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    [Age of Empires 4] AOE4 Season 1 Patch Notes – Official

    Age of Empires 4 Definitive Edition (AOE4) patch (Season 1 Update) is now available to download on PC (Steam). According to AOE4 patch notes, the latest update added new features, map changes, and a long list of bug fixes. Apart from this, Age of Empires 4 (AOE4) patch also includes stability fixes.

    Previously, a big update was released with new Maps, Spectator chat is now activated, and lots of bug fixes. Unfortunately, many players are still experiencing several issues while playing the game.

    Today’s Age of Empires 4 season 1 patch will fix a few of these issues.

    AOE4 Patch Notes (Season 1 Update) – April 7, 2021

    New Features and Highlights

    • Introducing the Age of Empires IV Content Editor (Beta)! With this powerful tool, creators are invited to embrace and create their own ideas within the game and share them with the wider community! We talk more about the Content Editor below, including providing a quick overview of the in-house-created mods launching with Season One.
    • Our first ever Ranked Season starts next week, April 13th! Prepare your best strategies and work your way through the ranks over the next several weeks.
    • Based on your feedback, we’ve implemented the Global Build Queue! The Global Build Queue is visible in both gameplay and observer modes. Using the Global Build Queue you’ll get an overview of all your upgrades and units in queue at all times in the HUD.
      • Click specific tiles within the Global Build Queue to select the building the unit or upgrade is queuing within (or the unit itself for build-on-the-field siege units) and optionally move the camera to that location based on the current “Find and Cycle Units & Buildings” setting
      • Ctrl+Click tiles in the Global Build Queue to cancel the most recently queued item in the stack
      • The Global Build Queue can be disabled or set to “Upgrades Only” in the in-game settings
      • Use hotkeys to cycle between “Show All,” “Upgrades Only,” and “Hide.” The default hotkey for this function is Ctrl+Shift+Q.
    • We know you’ve been looking for improved hotkeys, and while we still have some work underway and planned for the future, Season One includes a number of exciting changes! For a deeper in-depth look, check out the Keyboard Controls and Quality of Life section below.
      • We’ve added the ability to rebind hotkeys to Mouse 3, 4, and 5
      • Quickly toggle on or off Control Group exclusivity, or use any number of new hotkeys to add or remove a unit from a Control Group
      • You will be able to bind other commands to the “ALT” and “Shift” keys
        • We are aware that hotkeys bound to Alt, Shift or Ctrl can lose functionality after restarting the game. Our teams are working on a fix for this
      • New Global Hotkeys enable you to cycle or select all buildings of a specific type, cancel items in production queues, save camera locations, and much more
      • Additional categories have been added to the hotkey menu to improve navigation
    • It is now possible to navigate on the map after being eliminated or when the game is over in Skirmish and Multiplayer games. You can go back and forth between the map and the post-game screen using the “Continue” and “Back” buttons.
      • The Fog of War is revealed to all players when the game is over
      • There is a new “Reveal on elimination” setting for custom games, revealing the Fog of War to eliminated players
    • Introducing the Patrol Move in-game! Patrol allows units to move along a path and attack any enemies they see.
    • You can now use the “Random” civilization selection option when setting up for a match.
    • We’re unveiling a brand new Art of War challenge with Advanced Combat. Refine your strategy and challenge yourself to earn Gold!

    Mods

    In-House Mods

    The team has created several interesting in-house mods to showcase various capabilities of the Editor. You can find the full list below!

    • Royal Rumble
      • TYPE: Game Mode
      • DESCRIPTION: Be the last king standing! Achieve victory by eliminating all enemy Kings while defending your own. Based on the classic Age of Empires II game mode “Regicide.”

