
Welcome to an exciting update for Age of Empires II: Definitive Edition! This patch addresses many pathfinding issues, also implementing a new “runaway/escape” feature, and improving the overall player experience. We are aware though, that the improvement will be an ongoing process and want to view this as the first of two major pathfinding patches. Be sure to dig down into the post below to get all of the smaller details before hopping in-game and checking them out firsthand.
While there are plenty of notable fixes and features to which to look forward in today’s build, here’s some of the big highlights coming with this month’s update:
- Bug fixes based on your feedback!
- Pathfinding improvements based on your feedback!
- Balance changes!
- New Maps and Map Updates!
- Quality of Life Features!
Thanks again to our amazing community members, all of whom have helped to make Age of Empires what it is today!
—The Age of Empires Team
Remember that you’ll need to update your game in the Microsoft Store:
- Open the Microsoft Store.
- Click the [∙ ∙ ∙ ] symbol next to your profile picture.
- Select Downloads and updates.
- Press the Get updates button to automatically detect, download, and install the latest changes to your game!
- Open the game. The title screen should show you on Build 153015.
If you are unable to launch the game after downloading the update, make sure you add (or re-add) the Age of Empires II: Definitive Edition client or folder as an exception to your firewall and antivirus program.
That’s it; you’re ready to play!
Remember that you’ll need to update your game in Steam:
- Open Steam.
- Click on Library to see your games list.
- Click Downloads at the bottom of the Library window.
- [If the new build does not download automatically,] click the Download Now button to manually download the new update.
- Open the game. The title screen should show you on Build 153015.
That’s it; you’re ready to play!
Remember that you’ll need to update your game in the Xbox App for Windows.
- Open the Xbox app.
- Games that are installed show up on the left side of the app.
- Hover over the game or click it, and then select Update.
- [If the new build does not download automatically,] hover over the game, select More Options (…), choose Manage. Under the Files tab, choose the option to Check for Updates.
- Open the game. The title screen should show you on Build 153015.
That’s it; you’re ready to play!
- Under the games tab from the PlayStation Home Screen Locate the game and hover over it. Make sure not to select it!
- While hovering over the game press the Pause button (☰) on your controller.
- In the new pop up menu select the Check for Update option.
- If there is a new update available, this will automatically start the download. If your game is on the most recent version, selecting this option will confirm that information for you.
That’s it; you’re ready to play!
Please note that custom mods may not be compatible with the latest game update. If you are experiencing issues launching or playing the game after downloading the new build, try disabling your installed mods before trying again.
Still having trouble? Visit our support site!
Game

Stability & Performance
- Fixed a crash occurring when trying to launch the game when Steam is closed.
- Fixed a crash which could occur in prolonged games with AI players.
- Fixed an out of sync issue which was occuring on Great Wall real world map when playing with players on different game platforms.
Graphics
- Added a new running animation for Jaguars.
- Adjusted idle and walk animation settings for several animals to improve their appearance.
- Improved the fire visuals on Tarkan’s and Elite Tarkan’s torches.
- Herdable animals no longer lose their player color upon death.
- Added a chance for Hunnic Horse to use different Horse graphics instead of always using Horse A graphics.
- Terrain cracks graphics (eye candy object) can no longer appear above unit graphics.
- Updated the texture of “Ice, Navigable” terrain.
- Fences on Pastures no longer receive outlines when they are behind other buildings.
- Pastures placed on mangrove terrains now use rice farm terrain textures.
- Sheep graphics can no longer turn invisible in Return of Rome.
- Snow graphics are now correctly displayed on buildings placed on all types of snow terrains, as well as on terrains with layered snow terrain.
Audio
- Reduced the volume and frequency of The Three Kingdoms hero unit selection and command sounds.
- Adjusted the variation, frequency and volume of Chicken sounds.
- The Tarkan attack sound effect has been updated to use an enhanced version of the legacy effect (also known as “thump”), which is more audible than the previous one.
- Fixed an issue preventing the Narrator dictating the text in the Technology Tree menu.
- Narrator will now pronounce character-based words more consistently.
- Fixed issues with screen narration handling on the Multiplayer Lobby screen, Quick Taunts Selection screen, Clans screen, Mods screen, Credits screen, Help Index screens, Quick Play and Ranked screens.
- Cleaned up the menu narration system to improve menu narration.
- Fixed many minor narration issues.
UI
- Added negative regeneration rate display on UI for indication of lasting damage applied to the unit.
- Fixed an issue where an incorrect number of queued farms and fish traps was displayed when having several Mills or Docks selected.
- Fixed several instances of item display issues in the Technology Tree.
- Adjusted the frame colors for regional buildings in the Technology Tree to be more distinct from common buildings.
- The additional anti-building bonus of garrisoned rams is now correctly reflected in values in the attack tooltip.
- Monks and Warrior Priests with Relics now display all stats on their interface, same as when not carrying Relics.
- Resource gauge bar is no longer displayed for resources that are not being gathered, preventing it from being shown for decaying animals.
- Updated Change to Melee Weapon icon and tooltip to be more generic and applicable for both Rathas and Immortals.
- Fixed an issue where the auto-scout button was not displayed on the UI for animal scout units (Horses and Camels).
- The auto-scout button is now always located in the same slot as the Stop button.
- Now the scout unit must be idle before auto-scout can be activated for it.
- Random map seed is now displayed in the Objectives screen in single player and finished multiplayer games.
- Updated the appearance of the loading screen when starting a game:
- The map icon and description are now displayed.
- The most important settings are displayed with new icons.
- Only enabled checkbox settings are now visible.
- Updated the appearance of Tech Tree Preview panel:
- Swapped positions of icons and civilization description.
- Reorganized labels to better represent the tech tree.
- Slightly reduced the panel size.
- Fixed accessibility issue with focus handling ensuring that button focus is indicated by button visual style as well as highlight color.
- Fixed issue where multiple buttons/tabs could appear to be focused at once.
- The colors of players mentioned in the Scouts tab in scenarios are now correctly named when a colorblind mode is enabled.
- Improved the button selection visual display when highlighting the DLC navigation icons on the main menu.
- Added a text marque to places where the text became very small due to its length e.g. in the Taunts and Diplomacy menus.
- Changed Civilization Set dropdown in lobbies to radio buttons for the available civilization sets.
- Player and clan names in multiplayer lobbies now have a higher contrast ratio to the background.
Settings
- Added a new option which enables a visual and sound alert when queuing and training units with less than 5 remaining housing headroom.
Hotkeys
- Fixed an issue preventing research hotkeys from functioning when the “Select All Lumber/Mining Camps” hotkey is the same as “Select All Mule Carts”.
- Fixed a bug that prevented villagers from being ungarrisoned with the corresponding hotkey.
- The “Select All Town Centers” hotkey now also selects Town Center foundations.
Multiplayer
- Spectators are no longer able to see the chosen civilizations before a match starts if the “Hide Civilizations” setting is enabled.
- Added a checkbox to filter full lobbies in the Lobby Browser.
Xbox
- Fixed an issue where the Blast Radius stat could not be displayed on the UI for buildings.
- Keyboard controls are no longer displayed on various menus when playing on controller.
- Fixed an issue that made UI elements overlap on certain languages.
- Fixed an issue that swapped Fast Castle and Booming tooltips in the Art of War campaign menu.
- Fixed a crash occurring when switching from Standard to Advanced interface while in a match.
- Voiceover audio will now correctly play for non-English languages after downloading the Language Pack.
- Prevented users from seeing player’s Clan Name/Tag when certain privacy settings are enabled.
- Added controller hotkeys for Dromons and Lou Chuans.
- Added a Command Menu Shortcut for Khitans villagers to build Pastures.
- Fixed an issue where the military units added in The Three Kingdoms DLC were not counted in the military unit category display.
- Fixed an issue preventing the player to join a Multiplayer game after accepting a game invite from the main menu.
PlayStation
- Improved navigation hints on the Game Settings screen.
- Fixed menu narration so that where a language is supported it chooses the correct language narrator and when it is not it disables the narrator.
- Fixed an issue where the player chat color in the multiplayer lobby was cached from the previous session.
- Fixed a number of minor UI rendering issues.
- Fixed a number of minor text issues, with incorrect text displaying.
- Updated localized voice overs to fix some missing lines and a few minor bugs.
Gameplay

