actions
Yeah, the siege dmg change, was phrased pretty confusingly, but someone on the forums explained it and it makes a lot more sense now. Let's use the houfnice as an example, which has a blast radius of .7 tiles. Before the full damage of 50, would only be taken if a unit was on the exact center point the cannonball. Let's say the cannonball itself has a radius of .1 tiles. Before if a unit was .05 tiles from where the cannonball landed, it wouldn't be considered a direct hit, and the unit would only receive tapered damage. Now that unit will take the full advertised dmg. If the unit is between .1 tiles - .7 tiles, it'll receive tapered dmg. IDK if the "full dmg" overwrites the existing tapering in just that very small inner square, or now the tapering will start at the radius of that inner circle. It all sounds like SOTL video. TLDR, its just the center-iest part of the the blast area, not the whole blast area, that gets full dmg. it's not a huge buff.
@@TheMuffinman191 kinda. There’s still that tapering damage, but anything within the radius of the cannonball itself will take the full advertised damage.
the georgians change can be evaluated by calculating the "same healing" values for 100% HP compared to the flat value, since 15% HP is consistent so, for feudal age 5 = 15% HP -> 50 = 150% HP, ~33=99%HP so for 34HP and above cav units this is a buff castle 10 = 15% HP -> 100 = 150%HP -> 67 = ~100% HP so for 67HP and above cav units this is a buff imperial 15=15%HP -> 100 = 100%HP so for 100HP and above cav units this is a buff I think its all a buff for most cav units except hussar, but i dont even play the game :^)
The 15% regen for Georgian cav seems to be a buff for Scout Cav (5 -> 6.75), Knight (10 -> 15), Cavalier (15 -> 18), and Paladin (15 -> 24); and a nerf to Light Cav (10 -> 9) and Hussar (15 -> 11.5), if my maths is right. EDIT: Of course, I forgot about Bloodlines, and Spirit of the Law goes much more into depth, but yeah, overall this change is a buff to most units, and quite a substantial one for a few. Heavy Cav Archer is the only one for which it's a real nerf (15 -> 12) even if you have Bloodlines.
I love the formation control change, having an army form up in column only when tasked to relocate at least 30 tiles away. I hope it works as intended. I adore the transport/siege unit garrison improvements! Thank you devs. Oh yes! Go Flaming camels!!! Make Flaming camel a regional unit for all the steppe civs!!
if that is the case the mangonel vs mangoel scenarios, just a scratch now will be a sure kill, dont know either if now mango vs mango in up/down hill scenario the down position 1 shot the up mangonel (because that happens sometimes ). mango vs archer is also a complete change now, a small but tolerable mango shot to archers/skrims could now be more badabom. mangoles and later bombard cannons will change all. warwolf treb impact should be low and unsignificant thou
@Viper will it be possible for the players to have a mini map who shows units line of sights? Just like in all the other rts. Even Capture Age has this feature.
If pathing is better, I’ll consider buying the DLCs. I won’t likely play them because I play mainly play mods (Multiple Buffs Mod v1). I just want to support my favorite game.
Not only is it easier to fill transports, but also rams! No more having like 6 rams that needs to be filled with 6 infantry each, and you spam click every ram only to realize they’re all slow af because one of them only got like one infantry dude inside. Now you can just mark more dudes and click one ram instead of desperately trying to garrison every single ram again…
He may have misunderstood, it says %100 damage within the radius of the projectile not the radius of damage. So %100 dmg in the area covered by the cannonball of the BBC or the stones (maybe only the primary one?) of onagers.
@@emarz4697 The secondary projectiles of onagers are 1 damage single target projectiles afaik (so mostly cosmetic). I don't think they'll change that here, but who knows.
Eeeh? Isn't this a ridiculously strong buffs to mangonels? If I'm reading this right, they go from killing 1-2 targets and leaving 8 injured, to now killing 10 targets???