    • Tombolos
      • TYPE: Crafted Map
      • DESCRIPTION: Welcome to paradise. This map features multiple tranquil islands connected by narrow sand tombolos. Supports up to 2 players.
    • Britain & Ireland
      • TYPE: Generated Map
      • DESCRIPTION: Fight for regency over the British Isles! This map features a landmass that resembles Britain, Wales, Scotland, and Ireland.
    • Indian Subcontinent
      • TYPE: Generated Map
      • DESCRIPTION: Battle over South Asia! This map features a landmass that resembles the Indian subcontinent.
    • The Gulch
      • TYPE: Generated Map
      • DESCRIPTION: “You ever wonder why we are here?” This map features a box canyon surrounded by walls on all sides. Supports up to 4 players.
    • Thick Woods
      • TYPE: Tuning Pack
      • DESCRIPTION: That’s… a lot of wood. Doubles the amount of Wood available in trees.
    • Double Villagers
      • TYPE: Tuning Pack
      • DESCRIPTION: The peasants are revolt… I mean, multiplying! Train two Villagers at the same time for the cost of one.
    • Dire Wolves
      • TYPE: Tuning Pack
      • DESCRIPTION: The wolves are hungry and out for blood! All Wolves have increased damage, hit points, and size.

    Mod Bug Fixes

    Big thanks to those of you who joined us for the Public Update Preview! We’ve made some fixes to mods since then:

    • The scar console can now be used to debug UGC when launching with “-dev”
    • Fix for incorrect message being displayed regarding amount of mod ratings
    • Fixed an issue causing front end music to play while paused if the player used a custom map
    • Privacy settings have been updated for Mods:
      • Under Steam, users can set their privacy settings for viewing/using user generated content in game under their Online settings
      • Under Xbox, users can set their privacysettings for viewing/using user generated content under their privacy settings
    • Fixed an issue from the PUP build where custom games that require mods sometimes do not show up as modded in the custom game browser

    Balance

    Balance Update Goals

    • Tighten win rates in preparation of our first ranked season!
    • Encourage earlier conflict on the map with deer patches
    • Improve the feel of moving naval units and increase strategic options through more effective retreats
    • Increase risk and counterplay when constructing buildings near the enemy forces
    • Ensure civ unique units stand out instead of being niche counters
    • Make dynasty bonuses more useful for the period of the game in which they are unlocked
    • Create more compelling decision making around landmark picks

    All Civilizations

    Core Units

    • Field construction build time of Springald increased from 30 to 80 seconds
    • Field construction build time of Mangonel increased from 40 to 80 seconds
    • Field construction build time of Traction Trebuchet increased from 35 to 80 seconds
    • Field constructed Traction Trebuchets now have the correct tool tip
    • Scout hunting bow reload time reduced from 2 to 1 second
    • Scout melee weapon cool down reduced from 4 to 2 seconds
    • Scout melee weapon damage reduced from 4 to 2

    Economy

      • Villager hunted meat carry capacity increased from 10 to 25
      • Survival Techniques hunted meat carry capacity bonus removed
      • Survival Techniques hunted meat harvest rate increased from 10% to 15%
      • Survival Techniques research time reduced from 75 to 45 seconds

    Naval

      • Improved the responsiveness of small and medium ships
      • Arrow ships can no longer fire while moving
      • Extended Lines research time reduced from 75 to 45 seconds
      • Drift Nets research time reduced 75 to 45 seconds
      • Galley Population reduced from 4 to 3
      • Junk Population reduced from 4 to 2
      • Galleass Population reduced from 6 to 5
      • Attack Ship ranged armor reduced by 1, except for the French Hulk
      • Baghlah springald weapon damage increased from 50 to 70
      • Baghlah attack speed reduced from 3.25 to 3.75 seconds
      • Warship formation spacing reduced from 4.5 to 3 tiles
      • Baochuan weapon range reduced from 9 to 8 tiles
      • Naval Navigator no longer gives +1 weapon range, increased sight range improvement from 1 to 4 tiles
      • Updated the selection area for all fishing deposits to match the visual. This also resolves issues where deep fish became harder to select as the resource was depleted
      • Galley, Dhow and Junk help text updated to specifically indicate they benefit from ranged damage Blacksmith technology
      • Rams can no longer target naval units