General
- Improved the assisted farm placement behavior to allow placing farms without delay in multiplayer games.
- Assisted Farm placement properly functions when hovering over all food drop off buildings, including Pastures and Farms themselves.
- Added “runaway/escape” move command with CTRL + right click for units to prioritize moving to the commanded location over assembling into formation.
- Building Foundation graphics are now semi-transparent until their construction commences.
- Buildings under construction are now able to place gather point.
- Huntable animals now evacuate quicker from building foundations which construction is about to start.
Fixes
- Moving Kings no longer stop shortly after getting attacked.
- Fixed an issue where the attack increase from power up for units with ranged attack had no actual effect.
- Town Centers and Gates no longer receive incorrectly multiplied fire damage from attacks of units affected by Red Cliffs Tactics technology.
- Units tasked to garrison into a building will no longer be immune to ballistics if the building is on elevation and they are not moving in a formation.
- Pasture foundations placed on amphibious terrains no longer make the underlying area untraversable for ships.
- Fixed an issue where units would ignore shift-click commands if too many were queued at once.
- Fixed an issue preventing Shift-queued gather points from working when placed on the minimap while holding the Shift key.
- Stuck Villagers or Trade Carts should always show up as idle now.
- Fixed an issue where Fire Lancers on Stand Ground would stop when getting close to an enemy building.
- Improved villager behavior to unstuck themselves when working close together.
- Fixed an issue where Villagers were tasked to attack an enemy Farm on receiving the first command instead of capturing and starting to gather from it.
- Fixed an issue that had the cheat “Polo” reveal map terrain and grid (should be done by the cheat “Marco”).
- Prevented each pasture from having more than two villagers working on it.
- Prevented rocket fired from destroyed Rocket Carts from dealing reduced damage.
- Fixed an issue where the Burgundian tech Flemish Revolution would not apply to Herders (from stolen Pastures) or Oyster Gatherers.
- Siege units should now have a more consistent fleeing behavior.
- Fixed an issue where War Chariots wouldn’t shoot their full volley of arrows under certain circumstances.
Pathfinding
Developer Note: Pathing has long been one of the most complex and sensitive systems in Age of Empires II. Over the decades, several teams have attempted to preserve the existing behavior, which unfortunately sometimes led to command responsiveness feeling worse. We know this has been a source of frustration for many players and it has been for us as well.
Regressions in pathfinding come from many areas beyond the pathfinding code itself, often involving technical interactions that are difficult to explain in patch notes. With this patch, the team has taken a significant step forward. We’ve developed improved regression testing and carried out extensive manual testing and iteration in preparation for this release which was made far more effective thanks to the dozens of community reports! This collaboration and tooling give us confidence that the current changes will reduce many of the issues players have reported, including better handling of group movement, more reliable navigation around obstacles, and fewer instances of units actively sabotaging your empire.
Of course, we know that when it comes to pathfinding, words only go so far… so just believe it when you see it! And with that said, this is not the end of the road. While we at Forgotten Empires believe this patch marks a meaningful improvement, it does not mean pathfinding is now perfect. Bugs may still exist, and future changes could introduce new regressions that even our enhanced testing may miss. However, we remain determined about the direction we’re heading.
We collected massive amounts of feedback from the community and our QA team, and we’ve made the following changes (click on 🎥 to see a video preview)
- 🎥 Fixed an issue with front unit regrouping before going forward.
- 🎥 Siege units will now successfully move through narrow gaps, even when issuing the move-command numerous times.
- 🎥 🎥 Fixed an edge case where units in formation could occasionally move over obstructions such as trees or walls.
- 🎥 Fixed an issue in which military units freeze before engaging other military units.
- 🎥 Villagers can no longer be stacked in the same activity.
- 🎥 Fixed an issue in which villagers struggled to reach shore fish.
- 🎥 Fixed villagers going idle after building a drop-off building when in with a 1-tile hole.
- 🎥 Fixed an issue where Villagers would easily get pushed into the opposite direction by colliding herdables.
- 🎥 Villagers being hit are no longer moving in random directions.
- 🎥 Villagers no longer can escape after being trapped by enemy units.
- 🎥 Fixed an issue in which units regroup forward even after repeatedly clicking back.
- 🎥 Siege units now path smoother when crossing pasture fields.
- 🎥 Trebuchets no longer ignore right-click attack commands.
- 🎥 Units should no longer regroup before attacking with right-click on a target.
- 🎥 Fire lancers no longer stop patrolling close to enemy buildings if set on Stand Ground.
- 🎥 Fixed an issue with villager getting stuck while trying to drop-off and never show up as idle.
- 🎥 Fixed an issue in which a villager has a walking animation, but didn’t move.
- 🎥 Fixed an issue in which a villager initially trying to path through trees instead of going around the forest.
- 🎥 Fixed an issue in which a villager at the dock wanted to drop off food from the shore fish and constantly stopped halfway, couldn’t path to the dock.
- 🎥 Formations are now being kept when right-clicking one of the units in front.
- 🎥 Fixed an issue in which a villager out to lure the boar was blocked by two sheep and did a detour, even stopping when being blocked again.
- 🎥 Fixed an issue in which a fisherman can get blocked and relocate when dropping-off food.
- 🎥 Fixed an issue with villager not getting to tc when blocked by a resource.
- 🎥 Fixed an issue in which unit formation broke instead of going to attack in formation.
- 🎥 Fixed an issue in which attacking while holding CTRL, military units refused to move away.
- 🎥 Improved military unit behavior for queued orders against units or buildings.
- Units are now following stand ground shift-clicks better.
- Villagers no longer get stuck after shift-queuing movement after a dropoff.
- Fixed an issue in which villagers are choosing the TC instead of the nearest deposit building.
- A group of units should be chasing targets better and bumping into each other less.
- Units at the front of a selected group will now move directly to a targeted location instead of regrouping.
- Fixed several issues where units or groups of units colliding with each other would lead to units stopping, turning around or breaking their pathing.
- Fixed an issue where Villagers would struggle to follow garrison commands when resources or a narrow space was in the way.
Pathfinding problems we are actively looking into:
- Unit behavior at the edge of the map
- Movement of bigger groups in tight choke points
If you see pathfinding problems we did not address yet, make sure to keep reporting them at Investigations into Pathfinding or in the offical AoE Discord.
A special thanks to everyone in the community who has provided valuable input over the last months.
Campaign