It won't. Viper understood it wrong. It means that the PROJECTLE will do full damage (it didn't before, for some reason), but the blast radius will be the exaclty same.
Almost for sure the siege buff will get removed or reduced. Such a massive buff, and also reduces the benefits of micro. For example when dueling with mangonels you often take small damage (just a few HP) but this change would mean that any hit would always be fatal. Edit: Not saying I hate the change though, less mango micro for me personally is a good thing!
Good to see you again on YT doing another EXCELLENT review. Thank you, Sir! 😁👍 Sorry to see you out of HIDDEN CUP V before the FINAL... 😢 The reference to the enemy stealing sheep under your TC is telling. Good luck in tonight's play-off for 3rd Place... 💪 M 🦘🏏😎
Nono a mangonel has five projectiles where only one to full damage, the other ones are mostly visual effect with low damage. So each projectile gets a slightly bigger radius. Example, now a mangonel can only one hit a vill when right click attacking it. When manually aiming, it’ll do 49 damage. My guess is that the slight improvement will make the projectile to have a bigger chance at connecting better. It’s just about something like that, they are not suddenly gonna create Ethiopian nukes in ranked.
you're missunderstanding the blast radius thing with siege. it's only the area that gets hit by projectiles, not the splash radius. it makes no significant difference on large groups. it mostly makes it so the unit you hit directly does take full damage. so far, a lot of mangonels on scorps left scorps at 1 hp (except if the scorp was rolling towards the shot). in such cases it will not correctly apply the 55 damage the mangonel is supposed to make on a scorpion. edit: I know because Spirit of the Law showed it in his video. he's using the preview test patch
Why no one reviews the patch notes and actually show what that “xyz.png” is? It looks so rough, someone could make this more human consumable before publishing? Why they don’t do it?
Georgians have the worst winrate in the game. Maybe good at pro level, but for the majority of the playerbase they needed a buff. Not sure this cuts it.
The flaming camel has always made me feel a bit uncomfortable. I know it is historical, and I think it has a place in the game, but something feels weird about making such a unit 'more viable'.
Historically speaking, the Mongols used flaming camels against the Indians, to spook their war elephants. And it was one time in all of history, as far as I can research. Mongol brutality. Not to mention the camels they used weren't even theirs.
in age of empires micro updates are more important than the civs updates, they should be more carefull what they update because we will have to deal with their mistakes for years! when the AI starts to pick your resources this is no longer competitive. this patch is miserable 80%, the other 20% good patch is for pathing.
Drop off button: it's quality of life, but only the pros and micro nerds will care, laughs in Khmer. GIVE VILS A HOLD GROUND BUTTON. Seek shelter: we already have this, it's called the garrison button. While it's nice in that it sorts the vils for you, I can't be excited about this. Go back to work: we already have this, it's called the go back to work button. Are they taking it from the TC and putting it on other buildings? Line column: This is good, but it's a poor fix because the only reason it's a problem is the formations are pretty bad in the first place. Line is the default, box is only good for very small groups, and splitting is only for dodging. There is no 'travel' formation, because traveling doesn't matter, just walk. Edit: as in, why would they go in a travel formation at all? We want our units in a line, especially ranged. Unprotected vil walking in: I think this is a matter of opinion, and probably mostly directed at new players, meh. If there's no room I'd rather the vil keep working or run away, my fault for not building enough room. Transport garrison: Aoe2 is undoubtedly the most famous game in the franchise, and it's still the only one who hasn't figured this out yet. Seems like a coding issue at this point. Siege weapons radius: oh wow torsion engine SO are going to be monstrous. No other siege, even BBC has issues like that, this is for mangos and dromons. Right clicking ranged: this is to prevent damage loss by spam clicking, like building slower when spam clicking vils. This also happens to melee units, but they don't get micro'd like that, so it's not an issue. Georgians: the hp regen basically keeps it the same for scouts and about doubles it for heavy cav. Tatars: I've always wondered why the petard was made at the castle. This patch is really, really hard to get excited about. They're just putting band aids on things.
the TC hitting closer things better is an amazing change, the TC is supposed to be a save place in dark age, it felt abusive to see Hera just running in unpunished and kill all sheep
If Hera didn't abuse it, it wouldn't have been fixed for the rest of us. He knew what he could achieve with his platform
It had been a small problem since DE, but when Hera started sniping sheep directly under TC's it was too far. Just watching some HC5 the other night and thought that the devs need to make a change or tournaments might need to start banning it.