    Core Buildings & Upgrades

      • Buildings under construction receive 50% more damage
      • Keep build time increased from 120 to 140 seconds
      • Stone Wall Tower build time increased from 60 to 90 seconds
      • Stone Wall Tower cost increased from 200 to 300 stone
      • Boiling Oil cost increased from 250 Gold, 100 Stone to 500 Gold, 200 Stone
      • Boiling Oil research time increased from 60 to 90 seconds
      • Greased Axles movement speed bonus reduced from 20% to 15%
      • Geometry moved from the University to the Siege Workshop
      • Geometry resource cost reduced from 300 Wood, 700 Gold to 100 Wood, 225 Gold
      • Geometry research time reduced from 90 to 45 seconds
      • Siege Works moved from the Siege Workshop to the University
      • Removed completely from the Chinese Astronomical Clocktower
      • Siege Works resource cost increased from 150 Wood, 350 Gold to 300 Wood, 700 Gold
      • Mongol Improved version cost increased from 500 Stone to 1000 Stone
      • Siege Works research time increased from 60 to 90 seconds
      • Siege Works for the Delhi Sultanate research time increased from 900 to 1350 seconds
    • Tithe Barns now correctly provides 30 stone per minute instead of 15
    • Repair ability now shows the correct requirements when attempting to use it on an enemy player
    • Fixed a bug where some units were leaving a visible “ghost” upon entering Fog of War, as if they were buildings. Units affected by this bug were: Battering Rams, Siege Towers, French Bombards, and the field-constructed versions of Mongol and Abbasid siege units.

    Maps

    General Changes

    1v1 Resource Spawn Tuning

    • 1v1 (Micro) map size resource balancing has received a pass, with the goal of improving the distribution of resources between players.
      • On open maps, like Lipany and Dry Arabia, this has meant objects like relics, gold deposits and stone deposits are now spawning in a tighter band for each player, to cut down on cases where one resource node would spawn considerably further away for one player than for the other. We are always tweaking and looking to improve this, so keep sending us screenshots and map seeds when you feel things are generated unfairly!
      • On divided maps, like Mountain Pass and Mongolian Heights, we have done additional custom tuning for several maps to help ensure that the dividing geography does not separate one player from their allotment of resource deposits. We were seeing instances of, for example, both players’ large gold deposits spawning on the same side of the mountain range on Mountain Pass. This was due to how we place resources within a central band of map area that is calculated based on pathfinding distance from each player’s TC to each point on the map. In cases like Mountain Pass, if one player spawns closer to the opening, the “midpoint” between players would be on one side of the mountain range, and our contested resources would be placed there. This set of tuning has been about finding new constraints for this banding on maps with dividing geography. Danube River, Boulder Bay, Confluence, Mountain Pass, Mongolian Heights and Nagari all received custom tuning in this regard.
    • Relics will now spawn in a more balanced configuration – one accessible relic per player, 3 centrally contested relics. This updated balance logic has been applied globally to all map sizes, and tuned specifically for several maps on the Micro (1v1) size. Additional tuning for divided maps at larger sizes will be coming in a later update. Relics have been tuned to spawn further away from each other.
    • Divided maps have had custom tuning and will spawn 1 accessible relic and 2 contested relics per “side” of the map, for a total of 6 relics. This was done to ensure that maps in which terrain gives natural ownership to one player don’t have a built-in imbalance due to the nature of spawning an odd number of contestable objects. The maps that include these relic changes are Confluence, Mountain Pass, Mongolian Heights and Nagari. Small gold and stone deposits have had their contested spawn range tightened. One contested small gold and stone will now spawn per player (up from only one overall), with less likelihood that it will be too close to a single player.
    • Sacred Sites have had their spawn parameters narrowed to help them spawn evenly across the center of the map on maps where their locations are not being specifically placed by the map script (e.g. on the hill on King of the Hill).

    Specific-Map Changes

    Nagari

    • Mountain ranges have been shortened slightly to provide a more consistent central lake and mountain configuration.
    • Deep water fish have been removed from the side ponds and concentrated in the central lake. This was to both remove instances of unbalanced amounts of safe fish and ensure that the most valuable fish are located in a contested part of the map.
    • Relic count has been increased to spawn a base 4 relics plus one per player to better ensure fairness of distribution on maps where geography can divide the map into discrete sections
    • Resource spawning for 1v1 Micro size matches has had custom tuning done on various resource deposits. Our goal with this pass was to cut down on perceived unbalanced map generations, especially on maps where map geography can divide the map into discrete sections. Resources like gold deposits should now spawn more squarely in each player’s “side” of the map, to avoid instances where a central, contested deposit could be placed on the wrong “side” of the central geography.