- Barbarossa#5: ‘Barbarossa’s March’: Fixed an issue where “Saracen Navy” and “Seljuks” had their diplomacy towards the player set to ally.
- Gengis Khan#3: ‘Into China’: Changed the civilization of “Tanguts” to Khitans and updated the army composition.
- Liu Bei#3: ‘The Scholar and the Sandal Maker’: The player will no longer receive duplicate heroes in the second part of the scenario after losing and retraining them before returning with Zhuge Liang.
- Sun Clan#1 : ‘The Imperial Seal’: Prevented Fortified Towers from disappearing in the fog of war when retaken by the enemy.
- Tamar#4: ‘Tamar The Builder’: The yellow faction “Alexios” will now correctly recognize the player as their ally.
- Victors and Vanquished: ‘Mstislav (1203)’: Replaced Priests with Pagan Priests.
Balance Changes

General
- Town Center arrows projectile speed increased from 7 → 8.
- Town Center arrows projectile size increased from 0.1 → 0.15.
- Fortified Gate pierce armor increased from 6 → 7.
- Capped Ram melee armor increased from -3 → -2.
- Siege Ram melee armor increased from -3 → -1.
- Siege Tower cost reduced from 200 wood 160 gold → 100 wood 120 gold.
- Treadmill Crane cost changed from 300 food 200 wood → 200 wood 50 stone.
- Treadmill Crane research time reduced from 50 seconds → 20 seconds.
- Traction Trebuchet conversion resistance increased from 0 → 3.
- Heavy Rocket Cart upgrade cost reduced from 800 wood 750 gold → 800 wood 600 gold.
- Skirmisher train time increased from 22 seconds → 26 seconds (Elite unchanged).
- Pikeman bonus damage vs. Mameluke armor class reduced from 11 → 7.
- Halberdier bonus damage vs. Mameluke armor class reduced from 11 → 7.
- Food from animals killed by Military or Buildings no longer spoils and can now be gathered by Villagers.
- Fixed an issue where secondary projectiles from Mangonel-line would deal no damage when using attack ground.
- Allowed researching economy technologies in Lumber and Mining Camps and Mule Carts when the buildings are owned by civilizations that don’t have access to them (for example when players start with a Mule Cart or convert it from Armenian or Georgian players).
Bohemians
- (Elite) Hussite Wagon
- Secondary projectile damage reduced from 4 → 3.
Bulgarians
- Krepost
- Can now research Elite Konnik upgrade.
Burgundians
- Flemish Militia
- Cost reduced from 30 food 30 gold → 30 food 25 gold.
- Spearman armor class removed.
Celts
- Furor Celtica
- Effect of additional HP now also applies to Trebuchets.
Franks
- Bearded Axe
- Effect of additional range for Throwing Axemen increased from +1 → +2.
- (Elite) Throwing Axeman
- Train time reduced from 17 seconds → 13 seconds.
- Upgrade cost reduced from 1000 food 750 gold → 850 food 550 gold.
Goths
- Hunters +5 attack vs. wild boar civilization bonus removed.
Gurjaras
- Food from Starting Forage Bush civilization bonus increased from 125 → 175 each.
- Camel Scout
- Base train time reduced from 48 seconds → 22 seconds.
- Attack when reaching Feudal Age increased from 4 → 5.
Hindustanis
- Shatagni
- Cost increased from 500 food 300 gold → 500 food 650 gold.
Khmer
- (Elite) Ballista Elephant
- Heavy Siege armor reduced from 20 → 10.
- Elite HP reduced from 290 → 280.
Khitans
- Mounted Trebuchets are now properly affected by team bonuses affecting Camel units.
Koreans
- (Elite) Turtle Ship
- Rocket projectile damage adjusted from 6 pierce → 4 melee, Elite 8 → 4 melee.
- Rocket projectile bonus damage vs. Ships adjusted from +5 → 0, Elite +6 → +1.
Developer Note: This change will reduce the effectiveness of Turtle Ships vs Galley-line and increase it against Fire Galley-line.
Magyars
- (Elite) Magyar Huszar
- HP increased from 75 → 80, Elite from 85 → 90.
- Attack increased from 9 → 10, Elite from 10 → 11.
- Train time reduced from 14 seconds → 12 seconds.
Persians
- Savar
- Upgrade cost increased from 1000 food 600 gold → 1200 food 600 gold.
Poles
- Folwark
- Instant food collection from nearby Farms increased from 8% → 10%.
Portuguese
- Reverted PUP changes to the Organ Gun.
Romans
- Scorpions cost less gold civilization bonus reduced from -60% → -50%.
Saracens
- Elite Mameluke
- Base HP reduced from 90 → 80.
Shu
- Lumberjacks generate food in addition to wood collection rate reduced from 10% → 9%
- War Chariot
- Cost increased from 50 food 90 gold → 65 food 90 gold.
Sicilians
- Soldiers receive less bonus damage civilization bonus increased from 33% → 40%
- (Elite) Serjeant
- Cost reduced from 60 food 25 gold → 55 food 25 gold.
- Donjon
- Can now research Elite Serjeant upgrade.
- Can now research Pikeman and Halberdier upgrade.
Spanish
- (Elite) Conquistador
- Cost changed from 60 food 70 gold → 70 food 60 gold.
Wei
- Receive one free Villager for each Mill, Lumber- and Mining Camp technology changed → Receive one free Villager when researching any economic technology.
Wu
- Military production buildings and Docks provide food when constructed civilization bonus reduced from +65 food → +55 food.
- Jian Swordsman
- Melee armor reduced from 3 → 2.
- Shock Infantry armor reduced from 1 → 0.
Wild Animals
- Wild Chicken
- HP changed from 5 → 3
- Crocodile
- Receives +5 charge attack with 30 seconds recharge
- Running speed changed from 1.05 → 0.885
- Snow Leopard and Jaguar
- Running speed changed from 1.05 → 1.19
- Dire Wolf
- receives same stats as Grey Wolf, except for:
- HP 50
- Attack 4
- Regeneration rate 10
- receives same stats as Grey Wolf, except for:
- Rabid Wolf
- HP changed from 30 → 20
- Attack changed from 5 → 3
- Deals lasting damage to its targets (-15 HP/min for 20 seconds)
- Receives black glow particle for visual distinction
- Komodo Dragon
- Deals lasting damage to its targets (-6 HP/min for 15 seconds)
- Running speed changed from 1.05 → 0.885
- Brown Bear
- HP changed from 25 → 30
- Polar Bear
- HP changed from 25 → 30
- Attack changed from 3 → 4
Chronicles