Fun fact, in the Age of Kings CD there were recorded dev games, and in one they encouraged sheep sniping in dark age. I think it's a leftover from the raider civ designs.
The tc should get the range and attack back prior to the 1.0c patch if so worried about tc damage, etc. Mangonels vs TCS are idiotic and slow.
Even worse: as someone who likes to play a lot of nomad/land nomad games, stray villagers casually strolling (and maneuvering!) under your garrisoned TC and coming out the other side with a few scratches is just degrading.
"Big if true" is how I'd summarize this patch.
Viper prob missed it, but they added more map sizes. Meaning we will have full kingdoms/rpg type maps since they will become monstrous size... 10/10 update if all works!
afaik they mostly focused on adding smaller sizes no? Ludicrous is still the largest
If the numbers by them mean the size, then miniature will be smaller than tiny, and the rest are in between giant and ludicrous.
You could already increase map size in the editor if I recall correctly.
You could already make massive maps, these map sizes are for more variety. You could also already make maps (scenario/campaign) as big and small as you want (from 1x1 to 512x512) (though it would require an external tool). With RMS this has been possible ofc (T90 small maps series)
The extra map sizes require a launch parameter. A number of maps will break on the new sizes (basically anything that was manually scaled won't automatically receive new scaling - which is often the case for relics). I suspect it's primarily preparation for a future change (perhaps >8 player games)
Finally! The NEW new and improved pathing!
3, 2, 1...
Pathfinding improved
Haha don't get your hopes up. Aoe1 with no formations and swarm pathing has better controls. Every other age game has better controls.
Are you sure this patch is going to fix pathing? Is it going to be similar to how pathong is in hidden cup 5 or will it be different?
You have misinterpreted the siege change. Projectile radius and blast radius aren’t the same thing - projectile radius is much smaller especially for mangonel-line
I think this change makes mangonels deal the same damage as a dead mangonel, etc.
Yeah, projectile radius is mostly visual for magonels. It effects the 1 damage projectiles
Yeah the one projectile out of five of the mangonel might now hit and kill two xbow instead of one and might be able to one shot a villager when you manually aim.
The bombard cannons might one shot mangonels a tad more consistently, which is the slight buff I think they were going for.
The buff to siege weapons is not as big as you think, as it only says they do full damage within the radius of their projectile, and the radius of their projectile is usually smaller than the radius of their damage.
Thanks Khosrau very good review :)
No his name is komnemos.
thats defo lierrey
@@Storm-1.
12:30 so bombard cannons won't just sit there for what feels like an eternity not shooting if I accidentally click too fast ? cool.
It'd be fun to have cross reactions to the patch notes between Hera and The Viper, it's almost like they're not reading the same thing : p
"Right clicking a target multiple times will no longer hinder ranged units from attacking the target as expected"
I think this happens with Bombard Cannons the most, or at least that's the most noticeable thing given their attack rate, so that's really nice.
The transportship-change is HUGE! Now landings get really doable❤
17:51 he found out
Love how Hera says “Game breakong changes” and Viper says “AMAZING CHANGES INCOMING” 😂
Hera meant "changes that break MY game"
The Gerogians change are great. The HP regen is way better on most cavalry, but specially on the knight line (60% better almost), while the Monaspa being nerfed was also a good change, specially with this new regen bonus.