    Black Forest

    • The “forest-y” ness of Black Forest has been reigned in to not spawn unchoppable trees in the middle of your Town Center courtyards
    • Trade Posts on Micro and Small map sizes have been adjusted to spawn closer to the exact center of the map to help ensure more equal access
    • Spawn reliability of the second deer herd per player has been improved
    • Sacred Sites have been re-added to Black Forest. We have been watching for your feedback on this change, so thanks to everyone who gave us their thoughts on the Black Forest Sacred Sites. With the way Age IV plays, Sacred Sites provide a valuable way for you to counter a locked-in defensive strategy. While we appreciate the epic slugfests that remind us of classic Age of Empires II Black Forest gameplay, we feel like the Sacred Sites play well in the Age of Empires IV version of the map.

    Added Maps

    MegaRandom

    As the name implies, MegaRandom has the ability to spawn in an enormous number of different configurations. We’ve created a huge number of random parameters that MegaRandom can choose from when generating, such as whether to spawn lakes and rivers, which types of impasse to use to generate terrain (if any), whether to spawn extra amounts of some resources, whether to incorporate special terrain patterns, and much more!

    Crafted Map “Valley Battle”

    As an example for what a crafted map may look like when created using the Age of Empires IV Content Editor (Beta), we have added a map called “Valley Battle” to the “Crafted” maps tab. This map was created to be a balanced, mostly symmetrical map that has a bit of everything – open fields for large battles, a river with numerous crossings, small lakes to take advantage of fishing, a defensive area near players’ start locations, and resources that are exactly balanced across the two halves of the map.

    Map Bug Fixes

    • Stealth ocean areas have been updated to have a different colored water tile to help make their area more visible
    • Fixed a bug where min spec trees would pop in game
    • Fixed a visual issue where shadows would appear to be “rippling” on some terrains and shadows settings
    • Fixed scaling of the Fog of War in the Mini-Map to match the rest of the terrain on small maps
    • Fixed a bug where buildings placed in the fog of war would sometimes snap to locations overlapping trees or resource deposits, causing them to not be built once the villager arrives
    • Fixed a visual issue where the building destruction VFX on low Image Quality settings would appear as a grey rectangle due to the cloud texture being loaded at too low of a resolution
    • Fixed issue where the terrain texture would sometimes appear stretched on very wide display aspect ratios
    • Fixed scaling of the Fog of War in the Mini-Map to match the rest of the terrain on small maps
    • Fixed a visual issue where some health bars didn’t display if the gameplayer resolution scale was set below 100%

    Campaign

    • Changed the order of the campaigns. The new order is as follows: The Normans, The Rise of Moscow, The Hundred Years War, The Mongol Empire
    • Fixed a bug causing Age I Mangudai units to have no speech in “The Battle of Zhongdu” campaign mission
    • In the mission Dover, enemy units now spawn at the map edge, instead of the fork in the road
    • In the mission “The Battle of Mohi”, added a new objective for repairing the broken bridge, to avoid confusion about how to reach the western rally position
    • The tooltip for the Stone Wall Tower in campaign now indicates that an upgrade is required to get the springald weapon
    • Fixed a bug in the mission “Battle of Zhongdu”, where the mission couldn’t be completed if the player destroyed an enemy market before completing the first objective
    • The mission “Battle of Pontvallain” has been made easier by decreasing the number of units in the raiding groups
    • The mission “Combat of the Thirty” has been made easier on Hard difficulty by decreasing the quality of enemy units during the final fight
    • The mission “Siege of Wallingford” has been made easier on Intermediate and Hard difficulties by decreasing the number of units in each attack wave
    • The mission “Battle of Formigny” has been made easier on Hard difficulty by decreasing the size of the English army
    • The mission “Siege of Paris” has been made shorter by decreasing the number of enemy attack waves from 10 to 8
    • In the mission “North to York”, the player now receives more villagers from each settlement captured
    • Fixed a bug where units would be facing the wrong direction after the player skips the intro scene in various Campaign missions
    • Fixed a bug where the Mongols’ Improved Raid Bounty tooltip stated an incorrect raid income amount