General
- (Elite) Hoplite:
- Range increased from 0.3 → 0.5
- Melee armor decreased from 2 → 1, Elite from 3 → 2
- Armor aura now gives +1 melee armor for every two nearby (Elite) Hoplites, up to a maximum of +3.
- Bonus damage against buildings decreased from 4 → 2
- Training time changed from 24 to 28 seconds, Elite from 21 → 25
- (Elite) War Chariot:
- Trample damage radius decreased from 0.5 → 0.4
- Reload time increased from 1.8 → 2.0
- Elite War Chariot upgrade time increased from 50 → 90
- Elite War Chariot HP changed from 140 → 125
Achaemenids
- Stable Technologies research faster bonus no longer applies to Elite War Chariot incorrectly
- Economic Town Center upgrade:
- Aura radius increased from 8 → 9 tiles
- Work rate bonus for nearby Villagers decreased from 15% to 10%
- Research time increased from 25 → 50
- Military Town Center upgrade:
- No longer applies any effects to nearby buildings
- Aura radius increased from 8 → 16 tiles
- Aura now heals nearby military units by 20 HP/min, and increases their movement speed by 15%
- Defensive Town Center upgrade:
- Cost changed from 225 stone → 50 stone and 100 wood
- Research time decreased from 50 → 15
- Sparabaras:
- No longer causes Spearmen to give additional armor to nearby units
- Cost changed from 300 wood 200 gold to 350 food 300 gold
- Research time increased from 40 → 50
- No gives Immortals and Spearmen +2/+1 armor
- Karda:
- Technology is now replaced with ‘Sagaris’
- Sagaris gives melee cavalry units +2 unblockable damage to units
- Sagaris costs 600 food 550 gold, and takes 50 seconds to research
Athenians
- Policies:
- Upgrade scaling cost changed from 50 gold / 100 gold / 150 gold for each successive change to free / 25 gold / 50 gold
- Economic Policy:
- No longer increases Villager workrate by 7%
- Now increases the gather rate of food from trees by 50%
- Military Policy:
- No longer provides a training speed increase
- Now decreases the wood cost of military production buildings (except Siege Workshops) by 33%
- Gold generated from melee unit kills increased from 3 → 5
- Naval Policy:
- No longer provides a training speed increase to archers and ships
- Gold discount on archers and ships increased from 15% to 20%
- Iphicratean Tactics:
- Technology is now replaced with ‘Trierarchies’
- Trierarchies improves the charge attack of the Monoreme-line, making it recharge faster, deal more damage, and now deal trample damage
- Trierarchies costs 500 wood and 450 gold, and takes 50 seconds to research
- Eisphora:
- Percentage of the Hoplite gold cost replaced with food changed from 33% → 50%
- Cost changed from 600 food and 750 gold → 500 food and 350 gold
- Delian League:
- No longer increases the movement speed of archers and Gastraphetoroi
- Now makes Ports and Shipyards increase the attack speed of nearby warships
- Cost changed from 900 food 600 gold → 500 wood 300 gold
Spartans
- Hippeus:
- Hippeis now receive 50% stronger benefits from the Polemarch aura
- Polemarch:
- Pierce armor in the Archaic Age changed from 3 → 1
- HP increased from 40/55/60/80 through the ages → 40/65/80/120
- Speed changed from 1.15 → 1.05 in Archaic/Civic Age and 1.15 for Classical/Imperial Age
- Train time changed from 75/60/50 for Civic/Classical/Imperial Age → 50/35/25
- Hippagretai:
- No longer increases the training speed of Polemarchs
- Ephorate:
- Polemarch aura healing bonus decreased from 50 HP/min → 30 HP/min for any units that previously received this healing rate
- Healing no longer applies to ships or siege weapons
- Polemarch aura radius no longer increases with this technology
- Morai:
- Cost changed from 150 food and 175 gold → 100 food and 75 gold
- Xyphos:
- Now gives +1 attack to Hoplites and the Monoreme-line for every 5 nearby enemies, instead of every 10 nearby enemies
- Cost changed from 400 food 300 gold → 300 food 250 gold
- Krypteia:
- Technology is now replaced with ‘Agoge’
- Agoge increases the maximum armor gained for Hoplites from their aura by +1/+1 armor
- Agoge costs 500 food 400 gold, and takes 40 seconds to research
- Peloponnesian League:
- No longer increases the training speed of ships
- Fort gold generation rate increased from 20 gold/min → 45 gold/min
- Monoreme-line now receives +5 damage vs Antiquity Galleys
- Cost changed from 700 food 400 gold → 700 food 450 gold
- Siege Engineers is now available
Random Maps

New Maps
Added 8 New Random Maps

Aquarena
Sea walls shelter players’ bases from early aggression, but rich oyster beds and neutral Ports for trading will create a naval struggle across the map.

Sardis
Break out of your walled base and seize the burning city of Sardis! Capture the central Trade Workshop to generate extra resources.

Graupel
Use your transport ship to quickly reach the mainland and settle your base. Despite the harsh weather, food is plentiful. Keep an eye out for where your opponents may have settled.

Stranded
Quickly abandon your starting island to look for more prosperous land nearby. Construct a Town Center to seize the resource-rich island, but beware of predators lurking in the dense jungles.

Mired
Rush out of the boggy lowlands to build your Town Center and claim the rich wildlife nearby. But act fast – your enemy is close and aiming to do the same.

Border Dispute
With both allies and foes right next to each other, there will be an immediate clash for food in the central swamp. Lure in as many animals as possible to your Town Center before it’s too late.

Chaos Pit
Trapped in a forest clearing with no gold in sight, you’ll need to carve a path through dense woods to reach the riches beyond. Stay alert – enemies lurk nearby.

Murkwood
Establish your Town Center deep within the shadowy swamps. Resources are plentiful, and the surrounding waters teem with fish and wildlife ripe for harvesting.
Added 13 Reimagined Ensemble Studios Maps

Canals
A network of winding rivers forms a complex web that both connects and divides. Take control of the rivers, but be wary of any flanking manoeuvres from your enemies. The forests surrounding the valley are vast but exposed.

Capricious
Some generations will leave you starving, while others will grant you an endless source of neutral resources. Explore and use the unpredictable environment to your advantage. Adaptation will be the key to victory.

Dingos
Quickly gather all your livestock before the numerous lurking dingos make an unexpected visit. Use the sea to bypass the predators entirely or strategically invite them into the enemy base for a feast.

Graveyards
An eerie environment, littered with remnants of past conflicts. You must navigate the dense mist and secure the vital resources hidden in the graveyards before your opponent emerges from the gloom to challenge you.

Metropolis
A total of three Town Centers await your command. You’re immediately plunged into a chaotic environment of having to support a significant population. The clash of great empires begins instantly.

Moats
Surrounded by a thin strip of water, don’t let the false sense of security fool you. It’s only a matter of time before you must escape the safe confines and venture out into the unknown to secure more resources.

Paradise Island
Cast away on an island lost to time, where the jungle breathes, and danger lurks in every shadow. Unravel its mysteries, or become another victim of its ancient power – beware the island’s guardians.

Pilgrims
It’s a race to inhabit the lush and fertile mainland and take advantage of everything it has to offer. Do you immediately settle near the coast or gamble on a deeper expedition, facing unknown perils for the chance at greater riches?

Prairie
A vast, windswept expanse stretches before you, and scattered pockets of woodland offer meager shelter. Resources are abundant but exposed, and hesitation will leave you vulnerable to your rivals’ swift and decisive actions.

Seasons
Four distinct seasons cycle through this map, each bringing its own challenges and opportunities. From the harsh winter to the hopeful spring, the bountiful summer and the fruitful autumn – you must adapt your strategies accordingly.

Sherwood Forest
Navigate through a maze of trees and carve out your foothold in the heart of the woods. Use the tamed wildlife to explore the deep forest and take advantage of the many animals hiding in the shadows.