The siege you misunderstood: the PROJECTILE will do full damage (it didn't before, for some reason) but the blast radius remain the same.
The TC-Fix is basically a anti-Hera-measure :D
2, simply garrison tons of vill to make idle and killing nothing was pretty unfair.
2@@DarioStarcraft2
@@kamewoni 1 it was
Georgian 15% regen is a buff. That's nearly 7/min on scout cavalry in feudal, nearly 10/min on scout cavalry with bloodlines, and 12/min on light cavalry with bloodlines. Hussars get a slight nerf in imperial at only 14/min, but everything else is definitely buffed.
Lol, it's way bigger than that. They heal in dark age now.
@@jacywilsonSpirit of the law said in his video that the bonus only applies in feudal.
It's always 7 mins for any age and any cav unit
In testing, mangonel change seems pretty minor. Mangonel micro is still important to save mangonels in the mango v mango matchup, they still take less damage when not being directly hit by a rock, which is a refutation of the idea that the AOE is 100% max damage.
thanks for taking the time to do this video mr khosrau, best of luck in semis!
Wow, that's odd how Hoardings wasn't properly described in English for so long. In French ever since AoC and maybe even AoK, the description was complete. On the other hand tho, it took until DE for French localisation to fix Theocracy wrongly saying "Only one monk must survive" so nothing was perfect ( the english word "rest" was likely misinterpreted as "remains", the other meaning of rest. )
If you see a player researching all Monastery techs except Theocracy, classic frenchie Confirmed.
Hoardings description is wrong now. Its a percentage of hp incrase, that stacks with Masonry, Architecture and Byzantines rather than a flat 1k hit point increase. It is a stupid change.
Dont know if you knew about the stone gate thing mentioned at 13:13, basically if you didnt finish a gate OR TC before castle age, you could double the HP of an unfinished building.
Well i guess you can still do it until the patch is live... But that is definitely bug abuse... Wont give you much of an advantage but yeah.. lol
Finaly official siege of constantinople lets goooooo
Vipur, after seeing how you're positive about some of the QoL changes, and Hera is mad about them, that you both would have a very interesting discussion about them.
"This is The Vaipah", such a nice guy :>
8:27 - WHAT? Siege doing full damage in the damage radius?? That's massive! Imagine Ethiopian siege! Imagine Houfnice!
imagine celt SO or mongol drill SO....
Actually Spirit of the Law clarified it. It's not what I thought. It's just a minor correction of where the damage center is regarding the target's hitbox.
In military terms, a "wide line" (side by side) is a line and a "long line" is a column
I'm so surprised that there are so many actions using the Alt key, about which I have never heard about. I learnt about Alt + right click from a recent stream of yours to avoid buildings. Now I learnt about Alt + mouse drag. Can you make a video teaching all these keyboard modifier keys and how they change the actions
Thanks Viper and fantastic playing in HC5. Really appreciate your content especially the team games of BF and nomad
Yeah, the siege dmg change, was phrased pretty confusingly, but someone on the forums explained it and it makes a lot more sense now. Let's use the houfnice as an example, which has a blast radius of .7 tiles. Before the full damage of 50, would only be taken if a unit was on the exact center point the cannonball. Let's say the cannonball itself has a radius of .1 tiles. Before if a unit was .05 tiles from where the cannonball landed, it wouldn't be considered a direct hit, and the unit would only receive tapered damage. Now that unit will take the full advertised dmg. If the unit is between .1 tiles - .7 tiles, it'll receive tapered dmg.
IDK if the "full dmg" overwrites the existing tapering in just that very small inner square, or now the tapering will start at the radius of that inner circle. It all sounds like SOTL video.
TLDR, its just the center-iest part of the the blast area, not the whole blast area, that gets full dmg. it's not a huge buff.
Ok so siege projectiles were just doing radial damage from a single point outwards and now the cannonball itself will actually do damage, makes sense
@@TheMuffinman191 kinda. There’s still that tapering damage, but anything within the radius of the cannonball itself will take the full advertised damage.