    General Fixes

    Controls, UI & Quality of Life

    Hotkey Remapping

    • There is a new toggle in the settings to activate Control Group Exclusivity. When enabled, units being bound to a control group will be unbound from all other control groups
    • Added camera location hotkeys to give you more options to manage your base and units. Ctrl+[F1-F8] to save a location. Shift+[F1-F8] to go to a location
    • Added new “Drag camera” hotkey in the settings
    • Added new hotkey to clear all control groups from selected units
    • Added new hotkeys to select all buildings by type
    • Added new hotkeys to cycle through and select all different buildings
    • New hotkeys to remove selected units from a specific hotkey group
    • Added hotkeys to cancel the last item or all items of the selected production queue
    • Shift and Alt keys have been unlocked and can now be used for all key combos
      • The “Rotate camera” control has been unlocked and can now be rebound to any key combo
      • The control group commands to add the selected units to the control group have been separated and are now standalone hotkeys
      • The “Select all units” and “Select all units on screen” commands are now separate hotkeys
    • Mouse 3 (Middle button) and Mouse 4 and 5 (Side buttons) can now be used when rebinding hotkeys

    Bug Fixes

    • Fixed an issue where the “Quit Game” button in the pause menu did not work after match victory or defeat
    • Fixed a bug where remapped camera panning hotkeys would not be applied until starting a new match
    • Fixed a bug where the “Continue” button does not animate to the top of the screen when a match ends in Skirmish or MP
    • Fixed match freezing for observers if all human players disconnect
    • Fixed an issue where the Pagoda would not show income for all resources it produced
    • Converted Abbasid villagers will correctly have their build menu updated to match their new allegiance
    • Camel Archer bow is no longer invisible after upgrading Incendiary Arrows
    • Fixed a bug where constructing Wings from the House of Wisdom did not contribute to a player’s Society Score
    • Pyrotechnics technology no longer appears after researching Reusable Barrels in the Astronomical Clocktower
    • Fixed an issue where the Chinese Dynasty button would not hide when switching to spectate a player not using the Chinese civ
    • Spasskaya tower now has visuals showing off its weapon emplacements for boiling oil, Springald, and cannon
    • Fixed missing geometry for Min Spec Notre Dame wonder
    • Removed an invalid bonus damage type from the HRE Man at Arms two handed axes while charging
    • Fixed a bug with the Rus tech tree where Abbey of Trinity didn’t display all of its unique techs
    • Destroyed High Trade House no longer produces Deer until repaired
    • Fixed a bug where Lodya ships could be converted when at 200 population, exceeding the pop cap
    • Fixed a bug that was causing Rus monk units to spam the Saints Blade order confirmation audio while engaged in combat

    Other Improvements

    • Improved the message notification for remapping conflicts in the controls remap panel by making the banner red and having it stay onscreen longer. Users should be able to dismiss it using the added button for the message
    • Updated the Remap Controls settings screen to be organized into categories to give better accessibility for user navigation
    • Selected unit/building stats card now shows the cumulated amount of buffs/debuffs for health, attack and armor
    • Improved presentation of Observer Delay popup
    • Improved contrast ratio in the quick match section when viewing in Strong Contrast mode
    • Improved the message notification for remapping conflicts in the controls remap panel by making the banner red and having it stay onscreen longer. Users should be able to dismiss it using the added button for the message
    • Updated the Remap Controls settings screen to be organized into categories to give better accessibility for user navigation
    • Improved the UI narration when selecting between the VS modes in the Quick Play tab
    • Improved the UI narration when toggling the filters menu in the multiplayer custom tab
    • Improved the UI narration when expanding/collapsing sections within the friends widget
    • Improved the UI Narration on the navigation tabs in the front end
    • UI narration does not say “Back Button” when clicking or using keyboard nav to interact with the back button on the post match screen
    • The Aachen Chapel blueprint aura range indicator has been updated to use the correct gold color
    • Removed keyboard navigation on non-interactive player portraits
    • New toggle in the Online settings to enable/disable ping chat messages
    • Keyboards layouts should no longer be removed from the OS by the game

    Download free AOE4 Season 1 patch on PC(Steam).

    Jack Johnson
    Jack Johnson
    Jack Johnson mainly writes about game-related news and updates. He is a passionate gamer, music lover, and traveler.
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