Shipwreck
The tide washes against the wreckage, and your rivals are not far away. The race to locate resources and rebuild your civilization begins immediately. Will you remain near the shipwreck or venture further out in search of more resources?

Team Glaciers
A frigid river carves a divide in the harsh arctic environment. Endure the harsh conditions, secure the precious resources of the frozen isles, and control the flow of the glacial river to outlast your opponents in this unforgiving arctic battleground.
Added One New Special Map

Forest Breach
Some players find themselves trapped within forests, while others immediately clash with their neighbors.
Random Map Changes
- General
- Fixed quick start maps not correctly adjusting the player’s starting resources.
- Arabia
- Fixed the additional group of huntable animals not generating.
- More resources are now distributed on the map when playing with fewer players than the selected map size recommends.
- Black Forest
- Elevation in forests have been decreased.
- Resources now fill more of the player clearings instead of spawning mostly next to the origin player.
- Additional neutral resources now generate on large map sizes.
- Ensured that all ponds have exactly two shore fish.
- Player-specific resources and objects will now always generate within the origin-player clearing.
- Decreased the number of stumps found adjacent to forests.
- Increased the distance between predators.
- Additional large huntable animals now spawn further away from players.
- Roads now appear between players on the same team.
- More resources are now distributed on the map when playing with fewer players than the selected map size recommends.
- Nomad
- Increased the density of deep fish near coastlines.
- Fixed an issue that occasionally caused no land to generate causing all players to be immediately defeated.
- Bogland
- Players no longer spawn with a watch tower and a mill.
- Players no longer generate on a steep hill.
- All resources are now scattered across the map instead.
- Villagers now spawn scattered across the map.
- Players no longer start with a scouting unit.
- Decreased the amount of forests on the map.
- There’s now a 50% chance that regular herdable animals will be replaced by two small herdable animals.
- When regular herdable animals are present, forage bush clusters are smaller, but three small huntable animals generate nearby each of them.
- When small herdable animals are present, the forage bush clusters are larger, but no small huntable animals are present.
- The map is now surrounded by a small strip of swamp terrain.
- The map has been made 5% larger to compensate.
- Relics are more evenly distributed across the map.
- Relics now scale more appropriately across map sizes.
- Updated the map visuals.
- The map now supports all the additional map sizes.
- Cenotes
- Cenotes are now more evenly spaced on the map.
- Cenotes now generate at lower elevations.
- Cenotes are now surrounded by unbuildable rock terrain.
- Oysters now generate in each cenote.
- Cenotes no longer generate shore fish.
- Relics are more evenly distributed across the map.
- Relics now scale more appropriately across map sizes.
- All resources are now more evenly spaced across the map.
- There’s now a chance that huntable animals generate in groups of two and four, instead of only four.
- There’s now a 50% chance that regular huntable animals will be replaced by a group of small unpushable huntable animals.
- Forests immediately around the players now generate more evenly between players.
- Updated the map visuals.
- The map now supports all the additional map sizes.
- Fortress
- Players no longer start with two kings when playing the map on Regicide mode.
- Highland
- Fixed relics not generating in the appropriate number when playing the map with two players.
- Kawasan
- Decreased the number of fish in the ponds.
- All players now start on a small elevated area.
- Forests surrounding the players are now generally smaller, but in larger quantity.
- All players now only spawn with two nearby regular huntable animals, instead of four.
- All players now spawn with four nearby small huntable animals.
- Neutral resources now generate more evenly between players.
- Relics now generate around the ponds.
- Updated the map visuals.
- The map now supports all the additional map sizes.
- Land Madness
- The forage bush closest to the players no longer generates underneath the Town Center.
- Kilimanjaro
- The central mountain is now much taller.
- Decreased the number of ponds on the map.
- All ponds have been pushed further away from the players.
- Straggler trees now spawn more consistently around the players.
- Players now spawn between three and four regular huntable animals, instead of consistently four.
- All players now spawn between four and eight small huntable animals.
- Acacia forests on the side of the mountain have been replaced by Baobab forests.
- Neutral resources now appear on the mountain peak.
- Relics are more evenly distributed across the map.
- Relics now scale more appropriately across map sizes.
- All resources are now more evenly spaced across the map.
- Updated the map visuals.
- The map now supports all the additional map sizes.
- Mongolia
- Decreased the amount of forest on the map.
- Cliffsides now appear less swirly.
- Ensured that all player-specific resources are easily accessible and not blocked by any natural barriers.
- All resources are now more evenly spaced across the map.
- Relics are more evenly distributed across the map.
- Relics now scale more appropriately across map sizes.
- Updated the map visuals.
- The map now supports all the additional map sizes.
- Mountain Pass
- Removed all ponds from the map.
- The elevation on the map is now much more evenly balanced.
- Gold and stone deposits are more evenly spread out across the map.
- Forage bush clusters are now more evenly spread out across the map.
- Players now spawn with one herdable close to one of their starting villagers.
- Relics now scale more appropriately according to the map size.
- Player’s starting villagers now generate more consistently spaced across the map, ensuring all players have roughly the same walking distance.
- There’s now a more distinct diffence in resource generation between low- and high elevation.
- Updated the map visuals.
- The map now supports all the additional map sizes.
- Oasis
- All players now have a more equal distance to the central forest.
- Additional herdable animals are now more evenly spread out and spawn in groups of two, instead of three.
- The central lake now generates with some shallows.
- Foxes and small huntable animals now appear scattered on the map, far away from players.
- There’s now a 50% chance that regular huntable animals will be replaced by a group of small unpushable huntable animals.
- Relics now scale more appropriately according to the map size.
- Added more variety in the map themes.
- The map now supports all the additional map sizes.
Ensemble Studios Rework Changes
- General
- Moved the reworked maps from Custom to Standard map section.
- All original ES map scripts are now available in the official mod.
- Relics now scale more appropriately according to the map size.
- Added support for all the additional map sizes.
- Updated the map visuals.
- Canals
- Rivers no longer generate between players, but rather, they all connect to the center of the map.
- The center of the map now consists of shallows.
- Oysters now generate in the center of the map.
- The center of the map is now partly surrounded by forest.
- Forests inside the playable area has decreased in size.
- All deep fish have been entirely removed from the rivers.
- Three shore fish now spawn in close proximity to all players.
- Additional large huntable animals can now be found far from players.
- All players now have a more equal distance to the outside forest.
- All resources are now more evenly spaced across the map.
- There’s now a chance that huntable animals generate in groups of two and four, instead of only four.
- There’s now a 50% chance that regular huntable animals will be replaced by a group of small unpushable huntable animals.
- Capricious
- Fixed the water sometimes generating unevenly across the map.
- The number of deep fish on the map has decreased.
- The number of deep fish per pond is now randomised, generating between one and four.
- Each body of water now holds the same number of deep fish.
- The forests on the map are now also randomised in size and number.
- All resources are now independently randomised, making for endless combinations.
- Wolves no longer generate in pairs.
- The elevation has been more evenly distributed.
- The number of shorefish have decreased.
- Added more variety in the map themes.
- Dingos
- When starting player islands are separated, the forests are more equally distributed across all player islands.
- Herdable animals are now more evenly distributed among all players.
- The path from the players to the central island will now always consist of a land crossing instead of shallows.
- The number of deep fish have been reduced.
- Predatory animals no longer generate on the starting islands and can only be found in the center.
- The number of predatory animals have been increased.
- Resources can no longer generate in the center of the map.
- Players now always spawn with four herdable near their Town Center and one herdable animal in their possession.
- Elevation has been reduced on the player’s lands.
- All players now spawn with one large huntable animal nearby.
- Deep fish are now more evenly distributed on the water.
- Fixed some pockets of water sometimes not having any deep fish at all.
- Relics are now more evenly distributed between players.
- Graveyards
- All ponds of water are replaced by shallows.
- Deep fish no longer generate in the ponds.
- A few shorefish are now scattered in each pond.
- The graveyards – resource areas – now always generate in the central area of the map.
- Resources are more evenly distributed in the resource areas.
- Players now always spawn with four herdable near their Town Center and one herdable animal in their possession.
- The map elevation has been generally decreased and distributed more evenly.
- Large huntable animals are placed closer and evenly among players.
- There’s now a chance that huntable animals generate in groups of two and four, instead of only four.
- There’s now a 50% chance that regular huntable animals will be replaced by a group of small unpushable huntable animals.
- The color mood has been updated to be appropriately spooky!
- Relics are now more evenly distributed between players.
- The number of predators on the map has increased.
- Metropolis
- All players now spawn the same distance from the shoreline.
- Huntable animals are now much more evenly distributed among players.
- All animals and other resources generally spawn much closer to their respective Town Centers and are much more evenly distributed among players and across the map.