@@quasibrodo923 Yes. Still splash but the origin isn’t just a coordinate point but an actual munition
@@TheMuffinman191 that is how it’s been explained to me, yes.
@@quasibrodo923 Much simpler to understand, thank you ❤️
the georgians change can be evaluated by calculating the "same healing" values for 100% HP compared to the flat value, since 15% HP is consistent
so, for feudal age 5 = 15% HP -> 50 = 150% HP, ~33=99%HP so for 34HP and above cav units this is a buff
castle 10 = 15% HP -> 100 = 150%HP -> 67 = ~100% HP so for 67HP and above cav units this is a buff
imperial 15=15%HP -> 100 = 100%HP so for 100HP and above cav units this is a buff
I think its all a buff for most cav units except hussar, but i dont even play the game :^)
if towers run out of units to shoot they get stuck on shooting buildings even if new units enter tower fov. it always comes back somehow :(
The 15% regen for Georgian cav seems to be a buff for Scout Cav (5 -> 6.75), Knight (10 -> 15), Cavalier (15 -> 18), and Paladin (15 -> 24); and a nerf to Light Cav (10 -> 9) and Hussar (15 -> 11.5), if my maths is right. EDIT: Of course, I forgot about Bloodlines, and Spirit of the Law goes much more into depth, but yeah, overall this change is a buff to most units, and quite a substantial one for a few. Heavy Cav Archer is the only one for which it's a real nerf (15 -> 12) even if you have Bloodlines.
The resource drop off works super well. We've had it on xbox since it came out.
Was definitely rooting for you in hidden cup 5, but congrats on the excellent performance!
I love the formation control change, having an army form up in column only when tasked to relocate at least 30 tiles away.
I hope it works as intended.
I adore the transport/siege unit garrison improvements! Thank you devs.
Oh yes! Go Flaming camels!!!
Make Flaming camel a regional unit for all the steppe civs!!
Oh, unexpected cameo in your vid 11
This PUP is very huge, probably the biggest one we had together with the Gambesons one
if that is the case the mangonel vs mangoel scenarios, just a scratch now will be a sure kill, dont know either if now mango vs mango in up/down hill scenario the down position 1 shot the up mangonel (because that happens sometimes ). mango vs archer is also a complete change now, a small but tolerable mango shot to archers/skrims could now be more badabom.
mangoles and later bombard cannons will change all. warwolf treb impact should be low and unsignificant thou
for cav it’s a buff if u have the upgrades (bloodline+hussar)
@Viper will it be possible for the players to have a mini map who shows units line of sights? Just like in all the other rts. Even Capture Age has this feature.
Funny how different you and hera seeing the changes ^^
the new buttons are really cool
I retained exactly one thing from this video...
Release the flaming camels!!
force drop key FeelsGoodMan
Seems a buff to onager shot behavior further nerfs crossbow play.
If pathing is better, I’ll consider buying the DLCs. I won’t likely play them because I play mainly play mods (Multiple Buffs Mod v1). I just want to support my favorite game.
Nice patch. Great views as always Khosrau.
I suppose the siege blast thing will effect the Warwolf Trebuchet as well.
So the Monaspa nerf is pretty big. 20 nearby knights/monaspa is now only +2 attack instead of +4.
8:40 - glad about the siege. It's still underwhelming for its cost, so hopefully this helps.
Underwhelming? Have you seen any bf lategame?
@@superstar5042 guess I'm talking about castle age siege.
Not only is it easier to fill transports, but also rams! No more having like 6 rams that needs to be filled with 6 infantry each, and you spam click every ram only to realize they’re all slow af because one of them only got like one infantry dude inside. Now you can just mark more dudes and click one ram instead of desperately trying to garrison every single ram again…
This is not a patch... THIS IS A REVOLUTION!