- The number of deep fish have been decreased.
- Deep and shore fish are more evenly distributed.
- Introduced a few cliffs on the map.
- Introduced a small amount of elevation to the map.
- Players now always spawn with four herdable near their Town Center and one herdable animal in their possession.
- Relics are now more evenly distributed between players.
- Added more variety in the map themes.
- Moats
- Docks can now be placed on the moats surrounding the players.
- All player-specific resources, such as starting minerals and various animals, now always generate inside the moats.
- All forests on the map have been more evenly distributed.
- Introduced a few cliffs on the map.
- Players now always spawn with four herdable near their Town Center and one herdable animal in their possession.
- Regular huntable animals no longer generate inside the moats.
- Neutral resources are now scattered on the outside of the map.
- Relics are now more evenly distributed between players.
- Added more variety in the map themes.
- Paradise Island
- Instead of having to cross a small body of water to reach the central recursive island, players must now chop through a line of trees.
- The center relics are now more thoroughly protected by predators.
- Fixed the beaches sometimes reaching far inland.
- Heavily decreased the elevation on the map.
- Players now always generate five straggler trees around their Town Center.
- Decreased the number of deep and shore fish on the map.
- Resources are now more fairly positioned around the players.
- Fixed small ponds sometimes generating far inland.
- Players now spawn with a few starting herdable animals, instead of none at all.
- Groups of harmless wild monkeys can now be found in the jungles.
- Players now generate slightly further inland.
- Pilgrims
- All resources on the main landmass have been adjusted to spawn more evenly across the land.
- Forests are pushed two tiles away from the shoreline.
- Deep and shore fish distribution has been adjusted to generate more evenly.
- Players now generate roughly the same distance towards the mainland.
- Predators have been pushed more inland, ensuring no predators spawn along the immediate coast.
- The further inland you go, the more predators you will find.
- The player islands now generate in much more consistent shapes and sizes.
- Players now spawn with a hut that provides five population space.
- Fixed the main landmass sometimes failing to generate in its entirety or at all.
- Relics are now more evenly distributed between players.
- Added more variety in the map themes.
- Prairie
- Removed all bodies of water from the map.
- The starting forage bushes now generate the same distance from all players.
- Ensured that players always have three reasonably close forests.
- Players now always generate five straggler trees around their Town Center.
- Players now spawn with a regular scout unit and a horse scout, instead of two regular scouting units.
- All player-specific resources, such as starting minerals and various animals, are now much more evenly distributed.
- Large huntable animals are now generated randomly all across the map, far away from the player’s starting location.
- Large patches of forage bushes and regular huntable animals now generate evenly across the map, with roughly the same distance to all players.
- Players now always spawn with two herdable near their Town Center and one herdable animal in their possession.
- Introduced very gentle elevation on the map.
- Relics are now more evenly distributed between players.
- Seasons
- The different map seasons now offer more variety in map resources.
- The map layout now remain more consistent between seasons.
- The different map seasons now also affect the starting resources in the player’s stockpile.
- Winter: More wood and stone, but less food.
- Spring: More food.
- Summer: More Food and gold, but less wood and stone.
- Autumn: More gold and stone.
- Players now always generate five straggler trees around their Town Center.
- Players now always spawn with one herdable animal in their possession.
- Removed the natural large huntable animals sometimes generating in the center.
- Neutral food resources are changed to appear different between the seasons.
- Winter: No deep fish, but many shore fish.
- Spring: Some fish are small clusters of forage bushes along the coastline.
- Summer: Reasonable number of deep fish and flocks of chicken along the coastline.
- Autumn: Many deep and shore fish in the river.
- All player-specific resources, such as starting minerals and various animals, are now much more evenly distributed.
- Introduced some elevation on the map.
- Relics are now more evenly distributed between players.
- Sherwood Forest
- Decreased the number of ponds on the map.
- Removed all deep fish from the ponds.
- Ponds now generate further away from players.
- The number of regular huntable animals has decreased.
- Added a group of small huntable animals near all players.
- The forests are more evenly distributed across the map.
- More forest clearings will appear across the map.
- All player-specific resources, such as starting minerals and various animals, are now much more evenly distributed.
- Players now always spawn with four herdable animals near their Town Center, one of which is in their possession.
- Neutral boars are now found across the map, reasonably far away from players.
- Map elevation is now more balanced across the map.
- Relics are now more evenly distributed between players.
- Shipwreck
- Players no longer spawn with a Town Center.
- The shape of the central island is now generating much more consistently.
- Deep and shore fish are now much more evenly distributed across the water.
- Shallows connecting the center with the outside now generate much more consistently.
- Fixed shallows sometimes generating in a way that wouldn’t allow all players to access the outside land.
- Map elevation now appears less extreme and more evenly distributed.
- Neutral resources such as herdable animals and minerals are now more evenly distributed across the map.
- The very center of the map now holds a group of regular huntable animals.
- A ring of shallows now incapsulate the central island.
- Forests are now more evenly distributed across the map.
- Relics now only generate on the outside land.
- Relics are now more evenly distributed.
- Team Glaciers
- Fixed forests sometimes generating extremely imbalanced.
- Decreased the number of starting outposts.
- All bodies of water are now connected and all players have equal access to it.
- Added small schools of shore fish in the deep waters.
- The central islands now scale more appropriately across map sizes and hold more resources.
- The central islands now also generate predators on them.
- Predators no longer generate on the player lands.
- All regular huntable have been replaced by two large groups of small huntable animals.
- The unbuildable patches of ice terrain have been decreased.
Real World Map Changes
- Great Wall
- Fixed players sometimes seeing a collapsing outpost near their starting Town Center.
- The stone wall across the map now uses Chinese graphics.
- Updated the map to limit how far the neutral wall extends into Korea.
- Earth
- Fixed the cliffsides at the poles not being correctly aligned.
- Updated the cliffside visuals.
- Extended Antarctica.
Random Map Scripting
- Constants no longer get rounded to integer values when used in math operations.
- The
%(integer modulo) math operation will no longer crash the game when used with a floating-point value between-1and1as the right operand.- Using this operation with
0as the right operand will now return the left operand rounded towards zero (truncated).
- Using this operation with
- Fixed an issue where the land and amphibious placeholder objects couldn’t be placed on unbuildable land terrains.
- Fixed an issue which caused gaia units to not be affected by
effect_amountcommands ifset_gaia_civilizationwas used in the script. - Allowed use of float-format values in land generation commands:
land_position,land_percent,left_border,right_border,top_border,bottom_border,circle_radius. - A new land attribute,
set_circular_base, has been added, changing the shape of a land origin from square to circular. - A new object attribute,
avoid_other_land_zones, has been added, restricting objects to land zones that are different from that of their origin.- Accepts one integer parameter, pushing the objects away from the edge of the zone.
- The attribute only works when used in conjunction with
set_place_for_every_playerorplace_on_specific_land_id.
- A new command,
water_definition, has been added, allowing random map scripts to select a specific water definition to change the 3D effects and appearance of water.- Changes to the available water definitions:
- Renamed some existing water definitions to make them more descriptive.
- Preset_Main → Default (0)
- Preset_China → Dimmed (6)
- Preset_Backup_WickedWitch → Choppy (4)
- The Preset_Backup_FE1 and Preset_Backup_FE2 water definitions have been removed.
- Renamed some existing water definitions to make them more descriptive.
- Changes to the available water definitions:
- Added a new universal command,
create_object_group, that allows for defining groups of objects to be generated at random.- Additionally, added the
add_objectdeclaration that must be used in conjunction with this command.
- Additionally, added the
- Added a new land attribute,
land_conformity.- Accepts one integer parameter with values from
-100to100. The higher the value, the more the additional tiles set byland_percentornumber_of_tilesconform to thebase_sizeof the land, therefore not creating huge deviations from the original shape. Negative values actively discourage the behavior. - Currently doesn’t function as intended and the effects of this attribute might change in the future. Refrain from relying too heavily on the this attribute for now.
- Accepts one integer parameter with values from
- Added a new connections command,
create_connect_land_zones, which allows the creation of connections between two specific land zones. - Added a new land attribute,
generate_mode, which controls the behavior of land positioning when noland_positionis defined.- When set to
1, lands no longer generate in a cross-like pattern, but rather, have a chance at generating anywhere on the map.
- When set to
- Added a new terrain attribute,
spacing_to_specific_terrain, allowing terrains to avoid certain terrains, but not others.- A maximum of four of this attribute can be used per terrain declaration.
Additions
- Animals, terrains, trees, oysters, placeholder objects for random maps, and some eye candy objects which were added in previous patches, as well as the new items listed below, are now also available in Return of Rome.
- Added a new type of huntable animal which holds 35 gold and can be gathered without need to drop the resources:
- Red Fox (1955)
- Arctic Fox (1958)