8:18 Holy shit we have the same mug set lmfao
Siege weapon buff is HUGE
He may have misunderstood, it says %100 damage within the radius of the projectile not the radius of damage. So %100 dmg in the area covered by the cannonball of the BBC or the stones (maybe only the primary one?) of onagers.
@@emarz4697 The secondary projectiles of onagers are 1 damage single target projectiles afaik (so mostly cosmetic). I don't think they'll change that here, but who knows.
Thanks for the feedback on the new pup Khosrau!
And also in this patch, the fog of war in the mini-map is postponed until the next patch... 😭
Good luck in Hidden Cup V semis Viper. Dominate!
Sadly, he got smashed.
the quick dropoff etc. literally decreases the skill needed to rise in lvl. Dauts skill will rise out of nowhere.
Eeeh? Isn't this a ridiculously strong buffs to mangonels? If I'm reading this right, they go from killing 1-2 targets and leaving 8 injured, to now killing 10 targets???
Can we talk about how they failed to add photos to the patch notes? Like they can't make a news letter but we expect them to fix the pathing?
This is going to make mangonels absolutely insane. Wiping out whole cavalry armies with ease.
It won't. Viper understood it wrong. It means that the PROJECTLE will do full damage (it didn't before, for some reason), but the blast radius will be the exaclty same.
New seek shelter could be very strong on Khmer, Armenian and georgians with all the extra garrison buildings
Almost for sure the siege buff will get removed or reduced. Such a massive buff, and also reduces the benefits of micro. For example when dueling with mangonels you often take small damage (just a few HP) but this change would mean that any hit would always be fatal.
Edit: Not saying I hate the change though, less mango micro for me personally is a good thing!
Pathing: New and Improved ✅
I am really dissapointed they did not mention the ever-present lobby crash for unranked games, it's really over the top right now
Oh boy! 🎉Patch notes, with The Viper.™ _Settles into wingback chair with cup of cocoa._
Good to see you again on YT doing another EXCELLENT review. Thank you, Sir! 😁👍
Sorry to see you out of HIDDEN CUP V before the FINAL... 😢 The reference to the enemy stealing sheep under your TC is telling.
Good luck in tonight's play-off for 3rd Place... 💪
M 🦘🏏😎
15% hpm regen on converted elephantos
I lost a Camel scout to a tc yesterday, damn I suck.
If i understand correctly, SO of Ethiopians will do milion dmg on all of this squares??
Nono a mangonel has five projectiles where only one to full damage, the other ones are mostly visual effect with low damage. So each projectile gets a slightly bigger radius.
Example, now a mangonel can only one hit a vill when right click attacking it. When manually aiming, it’ll do 49 damage. My guess is that the slight improvement will make the projectile to have a bigger chance at connecting better.
It’s just about something like that, they are not suddenly gonna create Ethiopian nukes in ranked.
@@edwardblom2661 Ok, thats good. It would be bs if suddenly they would do max dmg everywhere
I can't even imagine trying to play an RTS like this on a console with a controller.
Good patch in general, but i hate the mangonel change.
So flaming camels with their blast radius buffed may be OP ??
Imagine now byzantines Dromons how deadly will become 🎉🎉
you're missunderstanding the blast radius thing with siege. it's only the area that gets hit by projectiles, not the splash radius. it makes no significant difference on large groups. it mostly makes it so the unit you hit directly does take full damage. so far, a lot of mangonels on scorps left scorps at 1 hp (except if the scorp was rolling towards the shot). in such cases it will not correctly apply the 55 damage the mangonel is supposed to make on a scorpion.
edit: I know because Spirit of the Law showed it in his video. he's using the preview test patch
Will rams also be affected by the siege buff?
When does it actually get implemented though?
Suuurely this will fix pathing... right?
Viper: Best patch ever.
Hera: Worst patch ever.
On Xbox we don't have editor mode, I would like to have it 😅
Good new :)
Why no one reviews the patch notes and actually show what that “xyz.png” is? It looks so rough, someone could make this more human consumable before publishing? Why they don’t do it?
Georgians have the worst winrate in the game. Maybe good at pro level, but for the majority of the playerbase they needed a buff. Not sure this cuts it.
The vipur
That's a huuuuge patch! Preparare for huuuuge bugs! 🤣
Hera hates this patch lmao
Hera has a grudge. A very angry guy, it seems...
Are you okay?@@markdowse3572
Make infantry viable!
The flaming camel has always made me feel a bit uncomfortable. I know it is historical, and I think it has a place in the game, but something feels weird about making such a unit 'more viable'.
Historically speaking, the Mongols used flaming camels against the Indians, to spook their war elephants. And it was one time in all of history, as far as I can research. Mongol brutality. Not to mention the camels they used weren't even theirs.
@@misteral9045It was Timur (aka Tamerlane) at Delhi against the Delhi Sultanate in 1398.
@@vaximillian9460 Tamerlane is Mongol. Your point?
@@misteral9045 Clarification.
@@vaximillian9460 But you have clarified nothing.
Wait... you have time to make a video right now? Bummer for HC then. Unless it is pre recorded 🤔
Are you NOT watching HIDDEN CUP 5?
as a georgians player i think the drop off hotkey is very cool
they should nerf siege tower delay time for shooting, some dudes abuse that like red posporu BS.
You can play AoC on Xbox, what the fuck?
in age of empires micro updates are more important than the civs updates, they should be more carefull what they update because we will have to deal with their mistakes for years! when the AI starts to pick your resources this is no longer competitive. this patch is miserable 80%, the other 20% good patch is for pathing.
I have lost faith.. it's 2024 and pathing is worse than it was in 1999.. what are we even doing.. plz just fix the pathing!!!
Have you seen the hidden cup patch? The formation bug was fixed which affected range units the most. Hopefully this patch fixes the melee pathing
@@williamschubert4819 if you say so bro. I have heard this too much.
The "AOE4" patch
Auto everything
Second
Drop off button: it's quality of life, but only the pros and micro nerds will care, laughs in Khmer. GIVE VILS A HOLD GROUND BUTTON.
Seek shelter: we already have this, it's called the garrison button. While it's nice in that it sorts the vils for you, I can't be excited about this.
Go back to work: we already have this, it's called the go back to work button. Are they taking it from the TC and putting it on other buildings?
Line column: This is good, but it's a poor fix because the only reason it's a problem is the formations are pretty bad in the first place. Line is the default, box is only good for very small groups, and splitting is only for dodging. There is no 'travel' formation, because traveling doesn't matter, just walk. Edit: as in, why would they go in a travel formation at all? We want our units in a line, especially ranged.
Unprotected vil walking in: I think this is a matter of opinion, and probably mostly directed at new players, meh. If there's no room I'd rather the vil keep working or run away, my fault for not building enough room.
Transport garrison: Aoe2 is undoubtedly the most famous game in the franchise, and it's still the only one who hasn't figured this out yet. Seems like a coding issue at this point.
Siege weapons radius: oh wow torsion engine SO are going to be monstrous. No other siege, even BBC has issues like that, this is for mangos and dromons.
Right clicking ranged: this is to prevent damage loss by spam clicking, like building slower when spam clicking vils. This also happens to melee units, but they don't get micro'd like that, so it's not an issue.
Georgians: the hp regen basically keeps it the same for scouts and about doubles it for heavy cav.
Tatars: I've always wondered why the petard was made at the castle.
This patch is really, really hard to get excited about. They're just putting band aids on things.
Evrything become auto. Son game will play for us becoming a movie.
Not even close.
congrats, lol?
Weird comment bro
Still not buffing Turks
why? Turk winrate is on top 5 at the moment.
Turks are REALLY good man, no need to buff them further.
They are broken on closed maps.