Red Fox
Arctic Fox
- Added new small unpushable huntable animals:
- Hare (2098, 2099)
- Arctic Hare (2100)


Hare
Arctic Hare
- Added a new herdable animal:
- Llama B (white variation) (1963)
- Added a new predator animal:
- Arctic Wolf (1965)


Llama B (white variation)
Arctic Wolf
- Added new terrains which were previously featured in the Spring Terrains mod:
- Grass, Flowers 1 (122)
- Grass, Flowers 2 (123)
- Snow (Soft) (124)
- Snow (Soft), Light (125)
- Snow (Soft), Strong (126)
- Ice (Soft) (127)
- Added new water definitions to be used in both random map scripts and scenarios:
- Afternoon (1)
- Arctic (2)
- Calm (3)
- Dark Night (5)
- Evening (7)
- Hurricane (8)
- Moonlit Night (9)
- Morning (10)
- Murky (11)
- Night (12)
- Noon (13)
- Ocean (14)
- Red Tide (15)
- Stormy (16)
- Sunrise (17)
- Sunset (18)
- Swamp (19)
- Tropical (20)
AI

Scripting
- Sending multiple military explorers no longer causes the exploration to fail.
- Fixed an issue where civilian explorers would sometimes freeze instead of exploring.
- Fixed an issue where AI foundations may not get cancelled when sn-disable-defend-groups is used.
- Fixed an issue forcing AI to repair towers.
- Added object-data-attack-delay with ID 90 which returns the frame delay time calculated from Frame Delay attribute of the unit and the duration of its attack animation.
Modding

General
- Added
KEEP_MODS_AFTER_CRASHlaunch parameter to keep the mods enabled if the previous game session has crashed. - Added a new
ExtendedDifficultyListparameter for custom campaign layout json files; setting it to true enables Easiest and Legendary difficulty options for the campaign. - History screen data is no longer hardcoded; now contained in history.json file in widgetui folder.
- The amount of Technology Tree Preview categories is no longer limited to a hardcoded amount. The label widgets for each display category in techtreepreviewpanel.json must now be named LabelN and ItemsN.
- The train limit functionality (controlled by Available and Disabled unit attributes) can now also be used for limiting the construction of buildings.
- Added a new flag 8 for Disabled attribute to remove the train/build button from UI if the train/build limit is reached.
- Allowed stingers (Task 157) to be applied by Projectile (Type 60) units.
- Fixed an issue where Multiply Resource effect type did not perform the correct action when used in effect amount commands.
- Spawn Unit effect type used in effect amount commands is now able to spawn gaia-only objects.
- Unit voices for DLC civilizations (starting from Romans) are now moddable in non-data mods.
- Trade units that are in the process of trading can now hold multiple resource types. New resources 70 and 71 “Source Market or Dock X/Y Coordinate” can now be used to designate the trading point.
- Added new resource 203 “Reveal Map”:
- When set to 1, will reveal the map (explored) for the player
- When set to 2, will reveal the map (fully visible) for the player
- Added new resource 204 “Reveal Unit on Map”. Its value will reveal all instances of a specified unit type ID or class ID (900-based) when set:
- When the ID is positive, explores the units at the time of creation and/or resource assignment
- When the ID is negative, makes the units fully visible
- Resource 262 “Civilization Name Override” will now work correctly.
- Allowed modifying the following unit attributes by Effect Amount, Modify Attribute trigger effect and technologies in data with the IDs:
- Special Ability (81)
- Idle Attack Graphic (82)
- Hero Glow Graphic (83)
- Garrison Graphic (84)
- Construction Graphic (85)
- Snow Graphic (86)
- Destruction Graphic (87)
- Destruction Rubble Graphic (88)
- Researching Graphic (89)
- Research Completed Graphic (90)
- Damage Graphic (91)
- Selection Sound (92)
- Selection Sound Event (93)
- Dying Sound (94)
- Dying Sound Event (95)
- Train Sound (96)
- Train Sound Event (97)
- Damage Sound (98)
- Damage Sound Event (99)
- Attack Graphic 2 (131)
- Command Sound (132)
- Command Sound Event (133)
- Move Sound (134)
- Move Sound Event (135)
- Construction Sound (136)
- Construction Sound Event (137)
- Transform Sound (138)
- Transform Sound Event (139)
- Run Pattern (140)
- Interface Kind (141)
- Combat Level (142)
- Interaction Mode (143)
- Minimap Mode (144)
- Trailing Unit (145)
- Trail Mode (146)
- Trail Density (147)
- Projectile Graphic Displacement X (148)
- Projectile Graphic Displacement Y (149)
- Projectile Graphic Displacement Z (150)
- Projectile Spawning Area Width (151)
- Projectile Spawning Area Length (152)
- Projectile Spawning Area Randomness (153)
- Damage Graphics Entry Mod (154)
- Damage Graphics Total Num (155)
- Damage Graphic Percent (156)
- Damage Graphic Apply Mode (157)
Scenario Editor
- Added new “Modify Object Attribute” and “Modify Object Attribute By Variable” trigger effects which can modify stats of specific units on the map with all functionality, supported attributes and fields from “Modify Attribute” effect. Units targeted by these effects will no longer be affected by technologies, same as after receiving effect from other object-targeting trigger effects.
- Added new “Modify Attribute for Class” trigger effect which works like “Modify Attribute” but based on the specified unit class.
- Added new “Research Local Technology” trigger effect which allows to research a technology that applies its effect within the marked map area and/or towards selected units only.
- Added new “Add Train Location” trigger effect to assign additional train location settings for the specific unit type.
- Trigger effects such as “Change Diplomacy”, “Patrol”, “Attack Move”, and “Task Object” will now instantly perform their function upon firing without being affected by network delay.
- The “Change Object Caption” trigger effect now supports entering custom strings, rather than just string IDs.
- Certain object attributes in the “Modify Attribute” family of effects now support floating-point values.
- Added an option to reset the starting view for the player.
- Added a previously missing technology to detect Wei civilization in “Research Technology” trigger condition.
- Changed the name of Penguin cheat unit to “War Penguin”.
- Pressing Ctrl+Space in the Editor will now correctly start the Test of the current Scenario, instead of hanging indefinitely on the loading screen.
XS Scripting
- Allowed calling XS functions from technology effects and effect amount commands by setting resource 33 to a positive integer value. This would call xs function EffectFunctionN with playerId argument, where N is the value the resource was set to, playerId is the player who fired the effect which modified resource 33. These functions are stored in a new Effects.xs file.
- xsTaskAmount, xsTask, xsRemoveTask functions are no longer limited to scenario games.
- Fixed an issue where object group-targeting tasks added by xsTask function were overwriting the previously added tasks.
- Added support for all task attributes to be set in xsTaskAmount. Refer to Constants.xs.
- Added an optional parameter int damageClass for the xsGetObjectAttribute function, to allow getting armor/attack from specific damage classes. The usage for non armor/attack related attributes remains exactly the same. See Constants.xs for relevant constants
- Usage: xsGetObjectAttribute(1, 4, cArmor, cDamageClassPierce);
- Fixed float atan2(float y, float x) to take two parameters
- Added new XS functions:
- void xsResetTaskAmount()
- Resets all task values set by xsTaskAmount to their default values, avoiding unintentional applying of previously used task attributes
- int xsGetTurn()
- Returns the current game turn (similar to tick; high-frequency rules run every turn)
- int xsGetPlayerUnitIds(int objectId, int playerId, int xsArrayId)
- Returns an array of unit IDs
- The third parameter is optional and may be used to re-use an existing array
- float xsGetUnitAttribute(int unitId, int attribute, int damageClass)
- bool xsDoesUnitExist(int unitId)
- int xsGetUnitOwner(int unitId)
- string xsGetPlayerName(int playerId)
- vector xsGetUnitPosition(int unitId)
- string xsGetUnitName(int unitId, bool internalName = false)
- int xsGetUnitTargetUnitId(int unitId)
- vector xsGetUnitMoveTarget(int unitId)
- int xsGetUnitGroupId(int unitId)
- Group as in one selection (formation)
- vector xsGetGroupMoveTarget(int groupId)
- string xsGetObjectName(int objectId, int playerId, bool internalName = false)
- bool xsIsObjectAvailable(int objectId, int playerId)
- string xsGetTechName(int techId, int playerId)
- int xsGetTechState(int techId, int playerId)
- See Constants.xs for relevant constants
- float xsGetUnitHitpoints(int unitId)
- bool xsSetUnitHitpoints(int unitId, float value)
- float xsGetUnitBuildPoints(int unitId)
- bool xsSetUnitBuildPoints(int unitId, float value)
- int xsGetUnitObjectId(int unitId)
- int xsGetUnitCopyId(int unitId)
- int xsGetObjectCopyId(int playerId, int objectId)
- int xsGetUnitClass(int unitId)
- int xsGetObjectClass(int playerId, int objectId)
- See Constants.xs for relevant constants
- int xsGetUnitType(int unitId)
- int xsGetObjectType(int playerId, int objectId)
- See Constants.xs for relevant constants
- int xsGetUnitAttributeTypesHeld(int unitId)
- Returns an array with all resource types held by the current unit. Most units (except trading units) can currently only hold 1 of each resource type.
- float xsGetUnitAttributeHeld(int unitId, int attributeId = -1)
- bool xsSetUnitAttributeHeld(int unitId, float value, int attributeId = -1)
- float xsGetUnitCharge(int unitId)
- bool xsSetUnitCharge(int unitId, float value)
- float atan2v(vector v)
- equivalent to atan2(xsVectorGetY(v), xsVectorGetX(v))
- float exp(float x)
- float ceil(float x)
- float floor(float x)
- float bitCastToFloat(int number)
- int bitCastToInt(float number)
Data File
- Added support for multiple train location for units.
- Added support for multiple research location for technologies.
- Added a new flag 16 for Sequence Type graphic attribute to allow reverse playback of the animation.
- New adjustable parameters for Task 10: Fly
- Carry Check: Distance the unit is allowed to move from its starting position before picking a new direction to return closer
- If 0, no limit
- Search Wait Time: Time in seconds that the unit pauses, playing the idle animations, when changing direction
- Work Value 1: Unit speed multiplier while roaming
- Work Value 2: Unit ID to avoid
- Work Range: Minimum distance to the unit to avoid that will be maintained while roaming
- Terrain: Terrain Table that the unit will be allowed to roam on. If -1, use the unit’s terrain table
- Moving Graphic, Proceeding Graphic, Working Graphic: Graphics used for the unit moving around, randomly alternates between them
- Currently Working Graphic is unused, and Standing Graphic is used instead
- If none of these is set, use the unit’s normal Walking Graphic
- Unused Flag: If set to 1, only roam around if the unit is owned by Gaia
- Carry Check: Distance the unit is allowed to move from its starting position before picking a new direction to return closer
Ongoing…

Investigation
We are aware of an issue that might cause units fail to follow queued commands under certain circumstances. We are investigating this issue at this time and do not require any additional information.
As always, we are continuing to track issues reported by the community for future updates.
For other known issues, please visit this page to see what’s being tracked!
What’s on the Horizon?
COMING UP…
As mentioned in our recent blog, we’re working on another DLC which will release later this year. We’re really excited about this one, and we’re getting close to being able to share more with you. Keep an eye out for some news in about a month.
DISCLAIMER
Please note that this list is subject to change and should not be considered a comprehensive list of all the known issues we’re tracking. The above is to inform you of the team’s current priorities, which will change as other issues arise or take precedence.
For the latest updates and announcements, please visit our social channels.